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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-06-03T09:49:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Thought&amp;diff=156417</id>
		<title>Symbol of Thought</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Thought&amp;diff=156417"/>
		<updated>2021-12-20T03:57:37Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: /* Ta&amp;#039;Vaalor Task */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Symbol]] of Thought&#039;&#039;&#039;, governed by [[Oleani|Lady Oleani]], is obtained at the third rank of the [[Order of Voln]]. This symbol allows one to broadcast messages which are received only by other members within one&#039;s realm.&lt;br /&gt;
&lt;br /&gt;
== Using Symbol of Thought ==&lt;br /&gt;
&lt;br /&gt;
* Type SYMBOL OF THOUGHT (MESSAGE). The message will be instantly broadcast to all members of the Order in the realm.&lt;br /&gt;
* To block the receipt of thoughts of others, rub a [[shell|seashell]], eat a [[tkaro root]], or use another thought-disruption [[magic item]].&lt;br /&gt;
&lt;br /&gt;
==Symbol Use Favor Cost==&lt;br /&gt;
&lt;br /&gt;
Symbol of Thought [[favor]] cost is unique among all the symbols. It has a fixed cost based on the length of the message, irrespective of a member&#039;s level or Voln rank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&#039;&#039;&#039;Favor cost = round up((message length - 1) &amp;amp;divide; 3)&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
A thought message with 76 characters will have a favor cost of ((76 - 1) &amp;amp;divide; 3) = 25 favor&lt;br /&gt;
&lt;br /&gt;
Thought messages have a minimum cost of 1 favor for a two character message. Message length is capped at approximately 250 characters at a cost of 83 favor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Characters include punctuation and spaces.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Useful Tip===&lt;br /&gt;
&lt;br /&gt;
Lower level characters would be wise to use symbol of thought judiciously. The relative favor cost of Symbol of Thought is much higher for lower level members of the order. To replace the favor used for a 76 character message, a level 3 member would need to release 25 level 3 undead, while a capped character, releasing a single 100 level undead, would have enough favor to transmit 26 messages of that length.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
;:First person usage:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;The Symbol of Thought begins to burn in your mind and you hear &amp;lt;Your Name&amp;gt; thinking, &amp;quot;We must free the undead.&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;:Third person observation:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;The Symbol of Thought begins to burn in your mind and you hear &amp;lt;Voln Member&amp;gt; thinking, &amp;quot;We must free the undead.&amp;quot;&lt;br /&gt;
&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obtaining Symbol of Thought ==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Talk to the third monk on the [[Path to Enlightenment]] for instructions. Upon obtaining the requisite favor and completing the assigned task, the monk will teach the member the Symbol of Thought.&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Thought===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;200 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 5 ) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 5 member: &amp;lt;tt&amp;gt;200 + ((5 &amp;amp;times; 5 &amp;amp;times; 5) &amp;amp;divide; 3) = 241 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 10 member: &amp;lt;tt&amp;gt;200 + ((10 &amp;amp;times; 10 &amp;amp;times; 5) &amp;amp;divide; 3) = 366 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
*Order of Voln is not a secret organization&lt;br /&gt;
*The Order&#039;s purpose was and always will be to free undead.&lt;br /&gt;
*Ability to transmit messages mentally to only other members.&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
&lt;br /&gt;
* Obtain a rose. Buy one at the florist (8715) or [[FORAGE]] FOR SMALL ROSE in the Small Park.&lt;br /&gt;
* From outside the North Gate, go: NW, S, GO PATH, GO ARCH. (Lich ID: 6315)&lt;br /&gt;
* Now, type: PUT ROSE ON ALTAR.&lt;br /&gt;
* Return to the monk (18210) to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
&lt;br /&gt;
* Start at the Victory Court, and go: W, W, W, GO GATE, SW, SW, SW, SW, GO PATH, W. (Lich room 6093)&lt;br /&gt;
* Here, use the [[FORAGE (verb)]] to FORAGE FOR BLEEDING ROSE. &lt;br /&gt;
* Return to Victory Court, and go: E, E, E, N, E, N, N, N, N, N, N, W, N, GO GATE, NE, NE, NE, NE, NE, NE, GO PATH, N, NE, NW, N. (Lich Room 5868)&lt;br /&gt;
* Here, type DROP ROSE.&lt;br /&gt;
* Return to the monk to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Symbols]]&lt;br /&gt;
[[Category:Order of Voln]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Blessing&amp;diff=156378</id>
		<title>Symbol of Blessing</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Blessing&amp;diff=156378"/>
		<updated>2021-12-19T16:02:39Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: /* Obtaining Symbol of Blessing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Blessing&#039;&#039;&#039;, governed by [[Eonak]], is obtained at the second rank of the [[Order of Voln]]. Members will be able to use this symbol to [[Bless (304)|bless]] combat gear with an [[Enchant Item (925)|enchantment]] bonus equal to their (Voln rank &amp;amp;times; 2).&lt;br /&gt;
&lt;br /&gt;
For example, a rank 2 member will be able to bless weapons with a +4 enchantment bonus, a rank 10 member will be able to bless +20 enchant bonus items ([[Vultite]]), and at rank 25 members will be able to bless any blessable magical metal. Maximum item enchant bonus is +50. These items are commonly referred to as 10x.&lt;br /&gt;
&lt;br /&gt;
*Weapon must be blessable and free of any bless. Will not function with flared weapons.&lt;br /&gt;
*Each swing will reduce the number of blesses remaining by one. This includes swings that do not connect with a target.&lt;br /&gt;
*Is not effective on [[aquamarine wand]]s.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
* Hold (WEAPON) in right hand and type SYMBOL OF BLESSING MY &amp;lt;WEAPON NAME&amp;gt; to employ the symbol.&lt;br /&gt;
&lt;br /&gt;
==Number of Blesses==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Number of blesses = [[level]] + (2 &amp;amp;times; voln rank).&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example for a level 20 member at voln rank 18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=80%}}&amp;gt;20 + (2 &amp;amp;times; 18) = 56 blesses&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons with [[weighting]] will receive a bless of shorter duration. The number of swings reduced by weighting is derived from the total number of services (not CER) the item has. If an item has multiple types of WPS services, they are summed for the purposes of the calculation (i.e. 150 crit and 50 damage services would be treated as 200)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! services&lt;br /&gt;
! swings per service&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 150&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 150 - 300&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 300+&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
50 crit service: 50 swing reduction  &lt;br /&gt;
&lt;br /&gt;
200 damage services: 150 + (1.5 * 50) = 225 swing reduction  &lt;br /&gt;
&lt;br /&gt;
200 crit services and 500 damage services: 700 combined services = 150 + (150 * 1.5) + (400 * 3) = 1575 swing reduction  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Symbol Use [[Favor]] Cost==&lt;br /&gt;
Favor cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. The favor cost for blessing magical items is approximately 5x greater than non-magical items.&lt;br /&gt;
&lt;br /&gt;
Q. How does this work for low level characters? Will they run out of favor blessing their own weapon?&lt;br /&gt;
&lt;br /&gt;
A. Very likely not. A level 4 character is granted the ability to perform one Sym of Blessing (non magical item) for each level 1 undead creature released.&lt;br /&gt;
&lt;br /&gt;
Q. How many swings is that?&lt;br /&gt;
&lt;br /&gt;
A. 8 swings for a level 4, rank 2 member.&amp;lt;br&amp;gt;&lt;br /&gt;
:Number of blesses = (level + (Rank * 2)&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
First person usage:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;symbol of blessing my broadsword&lt;br /&gt;
A wave of power flows outward from you towards a golden vultite broadsword.&lt;br /&gt;
A brilliant white light wraps around the broadsword for a moment and then quickly seeps into its surface, leaving a soft white afterglow.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Third person observation:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A wave of power flows out of (Person) and toward a golden vultite broadsword.&lt;br /&gt;
A brilliant white light wraps around the broadsword for a moment and then quickly seeps into its surface, leaving a soft white afterglow.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://discordapp.com/channels/226045346399256576/387271714012135425/707727901356982302 Oscuro discussing weighting swing reduction (discord)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obtaining Symbol of Blessing ==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
Talk to the second monk on the [[Path to Enlightenment]] for instructions. Upon obtaining the requisite favor and completing the assigned task, the monk will teach the member the Symbol of Blessing.&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Blessing===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Formula: 100 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 5 ) &amp;amp;divide; 3 )&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 1 &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;level 5 member: 100 + ((5 &amp;amp;times; 5 &amp;amp;times; 5) &amp;amp;divide; 3) = 141 favor&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 2 &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;level 10 member: 100 + ((10 &amp;amp;times; 10 &amp;amp;times; 5) &amp;amp;divide; 3) = 266 favor&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
&lt;br /&gt;
*Each step along the Path to Enlightenment is governed by a Lord or Lady of Liabo.&lt;br /&gt;
*Each of the thirteen Lords and Ladies governs two steps along the Path.&lt;br /&gt;
*[[Voln]] is an immortal power serving the Lady [[Lorminstra]].&lt;br /&gt;
*Normal weapons do not have any effect on [[undead]]. They require a bless. &lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
&lt;br /&gt;
* First, craft a [[heavy slab of iron]].&lt;br /&gt;
* From the entrance to the kobold mines on the Old Mine Road, go: SE, S, S, SW, SW, S, SW, S, S, SE, SW, CLIMB BANK, GO BRIDGE, W, W, NW, SW, S, SE, S, SE, S, S, S, SW, E, NE. (Lich Room #451)&lt;br /&gt;
* Now, type: PUT IRON IN LAKE.&lt;br /&gt;
* Return to the monk (Lich 18211) to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
&lt;br /&gt;
* Start at the Victory Gate, and go: SW, SW, SW, SW, SW, S, GO TRACK, N, GO DOOR, E. (Lich room 6015)&lt;br /&gt;
* Now, search the machinery until a piece of metal is found. (Empty hands)&lt;br /&gt;
* To return, go: W, GO DOOR, S, GO TRACK, N, NE, NE, GO BRIDGE, NE, NE, GO GATE, E, E, E, E, E, E, N, E, N, GO WEAPON. (Lich room 10367)&lt;br /&gt;
* [[GIVE (verb)]] the metal to the shop owner, Aerhseth.&lt;br /&gt;
* Return to the monk to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Symbols]]&lt;br /&gt;
[[Category:Order of Voln]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Blessing&amp;diff=156377</id>
		<title>Symbol of Blessing</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Blessing&amp;diff=156377"/>
		<updated>2021-12-19T16:02:25Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: /* Obtaining Symbol of Blessing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Blessing&#039;&#039;&#039;, governed by [[Eonak]], is obtained at the second rank of the [[Order of Voln]]. Members will be able to use this symbol to [[Bless (304)|bless]] combat gear with an [[Enchant Item (925)|enchantment]] bonus equal to their (Voln rank &amp;amp;times; 2).&lt;br /&gt;
&lt;br /&gt;
For example, a rank 2 member will be able to bless weapons with a +4 enchantment bonus, a rank 10 member will be able to bless +20 enchant bonus items ([[Vultite]]), and at rank 25 members will be able to bless any blessable magical metal. Maximum item enchant bonus is +50. These items are commonly referred to as 10x.&lt;br /&gt;
&lt;br /&gt;
*Weapon must be blessable and free of any bless. Will not function with flared weapons.&lt;br /&gt;
*Each swing will reduce the number of blesses remaining by one. This includes swings that do not connect with a target.&lt;br /&gt;
*Is not effective on [[aquamarine wand]]s.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&lt;br /&gt;
* Hold (WEAPON) in right hand and type SYMBOL OF BLESSING MY &amp;lt;WEAPON NAME&amp;gt; to employ the symbol.&lt;br /&gt;
&lt;br /&gt;
==Number of Blesses==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Number of blesses = [[level]] + (2 &amp;amp;times; voln rank).&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example for a level 20 member at voln rank 18&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=80%}}&amp;gt;20 + (2 &amp;amp;times; 18) = 56 blesses&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapons with [[weighting]] will receive a bless of shorter duration. The number of swings reduced by weighting is derived from the total number of services (not CER) the item has. If an item has multiple types of WPS services, they are summed for the purposes of the calculation (i.e. 150 crit and 50 damage services would be treated as 200)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! services&lt;br /&gt;
! swings per service&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 150&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| 150 - 300&lt;br /&gt;
| 1.5&lt;br /&gt;
|-&lt;br /&gt;
| 300+&lt;br /&gt;
| 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Examples:&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
50 crit service: 50 swing reduction  &lt;br /&gt;
&lt;br /&gt;
200 damage services: 150 + (1.5 * 50) = 225 swing reduction  &lt;br /&gt;
&lt;br /&gt;
200 crit services and 500 damage services: 700 combined services = 150 + (150 * 1.5) + (400 * 3) = 1575 swing reduction  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Symbol Use [[Favor]] Cost==&lt;br /&gt;
Favor cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. The favor cost for blessing magical items is approximately 5x greater than non-magical items.&lt;br /&gt;
&lt;br /&gt;
Q. How does this work for low level characters? Will they run out of favor blessing their own weapon?&lt;br /&gt;
&lt;br /&gt;
A. Very likely not. A level 4 character is granted the ability to perform one Sym of Blessing (non magical item) for each level 1 undead creature released.&lt;br /&gt;
&lt;br /&gt;
Q. How many swings is that?&lt;br /&gt;
&lt;br /&gt;
A. 8 swings for a level 4, rank 2 member.&amp;lt;br&amp;gt;&lt;br /&gt;
:Number of blesses = (level + (Rank * 2)&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
First person usage:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;symbol of blessing my broadsword&lt;br /&gt;
A wave of power flows outward from you towards a golden vultite broadsword.&lt;br /&gt;
A brilliant white light wraps around the broadsword for a moment and then quickly seeps into its surface, leaving a soft white afterglow.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Third person observation:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A wave of power flows out of (Person) and toward a golden vultite broadsword.&lt;br /&gt;
A brilliant white light wraps around the broadsword for a moment and then quickly seeps into its surface, leaving a soft white afterglow.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[https://discordapp.com/channels/226045346399256576/387271714012135425/707727901356982302 Oscuro discussing weighting swing reduction (discord)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Obtaining Symbol of Blessing ==&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
Talk to the second monk on the [[Path to Enlightenment]] for instructions. Upon obtaining the requisite favor and completing the assigned task, the monk will teach the member the Symbol of Blessing.&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Blessing===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Formula: 100 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 5 ) &amp;amp;divide; 3 )&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 1 &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;level 5 member: 100 + ((5 &amp;amp;times; 5 &amp;amp;times; 5) &amp;amp;divide; 3) = 141 favor&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example 2 &lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;level 10 member: 100 + ((10 &amp;amp;times; 10 &amp;amp;times; 5) &amp;amp;divide; 3) = 266 favor&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
&lt;br /&gt;
*Each step along the Path to Enlightenment is governed by a Lord or Lady of Liabo.&lt;br /&gt;
*Each of the thirteen Lords and Ladies governs two steps along the Path.&lt;br /&gt;
*[[Voln]] is an immortal power serving the Lady [[Lorminstra]].&lt;br /&gt;
*Normal weapons do not have any effect on [[undead]]. They require a bless. &lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
&lt;br /&gt;
* First, craft a [[heavy slab of iron]].&lt;br /&gt;
* From the entrance to the kobold mines on the Old Mine Road, go: SE, S, S, SW, SW, S, SW, S, S, SE, SW, CLIMB BANK, GO BRIDGE, W, W, NW, SW, S, SE, S, SE, S, S, S, SW, E, NE. (Lich Room #451)&lt;br /&gt;
* Now, type: PUT IRON IN LAKE.&lt;br /&gt;
* Return to the monk (Lich 18211) to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
&lt;br /&gt;
* Start at the Victory Gate, and go: SW, SW, SW, SW, SW, S, GO TRACK, N, GO DOOR, E. (Lich room 6015)&lt;br /&gt;
* Now, search the machinery until a piece of metal is found.&lt;br /&gt;
* To return, go: W, GO DOOR, S, GO TRACK, N, NE, NE, GO BRIDGE, NE, NE, GO GATE, E, E, E, E, E, E, N, E, N, GO WEAPON. (Lich room 10367)&lt;br /&gt;
* [[GIVE (verb)]] the metal to the shop owner, Aerhseth.&lt;br /&gt;
* Return to the monk to receive your symbol.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Symbols]]&lt;br /&gt;
[[Category:Order of Voln]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mobility_(618)&amp;diff=147290</id>
		<title>Mobility (618)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mobility_(618)&amp;diff=147290"/>
		<updated>2021-04-20T13:11:51Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | mnemonic = MOBILITY&lt;br /&gt;
 | base_dur = 1200&lt;br /&gt;
 | add_dur = +60 sec per [[Ranger Base|rank]]&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Utility &lt;br /&gt;
 | subtype = Skill Enhancement&lt;br /&gt;
 | skill = [[Dodging]]&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Ranger base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobility&#039;&#039;&#039; increases ability to react to many [[maneuver]] attacks, providing the equivalent of 20 [[Dodge]] ranks, and also providing [[ranger]]s a bonus to [[STEAL (verb)|STEALing]].  Training in the [[Ranger Base]] spell circle adds +1 to phantom Dodge ranks for every spell known over 618, and also increases the ranger-only bonus to stealing(?).&lt;br /&gt;
&lt;br /&gt;
The spell will protect the user from a [[Combat Maneuver]] (CM) if the maneuver is able to be [[evade]]d.&lt;br /&gt;
&lt;br /&gt;
The bonus for this spell caps at level and at 100 Ranger Base ranks.  The mana cost increases by +1 for every 5 bonus.&lt;br /&gt;
&lt;br /&gt;
==CML Offense and Defense==&lt;br /&gt;
&lt;br /&gt;
This spell provides phantom CM ranks solely affecting CML offense and defense. For rangers, this bonus is given by:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|BONUS &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; [(Ranger Base ranks - 18) * (2/3)] + 15}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Non-rangers will receive a flat +15 bonus while wearing this spell.&lt;br /&gt;
&lt;br /&gt;
Mobility will not provide this bonus beyond the equivalent of being 2x trained in CM. This means that a level 100 character with 195 ranks of CM may only receive 7 phantom CM ranks applied toward their CML offense/defense, maxing them out at the equivalent 202 ranks.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You suddenly feel much more dextrous.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You no longer feel so dextrous.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#618 Ranger Base Spell Circle: Mobility], on Play.net&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mobility_(618)&amp;diff=147289</id>
		<title>Mobility (618)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mobility_(618)&amp;diff=147289"/>
		<updated>2021-04-20T13:10:50Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | mnemonic = MOBILITY&lt;br /&gt;
 | base_dur = 1200&lt;br /&gt;
 | add_dur = +60 sec per [[Ranger Base|rank]]&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Utility &lt;br /&gt;
 | subtype = Skill Enhancement&lt;br /&gt;
 | skill = [[Dodging]]&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Ranger base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobility&#039;&#039;&#039; increases ability to react to many [[maneuver]] attacks, providing the equivalent of 20 [[Dodge]] ranks, and also providing [[ranger]]s a bonus to [[STEAL (verb)|STEALing]].  Training in the [[Ranger Base]] spell circle adds +1 to phantom Dodge ranks for every spell known over 618, and also increases the ranger-only bonus to sneaking.&lt;br /&gt;
