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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-06-07T10:28:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=108156</id>
		<title>Rapid Fire (515)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rapid_Fire_(515)&amp;diff=108156"/>
		<updated>2018-07-22T16:52:19Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: info from discord from GM Naos - EMC halved for anyone but wizards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = RAPIDFIRE&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | duration = 60 seconds&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | subtype = Reduced Cast RT&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
While &#039;&#039;&#039;Rapid Fire&#039;&#039;&#039; is active, it will reduce the [[cast roundtime]] of all subsequent spells to 1 second. Once the effect ends, there is a short recovery period (i.e. cooldown) of 90 seconds before the spell can be used again without an extra penalty. If the spell is recast during the recovery period, all subsequent spells cast cost an additional 5 mana.  Training in [[#Mana Control Benefit|Elemental Mana Control]] will reduce the recovery period.  Rapid Fire is &#039;&#039;&#039;not&#039;&#039;&#039; restricted to self-cast; it can be cast on other characters.  This spell cannot be [[imbed]]ded or found normally on [[scroll]]s. &lt;br /&gt;
&lt;br /&gt;
Rapid Fire does not affect the cast roundtime from [[magic item]]s or [[Bard Base|spellsongs]]. The spell will not automatically prepare the same spell again.  &lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
Training in [[Elemental Mana Control]] (EMC) reduces the recovery period. &lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{math|Recovery Period {{=}} 90 - trunc[(EMC ranks) / 2.2] seconds}}}} &lt;br /&gt;
&lt;br /&gt;
At 100 ranks, the duration is 45 seconds, and at 200 ranks, there is no cooldown. When cast on other characters, Rapid Fire uses the target&#039;s EMC skill, but it is halved, to determine the recovery period.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Mana Control ranks||0||25||50||75||100||125||150||175||200&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Recovery period (seconds)||90||79||68||56||45||34||22||11||0&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;18&amp;quot;|&amp;lt;small&amp;gt;&#039;&#039;Not all thresholds are shown.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
Training in Air Lore provides a chance, based on a  seed 1 [[summation]] of ranks, to cause an attack spell to be resolved using {{boldmono|[[CHANNEL]]}} formulas (instead of a normal {{mono|CAST}}) to determine damage or critical location. For a warding spell, the caster will be treated as if they were in offensive [[stance]] for the purposes of determining the bonus from channeling. (This effect is automatic and does not require the caster to manually {{mono|CHANNEL}}, it simply converts a {{mono|CAST}} to a {{mono|CHANNEL}}.)&lt;br /&gt;
&amp;lt;section begin=Air_Lore_Bonus/&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Lore, Air ranks||1||3||6||10||15||21||28||36||45||55||66&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Chance for channel bonus||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Elemental Lore, Air ranks||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Chance for channel bonus||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Air_Lore_Bonus/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Water]]===&lt;br /&gt;
Training in Water Lore provides a chance to negate the cooldown when the effect ends based on a seed 1 summation of ranks.&lt;br /&gt;
&amp;lt;section begin=Water Lore Bonus/&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; |Elemental Lore, Water ranks||1||3||6||10||15||21||28||36||45||55||66&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; |Chance to negate cooldown||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Elemental Lore, Water ranks||78||91||105||120||136||153||171||190||210||231&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot; colspan=&amp;quot;2&amp;quot;|Chance to negate cooldown||12%||13%||14%||15%||16%||17%||18%||19%||20%||21%&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Water Lore Bonus/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Start&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;You feel the magic surge through you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! End&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;As the surge of magic departs, you feel a slight elemental fatigue settle in.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Cooldown&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;You notice the feeling of elemental fatigue fade away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Water Lore (no cooldown)&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Moisture beads on the surface of your skin then evaporates away, taking with it your recent elemental fatigue.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Air Lore (converted channel)&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Seeing an opportunity, you accelerate time and empower your spell!&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Rapid_Fire_.28515.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=TWC_weapon&amp;diff=102857</id>
		<title>TWC weapon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=TWC_weapon&amp;diff=102857"/>
		<updated>2018-02-01T10:33:21Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are two types of TWC weapon scripts; one for one-handed edged weapons with fluff scripts that reference a hollow pommel which can hold a dagger called [[Hkala]] weapons, and another for one-handed edged weapons that require a high degree of skill in the [[Two Weapon Combat]] skill.  They are both tiered scripts which can be unlocked by [[Xerria]].&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
You analyze your mithril rapier and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that There do not seem to be any specific limitations.&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
A certain amount of Two Weapon Combat ranks are required for all the verbs available on this mithril rapier.&lt;br /&gt;
This mithril rapier is locked and will only work with 1 random verb from each level:&lt;br /&gt;
&lt;br /&gt;
1 to 19 ranks    : COVER, PUSH, TAP&lt;br /&gt;
&lt;br /&gt;
20 to 49 ranks   : RAISE, DIP, WAVE&lt;br /&gt;
&lt;br /&gt;
50+ ranks        : TURN, TWIST, BOW&lt;br /&gt;
&lt;br /&gt;
==Verb traps==&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
(20 ranks in TWC?)&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 100px | Verb || Messaging for one weapon (1) or two (2)&lt;br /&gt;
|-&lt;br /&gt;
|cover || (1) You prepare to parry with your dark vultite longsword.&lt;br /&gt;
(2) You cross your dark vultite longsword and dark vultite longsword in front of yourself, ready to ward off blows.&lt;br /&gt;
|-&lt;br /&gt;
|push ||(1) You thrust your dark vultite longsword forward. &lt;br /&gt;
(2) You thrust your dark vultite longsword forward threateningly while holding your dark vultite longsword close to your body.&lt;br /&gt;
|-&lt;br /&gt;
|tap ||(1) You rap your dark vultite longsword sharply. &lt;br /&gt;
(2) A loud clang resonates as you rap your dark vultite longsword sharply against your dark vultite longsword.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
(40 ranks in TWC?)&lt;br /&gt;
{| {{Prettytable||text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 100px | Verb || Messaging for one weapon (1) or two (2)&lt;br /&gt;
|-&lt;br /&gt;
|raise ||(1) You raise your dark vultite longsword in a formal salute. &lt;br /&gt;
(2) You raise your dark vultite longsword and dark vultite longsword high and twist both weapons in an intricate salute.&lt;br /&gt;
|-&lt;br /&gt;
|dip ||(1) You dip your dark vultite longsword downward, poised to strike. &lt;br /&gt;
(2) You let both your dark vultite longsword and dark vultite longsword dip downward, though you keep your muscles tense and poised to raise the weapons at the slightest threat.&lt;br /&gt;
|-&lt;br /&gt;
|wave ||(1) You swing your dark vultite longsword wildly about. &lt;br /&gt;
(2) With a mad look in your eyes, you swing your dark vultite longsword and dark vultite longsword wildly about, creating an unpredictable whirlwind of metal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
(60 ranks in TWC?)&lt;br /&gt;
{| {{Prettytable||text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
! width = 100px | Verb || Messaging for one weapon (1) or two (2)&lt;br /&gt;
|-&lt;br /&gt;
|turn ||(1) You sweep your dark vultite longsword through the air, tracing a half-circle. &lt;br /&gt;
(2) You sweep your dark vultite longsword and dark vultite longsword up in a pair of mirrored arcs, tracing a circle through the air.&lt;br /&gt;
|-&lt;br /&gt;
|twist ||(1) You lift your dark vultite longsword to eye level, parallel to the ground. &lt;br /&gt;
(2) Stepping to one side, you lift your dark vultite longsword to eye level and arc your left arm to hold your dark vultite longsword at a higher parallel.&lt;br /&gt;
|-&lt;br /&gt;
|bow ||(1) You hold your dark vultite longsword to your chest and bow gracefully. &lt;br /&gt;
(2) Moving both hands in perfect synchrony, you pull your dark vultite longsword close against your chest in a stiff, vertical position and twist your dark vultite longsword to rest in a similar stance against your back. After making a graceful bow, you return your weapons to your sides.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Scripted Items]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100738</id>
		<title>Armament bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100738"/>
		<updated>2017-11-28T00:35:40Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: from chat with wyrom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bane&#039;&#039;&#039; is a general term for a functional item script that is usually applied to weapons (and rarely shields) to gives either [[flare]]s, [[weighting]], or extra [[enchantment]](s) to the item when used against a specific opponent as categorized below.  As shown in [[item properties]], bane occupies its own property slot (i.e., is Category C) and may be added to almost any weapon (at the discretion of the [[merchant]]).  &#039;&#039;&#039;Bane weapons cannot be player enchanted&#039;&#039;&#039;.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Creature Bane==&lt;br /&gt;
A &#039;&#039;&#039;Creature Bane&#039;&#039;&#039; weapon gives either flares, weighting, or extra enchant when used against a specific creature.  This was the original concept for bane and the idea expanded over the years.  Bane is set with the first swing of the weapon.&lt;br /&gt;
&lt;br /&gt;
==Demon Bane==&lt;br /&gt;
&#039;&#039;&#039;Demon Bane&#039;&#039;&#039; includes all creatures classified as demons, but does not include the inherent ability to hit them.  An appropriate weapon for this service is enchanted with a minimum +40 bonus and blessable.  It acts similar to standard creature bane with the service winner selecting between flares, weighting, or extra enchant. &lt;br /&gt;
&lt;br /&gt;
*[[Abyran&#039;ra]]&lt;br /&gt;
*[[Necleriine]]&lt;br /&gt;
*[[Oculoth]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since demons are also classified as extraplanar creatures, it is highly recommended to get extraplanar bane instead if given the option.&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Bane==&lt;br /&gt;
&#039;&#039;&#039;Extraplanar Bane&#039;&#039;&#039; weapons are effective against extraplanar creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added.&lt;br /&gt;
&lt;br /&gt;
* [[Abyran&#039;ra]]&lt;br /&gt;
* [[Darkly inked fetish master]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fallen crusader]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Glistening cerebralite]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Huge air elemental]]&lt;br /&gt;
* [[Huge earth elemental]]&lt;br /&gt;
* [[Huge fire elemental]]&lt;br /&gt;
* [[Huge ice elemental]]&lt;br /&gt;
* [[Huge lava elemental]]&lt;br /&gt;
* [[Huge lightning elemental]]&lt;br /&gt;
* [[Huge steam elemental]]&lt;br /&gt;
* [[Huge water elemental]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Ithzir adept]]&lt;br /&gt;
* [[Ithzir champion]]&lt;br /&gt;
* [[Ithzir herald]]&lt;br /&gt;
* [[Ithzir initiate]]&lt;br /&gt;
* [[Ithzir janissary]]&lt;br /&gt;
* [[Ithzir seer]]&lt;br /&gt;
* [[Ithzir scout]]&lt;br /&gt;
* [[Ki-lin]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich]]&lt;br /&gt;
* [[Lost soul]]&lt;br /&gt;
* [[Murky soul siphon]]&lt;br /&gt;
* [[N&#039;ecare]]&lt;br /&gt;
* [[Necleriine]]&lt;br /&gt;
* [[Oculoth]]&lt;br /&gt;
* [[Raving lunatic]]&lt;br /&gt;
* [[Vaespilon]]&lt;br /&gt;
* [[Vathor]]&lt;br /&gt;
* [[Vvrael destroyer]]&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Vvrael witch]]&lt;br /&gt;
* [[Water elemental]]&lt;br /&gt;
&lt;br /&gt;
==Grim Bane==&lt;br /&gt;
&#039;&#039;&#039;Grim Bane&#039;&#039;&#039; will give either flares, weighting, or extra enchant against all enemies of the [[Guardians of Sunfist]].&lt;br /&gt;
&lt;br /&gt;
==Magical Bane==&lt;br /&gt;
&#039;&#039;&#039;Magical Bane&#039;&#039;&#039; weapons are effective against magical creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added. &lt;br /&gt;
&lt;br /&gt;
* [[Caedera]]&lt;br /&gt;
* [[Csetairi]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Dark vortece]]&lt;br /&gt;
* [[Dhu goleras]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fenghai]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Golem family creatures]] (many types, but perhaps not all)&lt;br /&gt;
* [[Greater construct]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Horned vor&#039;taz]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Krynch]]&lt;br /&gt;
* [[Lesser construct]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich qyn&#039;arj]]&lt;br /&gt;
* [[Major glacei]]&lt;br /&gt;
* [[Massive pyrothag]]&lt;br /&gt;
* [[Mezic]]&lt;br /&gt;
* [[Minor glacei]]&lt;br /&gt;
* [[Moulis]]&lt;br /&gt;
* [[Shrickhen]]&lt;br /&gt;
* [[Stone mastiff]]&lt;br /&gt;
* [[Stone sentinel]]&lt;br /&gt;
* [[Storm griffin]]&lt;br /&gt;
* [[Wood sprite]]&lt;br /&gt;
&lt;br /&gt;
==Undead Bane==&lt;br /&gt;
&#039;&#039;&#039;Greater [[Undead]] Bane&#039;&#039;&#039; is an ability put on a weapon or shield to give it a permanent ability to hit the undead, as well as an ability that activates only against the undead.  This can include flares, weighting, or additional enchantments.  Undead Bane is different from [[permabless]] as it can come with different flare or weighting, whereas permabless is permanent ability to hit undead and (sometimes) holy water flares.&lt;br /&gt;
&lt;br /&gt;
:Loresong will read &amp;quot;the bane of all undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Undead Bane - Non-Corporeal&#039;&#039;&#039; Same as regular Greater Undead Bane but the flares, weighting, or extra AS only affect [[non-corporeal]] undead.&lt;br /&gt;
&lt;br /&gt;
:Loresong will read &amp;quot;the bane of all non-corporeal undead creatures&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Undead Bane&#039;&#039;&#039; is the same as Greater version, except it requires the weapon to be blessed in order to hit the undead and activate the bane type.&lt;br /&gt;
&lt;br /&gt;
:Loresong will read &amp;quot;the bane of all undead creatures that can be affected by it.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Undead Bane - Non-Corporeal&#039;&#039;&#039; is the same as Greater version, except the flares, weighting, extra AS only work on non-corporeal undead.&lt;br /&gt;
&lt;br /&gt;
:Loresong will read &amp;quot;the bane of all non-corporeal undead creatures affected by it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;&#039;temporary Undead Bane&#039;&#039;&#039; potions sold at [[Return to Coraesine Field]]. These potions gave weapons a temporary Lesser Undead Bane ability.&lt;br /&gt;
&lt;br /&gt;
===Possible Benefits===&lt;br /&gt;
Known Types of Undead Bane include:&lt;br /&gt;
====Offensive (weapon)====&lt;br /&gt;
* Fire Flares&lt;br /&gt;
* Lightning Flares&lt;br /&gt;
* Plasma Flares&lt;br /&gt;
* Disruption Flares&lt;br /&gt;
* Crit Weighting&lt;br /&gt;
* Added Attack Strength&lt;br /&gt;
&lt;br /&gt;
====Defensive (shield)====&lt;br /&gt;
* % Block Chance&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[category: Weapon Enhancements]]&lt;br /&gt;
[[Category: Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Lapidary_box&amp;diff=100142</id>
		<title>Talk:Lapidary box</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Lapidary_box&amp;diff=100142"/>
		<updated>2017-11-03T00:31:35Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How should the wording be that first unlock gives 5 slots but there was a jackpot win that had 10 slots.&lt;br /&gt;
http://forum.gsplayers.com/showthread.php?112280-Hagfish-prize#post1990526 [[User:MEKK1|MEKK1]] ([[User talk:MEKK1|talk]])&lt;br /&gt;
:good? [[User:VANKRASN39|VANKRASN39]] ([[User talk:VANKRASN39|talk]]) 11:24, 2 November 2017 (CDT)&lt;br /&gt;
Looks good to me [[User:MEKK1|MEKK1]] ([[User talk:MEKK1|talk]]) 19:31, 2 November 2017 (CDT)&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100109</id>
		<title>Armament bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100109"/>
		<updated>2017-11-02T05:29:18Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: /* Undead Bane */ fixed wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bane&#039;&#039;&#039; is a general term for a functional item script that is usually applied to weapons (and rarely shields) to gives either [[flare]]s, [[weighting]], or extra [[enchantment]](s) to the item when used against a specific opponent as categorized below.  As shown in [[item properties]], bane occupies its own property slot (i.e., is Category C) and may be added to almost any weapon (at the discretion of the [[merchant]]).&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Creature Bane==&lt;br /&gt;
A &#039;&#039;&#039;Creature Bane&#039;&#039;&#039; weapon gives either flares, weighting, or extra enchant when used against a specific creature.  This was the original concept for bane and the idea expanded over the years.  Bane is set with the first swing of the weapon.&lt;br /&gt;
&lt;br /&gt;
==Demon Bane==&lt;br /&gt;
&#039;&#039;&#039;Demon Bane&#039;&#039;&#039; includes all creatures classified as demons, but does not include the inherent ability to hit them.  An appropriate weapon for this service is enchanted with a minimum +40 bonus and blessable.  It acts similar to standard creature bane with the service winner selecting between flares, weighting, or extra enchant. &lt;br /&gt;
&lt;br /&gt;
*[[Abyran&#039;ra]]&lt;br /&gt;
*[[Necleriine]]&lt;br /&gt;
*[[Oculoth]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since demons are also classified as extraplanar creatures, it is highly recommended to get extraplanar bane instead if given the option.&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Bane==&lt;br /&gt;
&#039;&#039;&#039;Extraplanar Bane&#039;&#039;&#039; weapons are effective against extraplanar creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added.&lt;br /&gt;
&lt;br /&gt;
* [[Abyran&#039;ra]]&lt;br /&gt;
* [[Darkly inked fetish master]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fallen crusader]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Glistening cerebralite]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Huge air elemental]]&lt;br /&gt;
* [[Huge earth elemental]]&lt;br /&gt;
* [[Huge fire elemental]]&lt;br /&gt;
* [[Huge ice elemental]]&lt;br /&gt;
* [[Huge lava elemental]]&lt;br /&gt;
* [[Huge lightning elemental]]&lt;br /&gt;
* [[Huge steam elemental]]&lt;br /&gt;
* [[Huge water elemental]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Ithzir adept]]&lt;br /&gt;
* [[Ithzir champion]]&lt;br /&gt;
* [[Ithzir herald]]&lt;br /&gt;
* [[Ithzir initiate]]&lt;br /&gt;
* [[Ithzir janissary]]&lt;br /&gt;
* [[Ithzir seer]]&lt;br /&gt;
* [[Ithzir scout]]&lt;br /&gt;
* [[Ki-lin]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich]]&lt;br /&gt;
* [[Lost soul]]&lt;br /&gt;
* [[Murky soul siphon]]&lt;br /&gt;
* [[N&#039;ecare]]&lt;br /&gt;
* [[Necleriine]]&lt;br /&gt;
* [[Oculoth]]&lt;br /&gt;
* [[Raving lunatic]]&lt;br /&gt;
* [[Vaespilon]]&lt;br /&gt;
* [[Vathor]]&lt;br /&gt;
* [[Vvrael destroyer]]&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Vvrael witch]]&lt;br /&gt;
* [[Water elemental]]&lt;br /&gt;
&lt;br /&gt;
==Grim Bane==&lt;br /&gt;
&#039;&#039;&#039;Grim Bane&#039;&#039;&#039; will give either flares, weighting, or extra enchant against all enemies of the [[Guardians of Sunfist]].&lt;br /&gt;
&lt;br /&gt;
==Magical Bane==&lt;br /&gt;
&#039;&#039;&#039;Magical Bane&#039;&#039;&#039; weapons are effective against magical creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added. &lt;br /&gt;
&lt;br /&gt;
* [[Caedera]]&lt;br /&gt;
* [[Csetairi]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Dark vortece]]&lt;br /&gt;
* [[Dhu goleras]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fenghai]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Golem family creatures]] (many types, but perhaps not all)&lt;br /&gt;
* [[Greater construct]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Horned vor&#039;taz]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Krynch]]&lt;br /&gt;
* [[Lesser construct]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich qyn&#039;arj]]&lt;br /&gt;
* [[Major glacei]]&lt;br /&gt;
* [[Massive pyrothag]]&lt;br /&gt;
* [[Mezic]]&lt;br /&gt;
* [[Minor glacei]]&lt;br /&gt;
* [[Moulis]]&lt;br /&gt;
* [[Shrickhen]]&lt;br /&gt;
* [[Stone mastiff]]&lt;br /&gt;
* [[Stone sentinel]]&lt;br /&gt;
* [[Storm griffin]]&lt;br /&gt;
* [[Wood sprite]]&lt;br /&gt;
&lt;br /&gt;
==Undead Bane==&lt;br /&gt;
&#039;&#039;&#039;Greater [[Undead]] Bane&#039;&#039;&#039; is an ability put on a weapon or shield to give it a permanent ability to hit the undead, as well as an ability that activates only against the undead.  This can include flares, weighting, or additional enchantments.  Undead Bane is different from [[permabless]] as it can come with different flare or weighting, whereas permabless is permanent ability to hit undead and (sometimes) holy water flares.&lt;br /&gt;
&lt;br /&gt;
Loresong will read &amp;quot;the bane of all undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater [[Undead]] Bane - Non-Corporeal&#039;&#039;&#039; Same as regular Greater Undead Bane but the flares, weighting, or extra AS only affect Non-Corporeal undead.&lt;br /&gt;
&lt;br /&gt;
Loresong will read &amp;quot;the bane of all non-corporeal undead creatures&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Undead Bane&#039;&#039;&#039; is the same as Greater version, except it requires the weapon to be blessed in order to hit the undead and activate the bane type.&lt;br /&gt;
&lt;br /&gt;
Loresong will read &amp;quot;the bane of all undead creatures that can be affected by it.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Undead Bane - Non-Corporeal&#039;&#039;&#039; is the same as Greater version, except the flares, weighting, extra AS only work on Non-Corporeal undead.&lt;br /&gt;
&lt;br /&gt;
Loresong will read &amp;quot;the bane of all non-corporeal undead creatures affected by it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;&#039;temporary Undead Bane&#039;&#039;&#039; potions sold at [[Return to Coraesine Field]]. These potions gave weapons a temporary Undead Bane ability.&lt;br /&gt;
&lt;br /&gt;
===Possible Benefits===&lt;br /&gt;
Known Types of Undead Bane include:&lt;br /&gt;
====Offensive (weapon)====&lt;br /&gt;
* Fire Flares&lt;br /&gt;
* Lightning Flares&lt;br /&gt;
* Plasma Flares&lt;br /&gt;
* Disruption Flares&lt;br /&gt;
* Crit Weighting&lt;br /&gt;
* Added Attack Strength&lt;br /&gt;
&lt;br /&gt;
====Defensive (shield)====&lt;br /&gt;
* % Block Chance&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[category: Weapon Enhancements]]&lt;br /&gt;
[[Category: Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100108</id>
		<title>Armament bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100108"/>
		<updated>2017-11-02T05:27:58Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: /* Undead Bane */  addition changes based on Estild&amp;#039;s EO forum post and loresong from Roblar&amp;#039;s UB&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bane&#039;&#039;&#039; is a general term for a functional item script that is usually applied to weapons (and rarely shields) to gives either [[flare]]s, [[weighting]], or extra [[enchantment]](s) to the item when used against a specific opponent as categorized below.  As shown in [[item properties]], bane occupies its own property slot (i.e., is Category C) and may be added to almost any weapon (at the discretion of the [[merchant]]).&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Creature Bane==&lt;br /&gt;
A &#039;&#039;&#039;Creature Bane&#039;&#039;&#039; weapon gives either flares, weighting, or extra enchant when used against a specific creature.  This was the original concept for bane and the idea expanded over the years.  Bane is set with the first swing of the weapon.&lt;br /&gt;
&lt;br /&gt;
==Demon Bane==&lt;br /&gt;
&#039;&#039;&#039;Demon Bane&#039;&#039;&#039; includes all creatures classified as demons, but does not include the inherent ability to hit them.  An appropriate weapon for this service is enchanted with a minimum +40 bonus and blessable.  It acts similar to standard creature bane with the service winner selecting between flares, weighting, or extra enchant. &lt;br /&gt;
&lt;br /&gt;
*[[Abyran&#039;ra]]&lt;br /&gt;
*[[Necleriine]]&lt;br /&gt;
*[[Oculoth]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since demons are also classified as extraplanar creatures, it is highly recommended to get extraplanar bane instead if given the option.&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Bane==&lt;br /&gt;
&#039;&#039;&#039;Extraplanar Bane&#039;&#039;&#039; weapons are effective against extraplanar creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added.&lt;br /&gt;
&lt;br /&gt;
* [[Abyran&#039;ra]]&lt;br /&gt;
* [[Darkly inked fetish master]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fallen crusader]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Glistening cerebralite]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Huge air elemental]]&lt;br /&gt;
* [[Huge earth elemental]]&lt;br /&gt;
* [[Huge fire elemental]]&lt;br /&gt;
* [[Huge ice elemental]]&lt;br /&gt;
* [[Huge lava elemental]]&lt;br /&gt;
* [[Huge lightning elemental]]&lt;br /&gt;
* [[Huge steam elemental]]&lt;br /&gt;
* [[Huge water elemental]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Ithzir adept]]&lt;br /&gt;
* [[Ithzir champion]]&lt;br /&gt;
* [[Ithzir herald]]&lt;br /&gt;
* [[Ithzir initiate]]&lt;br /&gt;
* [[Ithzir janissary]]&lt;br /&gt;
* [[Ithzir seer]]&lt;br /&gt;
* [[Ithzir scout]]&lt;br /&gt;
* [[Ki-lin]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich]]&lt;br /&gt;
* [[Lost soul]]&lt;br /&gt;
* [[Murky soul siphon]]&lt;br /&gt;
* [[N&#039;ecare]]&lt;br /&gt;
* [[Necleriine]]&lt;br /&gt;
* [[Oculoth]]&lt;br /&gt;
* [[Raving lunatic]]&lt;br /&gt;
* [[Vaespilon]]&lt;br /&gt;
* [[Vathor]]&lt;br /&gt;
* [[Vvrael destroyer]]&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Vvrael witch]]&lt;br /&gt;
* [[Water elemental]]&lt;br /&gt;
&lt;br /&gt;
==Grim Bane==&lt;br /&gt;
&#039;&#039;&#039;Grim Bane&#039;&#039;&#039; will give either flares, weighting, or extra enchant against all enemies of the [[Guardians of Sunfist]].&lt;br /&gt;
&lt;br /&gt;
==Magical Bane==&lt;br /&gt;
&#039;&#039;&#039;Magical Bane&#039;&#039;&#039; weapons are effective against magical creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added. &lt;br /&gt;
&lt;br /&gt;
* [[Caedera]]&lt;br /&gt;
* [[Csetairi]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Dark vortece]]&lt;br /&gt;
* [[Dhu goleras]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fenghai]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Golem family creatures]] (many types, but perhaps not all)&lt;br /&gt;
* [[Greater construct]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Horned vor&#039;taz]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Krynch]]&lt;br /&gt;
* [[Lesser construct]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich qyn&#039;arj]]&lt;br /&gt;
* [[Major glacei]]&lt;br /&gt;
* [[Massive pyrothag]]&lt;br /&gt;
* [[Mezic]]&lt;br /&gt;
* [[Minor glacei]]&lt;br /&gt;
* [[Moulis]]&lt;br /&gt;
* [[Shrickhen]]&lt;br /&gt;
* [[Stone mastiff]]&lt;br /&gt;
* [[Stone sentinel]]&lt;br /&gt;
* [[Storm griffin]]&lt;br /&gt;
* [[Wood sprite]]&lt;br /&gt;
&lt;br /&gt;
==Undead Bane==&lt;br /&gt;
&#039;&#039;&#039;Greater [[Undead]] Bane&#039;&#039;&#039; is an ability put on a weapon or shield to give it a permanent ability to hit the undead, as well as an ability that activates only against the undead.  This can include flares, weighting, or additional enchantments.  Undead Bane is different from [[permabless]] as it can come with different flare or weighting, whereas permabless is permanent ability to hit undead and (sometimes) holy water flares.&lt;br /&gt;
