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	<updated>2026-05-30T07:28:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Trading&amp;diff=255135</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Trading&amp;diff=255135"/>
		<updated>2026-03-23T21:10:53Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: link to lootcap page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Trading&#039;&#039;&#039; [[skill]] factors into many [[merchant]] systems, adjusting the resulting prices of goods.&lt;br /&gt;
&lt;br /&gt;
To deter silver farming, there is a cap on the trading bonus (including racial bonus) to the first 1 million silvers of non-self-looted treasure. Any loot personally received from hunting doesn&#039;t count towards this cap.  This cap should not be confused with [[Loot cap]] a separate system.  Silvers gained from trading do count towards the loot cap, trading will get to loot cap faster, trading will not gain silvers in excess of loot cap. &lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/2&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 0/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 0/3&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 0/3&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 0/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 0/3&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/3&lt;br /&gt;
|}}&lt;br /&gt;
==Trading chart==&lt;br /&gt;
The following matrix shows the bias merchants in a given [[town]] area have towards a given [[race]].  Each entry in the matrix represents a percentage from baseline modifier.&lt;br /&gt;
&lt;br /&gt;
{{Race trade bias}}&lt;br /&gt;
&lt;br /&gt;
==Trading formula==&lt;br /&gt;
The trading formula contains a few input variables.&lt;br /&gt;
&lt;br /&gt;
===Skill boost===&lt;br /&gt;
Defined as: {{math|SkillBoost {{=}} Trunc[(TradingSkill + INFBonus)/12]}} where &#039;&#039;INFBonus&#039;&#039; is the bonus to [[influence]].&lt;br /&gt;
:&#039;&#039;NB1&#039;&#039;: Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of &#039;0&#039; is far larger (from -11 to +11, so that&#039;s 23 possibles, instead of the usual 12).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NB2&#039;&#039;: You MUST have 1+&#039;&#039;SkillBoost&#039;&#039; ranks of trading to make it count. For example, a player with 35 INF but no trading would have 35/12 = 2.91 = 2 &#039;&#039;SkillBoost&#039;&#039;, but in order to enjoy a &#039;&#039;SkillBoost&#039;&#039; of 2 you would need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which gives you a total &#039;&#039;SkillBoost&#039;&#039; of (35+15)/12 = 4.166... and yet you still get just 2% &#039;&#039;SkillBoost&#039;&#039;, because 3 ranks will not ever grant more than 2%. In practice, this minimum requirement is only important for the first 5 or 6 ranks, after that you will always meet this requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SkillBoost&#039;&#039; is applied as a percentage increase or decrease, depending on if you are buying or selling. For example, a player with 100 ranks of trading and 32 INF bonus has {{math|SkillBoost {{=}} Trunc[(200 + 32)/12] {{=}} 232/12 {{=}} 19.33333 {{=}} 19}}. The final skill boost is 1.19 / 0.81, depending on if one is selling (1.19) or buying (0.81).&lt;br /&gt;
&lt;br /&gt;
Spells that increase INF (such as [[Assume Aspect (650)]]) will thus also increase your &#039;&#039;SkillBoost&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Max Trading Bonus Chart based on Influence bonuses ranging from -2 to 45.&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;Max Trading Chart&#039;&#039;&#039;. Alternatively, you can also download and run &amp;lt;code&amp;gt;;tradingranks&amp;lt;/code&amp;gt; from the Lich repository to show you the various Trading rank training thresholds for your character&#039;s current INF bonus.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{|| class=&amp;quot;mw-collapsible-content wikitable text-center&amp;quot; style=&amp;quot;table-layout:fixed; font-size:smaller;&amp;quot;&lt;br /&gt;
! INF Bonus for 25 Skill Boost || INF Bonus for 26 Skill Boost || INF Bonus for 27 Skill Boost || INF Bonus for 28 Skill Boost || INF Bonus for 29 Skill Bonus || Trading Bonus || Trading Ranks&lt;br /&gt;
|-&lt;br /&gt;
| -2 || 10 || 22 || 34 || 46 || 302 || 202&lt;br /&gt;
|-&lt;br /&gt;