&lt;br /&gt;
The spell will protect the user from a [[Combat Maneuver]] (CM) if the maneuver is able to be [[evade]]d.&lt;br /&gt;
&lt;br /&gt;
The bonus for this spell caps at level and at 100 Ranger Base ranks.  The mana cost increases by +1 for every 5 bonus.&lt;br /&gt;
&lt;br /&gt;
==CML Offense and Defense==&lt;br /&gt;
&lt;br /&gt;
This spell provides phantom CM ranks solely affecting CML offense and defense. For rangers, this bonus is given by:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;center&amp;gt;{{boldmono|BONUS &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; [(Ranger Base ranks - 18) * (2/3)] + 15}}&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Non-rangers will receive a flat +15 bonus while wearing this spell.&lt;br /&gt;
&lt;br /&gt;
Mobility will not provide this bonus beyond the equivalent of being 2x trained in CM. This means that a level 100 character with 195 ranks of CM may only receive 7 phantom CM ranks applied toward their CML offense/defense, maxing them out at the equivalent 202 ranks.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You suddenly feel much more dextrous.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You no longer feel so dextrous.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#618 Ranger Base Spell Circle: Mobility], on Play.net&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rumor_Woods_2020&amp;diff=139422</id>
		<title>Rumor Woods 2020</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rumor_Woods_2020&amp;diff=139422"/>
		<updated>2020-10-31T16:43:36Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RW2020.jpg|right|600px|Rumor Woods - The Coney and the Tortoise]]&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
==Description==&lt;br /&gt;
Rumor Woods is an expansion to &#039;&#039;&#039;[[Summit_Academy | Summit Academy]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Enter the jousting competition or the fox hunt to earn [[raikhen]] to spend on character customizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This event offers the usual customizations found at Summit Academy and adds the Rumor Woods expansion where players can play games, buy mounts, customize them, and buy gear for them.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sylinar has moved &#039;&#039;&#039;[[Sylinar%27s_Spire | Sylinar&#039;s Spire]]&#039;&#039;&#039; to a new location that will be revealed at a later date.&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Instances&#039;&#039;&#039; - June 19, 2020 @ 9pm - June 28th, 2020 @ 11:59pm (this was extended til Tuesday, June 30, 2020 @ midnight)&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games&#039;&#039;&#039;&lt;br /&gt;
* Jousting&lt;br /&gt;
* &#039;&#039;&#039;[[Fox hunt]]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Mounts&#039;&#039;&#039;&lt;br /&gt;
* Customizable &#039;&#039;&#039;[[Mount_System|mounts]]&#039;&#039;&#039;&lt;br /&gt;
* Mount related &#039;&#039;&#039;[[Mount_System#MOUNT_ITEMS|equipment]]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Character Customizations&#039;&#039;&#039;&lt;br /&gt;
* Spell preps for both circles and individual spells&lt;br /&gt;
* Swears&lt;br /&gt;
* Log on/off messages&lt;br /&gt;
* Signature verbs&lt;br /&gt;
* Feature options&lt;br /&gt;
* Weight reduction for containers&lt;br /&gt;
* Enhancive hiding jewelry&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rumor Woods 2020 shop listing]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Merchant List==&lt;br /&gt;
&lt;br /&gt;
There were no announced merchant services for this event, but at least one merchant showed up numerous times to customize flypaper tattoos.&lt;br /&gt;
&lt;br /&gt;
==Weight reduction==&lt;br /&gt;
Approximately ~6.3 raikhen per pound of capacity each percent, times the markup. So a 50 pound container is 340/per, an 80 pound container is 510/per, a 200 pound container is 1275/per.&lt;br /&gt;
&lt;br /&gt;
So it&#039;s ~25k to get a 200 pound container to 20%, or 30k to get an 80 pound container to 40%.&lt;br /&gt;
&lt;br /&gt;
Weight Reduction surcharge cost from the seamstress doubled at 21%, tripled again (6x) at 41% and so on.&lt;br /&gt;
&lt;br /&gt;
==Games List==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jousting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those who are interested in jousting must first choose which side they will ride for — the two competing sides change with each run of this event.  [2019: The Serpent and The Phoenix; 2020: The Coney and The Tortoise] They will then don traditional jousting gear, saddle up on their steed of choice, and prepare for battle!&lt;br /&gt;
&lt;br /&gt;
Jousting wins will be tallied toward your faction&#039;s total, and once the event ends, those aligned with the winning side will receive not only bragging rights, but new &#039;&#039;&#039;[[Title_system#Rumor_Woods|titles]]&#039;&#039;&#039; as well!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fox hunt]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fox hunt is a quick chase to find the cunning fox. Adventurers have 90 seconds to track down the fox to be awarded currency and other prizes! Finding other fauna in Rumor Woods will also come with rewards!&lt;br /&gt;
&lt;br /&gt;
==Portal or Travel Info==&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;QUEST TRANSPORT RUMOR&#039;&#039;&#039; in game to access this event.&lt;br /&gt;
&lt;br /&gt;
Transports players to Sylinar&#039;s Spire, Courtyard. From there they can travel to the existing Summit Academy which offers player customizations and to the Rumor Woods expansion area that offers the fox hunt, jousting, mounts with customizations, and mount specific gear.&lt;br /&gt;
&lt;br /&gt;
==Quest Info==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QUEST HELP RUMOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Welcome to Rumor Woods and Summit Academy!&lt;br /&gt;
&lt;br /&gt;
Changes continue to grace the grounds of Summit Academy, and this last year has been no different.  While construction has been slow at the spire, improvements elsewhere on the grounds have been plentiful and are sure to delight adventurers of all backgrounds.&lt;br /&gt;
&lt;br /&gt;
Join the Battle of the Coney and the Tortoise!&lt;br /&gt;
&lt;br /&gt;
Joust for either side by entering The Lists, or you can hone in on your tracking skills at the Fox Hunt.  Whichever activity you choose, there&#039;s bragging rights to be had and titles to be discovered!&lt;br /&gt;
&lt;br /&gt;
New shops, new wares -- there&#039;s lots to see at Rumor Woods!&lt;br /&gt;
&lt;br /&gt;
Summit Academy and its surrounding buildings are open to visitors.  Customization Tokens can be purchased from the shop, &amp;quot;What Remains&amp;quot;.  Be sure to pick up a map of the new expansion area!  You can find one at the Rumor Woods Junction on the stump.&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
Entry to Rumor Woods can be gained by purchasing a marker from the &#039;&#039;&#039;[[SimuCoin | Simucoin store]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Item || Simucoin Cost || Description || Object&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (250 uses) || 25,000 || 250 entries into Rumor Woods (jousting, fox hunt) || A Circular Vaalin Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (100 uses) || 10,000 || 100 entries into Rumor Woods (jousting, fox hunt) || A Circular Laje Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (50 uses) || 5,000 || 50 entries into Rumor Woods (jousting, fox hunt) || A Circular Golden Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (25 uses) || 2,500 || 25 entries into Rumor Woods (jousting, fox hunt) || A Circular Silver Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (10 uses) || 1,000 || 10 entries into Rumor Woods (jousting, fox hunt) || A Circular Bronze Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (1 uses) || 100 || 1 entry into Rumor Woods (jousting, fox hunt) || A Circular Tin Sunburst Marker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
Downloadable map images with the exit marked are also available: [[Media:Map Rumor Woods 5120 2020 W2.gif|Black-on-White GIF]] or [[Media:Map Rumor Woods 5120 2020 B2.gif|White-on-Black GIF]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|       -=[  R U M O R     W O O D S  ]=-         | a Stones               |&lt;br /&gt;
|                                                 | b Path                 |&lt;br /&gt;
|   ~&amp;gt; Battle of the Coney &amp;amp; the Tortoise &amp;lt;~      | c Plum Yurt            |&lt;br /&gt;
|                                                 | d White Geteld         |&lt;br /&gt;
| * ASPEN GROVE * [a]                             | e Aspen Tavern Kitchen |&lt;br /&gt;
|                / |                              | f Sky Blue Tent        |&lt;br /&gt;
|     [b]-----[c]-[d]         [A]-[B]             | g Domed Enclosure      |&lt;br /&gt;
|      | \   / | / |         / | X | \            | h Dark Blue Yurt       |&lt;br /&gt;
|      |  [e]-[f]-[g]     [C]-[D]-[E]-[F]         | i Brown Tent           |&lt;br /&gt;
|      | / |   | / |     /               \        | j Aspen Tavern Commons |&lt;br /&gt;
|     [h]-[i]-[j]  |  [G]-[ ]-[ ]-[ ]-[ ]-[H]     | k Steps                |&lt;br /&gt;
|    / | / | /   \ | /                       \    | l Hunter Green Geteld  |&lt;br /&gt;
| [k]-[l]-[m]-----[I]   * JOUSTING FIELDS *   [J] | m Domed Shelter        |&lt;br /&gt;
|                /   \                       /    | n The Gallant Groom    |&lt;br /&gt;
|             [n]     [K]-[ ]-[ ]-[ ]-[ ]-[L]     |   The Spellsmith       |&lt;br /&gt;
|            /           \               /        |   What Remains         |&lt;br /&gt;
|         [o]             [M]-[N]-[O]-[P]         | o Poiret &amp;amp; Company     |&lt;br /&gt;
|        /                   \ | X | /            |   The Tartan Cloth     |&lt;br /&gt;
|     [p]                     [Q]-[R]        5120 |   Vaunt It &amp;amp; Flaunt It |&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| A Flypaper Designers   | E Fanfare              | N Courtier&#039;s Retreat   |&lt;br /&gt;
|   Forge                |   Robes of Resistance  |   Roundabout Racers    |&lt;br /&gt;
|   Horsing Around       |   Sweetie Pies         | O Devout Alloy         |&lt;br /&gt;
|   Trim and Polish      | F In the Loop          |   Earthtones           |&lt;br /&gt;
| B Forge                |   Unfurling Battle     |   The Galloping Gait   |&lt;br /&gt;
|   The Knight Way       | G-H, K-L Viewing Stands| P Born to Adorn        |&lt;br /&gt;
|   Tourney Tents        | H Coney Lists          |   Braid &amp;amp; Mane         |&lt;br /&gt;
| C Container Yourself   | I Stump                |   Gifts Of Atan Irith  |&lt;br /&gt;
|   Horse Of A Different | K Tortoise Lists       | Q Grand Stable         |&lt;br /&gt;
|    Fashion             | L Mane &amp;amp; Tail Above    |   Quit Stallin         |&lt;br /&gt;
| D Irons In The Fire    |   Ostler&#039;s Den         |   Tortoise Enclosure   |&lt;br /&gt;
|   Mount&#039;N&#039;Cloak        | M Saddle Me Up         | R The Colorful Carapace|&lt;br /&gt;
|   Rollin&#039; In The Greens|   Stick Your Nose In It|   The Gift Horse       |&lt;br /&gt;
|                        |   Tourney Shells       |   Grand Stable         |&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Rumor%20Woods/view Rumor Woods on the official forum.]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Announcements/view/503 6/23/20 Rumor Woods Mount Travel Update from GM Retser]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rumor Woods]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rumor_Woods_2020&amp;diff=139420</id>
		<title>Rumor Woods 2020</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rumor_Woods_2020&amp;diff=139420"/>
		<updated>2020-10-31T16:42:09Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:RW2020.jpg|right|600px|Rumor Woods - The Coney and the Tortoise]]&lt;br /&gt;
{| cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
==Description==&lt;br /&gt;
Rumor Woods is an expansion to &#039;&#039;&#039;[[Summit_Academy | Summit Academy]]&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Enter the jousting competition or the fox hunt to earn [[raikhen]] to spend on character customizations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This event offers the usual customizations found at Summit Academy and adds the Rumor Woods expansion where players can play games, buy mounts, customize them, and buy gear for them.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Sylinar has moved &#039;&#039;&#039;[[Sylinar%27s_Spire | Sylinar&#039;s Spire]]&#039;&#039;&#039; to a new location that will be revealed at a later date.&lt;br /&gt;
&lt;br /&gt;
==Schedule==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Instances&#039;&#039;&#039; - June 19, 2020 @ 9pm - June 28th, 2020 @ 11:59pm (this was extended til Tuesday, June 30, 2020 @ midnight)&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Games&#039;&#039;&#039;&lt;br /&gt;
* Jousting&lt;br /&gt;
* &#039;&#039;&#039;[[Fox hunt]]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Mounts&#039;&#039;&#039;&lt;br /&gt;
* Customizable &#039;&#039;&#039;[[Mount_System|mounts]]&#039;&#039;&#039;&lt;br /&gt;
* Mount related &#039;&#039;&#039;[[Mount_System#MOUNT_ITEMS|equipment]]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Character Customizations&#039;&#039;&#039;&lt;br /&gt;
* Spell preps for both circles and individual spells&lt;br /&gt;
* Swears&lt;br /&gt;
* Log on/off messages&lt;br /&gt;
* Signature verbs&lt;br /&gt;
* Feature options&lt;br /&gt;
* Weight reduction for containers&lt;br /&gt;
* Enhancive hiding jewelry&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rumor Woods 2020 shop listing]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Merchant List==&lt;br /&gt;
&lt;br /&gt;
There were no announced merchant services for this event, but at least one merchant showed up numerous times to customize flypaper tattoos.&lt;br /&gt;
&lt;br /&gt;
Weight reduction:&lt;br /&gt;
Approximately ~6.3 raikhen per pound of capacity each percent, times the markup. So a 50 pound container is 340/per, an 80 pound container is 510/per, a 200 pound container is 1275/per.&lt;br /&gt;
&lt;br /&gt;
So it&#039;s ~25k to get a 200 pound container to 20%, or 30k to get an 80 pound container to 40%.&lt;br /&gt;
&lt;br /&gt;
==Games List==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jousting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those who are interested in jousting must first choose which side they will ride for — the two competing sides change with each run of this event.  [2019: The Serpent and The Phoenix; 2020: The Coney and The Tortoise] They will then don traditional jousting gear, saddle up on their steed of choice, and prepare for battle!&lt;br /&gt;
&lt;br /&gt;
Jousting wins will be tallied toward your faction&#039;s total, and once the event ends, those aligned with the winning side will receive not only bragging rights, but new &#039;&#039;&#039;[[Title_system#Rumor_Woods|titles]]&#039;&#039;&#039; as well!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fox hunt]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fox hunt is a quick chase to find the cunning fox. Adventurers have 90 seconds to track down the fox to be awarded currency and other prizes! Finding other fauna in Rumor Woods will also come with rewards!&lt;br /&gt;
&lt;br /&gt;
==Portal or Travel Info==&lt;br /&gt;
&lt;br /&gt;
Use &#039;&#039;&#039;QUEST TRANSPORT RUMOR&#039;&#039;&#039; in game to access this event.&lt;br /&gt;
&lt;br /&gt;
Transports players to Sylinar&#039;s Spire, Courtyard. From there they can travel to the existing Summit Academy which offers player customizations and to the Rumor Woods expansion area that offers the fox hunt, jousting, mounts with customizations, and mount specific gear.&lt;br /&gt;
&lt;br /&gt;
==Quest Info==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;QUEST HELP RUMOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Welcome to Rumor Woods and Summit Academy!&lt;br /&gt;
&lt;br /&gt;
Changes continue to grace the grounds of Summit Academy, and this last year has been no different.  While construction has been slow at the spire, improvements elsewhere on the grounds have been plentiful and are sure to delight adventurers of all backgrounds.&lt;br /&gt;
&lt;br /&gt;
Join the Battle of the Coney and the Tortoise!&lt;br /&gt;
&lt;br /&gt;
Joust for either side by entering The Lists, or you can hone in on your tracking skills at the Fox Hunt.  Whichever activity you choose, there&#039;s bragging rights to be had and titles to be discovered!&lt;br /&gt;
&lt;br /&gt;
New shops, new wares -- there&#039;s lots to see at Rumor Woods!&lt;br /&gt;
&lt;br /&gt;
Summit Academy and its surrounding buildings are open to visitors.  Customization Tokens can be purchased from the shop, &amp;quot;What Remains&amp;quot;.  Be sure to pick up a map of the new expansion area!  You can find one at the Rumor Woods Junction on the stump.&lt;br /&gt;
&lt;br /&gt;
==Pricing==&lt;br /&gt;
&lt;br /&gt;
Entry to Rumor Woods can be gained by purchasing a marker from the &#039;&#039;&#039;[[SimuCoin | Simucoin store]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Item || Simucoin Cost || Description || Object&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (250 uses) || 25,000 || 250 entries into Rumor Woods (jousting, fox hunt) || A Circular Vaalin Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (100 uses) || 10,000 || 100 entries into Rumor Woods (jousting, fox hunt) || A Circular Laje Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (50 uses) || 5,000 || 50 entries into Rumor Woods (jousting, fox hunt) || A Circular Golden Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (25 uses) || 2,500 || 25 entries into Rumor Woods (jousting, fox hunt) || A Circular Silver Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (10 uses) || 1,000 || 10 entries into Rumor Woods (jousting, fox hunt) || A Circular Bronze Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| Rumor Woods Entries (1 uses) || 100 || 1 entry into Rumor Woods (jousting, fox hunt) || A Circular Tin Sunburst Marker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Map==&lt;br /&gt;
Downloadable map images with the exit marked are also available: [[Media:Map Rumor Woods 5120 2020 W2.gif|Black-on-White GIF]] or [[Media:Map Rumor Woods 5120 2020 B2.gif|White-on-Black GIF]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|       -=[  R U M O R     W O O D S  ]=-         | a Stones               |&lt;br /&gt;
|                                                 | b Path                 |&lt;br /&gt;
|   ~&amp;gt; Battle of the Coney &amp;amp; the Tortoise &amp;lt;~      | c Plum Yurt            |&lt;br /&gt;
|                                                 | d White Geteld         |&lt;br /&gt;
| * ASPEN GROVE * [a]                             | e Aspen Tavern Kitchen |&lt;br /&gt;
|                / |                              | f Sky Blue Tent        |&lt;br /&gt;
|     [b]-----[c]-[d]         [A]-[B]             | g Domed Enclosure      |&lt;br /&gt;
|      | \   / | / |         / | X | \            | h Dark Blue Yurt       |&lt;br /&gt;
|      |  [e]-[f]-[g]     [C]-[D]-[E]-[F]         | i Brown Tent           |&lt;br /&gt;
|      | / |   | / |     /               \        | j Aspen Tavern Commons |&lt;br /&gt;
|     [h]-[i]-[j]  |  [G]-[ ]-[ ]-[ ]-[ ]-[H]     | k Steps                |&lt;br /&gt;
|    / | / | /   \ | /                       \    | l Hunter Green Geteld  |&lt;br /&gt;
| [k]-[l]-[m]-----[I]   * JOUSTING FIELDS *   [J] | m Domed Shelter        |&lt;br /&gt;
|                /   \                       /    | n The Gallant Groom    |&lt;br /&gt;
|             [n]     [K]-[ ]-[ ]-[ ]-[ ]-[L]     |   The Spellsmith       |&lt;br /&gt;
|            /           \               /        |   What Remains         |&lt;br /&gt;
|         [o]             [M]-[N]-[O]-[P]         | o Poiret &amp;amp; Company     |&lt;br /&gt;
|        /                   \ | X | /            |   The Tartan Cloth     |&lt;br /&gt;
|     [p]                     [Q]-[R]        5120 |   Vaunt It &amp;amp; Flaunt It |&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| A Flypaper Designers   | E Fanfare              | N Courtier&#039;s Retreat   |&lt;br /&gt;
|   Forge                |   Robes of Resistance  |   Roundabout Racers    |&lt;br /&gt;
|   Horsing Around       |   Sweetie Pies         | O Devout Alloy         |&lt;br /&gt;
|   Trim and Polish      | F In the Loop          |   Earthtones           |&lt;br /&gt;
| B Forge                |   Unfurling Battle     |   The Galloping Gait   |&lt;br /&gt;
|   The Knight Way       | G-H, K-L Viewing Stands| P Born to Adorn        |&lt;br /&gt;
|   Tourney Tents        | H Coney Lists          |   Braid &amp;amp; Mane         |&lt;br /&gt;
| C Container Yourself   | I Stump                |   Gifts Of Atan Irith  |&lt;br /&gt;
|   Horse Of A Different | K Tortoise Lists       | Q Grand Stable         |&lt;br /&gt;
|    Fashion             | L Mane &amp;amp; Tail Above    |   Quit Stallin         |&lt;br /&gt;
| D Irons In The Fire    |   Ostler&#039;s Den         |   Tortoise Enclosure   |&lt;br /&gt;
|   Mount&#039;N&#039;Cloak        | M Saddle Me Up         | R The Colorful Carapace|&lt;br /&gt;
|   Rollin&#039; In The Greens|   Stick Your Nose In It|   The Gift Horse       |&lt;br /&gt;
|                        |   Tourney Shells       |   Grand Stable         |&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*~~~~~~~~~~~~~~~~~~~~~~~~*&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Rumor%20Woods/view Rumor Woods on the official forum.]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Announcements/view/503 6/23/20 Rumor Woods Mount Travel Update from GM Retser]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rumor Woods]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=128669</id>