&lt;br /&gt;
Loresong for Greater Undead Bane will read &amp;quot;the bane of all undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater [[Undead]] Bane - Non-Corporeal&#039;&#039;&#039; Same as regular Greater Undead Bane but the flares, weighting, or extra AS only affect Non-Corporeal undead.&lt;br /&gt;
&lt;br /&gt;
Loresong for Non-Corporeal is &amp;quot;the bane of all non-corporeal undead creatures&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Undead Bane&#039;&#039;&#039; is the same as Greater version, except it requires the weapon to be blessed in order to hit the undead and activate the bane type.&lt;br /&gt;
&lt;br /&gt;
Loresong for Lesser Undead Bane will read &amp;quot;the bane of all undead creatures that can be affected by it.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Undead Bane - Non-Corporeal&#039;&#039;&#039; is the same as Greater version, except the flares, weighting, extra AS only work on Non-Corporeal undead.&lt;br /&gt;
&lt;br /&gt;
Loresong will read &amp;quot;the bane of all non-corporeal undead creatures affected by it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;&#039;temporary Undead Bane&#039;&#039;&#039; potions sold at [[Return to Coraesine Field]]. These potions gave weapons a temporary Undead Bane ability.&lt;br /&gt;
&lt;br /&gt;
===Possible Benefits===&lt;br /&gt;
Known Types of Undead Bane include:&lt;br /&gt;
====Offensive (weapon)====&lt;br /&gt;
* Fire Flares&lt;br /&gt;
* Lightning Flares&lt;br /&gt;
* Plasma Flares&lt;br /&gt;
* Disruption Flares&lt;br /&gt;
* Crit Weighting&lt;br /&gt;
* Added Attack Strength&lt;br /&gt;
&lt;br /&gt;
====Defensive (shield)====&lt;br /&gt;
* % Block Chance&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[category: Weapon Enhancements]]&lt;br /&gt;
[[Category: Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100107</id>
		<title>Armament bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100107"/>
		<updated>2017-11-02T03:50:02Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: /* Undead Bane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bane&#039;&#039;&#039; is a general term for a functional item script that is usually applied to weapons (and rarely shields) to gives either [[flare]]s, [[weighting]], or extra [[enchantment]](s) to the item when used against a specific opponent as categorized below.  As shown in [[item properties]], bane occupies its own property slot (i.e., is Category C) and may be added to almost any weapon (at the discretion of the [[merchant]]).&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Creature Bane==&lt;br /&gt;
A &#039;&#039;&#039;Creature Bane&#039;&#039;&#039; weapon gives either flares, weighting, or extra enchant when used against a specific creature.  This was the original concept for bane and the idea expanded over the years.  Bane is set with the first swing of the weapon.&lt;br /&gt;
&lt;br /&gt;
==Demon Bane==&lt;br /&gt;
&#039;&#039;&#039;Demon Bane&#039;&#039;&#039; includes all creatures classified as demons, but does not include the inherent ability to hit them.  An appropriate weapon for this service is enchanted with a minimum +40 bonus and blessable.  It acts similar to standard creature bane with the service winner selecting between flares, weighting, or extra enchant. &lt;br /&gt;
&lt;br /&gt;
*[[Abyran&#039;ra]]&lt;br /&gt;
*[[Necleriine]]&lt;br /&gt;
*[[Oculoth]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since demons are also classified as extraplanar creatures, it is highly recommended to get extraplanar bane instead if given the option.&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Bane==&lt;br /&gt;
&#039;&#039;&#039;Extraplanar Bane&#039;&#039;&#039; weapons are effective against extraplanar creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added.&lt;br /&gt;
&lt;br /&gt;
* [[Abyran&#039;ra]]&lt;br /&gt;
* [[Darkly inked fetish master]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fallen crusader]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Glistening cerebralite]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Huge air elemental]]&lt;br /&gt;
* [[Huge earth elemental]]&lt;br /&gt;
* [[Huge fire elemental]]&lt;br /&gt;
* [[Huge ice elemental]]&lt;br /&gt;
* [[Huge lava elemental]]&lt;br /&gt;
* [[Huge lightning elemental]]&lt;br /&gt;
* [[Huge steam elemental]]&lt;br /&gt;
* [[Huge water elemental]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Ithzir adept]]&lt;br /&gt;
* [[Ithzir champion]]&lt;br /&gt;
* [[Ithzir herald]]&lt;br /&gt;
* [[Ithzir initiate]]&lt;br /&gt;
* [[Ithzir janissary]]&lt;br /&gt;
* [[Ithzir seer]]&lt;br /&gt;
* [[Ithzir scout]]&lt;br /&gt;
* [[Ki-lin]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich]]&lt;br /&gt;
* [[Lost soul]]&lt;br /&gt;
* [[Murky soul siphon]]&lt;br /&gt;
* [[N&#039;ecare]]&lt;br /&gt;
* [[Necleriine]]&lt;br /&gt;
* [[Oculoth]]&lt;br /&gt;
* [[Raving lunatic]]&lt;br /&gt;
* [[Vaespilon]]&lt;br /&gt;
* [[Vathor]]&lt;br /&gt;
* [[Vvrael destroyer]]&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Vvrael witch]]&lt;br /&gt;
* [[Water elemental]]&lt;br /&gt;
&lt;br /&gt;
==Grim Bane==&lt;br /&gt;
&#039;&#039;&#039;Grim Bane&#039;&#039;&#039; will give either flares, weighting, or extra enchant against all enemies of the [[Guardians of Sunfist]].&lt;br /&gt;
&lt;br /&gt;
==Magical Bane==&lt;br /&gt;
&#039;&#039;&#039;Magical Bane&#039;&#039;&#039; weapons are effective against magical creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added. &lt;br /&gt;
&lt;br /&gt;
* [[Caedera]]&lt;br /&gt;
* [[Csetairi]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Dark vortece]]&lt;br /&gt;
* [[Dhu goleras]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fenghai]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Golem family creatures]] (many types, but perhaps not all)&lt;br /&gt;
* [[Greater construct]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Horned vor&#039;taz]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Krynch]]&lt;br /&gt;
* [[Lesser construct]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich qyn&#039;arj]]&lt;br /&gt;
* [[Major glacei]]&lt;br /&gt;
* [[Massive pyrothag]]&lt;br /&gt;
* [[Mezic]]&lt;br /&gt;
* [[Minor glacei]]&lt;br /&gt;
* [[Moulis]]&lt;br /&gt;
* [[Shrickhen]]&lt;br /&gt;
* [[Stone mastiff]]&lt;br /&gt;
* [[Stone sentinel]]&lt;br /&gt;
* [[Storm griffin]]&lt;br /&gt;
* [[Wood sprite]]&lt;br /&gt;
&lt;br /&gt;
==Undead Bane==&lt;br /&gt;
&#039;&#039;&#039;Greater [[Undead]] Bane&#039;&#039;&#039; is an ability put on a weapon or shield to give it a permanent ability to hit the undead, as well as an ability that activates only against the undead.  This can include flares, weighting, or additional enchantments.  Undead Bane is different from [[permabless]] as it can come with different flare or weighting, whereas permabless is permanent ability to hit undead and (sometimes) holy water flares.&lt;br /&gt;
&lt;br /&gt;
Loresong for Greater Undead Bane will read &amp;quot;the bane of all undead creatures.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Undead Bane&#039;&#039;&#039; is the same as Greater, except it requires the weapon to be blessed in order to hit the undead and activate the bane type.&lt;br /&gt;
&lt;br /&gt;
Loresong for Lesser Undead Bane will read &amp;quot;the bane of all undead creatures that can be affected by it.”&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;&#039;temporary Undead Bane&#039;&#039;&#039; potions sold at [[Return to Coraesine Field]]. These potions gave weapons a temporary Undead Bane ability.&lt;br /&gt;
&lt;br /&gt;
===Possible Benefits===&lt;br /&gt;
Known Types of Undead Bane include:&lt;br /&gt;
====Offensive (weapon)====&lt;br /&gt;
* Fire Flares&lt;br /&gt;
* Lightning Flares&lt;br /&gt;
* Plasma Flares&lt;br /&gt;
* Disruption Flares&lt;br /&gt;
* Crit Weighting&lt;br /&gt;
* Added Attack Strength&lt;br /&gt;
&lt;br /&gt;
====Defensive (shield)====&lt;br /&gt;
* % Block Chance&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[category: Weapon Enhancements]]&lt;br /&gt;
[[Category: Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Lapidary_box&amp;diff=100106</id>
		<title>Talk:Lapidary box</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Lapidary_box&amp;diff=100106"/>
		<updated>2017-11-02T03:47:35Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: Created page with &amp;quot;How should the wording be that first unlock gives 5 slots but there was a jackpot win that had 10 slots. http://forum.gsplayers.com/showthread.php?112280-Hagfish-prize#post199...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How should the wording be that first unlock gives 5 slots but there was a jackpot win that had 10 slots.&lt;br /&gt;
http://forum.gsplayers.com/showthread.php?112280-Hagfish-prize#post1990526 [[User:MEKK1|MEKK1]] ([[User talk:MEKK1|talk]])&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100105</id>
		<title>Armament bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Armament_bane&amp;diff=100105"/>
		<updated>2017-11-02T01:07:32Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: update loresong info for lesser undead bane per estlid post on EO forum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bane&#039;&#039;&#039; is a general term for a functional item script that is usually applied to weapons (and rarely shields) to gives either [[flare]]s, [[weighting]], or extra [[enchantment]](s) to the item when used against a specific opponent as categorized below.  As shown in [[item properties]], bane occupies its own property slot (i.e., is Category C) and may be added to almost any weapon (at the discretion of the [[merchant]]).&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
==Creature Bane==&lt;br /&gt;
A &#039;&#039;&#039;Creature Bane&#039;&#039;&#039; weapon gives either flares, weighting, or extra enchant when used against a specific creature.  This was the original concept for bane and the idea expanded over the years.  Bane is set with the first swing of the weapon.&lt;br /&gt;
&lt;br /&gt;
==Demon Bane==&lt;br /&gt;
&#039;&#039;&#039;Demon Bane&#039;&#039;&#039; includes all creatures classified as demons, but does not include the inherent ability to hit them.  An appropriate weapon for this service is enchanted with a minimum +40 bonus and blessable.  It acts similar to standard creature bane with the service winner selecting between flares, weighting, or extra enchant. &lt;br /&gt;
&lt;br /&gt;
*[[Abyran&#039;ra]]&lt;br /&gt;
*[[Necleriine]]&lt;br /&gt;
*[[Oculoth]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Since demons are also classified as extraplanar creatures, it is highly recommended to get extraplanar bane instead if given the option.&lt;br /&gt;
&lt;br /&gt;
==Extraplanar Bane==&lt;br /&gt;
&#039;&#039;&#039;Extraplanar Bane&#039;&#039;&#039; weapons are effective against extraplanar creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added.&lt;br /&gt;
&lt;br /&gt;
* [[Abyran&#039;ra]]&lt;br /&gt;
* [[Darkly inked fetish master]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fallen crusader]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Glistening cerebralite]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Huge air elemental]]&lt;br /&gt;
* [[Huge earth elemental]]&lt;br /&gt;
* [[Huge fire elemental]]&lt;br /&gt;
* [[Huge ice elemental]]&lt;br /&gt;
* [[Huge lava elemental]]&lt;br /&gt;
* [[Huge lightning elemental]]&lt;br /&gt;
* [[Huge steam elemental]]&lt;br /&gt;
* [[Huge water elemental]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Ithzir adept]]&lt;br /&gt;
* [[Ithzir champion]]&lt;br /&gt;
* [[Ithzir herald]]&lt;br /&gt;
* [[Ithzir initiate]]&lt;br /&gt;
* [[Ithzir janissary]]&lt;br /&gt;
* [[Ithzir seer]]&lt;br /&gt;
* [[Ithzir scout]]&lt;br /&gt;
* [[Ki-lin]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich]]&lt;br /&gt;
* [[Lost soul]]&lt;br /&gt;
* [[Murky soul siphon]]&lt;br /&gt;
* [[N&#039;ecare]]&lt;br /&gt;
* [[Necleriine]]&lt;br /&gt;
* [[Oculoth]]&lt;br /&gt;
* [[Raving lunatic]]&lt;br /&gt;
* [[Vaespilon]]&lt;br /&gt;
* [[Vathor]]&lt;br /&gt;
* [[Vvrael destroyer]]&lt;br /&gt;
* [[Vvrael warlock]]&lt;br /&gt;
* [[Vvrael witch]]&lt;br /&gt;
* [[Water elemental]]&lt;br /&gt;
&lt;br /&gt;
==Grim Bane==&lt;br /&gt;
&#039;&#039;&#039;Grim Bane&#039;&#039;&#039; will give either flares, weighting, or extra enchant against all enemies of the [[Guardians of Sunfist]].&lt;br /&gt;
&lt;br /&gt;
==Magical Bane==&lt;br /&gt;
&#039;&#039;&#039;Magical Bane&#039;&#039;&#039; weapons are effective against magical creatures, giving extra weighting, enchant, or flares depending on the owner&#039;s choice when the bane was added. &lt;br /&gt;
&lt;br /&gt;
* [[Caedera]]&lt;br /&gt;
* [[Csetairi]]&lt;br /&gt;
* [[Cyclops]]&lt;br /&gt;
* [[Dark vortece]]&lt;br /&gt;
* [[Dhu goleras]]&lt;br /&gt;
* [[Earth elemental]]&lt;br /&gt;
* [[Enormous rift crawler]]&lt;br /&gt;
* [[Fenghai]]&lt;br /&gt;
* [[Fire elemental]]&lt;br /&gt;
* [[Golem family creatures]] (many types, but perhaps not all)&lt;br /&gt;
* [[Greater construct]]&lt;br /&gt;
* [[Greater earth elemental]]&lt;br /&gt;
* [[Greater water elemental]]&lt;br /&gt;
* [[Horned vor&#039;taz]]&lt;br /&gt;
* [[Ice elemental]]&lt;br /&gt;
* [[Krynch]]&lt;br /&gt;
* [[Lesser construct]]&lt;br /&gt;
* [[Lesser ice elemental]]&lt;br /&gt;
* [[Lich qyn&#039;arj]]&lt;br /&gt;
* [[Major glacei]]&lt;br /&gt;
* [[Massive pyrothag]]&lt;br /&gt;
* [[Mezic]]&lt;br /&gt;
* [[Minor glacei]]&lt;br /&gt;
* [[Moulis]]&lt;br /&gt;
* [[Shrickhen]]&lt;br /&gt;
* [[Stone mastiff]]&lt;br /&gt;
* [[Stone sentinel]]&lt;br /&gt;
* [[Storm griffin]]&lt;br /&gt;
* [[Wood sprite]]&lt;br /&gt;
&lt;br /&gt;
==Undead Bane==&lt;br /&gt;
&#039;&#039;&#039;Greater [[Undead]] Bane&#039;&#039;&#039; is an ability put on a weapon or shield to give it a permanent ability to hit the undead, as well as an ability that activates only against the undead.  This can include flares, weighting, or additional enchantments.  Undead Bane is different from [[permabless]] as it can come with different flare or weighting, whereas permabless is permanent ability to hit undead and (sometimes) holy water flares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lesser Undead Bane&#039;&#039;&#039; is the same as Greater, except it requires the weapon to be blessed in order to hit the undead and activate the bane type.&lt;br /&gt;
&lt;br /&gt;
Loresong for Lesser Undead Bane will read &amp;quot;the bane of all undead creatures that can be affected by it.”&lt;br /&gt;
&lt;br /&gt;
There were &#039;&#039;&#039;temporary Undead Bane&#039;&#039;&#039; potions sold at [[Return to Coraesine Field]]. These potions gave weapons a temporary Undead Bane ability.&lt;br /&gt;
&lt;br /&gt;
===Possible Benefits===&lt;br /&gt;
Known Types of Undead Bane include:&lt;br /&gt;
====Offensive (weapon)====&lt;br /&gt;
* Fire Flares&lt;br /&gt;
* Lightning Flares&lt;br /&gt;
* Plasma Flares&lt;br /&gt;
* Disruption Flares&lt;br /&gt;
* Crit Weighting&lt;br /&gt;
* Added Attack Strength&lt;br /&gt;
&lt;br /&gt;
====Defensive (shield)====&lt;br /&gt;
* % Block Chance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
{{Stub}}&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[category: Weapon Enhancements]]&lt;br /&gt;
[[Category: Shield Enhancements]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:MEKK1&amp;diff=99713</id>
		<title>User talk:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:MEKK1&amp;diff=99713"/>
		<updated>2017-10-27T07:16:18Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rune_book&amp;diff=99712</id>
		<title>Rune book</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rune_book&amp;diff=99712"/>
		<updated>2017-10-27T07:15:40Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A leather book&#039;&#039;&#039; (aka &#039;rune book&#039;) is a special tome used by [[sorcerer]]s to record the [[arcane language key (planar shift)|runic representation]] of the unique magical pattern of each particular area. Once entered into the book, these patterns can be [[DRAW (verb)|drawn]] once again to be used as targets of [[Planar Shifting]]. &lt;br /&gt;
&lt;br /&gt;
* Each book has ten pages, each page capable of storing twenty patterns (200 total entries).&lt;br /&gt;
* One must be [[Rune book#Bonding to a Book|bonded]] to the book to record patterns within. Once a book has been un-bonded, it can no longer record new patterns.&lt;br /&gt;
* Sorcerers can &#039;&#039;draw&#039;&#039; patterns from any book regardless of bonding status.&lt;br /&gt;
&lt;br /&gt;
=== Obtaining a Book ===&lt;br /&gt;
&lt;br /&gt;
These books can be purchased at a town&#039;s alchemist supplier, costing roughly 2,000 [[silver]] (may vary depending upon [[trading]] modifiers). Books may be customized at their time of purchase. [[ORDER (verb)|Ordering]] &amp;quot;a leather book&amp;quot; then adding option 13 would create &amp;quot;an orange leather book.&amp;quot; It takes several minutes for the merchant to complete custom orders. The following options are available for customization:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|1. white&lt;br /&gt;
|8. cyan&lt;br /&gt;
|15. lavender&lt;br /&gt;
|-&lt;br /&gt;
|2. grey&lt;br /&gt;
|9. green&lt;br /&gt;
|16. golden&lt;br /&gt;
|-&lt;br /&gt;
|3. black&lt;br /&gt;
|10. yellow&lt;br /&gt;
|17. silvery&lt;br /&gt;
|-&lt;br /&gt;
|4. dark&lt;br /&gt;
|11. brown&lt;br /&gt;
|18. chrome&lt;br /&gt;
|-&lt;br /&gt;
|5. red&lt;br /&gt;
|12. tan&lt;br /&gt;
|19. brass&lt;br /&gt;
|-&lt;br /&gt;
|6. blue&lt;br /&gt;
|13. orange&lt;br /&gt;
|20. crimson&lt;br /&gt;
|-&lt;br /&gt;
|7. azure&lt;br /&gt;
|14. purple&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Bonding to a Book ===&lt;br /&gt;
&lt;br /&gt;
Sorcerers must bond with their books before patterns can be recorded within. Only the sorcerer bonded to a particular book can record patterns into it. Only one book can be bonded to at a time. To bond a book, bring it to the [[summoning chamber]] of a nearby [[Sorcerer Guild]]. A [[latticed yellow crystal]] is located there, which must be rubbed while holding the book in hand. &lt;br /&gt;
&lt;br /&gt;
* While holding the book, RUB CRYSTAL to bond. &lt;br /&gt;
&lt;br /&gt;
=== Recording and Erasing Patterns ===&lt;br /&gt;
&lt;br /&gt;
Rooms which can be teleported into each possess a unique pattern of magical flows. Sorcerers can [[SENSE (verb)|sense]] these patterns, and copy them into their books. Patterns are expressed as a series of ancient runes, and color-coded to represent the [[realm]] of [[Elanith]] which they occupy. Executing a successful sense will copy the pattern to the first available space on the page which the book is currently open to. To remove a pattern, use tap and poke to select the desired pattern. The use rub to remove it.&lt;br /&gt;
&lt;br /&gt;
* While holding the book, SENSE PATTERN to record the patterns of the magical flows of a room. If a room cannot be a target of Planar Shifting, you will receive messaging to that effect.&lt;br /&gt;
&lt;br /&gt;
=== Drawing Patterns ===&lt;br /&gt;
&lt;br /&gt;
In order to properly execute a [[Planar Shift]], both a [[summoning circle]] and pattern targeting a specific location must be in place. First draw a summoning circle, then draw a pattern. Once both outlines are in place, you may then cast the magic at the circle.&lt;br /&gt;
&lt;br /&gt;
* Holding the book in your right hand, and appropriate chalk in the left, DRAW PATTERN {#}.&lt;br /&gt;
&lt;br /&gt;
=== Complete Runebook Verbs ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|SENSE PATTERN&lt;br /&gt;
|Adds the runic pattern for the current room (if available) to the first blank slot on the current page.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;{TURN|FLIP}&amp;lt;/nowiki&amp;gt; BOOK&lt;br /&gt;
|Turn to the next page, flip back one page.&lt;br /&gt;
|-&lt;br /&gt;
|DRAW PATTERN {#}&lt;br /&gt;
|Draws the corresponding pattern into a vacant summoning circle.&lt;br /&gt;
|-&lt;br /&gt;
|RUB BOOK&lt;br /&gt;
|Attempts to delete the selected pattern. Rub a second time to proceed with deletion.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;{TAP|POKE}&amp;lt;/nowiki&amp;gt; BOOK&lt;br /&gt;
|Tap to select the next rune on the open page. Poke to select the previous.&lt;br /&gt;
|-&lt;br /&gt;
|WHISPER BOOK SHOW PATTERN {#}&lt;br /&gt;
|Displays a snapshot of the pattern&#039;s corresponding room description. Used to identify and verify specific destinations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sorcerer]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Goblyn_Ritual_Dagger&amp;diff=99315</id>
		<title>Goblyn Ritual Dagger</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Goblyn_Ritual_Dagger&amp;diff=99315"/>
		<updated>2017-10-21T12:41:13Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;--------- RITUAL DAGGER ITEM - ANALYZE INFO  ---------&lt;br /&gt;
This is a Ritual Dagger item.  Really, this just means that it has verb traps geared toward performing rituals.&lt;br /&gt;
&lt;br /&gt;
The item is dual-tiered: there are verb tiers, and then there are additional special ability add-ons.  Nearly all verb traps allow for targets (use VERB my knife WITH/AT (target)), and there are other factors that will introduce some variety.  Currently there are 2 verb tiers and 4 special ability add-ons (permanent scarring, commune, intercession, and sacrificing).  Generally, unlocking from Tier 1 to 2 will be offered on occasion as a specialized service; however, the add-ons will be extremely rare and should be considered a pie-in-the-sky type of service.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 verbs on this knife are:&lt;br /&gt;
 POUR - allows you to coat the dagger in certain specific substances from the food system and some of the old &amp;quot;ritual potion&amp;quot; items; or clean it.&lt;br /&gt;
 PULL - to draw ritual circles.&lt;br /&gt;
 POINT - traces a pattern over the skin.&lt;br /&gt;
 WAVE - to draw patterns that &amp;quot;hang&amp;quot; in the air.&lt;br /&gt;
&lt;br /&gt;
The daggers come in 3 different flavors:  default, Arkati, and custom.  This knife is set up as default, and it cannot be toggled to the other flavors.  The ability to allow toggling will be offered on occasion.&lt;br /&gt;
&lt;br /&gt;
Aesthetic alterations are perfectly acceptable -- the knife must remain a dagger-appropriate item.  You are able to have both a long and a show.  It is highly recommended that you keep any long descriptions brief.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Goblyn_Ritual_Dagger&amp;diff=99314</id>
		<title>Goblyn Ritual Dagger</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Goblyn_Ritual_Dagger&amp;diff=99314"/>
		<updated>2017-10-21T12:39:59Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:blue&amp;gt;--------- RITUAL DAGGER ITEM - ANALYZE INFO  ---------&lt;br /&gt;
This is a Ritual Dagger item.  Really, this just means that it has verb traps geared toward performing rituals.&lt;br /&gt;
&lt;br /&gt;
The item is dual-tiered: there are verb tiers, and then there are additional special ability add-ons.  Nearly all verb traps allow for targets (use VERB my knife WITH/AT (target)), and there are other factors that will introduce some variety.  Currently there are 2 verb tiers and 4 special ability add-ons (permanent scarring, commune, intercession, and sacrificing).  Generally, unlocking from Tier 1 to 2 will be offered on occasion as a specialized service; however, the add-ons will be extremely rare and should be considered a pie-in-the-sky type of service.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 verbs on this knife are:&lt;br /&gt;
 POUR - allows you to coat the dagger in certain specific substances from the food system and some of the old &amp;quot;ritual potion&amp;quot; items; or clean it.&lt;br /&gt;
 PULL - to draw ritual circles.&lt;br /&gt;
 POINT - traces a pattern over the skin.&lt;br /&gt;
 WAVE - to draw patterns that &amp;quot;hang&amp;quot; in the air.&lt;br /&gt;
&lt;br /&gt;
The daggers come in 3 different flavors:  default, Arkati, and custom.  This knife is set up as default, and it cannot be toggled to the other flavors.  The ability to allow toggling will be offered on occasion.&lt;br /&gt;
&lt;br /&gt;
Aesthetic alterations are perfectly acceptable -- the knife must remain a dagger-appropriate item.  You are able to have both a long and a show.  It is highly recommended that you keep any long descriptions brief.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------&amp;lt;span style=&amp;quot;color:blue&amp;gt;barbed&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Goblyn_Ritual_Dagger&amp;diff=99313</id>
		<title>Goblyn Ritual Dagger</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Goblyn_Ritual_Dagger&amp;diff=99313"/>
		<updated>2017-10-21T12:38:35Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: Created page with &amp;quot;--------- RITUAL DAGGER ITEM - ANALYZE INFO  --------- This is a Ritual Dagger item.  Really, this just means that it has verb traps geared toward performing rituals.  The ite...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--------- RITUAL DAGGER ITEM - ANALYZE INFO  ---------&lt;br /&gt;
This is a Ritual Dagger item.  Really, this just means that it has verb traps geared toward performing rituals.&lt;br /&gt;
&lt;br /&gt;
The item is dual-tiered: there are verb tiers, and then there are additional special ability add-ons.  Nearly all verb traps allow for targets (use VERB my knife WITH/AT (target)), and there are other factors that will introduce some variety.  Currently there are 2 verb tiers and 4 special ability add-ons (permanent scarring, commune, intercession, and sacrificing).  Generally, unlocking from Tier 1 to 2 will be offered on occasion as a specialized service; however, the add-ons will be extremely rare and should be considered a pie-in-the-sky type of service.&lt;br /&gt;
&lt;br /&gt;
The Tier 1 verbs on this knife are:&lt;br /&gt;
 POUR - allows you to coat the dagger in certain specific substances from the food system and some of the old &amp;quot;ritual potion&amp;quot; items; or clean it.&lt;br /&gt;
 PULL - to draw ritual circles.&lt;br /&gt;
 POINT - traces a pattern over the skin.&lt;br /&gt;
 WAVE - to draw patterns that &amp;quot;hang&amp;quot; in the air.&lt;br /&gt;
&lt;br /&gt;
The daggers come in 3 different flavors:  default, Arkati, and custom.  This knife is set up as default, and it cannot be toggled to the other flavors.  The ability to allow toggling will be offered on occasion.&lt;br /&gt;
&lt;br /&gt;
Aesthetic alterations are perfectly acceptable -- the knife must remain a dagger-appropriate item.  You are able to have both a long and a show.  It is highly recommended that you keep any long descriptions brief.&lt;br /&gt;
&lt;br /&gt;
-----------------------------------------------------&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fantabulous_UAC&amp;diff=99310</id>
		<title>Fantabulous UAC</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fantabulous_UAC&amp;diff=99310"/>
		<updated>2017-10-21T05:15:54Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Tinker Gizwizit&#039;&#039;&#039; first introduced his line of &#039;&#039;&#039;Fantabulous unarmed combat&#039;&#039;&#039; items at [[Ebon Gate]].&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your black leather handwraps and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item has restrictions on changing the noun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
This item can be altered, but must remain some type of hand worn item that has an approved noun for Unarmed Combat Gear.&lt;br /&gt;
&lt;br /&gt;
The handwraps are fully unlocked.  The verbs Raise, Nudge, Exhale, Jump, Spin, Wave (Targetable), Touch, and Turn can be used on your black leather handwraps.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Gloves===&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;
! style=&amp;quot;width:5em&amp;quot;|TIER&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|&#039;&#039;Off-the-Shelf&amp;lt;br&amp;gt;Tier 1&#039;&#039;&lt;br /&gt;
! RAISE&lt;br /&gt;
| You raise your glove-covered fists and assume a fighting stance.&lt;br /&gt;
| PERSON raises his glove-covered fists and assumes a fighting stance.&lt;br /&gt;
|-&lt;br /&gt;
! NUDGE&lt;br /&gt;
| You punch one glove-covered fist into your other open hand, and then rub your glove-covered hand over your fist.&lt;br /&gt;
| PERSON punches one glove-covered fist into his other open hand, then rubs his glove-covered hand over his fist.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
! EXHALE &lt;br /&gt;
| You lift and flex your hands into fists, then blow upon the knuckles of your &amp;lt;gloves&amp;gt;.&lt;br /&gt;
| PERSON lifts and flexes his hands, then blows upon the knuckles of his &amp;lt;gloves&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! JUMP&lt;br /&gt;
| You jump up into the air, thrust your &amp;lt;gloves&amp;gt; above your head, and let out a victorious cry!&lt;br /&gt;
| PERSON jumps up into the air, thrusts his &amp;lt;gloves&amp;gt; above his head, and lets out a victorious cry!&lt;br /&gt;
|-&lt;br /&gt;
! SPIN&lt;br /&gt;
| You spin one arm around in a circle for several rotations before throwing an exaggerated uppercut with a glove-covered fist through the air in front of you.&lt;br /&gt;