| -1 || 11 || 23 || 35 || 47 || 301 || 201&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 12 || 24 || 36 || 48 || 300 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 25 || 37 || 49 || 299 || 199&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 14 || 26 || 38 || 50 || 298 || 198&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 27 || 39 || 51 || 297 || 197&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 16 || 28 || 40 || 52 || 296 || 196&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 17 || 29 || 41 || 53 || 295 || 195&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 18 || 30 || 42 || 54 || 294 || 194&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 19 || 31 || 43 || 55 || 293 || 193&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 20 || 32 || 44 ||  || 292 || 192&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 21 || 33 || 45 ||  || 291 || 191&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Selling gems===&lt;br /&gt;
{{math|RawGemValue * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RaceBiasFactor&#039;&#039; reflects the opinion about your race by the shop owner. For example, an [[elf]] in the [[Elven Nations]] has a &#039;&#039;RaceBiasFactor&#039;&#039; of +0.05 (read: 5% bonus). So if our player with a 19% &#039;&#039;SkillBoost&#039;&#039; is an elf in the Elven Nations, a gem with a base value of 5000 silvers earns 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.&lt;br /&gt;
&lt;br /&gt;
===Buying from the pawnshop===&lt;br /&gt;
{{math|[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RawItemValue&#039;&#039; depends on the item and can not always be known (well, now you can back it out!). However, for some items it is easy: The raw item value of a gem is simply that which you can easily calculate from selling to the gemshop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PawnItemClassFactor&#039;&#039; refers to how much the pawnshop you are at &#039;likes&#039; the class of item you are trying to buy. While the different classes are unknown, gems are different from weapons which are different from &#039;gem-like imbeds&#039;. Each pawnshop has its own unique set of &#039;&#039;PawnItemClassFactors&#039;&#039;, and each item class has its own unique &#039;&#039;PawnItemClassFactor&#039;&#039; at each pawnshop.&lt;br /&gt;
&lt;br /&gt;
===Selling to the pawnshop===&lt;br /&gt;
{{math|[RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Buying from other shops===&lt;br /&gt;
{{math|[RawItemValue] - [SkillBoost * 2 * RawItemValue * RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Buying from merchant shops===&lt;br /&gt;
The bonus at certain merchant (i.e., irregular) shops is unknown. It is known that one merchant cares more about trading than the next, and they may have race biases as well. It is thought that that the formula is very similar to gem selling.&lt;br /&gt;
&lt;br /&gt;
===Selling skins===&lt;br /&gt;
{{math|RawSkinValue * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Appraising items===&lt;br /&gt;
Current research suggests that RANKS + d100 &amp;gt; 100 for a successful appraisal, but this formula is uncertain.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Trading&amp;diff=255134</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Trading&amp;diff=255134"/>
		<updated>2026-03-23T21:07:37Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: Updated to include impact on lootcap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Trading&#039;&#039;&#039; [[skill]] factors into many [[merchant]] systems, adjusting the resulting prices of goods.&lt;br /&gt;
&lt;br /&gt;
To deter silver farming, there is a cap on the trading bonus (including racial bonus) to the first 1 million silvers of non-self-looted treasure. Any loot personally received from hunting doesn&#039;t count towards this cap.  This cap should not be confused with &amp;quot;loot cap&amp;quot; a separate system.  Silvers gained from trading do count towards the loot cap, trading will get to loot cap faster, trading will not gain silvers in excess of loot cap. &lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/2&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 0/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 0/3&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 0/3&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 0/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 0/3&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/3&lt;br /&gt;
|}}&lt;br /&gt;
==Trading chart==&lt;br /&gt;
The following matrix shows the bias merchants in a given [[town]] area have towards a given [[race]].  Each entry in the matrix represents a percentage from baseline modifier.&lt;br /&gt;
&lt;br /&gt;
{{Race trade bias}}&lt;br /&gt;
&lt;br /&gt;
==Trading formula==&lt;br /&gt;
The trading formula contains a few input variables.&lt;br /&gt;
&lt;br /&gt;
===Skill boost===&lt;br /&gt;
Defined as: {{math|SkillBoost {{=}} Trunc[(TradingSkill + INFBonus)/12]}} where &#039;&#039;INFBonus&#039;&#039; is the bonus to [[influence]].&lt;br /&gt;