		<title>Enchant (925)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Enchant_(925)&amp;diff=128669"/>
		<updated>2020-02-23T15:01:50Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: /* Success Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | name = Enchant&lt;br /&gt;
 | number = 925&lt;br /&gt;
 | mnemonic = ENCHANT&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Permanent Enchantment&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = [[Enchanting potions]]&lt;br /&gt;
 | availability = Channel at held item&lt;br /&gt;
 | navigation = {{Wizard base navigation}}&lt;br /&gt;
}} &lt;br /&gt;
:&#039;&#039;{{Redirect|Enchant}}&#039;&#039;&lt;br /&gt;
:&#039;&#039;This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
The &#039;&#039;&#039;Enchant&#039;&#039;&#039; spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item&#039;s [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. &lt;br /&gt;
&lt;br /&gt;
==Essence==&lt;br /&gt;
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
&lt;br /&gt;
====Gathering====&lt;br /&gt;
&lt;br /&gt;
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.&lt;br /&gt;
&lt;br /&gt;
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player&#039;s level. However, without 26 ranks in Elemental Mana Control, you will not be able to convert static essence into usable enchanting essence.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.&lt;br /&gt;
&lt;br /&gt;
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard&#039;s level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard&#039;s the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.&lt;br /&gt;
&lt;br /&gt;
As a wizard&#039;s static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.&lt;br /&gt;
&lt;br /&gt;
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel a (AMOUNT) accumulation of static essence around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable&amp;lt;includeonly&amp;gt;|1=font-size:95%;&amp;lt;/includeonly&amp;gt;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Amount Description||% of Pool Accumulated&lt;br /&gt;
|- &lt;br /&gt;
| faint||1-9%&lt;br /&gt;
|-&lt;br /&gt;
| weak ||10-24%&lt;br /&gt;
|-&lt;br /&gt;
| growing ||25-49%&lt;br /&gt;
|-&lt;br /&gt;
| moderate ||50-74%&lt;br /&gt;
|-&lt;br /&gt;
| significant ||75-89%&lt;br /&gt;
|-&lt;br /&gt;
| strong ||90-94%&lt;br /&gt;
|-&lt;br /&gt;
| saturated ||95-100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Converting====&lt;br /&gt;
&lt;br /&gt;
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.&lt;br /&gt;
&lt;br /&gt;
The wizard&#039;s Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Static Essence Gained Per Mana Pulse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;% of Essence Pulse Absorbed When Not on a Natural Mana Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.&lt;br /&gt;
&lt;br /&gt;
===Cost to Enchant===&lt;br /&gt;
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. &lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Essence Cost to Enchant per Bonus&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +0 to +1||0&lt;br /&gt;
|-&lt;br /&gt;
| +1 to +2||100&lt;br /&gt;
|-&lt;br /&gt;
| +2 to +3||200&lt;br /&gt;
|-&lt;br /&gt;
| +3 to +4||300&lt;br /&gt;
|-&lt;br /&gt;
| +4 to +5||400&lt;br /&gt;
|-&lt;br /&gt;
| +5 to +6||500&lt;br /&gt;
|-&lt;br /&gt;
| +6 to +7||600&lt;br /&gt;
|-&lt;br /&gt;
| +7 to +8||700&lt;br /&gt;
|-&lt;br /&gt;
| +8 to +9||800&lt;br /&gt;
|-&lt;br /&gt;
| +9 to +10||900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +10 to +11||1000&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +12||1100&lt;br /&gt;
|-&lt;br /&gt;
| +12 to +13||1200&lt;br /&gt;
|-&lt;br /&gt;
| +13 to +14||1300&lt;br /&gt;
|-&lt;br /&gt;
| +14 to +15||1400&lt;br /&gt;
|-&lt;br /&gt;
| +15 to +16||1500&lt;br /&gt;
|-&lt;br /&gt;
| +16 to +17||1600&lt;br /&gt;
|-&lt;br /&gt;
| +17 to +18||1700&lt;br /&gt;
|-&lt;br /&gt;
| +18 to +19||1800&lt;br /&gt;
|-&lt;br /&gt;
| +19 to +20||1900&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +20 to +21||2000&lt;br /&gt;
|-&lt;br /&gt;
| +21 to +22||2100&lt;br /&gt;
|-&lt;br /&gt;
| +22 to +23||2200&lt;br /&gt;
|-&lt;br /&gt;
| +23 to +24||2300&lt;br /&gt;
|-&lt;br /&gt;
| +24 to +25||2400&lt;br /&gt;
|-&lt;br /&gt;
| +25 to +26||4800&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +27||7200&lt;br /&gt;
|-&lt;br /&gt;
| +27 to +28||9600&lt;br /&gt;
|-&lt;br /&gt;
| +28 to +29||12000&lt;br /&gt;
|-&lt;br /&gt;
| +29 to +30||14400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +30 to +31||16800&lt;br /&gt;
|-&lt;br /&gt;
| +31 to +32||19200&lt;br /&gt;
|-&lt;br /&gt;
| +32 to +33||21600&lt;br /&gt;
|-&lt;br /&gt;
| +33 to +34||24000&lt;br /&gt;
|-&lt;br /&gt;
| +34 to +35||26400&lt;br /&gt;
|-&lt;br /&gt;
| +35 to +36||28800&lt;br /&gt;
|-&lt;br /&gt;
| +36 to +37||31200&lt;br /&gt;
|-&lt;br /&gt;
| +37 to +38||33600&lt;br /&gt;
|-&lt;br /&gt;
| +38 to +39||36000&lt;br /&gt;
|-&lt;br /&gt;
| +39 to +40||38400&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence&lt;br /&gt;
|-&lt;br /&gt;
| +40 to +41||40800&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +42||43200&lt;br /&gt;
|-&lt;br /&gt;
| +42 to +43||45600&lt;br /&gt;
|-&lt;br /&gt;
| +43 to +44||48000&lt;br /&gt;
|-&lt;br /&gt;
| +44 to +45||50400&lt;br /&gt;
|-&lt;br /&gt;
| +45 to +46||52800&lt;br /&gt;
|-&lt;br /&gt;
| +46 to +47||55200&lt;br /&gt;
|-&lt;br /&gt;
| +47 to +48||57600&lt;br /&gt;
|-&lt;br /&gt;
| +48 to +49||60000&lt;br /&gt;
|-&lt;br /&gt;
| +49 to +50||62400&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 style=&amp;quot;margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Total Essence &amp;amp; Weekly Cost for Full Enchant Tier&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 1x to 2x || 3500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 2x to 3x || 6000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 3x to 4x || 8500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 4x to 5x || 11000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 5x to 6x || 48000 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6x to 7x || 108000 || 6.75&lt;br /&gt;
|-&lt;br /&gt;
| 7x to 8x || 168000 || 10.5&lt;br /&gt;
|-&lt;br /&gt;
| 8x to 9x || 228000 || 14.25&lt;br /&gt;
|-&lt;br /&gt;
| 9x to 10x || 288000 || 18&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Bonus !! Essence !! Weeks Required&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 1x || 1000 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 2x || 4500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 3x || 10500 || &amp;lt; 1&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 4x || 19000 || 1.1875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 5x || 30000 || 1.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 6x || 78000 || 4.875&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 7x || 186000 || 11.625&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 8x || 354000 || 22.125&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 9x || 582000 || 36.375&lt;br /&gt;
|-&lt;br /&gt;
| 0x to 10x || 870000 || 54.375&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Using Essence to Enchant===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item.  This is done via the various color ayan&#039;eth potions now available at the various wizard guild shops.  The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.&lt;br /&gt;
&lt;br /&gt;
Unlock potions must be used in order, starting with green.  Green ayan&#039;eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20.  So, if enchanting a steel weapon, the green ayan&#039;eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour.  After that, a single pour of the blue ayan&#039;eth potion will unlock its maximum enchant further to +25.&lt;br /&gt;
&lt;br /&gt;
The current maximum enchant unlock can be checked by a wizard via 405:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.&lt;br /&gt;
Cast Roundtime 3 Seconds.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wizard can cast also use 405 to determine the precise current enchant.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Color intensity&lt;br /&gt;
 !Enchant value&lt;br /&gt;
 |-&lt;br /&gt;
 | faint&lt;br /&gt;
 | color value -4&lt;br /&gt;
 |-&lt;br /&gt;
 | muted&lt;br /&gt;
 | color value -3&lt;br /&gt;
 |-&lt;br /&gt;
 | hazy&lt;br /&gt;
 | color value -2&lt;br /&gt;
 |-&lt;br /&gt;
 | soft&lt;br /&gt;
 | color value -1&lt;br /&gt;
 |-&lt;br /&gt;
 | vibrant&lt;br /&gt;
 | full color value&lt;br /&gt;
|}&lt;br /&gt;
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15.  Once it reaches +16, the item then has a faint green aura.&lt;br /&gt;
&lt;br /&gt;
There is no tempering time associated with maximum enchant potential unlocks.  As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it.  The maximum unlock is permanent and never fades.  The item can be used in combat at any point during new style enchanting process.  The item cannot be &amp;quot;locked&amp;quot; as with old style enchants, and it cannot be destroyed in a catastrophic failure.  The item is not associated with any individual wizard&#039;s project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.&lt;br /&gt;
&lt;br /&gt;
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item.  Each enchant channel increases the item&#039;s enchant by +1.  Each channel enchant also reduces the wizard&#039;s available essence by that individual step amount, referenced in the above essence charts.  If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.&lt;br /&gt;
&lt;br /&gt;
==Difficulty Detection==&lt;br /&gt;
A wizard&#039;s chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item.  This can be done without first unlocking the item for enchantment.&lt;br /&gt;
&lt;br /&gt;
:{| &lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Needed Description||% Chance&lt;br /&gt;
|- &lt;br /&gt;
| you can only fail if you are horribly unlucky||97% (will only fail on a &#039;&#039;&#039;[[#Fumble|fumble]]&#039;&#039;&#039;)&lt;br /&gt;
|-&lt;br /&gt;
| you should be able to enchant it easily enough, barring bad luck||90+%&lt;br /&gt;
|-&lt;br /&gt;
| the odds are on your side to successfully complete the enchantment||75+%&lt;br /&gt;
|-&lt;br /&gt;
| you are more likely than not to succeed on your cast, but you will need some luck||55+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be difficult, but possible||35+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment will be very difficult||15+%&lt;br /&gt;
|-&lt;br /&gt;
| that this enchantment will be nearly impossible||1+%&lt;br /&gt;
|-&lt;br /&gt;
| you will likely need a miracle to complete this enchantment||-100+%&lt;br /&gt;
|-&lt;br /&gt;
| this enchantment is completely beyond your abilities||less than -100%&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|&lt;br /&gt;
{| {{prettytable|1=font-size:95%;}}&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
! Roll Result Description||Result&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly good attempt!||100+ ([[Open roll]])&lt;br /&gt;
|-&lt;br /&gt;
| You make an outstanding attempt!||90+&lt;br /&gt;
|-&lt;br /&gt;
| You make an excellent attempt!||80+&lt;br /&gt;
|-&lt;br /&gt;
| You make a good attempt!||70+&lt;br /&gt;
|-&lt;br /&gt;
| You make a decent attempt.||60+&lt;br /&gt;
|-&lt;br /&gt;
| You make an okay attempt.||50+&lt;br /&gt;
|-&lt;br /&gt;
| You make a passable attempt.||40+&lt;br /&gt;
|-&lt;br /&gt;
| You make a questionable attempt.||30+&lt;br /&gt;
|-&lt;br /&gt;
| You make a poor attempt!||20+&lt;br /&gt;
|-&lt;br /&gt;
| You make a very poor attempt!||10+&lt;br /&gt;
|-&lt;br /&gt;
| You make a horribly poor attempt!||2+&lt;br /&gt;
|-&lt;br /&gt;
| You make an astoundingly inept attempt!||1&lt;br /&gt;
|-&lt;br /&gt;
| Something doesn&#039;t seem right... ||Fumble&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order.  &#039;&#039;&#039;At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-bgcolor=lightblue&lt;br /&gt;
 !Positive Factors&lt;br /&gt;
 !Negative Factors&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Wizard Base]] ranks&lt;br /&gt;
 |Existing enchant bonus&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Level]] of enchanter&lt;br /&gt;
 |[[Ensorcell (735)|Ensorcell]] tier&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magic Item Use]] ranks&lt;br /&gt;
 |[[Material]] of the item&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Arcane Symbols]] ranks&lt;br /&gt;
 |[[Resistance]]s (Penalty = sum of all resist/2)&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Logic]], [[Intuition]]&lt;br /&gt;
 |[[Bane weapon|Creature bane]]&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Elemental Mana Control]] ranks&lt;br /&gt;
 |Holy&lt;br /&gt;
 |-&lt;br /&gt;
 |[[Magical workshop|Public workshop]]&lt;br /&gt;
 |[[WPS|Weighting, Padding, and/or Sighting]] (Penalty = CER*CER)&lt;br /&gt;
 |-&lt;br /&gt;
 |Having a [[920|familiar]] in the room&lt;br /&gt;
 |Health or Spirit Loss, Injuries&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Flares]], [[TD bonus]], AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD)&lt;br /&gt;
 |-&lt;br /&gt;
 |&lt;br /&gt;
 |[[Enhancive item]], [[Fusion]], Scripted item&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material Difficulty Chart===&lt;br /&gt;
{{#section:Material|material chart}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Script Difficulty Chart===&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
! Script !! Penalty (based on unlock tier) || Owner&lt;br /&gt;
|-&lt;br /&gt;
|Energy Staff || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Greater Elemental Flares|| -150 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|Sigil Staff || -270 || Estild&lt;br /&gt;
|-&lt;br /&gt;
|Sprite Weapon || -350 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Twin weapons || -65/135/200 || Retser&lt;br /&gt;
|-&lt;br /&gt;
|Voln Armor || -70/140/200/200 || Unknown&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weighting/Padding Difficulty===&lt;br /&gt;
Difficulty is the square of CER, truncated, i.e. trunc(CER²).  Whatever the percent to reach the next CER level is also used.  Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.  Mixed types are the sum of each type&#039;s square - i.e.  [crit trunc(CER²)] + [dmg trunc(CER²)]&lt;br /&gt;
&lt;br /&gt;
==Failures==&lt;br /&gt;
It is not possible to destroy an item during the enchanting process.  Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.&lt;br /&gt;
&lt;br /&gt;
==Pre-Temper Potions==&lt;br /&gt;
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to [[Channel]]ing the Enchant spell.&lt;br /&gt;
&lt;br /&gt;
===Flaring Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.&lt;br /&gt;
&lt;br /&gt;
===Enhancive and Holy Items===&lt;br /&gt;
{{main|Pre-tempering potions}}&lt;br /&gt;
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items.  The potion required is the [[urven&#039;eth potion]].&lt;br /&gt;
&lt;br /&gt;
Special Note: Unlike ayveneh and eoveneh potions, urven&#039;eth potions are not restricted to 35 and lower enchants.&lt;br /&gt;
&lt;br /&gt;
{{#section:Fusion|nopry}}&lt;br /&gt;
&lt;br /&gt;
==Enchant Unlocking==&lt;br /&gt;
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.&lt;br /&gt;
&lt;br /&gt;
==Rewards for Enchanting==&lt;br /&gt;
Successful enchantments earn experience, and potentially large amounts of [[silver]]. &lt;br /&gt;
&lt;br /&gt;
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale.  By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.&lt;br /&gt;
&lt;br /&gt;
==Negative Bonus Items==&lt;br /&gt;
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.&lt;br /&gt;
&lt;br /&gt;
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan&#039;eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.&lt;br /&gt;
&lt;br /&gt;
== Functional Item Scripts ==&lt;br /&gt;
:&#039;&#039;Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted.  Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;These are player-created lists and are not complete.  [[:Category: Functional Scripts|See here]] for more functional scripts.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CAN be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)&lt;br /&gt;
*[[Blink_weapon|Blink Weapons]]&lt;br /&gt;
*[[Briar_flare|Briar Flaring Weapons]]&lt;br /&gt;
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]&lt;br /&gt;
*[[Forest armor]]&lt;br /&gt;
*[[Fusion]]&lt;br /&gt;
*[[Greater elemental flare]]s (appropriate pre-temper potion required)&lt;br /&gt;
*[[Ithziri_armor|Ithziri Armor]]&lt;br /&gt;
*[[Shock_Weapon|Shock Weapons]]&lt;br /&gt;
*[[Sprite_Weapon|Sprite Weapons]]&lt;br /&gt;
*[[Stalwart Resilience]] (bubble flares)&lt;br /&gt;
*[[Vial flare]]s&lt;br /&gt;
*[[Voln armor]]&lt;br /&gt;
*[[Realm_flare|Realm flares]]&lt;br /&gt;
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Need to re-verify these since Spring Spectacular 2019 release&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot; width=75%&lt;br /&gt;
!Scripts that CANNOT be wizard enchanted&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Coraesine|Coraesine Weapons]]&lt;br /&gt;
*[[Gem-eating runestaff]]&lt;br /&gt;
*[[Gem-eating weapon]]&lt;br /&gt;
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]&lt;br /&gt;
*[[Iasha_white_ora_weapon|Iasha Weapons]]&lt;br /&gt;
*[[Ironwright|Ironwright Weapons]]&lt;br /&gt;
*[[Nebular Weapon]]s&lt;br /&gt;
*[[ShadowDeath weapons]]&lt;br /&gt;
*[[Snake flare]]s&lt;br /&gt;
*[[Solar Weapon]]s&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Other Items Marked for No Enchanting==&lt;br /&gt;
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to &amp;quot;not take any magic&amp;quot;[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible sortable&amp;quot; width=75%&lt;br /&gt;
!Specific Items Marked for No Enchanting ||Origin&lt;br /&gt;
|-&lt;br /&gt;
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the fel-hafted waraxes||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the rolaren longsword (ruby, sapphire, and one other)||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the pryothag hide brigandine||&lt;br /&gt;
|-&lt;br /&gt;
|Versions of the white ora warmaces||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt;{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.&lt;br /&gt;
&lt;br /&gt;
==Potion Tables==&lt;br /&gt;
{{main|Enchanting potions}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{#section:Enchanting potions|unlock potions1}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions2}}&lt;br /&gt;
{{#section:Enchanting potions|unlock potions3}}&lt;br /&gt;
{{#section:Enchanting potions|pre-temper potions}}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Enchant Item (925)|Old Enchant Item (925)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[/history|Spell history]]&lt;br /&gt;
*[[Magical workshop/saved posts|Magical workshop saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]&lt;br /&gt;
*[[User:ZHEPHEN|Zhephen&#039;s Enchant (925) Research Notes]]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{wizard}}&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animal_Companion_(630)&amp;diff=120093</id>
		<title>Animal Companion (630)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animal_Companion_(630)&amp;diff=120093"/>
		<updated>2019-09-02T06:48:38Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
 | mnemonic = ANIMALCOM &lt;br /&gt;
 | duration = Special &lt;br /&gt;
 | type = Utility &lt;br /&gt;
 | subtype = Attack &amp;amp; Utility&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = a wild animal&lt;br /&gt;
 | availability = Special [[Self-cast]]&lt;br /&gt;
 | navigation = {{Ranger base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Animal Companion&#039;&#039;&#039; allows a [[ranger]] to [[BEFRIEND (verb)|befriend]] an animal as a permanent [[Animal companion|companion]]. The ranger can [[TELL (verb)|tell]] their companion to do a number of actions including attacking creatures or defending the ranger, although the companion will respond faster if it has a good relationship with the ranger and slower if not. &lt;br /&gt;
&lt;br /&gt;
A ranger can gauge the quality of the relationship by{{mono| [[GAZE (verb)|GAZing]] }}at the animal companion and the relationship is established or improved by{{mono| [[FEED (verb)|FEEDing]]}},{{mono| [[PET (verb)|PETting]]}}, casting helpful spells at, or otherwise interacting with the animal companion in a positive fashion. &lt;br /&gt;
&lt;br /&gt;
All four companion types (canine, feline, avian, rodent) are capable of attacking creatures (or other characters) and they do either [[slash critical table|slash]] (feline, avian) or [[puncture critical table|puncture]] (canine, rodent) damage. In addition, they each have different special attacks. Animal companions will attack when told to do so and will also attack automatically when the ranger is [[stunned]] or [[death|killed]].&lt;br /&gt;
&lt;br /&gt;
When using [[Assume Aspect (650)]], donning an aspect of a creature of the same category of the ranger&#039;s animal companion will provide a bonus to the provided benefit.&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be customized via [[Animal Companion grooming]], a special [[merchant]] service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guarding Benefits==&lt;br /&gt;
Telling your companion to GUARD (wait once your companion walks in front of you) gives a DS benefit and an AS penalty.  DS benefit starts at +20 at 30 ranks with the spell, and increases by +1 DS per 2 ranks.  AS penalty for melee starts at -20 AS and increases by -1 AS per 2 ranks.  AS penalty is for melee and does not affect ranged.  This bonus and penalty maxes out at -50AS/+50DS at 90 ranks of ranger circle with no benefits seen above that.   Maneuver bonus or other bonuses and penalties are unknown.  Summoning and blessing lore has not been found to have any impact on this bonus/penalty.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoning a Companion==&lt;br /&gt;