| PERSON spins one of his arms around in a circle for several rotations before throwing an exaggerated uppercut with one glove-covered fist through the air in front of him.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | &#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
! TOUCH&lt;br /&gt;
| You lean your forehead against the heel of one of your palms as you slowly shake your head, then bang one glove-covered hand against your head several times.&lt;br /&gt;
| PERSON leans his forehead against the heel of one of his palms as he slowly shakes his head, before banging his glove-covered hand against his head several times.&lt;br /&gt;
|-&lt;br /&gt;
! TURN&lt;br /&gt;
| You clench your &amp;lt;gloves&amp;gt;, then methodically work your way through several jabs and punches as you spar an imaginary opponent, before ending with a series of uppercuts.&lt;br /&gt;
| PERSON clenches his &amp;lt;gloves&amp;gt;, then methodically works his way through several jabs and punches as he spars an imaginary opponent, before ending with a series of uppercuts.&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&lt;br /&gt;
| You extend one glove-covered hand forward and wave your fingers back toward your body, beckoning any challenger to come at you.&lt;br /&gt;
| PERSON extends one glove-covered hand forward and waves his fingers back toward his body, beckoning any challenger to come at him.&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&amp;lt;br&amp;gt;(targeted)&lt;br /&gt;
| You extend one glove-covered hand in TARGET&#039;s direction and wave your fingers back toward your body, inviting him to come at you.&lt;br /&gt;
| PERSON extends one glove-covered hand in TARGET&#039;s direction and waves his fingers back toward his body, beckoning TARGET to come at him.&lt;br /&gt;
|}&lt;br /&gt;
===Boots===&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &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;
! style=&amp;quot;width:5em&amp;quot;|TIER&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|&#039;&#039;Off-the-Shelf&amp;lt;br&amp;gt;Tier 1&#039;&#039;&lt;br /&gt;
! RAISE&lt;br /&gt;
| You raise one foot, then the other, checking the soles of your &amp;lt;footworn UAC&amp;gt; for any rocks or debris.&lt;br /&gt;
| PERSON raises one foot, then the other, checking the soles of his &amp;lt;footworn UAC&amp;gt; for any rocks or debris.&lt;br /&gt;
|-&lt;br /&gt;
! NUDGE&lt;br /&gt;
| You kick the sole of one of your &amp;lt;footworn UAC&amp;gt; with the toe of the other, trying to dislodge some debris or rocks from it.&lt;br /&gt;
| PERSON kicks the sole of one of his &amp;lt;footworn UAC&amp;gt; with the toe of the other, trying to dislodge some debris or rocks from it.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
! EXHALE &lt;br /&gt;
| You lean over and blow down at your &amp;lt;footworn UAC&amp;gt;, then reach down and brush them off.&lt;br /&gt;
| PERSON leans over and blows down at his &amp;lt;footworn UAC&amp;gt;, then reaches down and brushes them off.&lt;br /&gt;
|-&lt;br /&gt;
! JUMP&lt;br /&gt;
| You leap up into the air and kick out one of your &amp;lt;footworn UAC&amp;gt; in front of you.&lt;br /&gt;
| PERSON leaps up into the air and kicks out one of his &amp;lt;footworn UAC&amp;gt; in front of him.&lt;br /&gt;
|-&lt;br /&gt;
! SPIN&lt;br /&gt;
| You wheel around in a spinning kick, one of your &amp;lt;footworn UAC&amp;gt; flashing at head level.&lt;br /&gt;
| PERSON wheels around in a spinning kick, one of his &amp;lt;footworn UAC&amp;gt; flashing at head level.&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;small&amp;gt;&#039;&#039;Not yet captured.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Anfelt weapons]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Item Scripts]]&lt;br /&gt;
[[Category:Scripted Items]]&lt;br /&gt;
[[Category:Scripted Weapons]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fantabulous_UAC&amp;diff=99301</id>
		<title>Fantabulous UAC</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fantabulous_UAC&amp;diff=99301"/>
		<updated>2017-10-21T02:37:42Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Tinker Gizwizit&#039;&#039;&#039; first introduced his line of &#039;&#039;&#039;Fantabulous unarmed combat&#039;&#039;&#039; items at [[Ebon Gate]].&lt;br /&gt;
&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze your black leather handwraps and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item has restrictions on changing the noun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
This item can be altered, but must remain some type of hand worn item that has an approved noun for Unarmed Combat Gear.&lt;br /&gt;
&lt;br /&gt;
The handwraps are fully unlocked.  The verbs Raise, Nudge, Exhale, Jump, Spin, Wave (Targetable), Touch, and Turn can be used on your black leather handwraps.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Gloves===&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;
! style=&amp;quot;width:5em&amp;quot;|TIER&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|&#039;&#039;Off-the-Shelf&amp;lt;br&amp;gt;Tier 1&#039;&#039;&lt;br /&gt;
! RAISE&lt;br /&gt;
| You raise your glove-covered fists and assume a fighting stance.&lt;br /&gt;
| PERSON raises his glove-covered fists and assumes a fighting stance.&lt;br /&gt;
|-&lt;br /&gt;
! NUDGE&lt;br /&gt;
| You punch one glove-covered fist into your other open hand, and then rub your glove-covered hand over your fist.&lt;br /&gt;
| PERSON punches one glove-covered fist into his other open hand, then rubs his glove-covered hand over his fist.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;3&amp;quot;|&#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
! EXHALE &lt;br /&gt;
| You lift and flex your hands into fists, then blow upon the knuckles of your &amp;lt;gloves&amp;gt;.&lt;br /&gt;
| PERSON lifts and flexes his hands, then blows upon the knuckles of his &amp;lt;gloves&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! JUMP&lt;br /&gt;
| You jump up into the air, thrust your &amp;lt;gloves&amp;gt; above your head, and let out a victorious cry!&lt;br /&gt;
| PERSON jumps up into the air, thrusts his &amp;lt;gloves&amp;gt; above his head, and lets out a victorious cry!&lt;br /&gt;
|-&lt;br /&gt;
! SPIN&lt;br /&gt;
| You spin one arm around in a circle for several rotations before throwing an exaggerated uppercut with a glove-covered fist through the air in front of you.&lt;br /&gt;
| PERSON spins one of his arms around in a circle for several rotations before throwing an exaggerated uppercut with one glove-covered fist through the air in front of him.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;4&amp;quot; | &#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
! TOUCH&lt;br /&gt;
| You lean your forehead against the heel of one of your palms as you slowly shake your head, then bang one glove-covered hand against your head several times.&lt;br /&gt;
| PERSON leans his forehead against the heel of one of his palms as he slowly shakes his head, before banging his glove-covered hand against his head several times.&lt;br /&gt;
|-&lt;br /&gt;
! TURN&lt;br /&gt;
| You clench your &amp;lt;gloves&amp;gt;, then methodically work your way through several jabs and punches as you spar an imaginary opponent, before ending with a series of uppercuts.&lt;br /&gt;
| PERSON clenches his &amp;lt;gloves&amp;gt;, then methodically works his way through several jabs and punches as he spars an imaginary opponent, before ending with a series of uppercuts.&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&lt;br /&gt;
| You extend one glove-covered hand forward and wave your fingers back toward your body, beckoning any challenger to come at you.&lt;br /&gt;
| PERSON extends one glove-covered hand forward and waves his fingers back toward his body, beckoning any challenger to come at him.&lt;br /&gt;
|-&lt;br /&gt;
! WAVE&amp;lt;br&amp;gt;(targeted)&lt;br /&gt;
| You extend one glove-covered hand in TARGET&#039;s direction and wave your fingers back toward your body, inviting him to come at you.&lt;br /&gt;
| PERSON extends one glove-covered hand in TARGET&#039;s direction and waves his fingers back toward his body, beckoning TARGET to come at him.&lt;br /&gt;
|}&lt;br /&gt;
===Boots===&lt;br /&gt;
{| {{prettytable|background:#F0F8FF;height:15px;}} &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;
! style=&amp;quot;width:5em&amp;quot;|TIER&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|VERB&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|FIRST&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|THIRD&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot;|&#039;&#039;Off-the-Shelf&amp;lt;br&amp;gt;Tier 1&#039;&#039;&lt;br /&gt;
! RAISE&lt;br /&gt;
| You raise one foot, then the other, checking the soles of your kidskin boots for any rocks or debris.&lt;br /&gt;
| PERSON raises one foot, then the other, checking the soles of his kidskin boots for any rocks or debris.&lt;br /&gt;
|-&lt;br /&gt;
! NUDGE&lt;br /&gt;
| You kick the sole of one of your kidskin boots with the toe of the other, trying to dislodge some debris or rocks from it.&lt;br /&gt;
| PERSON kicks the sole of one of his kidskin boots with the toe of the other, trying to dislodge some debris or rocks from it.&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;Tier 2&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;small&amp;gt;&#039;&#039;Not yet captured.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;Tier 3&#039;&#039;&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | &amp;lt;small&amp;gt;&#039;&#039;Not yet captured.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Anfelt weapons]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Item Scripts]]&lt;br /&gt;
[[Category:Scripted Items]]&lt;br /&gt;
[[Category:Scripted Weapons]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97294</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97294"/>
		<updated>2017-09-17T04:21:13Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sanctum - Rozy.png|right|thumb|Sanctum of Scales map by Rozy]]Also known as &#039;&#039;&#039;Sanctum of Scales&#039;&#039;&#039;, the area opened in the [[Sea of Fire]] in 2016 containing creatures ranging approximately from level 95-102.  It is accessible from [[Solhaven]] for 3000 [[silver coin|silvers]] via wagons in the [[Vornavis Caravansary]].  Lich #5579.&lt;br /&gt;
&lt;br /&gt;
Travel by caravan is subject to possible ambushes. Adventurers who frequently visit the Sanctum may find special bone periapts, which are charged by defeating Sanctum creatures and can be used to open a portal from a Luukosian holy site beneath Solhaven to the Sanctum and vice versa.&lt;br /&gt;
&lt;br /&gt;
The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as [[gold ring]]s or [[Familiar Gate|Wizard familiars]] can be set within the Sanctum for easier travel between the Sanctum and the Oasis.&lt;br /&gt;
&lt;br /&gt;
The Sanctum area is subject to [[spell burst]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Sanctum of Scales/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/The%20Sea%20of%20Fire%20-%20Hunting%20Area/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solhaven entry:&#039;&#039;&#039; (one west of caravansary entrance)&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Vornavis Caravansary, Tent Lane&lt;br /&gt;
|rnum=5579&lt;br /&gt;
|desc=A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a {{blue|large caravaner&#039;s tent}} to the north.  Several disgruntled-looking yaks are yoked up to hitches at the tent&#039;s front, and a constant stream of caravans moves to and from its open-air embrace, filling the area with the squeaking music of wagon wheels.&lt;br /&gt;
|paths=north, east, south, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.&lt;br /&gt;
&lt;br /&gt;
the ride takes 3 minutes and is magic-proof&lt;br /&gt;
&lt;br /&gt;
Sometimes there are bandits when it drops you off&lt;br /&gt;
&lt;br /&gt;
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don&#039;t see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.&lt;br /&gt;
&lt;br /&gt;
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon&lt;br /&gt;
&lt;br /&gt;
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I&#039;ve seen it from sentinels a few times.&lt;br /&gt;
&lt;br /&gt;
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin&#039;s lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.&lt;br /&gt;
&lt;br /&gt;
Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?&lt;br /&gt;
&lt;br /&gt;
Below are some examples:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine amethyst&lt;br /&gt;
You examine the shadow amethyst, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine crystal&lt;br /&gt;
You examine the wulfenite crystal, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine sunstone&lt;br /&gt;
You examine the uncut sunstone, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
Cleanse Poison:&lt;br /&gt;
&lt;br /&gt;
From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You&#039;re welcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a ton of wtrick appraise, but &lt;br /&gt;
&lt;br /&gt;
a pale scaled shaper seem to be 101.&lt;br /&gt;
a patchwork flesh monstrosity seem to be 98 and is undead. &lt;br /&gt;
a lithe veiled sentinels is around 94.&lt;br /&gt;
a shambling lurk is about 96/97 and is undead. &lt;br /&gt;
a deathsworn fanatic looks about 97 too.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look per&lt;br /&gt;
The periapt&#039;s inlaid emerald is dun, devoid of any power.&lt;br /&gt;
&lt;br /&gt;
A knife of green-lit shadows materializes in a lithe veiled sentinel&#039;s hand and he slams it toward your chest in a vicious attack!  Just in time, the light of your periapt flares into a blinding phosphorescent sphere around you, blocking the attack!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look per&lt;br /&gt;
The periapt&#039;s inlaid emerald radiates a halo of steady viridescent light.&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97279</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97279"/>
		<updated>2017-09-16T19:59:06Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sanctum - Rozy.png|right|thumb|Sanctum of Scales map by Rozy]]Also known as &#039;&#039;&#039;Sanctum of Scales&#039;&#039;&#039;, the area opened in the [[Sea of Fire]] in 2016 containing creatures ranging approximately from level 95-102.  It is accessible from [[Solhaven]] for 3000 [[silver coin|silvers]] via wagons in the [[Vornavis Caravansary]].  Lich #5579.&lt;br /&gt;
&lt;br /&gt;
Travel by caravan is subject to possible ambushes. Adventurers who frequently visit the Sanctum may find special bone periapts, which are charged by defeating Sanctum creatures and can be used to open a portal from a Luukosian holy site beneath Solhaven to the Sanctum and vice versa.&lt;br /&gt;
&lt;br /&gt;
The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as [[gold ring]]s or [[Familiar Gate|Wizard familiars]] can be set within the Sanctum for easier travel between the Sanctum and the Oasis.&lt;br /&gt;
&lt;br /&gt;
The Sanctum area is subject to [[spell burst]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Sanctum of Scales/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/The%20Sea%20of%20Fire%20-%20Hunting%20Area/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solhaven entry:&#039;&#039;&#039; (one west of caravansary entrance)&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Vornavis Caravansary, Tent Lane&lt;br /&gt;
|rnum=5579&lt;br /&gt;
|desc=A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a {{blue|large caravaner&#039;s tent}} to the north.  Several disgruntled-looking yaks are yoked up to hitches at the tent&#039;s front, and a constant stream of caravans moves to and from its open-air embrace, filling the area with the squeaking music of wagon wheels.&lt;br /&gt;
|paths=north, east, south, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solhaven Hunting Areas]]&lt;br /&gt;
&lt;br /&gt;
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.&lt;br /&gt;
&lt;br /&gt;
the ride takes 3 minutes and is magic-proof&lt;br /&gt;
&lt;br /&gt;
Sometimes there are bandits when it drops you off&lt;br /&gt;
&lt;br /&gt;
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don&#039;t see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.&lt;br /&gt;
&lt;br /&gt;
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon&lt;br /&gt;
&lt;br /&gt;
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I&#039;ve seen it from sentinels a few times.&lt;br /&gt;
&lt;br /&gt;
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin&#039;s lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.&lt;br /&gt;
&lt;br /&gt;
Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?&lt;br /&gt;
&lt;br /&gt;
Below are some examples:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine amethyst&lt;br /&gt;
You examine the shadow amethyst, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine crystal&lt;br /&gt;
You examine the wulfenite crystal, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine sunstone&lt;br /&gt;
You examine the uncut sunstone, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
Cleanse Poison:&lt;br /&gt;
&lt;br /&gt;
From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You&#039;re welcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a ton of wtrick appraise, but &lt;br /&gt;
&lt;br /&gt;
a pale scaled shaper seem to be 101.&lt;br /&gt;
a patchwork flesh monstrosity seem to be 98 and is undead. &lt;br /&gt;
a lithe veiled sentinels is around 94.&lt;br /&gt;
a shambling lurk is about 96/97 and is undead. &lt;br /&gt;
a deathsworn fanatic looks about 97 too.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look per&lt;br /&gt;
The periapt&#039;s inlaid emerald is dun, devoid of any power.&lt;br /&gt;
&lt;br /&gt;
A knife of green-lit shadows materializes in a lithe veiled sentinel&#039;s hand and he slams it toward your chest in a vicious attack!  Just in time, the light of your periapt flares into a blinding phosphorescent sphere around you, blocking the attack!&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Lithe_veiled_sentinel&amp;diff=97275</id>
		<title>Talk:Lithe veiled sentinel</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Lithe_veiled_sentinel&amp;diff=97275"/>
		<updated>2017-09-16T19:44:23Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A knife of green-lit shadows materializes in a lithe veiled sentinel&#039;s hand and he slams it toward your chest in a vicious attack!  Just in time, the light of your periapt flares into a blinding phosphorescent sphere around you, blocking the attack!&lt;br /&gt;
&lt;br /&gt;
Anyone know what attack that is?[[User:MEKK1|MEKK1]] ([[User talk:MEKK1|talk]]) 14:44, 16 September 2017 (CDT)&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Lithe_veiled_sentinel&amp;diff=97274</id>
		<title>Talk:Lithe veiled sentinel</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Lithe_veiled_sentinel&amp;diff=97274"/>
		<updated>2017-09-16T19:43:49Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: Created page with &amp;quot;A knife of green-lit shadows materializes in a lithe veiled sentinel&amp;#039;s hand and he slams it toward your chest in a vicious attack!  Just in time, the light of your periapt fla...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A knife of green-lit shadows materializes in a lithe veiled sentinel&#039;s hand and he slams it toward your chest in a vicious attack!  Just in time, the light of your periapt flares into a blinding phosphorescent sphere around you, blocking the attack!&lt;br /&gt;
&lt;br /&gt;
Anyone know what attack that is?&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97273</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97273"/>
		<updated>2017-09-16T19:35:28Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sanctum - Rozy.png|right|thumb|Sanctum of Scales map by Rozy]]Also known as &#039;&#039;&#039;Sanctum of Scales&#039;&#039;&#039;, the area opened in the [[Sea of Fire]] in 2016 containing creatures ranging approximately from level 95-102.  It is accessible from [[Solhaven]] for 3000 [[silver coin|silvers]] via wagons in the [[Vornavis Caravansary]].  Lich #5579.&lt;br /&gt;
&lt;br /&gt;
Travel by caravan is subject to possible ambushes. Adventurers who frequently visit the Sanctum may find special bone periapts, which are charged by defeating Sanctum creatures and can be used to open a portal from a Luukosian holy site beneath Solhaven to the Sanctum and vice versa.&lt;br /&gt;
&lt;br /&gt;
The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as [[gold ring]]s or [[Familiar Gate|Wizard familiars]] can be set within the Sanctum for easier travel between the Sanctum and the Oasis.&lt;br /&gt;
&lt;br /&gt;
The Sanctum area is subject to [[spell burst]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Sanctum of Scales/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/The%20Sea%20of%20Fire%20-%20Hunting%20Area/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solhaven entry:&#039;&#039;&#039; (one west of caravansary entrance)&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Vornavis Caravansary, Tent Lane&lt;br /&gt;
|rnum=5579&lt;br /&gt;
|desc=A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a {{blue|large caravaner&#039;s tent}} to the north.  Several disgruntled-looking yaks are yoked up to hitches at the tent&#039;s front, and a constant stream of caravans moves to and from its open-air embrace, filling the area with the squeaking music of wagon wheels.&lt;br /&gt;
|paths=north, east, south, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solhaven Hunting Areas]]&lt;br /&gt;
&lt;br /&gt;
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.&lt;br /&gt;
&lt;br /&gt;
the ride takes 3 minutes and is magic-proof&lt;br /&gt;
&lt;br /&gt;
Sometimes there are bandits when it drops you off&lt;br /&gt;
&lt;br /&gt;
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don&#039;t see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.&lt;br /&gt;
&lt;br /&gt;
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon&lt;br /&gt;
&lt;br /&gt;
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I&#039;ve seen it from sentinels a few times.&lt;br /&gt;
&lt;br /&gt;
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin&#039;s lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.&lt;br /&gt;
&lt;br /&gt;
Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?&lt;br /&gt;
&lt;br /&gt;
Below are some examples:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine amethyst&lt;br /&gt;
You examine the shadow amethyst, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine crystal&lt;br /&gt;
You examine the wulfenite crystal, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine sunstone&lt;br /&gt;
You examine the uncut sunstone, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
Cleanse Poison:&lt;br /&gt;
&lt;br /&gt;
From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You&#039;re welcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a ton of wtrick appraise, but &lt;br /&gt;
&lt;br /&gt;
a pale scaled shaper seem to be 101.&lt;br /&gt;
a patchwork flesh monstrosity seem to be 98 and is undead. &lt;br /&gt;
a lithe veiled sentinels is around 94.&lt;br /&gt;
a shambling lurk is about 96/97 and is undead. &lt;br /&gt;
a deathsworn fanatic looks about 97 too.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;look per&lt;br /&gt;
The periapt&#039;s inlaid emerald is dun, devoid of any power.&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97272</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97272"/>
		<updated>2017-09-16T19:27:32Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sanctum - Rozy.png|right|thumb|Sanctum of Scales map by Rozy]]Also known as &#039;&#039;&#039;Sanctum of Scales&#039;&#039;&#039;, the area opened in the [[Sea of Fire]] in 2016 containing creatures ranging approximately from level 95-102.  It is accessible from [[Solhaven]] for 3000 [[silver coin|silvers]] via wagons in the [[Vornavis Caravansary]].  Lich #5579.&lt;br /&gt;
&lt;br /&gt;
Travel by caravan is subject to possible ambushes. Adventurers who frequently visit the Sanctum may find special bone periapts, which are charged by defeating Sanctum creatures and can be used to open a portal from a Luukosian holy site beneath Solhaven to the Sanctum and vice versa.&lt;br /&gt;
&lt;br /&gt;
The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as [[gold ring]]s or [[Familiar Gate|Wizard familiars]] can be set within the Sanctum for easier travel between the Sanctum and the Oasis.&lt;br /&gt;
&lt;br /&gt;
The Sanctum area is subject to [[spell burst]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Sanctum of Scales/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/The%20Sea%20of%20Fire%20-%20Hunting%20Area/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solhaven entry:&#039;&#039;&#039; (one west of caravansary entrance)&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Vornavis Caravansary, Tent Lane&lt;br /&gt;
|rnum=5579&lt;br /&gt;
|desc=A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a {{blue|large caravaner&#039;s tent}} to the north.  Several disgruntled-looking yaks are yoked up to hitches at the tent&#039;s front, and a constant stream of caravans moves to and from its open-air embrace, filling the area with the squeaking music of wagon wheels.&lt;br /&gt;
|paths=north, east, south, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solhaven Hunting Areas]]&lt;br /&gt;
&lt;br /&gt;
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.&lt;br /&gt;
&lt;br /&gt;
the ride takes 3 minutes and is magic-proof&lt;br /&gt;
&lt;br /&gt;
Sometimes there are bandits when it drops you off&lt;br /&gt;
&lt;br /&gt;
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don&#039;t see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.&lt;br /&gt;
&lt;br /&gt;
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon&lt;br /&gt;
&lt;br /&gt;
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I&#039;ve seen it from sentinels a few times.&lt;br /&gt;
&lt;br /&gt;
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin&#039;s lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.&lt;br /&gt;
&lt;br /&gt;
Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?&lt;br /&gt;
&lt;br /&gt;
Below are some examples:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine amethyst&lt;br /&gt;
You examine the shadow amethyst, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine crystal&lt;br /&gt;
You examine the wulfenite crystal, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine sunstone&lt;br /&gt;
You examine the uncut sunstone, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
Cleanse Poison:&lt;br /&gt;
&lt;br /&gt;
From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You&#039;re welcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a ton of wtrick appraise, but &lt;br /&gt;
&lt;br /&gt;
a pale scaled shaper seem to be 101.&lt;br /&gt;
a patchwork flesh monstrosity seem to be 98 and is undead. &lt;br /&gt;
a lithe veiled sentinels is around 94.&lt;br /&gt;
a shambling lurk is about 96/97 and is undead. &lt;br /&gt;
a deathsworn fanatic looks about 97 too.&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97271</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97271"/>
		<updated>2017-09-16T19:23:40Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Sanctum - Rozy.png|right|thumb|Sanctum of Scales map by Rozy]]Also known as &#039;&#039;&#039;Sanctum of Scales&#039;&#039;&#039;, the area opened in the [[Sea of Fire]] in 2016 containing creatures ranging approximately from level 95-102.  It is accessible from [[Solhaven]] for 3000 [[silver coin|silvers]] via wagons in the [[Vornavis Caravansary]].  &lt;br /&gt;
&lt;br /&gt;
Travel by caravan is subject to possible ambushes. Adventurers who frequently visit the Sanctum may find special bone periapts, which are charged by defeating Sanctum creatures and can be used to open a portal from a Luukosian holy site beneath Solhaven to the Sanctum and vice versa.&lt;br /&gt;
&lt;br /&gt;
The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as [[gold ring]]s or [[Familiar Gate|Wizard familiars]] can be set within the Sanctum for easier travel between the Sanctum and the Oasis.&lt;br /&gt;
&lt;br /&gt;
The Sanctum area is subject to [[spell burst]].&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Sanctum of Scales/saved posts|Saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/The%20Sea%20of%20Fire%20-%20Hunting%20Area/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solhaven entry:&#039;&#039;&#039; (one west of caravansary entrance)&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Vornavis Caravansary, Tent Lane&lt;br /&gt;
|rnum=5579&lt;br /&gt;
|desc=A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a {{blue|large caravaner&#039;s tent}} to the north.  Several disgruntled-looking yaks are yoked up to hitches at the tent&#039;s front, and a constant stream of caravans moves to and from its open-air embrace, filling the area with the squeaking music of wagon wheels.&lt;br /&gt;
|paths=north, east, south, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Solhaven Hunting Areas]]&lt;br /&gt;
&lt;br /&gt;