:&#039;&#039;NB1&#039;&#039;: Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of &#039;0&#039; is far larger (from -11 to +11, so that&#039;s 23 possibles, instead of the usual 12).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NB2&#039;&#039;: You MUST have 1+&#039;&#039;SkillBoost&#039;&#039; ranks of trading to make it count. For example, a player with 35 INF but no trading would have 35/12 = 2.91 = 2 &#039;&#039;SkillBoost&#039;&#039;, but in order to enjoy a &#039;&#039;SkillBoost&#039;&#039; of 2 you would need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which gives you a total &#039;&#039;SkillBoost&#039;&#039; of (35+15)/12 = 4.166... and yet you still get just 2% &#039;&#039;SkillBoost&#039;&#039;, because 3 ranks will not ever grant more than 2%. In practice, this minimum requirement is only important for the first 5 or 6 ranks, after that you will always meet this requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SkillBoost&#039;&#039; is applied as a percentage increase or decrease, depending on if you are buying or selling. For example, a player with 100 ranks of trading and 32 INF bonus has {{math|SkillBoost {{=}} Trunc[(200 + 32)/12] {{=}} 232/12 {{=}} 19.33333 {{=}} 19}}. The final skill boost is 1.19 / 0.81, depending on if one is selling (1.19) or buying (0.81).&lt;br /&gt;
&lt;br /&gt;
Spells that increase INF (such as [[Assume Aspect (650)]]) will thus also increase your &#039;&#039;SkillBoost&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Max Trading Bonus Chart based on Influence bonuses ranging from -2 to 45.&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;Max Trading Chart&#039;&#039;&#039;. Alternatively, you can also download and run &amp;lt;code&amp;gt;;tradingranks&amp;lt;/code&amp;gt; from the Lich repository to show you the various Trading rank training thresholds for your character&#039;s current INF bonus.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{|| class=&amp;quot;mw-collapsible-content wikitable text-center&amp;quot; style=&amp;quot;table-layout:fixed; font-size:smaller;&amp;quot;&lt;br /&gt;
! INF Bonus for 25 Skill Boost || INF Bonus for 26 Skill Boost || INF Bonus for 27 Skill Boost || INF Bonus for 28 Skill Boost || INF Bonus for 29 Skill Bonus || Trading Bonus || Trading Ranks&lt;br /&gt;
|-&lt;br /&gt;
| -2 || 10 || 22 || 34 || 46 || 302 || 202&lt;br /&gt;
|-&lt;br /&gt;
| -1 || 11 || 23 || 35 || 47 || 301 || 201&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 12 || 24 || 36 || 48 || 300 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 25 || 37 || 49 || 299 || 199&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 14 || 26 || 38 || 50 || 298 || 198&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 27 || 39 || 51 || 297 || 197&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 16 || 28 || 40 || 52 || 296 || 196&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 17 || 29 || 41 || 53 || 295 || 195&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 18 || 30 || 42 || 54 || 294 || 194&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 19 || 31 || 43 || 55 || 293 || 193&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 20 || 32 || 44 ||  || 292 || 192&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 21 || 33 || 45 ||  || 291 || 191&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Selling gems===&lt;br /&gt;
{{math|RawGemValue * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RaceBiasFactor&#039;&#039; reflects the opinion about your race by the shop owner. For example, an [[elf]] in the [[Elven Nations]] has a &#039;&#039;RaceBiasFactor&#039;&#039; of +0.05 (read: 5% bonus). So if our player with a 19% &#039;&#039;SkillBoost&#039;&#039; is an elf in the Elven Nations, a gem with a base value of 5000 silvers earns 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.&lt;br /&gt;
&lt;br /&gt;
===Buying from the pawnshop===&lt;br /&gt;
{{math|[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RawItemValue&#039;&#039; depends on the item and can not always be known (well, now you can back it out!). However, for some items it is easy: The raw item value of a gem is simply that which you can easily calculate from selling to the gemshop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PawnItemClassFactor&#039;&#039; refers to how much the pawnshop you are at &#039;likes&#039; the class of item you are trying to buy. While the different classes are unknown, gems are different from weapons which are different from &#039;gem-like imbeds&#039;. Each pawnshop has its own unique set of &#039;&#039;PawnItemClassFactors&#039;&#039;, and each item class has its own unique &#039;&#039;PawnItemClassFactor&#039;&#039; at each pawnshop.&lt;br /&gt;
&lt;br /&gt;
===Selling to the pawnshop===&lt;br /&gt;
{{math|[RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Buying from other shops===&lt;br /&gt;