&lt;br /&gt;
Summoning a new companion is relatively straightforward. First, the ranger should find the desired companion using{{boldmono| [[SENSE (verb)|SENSE]]}}, then{{boldmono| [[PREPARE (verb)|PREPARE]] 630 }}and{{boldmono| [[SUMMON (verb)|SUMMON]] {desired animal}}}. Failure to specify a particular animal will summon a random animal in the room. [[F2P subscription]] (free to play) accounts can only summon companions of the canine variety.&lt;br /&gt;
&lt;br /&gt;
;Sense&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;sense &lt;br /&gt;
You scan your surroundings, considering the various flora and fauna found here (and noting those which are absent).  The indications of the temperate climate and the deciduous forest are clearly evident.  You quickly note the signs of a black-tipped forest tiger, a white-footed woodland jackal and a black-nosed mottled ferret having recently been in the area.  Circling overhead is a fan-tailed branch peregrine.  You also see a steep path.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will always be one of each type of animal companion (canine, feline, avian, rodent) in every outdoor room, but the exact animal noun (e.g. tiger, puma, ocelot) will depend on the location, with some animals being exclusive to certain cities and its descriptor (e.g. black-footed, amber-eyed) will depend on the [[terrain]] type in a particular room (see the [[animal companion]] page for details).&lt;br /&gt;
&lt;br /&gt;
;Summon&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;sense &lt;br /&gt;
You scan your surroundings, considering the various flora and fauna found here (and noting those which are absent).  The indications of the temperate climate and the plain dirt environment are clearly evident.  You quickly note the signs of a black-tipped orange tiger, a white-footed drab jackal and a black-nosed mire ferret having recently been in the area.  Circling overhead is a fan-tailed dusky peregrine.  You don&#039;t see any other paths leading away from the area. &lt;br /&gt;
&amp;gt;prep 630 &lt;br /&gt;
&amp;gt;summon tiger &lt;br /&gt;
You open your senses wide and allow the desires and feelings of the areas denizens fill your mind.  At the very edge of your perceptions, you feel a bright glow of curiosity tinged with wariness.  Concentrating, you focus your desire of friendship and camaraderie towards that bright spot.  At first the wariness holds but it is soon followed by a sharp peak in curiosity as if a decision had been made.&lt;br /&gt;
A black-tipped orange tiger prowls majestically forward! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==After Summoning==&lt;br /&gt;
Acquiring Your Companion&lt;br /&gt;
*If you have been lucky enough to get a companion to come when you requested it, then you will have to bond with it. To do that you have to show it affection like any other animal in order to gain its trust. How this is done is fairly simple but is left for the adventurer to discover.&lt;br /&gt;
*After a short time if you don&#039;t bond with the companion it will leave you and you will be penalized for some time. Do not fret as this is not permanent and you can attempt to gain the trust of another in a short while.&lt;br /&gt;
*If you feel that you have gained its trust, its advisable to try and befriend it. BEFRIEND &amp;lt;companion noun&amp;gt; will bond you and the companion together such that the link between the two of you is nye unto unbreakable.&lt;br /&gt;
*This is a bond that will rise and fall; you can&#039;t neglect your companion and expect it to be there for you when you are down on your luck. Treat your companion well and he/she will serve well.&lt;br /&gt;
&lt;br /&gt;
==After Bonding==&lt;br /&gt;
&lt;br /&gt;
When a companion has been selected and befriended, it should be told to leave before the ranger retires from a hard day of adventuring or upon gaining a level and can be summoned again by preparing and casting the spell again, then telling the companion to return. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure to tell a companion to leave before retiring from adventuring means the companion will forget new things (including improvements to the relationship and gear added to the companion) and failing to tell an animal companion to leave after achieving a new level means that the animal will not level with the ranger.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Canine special maneuver&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A forest wolf lunges at a massive troll king!&lt;br /&gt;
A forest wolf grabs a massive troll king&#039;s hand in his mouth and shakes his head back and forth viciously!&lt;br /&gt;
 ... 30 points of damage!&lt;br /&gt;
 Impressive shot shatters wrist!&lt;br /&gt;
A massive troll king screams in pain as its arm falls to the ground! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Companion Types and Locations ==&lt;br /&gt;
Animal Companions come in four distinct types: feline, canine, avian and rodent.  Click on the header row triangles to sort alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|font-size:95%; text-align:center;}}&lt;br /&gt;
! &#039;&#039;&#039;Avian&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Canine&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Feline&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Rodent&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Region&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Gyrefalcon||Howler||Catamount||Badger||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Peregrine||Hyena||Jaguarundi||Caiverine||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Saker||Jackal||Lynx||Ferret||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Shrike||Loper||Rasper||Mole||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Trakel||Wolfhound||Tiger||Passo||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Kestrel||Canid||Jaguar||Boarrat||Landing Graveyard&lt;br /&gt;
|-&lt;br /&gt;
| Osprey||Dobrem||Serval||Mongoose||Landing Graveyard&lt;br /&gt;
|-&lt;br /&gt;
| Screech-owl||Curwolf||Ocelot||Barrowrat||Broken Lands&lt;br /&gt;
|-&lt;br /&gt;
| Stratis||Scrabbler||Puma||Rat||Broken Lands&lt;br /&gt;
|-&lt;br /&gt;
| Buzzard||Bushwag||Kodkod||Capybara||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Harrier||Curwolf||Margay||Marmot||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Sea-eagle||Dhole||Tunnelcat||Muskrat||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Seahawk||Fox||Wildcat||Raccoon||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Vulture||Kuvasz||Yowler||Weasel||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Goshawk||Coyote||Mudcat||Cacevail||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Shrika||Curhound||Puma||Rockrat||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Snow-owl||Dobrem||Snowcat||Sloth||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Sparrowhawk||Scrabbler||Tiger||Tothis||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Woodpecker||Wolfhound||Tunnelcat||Whiskrat||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Falcon||Greatfang||Panther||Graiphel||Pinefar&lt;br /&gt;
|-&lt;br /&gt;
| Raptor||Howler||Snowcat||Vole||Pinefar&lt;br /&gt;
|-&lt;br /&gt;
| Albatross||Banishara||Cheetah||Beaver||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Baza||Coyote||Leopard||Sandrat||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Heron||Fennec||Lion||Wolverine||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Karet||Foxhound||Mudcat||Woodchuck||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Raven||Greatfang||Veercat||Woodshrew||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Eagle||Hound||Bobcat||Burrovine||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Hawk||Ledisa||Caracal||Hedgehog||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Kite||Mastiff||Cougar||Mink||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Owl||Narmo||Felid||Nutria||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Seagull||Samoyed||Panther||Wombat||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Condor||Canid||Jaguar||Barrowrat||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Elf-owl||Fennec||Kodkod||Groundhog||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Hawk-eagle||Kuvasz||Lynx||Porcupine||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Lugger||Ledisa||Ocelot||Vole||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Rowl||Samoyed||Veercat||Whiskrat||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Crow||Banishara||Bobcat||Badger||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Cygnet||Canid||Catamount||Graiphel||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Fenvaok||Dhole||Leopard||Mongoose||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Kingfisher||Foxhound||Rasper||Sloth||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Swift||Hyena||Wildcat||Wolverine||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Caracara||Bushwag||Cheetah||Muzzlerat||In-Between Areas&lt;br /&gt;
|-&lt;br /&gt;
| Pigeonhawk||Curhound||Yowler||Wombat||In-Between Areas&lt;br /&gt;
|-&lt;br /&gt;
| Besra||Culpeo||Clouded Leopard||Jabady||Caligos Isle&lt;br /&gt;
|-&lt;br /&gt;
| Harpy Eagle||Jungle Fox||Goldencat||Fossa||Caligos Isle&lt;br /&gt;
|-&lt;br /&gt;
| Caligos Eagle||Bush Dog||Caligos Lynx||Fanaloka||Caligos Isle&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Unrecorded: Zul Logoth, Old Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
==List of Tell commands and Explanations==&lt;br /&gt;
&lt;br /&gt;
TELL COMPANION TO &amp;lt;action&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of Actions:&lt;br /&gt;
&lt;br /&gt;
ATTACK &amp;lt;player|creature&amp;gt;	CEASE&lt;br /&gt;
SIT	TRACK &amp;lt;player&amp;gt;&lt;br /&gt;
STAY	NUDGE &amp;lt;object&amp;gt; &amp;lt;direction&amp;gt; (Non-Avian)&lt;br /&gt;
SLEEP	MESSAGE &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; (Avian)&lt;br /&gt;
WANDER	DRAG &amp;lt;player&amp;gt; &amp;lt;direction&amp;gt; (Canine &amp;amp; Feline)&lt;br /&gt;
RETURN	GUARD&lt;br /&gt;
FEED	STAND&lt;br /&gt;
LEAVE	FLY (Avian)&lt;br /&gt;
SCOUT &amp;lt;direction-ward&amp;gt;&lt;br /&gt;
LAND (Avian)&lt;br /&gt;
ATTACK &amp;lt;player|creature&amp;gt;: &lt;br /&gt;
This will request your companion to engage a beast or player. If the ranger leaves the room or if the target dies, the companion will cease the battle,.&lt;br /&gt;
&lt;br /&gt;
SIT: &lt;br /&gt;
This will let the companion know that you desire it to sit down.&lt;br /&gt;
&lt;br /&gt;
STAY: &lt;br /&gt;
Requests the companion to stay where it currently is located.&lt;br /&gt;
&lt;br /&gt;
SLEEP: &lt;br /&gt;
Will give your companion some well-deserved rest.&lt;br /&gt;
&lt;br /&gt;
WANDER: &lt;br /&gt;
Basically giving your companion the freedom to wander about the area&lt;br /&gt;
&lt;br /&gt;
RETURN: &lt;br /&gt;
Brings your companion to your side.&lt;br /&gt;
&lt;br /&gt;
FEED: &lt;br /&gt;
This will have your companion looking for food if it&#039;s around.&lt;br /&gt;
&lt;br /&gt;
LEAVE: &lt;br /&gt;
This will send the companion away until you cast it again. It should appear as it left your side.&lt;br /&gt;
&lt;br /&gt;
SCOUT: &lt;br /&gt;
Ex: tell companion to scout northward&lt;br /&gt;
Sends your companion forth in a certain area to scout the surroundings and its inhabitants.&lt;br /&gt;
&lt;br /&gt;
CEASE: &lt;br /&gt;
This will stop all commands that you have given to the companion, such as telling it to wander then stopping it.&lt;br /&gt;
&lt;br /&gt;
TRACK: &lt;br /&gt;
Requests your companion to locate a player, certain restrictions are involved with this as companions dislike to venture into some areas or to far from your side.&lt;br /&gt;
&lt;br /&gt;
NUDGE: &lt;br /&gt;
For all companions that don&#039;t fly, this allows them to propel various objects about by applying a modicum of nose-power.&lt;br /&gt;
&lt;br /&gt;
MESSAGE: &lt;br /&gt;
The flying companions can deliver messages to others adventurers. There are restrictions to what the companion can deliver. Beware what you write, most of the more intelligent companions have a slight understanding of the written word.&lt;br /&gt;
&lt;br /&gt;
DRAG: &lt;br /&gt;
The canine and feline companions will frolic about with corpses if asked politely. This allows you to ask them to drag the stiffs in certain directions.&lt;br /&gt;
&lt;br /&gt;
GUARD: &lt;br /&gt;
This requests your companion to shield you when you are in need of some help.&lt;br /&gt;
&lt;br /&gt;
STAND: &lt;br /&gt;
Requests your companion to stand up.&lt;br /&gt;
&lt;br /&gt;
FLY: &lt;br /&gt;
Requests your avian companion to get airborne. Hooyah!&lt;br /&gt;
&lt;br /&gt;
LAND: &lt;br /&gt;
What goes up must come down. Use this to request your avian companion to land.&lt;br /&gt;
&lt;br /&gt;
==Healing and Feeding==&lt;br /&gt;
&lt;br /&gt;
A ranger may use the proper healing herb or potion on their companion and it will heal the appropriate wound. Companions will only let their Ranger, or someone in their Ranger’s group, feed or heal them. Only the Ranger will see the link messaging when they feed their companion.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Animal Companion grooming]]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Rangers/Animal%20Companions/view Officials folder]&lt;br /&gt;
* [http://drfuturepast.com/GSIV/GECP/ Vyrshkan&#039;s Great Elanthian Companion Project]&lt;br /&gt;
&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animal_Companion_(630)&amp;diff=120092</id>
		<title>Animal Companion (630)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animal_Companion_(630)&amp;diff=120092"/>
		<updated>2019-09-02T06:48:01Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
 | mnemonic = ANIMALCOM &lt;br /&gt;
 | duration = Special &lt;br /&gt;
 | type = Utility &lt;br /&gt;
 | subtype = Attack &amp;amp; Utility&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = a wild animal&lt;br /&gt;
 | availability = Special [[Self-cast]]&lt;br /&gt;
 | navigation = {{Ranger base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Animal Companion&#039;&#039;&#039; allows a [[ranger]] to [[BEFRIEND (verb)|befriend]] an animal as a permanent [[Animal companion|companion]]. The ranger can [[TELL (verb)|tell]] their companion to do a number of actions including attacking creatures or defending the ranger, although the companion will respond faster if it has a good relationship with the ranger and slower if not. &lt;br /&gt;
&lt;br /&gt;
A ranger can gauge the quality of the relationship by{{mono| [[GAZE (verb)|GAZing]] }}at the animal companion and the relationship is established or improved by{{mono| [[FEED (verb)|FEEDing]]}},{{mono| [[PET (verb)|PETting]]}}, casting helpful spells at, or otherwise interacting with the animal companion in a positive fashion. &lt;br /&gt;
&lt;br /&gt;
All four companion types (canine, feline, avian, rodent) are capable of attacking creatures (or other characters) and they do either [[slash critical table|slash]] (feline, avian) or [[puncture critical table|puncture]] (canine, rodent) damage. In addition, they each have different special attacks. Animal companions will attack when told to do so and will also attack automatically when the ranger is [[stunned]] or [[death|killed]].&lt;br /&gt;
&lt;br /&gt;
When using [[Assume Aspect (650)]], donning an aspect of a creature of the same category of the ranger&#039;s animal companion will provide a bonus to the provided benefit.&lt;br /&gt;
&lt;br /&gt;
Animal Companions can be customized via [[Animal Companion grooming]], a special [[merchant]] service.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Guarding Benefits==&lt;br /&gt;
Telling your companion to GUARD (wait once your companion walks in front of you) gives a DS benefit and an AS penalty.  DS benefit starts at +20 at 30 ranks with the spell, and increases by +1 DS per 2 ranks.  AS penalty for melee starts at -20 AS and increases by -1 AS per 2 ranks.  AS penalty is for melee and does not affect ranged.  This bonus and penalty maxes out at -50AS/+50DS at 90 ranks of ranger circle with no benefits seen above that.   Maneuver bonus or other bonuses and penalties are unknown.      &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summoning a Companion==&lt;br /&gt;
&lt;br /&gt;
Summoning a new companion is relatively straightforward. First, the ranger should find the desired companion using{{boldmono| [[SENSE (verb)|SENSE]]}}, then{{boldmono| [[PREPARE (verb)|PREPARE]] 630 }}and{{boldmono| [[SUMMON (verb)|SUMMON]] {desired animal}}}. Failure to specify a particular animal will summon a random animal in the room. [[F2P subscription]] (free to play) accounts can only summon companions of the canine variety.&lt;br /&gt;
&lt;br /&gt;
;Sense&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;sense &lt;br /&gt;
You scan your surroundings, considering the various flora and fauna found here (and noting those which are absent).  The indications of the temperate climate and the deciduous forest are clearly evident.  You quickly note the signs of a black-tipped forest tiger, a white-footed woodland jackal and a black-nosed mottled ferret having recently been in the area.  Circling overhead is a fan-tailed branch peregrine.  You also see a steep path.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will always be one of each type of animal companion (canine, feline, avian, rodent) in every outdoor room, but the exact animal noun (e.g. tiger, puma, ocelot) will depend on the location, with some animals being exclusive to certain cities and its descriptor (e.g. black-footed, amber-eyed) will depend on the [[terrain]] type in a particular room (see the [[animal companion]] page for details).&lt;br /&gt;
&lt;br /&gt;
;Summon&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
&amp;gt;sense &lt;br /&gt;
You scan your surroundings, considering the various flora and fauna found here (and noting those which are absent).  The indications of the temperate climate and the plain dirt environment are clearly evident.  You quickly note the signs of a black-tipped orange tiger, a white-footed drab jackal and a black-nosed mire ferret having recently been in the area.  Circling overhead is a fan-tailed dusky peregrine.  You don&#039;t see any other paths leading away from the area. &lt;br /&gt;
&amp;gt;prep 630 &lt;br /&gt;
&amp;gt;summon tiger &lt;br /&gt;
You open your senses wide and allow the desires and feelings of the areas denizens fill your mind.  At the very edge of your perceptions, you feel a bright glow of curiosity tinged with wariness.  Concentrating, you focus your desire of friendship and camaraderie towards that bright spot.  At first the wariness holds but it is soon followed by a sharp peak in curiosity as if a decision had been made.&lt;br /&gt;
A black-tipped orange tiger prowls majestically forward! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==After Summoning==&lt;br /&gt;
Acquiring Your Companion&lt;br /&gt;
*If you have been lucky enough to get a companion to come when you requested it, then you will have to bond with it. To do that you have to show it affection like any other animal in order to gain its trust. How this is done is fairly simple but is left for the adventurer to discover.&lt;br /&gt;
*After a short time if you don&#039;t bond with the companion it will leave you and you will be penalized for some time. Do not fret as this is not permanent and you can attempt to gain the trust of another in a short while.&lt;br /&gt;
*If you feel that you have gained its trust, its advisable to try and befriend it. BEFRIEND &amp;lt;companion noun&amp;gt; will bond you and the companion together such that the link between the two of you is nye unto unbreakable.&lt;br /&gt;
*This is a bond that will rise and fall; you can&#039;t neglect your companion and expect it to be there for you when you are down on your luck. Treat your companion well and he/she will serve well.&lt;br /&gt;
&lt;br /&gt;
==After Bonding==&lt;br /&gt;
&lt;br /&gt;
When a companion has been selected and befriended, it should be told to leave before the ranger retires from a hard day of adventuring or upon gaining a level and can be summoned again by preparing and casting the spell again, then telling the companion to return. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure to tell a companion to leave before retiring from adventuring means the companion will forget new things (including improvements to the relationship and gear added to the companion) and failing to tell an animal companion to leave after achieving a new level means that the animal will not level with the ranger.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Canine special maneuver&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A forest wolf lunges at a massive troll king!&lt;br /&gt;
A forest wolf grabs a massive troll king&#039;s hand in his mouth and shakes his head back and forth viciously!&lt;br /&gt;
 ... 30 points of damage!&lt;br /&gt;
 Impressive shot shatters wrist!&lt;br /&gt;
A massive troll king screams in pain as its arm falls to the ground! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Companion Types and Locations ==&lt;br /&gt;
Animal Companions come in four distinct types: feline, canine, avian and rodent.  Click on the header row triangles to sort alphabetically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|font-size:95%; text-align:center;}}&lt;br /&gt;