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.&lt;br /&gt;
&lt;br /&gt;
the ride takes 3 minutes and is magic-proof&lt;br /&gt;
&lt;br /&gt;
Sometimes there are bandits when it drops you off&lt;br /&gt;
&lt;br /&gt;
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don&#039;t see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.&lt;br /&gt;
&lt;br /&gt;
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon&lt;br /&gt;
&lt;br /&gt;
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I&#039;ve seen it from sentinels a few times.&lt;br /&gt;
&lt;br /&gt;
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin&#039;s lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.&lt;br /&gt;
&lt;br /&gt;
Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?&lt;br /&gt;
&lt;br /&gt;
Below are some examples:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine amethyst&lt;br /&gt;
You examine the shadow amethyst, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine crystal&lt;br /&gt;
You examine the wulfenite crystal, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine sunstone&lt;br /&gt;
You examine the uncut sunstone, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
Cleanse Poison:&lt;br /&gt;
&lt;br /&gt;
From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You&#039;re welcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a ton of wtrick appraise, but &lt;br /&gt;
&lt;br /&gt;
a pale scaled shaper seem to be 101.&lt;br /&gt;
a patchwork flesh monstrosity seem to be 98 and is undead. &lt;br /&gt;
a lithe veiled sentinels is around 94.&lt;br /&gt;
a shambling lurk is about 96/97 and is undead. &lt;br /&gt;
a deathsworn fanatic looks about 97 too.&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97270</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97270"/>
		<updated>2017-09-16T19:17:28Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sanctum of Scales&lt;br /&gt;
&lt;br /&gt;
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.&lt;br /&gt;
&lt;br /&gt;
the ride takes 3 minutes and is magic-proof&lt;br /&gt;
&lt;br /&gt;
Sometimes there are bandits when it drops you off&lt;br /&gt;
&lt;br /&gt;
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don&#039;t see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.&lt;br /&gt;
&lt;br /&gt;
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon&lt;br /&gt;
&lt;br /&gt;
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I&#039;ve seen it from sentinels a few times.&lt;br /&gt;
&lt;br /&gt;
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin&#039;s lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.&lt;br /&gt;
&lt;br /&gt;
Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?&lt;br /&gt;
&lt;br /&gt;
Below are some examples:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine amethyst&lt;br /&gt;
You examine the shadow amethyst, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine crystal&lt;br /&gt;
You examine the wulfenite crystal, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine sunstone&lt;br /&gt;
You examine the uncut sunstone, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
Cleanse Poison:&lt;br /&gt;
&lt;br /&gt;
From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You&#039;re welcome&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I have a ton of wtrick appraise, but &lt;br /&gt;
&lt;br /&gt;
a pale scaled shaper seem to be 101.&lt;br /&gt;
a patchwork flesh monstrosity seem to be 98 and is undead. &lt;br /&gt;
a lithe veiled sentinels is around 94.&lt;br /&gt;
a shambling lurk is about 96/97 and is undead. &lt;br /&gt;
a deathsworn fanatic looks about 97 too.&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97267</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97267"/>
		<updated>2017-09-16T19:06:24Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sanctum of Scales&lt;br /&gt;
&lt;br /&gt;
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.&lt;br /&gt;
&lt;br /&gt;
the ride takes 3 minutes and is magic-proof&lt;br /&gt;
&lt;br /&gt;
Sometimes there are bandits when it drops you off&lt;br /&gt;
&lt;br /&gt;
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don&#039;t see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.&lt;br /&gt;
&lt;br /&gt;
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon&lt;br /&gt;
&lt;br /&gt;
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I&#039;ve seen it from sentinels a few times.&lt;br /&gt;
&lt;br /&gt;
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin&#039;s lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.&lt;br /&gt;
&lt;br /&gt;
Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?&lt;br /&gt;
&lt;br /&gt;
Below are some examples:&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine amethyst&lt;br /&gt;
You examine the shadow amethyst, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine crystal&lt;br /&gt;
You examine the wulfenite crystal, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;alchemy examine sunstone&lt;br /&gt;
You examine the uncut sunstone, noting its unique characteristics and features.&lt;br /&gt;
You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.&lt;br /&gt;
&lt;br /&gt;
Cleanse Poison:&lt;br /&gt;
&lt;br /&gt;
From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You&#039;re welcome&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97265</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97265"/>
		<updated>2017-09-16T18:43:50Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sanctum of Scales&lt;br /&gt;
&lt;br /&gt;
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.&lt;br /&gt;
&lt;br /&gt;
the ride takes 3 minutes and is magic-proof&lt;br /&gt;
&lt;br /&gt;
Sometimes there are bandits when it drops you off&lt;br /&gt;
&lt;br /&gt;
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don&#039;t see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.&lt;br /&gt;
&lt;br /&gt;
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon&lt;br /&gt;
&lt;br /&gt;
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I&#039;ve seen it from sentinels a few times.&lt;br /&gt;
&lt;br /&gt;
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin&#039;s lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97264</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97264"/>
		<updated>2017-09-16T18:36:31Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sanctum of Scales&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97263</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97263"/>
		<updated>2017-09-16T17:41:34Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97243</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97243"/>
		<updated>2017-09-16T07:13:42Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, [[weapon]]s, and [[runestaff|runestaves]] throughout [[Elanthia]] possess.  A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user.  Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]; however, scripted flares will NOT typically show up in an item&#039;s loresong.&lt;br /&gt;
&lt;br /&gt;
For clarity&#039;s sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a [[verb trap]].&lt;br /&gt;
&lt;br /&gt;
They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check [[Item Properties]] for which flares are available to be put on a piece of equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common Flares==&lt;br /&gt;
Common flares include all flares that can be obtained via [[Elemental Blade (411)]] and low level mana and acuity runestaff flares.  They are also the most likely to be sold off-the-shelf in an event merchant shop.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Cold critical table|Cold]] &lt;br /&gt;
|Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.  &#039;&#039;See also [[rhimar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Fire critical table|Fire]] &lt;br /&gt;
|Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.  &#039;&#039;See also [[drake]] and [[drakar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Vacuum critical table|Vacuum]] &lt;br /&gt;
|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;
|Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Impact critical table|Vibration]] &lt;br /&gt;
|Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. &#039;&#039;See also [[gornar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Lightning critical table|Lightning]] &lt;br /&gt;
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. &#039;&#039;See also [[feras]] and [[zorchar]]&#039;&#039;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|[[Acuity flare|Acuity]] 1x-4x &lt;br /&gt;
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Mana flare|Mana]] +1-+2 &lt;br /&gt;
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Flares==&lt;br /&gt;
Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Acid critical table|Acid]]&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Steam critical table|Steam]] &lt;br /&gt;
|Not heavily sought after due to an overall inferior critical table. Effective on undead&lt;br /&gt;
|Hybrid Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Disintegration critical table|Disintegration]] &lt;br /&gt;
|Similar to [[Disintegrate (705)]]&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Disruption critical table|Disruption]] &lt;br /&gt;
|Similar to [[Mana Disruption (702)]], can be found in [[pure black ora]] weapons&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
!Holy water &lt;br /&gt;
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave like acid on undead and (harmless but visible) water on living creatures&lt;br /&gt;
|Spiritual&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma critical table|Plasma]] &lt;br /&gt;
|Effective on undead, available through [[Consecrate (1604)]]&lt;br /&gt;
|Spiritual&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Acuity 5x-6x&lt;br /&gt;
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
!Mana +3-+4 &lt;br /&gt;
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Flares==&lt;br /&gt;
Rare flares include mechanical, force, high level mana and acuity, and dispel.  The designation also included scripted flares from Category D that also take up the Category B property.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Crush critical table|Crushing]]&lt;br /&gt;
|Applicable only to rods&lt;br /&gt;
|Mechanical&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Puncture critical table|Piercing]]&lt;br /&gt;
|Applicable only to spikes&lt;br /&gt;
|Mechanical&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Slash critical table|Slashing]]&lt;br /&gt;
|Applicable only to blades&lt;br /&gt;
|Mechanical&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Grapple critical table|Grapple]] &lt;br /&gt;
|Tendril of force.  Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals&lt;br /&gt;
|Force&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Unbalance critical table|Unbalance]] &lt;br /&gt;
|Burst of force.  Have a very high likelihood of knocking down a target&lt;br /&gt;
|Force&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
!Acuity 7x-10x&lt;br /&gt;
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
!Mana +5&lt;br /&gt;
|Returns 5 mana upon triggering (even upon casting defensive spells)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Dispel flare|Dispel]]&lt;br /&gt;
|Removes a spell from the target&lt;br /&gt;
|Dispel&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Greater elemental flare|Greater elemental]] &lt;br /&gt;
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once &lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Charts_of_Clarity|Category B &amp;amp; D]]&lt;br /&gt;
|-&lt;br /&gt;
![[Realm flare|Realm]]&lt;br /&gt;
|Flares change based on the [[realm]] where the wielder is hunting&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Charts_of_Clarity|Category B &amp;amp; D]]&lt;br /&gt;
|-&lt;br /&gt;
![[Rotating flare|Rotating]]&lt;br /&gt;
|Give the wielder a choice of whatever flares are built into the weapon.&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Charts_of_Clarity|Category B &amp;amp; D]]&lt;br /&gt;
|-&lt;br /&gt;
![[Banshee flare|Banshee]]&lt;br /&gt;
|Shields and runestaves only. Imparts bonus TD and bolt DS to wielder&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Blink weapon|Blink]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Parasitic_Weapon#Blood_Flares|Blood]]&lt;br /&gt;
|The flare of a [[Parasitic Weapon]] does [[slash critical table|slashing]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Briar flare|Briar]]&lt;br /&gt;
|Stores wielder&#039;s blood to flare [[grapple critical table|grapple]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Bubble flares|Bubble]] &lt;br /&gt;
|Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Chronomage dagger|Chronomage]]&lt;br /&gt;
|15% chance to triple attack for additional 1 second RT&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal weapon|Ethereal chain]]&lt;br /&gt;
|[[Puncture critical table|Puncture]]-based flare&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Immolation flare|Immolation]]&lt;br /&gt;
|&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Ironwright holy flares|Ironwright]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Knockout flare|Knockout]]&lt;br /&gt;
|{{#section:knockout flare|intro}}&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Poisoned|Poison]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Polearm rebalance flare|Polearm rebalance]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Rotflares|Rot]]&lt;br /&gt;
|Is compatible with some other Category D scripts so that an item can have both&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[ShadowDeath_weapons|Shadowdeath]] &lt;br /&gt;
|These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
![[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial]] &lt;br /&gt;
|Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered&lt;br /&gt;
|Script&lt;br /&gt;
|[[Item_properties#Category_C|Category C]]&lt;br /&gt;
|-&lt;br /&gt;
|}&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 Item (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]].  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;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&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;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97242</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97242"/>
		<updated>2017-09-16T07:08:49Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, [[weapon]]s, and [[runestaff|runestaves]] throughout [[Elanthia]] possess.  A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user.  Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]; however, scripted flares will NOT typically show up in an item&#039;s loresong.&lt;br /&gt;
&lt;br /&gt;
For clarity&#039;s sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a [[verb trap]].&lt;br /&gt;
&lt;br /&gt;
They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check [[Item Properties]] for which flares are available to be put on a piece of equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common Flares==&lt;br /&gt;
Common flares include all flares that can be obtained via [[Elemental Blade (411)]] and low level mana and acuity runestaff flares.  They are also the most likely to be sold off-the-shelf in an event merchant shop.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Cold critical table|Cold]] &lt;br /&gt;
|Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.  &#039;&#039;See also [[rhimar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Fire critical table|Fire]] &lt;br /&gt;
|Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.  &#039;&#039;See also [[drake]] and [[drakar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Vacuum critical table|Vacuum]] &lt;br /&gt;
|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;
|Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Impact critical table|Vibration]] &lt;br /&gt;
|Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. &#039;&#039;See also [[gornar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|[[Item_properties#Category_B|Category B]]&lt;br /&gt;
|-&lt;br /&gt;
![[Lightning critical table|Lightning]] &lt;br /&gt;
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. &#039;&#039;See also [[feras]] and [[zorchar]]&#039;&#039;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|[[Acuity flare|Acuity]] 1x-4x &lt;br /&gt;
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Mana flare|Mana]] +1-+2 &lt;br /&gt;
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Flares==&lt;br /&gt;
Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Acid critical table|Acid]]&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|Category B &lt;br /&gt;
|-&lt;br /&gt;
![[Steam critical table|Steam]] &lt;br /&gt;
|Not heavily sought after due to an overall inferior critical table. Effective on undead&lt;br /&gt;
|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disintegration critical table|Disintegration]] &lt;br /&gt;
|Similar to [[Disintegrate (705)]]&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disruption critical table|Disruption]] &lt;br /&gt;
|Similar to [[Mana Disruption (702)]], can be found in [[pure black ora]] weapons&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Holy water &lt;br /&gt;
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave like acid on undead and (harmless but visible) water on living creatures&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma critical table|Plasma]] &lt;br /&gt;
|Effective on undead, available through [[Consecrate (1604)]]&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Acuity 5x-6x&lt;br /&gt;
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +3-+4 &lt;br /&gt;
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Flares==&lt;br /&gt;
Rare flares include mechanical, force, high level mana and acuity, and dispel.  The designation also included scripted flares from Category D that also take up the Category B property.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Crush critical table|Crushing]]&lt;br /&gt;
|Applicable only to rods&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Puncture critical table|Piercing]]&lt;br /&gt;
|Applicable only to spikes&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Slash critical table|Slashing]]&lt;br /&gt;
|Applicable only to blades&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Grapple critical table|Grapple]] &lt;br /&gt;
|Tendril of force.  Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Unbalance critical table|Unbalance]] &lt;br /&gt;
|Burst of force.  Have a very high likelihood of knocking down a target&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Acuity 7x-10x&lt;br /&gt;
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +5&lt;br /&gt;
|Returns 5 mana upon triggering (even upon casting defensive spells)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Dispel flare|Dispel]]&lt;br /&gt;
|Removes a spell from the target&lt;br /&gt;
|Dispel&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Greater elemental flare|Greater elemental]] &lt;br /&gt;
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once &lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Realm flare|Realm]]&lt;br /&gt;
|Flares change based on the [[realm]] where the wielder is hunting&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Rotating flare|Rotating]]&lt;br /&gt;
|Give the wielder a choice of whatever flares are built into the weapon.&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Banshee flare|Banshee]]&lt;br /&gt;
|Shields and runestaves only. Imparts bonus TD and bolt DS to wielder&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Blink weapon|Blink]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Parasitic_Weapon#Blood_Flares|Blood]]&lt;br /&gt;
|The flare of a [[Parasitic Weapon]] does [[slash critical table|slashing]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Briar flare|Briar]]&lt;br /&gt;
|Stores wielder&#039;s blood to flare [[grapple critical table|grapple]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Bubble flares|Bubble]] &lt;br /&gt;
|Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Chronomage dagger|Chronomage]]&lt;br /&gt;
|15% chance to triple attack for additional 1 second RT&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal weapon|Ethereal chain]]&lt;br /&gt;
|[[Puncture critical table|Puncture]]-based flare&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Immolation flare|Immolation]]&lt;br /&gt;
|&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ironwright holy flares|Ironwright]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Knockout flare|Knockout]]&lt;br /&gt;
|{{#section:knockout flare|intro}}&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Poisoned|Poison]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Polearm rebalance flare|Polearm rebalance]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Rotflares|Rot]]&lt;br /&gt;
|Is compatible with some other Category D scripts so that an item can have both&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[ShadowDeath_weapons|Shadowdeath]] &lt;br /&gt;
|These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial]] &lt;br /&gt;
|Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
|}&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 Item (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]].  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;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&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;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97241</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97241"/>
		<updated>2017-09-16T07:07:23Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, [[weapon]]s, and [[runestaff|runestaves]] throughout [[Elanthia]] possess.  A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user.  Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]; however, scripted flares will NOT typically show up in an item&#039;s loresong.&lt;br /&gt;
&lt;br /&gt;
For clarity&#039;s sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a [[verb trap]].&lt;br /&gt;
&lt;br /&gt;
They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check [[Item Properties]] for which flares are available to be put on a piece of equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common Flares==&lt;br /&gt;
Common flares include all flares that can be obtained via [[Elemental Blade (411)]] and low level mana and acuity runestaff flares.  They are also the most likely to be sold off-the-shelf in an event merchant shop.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Cold critical table|Cold]] &lt;br /&gt;
|Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.  &#039;&#039;See also [[rhimar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Fire critical table|Fire]] &lt;br /&gt;
|Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.  &#039;&#039;See also [[drake]] and [[drakar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Vacuum critical table|Vacuum]] &lt;br /&gt;
|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;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Impact critical table|Vibration]] &lt;br /&gt;
|Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. &#039;&#039;See also [[gornar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Lightning critical table|Lightning]] &lt;br /&gt;
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. &#039;&#039;See also [[feras]] and [[zorchar]]&#039;&#039;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|[[Acuity flare|Acuity]] 1x-4x &lt;br /&gt;
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Mana flare|Mana]] +1-+2 &lt;br /&gt;
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Flares==&lt;br /&gt;
Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Acid critical table|Acid]]&lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|Category B &lt;br /&gt;
|-&lt;br /&gt;
![[Steam critical table|Steam]] &lt;br /&gt;
|Not heavily sought after due to an overall inferior critical table. Effective on undead&lt;br /&gt;
|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disintegration critical table|Disintegration]] &lt;br /&gt;
|Similar to [[Disintegrate (705)]]&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disruption critical table|Disruption]] &lt;br /&gt;
|Similar to [[Mana Disruption (702)]], can be found in [[pure black ora]] weapons&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Holy water &lt;br /&gt;
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave like acid on undead and (harmless but visible) water on living creatures&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma critical table|Plasma]] &lt;br /&gt;
|Effective on undead, available through [[Consecrate (1604)]]&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Acuity 5x-6x&lt;br /&gt;
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +3-+4 &lt;br /&gt;
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Flares==&lt;br /&gt;
Rare flares include mechanical, force, high level mana and acuity, and dispel.  The designation also included scripted flares from Category D that also take up the Category B property.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Crush critical table|Crushing]]&lt;br /&gt;
|Applicable only to rods&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Puncture critical table|Piercing]]&lt;br /&gt;
|Applicable only to spikes&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Slash critical table|Slashing]]&lt;br /&gt;
|Applicable only to blades&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Grapple critical table|Grapple]] &lt;br /&gt;
|Tendril of force.  Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Unbalance critical table|Unbalance]] &lt;br /&gt;
|Burst of force.  Have a very high likelihood of knocking down a target&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Acuity 7x-10x&lt;br /&gt;
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +5&lt;br /&gt;
|Returns 5 mana upon triggering (even upon casting defensive spells)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Dispel flare|Dispel]]&lt;br /&gt;
|Removes a spell from the target&lt;br /&gt;
|Dispel&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Greater elemental flare|Greater elemental]] &lt;br /&gt;
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once &lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Realm flare|Realm]]&lt;br /&gt;
|Flares change based on the [[realm]] where the wielder is hunting&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Rotating flare|Rotating]]&lt;br /&gt;
|Give the wielder a choice of whatever flares are built into the weapon.&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Banshee flare|Banshee]]&lt;br /&gt;
|Shields and runestaves only. Imparts bonus TD and bolt DS to wielder&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Blink weapon|Blink]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Parasitic_Weapon#Blood_Flares|Blood]]&lt;br /&gt;
|The flare of a [[Parasitic Weapon]] does [[slash critical table|slashing]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Briar flare|Briar]]&lt;br /&gt;
|Stores wielder&#039;s blood to flare [[grapple critical table|grapple]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Bubble flares|Bubble]] &lt;br /&gt;
|Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Chronomage dagger|Chronomage]]&lt;br /&gt;
|15% chance to triple attack for additional 1 second RT&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal weapon|Ethereal chain]]&lt;br /&gt;
|[[Puncture critical table|Puncture]]-based flare&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Immolation flare|Immolation]]&lt;br /&gt;
|&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ironwright holy flares|Ironwright]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Knockout flare|Knockout]]&lt;br /&gt;
|{{#section:knockout flare|intro}}&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Poisoned|Poison]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Polearm rebalance flare|Polearm rebalance]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Rotflares|Rot]]&lt;br /&gt;
|Is compatible with some other Category D scripts so that an item can have both&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[ShadowDeath_weapons|Shadowdeath]] &lt;br /&gt;
|These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial]] &lt;br /&gt;
|Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
|}&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 Item (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]].  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;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&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;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97240</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97240"/>
		<updated>2017-09-16T07:01:26Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, [[weapon]]s, and [[runestaff|runestaves]] throughout [[Elanthia]] possess.  A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user.  Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]; however, scripted flares will NOT typically show up in an item&#039;s loresong.&lt;br /&gt;
&lt;br /&gt;