{{math|[RawItemValue] - [SkillBoost * 2 * RawItemValue * RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Buying from merchant shops===&lt;br /&gt;
The bonus at certain merchant (i.e., irregular) shops is unknown. It is known that one merchant cares more about trading than the next, and they may have race biases as well. It is thought that that the formula is very similar to gem selling.&lt;br /&gt;
&lt;br /&gt;
===Selling skins===&lt;br /&gt;
{{math|RawSkinValue * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Appraising items===&lt;br /&gt;
Current research suggests that RANKS + d100 &amp;gt; 100 for a successful appraisal, but this formula is uncertain.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Loot_cap&amp;diff=254168</id>
		<title>Loot cap</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Loot_cap&amp;diff=254168"/>
		<updated>2026-02-25T21:27:10Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: Update lootcap changes per announcement.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{side box|&amp;quot;We noticed some very specific issues where the top 5% treasure generating characters are earning significantly more than the bottom 95% of characters. As an even more significant example of the problem, one character earned more than the bottom 60% of all characters combined.&amp;quot;&amp;lt;br /&amp;gt; --GameMaster Estild on December 4, 2020}}On January 1st, 2021, staff implemented the &#039;&#039;&#039;loot cap&#039;&#039;&#039; that had previously been announced, making a significant update to [[treasure]] gain. The primary stated motivation was to lessen the gap between the highest treasure-generating characters and the lowest treasure-generating characters.  &lt;br /&gt;
&lt;br /&gt;
Soft and hard caps were implemented to limit the amount of treasure an &#039;&#039;&#039;account&#039;&#039;&#039; can earn in a given month. The amounts were set to primarily impact the top 5% of income earners.  The soft cap begins at &#039;&#039;&#039;16 million&#039;&#039;&#039; with very low impact to treasure generated and progresses slowly to the hard cap at &#039;&#039;&#039;35 million&#039;&#039;&#039; in a month.  Impacts can gradually be felt while generating new silver/treasure when hunting, whereby individual return slowly decreases past the soft cap until the hard cap is achieved.  If an account has hit the hard cap, they are ineligible for the [[Legendary Feeder]]. &lt;br /&gt;
&lt;br /&gt;
The following activities are not subject to the loot cap:&lt;br /&gt;
* [[Pay events|Pay event]] and [[pay quest]] treasure generation (including gear finds)&lt;br /&gt;
* Tips from lockpicking at the [[locksmith pool]]&lt;br /&gt;
* [[Purification Song (1004)|Purifying]] gems&lt;br /&gt;
* Money exchanged between characters and accounts&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Revisions regarding Loot Cap effective 1/16/26&lt;br /&gt;
&lt;br /&gt;
To address the impact of automation and balance the economy - where the top 5% of earners currently account for 27% of all treasure generated - we are making the following changes:&lt;br /&gt;
&lt;br /&gt;
* Monthly Treasure Cap: The soft cap is being reduced from 15 million to 10 million.  Treasure gain is gradually reduced between 10 and 15 million, then set to 1% for any gain thereafter.  There no longer is a hard cap.  This resets monthly per account.&lt;br /&gt;
** Pawnshops: The maximum value for a single item is now 25,000 silver (down from 35,000).&lt;br /&gt;
** Cap Exemptions: Treasure from quests and paid events is no longer exempt from the cap.&lt;br /&gt;
** Gems: Certain gem rarities and values have been adjusted.&lt;br /&gt;
** Player Locksmith Pool: A fee is being added that is significantly lower than the NPC locksmith rate.  Additionally, F2P characters are no longer eligible to use the player locksmith pool.&lt;br /&gt;
** Treasure Boxes: Box drop rates are reduced by 2/3, but the output per box is increased 3x.  Finding a box will be more rewarding, and disarming/lockpicking experience will increase 3x to offset the lower frequency. Locksmith Mastery reps have also been reduced by 2/3.&lt;br /&gt;
** Locks and Keys: the drop rate of locks and keys have been tripled.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved_posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Treasure System]]&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Trading&amp;diff=254167</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Trading&amp;diff=254167"/>
		<updated>2026-02-25T20:09:27Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: It&amp;#039;s not at all hard to hit 1M loot, so it doesn&amp;#039;t broadly speaking &amp;quot;not apply&amp;quot; to many charaters.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Trading&#039;&#039;&#039; [[skill]] factors into many [[merchant]] systems, adjusting the resulting prices of goods.&lt;br /&gt;