! &#039;&#039;&#039;Avian&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Canine&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Feline&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Rodent&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Region&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Gyrefalcon||Howler||Catamount||Badger||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Peregrine||Hyena||Jaguarundi||Caiverine||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Saker||Jackal||Lynx||Ferret||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Shrike||Loper||Rasper||Mole||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Trakel||Wolfhound||Tiger||Passo||Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| Kestrel||Canid||Jaguar||Boarrat||Landing Graveyard&lt;br /&gt;
|-&lt;br /&gt;
| Osprey||Dobrem||Serval||Mongoose||Landing Graveyard&lt;br /&gt;
|-&lt;br /&gt;
| Screech-owl||Curwolf||Ocelot||Barrowrat||Broken Lands&lt;br /&gt;
|-&lt;br /&gt;
| Stratis||Scrabbler||Puma||Rat||Broken Lands&lt;br /&gt;
|-&lt;br /&gt;
| Buzzard||Bushwag||Kodkod||Capybara||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Harrier||Curwolf||Margay||Marmot||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Sea-eagle||Dhole||Tunnelcat||Muskrat||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Seahawk||Fox||Wildcat||Raccoon||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Vulture||Kuvasz||Yowler||Weasel||Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| Goshawk||Coyote||Mudcat||Cacevail||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Shrika||Curhound||Puma||Rockrat||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Snow-owl||Dobrem||Snowcat||Sloth||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Sparrowhawk||Scrabbler||Tiger||Tothis||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Woodpecker||Wolfhound||Tunnelcat||Whiskrat||Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
| Falcon||Greatfang||Panther||Graiphel||Pinefar&lt;br /&gt;
|-&lt;br /&gt;
| Raptor||Howler||Snowcat||Vole||Pinefar&lt;br /&gt;
|-&lt;br /&gt;
| Albatross||Banishara||Cheetah||Beaver||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Baza||Coyote||Leopard||Sandrat||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Heron||Fennec||Lion||Wolverine||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Karet||Foxhound||Mudcat||Woodchuck||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Raven||Greatfang||Veercat||Woodshrew||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
| Eagle||Hound||Bobcat||Burrovine||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Hawk||Ledisa||Caracal||Hedgehog||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Kite||Mastiff||Cougar||Mink||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Owl||Narmo||Felid||Nutria||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Seagull||Samoyed||Panther||Wombat||River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| Condor||Canid||Jaguar||Barrowrat||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Elf-owl||Fennec||Kodkod||Groundhog||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Hawk-eagle||Kuvasz||Lynx||Porcupine||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Lugger||Ledisa||Ocelot||Vole||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Rowl||Samoyed||Veercat||Whiskrat||Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| Crow||Banishara||Bobcat||Badger||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Cygnet||Canid||Catamount||Graiphel||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Fenvaok||Dhole||Leopard||Mongoose||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Kingfisher||Foxhound||Rasper||Sloth||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Swift||Hyena||Wildcat||Wolverine||Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| Caracara||Bushwag||Cheetah||Muzzlerat||In-Between Areas&lt;br /&gt;
|-&lt;br /&gt;
| Pigeonhawk||Curhound||Yowler||Wombat||In-Between Areas&lt;br /&gt;
|-&lt;br /&gt;
| Besra||Culpeo||Clouded Leopard||Jabady||Caligos Isle&lt;br /&gt;
|-&lt;br /&gt;
| Harpy Eagle||Jungle Fox||Goldencat||Fossa||Caligos Isle&lt;br /&gt;
|-&lt;br /&gt;
| Caligos Eagle||Bush Dog||Caligos Lynx||Fanaloka||Caligos Isle&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Unrecorded: Zul Logoth, Old Ta&#039;Faendryl&lt;br /&gt;
&lt;br /&gt;
==List of Tell commands and Explanations==&lt;br /&gt;
&lt;br /&gt;
TELL COMPANION TO &amp;lt;action&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of Actions:&lt;br /&gt;
&lt;br /&gt;
ATTACK &amp;lt;player|creature&amp;gt;	CEASE&lt;br /&gt;
SIT	TRACK &amp;lt;player&amp;gt;&lt;br /&gt;
STAY	NUDGE &amp;lt;object&amp;gt; &amp;lt;direction&amp;gt; (Non-Avian)&lt;br /&gt;
SLEEP	MESSAGE &amp;lt;player&amp;gt; &amp;lt;message&amp;gt; (Avian)&lt;br /&gt;
WANDER	DRAG &amp;lt;player&amp;gt; &amp;lt;direction&amp;gt; (Canine &amp;amp; Feline)&lt;br /&gt;
RETURN	GUARD&lt;br /&gt;
FEED	STAND&lt;br /&gt;
LEAVE	FLY (Avian)&lt;br /&gt;
SCOUT &amp;lt;direction-ward&amp;gt;&lt;br /&gt;
LAND (Avian)&lt;br /&gt;
ATTACK &amp;lt;player|creature&amp;gt;: &lt;br /&gt;
This will request your companion to engage a beast or player. If the ranger leaves the room or if the target dies, the companion will cease the battle,.&lt;br /&gt;
&lt;br /&gt;
SIT: &lt;br /&gt;
This will let the companion know that you desire it to sit down.&lt;br /&gt;
&lt;br /&gt;
STAY: &lt;br /&gt;
Requests the companion to stay where it currently is located.&lt;br /&gt;
&lt;br /&gt;
SLEEP: &lt;br /&gt;
Will give your companion some well-deserved rest.&lt;br /&gt;
&lt;br /&gt;
WANDER: &lt;br /&gt;
Basically giving your companion the freedom to wander about the area&lt;br /&gt;
&lt;br /&gt;
RETURN: &lt;br /&gt;
Brings your companion to your side.&lt;br /&gt;
&lt;br /&gt;
FEED: &lt;br /&gt;
This will have your companion looking for food if it&#039;s around.&lt;br /&gt;
&lt;br /&gt;
LEAVE: &lt;br /&gt;
This will send the companion away until you cast it again. It should appear as it left your side.&lt;br /&gt;
&lt;br /&gt;
SCOUT: &lt;br /&gt;
Ex: tell companion to scout northward&lt;br /&gt;
Sends your companion forth in a certain area to scout the surroundings and its inhabitants.&lt;br /&gt;
&lt;br /&gt;
CEASE: &lt;br /&gt;
This will stop all commands that you have given to the companion, such as telling it to wander then stopping it.&lt;br /&gt;
&lt;br /&gt;
TRACK: &lt;br /&gt;
Requests your companion to locate a player, certain restrictions are involved with this as companions dislike to venture into some areas or to far from your side.&lt;br /&gt;
&lt;br /&gt;
NUDGE: &lt;br /&gt;
For all companions that don&#039;t fly, this allows them to propel various objects about by applying a modicum of nose-power.&lt;br /&gt;
&lt;br /&gt;
MESSAGE: &lt;br /&gt;
The flying companions can deliver messages to others adventurers. There are restrictions to what the companion can deliver. Beware what you write, most of the more intelligent companions have a slight understanding of the written word.&lt;br /&gt;
&lt;br /&gt;
DRAG: &lt;br /&gt;
The canine and feline companions will frolic about with corpses if asked politely. This allows you to ask them to drag the stiffs in certain directions.&lt;br /&gt;
&lt;br /&gt;
GUARD: &lt;br /&gt;
This requests your companion to shield you when you are in need of some help.&lt;br /&gt;
&lt;br /&gt;
STAND: &lt;br /&gt;
Requests your companion to stand up.&lt;br /&gt;
&lt;br /&gt;
FLY: &lt;br /&gt;
Requests your avian companion to get airborne. Hooyah!&lt;br /&gt;
&lt;br /&gt;
LAND: &lt;br /&gt;
What goes up must come down. Use this to request your avian companion to land.&lt;br /&gt;
&lt;br /&gt;
==Healing and Feeding==&lt;br /&gt;
&lt;br /&gt;
A ranger may use the proper healing herb or potion on their companion and it will heal the appropriate wound. Companions will only let their Ranger, or someone in their Ranger’s group, feed or heal them. Only the Ranger will see the link messaging when they feed their companion.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Animal Companion grooming]]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Rangers/Animal%20Companions/view Officials folder]&lt;br /&gt;
* [http://drfuturepast.com/GSIV/GECP/ Vyrshkan&#039;s Great Elanthian Companion Project]&lt;br /&gt;
&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mini-boss&amp;diff=118554</id>
		<title>Mini-boss</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mini-boss&amp;diff=118554"/>
		<updated>2019-08-08T10:17:04Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mini-boss is a creature that spawns with abilities or stats beyond what that creature type normally possesses. Not all creatures are capable of producing mini-bosses, but those that do tend to generate them in small packs. They can be differentiated from other creatures by the adjective included before their name (ex. ghostly, shining, etc), these adjectives also reveal the special abilities of the mini-boss.&lt;br /&gt;
&lt;br /&gt;
Killing a mini-boss will grant a [[long-term experience]] reward as well as normal experiance&lt;br /&gt;
&lt;br /&gt;
Mini-bosses may also be referred to as &amp;quot;glam critters&amp;quot; or &amp;quot;boosted critters&amp;quot; by some and their special abilities are sometimes referred to as &amp;quot;boons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Mini-bosses may be [[ASSESS (verb)|assessed]] to receive a hint about what their special abilities are.&lt;br /&gt;
&lt;br /&gt;
Below is a list of the adjectives and the special abilities of the mini-boss baring them. This list should not be considered exhaustive and the abilities indicated by most adjectives are still in the process of discovery by the player base.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Adjective !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other&lt;br /&gt;
|-&lt;br /&gt;
|Afflicted || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Apt ||Counterattack || || ||Stuns* || || Higher Health*&lt;br /&gt;
|-&lt;br /&gt;
|Blurry || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Canny ||SMRv2 stun spell || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Enraged || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Ethereal || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Flickering || || || || || || Temp phase ability&lt;br /&gt;
|-&lt;br /&gt;
|Flinty || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Frenzied || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Ghostly || || || || || || Noncorporeal undead&lt;br /&gt;
|-&lt;br /&gt;
|Gleaming || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Glittering || || || || || || Offensive elemental flares&lt;br /&gt;
|-&lt;br /&gt;
|Gory || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Hardy || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Huge|| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Indistinct || || || ||Physical damage resist shield || ||&lt;br /&gt;
|-&lt;br /&gt;
|Keen || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Luminous|| || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Muculent || || || || || || Regeneration similar [[Troll&#039;s Blood (1125)]], fire does not prevent healing&lt;br /&gt;
|-&lt;br /&gt;
|Nebulous || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Oozing || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Pestilent || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Putrid || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Radiant || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Raging || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Ready || Counterattack || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Rune-Covered || || || || Magic-absorb shield || ||&lt;br /&gt;
|-&lt;br /&gt;
|Robust || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Scintillating || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Shadowy || || || || ||1204, 1601, 1712* ||&lt;br /&gt;
|-&lt;br /&gt;
|Shifting || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Shimmering || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Shining || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Sickly-Green || || || || || ||Use Purify Air to combat the miasma cloud&lt;br /&gt;
|-&lt;br /&gt;
|Slimy || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Slime covered || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Sparkling || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Spiny || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Stalwart || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Stately || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Stout || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Tattooed || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Tenebrous || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Tough || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Twinkling || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
|Wavering || || || || || || Temp phase ability&lt;br /&gt;
|-&lt;br /&gt;
|Wispy || || || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entries marked with an asterisk (*) are believed to be true, but may be based on speculation.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
&lt;br /&gt;
Below is a list of creatures that may produce mini-bosses. If a creature inhabits more than one area they may not spawn mini-bosses in every area (particularly if the areas are located in different zones), they are known to exist in the areas listed blow, however.&lt;br /&gt;
&lt;br /&gt;
===[[Icemule]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|[[Thurfel&#039;s Keep]] ||[[Spiked cavern urchin]] || 17&lt;br /&gt;
|-&lt;br /&gt;
|Thurfel&#039;s Keep ||[[Massive grahnk]] || 20&lt;br /&gt;
|-&lt;br /&gt;
|[[Frozen Battlefield]] ||[[Ice troll]] || 29&lt;br /&gt;
|-&lt;br /&gt;
|[[Olbin Pass]] ||Ice troll || 29&lt;br /&gt;
|-&lt;br /&gt;
|[[Arctic Tundra]] ||[[Frozen corpse]] || 42&lt;br /&gt;
|-&lt;br /&gt;
|[[Mount Aenatumgana]] ||[[Sabre-tooth tiger]] || 29&lt;br /&gt;
|-&lt;br /&gt;
|Arctic Tundra ||Sabre-tooth tiger || 29&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[River&#039;s Rest]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|[[Shattered Moors]] ||[[Moor hound]] || 33&lt;br /&gt;
|-&lt;br /&gt;
|Shattered Moors ||[[Moor witch]] || 34&lt;br /&gt;
|-&lt;br /&gt;
|[[Krolvin Carrack]] ||[[Krolvin corsair]] || 38&lt;br /&gt;
|-&lt;br /&gt;
|[[Miasmal Forest]] ||[[Lesser moor wight]] || 37&lt;br /&gt;
|-&lt;br /&gt;
|Miasmal Forest ||[[Greater bog troll]] || 42&lt;br /&gt;
|-&lt;br /&gt;
|[[Marsh Keep]] ||[[Flesh golem]] || 50&lt;br /&gt;
|-&lt;br /&gt;
|Marsh Keep ||[[Tomb troll]] || 52&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Solhaven]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|[[Outlands]] ||[[Dobrem]] || 28&lt;br /&gt;
|-&lt;br /&gt;
|[[Marshtown]] ||[[Rotting woodsman]] || 23&lt;br /&gt;
|-&lt;br /&gt;
|[[Foggy Valley]] ||[[Cougar]] || 22&lt;br /&gt;
|-&lt;br /&gt;
|Foggy Valley ||[[Fenghai]] || 23&lt;br /&gt;
|-&lt;br /&gt;
|Foggy Valley ||[[Vesperti]] || 48&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonespear Tower]] ||[[Dybbuk]] || 48&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Illistim]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|[[Seethe Naedal]] ||[[Kiramon worker]] || 40&lt;br /&gt;
|-&lt;br /&gt;
|Seethe Naedal ||[[Kiramon defender]] || 46&lt;br /&gt;
|-&lt;br /&gt;
|[[Gyldemar Forest]] ||[[Lesser faeroth]] || 46&lt;br /&gt;
|-&lt;br /&gt;
|Gyldemar Forest ||[[Greater faeroth]] || 50&lt;br /&gt;
|-&lt;br /&gt;
|[[Blighted Forest]] ||[[Black forest ogre]] || 60&lt;br /&gt;
|-&lt;br /&gt;
|[[Griffin&#039;s Keen]] ||[[Yeti]] || 67&lt;br /&gt;
|-&lt;br /&gt;
|Griffin&#039;s Keen ||[[Lesser griffin]] || 69&lt;br /&gt;
|-&lt;br /&gt;
|[[Temple Wyneb]] ||[[Muscular supplicant]] || 67&lt;br /&gt;
|-&lt;br /&gt;
|[[Blighted Forest]] ||[[Moulis]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|Blighted Forest ||[[Dhu goleras]] || 78&lt;br /&gt;
|-&lt;br /&gt;
|[[Old Ta&#039;Faendryl]] ||[[Greater construct]] || 96&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Vaalor]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|[[Fethayl Bog]] ||[[Bog wight]] || 44&lt;br /&gt;
|-&lt;br /&gt;
|[[Rambling Meadows]] ||[[Crested basilisk]] || 22&lt;br /&gt;
|-&lt;br /&gt;
|[[Lunule Weald]] ||[[Crazed zombie]] || 23&lt;br /&gt;
|-&lt;br /&gt;
|Lunule Weald ||[[Frenzied monk]] || 27&lt;br /&gt;
|-&lt;br /&gt;
|[[Fethayl Bog]] ||[[Warrior shade]] || 48&lt;br /&gt;
|-&lt;br /&gt;
|[[Aradhul Road]] ||[[Black forest ogre]] || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Teras Isle]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|[[Greymist Wood]] ||[[Ash hag]] || 31&lt;br /&gt;
|-&lt;br /&gt;
|Greymist Wood ||[[Lava troll]] || 34&lt;br /&gt;
|-&lt;br /&gt;
|Greymist Wood ||[[Giant fog beetle]] || 32&lt;br /&gt;
|-&lt;br /&gt;
|[[Lava Flows]] ||[[Skayl]] || 54&lt;br /&gt;
|-&lt;br /&gt;
|Lava Flows ||[[Massive pyrothag]] || 58&lt;br /&gt;
|-&lt;br /&gt;
|[[Temple of Luukos]] ||[[Wind wraith]] || 61&lt;br /&gt;
|-&lt;br /&gt;
|[[Eye of V&#039;Tull]] ||[[Red tsark ]] || 66&lt;br /&gt;
|-&lt;br /&gt;
|Eye of V&#039;Tull ||[[Fire mage]] || 71&lt;br /&gt;
|-&lt;br /&gt;
|[[Ruined Temple]] ||[[Siren]] || 96&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Wehnimer&#039;s Landing]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|[[Danjirland]] ||[[Zombie]] || 23&lt;br /&gt;
|-&lt;br /&gt;
|Danjirland ||[[Centaur]] || 23&lt;br /&gt;
|-&lt;br /&gt;
|[[Abandoned Mine]] ||[[Krolvin warrior]] || 19&lt;br /&gt;
|-&lt;br /&gt;
|Abandoned Mine ||[[Krolvin warfarer]] || 25&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Valley]] ||[[Ghostly pooka]] || 33&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Valley ||[[Spectral miner]] || 40&lt;br /&gt;
|-&lt;br /&gt;
|Shadow Valley ||[[Night mare]] || 43&lt;br /&gt;
|-&lt;br /&gt;
|[[The Broken Lands]] ||[[Dark vortece]] || 42&lt;br /&gt;
|-&lt;br /&gt;
|[[Thanatoph]] ||[[Stone troll]] || 55&lt;br /&gt;
|-&lt;br /&gt;
|Thanatoph ||[[Illoke elder]] || 86&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[Zul Logoth]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|[[Mraent Caverns]] ||[[Giant albino scorpion]] || 24&lt;br /&gt;
|-&lt;br /&gt;
|[[Troll Burial Grounds]] ||[[Troll wraith]] || 35&lt;br /&gt;
|-&lt;br /&gt;
|Troll Burial Grounds ||[[Rock troll zombie]] || 34&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[[The Rift]]===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|height:15px;}}&lt;br /&gt;
|- style=&amp;quot;background:#000080; vertical-align: top; font-size: larger; color:white;&amp;quot;&lt;br /&gt;
!Area !!Creature !!Level &lt;br /&gt;
|-&lt;br /&gt;
|Plane 1 ||[[Raving lunatic]] || 77&lt;br /&gt;
|-&lt;br /&gt;
|Plane 1 ||[[Vvrael witch]] || 80&lt;br /&gt;
|-&lt;br /&gt;
|Plane 2 ||[[Raving lunatic]] || 77&lt;br /&gt;
|-&lt;br /&gt;
|Plane 2 ||[[Vvrael warlock]] || 84&lt;br /&gt;
|-&lt;br /&gt;
|Plane 3 ||[[Aivren]] || 86&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[Creature]]&lt;br /&gt;
*[[User:ARMYJEN/Glam Critter|Mini-boss research]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures|  ]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=107137</id>
		<title>Resist Nature (620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Resist_Nature_(620)&amp;diff=107137"/>
		<updated>2018-06-20T12:16:19Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{work-in-progress}}&lt;br /&gt;
{{spell &lt;br /&gt;
 | name = Resist Nature&lt;br /&gt;
 | number = 620&lt;br /&gt;
 | mnemonic = RESISTNATURE&lt;br /&gt;
 | duration = Variable&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Armor Enhancement&lt;br /&gt;
 | skill = Elemental Resistance&lt;br /&gt;
 | components = [[NPC]]-made potion&lt;br /&gt;
 | availability = Cloth &amp;amp; leather armor only&lt;br /&gt;
 | navigation = {{Ranger base navigation}} &lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Resist Nature&#039;&#039;&#039; allows a [[ranger]] to infuse leather (both hard and soft leather [[armor]], and leather [[armor accessory|armor accessories]]) and cloth armor with a minimum of 20% temporary [[resistance]] to fire, nature, cold, or steam.  spikethorns, weeds, and the elements.  Armor infused by the spell will reduce the [[critical]] damage of the specified resistance type by a percentage based upon the caster&#039;s [[#Lore Benefit|Spiritual Lore, Blessings]] training. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{Equation box|&amp;lt;math&amp;gt;\mathrm{Resistance\ Strength}% = 20 + \left \lfloor{\frac{\mathrm{Spiritual\ Lore,\ Blessings\ Ranks}}{2}}\right \rfloor&amp;lt;/math&amp;gt;}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Aura]], [[Discipline]], and [[Wisdom]] stat bonuses all play a part to success, though not equal ones, in this spell.  The duration of the resistance, or resistance life, is influenced by [[#Mana Control Benefit|Spiritual Mana Control]] and [[Ranger Base]] ranks.&lt;br /&gt;
&lt;br /&gt;
Armor treated with Resist Nature will seem to have permanent resistance in a [[Bard]] [[loresing|loresong]].  A ranger must be found to [[ASSESS]] the armor to determine how many hits remain as well as who applied the resistance.&lt;br /&gt;
&lt;br /&gt;
Eligible armor cannot be scripted or currently tempered by a wizard for enchanting.  This spell has no risk of destroying or harming a piece of armor in any way.  Only 5 armors may be treated in any one week.  &lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefits==&lt;br /&gt;
Training in [[Spiritual Mana Control]] adds to the duration of the applied resistance.  It also allows the spell to be cast on damage or crit [[padded]] armor, based on a seed 1 [[summation]] of ranks.  It is possible to add resistance to &amp;quot;lightly&amp;quot; padded armor beginning at 1 rank, &amp;quot;very heavily&amp;quot; at 91 ranks, and the lowest level of &amp;quot;masterfully&amp;quot; padded armor at 136 enhanced ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Mana Control ranks||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Padding points ability||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Blessings]] increases the percent resistance applied to a piece of armor by{{mono| ranks &amp;amp;divide; 2}}.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Blessings ranks||0||20||40||60||80||100||120||140||150&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total resistance applied||20%||30%||40%||50%||60%||70%||80%||90%||95%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