For clarity&#039;s sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a [[verb trap]].&lt;br /&gt;
&lt;br /&gt;
They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check [[Item Properties]] for which flares are available to be put on a piece of equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common Flares==&lt;br /&gt;
Common flares include all flares that can be obtained via [[Elemental Blade (411)]] and low level mana and acuity runestaff flares.  They are also the most likely to be sold off-the-shelf in an event merchant shop.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Cold critical table|Cold]] &lt;br /&gt;
|Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.  &#039;&#039;See also [[rhimar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Fire critical table|Fire]] &lt;br /&gt;
|Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.  &#039;&#039;See also [[drake]] and [[drakar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Vacuum critical table|Vacuum]] &lt;br /&gt;
|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;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Impact critical table|Vibration]] &lt;br /&gt;
|Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. &#039;&#039;See also [[gornar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Lightning critical table|Lightning]] &lt;br /&gt;
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. &#039;&#039;See also [[feras]] and [[zorchar]]&#039;&#039;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|[[Acuity flare|Acuity]] 1x-4x &lt;br /&gt;
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Mana flare|Mana]] +1-+2 &lt;br /&gt;
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Flares==&lt;br /&gt;
Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Acid critical table|Acid]]&lt;br /&gt;
|Category B &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|-&lt;br /&gt;
![[Steam critical table|Steam]] &lt;br /&gt;
|Not heavily sought after due to an overall inferior critical table. Effective on undead&lt;br /&gt;
|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disintegration critical table|Disintegration]] &lt;br /&gt;
|Similar to [[Disintegrate (705)]]&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disruption critical table|Disruption]] &lt;br /&gt;
|Similar to [[Mana Disruption (702)]], can be found in [[pure black ora]] weapons&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Holy water &lt;br /&gt;
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave like acid on undead and (harmless but visible) water on living creatures&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma critical table|Plasma]] &lt;br /&gt;
|Effective on undead, available through [[Consecrate (1604)]]&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Acuity 5x-6x&lt;br /&gt;
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +3-+4 &lt;br /&gt;
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Flares==&lt;br /&gt;
Rare flares include mechanical, force, high level mana and acuity, and dispel.  The designation also included scripted flares from Category D that also take up the Category B property.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item_properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Crush critical table|Crushing]]&lt;br /&gt;
|Applicable only to rods&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Puncture critical table|Piercing]]&lt;br /&gt;
|Applicable only to spikes&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Slash critical table|Slashing]]&lt;br /&gt;
|Applicable only to blades&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Grapple critical table|Grapple]] &lt;br /&gt;
|Tendril of force.  Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Unbalance critical table|Unbalance]] &lt;br /&gt;
|Burst of force.  Have a very high likelihood of knocking down a target&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Acuity 7x-10x&lt;br /&gt;
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +5&lt;br /&gt;
|Returns 5 mana upon triggering (even upon casting defensive spells)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Dispel flare|Dispel]]&lt;br /&gt;
|Removes a spell from the target&lt;br /&gt;
|Dispel&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Greater elemental flare|Greater elemental]] &lt;br /&gt;
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once &lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Realm flare|Realm]]&lt;br /&gt;
|Flares change based on the [[realm]] where the wielder is hunting&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Rotating flare|Rotating]]&lt;br /&gt;
|Give the wielder a choice of whatever flares are built into the weapon.&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Banshee flare|Banshee]]&lt;br /&gt;
|Shields and runestaves only. Imparts bonus TD and bolt DS to wielder&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Blink weapon|Blink]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Parasitic_Weapon#Blood_Flares|Blood]]&lt;br /&gt;
|The flare of a [[Parasitic Weapon]] does [[slash critical table|slashing]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Briar flare|Briar]]&lt;br /&gt;
|Stores wielder&#039;s blood to flare [[grapple critical table|grapple]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Bubble flares|Bubble]] &lt;br /&gt;
|Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Chronomage dagger|Chronomage]]&lt;br /&gt;
|15% chance to triple attack for additional 1 second RT&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal weapon|Ethereal chain]]&lt;br /&gt;
|[[Puncture critical table|Puncture]]-based flare&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Immolation flare|Immolation]]&lt;br /&gt;
|&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ironwright holy flares|Ironwright]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Knockout flare|Knockout]]&lt;br /&gt;
|{{#section:knockout flare|intro}}&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Poisoned|Poison]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Polearm rebalance flare|Polearm rebalance]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Rotflares|Rot]]&lt;br /&gt;
|Is compatible with some other Category D scripts so that an item can have both&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[ShadowDeath_weapons|Shadowdeath]] &lt;br /&gt;
|These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial]] &lt;br /&gt;
|Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
|}&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 Item (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]].  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;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&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;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97239</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97239"/>
		<updated>2017-09-16T07:00:39Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, [[weapon]]s, and [[runestaff|runestaves]] throughout [[Elanthia]] possess.  A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user.  Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]; however, scripted flares will NOT typically show up in an item&#039;s loresong.&lt;br /&gt;
&lt;br /&gt;
For clarity&#039;s sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a [[verb trap]].&lt;br /&gt;
&lt;br /&gt;
They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check [[Item Properties]] for which flares are available to be put on a piece of equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common Flares==&lt;br /&gt;
Common flares include all flares that can be obtained via [[Elemental Blade (411)]] and low level mana and acuity runestaff flares.  They are also the most likely to be sold off-the-shelf in an event merchant shop.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item Properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Cold critical table|Cold]] &lt;br /&gt;
|Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.  &#039;&#039;See also [[rhimar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Fire critical table|Fire]] &lt;br /&gt;
|Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.  &#039;&#039;See also [[drake]] and [[drakar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Vacuum critical table|Vacuum]] &lt;br /&gt;
|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;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Impact critical table|Vibration]] &lt;br /&gt;
|Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. &#039;&#039;See also [[gornar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Lightning critical table|Lightning]] &lt;br /&gt;
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. &#039;&#039;See also [[feras]] and [[zorchar]]&#039;&#039;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|[[Acuity flare|Acuity]] 1x-4x &lt;br /&gt;
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Mana flare|Mana]] +1-+2 &lt;br /&gt;
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Flares==&lt;br /&gt;
Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item Properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Acid critical table|Acid]]&lt;br /&gt;
|Category B &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|-&lt;br /&gt;
![[Steam critical table|Steam]] &lt;br /&gt;
|Not heavily sought after due to an overall inferior critical table. Effective on undead&lt;br /&gt;
|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disintegration critical table|Disintegration]] &lt;br /&gt;
|Similar to [[Disintegrate (705)]]&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disruption critical table|Disruption]] &lt;br /&gt;
|Similar to [[Mana Disruption (702)]], can be found in [[pure black ora]] weapons&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Holy water &lt;br /&gt;
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave like acid on undead and (harmless but visible) water on living creatures&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma critical table|Plasma]] &lt;br /&gt;
|Effective on undead, available through [[Consecrate (1604)]]&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Acuity 5x-6x&lt;br /&gt;
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +3-+4 &lt;br /&gt;
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Flares==&lt;br /&gt;
Rare flares include mechanical, force, high level mana and acuity, and dispel.  The designation also included scripted flares from Category D that also take up the Category B property.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item Properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Crush critical table|Crushing]]&lt;br /&gt;
|Applicable only to rods&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Puncture critical table|Piercing]]&lt;br /&gt;
|Applicable only to spikes&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Slash critical table|Slashing]]&lt;br /&gt;
|Applicable only to blades&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Grapple critical table|Grapple]] &lt;br /&gt;
|Tendril of force.  Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Unbalance critical table|Unbalance]] &lt;br /&gt;
|Burst of force.  Have a very high likelihood of knocking down a target&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Acuity 7x-10x&lt;br /&gt;
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +5&lt;br /&gt;
|Returns 5 mana upon triggering (even upon casting defensive spells)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Dispel flare|Dispel]]&lt;br /&gt;
|Removes a spell from the target&lt;br /&gt;
|Dispel&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Greater elemental flare|Greater elemental]] &lt;br /&gt;
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once &lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Realm flare|Realm]]&lt;br /&gt;
|Flares change based on the [[realm]] where the wielder is hunting&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Rotating flare|Rotating]]&lt;br /&gt;
|Give the wielder a choice of whatever flares are built into the weapon.&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Banshee flare|Banshee]]&lt;br /&gt;
|Shields and runestaves only. Imparts bonus TD and bolt DS to wielder&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Blink weapon|Blink]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Parasitic_Weapon#Blood_Flares|Blood]]&lt;br /&gt;
|The flare of a [[Parasitic Weapon]] does [[slash critical table|slashing]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Briar flare|Briar]]&lt;br /&gt;
|Stores wielder&#039;s blood to flare [[grapple critical table|grapple]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Bubble flares|Bubble]] &lt;br /&gt;
|Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Chronomage dagger|Chronomage]]&lt;br /&gt;
|15% chance to triple attack for additional 1 second RT&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal weapon|Ethereal chain]]&lt;br /&gt;
|[[Puncture critical table|Puncture]]-based flare&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Immolation flare|Immolation]]&lt;br /&gt;
|&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ironwright holy flares|Ironwright]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Knockout flare|Knockout]]&lt;br /&gt;
|{{#section:knockout flare|intro}}&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Poisoned|Poison]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Polearm rebalance flare|Polearm rebalance]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Rotflares|Rot]]&lt;br /&gt;
|Is compatible with some other Category D scripts so that an item can have both&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[ShadowDeath_weapons|Shadowdeath]] &lt;br /&gt;
|These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial]] &lt;br /&gt;
|Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
|}&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 Item (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]].  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;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&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;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97238</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97238"/>
		<updated>2017-09-16T06:59:36Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, [[weapon]]s, and [[runestaff|runestaves]] throughout [[Elanthia]] possess.  A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user.  Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]; however, scripted flares will NOT typically show up in an item&#039;s loresong.&lt;br /&gt;
&lt;br /&gt;
For clarity&#039;s sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a [[verb trap]].&lt;br /&gt;
&lt;br /&gt;
They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check [[Item Properties]] for which flares are available to be put on a piece of equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common Flares==&lt;br /&gt;
Common flares include all flares that can be obtained via [[Elemental Blade (411)]] and low level mana and acuity runestaff flares.  They are also the most likely to be sold off-the-shelf in an event merchant shop.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type&lt;br /&gt;
|-&lt;br /&gt;
![[Cold critical table|Cold]] &lt;br /&gt;
|Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.  &#039;&#039;See also [[rhimar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Fire critical table|Fire]] &lt;br /&gt;
|Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.  &#039;&#039;See also [[drake]] and [[drakar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Vacuum critical table|Vacuum]] &lt;br /&gt;
|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;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Impact critical table|Vibration]] &lt;br /&gt;
|Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. &#039;&#039;See also [[gornar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Lightning critical table|Lightning]] &lt;br /&gt;
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. &#039;&#039;See also [[feras]] and [[zorchar]]&#039;&#039;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|[[Acuity flare|Acuity]] 1x-4x &lt;br /&gt;
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Mana flare|Mana]] +1-+2 &lt;br /&gt;
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Flares==&lt;br /&gt;
Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item Properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Acid critical table|Acid]]&lt;br /&gt;
|Category B &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|-&lt;br /&gt;
![[Steam critical table|Steam]] &lt;br /&gt;
|Not heavily sought after due to an overall inferior critical table. Effective on undead&lt;br /&gt;
|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disintegration critical table|Disintegration]] &lt;br /&gt;
|Similar to [[Disintegrate (705)]]&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disruption critical table|Disruption]] &lt;br /&gt;
|Similar to [[Mana Disruption (702)]], can be found in [[pure black ora]] weapons&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Holy water &lt;br /&gt;
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave like acid on undead and (harmless but visible) water on living creatures&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma critical table|Plasma]] &lt;br /&gt;
|Effective on undead, available through [[Consecrate (1604)]]&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Acuity 5x-6x&lt;br /&gt;
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +3-+4 &lt;br /&gt;
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Flares==&lt;br /&gt;
Rare flares include mechanical, force, high level mana and acuity, and dispel.  The designation also included scripted flares from Category D that also take up the Category B property.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item Properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Crush critical table|Crushing]]&lt;br /&gt;
|Applicable only to rods&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Puncture critical table|Piercing]]&lt;br /&gt;
|Applicable only to spikes&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Slash critical table|Slashing]]&lt;br /&gt;
|Applicable only to blades&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Grapple critical table|Grapple]] &lt;br /&gt;
|Tendril of force.  Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Unbalance critical table|Unbalance]] &lt;br /&gt;
|Burst of force.  Have a very high likelihood of knocking down a target&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Acuity 7x-10x&lt;br /&gt;
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +5&lt;br /&gt;
|Returns 5 mana upon triggering (even upon casting defensive spells)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Dispel flare|Dispel]]&lt;br /&gt;
|Removes a spell from the target&lt;br /&gt;
|Dispel&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Greater elemental flare|Greater elemental]] &lt;br /&gt;
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once &lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Realm flare|Realm]]&lt;br /&gt;
|Flares change based on the [[realm]] where the wielder is hunting&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Rotating flare|Rotating]]&lt;br /&gt;
|Give the wielder a choice of whatever flares are built into the weapon.&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Banshee flare|Banshee]]&lt;br /&gt;
|Shields and runestaves only. Imparts bonus TD and bolt DS to wielder&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Blink weapon|Blink]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Parasitic_Weapon#Blood_Flares|Blood]]&lt;br /&gt;
|The flare of a [[Parasitic Weapon]] does [[slash critical table|slashing]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Briar flare|Briar]]&lt;br /&gt;
|Stores wielder&#039;s blood to flare [[grapple critical table|grapple]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Bubble flares|Bubble]] &lt;br /&gt;
|Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Chronomage dagger|Chronomage]]&lt;br /&gt;
|15% chance to triple attack for additional 1 second RT&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal weapon|Ethereal chain]]&lt;br /&gt;
|[[Puncture critical table|Puncture]]-based flare&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Immolation flare|Immolation]]&lt;br /&gt;
|&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ironwright holy flares|Ironwright]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Knockout flare|Knockout]]&lt;br /&gt;
|{{#section:knockout flare|intro}}&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Poisoned|Poison]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Polearm rebalance flare|Polearm rebalance]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Rotflares|Rot]]&lt;br /&gt;
|Is compatible with some other Category D scripts so that an item can have both&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[ShadowDeath_weapons|Shadowdeath]] &lt;br /&gt;
|These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial]] &lt;br /&gt;
|Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
|}&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 Item (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]].  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;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&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;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97237</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97237"/>
		<updated>2017-09-16T06:59:13Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, [[weapon]]s, and [[runestaff|runestaves]] throughout [[Elanthia]] possess.  A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user.  Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]; however, scripted flares will NOT typically show up in an item&#039;s loresong.&lt;br /&gt;
&lt;br /&gt;
For clarity&#039;s sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a [[verb trap]].&lt;br /&gt;
&lt;br /&gt;
They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check [[Item Properties]] for which flares are available to be put on a piece of equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Common Flares==&lt;br /&gt;
Common flares include all flares that can be obtained via [[Elemental Blade (411)]] and low level mana and acuity runestaff flares.  They are also the most likely to be sold off-the-shelf in an event merchant shop.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type&lt;br /&gt;
|-&lt;br /&gt;
![[Cold critical table|Cold]] &lt;br /&gt;
|Also known as &amp;quot;water&amp;quot; or &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.  &#039;&#039;See also [[rhimar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Fire critical table|Fire]] &lt;br /&gt;
|Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage.  &#039;&#039;See also [[drake]] and [[drakar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Vacuum critical table|Vacuum]] &lt;br /&gt;
|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;
|Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Impact critical table|Vibration]] &lt;br /&gt;
|Also known as &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. &#039;&#039;See also [[gornar]]&#039;&#039;&lt;br /&gt;
|Elemental&lt;br /&gt;
|-&lt;br /&gt;
![[Lightning critical table|Lightning]] &lt;br /&gt;
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. &#039;&#039;See also [[feras]] and [[zorchar]]&#039;&#039;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|[[Acuity flare|Acuity]] 1x-4x &lt;br /&gt;
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Mana flare|Mana]] +1-+2 &lt;br /&gt;
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Uncommon Flares==&lt;br /&gt;
Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item Properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Acid critical table|Acid]]&lt;br /&gt;
|Category B &lt;br /&gt;
|&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|Hybrid Elemental&lt;br /&gt;
|-&lt;br /&gt;
![[Steam critical table|Steam]] &lt;br /&gt;
|Not heavily sought after due to an overall inferior critical table. Effective on undead&lt;br /&gt;
|Hybrid Elemental&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disintegration critical table|Disintegration]] &lt;br /&gt;
|Similar to [[Disintegrate (705)]]&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Disruption critical table|Disruption]] &lt;br /&gt;
|Similar to [[Mana Disruption (702)]], can be found in [[pure black ora]] weapons&lt;br /&gt;
|Sorcerous&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Holy water &lt;br /&gt;
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave like acid on undead and (harmless but visible) water on living creatures&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Plasma critical table|Plasma]] &lt;br /&gt;
|Effective on undead, available through [[Consecrate (1604)]]&lt;br /&gt;
|Spiritual&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;white-space:nowrap&amp;quot;|Acuity 5x-6x&lt;br /&gt;
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +3-+4 &lt;br /&gt;
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rare Flares==&lt;br /&gt;
Rare flares include mechanical, force, high level mana and acuity, and dispel.  The designation also included scripted flares from Category D that also take up the Category B property.&lt;br /&gt;
{| {{prettytable}} width=75%&lt;br /&gt;
|- bgcolor=lightblue&lt;br /&gt;
!Flare||Description||Type||[[Item Properties|Category]]&lt;br /&gt;
|-&lt;br /&gt;
![[Crush critical table|Crushing]]&lt;br /&gt;
|Applicable only to rods&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Puncture critical table|Piercing]]&lt;br /&gt;
|Applicable only to spikes&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Slash critical table|Slashing]]&lt;br /&gt;
|Applicable only to blades&lt;br /&gt;
|Mechanical&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Grapple critical table|Grapple]] &lt;br /&gt;
|Tendril of force.  Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Unbalance critical table|Unbalance]] &lt;br /&gt;
|Burst of force.  Have a very high likelihood of knocking down a target&lt;br /&gt;
|Force&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Acuity 7x-10x&lt;br /&gt;
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
!Mana +5&lt;br /&gt;
|Returns 5 mana upon triggering (even upon casting defensive spells)&lt;br /&gt;
|Runestaff&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Dispel flare|Dispel]]&lt;br /&gt;
|Removes a spell from the target&lt;br /&gt;
|Dispel&lt;br /&gt;
|Category B&lt;br /&gt;
|-&lt;br /&gt;
![[Greater elemental flare|Greater elemental]] &lt;br /&gt;
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once &lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Realm flare|Realm]]&lt;br /&gt;
|Flares change based on the [[realm]] where the wielder is hunting&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Rotating flare|Rotating]]&lt;br /&gt;
|Give the wielder a choice of whatever flares are built into the weapon.&lt;br /&gt;
|Script&lt;br /&gt;
|Category B &amp;amp; D&lt;br /&gt;
|-&lt;br /&gt;
![[Banshee flare|Banshee]]&lt;br /&gt;
|Shields and runestaves only. Imparts bonus TD and bolt DS to wielder&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Blink weapon|Blink]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Parasitic_Weapon#Blood_Flares|Blood]]&lt;br /&gt;
|The flare of a [[Parasitic Weapon]] does [[slash critical table|slashing]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Briar flare|Briar]]&lt;br /&gt;
|Stores wielder&#039;s blood to flare [[grapple critical table|grapple]] damage&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Bubble flares|Bubble]] &lt;br /&gt;
|Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Chronomage dagger|Chronomage]]&lt;br /&gt;
|15% chance to triple attack for additional 1 second RT&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ethereal weapon|Ethereal chain]]&lt;br /&gt;
|[[Puncture critical table|Puncture]]-based flare&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Immolation flare|Immolation]]&lt;br /&gt;
|&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Ironwright holy flares|Ironwright]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Knockout flare|Knockout]]&lt;br /&gt;
|{{#section:knockout flare|intro}}&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Poisoned|Poison]]&lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Polearm rebalance flare|Polearm rebalance]] &lt;br /&gt;
|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;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Rotflares|Rot]]&lt;br /&gt;
|Is compatible with some other Category D scripts so that an item can have both&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[ShadowDeath_weapons|Shadowdeath]] &lt;br /&gt;
|These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
![[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial]] &lt;br /&gt;
|Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered&lt;br /&gt;
|Script&lt;br /&gt;
|Category C&lt;br /&gt;
|-&lt;br /&gt;
|}&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 Item (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]].  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;