&lt;br /&gt;
To deter silver farming, there is a cap on the trading bonus (including racial bonus) to the first 1 million silvers of non-self-looted treasure. Any loot personally received from hunting doesn&#039;t count towards this cap. &lt;br /&gt;
&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/2&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 0/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 0/3&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 0/3&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 0/3&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 0/3&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/3&lt;br /&gt;
|}}&lt;br /&gt;
==Trading chart==&lt;br /&gt;
The following matrix shows the bias merchants in a given [[town]] area have towards a given [[race]].  Each entry in the matrix represents a percentage from baseline modifier.&lt;br /&gt;
&lt;br /&gt;
{{Race trade bias}}&lt;br /&gt;
&lt;br /&gt;
==Trading formula==&lt;br /&gt;
The trading formula contains a few input variables.&lt;br /&gt;
&lt;br /&gt;
===Skill boost===&lt;br /&gt;
Defined as: {{math|SkillBoost {{=}} Trunc[(TradingSkill + INFBonus)/12]}} where &#039;&#039;INFBonus&#039;&#039; is the bonus to [[influence]].&lt;br /&gt;
:&#039;&#039;NB1&#039;&#039;: Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of &#039;0&#039; is far larger (from -11 to +11, so that&#039;s 23 possibles, instead of the usual 12).&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;NB2&#039;&#039;: You MUST have 1+&#039;&#039;SkillBoost&#039;&#039; ranks of trading to make it count. For example, a player with 35 INF but no trading would have 35/12 = 2.91 = 2 &#039;&#039;SkillBoost&#039;&#039;, but in order to enjoy a &#039;&#039;SkillBoost&#039;&#039; of 2 you would need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which gives you a total &#039;&#039;SkillBoost&#039;&#039; of (35+15)/12 = 4.166... and yet you still get just 2% &#039;&#039;SkillBoost&#039;&#039;, because 3 ranks will not ever grant more than 2%. In practice, this minimum requirement is only important for the first 5 or 6 ranks, after that you will always meet this requirement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SkillBoost&#039;&#039; is applied as a percentage increase or decrease, depending on if you are buying or selling. For example, a player with 100 ranks of trading and 32 INF bonus has {{math|SkillBoost {{=}} Trunc[(200 + 32)/12] {{=}} 232/12 {{=}} 19.33333 {{=}} 19}}. The final skill boost is 1.19 / 0.81, depending on if one is selling (1.19) or buying (0.81).&lt;br /&gt;
&lt;br /&gt;
Spells that increase INF (such as [[Assume Aspect (650)]]) will thus also increase your &#039;&#039;SkillBoost&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Max Trading Bonus Chart based on Influence bonuses ranging from -2 to 45.&lt;br /&gt;
Click on [&amp;lt;font color=blue&amp;gt;Expand&amp;lt;/font&amp;gt;] just below and to the right for the &#039;&#039;&#039;Max Trading Chart&#039;&#039;&#039;. Alternatively, you can also download and run &amp;lt;code&amp;gt;;tradingranks&amp;lt;/code&amp;gt; from the Lich repository to show you the various Trading rank training thresholds for your character&#039;s current INF bonus.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
{|| class=&amp;quot;mw-collapsible-content wikitable text-center&amp;quot; style=&amp;quot;table-layout:fixed; font-size:smaller;&amp;quot;&lt;br /&gt;
! INF Bonus for 25 Skill Boost || INF Bonus for 26 Skill Boost || INF Bonus for 27 Skill Boost || INF Bonus for 28 Skill Boost || INF Bonus for 29 Skill Bonus || Trading Bonus || Trading Ranks&lt;br /&gt;
|-&lt;br /&gt;
| -2 || 10 || 22 || 34 || 46 || 302 || 202&lt;br /&gt;
|-&lt;br /&gt;
| -1 || 11 || 23 || 35 || 47 || 301 || 201&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 12 || 24 || 36 || 48 || 300 || 200&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 13 || 25 || 37 || 49 || 299 || 199&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 14 || 26 || 38 || 50 || 298 || 198&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 15 || 27 || 39 || 51 || 297 || 197&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 16 || 28 || 40 || 52 || 296 || 196&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 17 || 29 || 41 || 53 || 295 || 195&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 18 || 30 || 42 || 54 || 294 || 194&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 19 || 31 || 43 || 55 || 293 || 193&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 20 || 32 || 44 ||  || 292 || 192&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 21 || 33 || 45 ||  || 291 || 191&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Selling gems===&lt;br /&gt;