:&amp;lt;small&amp;gt;&#039;&#039;This has been adapted from [http://home.dejazzd.com/acoustic/Kateerina/NR.html Kateerina&#039;s guide] with permission.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
While it is possible to to the initial cast before preparing the potions, and then pour each potion on the prepared armor as it is ready, it is more efficient to prepare all of the potions first.&lt;br /&gt;
&lt;br /&gt;
===Potion Preparation===&lt;br /&gt;
The first step is to have all of the the required potions prepared in advance.  Each potion will take one hour to finish, and costs 3000 silver each, payable upon the herbalist&#039;s delivery. Only one potion of a given type can be made at a time. For instance, one drakefern and one frostflower potion may be made in a single shack at once, but not two drakefern potions.&lt;br /&gt;
&lt;br /&gt;
The table below lists the various desired resistances, their respective necessary plants, and the location(s) in which each plant can be foraged. External links go to exact locations on Virilneus&#039; Room Data website.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Plant || Location&lt;br /&gt;
|-&lt;br /&gt;
| Cold || [http://www.virilneus.com/recipes/ingredient.php?named=frostflower Frostflower] || [[Icemule Trace]], [[Pinefar]] Trading Post&lt;br /&gt;
|-&lt;br /&gt;
| Fire || [http://www.virilneus.com/recipes/ingredient.php?named=drakefern Drakefern] || [[Kharam Dzu]] ([[Teras Isle]])&lt;br /&gt;
|-&lt;br /&gt;
| Nature || [http://www.virilneus.com/recipes/ingredient.php?named=murkweed Murkweed] || [[Wehnimer&#039;s Landing]], [[River&#039;s Rest]], [[Ta&#039;Illistim]]&lt;br /&gt;
|-&lt;br /&gt;
| Steam || [http://www.virilneus.com/recipes/ingredient.php?named=mistweed Mistweed] || [[River&#039;s Rest]], [[Ta&#039;Vaalor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each potion requires five pieces of the designated plant; multiple pours from a number of the single-dosed potions will be necessary to imbue the armor with resistance, depending on its [[armor|armor sub-group]]. Something as light as full leather (ASG 6) only requires three pours, while brigandine armor (ASG 12) requires eight.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Armor || AsG || # of Potions&lt;br /&gt;
|-&lt;br /&gt;
| Robe || 1 ||  1&lt;br /&gt;
|-&lt;br /&gt;
| Light Leather || 5 ||  2&lt;br /&gt;
|-&lt;br /&gt;
| Full Leather || 6 ||  3&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Leather || 7 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Double Leather || 8 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Leather Breastplate || 9 ||  4&lt;br /&gt;
|-&lt;br /&gt;
| Cuirbouilli Leather || 10 ||  5&lt;br /&gt;
|-&lt;br /&gt;
| Studded Leather || 11 ||  6&lt;br /&gt;
|-&lt;br /&gt;
| Brigandine Armor || 12 ||  8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once all of the plants have been gathered, they must be processed and refined by a local herbalist, who can be found in weathered shacks in the following locations:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Town || General Location&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace || Icemule Trace, Forest&lt;br /&gt;
|-&lt;br /&gt;
| Kharam Dzu || Teras Isle, River&#039;s Edge&lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest || Shady Trail&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven || Vornavis Cliffs, River Trail&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim || Whistler&#039;s Pass, Forest&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor || Near the Cemetery (hidden, in game secret)&lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing || Lower Dragonsclaw, Wooded Hills (Rm 426, go shack)&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
===Initial Cast===&lt;br /&gt;
After the potions have been prepared, cast Resist Nature on the armor that meets the requirements described above. The higher the enchant on a set of armor, the more likely it is to fail. The message received is indicative of eligibility and success.&lt;br /&gt;
&lt;br /&gt;
Success, ready for the next step: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to soften in your hands and you can sense rather than see a change in its organic material, as if thousands of tiny hands have opened and await something to grasp.&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
You gesture at some vultite cuirbouilli leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some cuirbouilli leather. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor is scripted, or being tempered): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a set of darkly etched Sylvan scalemail. &lt;br /&gt;
Your spell&#039;s magic cannot permeate the material of the etched Sylvan scalemail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incompatible (armor does not fall in the proper ASG range): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some chain mail. &lt;br /&gt;
The magic of your spell fizzles against the surface of the chain mail. &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor is already resistant (remove the current resistance before attempting again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
The magic of your spell wavers and lashes back at you! &lt;br /&gt;
   ... 1 point of damage! &lt;br /&gt;
   Your wrist is twisted slightly. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After a successful initial cast, [[ASSESS]]ing the armor should yield a message similar to the following:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Careful examination indicates the armor has a base strength of 49 and a base durability of 325. You also determine the current integrity of the armor to be at 100.0%. &lt;br /&gt;
You examine the armor closely, lightly running your fingers over the material. &lt;br /&gt;
You sense that the armor is imbued with the magic of nature, but the magic is porous and holds no hint as to its purpose. An emptiness permeates the material of the armor.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
===Potion Application===&lt;br /&gt;
{{boldmono|[[POUR]]}} the first potion on the prepared armor and {{boldmono|[[ASSESS]]}} to check progress. Only the original caster can successfully apply a potion. Though the potions do not have to be used immediately, they do expire after about a week&#039;s time. Pouring the potion on the armor can result in one of a few outcomes, depending on chance and circumstance.&lt;br /&gt;
&lt;br /&gt;
Success, ready for next pour or sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You pour the frostflower potion over the leather of the cuirbouilli leather, working it into the material with your hands. After some time, the liquid is completely absorbed by the leather, leaving it feeling a bit more solid than before. You set the empty potion bottle aside. &lt;br /&gt;
Roundtime: 17 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try another potion), wrong potion type (use same potion type as previous pour), or the armor is ready for its sealing cast: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Your pour your potion onto the brigandine armor. The liquid simply rolls off the surface and falls to the ground as the empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, potion has expired (get a fresh potion): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the soft black cuirass, the liquid seems very thin and has a pungent odor. It rolls off the surface of the cuirass and onto the ground. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, incorrect pourer (only the original caster can pour): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As you pour the potion onto the light leather, the liquid beads up and appears to be repelled from the surface of the leather. The empty bottle shatters in your hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Between each pour, it is important to ASSESS the armor to check its progress. In addition to the standard breakage numbers, a general progress of the armor should be determinable. The &amp;quot;holds no hint as to its purpose&amp;quot; should be replaced by one of the following, depending on the resistance type:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Type || Messaging&lt;br /&gt;
|-&lt;br /&gt;
| Cold || slightest presence of cool air&lt;br /&gt;
|-&lt;br /&gt;
| Fire || slightest presence of warmth&lt;br /&gt;
|-&lt;br /&gt;
| Nature || slightest presence of grit&lt;br /&gt;
|-&lt;br /&gt;
| Steam || slightest presence of warm moisture&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Repeat as appropriate until the armor is ready for the final cast.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Sealing Cast===&lt;br /&gt;
If &amp;quot;an emptiness permeates the material of the armor,&amp;quot; it requires at least another potion pour. However, if &amp;quot;the aura of magic does not feel complete,&amp;quot; the armor is ready for the final sealing cast. At this point, hold it in hand and cast the spell at it one final time.  Throughout this process, regardless of success or failure, the armor will not be harmed. However, the caster is susceptible to damage if they prematurely attempt a sealing cast.&lt;br /&gt;
&lt;br /&gt;
Success, process complete: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some ora brigandine armor. &lt;br /&gt;
A white aura surrounds the ora brigandine armor, pulsing softly in time with each beat of your heart. The armor seems to grow more rigid in your hands and you can sense rather than see a change in its organic material. The armor begins to feel as solid as it did before you began this process and soon the aura subsides. &lt;br /&gt;
Roundtime: 7 secs. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, chance (try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some shiny blue leather. &lt;br /&gt;
The magic of your spell unravels and dissipates! &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, armor not in hand (hold it and try again): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some light leather. &lt;br /&gt;
The magic of your spell dissipates before it can reach the light leather. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, exceeded five per week limit (if working with more than one project at a time): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some leaf-etched dark armor with polished vultite skulls on the shoulders. &lt;br /&gt;
You strain to cast the spell, but your spirit hasn&#039;t yet recovered from your recent channeling of this type of magic. Your spell&#039;s energy dissipates. &lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Failure, not enough potions poured (start the entire process over): &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at some brass brigandine armor. &lt;br /&gt;
A white aura surrounds the brigandine armor, pulsing softly in time with each beat of your heart. Suddenly, the aura wavers and flickers. The material of the armor begins to slowly undulate in your hands as if trying to balance itself somehow. With a sharp crack the aura explodes outward, spraying you with the liquid it once held! &lt;br /&gt;
   ... 45 points of damage! &lt;br /&gt;
   Right eye evaporates in a burst of flame. Death from shock follows.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
&lt;br /&gt;
The immediate benefit of successfully completing a project is experience. The final cast yields experience roughly equivalent to a like-level kill (~100).&lt;br /&gt;
&lt;br /&gt;
Resistant armor will protect against damage caused by attacks based upon its attuned element. A partial list of spells and circumstances that are dampened for each type is listed below:&lt;br /&gt;
&lt;br /&gt;
Nature:All offensive Ranger spells, plus Sandstorm&lt;br /&gt;
&lt;br /&gt;
Fire:Any spell or situation that uses fire to attack: They include but are not limited to bolts, immolation, lave golem hurls, weapon fire, fire mage death throes, boil earth, fire spirit, major elemental wave with fire flares, fire flares from nature&#039;s fury and the fire flare from dark Catalyst.&lt;br /&gt;
&lt;br /&gt;
Cold:Any spells or situations that use cold to attack: They include but are not limited to ice bolts, major e-wave with ice, cold flares from Nature&#039;s Fury, environmental effects (pinefar/icemule/gossamer pass).&lt;br /&gt;
&lt;br /&gt;
Steam:Any spells or situations that use steam to attack: They include but are not limited to steam flares, steam e-waves (including greymist area effect), steam flares from Nature&#039;s Fury, steam column damage from the columns in Luukos&#039; Temple.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#620 Ranger Base Spell Circle: Resist Nature], on Play.net&lt;br /&gt;
* [http://home.dejazzd.com/acoustic/Kateerina/NR.html Nature Resistance Guide]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Padding/saved_posts&amp;diff=105380</id>
		<title>Padding/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Padding/saved_posts&amp;diff=105380"/>
		<updated>2018-04-30T15:37:25Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sighting==&lt;br /&gt;
From Discord:&lt;br /&gt;
&lt;br /&gt;
zeph - @Estlid for WPS, is there any benefit in continuing to increase sighting on a bow?  with melee, higher crit is always better since it raises the rank cap, but if sighting just helps aiming, isn&#039;t that already a capped percentage?&lt;br /&gt;
&lt;br /&gt;
Estild - No.&lt;br /&gt;
&lt;br /&gt;
Zeph - no in that there&#039;s no benefit to increasing it or no that there&#039;s no upper limits on aiming success percentage?  someone had done some tests and found aim success petered out pretty much around 70% and that additional training and such didn&#039;t seem to help beyond that&lt;br /&gt;
&lt;br /&gt;
Estild - There is a cap, which sighting can&#039;t exceed, so there&#039;s no benefit after you reach a certain point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weighting, Padding, Sighting Revamp 2017==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view/65 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;
The great dwarven blacksmiths of Elanthia have perfected methods that allow the weighting and padding of items to coexist with other magical properties that have previously not been possible! The dwarves have a lot to share here, so grab some ale and take a seat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weighting / Padding / Sighting Rescale&lt;br /&gt;
&lt;br /&gt;
One of the major goals of redesigning the system was to open up Weighting/Padding/Sighting (from here referred to as W/P/S) services from behind the auction quality service wall due to its power level. To accomplish this, the numbers have been rescaled to create a system that benefits at lower amounts of W/P/S but maintains game balance as players work towards higher amounts. &lt;br /&gt;
&lt;br /&gt;
At a high level, the new values follow the following chart&lt;br /&gt;
&amp;lt;section begin=conversion table /&amp;gt;&lt;br /&gt;
{| {{prettytable|text-align:right}}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;|-bgcolor=lightblue&lt;br /&gt;
!align=center colspan=8|W/P/S Conversion Table&lt;br /&gt;
|-bgcolor=lightblue align=center&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
!&amp;lt;noinclude&amp;gt;Old value&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Combat&amp;lt;br&amp;gt;Effectiveness&amp;lt;/includeonly&amp;gt;||&amp;lt;noinclude&amp;gt;New value&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Services&amp;lt;/includeonly&amp;gt;||||&amp;lt;noinclude&amp;gt;Old value&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Combat&amp;lt;br&amp;gt;Effectiveness&amp;lt;/includeonly&amp;gt;||&amp;lt;noinclude&amp;gt;New value&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Services&amp;lt;/includeonly&amp;gt;||||&amp;lt;noinclude&amp;gt;Old value&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Combat&amp;lt;br&amp;gt;Effectiveness&amp;lt;/includeonly&amp;gt;||&amp;lt;noinclude&amp;gt;New value&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Services&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1||10||rowspan=10| ||11||180||rowspan=10| ||25||1000&lt;br /&gt;
|-&lt;br /&gt;
| 2||20||12||210||30||1500&lt;br /&gt;
|-&lt;br /&gt;
| 3||30||13||240||35||2000&lt;br /&gt;
|-&lt;br /&gt;
| 4||40||14||270||40||2500&lt;br /&gt;
|-&lt;br /&gt;
| 5||50||15||300||45||3500&lt;br /&gt;
|-&lt;br /&gt;
| 6||70||16||340||50||5000&lt;br /&gt;
|-&lt;br /&gt;
| 7||90||17||380||||&lt;br /&gt;
|-&lt;br /&gt;
| 8||110||18||420||||&lt;br /&gt;
|-&lt;br /&gt;
| 9||130||19||460||||&lt;br /&gt;
|-&lt;br /&gt;
| 10||150||20||500||||&lt;br /&gt;
|}&amp;lt;section end=conversion table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Simply put, the amount of W/P/S needed to go from old style 39 to 40 points (100) is significantly more than the amount needed to go from old style 4 to 5 (10) points. The old values are now breakpoints at which the combat effectiveness of the W/P/S are fed into the combat systems, and very little has changed in how they are used in combat. The new values provide a means to advance the weapon in a more granular way. The above chart shows the lowest value required to achieve that level of combat effectiveness, with additional points working towards the next increase in combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item Enhancement&lt;br /&gt;
&lt;br /&gt;
W/P/S properties of armor and weapons have been moved into a dedicated attributes. Doing this will open the possibility of item systems that have been previously blocked due to overlap.&lt;br /&gt;
&lt;br /&gt;
Permanent item enhancements such as flares/permabless/TD/Defender/etc will now be able to be on the same item as a W/P/S item. Adding these properties to currently W/P/S items will still be auction type wins, but adding W/P/S to items with those existing properties will be allowed as the system has been build around allowing W/P/S services on these items.&lt;br /&gt;
&lt;br /&gt;
Temporary item enhancements such as blessing, guiding light flares, and eblade will be castable on W/P/S items up to specific limits, and with reduced effectiveness than a non-W/P/S item. This includes reduction to the AS bonus, flare potency, and/or charge counts of the temporary enhancement. As a general guideline, anything that assess at heavy and over will not accept a temporary flare, and will be very challenging to bless for all but the most skillful clerics. Consecrate (1604) will be very beneficial towards the blessing of weapons, especially those with more than heavy weighting.&lt;br /&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;
&lt;br /&gt;
Last but not least in the space of item properties is that each W/P/S type now occupies its own attribute, meaning items can now have both CRIT and DAMAGE weighting or padding, and both will be applied during each combat interaction that would normally benefit from them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Services Model&lt;br /&gt;
&lt;br /&gt;
Moving to the above rescale allows W/P/S services to be offered more commonly at events, and even through automated NPCs. W/P/S offerings will be at most events, big or small, free or otherwise. Wandering merchants may also offer the service on occasion. While it is debuting at Duskruin as a bloodscrip service, it will be offered for silvers at most other venues. The system is built to replace the randomness of limited raffle wins and reward consistent progression.&lt;br /&gt;
&lt;br /&gt;
A 60 day Service Window is started at the first W/P/S on an item. Every W/P/S service done to that item within that 60 days will increase the Service Count within that window. Items will become more expensive to work on as the Service Count increases. Prices increases happen at Service Counts of 5, 10, and 15, with significant prices increases starting at 20+. On the first service after 60 day Service Window ends, the Service Window and Service Counts are reset. Prices for low service counts will be accessible to most players, while those with deep pockets willing to pay more to push into higher service counts can make improvements faster. &lt;br /&gt;
&lt;br /&gt;
Base item pricing will be determined based on the other attributes of the item, including (but not limited to) enchant, flares, resistances, scripts, etc. The price of a single service of W/P/S is consistent no matter how much of that W/P/S type is on the item, but there is a surcharge for other types of W/P/S on the same item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Item Conversion&lt;br /&gt;
&lt;br /&gt;
Finally, current W/P/S items will be converted to the new system automatically by performing many normal game actions with the item. If you aren&#039;t sure, take it to your warrior friends to have them assess the item. These items will see no change in effectiveness on conversion, HCP armor is still HCP of the same value on the new scale.&lt;br /&gt;
&lt;br /&gt;
Note The smithy at Duskruin is not open just yet so we can observe the system and make sure its stable. We&#039;ll be observing the system to make sure its operating like we expect and then will announce the opening of the smithy separately.&lt;br /&gt;
&lt;br /&gt;
===Having both critical and damage padding===&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view/65 65]&lt;br /&gt;
 | author = GS4-ZISSU&lt;br /&gt;
 | date = 08/27/2017 09:00 AM EDT&lt;br /&gt;
 | subject = Re: Weighting/Padding/Sighting Revamp! &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;gt;&amp;gt;Unless there have been changes to the way padding combines across items, this is still the case. e.g. adding a small amount of damage padding to my armor would cost me half the crit padding on my head and legs.&lt;br /&gt;