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&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;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97124</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97124"/>
		<updated>2017-09-14T23:10:01Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: Blanked the page&lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Item_properties&amp;diff=97123</id>
		<title>Item properties</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Item_properties&amp;diff=97123"/>
		<updated>2017-09-14T23:08:59Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
==Official Information==&lt;br /&gt;
:&amp;lt;small&amp;gt;Confirmed by GM Finros 27 August 2017. See the [[/saved posts|saved posts]] for the unedited original 2014 version.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--DO NOT EDIT THE MECHANICAL INFORMATION IN THIS SECTION IF YOU ARE NOT SURE THAT THE INFORMATION IS OFFICIAL. OFFICIAL MEANS INFORMATION DIRECTLY POSTED BY OR EMAILED FROM A DEVELOPMENT GM. PLEASE INCLUDE A LINK TO OR DESCRIPTION OF THE REFERENCE IN YOUR EDIT SUMMARY--&amp;gt;&lt;br /&gt;
This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. This information is not to be used as a justification to protest when turned down for a service.&lt;br /&gt;
&lt;br /&gt;
Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a &amp;quot;[*]&amp;quot; has a specific note associated with it.&lt;br /&gt;
&lt;br /&gt;
This listing is divided into four categories.  [[#Category A|Category A]] consists of properties which every piece of gear has.  [[#Category B|Category B]] consists of properties that are all mutually exclusive to each other.  [[#Category C|Category C]] consists of properties that are independent of each other, and of properties in any other category.  [[#Category D|Category D]] consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). [[Shield]]s are considered [[armor]] unless specifically disclaimed.&lt;br /&gt;
&lt;br /&gt;
===Category A===&lt;br /&gt;
{{big|Present on all equipment; magnitude may vary in some cases}}&lt;br /&gt;
*Appearance&lt;br /&gt;
*[[Enchantment]] (usually 0-50, can also be negative)&lt;br /&gt;
*Ability/inability to attack/affect magical creatures [*]&lt;br /&gt;
*[[Sanctified]]/non-sanctified status&lt;br /&gt;
*[[Forging]] modifiers (if forged by a player)&lt;br /&gt;
*[[Material]] properties [*]&lt;br /&gt;
&lt;br /&gt;
===Category B===&lt;br /&gt;
{{big|Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases}}&lt;br /&gt;
*[[Defensive bonus]] from weapons (commonly known as &amp;quot;Defender weapons&amp;quot;) [weapons]&lt;br /&gt;
*Offensive bonus from armor [armor]&lt;br /&gt;
*Magical defense (TD) [armor]&lt;br /&gt;
*[[Minor Elemental Edging (902)]] [weapons]&lt;br /&gt;
*Temporary [[Bless Item (304)|blessing]], with or without holy water flares&lt;br /&gt;
*Conventional [[permabless]]ing (e.g. not [[undead bane]])&lt;br /&gt;
*Fire [[flare]]s&lt;br /&gt;
*Cold flares&lt;br /&gt;
*Lightning flares&lt;br /&gt;
*Acid flares&lt;br /&gt;
*Vibration (earth, impact) flares&lt;br /&gt;
*Disintegration flares&lt;br /&gt;
*Disruption flares&lt;br /&gt;
*Vacuum (void) flares&lt;br /&gt;
*Plasma flares&lt;br /&gt;
*Steam flares&lt;br /&gt;
*Unbalance (burst of force) flares&lt;br /&gt;
*Grapple (tendril of force) flares&lt;br /&gt;
*Dispel flares&lt;br /&gt;
*[[Mechanical flare|Mechanical]] (three varieties: slash, puncture, crush) flares&lt;br /&gt;
*[[Mana flare]]s [weapons *runestaffs]&lt;br /&gt;
*[[Acuity flare]]s [weapons *runestaffs]&lt;br /&gt;
&lt;br /&gt;
===Category C===&lt;br /&gt;
{{big|Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases}}&lt;br /&gt;
*Damage [[padding]] [armor, but not shields]&lt;br /&gt;
*Damage [[weighting]] [weapons]&lt;br /&gt;
*Critical padding [armor, but not shields]&lt;br /&gt;
*Critical weighting [weapons]&lt;br /&gt;
*[[Sighting]] [bows and crossbows]&lt;br /&gt;
*[[Enhancive item|Enhancives]]&lt;br /&gt;
*[[Resistance]]s [armor]&lt;br /&gt;
*[[Bane weapon|Creature Bane]] [*]&lt;br /&gt;
*Spikes [armor]&lt;br /&gt;
*[[Ensorcell]]ment&lt;br /&gt;
*[[Weapon Bonding]] (either spell or cman) [weapons]&lt;br /&gt;
&lt;br /&gt;
===Category D===&lt;br /&gt;
{{big|Only ONE may be present}}&lt;br /&gt;
*Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
{{big|Regarding [*] marks in the above list:}}&lt;br /&gt;
*The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.&lt;br /&gt;
*Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as [[adamantine]] or [[black ora]], are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects, which of course occupies the script ability of the equipment.&lt;br /&gt;
*Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Charts of Clarity==&lt;br /&gt;
While the above is official and applies to all types of items, many players have found it useful to break items down by type and &#039;&#039;&#039;item slot&#039;&#039;&#039; and have developed these tables.  The lists of scripts are not complete.&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], All [[Acuity]] Levels, All [[Mana_flare|Mana Flare]] Levels, Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]].  This list may be incomplete. || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nota Bene===&lt;br /&gt;
Regardless of the mechanical functioning, actual services given to players are &#039;&#039;&#039;always&#039;&#039;&#039; subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that &#039;&#039;&#039;you&#039;&#039;&#039; get to do it.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Script]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view Items and Inventory Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services| ]]&lt;br /&gt;
[[Category: Functional Scripts| ]]&lt;br /&gt;
[[Category: Item Mechanics| ]]&lt;br /&gt;
[[Category: Item Enhancements| ]]&lt;br /&gt;
[[Category: Weapon Enhancements| ]]&lt;br /&gt;
[[Category: Armor Enhancements| ]]&lt;br /&gt;
[[Category: Shield Enhancements| ]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Item_properties&amp;diff=97122</id>
		<title>Item properties</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Item_properties&amp;diff=97122"/>
		<updated>2017-09-14T23:07:42Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: /* Shields */ updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
==Official Information==&lt;br /&gt;
:&amp;lt;small&amp;gt;Confirmed by GM Finros 27 August 2017. See the [[/saved posts|saved posts]] for the unedited original 2014 version.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--DO NOT EDIT THE MECHANICAL INFORMATION IN THIS SECTION IF YOU ARE NOT SURE THAT THE INFORMATION IS OFFICIAL. OFFICIAL MEANS INFORMATION DIRECTLY POSTED BY OR EMAILED FROM A DEVELOPMENT GM. PLEASE INCLUDE A LINK TO OR DESCRIPTION OF THE REFERENCE IN YOUR EDIT SUMMARY--&amp;gt;&lt;br /&gt;
This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. This information is not to be used as a justification to protest when turned down for a service.&lt;br /&gt;
&lt;br /&gt;
Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a &amp;quot;[*]&amp;quot; has a specific note associated with it.&lt;br /&gt;
&lt;br /&gt;
This listing is divided into four categories.  [[#Category A|Category A]] consists of properties which every piece of gear has.  [[#Category B|Category B]] consists of properties that are all mutually exclusive to each other.  [[#Category C|Category C]] consists of properties that are independent of each other, and of properties in any other category.  [[#Category D|Category D]] consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). [[Shield]]s are considered [[armor]] unless specifically disclaimed.&lt;br /&gt;
&lt;br /&gt;
===Category A===&lt;br /&gt;
{{big|Present on all equipment; magnitude may vary in some cases}}&lt;br /&gt;
*Appearance&lt;br /&gt;
*[[Enchantment]] (usually 0-50, can also be negative)&lt;br /&gt;
*Ability/inability to attack/affect magical creatures [*]&lt;br /&gt;
*[[Sanctified]]/non-sanctified status&lt;br /&gt;
*[[Forging]] modifiers (if forged by a player)&lt;br /&gt;
*[[Material]] properties [*]&lt;br /&gt;
&lt;br /&gt;
===Category B===&lt;br /&gt;
{{big|Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases}}&lt;br /&gt;
*[[Defensive bonus]] from weapons (commonly known as &amp;quot;Defender weapons&amp;quot;) [weapons]&lt;br /&gt;
*Offensive bonus from armor [armor]&lt;br /&gt;
*Magical defense (TD) [armor]&lt;br /&gt;
*[[Minor Elemental Edging (902)]] [weapons]&lt;br /&gt;
*Temporary [[Bless Item (304)|blessing]], with or without holy water flares&lt;br /&gt;
*Conventional [[permabless]]ing (e.g. not [[undead bane]])&lt;br /&gt;
*Fire [[flare]]s&lt;br /&gt;
*Cold flares&lt;br /&gt;
*Lightning flares&lt;br /&gt;
*Acid flares&lt;br /&gt;
*Vibration (earth, impact) flares&lt;br /&gt;
*Disintegration flares&lt;br /&gt;
*Disruption flares&lt;br /&gt;
*Vacuum (void) flares&lt;br /&gt;
*Plasma flares&lt;br /&gt;
*Steam flares&lt;br /&gt;
*Unbalance (burst of force) flares&lt;br /&gt;
*Grapple (tendril of force) flares&lt;br /&gt;
*Dispel flares&lt;br /&gt;
*[[Mechanical flare|Mechanical]] (three varieties: slash, puncture, crush) flares&lt;br /&gt;
*[[Mana flare]]s [weapons *runestaffs]&lt;br /&gt;
*[[Acuity flare]]s [weapons *runestaffs]&lt;br /&gt;
&lt;br /&gt;
===Category C===&lt;br /&gt;
{{big|Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases}}&lt;br /&gt;
*Damage [[padding]] [armor, but not shields]&lt;br /&gt;
*Damage [[weighting]] [weapons]&lt;br /&gt;
*Critical padding [armor, but not shields]&lt;br /&gt;
*Critical weighting [weapons]&lt;br /&gt;
*[[Sighting]] [bows and crossbows]&lt;br /&gt;
*[[Enhancive item|Enhancives]]&lt;br /&gt;
*[[Resistance]]s [armor]&lt;br /&gt;
*[[Bane weapon|Creature Bane]] [*]&lt;br /&gt;
*Spikes [armor]&lt;br /&gt;
*[[Ensorcell]]ment&lt;br /&gt;
*[[Weapon Bonding]] (either spell or cman) [weapons]&lt;br /&gt;
&lt;br /&gt;
===Category D===&lt;br /&gt;
{{big|Only ONE may be present}}&lt;br /&gt;
*Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
{{big|Regarding [*] marks in the above list:}}&lt;br /&gt;
*The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.&lt;br /&gt;
*Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as [[adamantine]] or [[black ora]], are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects, which of course occupies the script ability of the equipment.&lt;br /&gt;
*Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Charts of Clarity==&lt;br /&gt;
While the above is official and applies to all types of items, many players have found it useful to break items down by type and &#039;&#039;&#039;item slot&#039;&#039;&#039; and have developed these tables.  The lists of scripts are not complete.&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], All [[Acuity]] Levels, All [[Mana_flare|Mana Flare]] Levels, Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nota Bene===&lt;br /&gt;
Regardless of the mechanical functioning, actual services given to players are &#039;&#039;&#039;always&#039;&#039;&#039; subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that &#039;&#039;&#039;you&#039;&#039;&#039; get to do it.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Script]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view Items and Inventory Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services| ]]&lt;br /&gt;
[[Category: Functional Scripts| ]]&lt;br /&gt;
[[Category: Item Mechanics| ]]&lt;br /&gt;
[[Category: Item Enhancements| ]]&lt;br /&gt;
[[Category: Weapon Enhancements| ]]&lt;br /&gt;
[[Category: Armor Enhancements| ]]&lt;br /&gt;
[[Category: Shield Enhancements| ]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Item_properties&amp;diff=97121</id>
		<title>Item properties</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Item_properties&amp;diff=97121"/>
		<updated>2017-09-14T23:06:33Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: /* Armor */  updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
==Official Information==&lt;br /&gt;
:&amp;lt;small&amp;gt;Confirmed by GM Finros 27 August 2017. See the [[/saved posts|saved posts]] for the unedited original 2014 version.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--DO NOT EDIT THE MECHANICAL INFORMATION IN THIS SECTION IF YOU ARE NOT SURE THAT THE INFORMATION IS OFFICIAL. OFFICIAL MEANS INFORMATION DIRECTLY POSTED BY OR EMAILED FROM A DEVELOPMENT GM. PLEASE INCLUDE A LINK TO OR DESCRIPTION OF THE REFERENCE IN YOUR EDIT SUMMARY--&amp;gt;&lt;br /&gt;
This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. This information is not to be used as a justification to protest when turned down for a service.&lt;br /&gt;
&lt;br /&gt;
Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a &amp;quot;[*]&amp;quot; has a specific note associated with it.&lt;br /&gt;
&lt;br /&gt;
This listing is divided into four categories.  [[#Category A|Category A]] consists of properties which every piece of gear has.  [[#Category B|Category B]] consists of properties that are all mutually exclusive to each other.  [[#Category C|Category C]] consists of properties that are independent of each other, and of properties in any other category.  [[#Category D|Category D]] consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). [[Shield]]s are considered [[armor]] unless specifically disclaimed.&lt;br /&gt;
&lt;br /&gt;
===Category A===&lt;br /&gt;
{{big|Present on all equipment; magnitude may vary in some cases}}&lt;br /&gt;
*Appearance&lt;br /&gt;
*[[Enchantment]] (usually 0-50, can also be negative)&lt;br /&gt;
*Ability/inability to attack/affect magical creatures [*]&lt;br /&gt;
*[[Sanctified]]/non-sanctified status&lt;br /&gt;
*[[Forging]] modifiers (if forged by a player)&lt;br /&gt;
*[[Material]] properties [*]&lt;br /&gt;
&lt;br /&gt;
===Category B===&lt;br /&gt;
{{big|Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases}}&lt;br /&gt;
*[[Defensive bonus]] from weapons (commonly known as &amp;quot;Defender weapons&amp;quot;) [weapons]&lt;br /&gt;
*Offensive bonus from armor [armor]&lt;br /&gt;
*Magical defense (TD) [armor]&lt;br /&gt;
*[[Minor Elemental Edging (902)]] [weapons]&lt;br /&gt;
*Temporary [[Bless Item (304)|blessing]], with or without holy water flares&lt;br /&gt;
*Conventional [[permabless]]ing (e.g. not [[undead bane]])&lt;br /&gt;
*Fire [[flare]]s&lt;br /&gt;
*Cold flares&lt;br /&gt;
*Lightning flares&lt;br /&gt;
*Acid flares&lt;br /&gt;
*Vibration (earth, impact) flares&lt;br /&gt;
*Disintegration flares&lt;br /&gt;
*Disruption flares&lt;br /&gt;
*Vacuum (void) flares&lt;br /&gt;
*Plasma flares&lt;br /&gt;
*Steam flares&lt;br /&gt;
*Unbalance (burst of force) flares&lt;br /&gt;
*Grapple (tendril of force) flares&lt;br /&gt;
*Dispel flares&lt;br /&gt;
*[[Mechanical flare|Mechanical]] (three varieties: slash, puncture, crush) flares&lt;br /&gt;
*[[Mana flare]]s [weapons *runestaffs]&lt;br /&gt;
*[[Acuity flare]]s [weapons *runestaffs]&lt;br /&gt;
&lt;br /&gt;
===Category C===&lt;br /&gt;
{{big|Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases}}&lt;br /&gt;
*Damage [[padding]] [armor, but not shields]&lt;br /&gt;
*Damage [[weighting]] [weapons]&lt;br /&gt;
*Critical padding [armor, but not shields]&lt;br /&gt;
*Critical weighting [weapons]&lt;br /&gt;
*[[Sighting]] [bows and crossbows]&lt;br /&gt;
*[[Enhancive item|Enhancives]]&lt;br /&gt;
*[[Resistance]]s [armor]&lt;br /&gt;
*[[Bane weapon|Creature Bane]] [*]&lt;br /&gt;
*Spikes [armor]&lt;br /&gt;
*[[Ensorcell]]ment&lt;br /&gt;
*[[Weapon Bonding]] (either spell or cman) [weapons]&lt;br /&gt;
&lt;br /&gt;
===Category D===&lt;br /&gt;
{{big|Only ONE may be present}}&lt;br /&gt;
*Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
{{big|Regarding [*] marks in the above list:}}&lt;br /&gt;
*The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.&lt;br /&gt;
*Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as [[adamantine]] or [[black ora]], are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects, which of course occupies the script ability of the equipment.&lt;br /&gt;
*Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Charts of Clarity==&lt;br /&gt;
While the above is official and applies to all types of items, many players have found it useful to break items down by type and &#039;&#039;&#039;item slot&#039;&#039;&#039; and have developed these tables.  The lists of scripts are not complete.&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], All [[Acuity]] Levels, All [[Mana_flare|Mana Flare]] Levels, Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 600px | Enhancements Include&lt;br /&gt;
|-&lt;br /&gt;
|1. Base Enchant || Inherent, [[925|Wizard Enchanted]]&lt;br /&gt;
|-&lt;br /&gt;
|2. Primary || [[Flares]], [[TD bonus]], [[Zelnorn]], [[Kroderine]]&lt;br /&gt;
|-&lt;br /&gt;
|3. Script || [[Fusion]], [[Armor and Weapon Moods (saved post)|Armor Moods (Dhyne)]],  [[Banshee flares]]&lt;br /&gt;
|-&lt;br /&gt;
|Both Primary and Combat || [[Shield harness]]&lt;br /&gt;
|- style=&amp;quot;height: 10px;&amp;quot;&lt;br /&gt;
|4. Resistances|| [[Resistance|Permanent]], Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|5. Bane || [[Undead Bane]]&lt;br /&gt;
|-&lt;br /&gt;
|6. Inherent Metal || [[Adamantine]], [[Kroderine]], [[Zelnorn]]&lt;br /&gt;
|-&lt;br /&gt;
|7. Spikes || [[Spikes]]&lt;br /&gt;
|-&lt;br /&gt;
|8. Enhancive || [[Enhancive]] or [[premium enhancive]]&lt;br /&gt;
|-&lt;br /&gt;
|9. Ensorcell || [[Ensorcell (735)|Permanent]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nota Bene===&lt;br /&gt;
Regardless of the mechanical functioning, actual services given to players are &#039;&#039;&#039;always&#039;&#039;&#039; subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that &#039;&#039;&#039;you&#039;&#039;&#039; get to do it.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Script]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view Items and Inventory Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services| ]]&lt;br /&gt;
[[Category: Functional Scripts| ]]&lt;br /&gt;
[[Category: Item Mechanics| ]]&lt;br /&gt;
[[Category: Item Enhancements| ]]&lt;br /&gt;
[[Category: Weapon Enhancements| ]]&lt;br /&gt;
[[Category: Armor Enhancements| ]]&lt;br /&gt;
[[Category: Shield Enhancements| ]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Item_properties&amp;diff=97120</id>
		<title>Item properties</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Item_properties&amp;diff=97120"/>
		<updated>2017-09-14T23:06:05Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: /* Weapon */ updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
==Official Information==&lt;br /&gt;
:&amp;lt;small&amp;gt;Confirmed by GM Finros 27 August 2017. See the [[/saved posts|saved posts]] for the unedited original 2014 version.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--DO NOT EDIT THE MECHANICAL INFORMATION IN THIS SECTION IF YOU ARE NOT SURE THAT THE INFORMATION IS OFFICIAL. OFFICIAL MEANS INFORMATION DIRECTLY POSTED BY OR EMAILED FROM A DEVELOPMENT GM. PLEASE INCLUDE A LINK TO OR DESCRIPTION OF THE REFERENCE IN YOUR EDIT SUMMARY--&amp;gt;&lt;br /&gt;
This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. This information is not to be used as a justification to protest when turned down for a service.&lt;br /&gt;
&lt;br /&gt;
Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a &amp;quot;[*]&amp;quot; has a specific note associated with it.&lt;br /&gt;
&lt;br /&gt;
This listing is divided into four categories.  [[#Category A|Category A]] consists of properties which every piece of gear has.  [[#Category B|Category B]] consists of properties that are all mutually exclusive to each other.  [[#Category C|Category C]] consists of properties that are independent of each other, and of properties in any other category.  [[#Category D|Category D]] consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). [[Shield]]s are considered [[armor]] unless specifically disclaimed.&lt;br /&gt;
&lt;br /&gt;
===Category A===&lt;br /&gt;
{{big|Present on all equipment; magnitude may vary in some cases}}&lt;br /&gt;
*Appearance&lt;br /&gt;
*[[Enchantment]] (usually 0-50, can also be negative)&lt;br /&gt;
*Ability/inability to attack/affect magical creatures [*]&lt;br /&gt;
*[[Sanctified]]/non-sanctified status&lt;br /&gt;
*[[Forging]] modifiers (if forged by a player)&lt;br /&gt;
*[[Material]] properties [*]&lt;br /&gt;
&lt;br /&gt;
===Category B===&lt;br /&gt;
{{big|Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases}}&lt;br /&gt;
*[[Defensive bonus]] from weapons (commonly known as &amp;quot;Defender weapons&amp;quot;) [weapons]&lt;br /&gt;
*Offensive bonus from armor [armor]&lt;br /&gt;
*Magical defense (TD) [armor]&lt;br /&gt;
*[[Minor Elemental Edging (902)]] [weapons]&lt;br /&gt;
*Temporary [[Bless Item (304)|blessing]], with or without holy water flares&lt;br /&gt;
*Conventional [[permabless]]ing (e.g. not [[undead bane]])&lt;br /&gt;
*Fire [[flare]]s&lt;br /&gt;
*Cold flares&lt;br /&gt;
*Lightning flares&lt;br /&gt;
*Acid flares&lt;br /&gt;
*Vibration (earth, impact) flares&lt;br /&gt;
*Disintegration flares&lt;br /&gt;
*Disruption flares&lt;br /&gt;
*Vacuum (void) flares&lt;br /&gt;
*Plasma flares&lt;br /&gt;
*Steam flares&lt;br /&gt;
*Unbalance (burst of force) flares&lt;br /&gt;
*Grapple (tendril of force) flares&lt;br /&gt;
*Dispel flares&lt;br /&gt;
*[[Mechanical flare|Mechanical]] (three varieties: slash, puncture, crush) flares&lt;br /&gt;
*[[Mana flare]]s [weapons *runestaffs]&lt;br /&gt;
*[[Acuity flare]]s [weapons *runestaffs]&lt;br /&gt;
&lt;br /&gt;
===Category C===&lt;br /&gt;
{{big|Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases}}&lt;br /&gt;
*Damage [[padding]] [armor, but not shields]&lt;br /&gt;
*Damage [[weighting]] [weapons]&lt;br /&gt;
*Critical padding [armor, but not shields]&lt;br /&gt;
*Critical weighting [weapons]&lt;br /&gt;
*[[Sighting]] [bows and crossbows]&lt;br /&gt;
*[[Enhancive item|Enhancives]]&lt;br /&gt;
*[[Resistance]]s [armor]&lt;br /&gt;
*[[Bane weapon|Creature Bane]] [*]&lt;br /&gt;
*Spikes [armor]&lt;br /&gt;
*[[Ensorcell]]ment&lt;br /&gt;
*[[Weapon Bonding]] (either spell or cman) [weapons]&lt;br /&gt;
&lt;br /&gt;
===Category D===&lt;br /&gt;
{{big|Only ONE may be present}}&lt;br /&gt;
*Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].&lt;br /&gt;
&lt;br /&gt;
===Notes=== &lt;br /&gt;
{{big|Regarding [*] marks in the above list:}}&lt;br /&gt;
*The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.&lt;br /&gt;
*Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as [[adamantine]] or [[black ora]], are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects, which of course occupies the script ability of the equipment.&lt;br /&gt;
*Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Charts of Clarity==&lt;br /&gt;
While the above is official and applies to all types of items, many players have found it useful to break items down by type and &#039;&#039;&#039;item slot&#039;&#039;&#039; and have developed these tables.  The lists of scripts are not complete.&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], All [[Acuity]] Levels, All [[Mana_flare|Mana Flare]] Levels, Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 600px | Enhancements Include&lt;br /&gt;
|-&lt;br /&gt;
|1. Base Enchant || Inherent, [[925|Wizard Enchanted]]&lt;br /&gt;
|-&lt;br /&gt;
|2. Primary || [[Padding]], [[Flares]], [[TD bonus]], [[Zelnorn]], [[Kroderine]]&lt;br /&gt;
|-&lt;br /&gt;
|3. Script || [[Fusion]], [[Armor and Weapon Moods (saved post)|Armor Moods (Dhyne)]], [[Voln armor]], [[Ithziri armor]]&lt;br /&gt;
|- style=&amp;quot;height: 10px;&amp;quot;&lt;br /&gt;
|4. Resistances&amp;lt;ref&amp;gt;Allows all but no overlap&amp;lt;/ref&amp;gt; || [[Resistance|Permanent]], Warrior, [[Resist Nature (620)|Ranger (No Metal)]], Vulnerabilities&amp;lt;ref&amp;gt;If a cap is being applied, vulnerabilities subtract from it.&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|5. Bane || TBD&lt;br /&gt;
|-&lt;br /&gt;
|6. Inherent Metal || [[Adamantine]], [[Kroderine]], [[Zelnorn]]&lt;br /&gt;
|-&lt;br /&gt;
|7. Spikes || [[Spikes]]&lt;br /&gt;
|-&lt;br /&gt;
|8. Enhancive || [[Enhancive]] or [[premium enhancive]]&lt;br /&gt;
|-&lt;br /&gt;
|9. Ensorcell || [[Ensorcell (735)|Permanent]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 600px | Enhancements Include&lt;br /&gt;
|-&lt;br /&gt;
|1. Base Enchant || Inherent, [[925|Wizard Enchanted]]&lt;br /&gt;
|-&lt;br /&gt;
|2. Primary || [[Flares]], [[TD bonus]], [[Zelnorn]], [[Kroderine]]&lt;br /&gt;
|-&lt;br /&gt;
|3. Script || [[Fusion]], [[Armor and Weapon Moods (saved post)|Armor Moods (Dhyne)]],  [[Banshee flares]]&lt;br /&gt;
|-&lt;br /&gt;
|Both Primary and Combat || [[Shield harness]]&lt;br /&gt;
|- style=&amp;quot;height: 10px;&amp;quot;&lt;br /&gt;
|4. Resistances|| [[Resistance|Permanent]], Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|5. Bane || [[Undead Bane]]&lt;br /&gt;
|-&lt;br /&gt;
|6. Inherent Metal || [[Adamantine]], [[Kroderine]], [[Zelnorn]]&lt;br /&gt;
|-&lt;br /&gt;
|7. Spikes || [[Spikes]]&lt;br /&gt;
|-&lt;br /&gt;
|8. Enhancive || [[Enhancive]] or [[premium enhancive]]&lt;br /&gt;
|-&lt;br /&gt;
|9. Ensorcell || [[Ensorcell (735)|Permanent]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nota Bene===&lt;br /&gt;
Regardless of the mechanical functioning, actual services given to players are &#039;&#039;&#039;always&#039;&#039;&#039; subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that &#039;&#039;&#039;you&#039;&#039;&#039; get to do it.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Script]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Game%20Design%20Discussions/Items%20and%20Inventory/view Items and Inventory Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services| ]]&lt;br /&gt;
[[Category: Functional Scripts| ]]&lt;br /&gt;
[[Category: Item Mechanics| ]]&lt;br /&gt;
[[Category: Item Enhancements| ]]&lt;br /&gt;
[[Category: Weapon Enhancements| ]]&lt;br /&gt;
[[Category: Armor Enhancements| ]]&lt;br /&gt;
[[Category: Shield Enhancements| ]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97078</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97078"/>
		<updated>2017-09-14T05:50:48Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Charts of Clarity==&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], All [[Acuity]] Levels, All [[Mana_flare|Mana Flare]] Levels, Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97077</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97077"/>
		<updated>2017-09-14T05:49:52Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Charts of Clarity==&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], All [[Acuity]] Levels, All [[Mana_flare|Mana Flare]] Levels, Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97076</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97076"/>
		<updated>2017-09-14T05:42:19Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Charts of Clarity==&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], [[Acuity]], [[Mana_flare|Mana Flare]] Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97075</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97075"/>
		<updated>2017-09-14T05:41:46Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: /* Weapon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Charts of Clarity==&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], [[Acuity]], [[Mana Flare]] Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97034</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97034"/>
		<updated>2017-09-13T09:22:09Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Charts of Clarity==&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97033</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97033"/>
		<updated>2017-09-13T09:21:27Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Charts of Clarity==&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97032</id>
		<title>User:MEKK1</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:MEKK1&amp;diff=97032"/>
		<updated>2017-09-13T09:18:12Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Charts of Clarity==&lt;br /&gt;
===Weapon===&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]].  Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright&#039;s holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|5. Category B &amp;amp; D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.&lt;br /&gt;
&lt;br /&gt;
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable||text-align:left}}&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | Slot &lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 300px | Enhancements Include&lt;br /&gt;
! align=&amp;quot;left&amp;quot; width = 160px | # Allowed on single item&lt;br /&gt;
|-&lt;br /&gt;
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item&lt;br /&gt;
|-&lt;br /&gt;
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want&lt;br /&gt;
|-&lt;br /&gt;
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:TownCrier&amp;diff=97019</id>
		<title>Category:TownCrier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:TownCrier&amp;diff=97019"/>
		<updated>2017-09-12T23:23:59Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TownCrier&#039;&#039;&#039; is the rolling news feed with all the news that&#039;s fit to share about [[GemStone IV]]. The TownCrier channel went live on [[Lich (software)|LNet]] on March 11, 2016. Hosted by your friendly news anchor, Newsby, the TownCrier is published with ongoing updates by a dedicated team of creatives.&lt;br /&gt;