{{math|RawGemValue * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RaceBiasFactor&#039;&#039; reflects the opinion about your race by the shop owner. For example, an [[elf]] in the [[Elven Nations]] has a &#039;&#039;RaceBiasFactor&#039;&#039; of +0.05 (read: 5% bonus). So if our player with a 19% &#039;&#039;SkillBoost&#039;&#039; is an elf in the Elven Nations, a gem with a base value of 5000 silvers earns 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.&lt;br /&gt;
&lt;br /&gt;
===Buying from the pawnshop===&lt;br /&gt;
{{math|[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RawItemValue&#039;&#039; depends on the item and can not always be known (well, now you can back it out!). However, for some items it is easy: The raw item value of a gem is simply that which you can easily calculate from selling to the gemshop.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PawnItemClassFactor&#039;&#039; refers to how much the pawnshop you are at &#039;likes&#039; the class of item you are trying to buy. While the different classes are unknown, gems are different from weapons which are different from &#039;gem-like imbeds&#039;. Each pawnshop has its own unique set of &#039;&#039;PawnItemClassFactors&#039;&#039;, and each item class has its own unique &#039;&#039;PawnItemClassFactor&#039;&#039; at each pawnshop.&lt;br /&gt;
&lt;br /&gt;
===Selling to the pawnshop===&lt;br /&gt;
{{math|[RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Buying from other shops===&lt;br /&gt;
{{math|[RawItemValue] - [SkillBoost * 2 * RawItemValue * RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Buying from merchant shops===&lt;br /&gt;
The bonus at certain merchant (i.e., irregular) shops is unknown. It is known that one merchant cares more about trading than the next, and they may have race biases as well. It is thought that that the formula is very similar to gem selling.&lt;br /&gt;
&lt;br /&gt;
===Selling skins===&lt;br /&gt;
{{math|RawSkinValue * [SkillBoost + RaceBiasFactor]}}&lt;br /&gt;
&lt;br /&gt;
===Appraising items===&lt;br /&gt;
Current research suggests that RANKS + d100 &amp;gt; 100 for a successful appraisal, but this formula is uncertain.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fash%27lo%27nae%27s_Tutelage&amp;diff=253412</id>
		<title>Fash&#039;lo&#039;nae&#039;s Tutelage</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fash%27lo%27nae%27s_Tutelage&amp;diff=253412"/>
		<updated>2026-02-16T13:46:31Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: Added FAQ item.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
Introduced at the February 20206 run of [[:Category:Duskruin|Duskruin]], &amp;quot;Fash&#039;lo&#039;nae&#039;s Tutelage&amp;quot; is a [[SimuCoin]] item that is available at Major Events.  It provides a 5x multiplier for up to 100,000 bonus experience per week, activating once the [[Gift of Lumnis]] cycle ends.  It costs 3,500 SimuCoins and lasts for 90 days.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the bronze disc and sense that the creator has provided the following information:&lt;br /&gt;
The arcane symbols on the disc shift and dance before your eyes.&lt;br /&gt;
&lt;br /&gt;
When claimed using REDEEM, this item grants Fash&#039;lo&#039;nae&#039;s Tutelage for 90 days.  When your Gift of Lumnis ends, Fash&#039;lo&#039;nae&#039;s Tutelage will activate, granting 5x experience absorption until you have gained 100,000 bonus experience in this fashion.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the disc may be further lightened.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Style&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 40%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;3&amp;quot;|REDEEM&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|(First use)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Once Redeemed, when you type EXP, you will see:&lt;br /&gt;
&lt;br /&gt;
: You feel a heightened understanding of events around you.  Knowledge that is not your own teases at the edges of your mind, luring your thoughts down forbidden alleyways and into dark shadows where unknown secrets await.&lt;br /&gt;
&lt;br /&gt;
=== FAQ ===&lt;br /&gt;
Taken from the pinned FAQs in the discord forum.&lt;br /&gt;
# It will reset with the start of our Lumnis Cycle.  If you do not utilize it in full before the end of your cycle, the excess will be lost.&lt;br /&gt;
&lt;br /&gt;
=== Credits ===&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [https://www.play.net/gs4/news.asp?id=2385&amp;amp;back=home Play.net Post]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Misc. &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Disc &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter= &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Duskruin &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2026 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune=Permanent &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions=&amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb=REDEEM &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