&lt;br /&gt;
Armor items that have BOTH crit and damage padding on them do not see the padding values halved.&lt;br /&gt;
&lt;br /&gt;
If you are stacking a damage padding accessory over crit padded torso armor at the hit location, these values will be halved. &lt;br /&gt;
&lt;br /&gt;
Zissu&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view/167 167], [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view/182 182]&lt;br /&gt;
 | author = GS4-ZISSU&lt;br /&gt;
 | date = 08/27/2017 11:13 AM EDT, 01:18 PM&lt;br /&gt;
 | subject = Re: Weighting/Padding/Sighting Revamp! &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;gt;&amp;gt;Regarding the armor accessories over armor, you&#039;re saying as long as one of the two parts of the equation has both types of padding, you won&#039;t see a halving of padding?&lt;br /&gt;
&lt;br /&gt;
Not quite. &lt;br /&gt;
* Having 2 types of padding on the same item have no effect on each other. &lt;br /&gt;
* Having torso armor and an accessory of the same type of padding will choose the larger of the two.&lt;br /&gt;
* Having one of the two with padding, and the other with another attribute (including a different type of padding) will halve the padding benefit.&lt;br /&gt;
&lt;br /&gt;
The reasoning behind this is if all of these properties are on the same item, the servicing aspect of those items is calculated accordingly. When split across two items, it would make those items serviceable independently much cheaper while providing the same benefit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;&amp;gt;Could we see a change to assessing or loresong that will show how far into a padding/weighting cycle an item is?&lt;br /&gt;
:It&#039;s something I&#039;d like to do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;&amp;gt;Lastly, if it&#039;s currently tempering, is it eligible for a service?&lt;br /&gt;
:Yes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;&amp;gt;Related to that question, are the 5000 point service caps exclusive of each other or is that combined, ie you could only get 2500 of both or you could get 5000 of both.&lt;br /&gt;
:It currently caps out at 5000 total weighting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;&amp;gt;PP&lt;br /&gt;
:Premium Padding isn&#039;t changing to being additive, it will still take you to 150pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;gt;&amp;gt;So... sighting on e-bows... yes? no?&lt;br /&gt;
:May not be a one size fits all answer, but in general yes.&lt;br /&gt;
&lt;br /&gt;
Zissu&lt;br /&gt;
&lt;br /&gt;
===Other Factors to Consider===&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view/142 142]&lt;br /&gt;
 | author = GS4-COASE&lt;br /&gt;
 | date = 08/27/2017 05:02 AM EDT&lt;br /&gt;
 | subject = Re: Weighting/Padding/Sighting Revamp! &lt;br /&gt;
}}&lt;br /&gt;
One important thing I would like to emphasize is this is explicitly -not- a &amp;quot;Duskruin&amp;quot; implementation. While this was released during a Duskruin event and it made sense to have the merchant aspect debut at the ongoing event, this is an expansion to the entire game and not just something that is only for players that attend pay events. It is, in fact, a major update to all gear, as you can now have pretty much any armor padded or any weapon weighted/sighted and any existing weighted/padded items have become much more useful:&lt;br /&gt;
&lt;br /&gt;
*You can now bless it to varying degrees.&lt;br /&gt;
*You can now eblade it to varying degrees.&lt;br /&gt;
*You can now enchant it.&lt;br /&gt;
*You can now stack it with many other properties.&lt;br /&gt;
&lt;br /&gt;
You now also have the very easily accessible option of steadily improving pretty much any gear that you have with a benefit that, due to the above, no longer comes with quite so many restrictions. While it may seem underwhelming to only be able to put 2 points of weighting on a fresh item at this one event, that two points is now quite a lot better than two points was a few days ago, since it no longer restricts you in quite so many ways. It is also important to note that since this Duskruin is the very first outing of the system, we made the decision to be very conservative with access to make sure the system is actually working as it should. It wouldn&#039;t be ideal for either side if we allowed unlimited services, only to need to refund large amounts of purchases if it turned out that price or other changes needed to be made. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=costvstime /&amp;gt;Cost and time-wise, while the prices will vary significantly based upon the exact attributes of your item, we have designed the system such that if you want to to gradually improve your 5x weapon from 0 to heavy weighting over a few years, you can do it for less than 12k bloodscrip (and will be able to break up part of that cost into silvers too) or for around 9m if you go the all-silvers route (silvers is the primary currency that we designed this for, BTW, not scrip or any other alternate currency).&lt;br /&gt;
&lt;br /&gt;
If you want to do it faster, then you also have the -option- to pay more, either silver or scrip. And the option to pay silvers was pretty much completely unavailable outside of pay events in the past. That will not be the case going forward. Wandering merchants can and will offer services for your gear. Merchants at free events will offer these services. Going to pay events will offer opportunities for guaranteed access and the option to pay in alternative currencies but, again, this is a game expansion, not a Duskruin or pay event expansion. It is for everyone, whether you grind bloodscrip or just want to play the game and improve your favorite pieces of gear over time.&amp;lt;section end=costvstime /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coase&lt;br /&gt;
=== Scale Value, Assess, and Detection Item Update ===&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view/414 414]&lt;br /&gt;
 | author = GS4-ZISSU&lt;br /&gt;
 | date = 09/24/2017 01:08 AM EDT&lt;br /&gt;
 | subject = Weighting/Padding/Sighting Updates &lt;br /&gt;
}}&lt;br /&gt;
A few updates for the W/P/S system are now live.&lt;br /&gt;
&lt;br /&gt;
* W/P/S scale values between breakpoints will now provide a % chance equal to the progress towards the next breakpoint to increase the combat effectiveness to the next value. &lt;br /&gt;
:This increase will also vary slightly increase the difficulty of Enchanting or Ensorcelling WPS items by adding the same percentage of the next rank penalty to the difficulty.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;&amp;lt;ex. 25 points of weighting will now be 2pts of combat effectiveness with a 5/10 (50%) chance to provide a combat effectiveness of 3pts.&lt;br /&gt;
&lt;br /&gt;
* Warrior Assess has been enhanced to now provide some detailed information on W/P/S as a OOC note after the normal assess messaging. This will include scale points, points needed to the next breakpoint, % chance to &#039;rank up&#039;, the service count and service window time left if present.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;&amp;lt;ex. [A mithril handaxe has a combat effectiveness rating of 4 points of Damage weighting and a 50.0% chance to have a combat effectiveness rating of 5. It has 5 of 10 services towards the next full rank of combat effectiveness. It also has a combat effectiveness rating of 10 points of Critical weighting and a 76.6% chance to have a combat effectiveness rating of 11. It has 23 of 30 services towards the next full rank of combat effectiveness. It has been serviced 10 times in this service window, which resets in 2d 21h 40m.]&lt;br /&gt;
&lt;br /&gt;
* The AI crystal, weapon identifying sheaths, and other items that detect item properties should now be identifying the new WPS properties.&lt;br /&gt;
&lt;br /&gt;
==Changes to Padding and Damage Weighting (1)2008==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = 600&lt;br /&gt;
 | author = GS4-WARDEN&lt;br /&gt;
 | date = 1/29/2008 6:24:33 AM&lt;br /&gt;
 | subject = Changes to Padding and Damage Weighting&lt;br /&gt;
}}&lt;br /&gt;
Some changes to [[damage padding]], [[damage weighting]], and [[critical padding]] have been implemented.&lt;br /&gt;
&lt;br /&gt;
For the above mentioned benefits, there is no longer any randomization for ratings up through &amp;quot;somewhat&amp;quot; padded/weighted on the [[ASSESS (verb)|ASSESS]] scale. For items with greater ASSESS ratings, there is some variance in their benefit, but they will never provide less benefit than &amp;quot;somewhat&amp;quot; padded/weighted on a given strike.&lt;br /&gt;
&lt;br /&gt;
This results in an improvement for all damage weighted/padded items (most noticeable at the lower ratings). By and large, it also results in an improvement for all critical padded items (again, most noticeable at the lower ratings), though there are some conditions in which items with high padding (&amp;quot;exceptional&amp;quot; ASSESS rating or higher) will see a small decrease in benefit.&lt;br /&gt;
&lt;br /&gt;
[[Critical weighting]] is handled differently than damage weighting and has not been changed with this implementation.&lt;br /&gt;
&lt;br /&gt;
Warden&lt;br /&gt;
&lt;br /&gt;
==Changes to Padding and Damage Weighting (2) 2008==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Hunting and Combat&lt;br /&gt;
 | topic = Weighting and Padding&lt;br /&gt;
 | messagenum = ?&lt;br /&gt;
 | author = GS4-WARDEN&lt;br /&gt;
 | date = 1/29/2008&lt;br /&gt;
 | subject = Changes to Padding and Damage Weighting&lt;br /&gt;
}}&lt;br /&gt;
There are two main approaches we use for applying [[critical]]s. For purposes of this post, I&#039;ll call anything that uses an AS/DS check &amp;quot;Combat Damage&amp;quot;, and nearly everything else that applies criticals (your non-bolt spells, [[maneuver]] attacks, falling off a cliff and landing on your noggin, etc.) is &amp;quot;Direct Damage&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The benefits of [[critical padding]] against Combat Damage were either improved or essentially unchanged, except for the cases of moderate to high rank criticals vs exceptionally or higher rated padding, which saw a small reduction in benefit. I would imagine players with exceptionally or masterfully crit padded armor will not even be able tell there was a change in this regard.&lt;br /&gt;
&lt;br /&gt;
The benefits of critical padding were improved against Direct Damage attacks for all critical padded armors.&lt;br /&gt;
&lt;br /&gt;
Warden &lt;br /&gt;
&lt;br /&gt;
==Armor Accessory &amp;amp; Padding Changes - REVISIONS 2005==&lt;br /&gt;
{{saved-post&lt;br /&gt;
 | category = Weapons, Armor, and Items&lt;br /&gt;
 | topic = All About Armor&lt;br /&gt;
 | messagenum = 1021&lt;br /&gt;
 | author = GS4-COASE&lt;br /&gt;
 | date = 5/31/2005 6:41:00 PM&lt;br /&gt;
 | subject = Armor Accessory &amp;amp; Padding Changes - REVISIONS&lt;br /&gt;
}}&lt;br /&gt;
In response to player concerns, we have modified our previous changes to the [[padding]] system:&lt;br /&gt;
&lt;br /&gt;
Padded partial armor has been restored to allow its padding to give full protection to partially covered areas by default. If an armor accessory with the same type of padding is worn over top of either full coverage or partial armor, then only the highest level of padding will apply. For example, lightly damage padded full plate in combination with a heavily damage padded helm would result in heavy damage padding on hits to the head and light damage padding on every other type of hit.&lt;br /&gt;
&lt;br /&gt;
If padded armor is combined with specially enhanced armor accessories (or vice versa), then the previously announced system of averaging bonuses will continue to be used. Specially enhanced armor includes: differing types of padding (i.e. combining damage and critical padding on a hit location), armor that is resistant to specific damage types, blessed armor, TD enhancing armor, flaring armor, and spiked armor.&lt;br /&gt;
&lt;br /&gt;
Returning to the original examples given, here is how they would be affected by this revision:&lt;br /&gt;
&lt;br /&gt;
Player is wearing &amp;quot;decently&amp;quot; damage padded light leather and no helm. He gets hit in the head. He would have an effective damage padding level of &amp;quot;decent&amp;quot;. [The base padding level is that of the partial armor]&lt;br /&gt;
&lt;br /&gt;
Player is wearing &amp;quot;decently&amp;quot; damage padded light leather and a &amp;quot;very heavily&amp;quot; damage padded helm. He gets hit in the head. He would have an effective damage padding level of &amp;quot;very heavy&amp;quot;. [Only the best level of damage padding is applied]&lt;br /&gt;
&lt;br /&gt;
Player is wearing &amp;quot;decently&amp;quot; damage padded light leather and a &amp;quot;heavily&amp;quot; crit padded helm. He gets hit in the head. He would have an effective damage padding level of &amp;quot;fair&amp;quot; and an effective crit padding level of &amp;quot;somewhat&amp;quot; ([decent + 0] / 2 = fair, [very heavy + 0] / 2 = somewhat). [No change]&lt;br /&gt;
&lt;br /&gt;
Player is wearing &amp;quot;somewhat&amp;quot; damage padded half plate and no leg greaves. He gets hit in the legs. He would have an effective damage padding level of &amp;quot;somewhat&amp;quot; (full protection), as half plate fully covers the legs. [No change]&lt;br /&gt;
&lt;br /&gt;
Player is wearing &amp;quot;somewhat&amp;quot; damage padded half plate and is wearing &amp;quot;very heavily&amp;quot; damage padded leg greaves. He gets hit in the legs. He would have an effective damage padding level of &amp;quot;very heavy&amp;quot;. [Again, only the best level of one particular padding type is applied]&lt;br /&gt;
&lt;br /&gt;
Player is wearing &amp;quot;somewhat&amp;quot; damage padded half plate and puts on unpadded leg greaves. He gets hit in the legs. He would have an effective damage padding level of &amp;quot;somewhat&amp;quot;. [Again, best level of padding.]&lt;br /&gt;
&lt;br /&gt;
Some additional examples:&lt;br /&gt;
&lt;br /&gt;
Player is wearing unpadded chain hauberk and puts on &amp;quot;very heavily&amp;quot; critical padded leg greaves. He gets hit in the legs. He would have an effective critial padding level of &amp;quot;very heavy&amp;quot;. [Again, best level of padding]&lt;br /&gt;
&lt;br /&gt;
Player is wearing &amp;quot;very heavily&amp;quot; damage padded chain hauberk and puts on a blessed helm. He gets hit in the head. He would would have an effective damage padding level of &amp;quot;somewhat&amp;quot; ([very heavy + 0] / 2 = somewhat). [Combining padded armor with a specially enhanced accessory results in the padding level being averaged]&lt;br /&gt;
&lt;br /&gt;
Coase&lt;br /&gt;
&lt;br /&gt;
==Older Warden Post==&lt;br /&gt;
&#039;&#039;Editor&#039;s note: This post is from before November 2009 (probably years before). The padding/weighting values have since been released.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve added a few more thresholds to help you out. Everything from &amp;quot;masterful&amp;quot; down through &amp;quot;light&amp;quot; is unchanged from the convention that has been used for the past several years. Note that incredible has been moved up the list, to be, well, incredible.&lt;br /&gt;
&lt;br /&gt;
In order of descending magnitude:&lt;br /&gt;
&lt;br /&gt;
wondrous&lt;br /&gt;
&lt;br /&gt;
incredible&lt;br /&gt;
&lt;br /&gt;
fantastic &amp;lt;-- standard [[claidhmore]]s&lt;br /&gt;
&lt;br /&gt;
phenomenal&lt;br /&gt;
&lt;br /&gt;
expert&lt;br /&gt;
&lt;br /&gt;
superb&lt;br /&gt;
&lt;br /&gt;
masterful&lt;br /&gt;
&lt;br /&gt;
exceptional&lt;br /&gt;
&lt;br /&gt;
very heavy&lt;br /&gt;
&lt;br /&gt;
heavy &amp;lt;--- standard katanas&lt;br /&gt;
&lt;br /&gt;
decent&lt;br /&gt;
&lt;br /&gt;
somewhat&lt;br /&gt;
&lt;br /&gt;
light&lt;br /&gt;
&lt;br /&gt;
no [[padding]]/[[weighting]] &amp;lt;-- This is the baseline&lt;br /&gt;
&lt;br /&gt;
slightly diminished&lt;br /&gt;
&lt;br /&gt;
somewhat diminished&lt;br /&gt;
&lt;br /&gt;
noticeably diminished&lt;br /&gt;
&lt;br /&gt;
substantially diminished&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The specific values associated with each threshold are not something we&#039;ll be releasing. Player estimates of current value correlations are based on player research.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;a non-claidhmore weapon(meaning a weapon not NAMED a claidhmore) that has 40 points of weighting, would it read as &amp;quot;claidhmore&amp;quot; weighting, or &amp;quot;fantastic&amp;quot; weighting? &amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A non-claidhmore with critical weighting equivalent to a claidhmore would assess as fantastic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&amp;lt;How would armor be worse than average?&amp;gt;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any [[armor]] with negative padding would be worse than average, and it would actually cause the wearer to take extra damage or more lethal criticals (bummer!). There are some suits of armor in the game with negative damage padding. I&#039;m not aware of any armor with negative critical padding, offhand, but it probably exists.&lt;br /&gt;
&lt;br /&gt;
Warden&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Item properties/saved posts|Item properties saved posts]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sighting&amp;diff=105379</id>
		<title>Sighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sighting&amp;diff=105379"/>
		<updated>2018-04-30T15:32:10Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Sighting}}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Sighting&#039;&#039;&#039; is the ranged version of [[weighting]] and follows the same scale as weighting and [[padding]] (i.e. 10 combat effective points is &amp;quot;heavy&amp;quot; sighting). However, unlike weighting, sighting helps hit targets more accurately rather than increasing the critical rank of a [[wound]].  Unlike weighting however, where additional points increase the cap, archery aiming success rate has a cap which sighting can not exceed, thus there&#039;s no benefit after a certain point (point not yet determined).  &lt;br /&gt;
&lt;br /&gt;
Sighting follows other rules that are similar to weighting, including belonging to Category C of [[item properties]].  Additional merchant services on sighted bows will generally be more expensive, and it will add difficulty to [[enchant]]ing and [[ensorcell]]ing.  &lt;br /&gt;
&lt;br /&gt;
The details of the amount of sighting on an item can be determined via{{boldmono| [[ASSESS]] }}by a [[warrior]] with appropriate [[Ranged Weapons]] training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naturally sighted woods:&#039;&#039;&#039;&lt;br /&gt;
*[[Yew]] - lightly (2 pts)&lt;br /&gt;
*[[Ipantor]] - somewhat (5 pts)&lt;br /&gt;
*[[Sephwir]] - heavy (10 pts)&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Padding/saved posts#Weighting, Padding, Sighting Revamp 2017|Saved posts]]&lt;br /&gt;
* [[Item supercharger]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[category: Weapon Enhancements]]&lt;br /&gt;
[[Category: Merchant Services]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sighting&amp;diff=105378</id>
		<title>Sighting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sighting&amp;diff=105378"/>
		<updated>2018-04-30T15:00:28Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Sighting}}&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Sighting&#039;&#039;&#039; is the ranged version of [[weighting]] and follows the same scale as weighting and [[padding]] (i.e. 10 combat effective points is &amp;quot;heavy&amp;quot; sighting). However, unlike weighting, sighting helps hit targets more accurately rather than increasing the critical rank of a [[wound]].  Unlike weighting however where additional points increase the cap, archery aiming has a cap which sighting can not exceed, thus there&#039;s no benefit after a certain point (point not yet determined).  &lt;br /&gt;
&lt;br /&gt;
Sighting follows other rules that are similar to weighting, including belonging to Category C of [[item properties]].  Additional merchant services on sighted bows will generally be more expensive, and it will add difficulty to [[enchant]]ing and [[ensorcell]]ing.  &lt;br /&gt;
&lt;br /&gt;
The details of the amount of sighting on an item can be determined via{{boldmono| [[ASSESS]] }}by a [[warrior]] with appropriate [[Ranged Weapons]] training.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naturally sighted woods:&#039;&#039;&#039;&lt;br /&gt;
*[[Yew]] - lightly (2 pts)&lt;br /&gt;
*[[Ipantor]] - somewhat (5 pts)&lt;br /&gt;
*[[Sephwir]] - heavy (10 pts)&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Padding/saved posts#Weighting, Padding, Sighting Revamp 2017|Saved posts]]&lt;br /&gt;
* [[Item supercharger]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[category: Weapon Enhancements]]&lt;br /&gt;
[[Category: Merchant Services]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=F2P_subscription&amp;diff=91809</id>
		<title>F2P subscription</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=F2P_subscription&amp;diff=91809"/>
		<updated>2017-05-14T10:37:03Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;F2P subscriptions&#039;&#039;&#039; were created in 2015 as an option for new accounts only, with no character transfers allowed.  This subscription is highly restricted (see specifics below), with passes around the restrictions available through the [[SimuCoin#F2P_Subscription_Items|SimuCoin Store]].  None of these items, however, will provide a greater mechanical benefit than what can be obtained by having a [[standard subscription]].&lt;br /&gt;
&lt;br /&gt;