&lt;br /&gt;
The project came to be because who wants to have to choose between [[roleplaying]] or looking in multiple places for what&#039;s going on in GS? It was named after the first magazine of Elanthia, The TownCrier of GemStone II from 1988-1989.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
* The newscast is available via [[Lich (software)|Lich]] on LNet, because it is primarily an out of character resource, you can access it with the command line:&amp;lt;BR /&amp;gt;&#039;&#039;&#039;;tune TownCrier&#039;&#039;&#039;&amp;lt;BR /&amp;gt;We don&#039;t promise 24/7 newscasting, but we&#039;re able to do so more often than not.&lt;br /&gt;
&lt;br /&gt;
* Via a daily email at 1pm (Eastern) starting Jan 1, 2017. Register for this email service (handled by MailChimp) at: http://bit.ly/2ivAJfw&lt;br /&gt;
&lt;br /&gt;
* News headlines/links are scrunched down to 140 characters and also echoed at our Twitter Account: https://twitter.com/GemStoneIVNews&amp;lt;BR /&amp;gt;The Twitter feed will also contain live events or things clipped right out of GemStone.&lt;br /&gt;
&lt;br /&gt;
* Watch for fun Handbills and Posters at Instagram: https://www.instagram.com/gemstoneivnews/ @GemStoneIVNews&lt;br /&gt;
&lt;br /&gt;
* Players can submit news items at: http://bit.ly/TownCrierNews&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| Name||Responsibility&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Newsby&#039;&#039;&#039;||runs the TownCrier news ticker&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Irar&#039;&#039;&#039;||news correspondent in the Landing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lylia&#039;&#039;&#039;||news correspondent&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rovvigen&#039;&#039;&#039;||news correspondent for Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ylandra&#039;&#039;&#039;||proofreader for the TownCrier&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tresavian&#039;&#039;&#039;||news correspondent at large, code support&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kaldonis&#039;&#039;&#039;||news correspondent for River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Leafiara&#039;&#039;&#039;||news correspondent in and around the Landing&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dergoatean&#039;&#039;&#039;||news and tips resource&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;vacant&#039;&#039;&#039;||&#039;&#039;Calendar Editor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Oubar&#039;&#039;&#039;||&#039;&#039;TownCrier Interview Sessions Editor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Macillus&#039;&#039;&#039;||&#039;&#039;TownCrier Interview Sessions Special Project Editor&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Your Name&#039;&#039;&#039; could be here||*&#039;&#039;name your dream assignment&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Luxelle&#039;&#039;&#039;||Publisher and chief bottle washer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please contact Newsby or Luxelle if you want to join our team. Technical or creative, there&#039;s something you can do!&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
The TownCrier channel news headlines are aggregated from a variety of in-character and out-of-character sources about GemStone.&lt;br /&gt;
* Regularly checked GemStone resources include&lt;br /&gt;
** In-game events and information&lt;br /&gt;
** The Main GemStoneIV Web page for news and announcements (http://www.play.net/gs4/)&lt;br /&gt;
** The Official Forums for GemStone (http://www.play.net/forums/?group=gs4)&lt;br /&gt;
** This wiki (https://gswiki.play.net/mediawiki/index.php/Main_Page)&lt;br /&gt;
** The Official GS4 Calendar (http://forums.play.net/calendar?game=gemstone)&lt;br /&gt;
** The Elanthian Forums Online (https://forums.elanthia.online/)&lt;br /&gt;
** The Player&#039;s Corner Forums (http://forum.gsplayers.com/forum.php)&lt;br /&gt;
&lt;br /&gt;
==TownCrier Interviews==&lt;br /&gt;
# August 5, 2017 - [[TownCrier Interview Sessions with Nuadjha|Nuadjha]]&lt;br /&gt;
# August 12, 2017 - [[TownCrier Interview Sessions with Roblar|Roblar]]&lt;br /&gt;
# August 19, 2017 - [[TownCrier Interview Sessions with Leafiara|Leafiara]]&lt;br /&gt;
# August 26, 2017 - [[TownCrier Interview Sessions with Japhrimel|Japhrimel]]&lt;br /&gt;
# September 2, 2017 - [[TownCrier Interview Sessions with Ardwen|Ardwen]]&lt;br /&gt;
# September 9, 2017 - [[TownCrier Interview Sessions with Rohese|Rohese]]&lt;br /&gt;
&lt;br /&gt;
==Archives and Projects==&lt;br /&gt;
&lt;br /&gt;
* March 18, 2016 - [[Mayoral Debate 5116 for Wehnimer&#039;s Landing]] between Puptilian, Cruxophim, and Kylinarr&lt;br /&gt;
* March 19, 2016 - [[Second Mayoral Debate 5116 for Wehnimer&#039;s Landing]] between Cruxophim and Puptilian&lt;br /&gt;
* March 23, 2016 - [[Wehnimer&#039;s Landing Mayor Announce Protection of Shrines From Blameless]] by Mayor Puptilian with a host of Townspeople and Adventurers in attendance&lt;br /&gt;
* April 3, 2016 - [[Pylasar Appears After Hendoran Outpost Disappears]]&lt;br /&gt;
* April 8, 2016 - [[A boy goes missing and more fell Ithzir influence in Olaestra 5116]]&lt;br /&gt;
* June 16, 2016 - [[Chaston concludes rally at Taladorian Temple of Koar]]&lt;br /&gt;
* July 17, 2016 - [[Argent Mirror audience after theft of the Dawn Rose Airship]]&lt;br /&gt;
* October 10, 2016 - [[Ebon Gate primer]]&lt;br /&gt;
* November 4, 2016 - [[Chaston&#039;s Mindscape During Assault]]&lt;br /&gt;
* Nov-Dec 2016 - [[Great Auction of 2016/teasers]]&lt;br /&gt;
* April 2017 - [[Duskruin Arena primer]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Newsletters]][[Category: Storylines]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_saved_posts&amp;diff=96852</id>
		<title>Enchant (925)/Old version saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_saved_posts&amp;diff=96852"/>
		<updated>2017-09-10T15:27:29Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weighting/Padding/Sighting Revamp==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = 65&lt;br /&gt;
 | author =  GS4-ZISSU&lt;br /&gt;
 | date = 08/26/2017 05:45 PM EDT&lt;br /&gt;
 | subject = Weighting/Padding/Sighting Revamp&lt;br /&gt;
}}&lt;br /&gt;
Relevant Excerpt:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
W/P/S items are now also player enchantable, and no special temper potion is required! A difficulty penalty to success that correlates to the amount of W/P/S on the item, very similarly to ensorcell. Ensorcell difficulty penalties will remain the same in the new system. The penalty only increases when enough services have been acquired to actually increase the combat effectiveness of an item. An item that is &amp;quot;in between&amp;quot; combat effectiveness levels does not increase in difficulty until the next level has been reached.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchanting Projects and Tempers (4/2006)==&lt;br /&gt;
{{saved-post|category=Wizards|topic=[[Enchant Item (925)|Enchanting]]|author=GS4-NAOS|subject=Enchanting Projects and Tempers|date=7/17/2006 4:19:01 PM|messagenum=3399}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;&amp;lt; Currently there are instances where fewer tempers and enchants are required than should be, based on the enchant being attempted. For example, +12 is considered 3x, however it currently only requires 2 tempers and enchants. This will be changing in the near future, but not until some changes are made to the way Forging of high quality weapons is handled. The definition in the table above is what will become the standard. &amp;gt;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quoted above is an except from the current Enchanting documentation located at http://www.play.net/gs4/info/enchant_notes.asp which will be removed when the document is updated in the near future.&lt;br /&gt;
&lt;br /&gt;
Since the [[Forging]] system has long since moved away from providing a +1-3 [[Attack strength|AS]] bonus to forged weapons in favor of AvD and [[Damage Factor]] bonuses, this feature of the Enchanting system no longer serves any purpose.&lt;br /&gt;
&lt;br /&gt;
Weapons and Armors will now temper as enchanting projects of one level greater than their bonus indicates as per the table provided in the Enchanting document, which I&#039;ve recreated below for convenience.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |- align=center&lt;br /&gt;
 !Bonus Range&lt;br /&gt;
 !Enchant Level&lt;br /&gt;
 !Tempered As&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | align=center| 1x&lt;br /&gt;
 | align=center| 2x&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | align=center| 2x&lt;br /&gt;
 | align=center| 3x&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | align=center| 3x&lt;br /&gt;
 | align=center| 4x&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | align=center| 4x&lt;br /&gt;
 | align=center| 5x&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | align=center| 5x&lt;br /&gt;
 | align=center| 6x&lt;br /&gt;
 |-&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | align=center| 6x&lt;br /&gt;
 | align=center| 7x&lt;br /&gt;
 |-&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | align=center| 7x&lt;br /&gt;
 | align=center| N/A&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | align=center| 8x&lt;br /&gt;
 | align=center| N/A&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | align=center| 9x&lt;br /&gt;
 | align=center| N/A&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | align=center| 10x&lt;br /&gt;
 | align=center| N/A&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What does this mean for tempering and enchanting projects? As an example, an imflass weapon would have tempered as a 3x project under the old system, but will now properly temper as a 4x project. Any enchanting project whose resulting bonus is greater than +20 will now be properly considered a major enchanting project, where the previous threshold for major projects was +22.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Pre-Tempering Potion Implementation (4/2009)==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Wizards&lt;br /&gt;
 | topic = Enchanting&lt;br /&gt;
 | messagenum = 6568&lt;br /&gt;
 | author =  GS4-NAOS&lt;br /&gt;
 | date = 4/24/2009 12:33:25 A&lt;br /&gt;
 | subject = Enchanting Updates&lt;br /&gt;
}}I&#039;d like to take a moment to share some details with [[enchanter]]s about a new facet of the [[Enchant Item (925)|enchanting system]].&lt;br /&gt;
&lt;br /&gt;
This update introduces support for a new class of potions known as [[Pre-tempering potion|pre-temper potions]]. These types of potions are designed to be applied to an item to prepare it to take a [[Enchanting potions|standard temper potion]]. This preparation step is required for each step in an enchanting project, meaning a project for 0x to 1x would require a single dose, while a project for 4x to 5x would require five doses; one dose is required per step in each case. This pre-temper effect typically lasts five minutes, giving the enchanter ample time to pour a second potion.&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, which each type of pre-temper having a different glow description:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the falchion.&lt;br /&gt;
As the liquid coats the surface of the mithril falchion, you murmur a few words of power while gesturing over the falchion.&lt;br /&gt;
The liquid quickly seeps into the mithril falchion and leaves nothing behind but a faint glow.&lt;br /&gt;
You examine the falchion 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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, when the pre-temper effect fades, the messaging takes a standard form, with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from a mithril falchion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pre-temper potions are typically more difficult to apply than regular potions, reflecting the expected increase in difficulty when enchanting the types of gear that they allow to be tempered.As&lt;br /&gt;
&lt;br /&gt;
Taking advantage of this feature, two new potions have been added to an enchanter&#039;s arsenal: an [[ayveneh potion]] and an [[eoveneh potion]]. Ayveneh potion may be used to prepare gear with [[Enhancive item|Enhancive]] properties for tempering, while eoveneh potion fills the same role for some [[sanctified]] gear. Both of these potions maybe be used on gear with a bonus of 30 or less, similar to [[mirtokh potion]]. The only question is: where to find these potions?&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
In addition to these new features, enchanting [[roundtime]]s have been lowered to 20 seconds across the board, but the roundtime is no longer affected by [[haste]] effects. Overall, enchanters should see a net drop in roundtimes. Further, using tempering potions to estimate time left for an active temper should now be working as intended. Estimates should no longer vary wildly.&lt;br /&gt;
&lt;br /&gt;
Naos &lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Wizards&lt;br /&gt;
 | topic = Enchanting&lt;br /&gt;
 | messagenum = 6593&lt;br /&gt;
 | author =  GS4-NAOS&lt;br /&gt;
 | date = 4/24/2009 11:01:34 AM&lt;br /&gt;
 | subject = Re: Enchanting Updates&lt;br /&gt;
}}I have a brief addendum to this announcement.&lt;br /&gt;
&lt;br /&gt;
The contribution of [[Wizard Base]] spell ranks to the success of enchanting has been adjusted. The contribution up to 1x per [[level]] and through 1.5x per level remains as it was previously. Ranks trained beyond 1.5x per level now contribute less to success.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unlikely that enchanters will notice any significant difference in success rates unless they are very low in level attempting higher level enchanting projects.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Wizards&lt;br /&gt;
 | topic = Enchanting&lt;br /&gt;
 | messagenum = 6595&lt;br /&gt;
 | author =  GS4-NAOS&lt;br /&gt;
 | date = 4/24/2009 1:13:20 PM&lt;br /&gt;
 | subject = Re: Enchanting Updates&lt;br /&gt;
}}&amp;lt;i&amp;gt;&amp;lt;&amp;lt; So say I have a 4x wood runestaff, and a 4x wood runestaff with super-duper-enhansive goodness...need I worry about added chance of failure or more difficulty? &amp;gt;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, as noted in the original announcement: &amp;lt;b&amp;gt;&amp;quot;Pre-temper potions are typically more difficult to apply than regular potions, reflecting the expected increase in difficulty when enchanting the types of gear that they allow to be tempered.&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In case this isn&#039;t clear, the potions are more difficult to use and the enchanting projects themselves are also more difficult to successfully complete. The potion difficulty is meant to be an indicator of the relative skill where you should be able to successfully complete enchantment.&lt;br /&gt;
&lt;br /&gt;
For sanctified items, there is a flat difficulty increase applied with a minimum difficulty. As an example, if the modifier is -10 and you are enchanting something that normally has a modifier of 0 or more, the difficulty is -10. If the difficulty is less than 0 normally, then the difficulty is the sum. A normally -5 would be -15 when sanctified. (Just for note, these numbers are nonsense meant for demonstration.)&lt;br /&gt;
&lt;br /&gt;
Enhancive items are a bit more complex in their difficulty, which increases relative to how &#039;good&#039; the enhancive benefits are. The value of the item can be a good gauge of relative difficulty, though it isn&#039;t be any means exact.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Pouring on TD Items (4/2010)==&lt;br /&gt;
{{saved-post&lt;br /&gt;
|category=Wizards&lt;br /&gt;
|topic=Enchanting&lt;br /&gt;
|author=GS4-NAOS&lt;br /&gt;
|subject=Re: TD bonus&lt;br /&gt;
|date=4/29/2010 1:46:25 PM&lt;br /&gt;
|messagenum=7387&lt;br /&gt;
}}Pouring a temper potion won&#039;t ever have any negative effect on an item. It will either take, or it won&#039;t. If it doesn&#039;t, there are a few different messages that give a rough indication of why.&lt;br /&gt;
&lt;br /&gt;
Temper potions are safe to pour.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Material Difficulty (7/2010)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=7478&lt;br /&gt;
| author=GS4-NAOS&lt;br /&gt;
| date=7/12/2010 9:49:55 PM &lt;br /&gt;
| subject=Re: Fail and reset&lt;br /&gt;
}}[[Mithril]] is the easiest [[material]] to [[Enchant Item (925)|enchant]], period. There are many metals that are easier to enchant than [[steel]], such as all the elven metals. Also, there are many woods that are easier to enchant than plain ol&#039; wood, such as [[fireleaf]] and [[rowan]] (which is the easiest of all woods, period.)&lt;br /&gt;
&lt;br /&gt;
[[Obsidian]], on the other hand, is pretty much insta-fail.&lt;br /&gt;
&lt;br /&gt;
As for mithril and boxes and the Unlock spell, not all magic is created equally, and the magical stability referenced in the document is what allows enchanting to take so readily in mithril gear.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Enchanting Resistant Items (3/2011)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=7855&lt;br /&gt;
| author=GS4-NAOS&lt;br /&gt;
| date=3/17/2011 1:55:42 PM&lt;br /&gt;
| subject=Re: Armor resistance question&lt;br /&gt;
}}Aaaaaactually, resistant [[armor]] is more difficult to [[Enchant Item (925)|enchant]] than equivalent armor sans [[resistance]]s. I don&#039;t think the permanence of the resistance matters, either.&lt;br /&gt;
&lt;br /&gt;
You can pretty much assume that any additional attributes that don&#039;t outright prevent enchanting increase the difficulty of enchanting. (The only exception I can think of would be spikes.)&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Enchanting &amp;quot;Metal&amp;quot; Items (8/2016)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=1797454&lt;br /&gt;
| author=GS4-ESTILD&lt;br /&gt;
| date=08/08/2016 02:33 PM&lt;br /&gt;
| subject=Re: Difficulty on a 0x -&amp;gt; 1x metal dagger&lt;br /&gt;
}}:I cannot enchant this dagger to save my hide. I can only assume it comes with a huge negative for being made out of &amp;quot;metal&amp;quot; rather than a specific type of metal.&lt;br /&gt;
:Any GM mind giving me a little helpful info? I&#039;m 0/3. On a 1x cast.&lt;br /&gt;
:After a careful inspection you determine that a rusty metal spike requires skill in edged weapons to use effectively. It appears to be a modified dagger.&lt;br /&gt;
:It looks like this item has been mainly crafted out of metal.&lt;br /&gt;
&lt;br /&gt;
No weapon, shield, or armor should ever inspect as &amp;quot;metal&amp;quot;, as that&#039;s used for decorative props only. You may ASSIST to have it changed to steel and can refer the GameMaster that answers the assist to this post. If you keep it as is, &amp;quot;metal&amp;quot; has a -500 enchanting penalty.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
==Prospective Lore Changes (10/2016)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Wizard Spells&lt;br /&gt;
| messagenum=3163&lt;br /&gt;
| author=GS4-ESTILD&lt;br /&gt;
| date=10/18/2016 02:07 PM&lt;br /&gt;
| subject=Re: 925 - any update for us?&lt;br /&gt;
}}It should be out soon, but we can&#039;t really get more specific than that. If there are items at Ebon Gate that you&#039;re considering, I would definitely buy them, as the update will be out in the near future. Perhaps not before Ebon Gate ends, but soon. You also should not worry about starting or any existing projects when it goes live. It will not affect those (in the sense of losing any progress).&lt;br /&gt;
&lt;br /&gt;
I had thought I had posted the full details of the update to Enchant Item (925), but it seems like there is still a lot of confusion (and I know we&#039;ve made some changes since the original announcement, like on failures). So to list some of the specifics:&lt;br /&gt;
&lt;br /&gt;
* When you CAST 925 at an item, it will give you a reading to tell you how likely you are to succeed on the final (i.e. the most difficult) cast. It will not actually try to enchant the item unless you CHANNEL, and during which, it will also give you more information regarding how lucky (or unlucky) you were with the attempt. This mimics the setup of Ensorcell (735).&lt;br /&gt;
* Tempered items will no longer shatter in combat, but they still cannot be used.&lt;br /&gt;
* Catastrophic and cursed item failure are being removed. It will no longer be possible to destroy or curse an item.&lt;br /&gt;
* The only possible failures are (ordered worst to best):&lt;br /&gt;
1.) Reset: the project is reset and you lose all progress toward it. You can immediately restart the project. This is the worst possible outcome.&lt;br /&gt;
2.) Lock: the project is locked and you cannot progress on it any further. It will not expire. A merchant can unlock it or you can untemper it to immediately remove all progress on it and the lock.&lt;br /&gt;
3.) Damage (toward progress, not the actual item): your progress is damaged and the current step of the enchant process is lowered (i.e. if you were on step 3 of a 5x enchant, it could be lowered to step 2 and you would have to wait for it to temper again).&lt;br /&gt;
4.) Delay: the temper time is reset, so you must wait again until it&#039;s ready again.&lt;br /&gt;
5.) Minor: no actual penalty, simply fails. You can immediately retry.&lt;br /&gt;
* Trainining in Elemental Lore, Water decreases the amount of time it takes to temper items. As a wizard reflects upon their experience (i.e. is online and gaining experience), they are able to store trace amounts of mana from each pulse, which they then infuse into their tempering potions to make them more effective. There is a weekly and maximum cap, which a wizard can SENSE.&lt;br /&gt;
* Training in the other Elemental Lores will allow a wizard to enchant items with elemental flares, but it requires a special pre-temper potion and 100 ranks of the appropriate lore (i.e. 100 EL:F ranks to enchant fire flaring weapons, etc). The mana points gained from the EL:W benefit may also be used to substitute up to 50 lore ranks (so a wizard who trains 50 ranks in each elemental lore can use mana points to also enchant any elemental flaring item). Elemental flares include heat, cold, water, air, vacuum, electricity, impact, acid, and steam.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
==Enchant Item Update Feb 2017==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=1215&lt;br /&gt;
| author=GS4-CONTEMPLAR&lt;br /&gt;
| date=02/25/2017 08:59 AM EST&lt;br /&gt;
| subject=ENCHANT ITEM (925) UPDATES!&lt;br /&gt;
}}New discoveries made by Guildmasters of the Wizard Guild reveals hidden mystical abilities in items that can be enchanted. Wizards can now enchant items that are infused with the power of the elements!&lt;br /&gt;
&lt;br /&gt;
The lore requirement is 100 ranks of elemental lore for the item being enchanted. Such items are more difficult to enchant, but ranks beyond the minimum required in the relevant lore grants an additional bonus.&lt;br /&gt;
&lt;br /&gt;
Wizards who are trained in Elemental Lore, Water will have the ability to reduce the temper times on standard enchanting potions, or reduced lore rank requirements on elemental pre-temper potions. Up to 50 ranks of lore can be offset when infusing (INFUSE) into an elemental pre-temper potion to reduce the ranks needed. If a standard enchant potion is INFUSED, then the temper time can be reduced up to 95 percent for the next pour.&lt;br /&gt;
&lt;br /&gt;
Every 325 mana points from the wizard&#039;s stored mana will reduce a temper potion time by 1 percent and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions.&lt;br /&gt;
&lt;br /&gt;
The SENSE verb has been updated to reveal more clues to the mana flows surrounding the wizard. Once a wizard has achieved level 25, learned the spell Enchant Item (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool. Further bonuses to speed up the accumulation of mana points follow a seed 5 summation. F2P wizards do not have stored mana pools. Every 30 of base experience absorbed will result in 1 mana point at 5 ranks of Elemental Lore, Water.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.&lt;br /&gt;
&lt;br /&gt;
New elemental pre-temper formulas have been uncovered buried in the stacks of tomes in the Wizard Guild Library. Four formulas, one for each of the base elements; air, fire, earth and water can now be made by Master Alchemists in the Wizard Guild. Also, rumors of extremely rare greater elemental essences have been reported as well. These greater essences are required ingredients for the elemental pre-temper potions.&lt;br /&gt;
&lt;br /&gt;
It is no longer possible to completely destroy an enchanting project. This includes attacking with a tempered weapon (which is still not possible, but also won&#039;t result in item loss), as well as catastrophic enchanting failures. The new failure conditions will be; a delay, damaged, locked or reset project.&lt;br /&gt;
&lt;br /&gt;
The worst failure is a project RESET. This will remove all progress made on the item.&lt;br /&gt;
&lt;br /&gt;
A LOCKED project prevents a wizard from moving forward on it. Some highly skilled merchants can be found to remove the locked status of the project which will allow the wizard to continue where they left off. The project can also be RESET by using a common remove temper potion to remove the LOCKED status.&lt;br /&gt;
&lt;br /&gt;
A DAMAGED failure will setback the step progression on the project.&lt;br /&gt;
&lt;br /&gt;
A DELAY failure will just delay the temper time.&lt;br /&gt;
&lt;br /&gt;
Finally! Wizards will now have the ability to gauge their chances of a successful enchantment prior to their final cast. Due to the varying factors involved with enchanting, and the use of certain potions; one cannot gauge their chances without tempering the item first. Simply CASTing at the item will give the wizard a reading and CHANNELing will attempt the enchant.&lt;br /&gt;
&lt;br /&gt;
~Contemplar~&lt;br /&gt;
&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view/1845 1845]&lt;br /&gt;
| author=GS4-ESTILD&lt;br /&gt;
| date=04/01/2017 01:48 AM EDT&lt;br /&gt;
| subject=Re: ENCHANT ITEM (925) UPDATES!&lt;br /&gt;
}}Two minor updates:&lt;br /&gt;
&lt;br /&gt;
# If you&#039;re currently enchanting an elemental flaring weapon, you may want to test the difficulty again before trying the actual enchant. It was previously giving a slightly easier reading then it should have and has been corrected. Not a significant difference, but just want to give a heads up incase anyone was attempting to enchant something that previously read as less than optimal for their success rate.&lt;br /&gt;
# GameMaster Contemplar has updated 925 so that you now cast the spell to get a reading of your chance of success without first having to temper the item. Do note that the mirtokh potion has a modifier that makes the enchant more difficult, so if an item would require that potion and you attempt to read it without tempering first, it won&#039;t be entirely accurate.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view/2025 2025]&lt;br /&gt;
| author=GS4-CONTEMPLAR&lt;br /&gt;
| date=04/24/2017 12:55 PM EDT&lt;br /&gt;
| subject=Re: Reducing NPC Merchant Enchant offerings&lt;br /&gt;
}}First off, just in case anybody thinks otherwise. Picking up the Enchant Item update project was quite the GM learning experience for me, and a great joy for me to take on. I am not afraid of challenges.&lt;br /&gt;
&lt;br /&gt;
Secondly, and I have to state this as such so as not to lay blame or point fingers at anybody (past/present GMs or players), but when I took this project on initially the design goal was already laid out for me and my main task was to implement the design. I took ownership, and accept the good with the bad.&lt;br /&gt;
&lt;br /&gt;
Thirdly, I read these boards (especially the Wizard board) regularly, if not daily, so I am reading the players concerns. Your words are not falling on deaf ears. Some of the concerns I take up with the Dev team. Some get approved to work on, some don&#039;t.&lt;br /&gt;
&lt;br /&gt;
Lastly, as I mentioned after the release of the updates and my concerns for breaking everybody current projects lead us to take a smaller step first, with the possibility of adding additional features to the spell that never existed before. Other things that players wanted couldn&#039;t be implemented at this time (or more accurately, at the time I was coding the changes). &lt;br /&gt;
&lt;br /&gt;
We are not done with the improvements for 925, but some things have to wait for others things to be in place first before we can push onward. Other things are still in design development, while others may be approved to work on, but still need to be coded. I know players want everything done right now! Or think a complete redesign of the spell into something else is the better option. Sadly, neither of those are true, no matter how simple some think a change may be.&lt;br /&gt;
&lt;br /&gt;