Once an account is upgraded to a monthly paying subscription (standard or [[premium]]), it cannot be reverted back.  &lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
*The weekly Gift of Lumnis does not occur. It is accessible via a pass.&lt;br /&gt;
*Experience absorption is less efficient on a sliding scale. The first 10 levels are unchanged. After level 10, the efficiency of absorption gradually decreases. This can be fully or partially offset with [[experience pass]]es.&lt;br /&gt;
*Experience gained per monster killed is also reduced under same scale.&lt;br /&gt;
*No yearly [[fixskills]].&lt;br /&gt;
&lt;br /&gt;
The exact formula of exp loss is not yet known, but so far research tends to favor the formula for on-node exp loss:  Exp Loss Per Pulse = (Level - 10) / 1.75 .&lt;br /&gt;
So for instance, a typical character will see loss per pulse similar to this table...&lt;br /&gt;
:{| {{prettytable|1=text-align:center}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Level||10||15||20||25||30&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Exp Loss Per Pulse On-Node||0||3||6||10||13&lt;br /&gt;
|}&lt;br /&gt;
This is a severely debilitating loss above level 25ish. Beyond that point levels will take 50+ hours of gametime to achieve.&lt;br /&gt;
&lt;br /&gt;
==Organization Access==&lt;br /&gt;
*One task per hour will be available from the [[Adventurer&#039;s Guild]]. This can be upgraded to 1 task per 30 minutes with an Adventure Boost.&lt;br /&gt;
*Cannot gain [[Artisan Guild]] ranks. Will allow access purchases down the line.&lt;br /&gt;
*Can gain the first rank of a [[society]] and advance to the cusp of the 2nd rank. A society pass is required to gain rank 2 and beyond, as well as use any powers beyond 2nd rank. (Any ranks above 2 earned during Society Pass will remain but unusable after boost expires with no penalties or down ranking will occurring due to lack of attendance to duties.  Last gained rank returned on pass renewal.)&lt;br /&gt;
*Cannot join a profession [[guild]]. Will allow access purchases down the line.&lt;br /&gt;
*Cannot join [[CHE]]s.&lt;br /&gt;
&lt;br /&gt;
==Combat/Magic==&lt;br /&gt;
*No direct PvP attacks allowed. Mass Attack spells like [[Elemental Wave (410)]] that can hit players as well as creatures have a 30 second cooldown (to prevent careless spamming). If actually used to attack another player, this cooldown increases to 5 minutes (cooldown can be removed with a cooldown remover).&lt;br /&gt;
*Spells that significantly impact a room without attacking a player (notably [[Minor Sanctuary]]) are restricted from use.&lt;br /&gt;
*Attack spells (vs. creatures) are largely unrestricted, aside from the mass attack spell limitations noted above.  Sorcerers may cast [[Focused Implosion]].&lt;br /&gt;
*All beneficial spells are self-cast only, except for [[Spirit Warding I (101)]], [[Elemental Defense I (401)]], and [[Foresight (1204)]] which may be cast on others up to the 2 hour duration limit. Mass spells [[Mass Blur (911)]], [[Mass Colors (611)]] , and [[Mass Elemental Defense (419)]] will buff yourself but not your party. [[ARMOR]] abilities are also self-cast only. A casting pass allows casting on anyone else. If the caster does not have a casting pass, the receiving player can choose to purchase a receiving pass to allow any F2P caster to cast upon them. Only one pass needs to be present.&lt;br /&gt;
*All beneficial spell [[duration]]s cap at 2 hours.&lt;br /&gt;
*Permanent/Long-term item boosts have complete/partial restrictions ([[Enchant Item]], [[Charge Item]], [[Magic Item Creation]], [[Imbue]], [[Resist Nature]], [[Scroll Infusion]], [[Holy Receptacle]], [[Ensorcell]], Damage Specializations, etc.).&lt;br /&gt;
*Utility spells such as teleportation, locate, and such have a four hour cooldown period between each use. These cooldowns can be removed with a cooldown remover.&lt;br /&gt;
*Only access to random attunement, unless a purchase is made to select one.&lt;br /&gt;
*Only access to one particular sort of pet for pet spells (Call Familiar, Animal Companion, etc).&lt;br /&gt;
*[[Loresinging]] is restricted, unless a pass is purchased which allows loresinging on a per item basis.&lt;br /&gt;
*Cannot [[SEND]] mana.  A casting pass purchased by one of the parties will remove this restriction.&lt;br /&gt;
&lt;br /&gt;
Listed above are the general rules for casting, and these are the exceptions found so far...&lt;br /&gt;
*[[Spirit Fog (106)]] is unrestricted, you may fog up rooms as you wish.&lt;br /&gt;
*[[Stun Relief (108)]] is unrestricted, you may unstun as many players as you wish.&lt;br /&gt;
*[[Undisease (113)]] is unrestricted, you may undisease as many players as you wish.&lt;br /&gt;
*[[Unpoison (114)]] is unrestricted, you may unpoison as many players as you wish.&lt;br /&gt;
*[[Manna (203)]] is unrestricted, you may create this and give to anyone.&lt;br /&gt;
*[[Light (205)]] is unrestricted, you may brighten/darken a room as you wish.&lt;br /&gt;
*[[Untrammel (209)]] is unrestricted, you may unweb as many players as you wish.&lt;br /&gt;
*[[Bless Item (304)]] is unrestricted, you may bless as many items as you like.&lt;br /&gt;
*[[Preservation (305)]] is unrestricted, you may lifekeep as many players as you like.&lt;br /&gt;
*[[Holy Receptacle (325)]] is completely unusable even for yourself.&lt;br /&gt;
*[[Elemental Detection (405)]] is unrestricted, you may detect spells on players and in items.&lt;br /&gt;
*[[Elemental Blade (411)]] is unrestricted, you may eblade your weapons and those of others.&lt;br /&gt;
*[[Cry for Help (1116)]] is unrestricted, you can call for help all you want.&lt;br /&gt;
*[[Herb Production (1118)]] is unrestricted, you may grow all the herbs you want.&lt;br /&gt;
*[[Troll&#039;s Blood (1125)]] does infact buff your party, and can even be cast over the 2 hour limit.&lt;br /&gt;
*[[Vertigo (1219)]] does not suffer from the normal AOE limit of 4 hours.&lt;br /&gt;
*[[Consecrate (1604)]] is unrestricted, you may consecrate all you want.&lt;br /&gt;
*[[Arm of the Arkati (1605)]] buffs your party.&lt;br /&gt;
*[[Divine Shield (1609)]] buffs your party.&lt;br /&gt;
*[[Guard the Meek (1613)]] buffs your party.&lt;br /&gt;
*[[Zealot (1617)]] buffs your party.&lt;br /&gt;
*[[Crusade (1618)]] buffs your party.&lt;br /&gt;
&lt;br /&gt;
==Healing/Raising==&lt;br /&gt;
*The last 10 players healed are kept track of. Each time a new person is healed, the oldest name on the list is bumped off. A single player can only appear 2 times on the list. A healing pass increases this to 4 times.&lt;br /&gt;
*An empath must first [[empathic linking|link]] (via [[TOUCH]]) to their prospective client. This linking process takes 30 seconds (15 with a healing pass). Once established, the link lasts for 3 minutes. All wound transfers done during this link are considered part of a single healing session (one entry on the above list).&lt;br /&gt;
*The last 10 players raised are kept track of. Each time a new person is raised, the oldest name on the list is bumped off. A single player can only appear 2 times on the list. A pass removes this restriction.&lt;br /&gt;
*A cleric must have a Resurrection Pass active to use a [[chrism]].&lt;br /&gt;
&lt;br /&gt;
==Treasure/Items/Banks==&lt;br /&gt;
*In-bank limits start at 100,000 and can be permanently increased in 100,000 silver increments pretty cheaply. &lt;br /&gt;
*5k in-pocket silver maximum to hunt with (can carry as much as desired outside of combat). Waived with a Treasure Boost.&lt;br /&gt;
*One bank account (F2P accounts will receive a warning before using a bank for the first time as they need to pay to move it from town to town).&lt;br /&gt;
*Notes cost 1% more.&lt;br /&gt;
*Silvers apply twice as much encumbrance.&lt;br /&gt;
*50k daily treasure cap. Cap can be reset with a Treasure Cap Reset. Lowered treasure per kill. No treasure when killing creatures when unable to learn from them. Expanded to 100k cap with a Treasure Boost, and increased treasure. Limits on Purify silver value boosts and increased difficulty.&lt;br /&gt;
*Shop prices are less favorable.&lt;br /&gt;
*No base access to a [[locker]]. Can purchase a temporary 10 item locker pass, or the existing locker upgrades (both permanent and temporary).&lt;br /&gt;
*100 item personal carry limit. Can be expanded to 300 items with a pass.&lt;br /&gt;
*Can use up to 5x (+25) gear (any additional bonus is not applied). Similarly limited to &amp;quot;somewhat&amp;quot; padding/weighting/sighting. Passes available to increase these.  Natural weighing such as claidhmores (and perhaps katanas) are excluded from this restriction&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
*During the release, it was stated that transportation (whether by boat or teleportation) to [[River&#039;s Rest]] and [[Teras Isle]] will be restricted, and access would be available for purchase via the store.  However, at present there are no such restrictions, at least for River&#039;s Rest and probably for Teras Isle as well.&lt;br /&gt;
*[[Chronomage]] orb purchases are restricted. They can be purchased via the store.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Lockpicking (and popping/bashing) limited to self-found boxes only. Plans for this to change based on how the rotating lists for healing/raising work.&lt;br /&gt;
*Foraging is harder. F2P cannot take the last two forageables out of a room. Max 15 items per hour. Foraging pass removes restrictions and makes foraging easier.&lt;br /&gt;
*Pickpocketing skill cannot be used to steal from other player characters.&lt;br /&gt;
&lt;br /&gt;
==Login Rewards==&lt;br /&gt;
[[Login Rewards]] are awarded to characters that login daily on all types of accounts, but F2P subscribers receive fewer or a lesser form of what paying subscribers receive, as well as limits on the amount of rewards that can be stockpiled.  Also, F2P subscribers must logout and login each day (past 00:00 on game [[TIME]]) as the system will not keep track automatically for them.  &lt;br /&gt;
&lt;br /&gt;
Currently F2P is limited to stockpile 1 Gift of the Gods and 1 Experience Booster, so they should be spent every month. In addition, only 2 daily [[Login bridge|login bridges]] may be stockpiled through login rewards, so at most one can only miss 2 consecutive days of logins to maintain a streak (without obtaining bridges from an alternate source).&lt;br /&gt;
{| {{prettytable}} width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!width=&amp;quot;7%&amp;quot;|DAY&lt;br /&gt;
!REWARD&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 1||500 fame&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 2||1 random magical crystal ([[blue crystal|blue]]/[[white crystal|white]]/[[black crystal|black]]). Can stockpile up to 5 uses at once.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 3||1 Minor Loot Boost (small boost on [[LOOT]] rolls for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 4||1 Temporary Urchin Guide access (access to the [[URCHIN]] guides for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 5||1 Bounty Boost (reduces all bounty wait times (to a nominal few seconds) until the character shares a task or successfully completes it, max 1 hour)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 6||1 Enhancive Boost (player&#039;s choice of either 5 enhancive pauses, or 15 minutes of +5 to all Base Stat Bonuses, or 15 minutes of +15 to Stamina and Mana Regen)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 7||1 Urchin Runner (allows characters to use the remote [[BANK (verb)|BANK]] and [[LOCKER]] access commands. Comes with a free 15 minutes of LOCKER MANIFEST access)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 8||1 Encumbrance Boost (minus 50 lbs to effective encumbrance for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 9||1 Guild Boost (player&#039;s choice of either doubled TPs earned for each profession guild task or another use of the Bounty Boosts)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 10||1 Lesser Experience Pass (60 minute Exp Pass)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 11||2 hours of Bounty Waivers (choose one Adventurer Guild task type (Forage Herbs, Escort NPC, etc) that they do not want to get assigned for the duration). Can stockpile up to 10 uses at once.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 12||1 Major Loot Boost (larger boost on LOOT rolls. Minor and Major Loot Boosts don&#039;t stack with one another)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 13||1 Login Bridge. Can stockpile up to 2 unredeemed Login Bridges.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 14||1 Minor Loot Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 15||1 Bounty Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 16||1 Enhancive Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 17||2 uses of the Urchin Runners&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 18||1 Encumbrance Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 19||1 Guild Boost&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 20||1 Instant Mind Clearer (instantly moves 1000 current field exp into their absorbed exp pool. It does not apply any RPA, XXX, or other modifiers to this amount)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 21||1 [[Death&#039;s Sting|Deathsting]] Reducer (reduces deathsting penalties by 1 priestess potion sip per use)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 22||2 hours of Bounty Waivers. Can stockpile up to 10 uses at once.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 23||1 Major Loot Boost(Larger boost on LOOT rolls. Minor and Major Loot Boosts don&#039;t stack with one another)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 24||1 Login Bridge. Can stockpile up to 2 unredeemed Login Bridges.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 25||2 Item Superchargers (when activated, any standard flaring gear that the character uses will flare more often, any weighted/padded/sighted gear will gain bonus additional weighting/padding/sighting, and any item&#039;s enchantment bonus will provide an extra 50% bonus to AS/DS for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 26||2 Luck Boosters (When activated, all standard offensive combat rolls made by the character will reroll d100 results of 10 or less (keeping the new number if it is higher) for 15 minutes)&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 27||3-day [[society]] pass&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 28||2 Major Loot Boosts&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 29||1 Gift of the Gods.  You can only choose Lorminstra (5 deeds)and can only stockpile 1 unredeemed. Be sure to redeem it before your next 29-day reward rolls around  or you will lose that one.&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;| 30||2 Doubled Experience Boosters (Double experience absorption for 15 minutes.) Can stockpile only &#039;&#039;&#039;1&#039;&#039;&#039; unredeemed Doubled Experience Booster. Make sure to use both of them before the next 30-day reward rolls around.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Official Message Boards==&lt;br /&gt;
As of May 2016, F2P accounts only have access to selected sections of the official message boards, all of which are linked here:&lt;br /&gt;
&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/view Officials F2P Discussions main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20Subscription/view F2P Subscription]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20General%20Discussion/view F2P General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20Game%20Mechanics/view F2P Game Mechanics]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20Professions/view F2P Professions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/F2P%20Discussions/F2P%20World%20Discussions/view F2P World Discussions]&lt;br /&gt;
&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Help%20for%20Players/view Help for Players main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Software%20&amp;amp;%20Hardware%20Help/view Software &amp;amp; Hardware Help main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Socializing/view Socializing main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/The%20Marketplace/view The Marketplace main folder]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Login Rewards]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?94776-Getting-Lich-to-work-with-F2P-accounts Getting Lich to work with F2P]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?95891-F2P-Experience&amp;amp;p=1773183#post1773183 F2P Experience Penalty Analysis]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?96614-F2P-Spell-Research Maerit&#039;s F2P Spell Research]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?94753-F2P-thread Unofficial&#039;s general F2P thread]&lt;br /&gt;
&lt;br /&gt;
[[category: Subscriptions]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sigil_of_Major_Bane&amp;diff=87842</id>
		<title>Sigil of Major Bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sigil_of_Major_Bane&amp;diff=87842"/>
		<updated>2017-03-04T07:57:19Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardians of Sunfist navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sigil of Major Bane&#039;&#039;&#039; is the fifteenth [[Guardians of Sunfist#Guardians of Sunfist Benefits|sigil]] learned by [[Guardians of Sunfist]] members.  This sigil will grant temporary heavy critical weighting against [[List of Guardians of Sunfist hated enemies|hated enemies]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;This is the Sigil of Major Bane, memorize it well. Previously, you were taught how to attune yourself to your foes&#039; weaknesses and exploit them. This sigil is a more powerful version of that attunement. While under its influence, you will strike more accurately and deal additional damage to our hated enemies as if you were wielding a weapon heavily weighted to inflict more critical blows. The cost to you is 10 points of both stamina and mana. Go now, and make good use of what I have taught you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Detailed Benefits==&lt;br /&gt;
* Temporary heavy [[critical weighting]] against hated foes.&lt;br /&gt;
* +10 [[Attack strength|AS]] against all foes (including hated foes).&lt;br /&gt;
* 60 second duration.&lt;br /&gt;
* Refreshable.&lt;br /&gt;
&lt;br /&gt;
Note: Minor Bane Sigil does NOT stack with Major Bane Sigil&lt;br /&gt;
&lt;br /&gt;
==Mana/Stamina Costs==&lt;br /&gt;
* 10 [[Stamina]]&lt;br /&gt;
* 10 [[Mana]]&lt;br /&gt;
&lt;br /&gt;
==Note about the task==&lt;br /&gt;
To reach rank 15, the Sunfist member must [[RAZE (verb)|raze]] five [[warcamp]]s.  Four of these warcamps can be completed at any time prior to reaching the task.  While it is specified by the task that the fifth and final warcamp must be a large warcamp, evidence suggests that any size warcamp will work.  When the society was first released, fifteen razed warcamps were required to complete this task.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt; Note: Thanks goes to Belnia for all the information provided by her research.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guardians of Sunfist Sigils]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sigil_of_Minor_Bane&amp;diff=87841</id>
		<title>Sigil of Minor Bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sigil_of_Minor_Bane&amp;diff=87841"/>
		<updated>2017-03-04T07:57:04Z</updated>

		<summary type="html">&lt;p&gt;NENMOONIA: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardians of Sunfist navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sigil of Minor Bane&#039;&#039;&#039; is the fifth [[Guardians of Sunfist#Guardians of Sunfist Benefits|sigil]] learned by [[Guardians of Sunfist]] members.  This sigil grants temporary heavy damage weighting against hated enemies for 60 seconds.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;Sigil of Minor Bane, memorize it well. We all have our weaknesses, and our foes are no different. By invoking this sigil, you can temporarily attune yourself with your foes and then use that attunement to search for the weakest points in their defenses. While under its influence, you will be able to strike more accurately and deal additional damage to our hated enemies as if you were wielding heavily damage weighted weapon. The cost to you 3 points of both stamina and mana. Go now, and make good use of what I have taught you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Detailed Benefits==&lt;br /&gt;
* +5 [[Attack strength]]&lt;br /&gt;
* Temporary heavy [[damage weighting]]&lt;br /&gt;
** This effect only works on [[List of Guardians of Sunfist hated enemies|hated enemies]]&lt;br /&gt;
* 60 second duration&lt;br /&gt;
* Works with all weapon types and bolt attacks&lt;br /&gt;
* Refreshable&lt;br /&gt;
&lt;br /&gt;
Note: Minor Bane Sigil does NOT stack with Major Bane Sigil&lt;br /&gt;
&lt;br /&gt;
==Mana/Stamina Costs==&lt;br /&gt;
* 3 [[Stamina]]&lt;br /&gt;
* 3 [[Mana]]&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Sigil beginning:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;sigil of minor bane&amp;lt;br&amp;gt;&lt;br /&gt;
As you concentrate on your sigil, you become slightly more aware of your foes and the weakest spots in their defenses. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Sigil ending:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Your heightened awareness of your foes fades away. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
The promotion to this rank requires travelling to ALL accessible [[Guardians of Sunfist]] outposts. Expect to spend a significant amount of time and/or silver fulfilling this quest.&lt;br /&gt;
&lt;br /&gt;
(The outpost on [[Teras Isle]] is not included for characters under 20 trainings.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Guardians of Sunfist Sigils]]&lt;/div&gt;</summary>
		<author><name>NENMOONIA</name></author>
	</entry>
</feed>