So in a nutshell, I am not done trying to add improvements, so feel free to continue with your suggestions, as I take many of them to heart. But please refrain from attacking others ideas as that is not a good creative process. As far as I am concerned, everybody has a valid point when it comes to their opinion on something.&lt;br /&gt;
&lt;br /&gt;
~Contemplar~&lt;br /&gt;
&lt;br /&gt;
==Temper Time Clarification (6/2017)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view/2153 2153]&lt;br /&gt;
| author=GS4-CONTEMPLAR&lt;br /&gt;
| date=06/03/2017 09:01 AM EDT&lt;br /&gt;
| subject=Re: Temper Command Suggestion&lt;br /&gt;
}}&#039;&#039;&amp;gt;I think the pour messaging is based on the older implementation where they wanted some level of mystery around the actual time it would take for a next step to complete. The newer changes to 925 (Casting) provides an exact duration. Maybe at some point in the future they will update the pour messaging to tie in with what is provided via 925 (Casting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;Or maybe someone wants to make the case that pouring only gives you a rough idea and then using 925 (Casting) you can get that precision level of clarity if you are interested. I think proving the actual duration with the pour would be a nice (minor) quality of life improvement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;-- Robert&lt;br /&gt;
&lt;br /&gt;
This is pretty much it. The temper times messaging is pretty vague (old unmodified system) and the newer 405, and 925 updates give you more accurate status of your project.&lt;br /&gt;
&lt;br /&gt;
Not sure I am for changing that because I do like a little mystery, and not have everything spelled out so precisely. Plus, a single cast of 925 will give you accuracy based on how close the temper is to being finished. Thus, if it is more than one day, you get accuracy to within a day. If it is less than a day, you get accuracy to the nearest hour, and if less than an hour, minutes, and so on to seconds.&lt;br /&gt;
&lt;br /&gt;
~Contemplar~&lt;br /&gt;
&lt;br /&gt;
==INFUSE Update (9/2017)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view/2304 2304]&lt;br /&gt;
| author=GS4-CONTEMPLAR&lt;br /&gt;
| date=09/10/2017 09:51 AM EDT&lt;br /&gt;
| subject=INFUSE UPDATE!&lt;br /&gt;
}}&#039;&#039;&amp;gt;A new discovery from the Guildmasters of the Wizard Guild now allows enchanters to INFUSE specified amounts of their stored mana into enchanting potions. Use INFUSE MY POTION to reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required.&lt;br /&gt;
&lt;br /&gt;
To infuse a potion, use INFUSE (amount) IN MY POTION.&lt;br /&gt;
&lt;br /&gt;
~Contemplar~&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_saved_posts&amp;diff=96851</id>
		<title>Enchant (925)/Old version saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)/Old_version_saved_posts&amp;diff=96851"/>
		<updated>2017-09-10T15:26:37Z</updated>

		<summary type="html">&lt;p&gt;MEKK1: forgot title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weighting/Padding/Sighting Revamp==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = 65&lt;br /&gt;
 | author =  GS4-ZISSU&lt;br /&gt;
 | date = 08/26/2017 05:45 PM EDT&lt;br /&gt;
 | subject = Weighting/Padding/Sighting Revamp&lt;br /&gt;
}}&lt;br /&gt;
Relevant Excerpt:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
W/P/S items are now also player enchantable, and no special temper potion is required! A difficulty penalty to success that correlates to the amount of W/P/S on the item, very similarly to ensorcell. Ensorcell difficulty penalties will remain the same in the new system. The penalty only increases when enough services have been acquired to actually increase the combat effectiveness of an item. An item that is &amp;quot;in between&amp;quot; combat effectiveness levels does not increase in difficulty until the next level has been reached.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enchanting Projects and Tempers (4/2006)==&lt;br /&gt;
{{saved-post|category=Wizards|topic=[[Enchant Item (925)|Enchanting]]|author=GS4-NAOS|subject=Enchanting Projects and Tempers|date=7/17/2006 4:19:01 PM|messagenum=3399}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;&amp;lt; Currently there are instances where fewer tempers and enchants are required than should be, based on the enchant being attempted. For example, +12 is considered 3x, however it currently only requires 2 tempers and enchants. This will be changing in the near future, but not until some changes are made to the way Forging of high quality weapons is handled. The definition in the table above is what will become the standard. &amp;gt;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quoted above is an except from the current Enchanting documentation located at http://www.play.net/gs4/info/enchant_notes.asp which will be removed when the document is updated in the near future.&lt;br /&gt;
&lt;br /&gt;
Since the [[Forging]] system has long since moved away from providing a +1-3 [[Attack strength|AS]] bonus to forged weapons in favor of AvD and [[Damage Factor]] bonuses, this feature of the Enchanting system no longer serves any purpose.&lt;br /&gt;
&lt;br /&gt;
Weapons and Armors will now temper as enchanting projects of one level greater than their bonus indicates as per the table provided in the Enchanting document, which I&#039;ve recreated below for convenience.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |- align=center&lt;br /&gt;
 !Bonus Range&lt;br /&gt;
 !Enchant Level&lt;br /&gt;
 !Tempered As&lt;br /&gt;
 |-&lt;br /&gt;
 | +1 to +5&lt;br /&gt;
 | align=center| 1x&lt;br /&gt;
 | align=center| 2x&lt;br /&gt;
 |-&lt;br /&gt;
 | +6 to +10&lt;br /&gt;
 | align=center| 2x&lt;br /&gt;
 | align=center| 3x&lt;br /&gt;
 |-&lt;br /&gt;
 | +11 to +15&lt;br /&gt;
 | align=center| 3x&lt;br /&gt;
 | align=center| 4x&lt;br /&gt;
 |-&lt;br /&gt;
 | +16 to +20&lt;br /&gt;
 | align=center| 4x&lt;br /&gt;
 | align=center| 5x&lt;br /&gt;
 |-&lt;br /&gt;
 | +21 to +25&lt;br /&gt;
 | align=center| 5x&lt;br /&gt;
 | align=center| 6x&lt;br /&gt;
 |-&lt;br /&gt;
 | +26 to +30&lt;br /&gt;
 | align=center| 6x&lt;br /&gt;
 | align=center| 7x&lt;br /&gt;
 |-&lt;br /&gt;
 | +31 to +35&lt;br /&gt;
 | align=center| 7x&lt;br /&gt;
 | align=center| N/A&lt;br /&gt;
 |-&lt;br /&gt;
 | +36 to +40&lt;br /&gt;
 | align=center| 8x&lt;br /&gt;
 | align=center| N/A&lt;br /&gt;
 |-&lt;br /&gt;
 | +41 to +45&lt;br /&gt;
 | align=center| 9x&lt;br /&gt;
 | align=center| N/A&lt;br /&gt;
 |-&lt;br /&gt;
 | +46 to +50&lt;br /&gt;
 | align=center| 10x&lt;br /&gt;
 | align=center| N/A&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What does this mean for tempering and enchanting projects? As an example, an imflass weapon would have tempered as a 3x project under the old system, but will now properly temper as a 4x project. Any enchanting project whose resulting bonus is greater than +20 will now be properly considered a major enchanting project, where the previous threshold for major projects was +22.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Pre-Tempering Potion Implementation (4/2009)==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Wizards&lt;br /&gt;
 | topic = Enchanting&lt;br /&gt;
 | messagenum = 6568&lt;br /&gt;
 | author =  GS4-NAOS&lt;br /&gt;
 | date = 4/24/2009 12:33:25 A&lt;br /&gt;
 | subject = Enchanting Updates&lt;br /&gt;
}}I&#039;d like to take a moment to share some details with [[enchanter]]s about a new facet of the [[Enchant Item (925)|enchanting system]].&lt;br /&gt;
&lt;br /&gt;
This update introduces support for a new class of potions known as [[Pre-tempering potion|pre-temper potions]]. These types of potions are designed to be applied to an item to prepare it to take a [[Enchanting potions|standard temper potion]]. This preparation step is required for each step in an enchanting project, meaning a project for 0x to 1x would require a single dose, while a project for 4x to 5x would require five doses; one dose is required per step in each case. This pre-temper effect typically lasts five minutes, giving the enchanter ample time to pour a second potion.&lt;br /&gt;
&lt;br /&gt;
The messaging for a pre-temper potion follows a standard form, which each type of pre-temper having a different glow description:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour your potion on the falchion.&lt;br /&gt;
As the liquid coats the surface of the mithril falchion, you murmur a few words of power while gesturing over the falchion.&lt;br /&gt;
The liquid quickly seeps into the mithril falchion and leaves nothing behind but a faint glow.&lt;br /&gt;
You examine the falchion 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;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, when the pre-temper effect fades, the messaging takes a standard form, with the same glow description as the pre-temper message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The faint glow fades from a mithril falchion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pre-temper potions are typically more difficult to apply than regular potions, reflecting the expected increase in difficulty when enchanting the types of gear that they allow to be tempered.As&lt;br /&gt;
&lt;br /&gt;
Taking advantage of this feature, two new potions have been added to an enchanter&#039;s arsenal: an [[ayveneh potion]] and an [[eoveneh potion]]. Ayveneh potion may be used to prepare gear with [[Enhancive item|Enhancive]] properties for tempering, while eoveneh potion fills the same role for some [[sanctified]] gear. Both of these potions maybe be used on gear with a bonus of 30 or less, similar to [[mirtokh potion]]. The only question is: where to find these potions?&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
In addition to these new features, enchanting [[roundtime]]s have been lowered to 20 seconds across the board, but the roundtime is no longer affected by [[haste]] effects. Overall, enchanters should see a net drop in roundtimes. Further, using tempering potions to estimate time left for an active temper should now be working as intended. Estimates should no longer vary wildly.&lt;br /&gt;
&lt;br /&gt;
Naos &lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Wizards&lt;br /&gt;
 | topic = Enchanting&lt;br /&gt;
 | messagenum = 6593&lt;br /&gt;
 | author =  GS4-NAOS&lt;br /&gt;
 | date = 4/24/2009 11:01:34 AM&lt;br /&gt;
 | subject = Re: Enchanting Updates&lt;br /&gt;
}}I have a brief addendum to this announcement.&lt;br /&gt;
&lt;br /&gt;
The contribution of [[Wizard Base]] spell ranks to the success of enchanting has been adjusted. The contribution up to 1x per [[level]] and through 1.5x per level remains as it was previously. Ranks trained beyond 1.5x per level now contribute less to success.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unlikely that enchanters will notice any significant difference in success rates unless they are very low in level attempting higher level enchanting projects.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Wizards&lt;br /&gt;
 | topic = Enchanting&lt;br /&gt;
 | messagenum = 6595&lt;br /&gt;
 | author =  GS4-NAOS&lt;br /&gt;
 | date = 4/24/2009 1:13:20 PM&lt;br /&gt;
 | subject = Re: Enchanting Updates&lt;br /&gt;
}}&amp;lt;i&amp;gt;&amp;lt;&amp;lt; So say I have a 4x wood runestaff, and a 4x wood runestaff with super-duper-enhansive goodness...need I worry about added chance of failure or more difficulty? &amp;gt;&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, as noted in the original announcement: &amp;lt;b&amp;gt;&amp;quot;Pre-temper potions are typically more difficult to apply than regular potions, reflecting the expected increase in difficulty when enchanting the types of gear that they allow to be tempered.&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In case this isn&#039;t clear, the potions are more difficult to use and the enchanting projects themselves are also more difficult to successfully complete. The potion difficulty is meant to be an indicator of the relative skill where you should be able to successfully complete enchantment.&lt;br /&gt;
&lt;br /&gt;
For sanctified items, there is a flat difficulty increase applied with a minimum difficulty. As an example, if the modifier is -10 and you are enchanting something that normally has a modifier of 0 or more, the difficulty is -10. If the difficulty is less than 0 normally, then the difficulty is the sum. A normally -5 would be -15 when sanctified. (Just for note, these numbers are nonsense meant for demonstration.)&lt;br /&gt;
&lt;br /&gt;
Enhancive items are a bit more complex in their difficulty, which increases relative to how &#039;good&#039; the enhancive benefits are. The value of the item can be a good gauge of relative difficulty, though it isn&#039;t be any means exact.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Pouring on TD Items (4/2010)==&lt;br /&gt;
{{saved-post&lt;br /&gt;
|category=Wizards&lt;br /&gt;
|topic=Enchanting&lt;br /&gt;
|author=GS4-NAOS&lt;br /&gt;
|subject=Re: TD bonus&lt;br /&gt;
|date=4/29/2010 1:46:25 PM&lt;br /&gt;
|messagenum=7387&lt;br /&gt;
}}Pouring a temper potion won&#039;t ever have any negative effect on an item. It will either take, or it won&#039;t. If it doesn&#039;t, there are a few different messages that give a rough indication of why.&lt;br /&gt;
&lt;br /&gt;
Temper potions are safe to pour.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Material Difficulty (7/2010)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=7478&lt;br /&gt;
| author=GS4-NAOS&lt;br /&gt;
| date=7/12/2010 9:49:55 PM &lt;br /&gt;
| subject=Re: Fail and reset&lt;br /&gt;
}}[[Mithril]] is the easiest [[material]] to [[Enchant Item (925)|enchant]], period. There are many metals that are easier to enchant than [[steel]], such as all the elven metals. Also, there are many woods that are easier to enchant than plain ol&#039; wood, such as [[fireleaf]] and [[rowan]] (which is the easiest of all woods, period.)&lt;br /&gt;
&lt;br /&gt;
[[Obsidian]], on the other hand, is pretty much insta-fail.&lt;br /&gt;
&lt;br /&gt;
As for mithril and boxes and the Unlock spell, not all magic is created equally, and the magical stability referenced in the document is what allows enchanting to take so readily in mithril gear.&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Enchanting Resistant Items (3/2011)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=7855&lt;br /&gt;
| author=GS4-NAOS&lt;br /&gt;
| date=3/17/2011 1:55:42 PM&lt;br /&gt;
| subject=Re: Armor resistance question&lt;br /&gt;
}}Aaaaaactually, resistant [[armor]] is more difficult to [[Enchant Item (925)|enchant]] than equivalent armor sans [[resistance]]s. I don&#039;t think the permanence of the resistance matters, either.&lt;br /&gt;
&lt;br /&gt;
You can pretty much assume that any additional attributes that don&#039;t outright prevent enchanting increase the difficulty of enchanting. (The only exception I can think of would be spikes.)&lt;br /&gt;
&lt;br /&gt;
Naos&lt;br /&gt;
&lt;br /&gt;
==Enchanting &amp;quot;Metal&amp;quot; Items (8/2016)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=1797454&lt;br /&gt;
| author=GS4-ESTILD&lt;br /&gt;
| date=08/08/2016 02:33 PM&lt;br /&gt;
| subject=Re: Difficulty on a 0x -&amp;gt; 1x metal dagger&lt;br /&gt;
}}:I cannot enchant this dagger to save my hide. I can only assume it comes with a huge negative for being made out of &amp;quot;metal&amp;quot; rather than a specific type of metal.&lt;br /&gt;
:Any GM mind giving me a little helpful info? I&#039;m 0/3. On a 1x cast.&lt;br /&gt;
:After a careful inspection you determine that a rusty metal spike requires skill in edged weapons to use effectively. It appears to be a modified dagger.&lt;br /&gt;
:It looks like this item has been mainly crafted out of metal.&lt;br /&gt;
&lt;br /&gt;
No weapon, shield, or armor should ever inspect as &amp;quot;metal&amp;quot;, as that&#039;s used for decorative props only. You may ASSIST to have it changed to steel and can refer the GameMaster that answers the assist to this post. If you keep it as is, &amp;quot;metal&amp;quot; has a -500 enchanting penalty.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
==Prospective Lore Changes (10/2016)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Wizard Spells&lt;br /&gt;
| messagenum=3163&lt;br /&gt;
| author=GS4-ESTILD&lt;br /&gt;
| date=10/18/2016 02:07 PM&lt;br /&gt;
| subject=Re: 925 - any update for us?&lt;br /&gt;
}}It should be out soon, but we can&#039;t really get more specific than that. If there are items at Ebon Gate that you&#039;re considering, I would definitely buy them, as the update will be out in the near future. Perhaps not before Ebon Gate ends, but soon. You also should not worry about starting or any existing projects when it goes live. It will not affect those (in the sense of losing any progress).&lt;br /&gt;
&lt;br /&gt;
I had thought I had posted the full details of the update to Enchant Item (925), but it seems like there is still a lot of confusion (and I know we&#039;ve made some changes since the original announcement, like on failures). So to list some of the specifics:&lt;br /&gt;
&lt;br /&gt;
* When you CAST 925 at an item, it will give you a reading to tell you how likely you are to succeed on the final (i.e. the most difficult) cast. It will not actually try to enchant the item unless you CHANNEL, and during which, it will also give you more information regarding how lucky (or unlucky) you were with the attempt. This mimics the setup of Ensorcell (735).&lt;br /&gt;
* Tempered items will no longer shatter in combat, but they still cannot be used.&lt;br /&gt;
* Catastrophic and cursed item failure are being removed. It will no longer be possible to destroy or curse an item.&lt;br /&gt;
* The only possible failures are (ordered worst to best):&lt;br /&gt;
1.) Reset: the project is reset and you lose all progress toward it. You can immediately restart the project. This is the worst possible outcome.&lt;br /&gt;
2.) Lock: the project is locked and you cannot progress on it any further. It will not expire. A merchant can unlock it or you can untemper it to immediately remove all progress on it and the lock.&lt;br /&gt;
3.) Damage (toward progress, not the actual item): your progress is damaged and the current step of the enchant process is lowered (i.e. if you were on step 3 of a 5x enchant, it could be lowered to step 2 and you would have to wait for it to temper again).&lt;br /&gt;
4.) Delay: the temper time is reset, so you must wait again until it&#039;s ready again.&lt;br /&gt;
5.) Minor: no actual penalty, simply fails. You can immediately retry.&lt;br /&gt;
* Trainining in Elemental Lore, Water decreases the amount of time it takes to temper items. As a wizard reflects upon their experience (i.e. is online and gaining experience), they are able to store trace amounts of mana from each pulse, which they then infuse into their tempering potions to make them more effective. There is a weekly and maximum cap, which a wizard can SENSE.&lt;br /&gt;
* Training in the other Elemental Lores will allow a wizard to enchant items with elemental flares, but it requires a special pre-temper potion and 100 ranks of the appropriate lore (i.e. 100 EL:F ranks to enchant fire flaring weapons, etc). The mana points gained from the EL:W benefit may also be used to substitute up to 50 lore ranks (so a wizard who trains 50 ranks in each elemental lore can use mana points to also enchant any elemental flaring item). Elemental flares include heat, cold, water, air, vacuum, electricity, impact, acid, and steam.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
==Enchant Item Update Feb 2017==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=1215&lt;br /&gt;
| author=GS4-CONTEMPLAR&lt;br /&gt;
| date=02/25/2017 08:59 AM EST&lt;br /&gt;
| subject=ENCHANT ITEM (925) UPDATES!&lt;br /&gt;
}}New discoveries made by Guildmasters of the Wizard Guild reveals hidden mystical abilities in items that can be enchanted. Wizards can now enchant items that are infused with the power of the elements!&lt;br /&gt;
&lt;br /&gt;
The lore requirement is 100 ranks of elemental lore for the item being enchanted. Such items are more difficult to enchant, but ranks beyond the minimum required in the relevant lore grants an additional bonus.&lt;br /&gt;
&lt;br /&gt;
Wizards who are trained in Elemental Lore, Water will have the ability to reduce the temper times on standard enchanting potions, or reduced lore rank requirements on elemental pre-temper potions. Up to 50 ranks of lore can be offset when infusing (INFUSE) into an elemental pre-temper potion to reduce the ranks needed. If a standard enchant potion is INFUSED, then the temper time can be reduced up to 95 percent for the next pour.&lt;br /&gt;
&lt;br /&gt;
Every 325 mana points from the wizard&#039;s stored mana will reduce a temper potion time by 1 percent and every 200 mana points can substitute as 1 lore rank for infusing elemental pre-temper potions.&lt;br /&gt;
&lt;br /&gt;
The SENSE verb has been updated to reveal more clues to the mana flows surrounding the wizard. Once a wizard has achieved level 25, learned the spell Enchant Item (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool. Further bonuses to speed up the accumulation of mana points follow a seed 5 summation. F2P wizards do not have stored mana pools. Every 30 of base experience absorbed will result in 1 mana point at 5 ranks of Elemental Lore, Water.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.&lt;br /&gt;
&lt;br /&gt;
New elemental pre-temper formulas have been uncovered buried in the stacks of tomes in the Wizard Guild Library. Four formulas, one for each of the base elements; air, fire, earth and water can now be made by Master Alchemists in the Wizard Guild. Also, rumors of extremely rare greater elemental essences have been reported as well. These greater essences are required ingredients for the elemental pre-temper potions.&lt;br /&gt;
&lt;br /&gt;
It is no longer possible to completely destroy an enchanting project. This includes attacking with a tempered weapon (which is still not possible, but also won&#039;t result in item loss), as well as catastrophic enchanting failures. The new failure conditions will be; a delay, damaged, locked or reset project.&lt;br /&gt;
&lt;br /&gt;
The worst failure is a project RESET. This will remove all progress made on the item.&lt;br /&gt;
&lt;br /&gt;
A LOCKED project prevents a wizard from moving forward on it. Some highly skilled merchants can be found to remove the locked status of the project which will allow the wizard to continue where they left off. The project can also be RESET by using a common remove temper potion to remove the LOCKED status.&lt;br /&gt;
&lt;br /&gt;
A DAMAGED failure will setback the step progression on the project.&lt;br /&gt;
&lt;br /&gt;
A DELAY failure will just delay the temper time.&lt;br /&gt;
&lt;br /&gt;
Finally! Wizards will now have the ability to gauge their chances of a successful enchantment prior to their final cast. Due to the varying factors involved with enchanting, and the use of certain potions; one cannot gauge their chances without tempering the item first. Simply CASTing at the item will give the wizard a reading and CHANNELing will attempt the enchant.&lt;br /&gt;
&lt;br /&gt;
~Contemplar~&lt;br /&gt;
&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view/1845 1845]&lt;br /&gt;
| author=GS4-ESTILD&lt;br /&gt;
| date=04/01/2017 01:48 AM EDT&lt;br /&gt;
| subject=Re: ENCHANT ITEM (925) UPDATES!&lt;br /&gt;
}}Two minor updates:&lt;br /&gt;
&lt;br /&gt;
# If you&#039;re currently enchanting an elemental flaring weapon, you may want to test the difficulty again before trying the actual enchant. It was previously giving a slightly easier reading then it should have and has been corrected. Not a significant difference, but just want to give a heads up incase anyone was attempting to enchant something that previously read as less than optimal for their success rate.&lt;br /&gt;
# GameMaster Contemplar has updated 925 so that you now cast the spell to get a reading of your chance of success without first having to temper the item. Do note that the mirtokh potion has a modifier that makes the enchant more difficult, so if an item would require that potion and you attempt to read it without tempering first, it won&#039;t be entirely accurate.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view/2025 2025]&lt;br /&gt;
| author=GS4-CONTEMPLAR&lt;br /&gt;
| date=04/24/2017 12:55 PM EDT&lt;br /&gt;
| subject=Re: Reducing NPC Merchant Enchant offerings&lt;br /&gt;
}}First off, just in case anybody thinks otherwise. Picking up the Enchant Item update project was quite the GM learning experience for me, and a great joy for me to take on. I am not afraid of challenges.&lt;br /&gt;
&lt;br /&gt;
Secondly, and I have to state this as such so as not to lay blame or point fingers at anybody (past/present GMs or players), but when I took this project on initially the design goal was already laid out for me and my main task was to implement the design. I took ownership, and accept the good with the bad.&lt;br /&gt;
&lt;br /&gt;
Thirdly, I read these boards (especially the Wizard board) regularly, if not daily, so I am reading the players concerns. Your words are not falling on deaf ears. Some of the concerns I take up with the Dev team. Some get approved to work on, some don&#039;t.&lt;br /&gt;
&lt;br /&gt;
Lastly, as I mentioned after the release of the updates and my concerns for breaking everybody current projects lead us to take a smaller step first, with the possibility of adding additional features to the spell that never existed before. Other things that players wanted couldn&#039;t be implemented at this time (or more accurately, at the time I was coding the changes). &lt;br /&gt;
&lt;br /&gt;
We are not done with the improvements for 925, but some things have to wait for others things to be in place first before we can push onward. Other things are still in design development, while others may be approved to work on, but still need to be coded. I know players want everything done right now! Or think a complete redesign of the spell into something else is the better option. Sadly, neither of those are true, no matter how simple some think a change may be.&lt;br /&gt;
&lt;br /&gt;
So in a nutshell, I am not done trying to add improvements, so feel free to continue with your suggestions, as I take many of them to heart. But please refrain from attacking others ideas as that is not a good creative process. As far as I am concerned, everybody has a valid point when it comes to their opinion on something.&lt;br /&gt;
&lt;br /&gt;
~Contemplar~&lt;br /&gt;
&lt;br /&gt;
==Temper Time Clarification (6/2017)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view/2153 2153]&lt;br /&gt;
| author=GS4-CONTEMPLAR&lt;br /&gt;
| date=06/03/2017 09:01 AM EDT&lt;br /&gt;
| subject=Re: Temper Command Suggestion&lt;br /&gt;
}}&#039;&#039;&amp;gt;I think the pour messaging is based on the older implementation where they wanted some level of mystery around the actual time it would take for a next step to complete. The newer changes to 925 (Casting) provides an exact duration. Maybe at some point in the future they will update the pour messaging to tie in with what is provided via 925 (Casting).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;Or maybe someone wants to make the case that pouring only gives you a rough idea and then using 925 (Casting) you can get that precision level of clarity if you are interested. I think proving the actual duration with the pour would be a nice (minor) quality of life improvement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;-- Robert&lt;br /&gt;
&lt;br /&gt;
This is pretty much it. The temper times messaging is pretty vague (old unmodified system) and the newer 405, and 925 updates give you more accurate status of your project.&lt;br /&gt;
&lt;br /&gt;
Not sure I am for changing that because I do like a little mystery, and not have everything spelled out so precisely. Plus, a single cast of 925 will give you accuracy based on how close the temper is to being finished. Thus, if it is more than one day, you get accuracy to within a day. If it is less than a day, you get accuracy to the nearest hour, and if less than an hour, minutes, and so on to seconds.&lt;br /&gt;
&lt;br /&gt;
~Contemplar~&lt;br /&gt;
&lt;br /&gt;
==INFUSE Update (9/2017)==&lt;br /&gt;
{{Saved-post &lt;br /&gt;
| category=Wizards&lt;br /&gt;
| topic=Enchanting&lt;br /&gt;
| messagenum=[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view/2304]&lt;br /&gt;
| author=GS4-CONTEMPLAR&lt;br /&gt;
| date=09/10/2017 09:51 AM EDT&lt;br /&gt;
| subject=INFUSE UPDATE!&lt;br /&gt;
}}&#039;&#039;&amp;gt;A new discovery from the Guildmasters of the Wizard Guild now allows enchanters to INFUSE specified amounts of their stored mana into enchanting potions. Use INFUSE MY POTION to reveal information about whether the potion was infused and how much it will reduce the temper time or ranks required.&lt;br /&gt;
&lt;br /&gt;
To infuse a potion, use INFUSE (amount) IN MY POTION.&lt;br /&gt;
&lt;br /&gt;
~Contemplar~&lt;br /&gt;
&lt;br /&gt;
[[Category: Enchanting potions]]&lt;/div&gt;</summary>
		<author><name>MEKK1</name></author>
	</entry>
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