|verb2=&lt;br /&gt;
|verb3=&lt;br /&gt;
|verb4=&lt;br /&gt;
|verb5=&lt;br /&gt;
|verb6=&lt;br /&gt;
|verb7=&lt;br /&gt;
|verb8=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category:SimuCoins]]&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Quivering_sanguine_ooze&amp;diff=250601</id>
		<title>Quivering sanguine ooze</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Quivering_sanguine_ooze&amp;diff=250601"/>
		<updated>2025-12-23T01:22:43Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  107&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ooze &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Globoid &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A quivering sanguine ooze is a vast blob of partially coagulated goop that wobbles and squelches its way across the ground, leaving behind a sticky crimson trail.  Suspended within is a constellation of detritus and bones, some still with flesh attached.  Dripping pseudopods test the air, suggesting that the ooze bears at least rudimentary intelligence, though hopefully not enough to consider its abominable state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Oozes are essentially noncorporeal, uncrittable, unstunnable damage sponges that often divide themselves into oozelings upon getting hit, where each oozeling has a fraction of the original ooze&#039;s health but otherwise has similar combat abilities and stats on all fronts. If left unchecked long enough, the oozelings&#039; health will grow. Since oozes reduce their own health by splitting and since they split when they&#039;re attacked, using even weak AoE attacks can clear rooms more quickly than using powerful single-target attacks. [[Clash]], [[Cyclone]], [[Divine Incarnation (1650)]] Onslaught, [[Divine Wrath (335)]], [[Judgment (1630)]], [[Nature&#039;s Fury (635)]], [[Pulverize]], [[Song of Sonic Disruption (1030)]], [[Volley]] (with a [[short bow]] or [[hand crossbow]] only to keep [[roundtime|RT]] manageable), [[Whirling Blade]], and [[Whirlwind]] are all good. In particular, Divine Wrath, Song of Sonic Disruption, and Volley stand out due to respectively multiple rounds of damage, low [[mana]] cost (upon renewal), and low [[stamina]] cost mixed with multiple rounds of damage. All three of those options can lead to rooms going from one ooze to ten in no time, then down to zero also in no time, as oozes divide constantly.&lt;br /&gt;
* If absorbed by an ooze, an adventurer can attack its organ until it spits them out.&lt;br /&gt;
** Military pick worked, a rune staff swung as a weapon works, dagger &amp;amp; spear did not.&lt;br /&gt;
* Culling bounties for oozes go quickly since oozelings count.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 105&lt;br /&gt;
|levelm1 = 106&lt;br /&gt;
|level = 107&lt;br /&gt;
|levelp1 = 108&lt;br /&gt;
|levelp2 = 109&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:FAME&amp;diff=249561</id>
		<title>Verb:FAME</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:FAME&amp;diff=249561"/>
		<updated>2025-12-01T15:04:14Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: Removed note about need to check in.  Changed in 2025 to update periodically while turned on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verbinfo&lt;br /&gt;
|verb = FAME &amp;lt;!--Name of the verb.  This should always be capitalized. --&amp;gt;&lt;br /&gt;
|type = System &amp;lt;!--Type of verb: Roleplaying, System, Special Case.  Additional slots can be added with type2, type3 --&amp;gt;&lt;br /&gt;
|demeanor =  &amp;lt;!-- Only enter YES, if no, leave blank)--&amp;gt;&lt;br /&gt;
|citizen =  &amp;lt;!--If there is a citizen version of the verb.  Additional slots can be added with citizen2, citizen3 --&amp;gt;&lt;br /&gt;
|race = &amp;lt;!--If there is a racial version of the verb.  Additional slots can be added with race2, race3, race4 --&amp;gt;&lt;br /&gt;
|culture =  &amp;lt;!--If there is a cultural version of the verb.  Additional slots can be added with culture2, culture3 --&amp;gt;&lt;br /&gt;
|wedding =  &amp;lt;!--If there is a wedding version of the verb.  Additional slots can be added with wedding2, wedding3, wedding4 --&amp;gt;&lt;br /&gt;
|profession = &amp;lt;!--If there is a profession version of the verb.  Additional slots can be added with profession2 - profession10 --&amp;gt;&lt;br /&gt;
|system =  Character mechanics&amp;lt;!--If this verb is specific to a system.  Additional slots can be added with system2, system3--&amp;gt;&lt;br /&gt;
|special =  &amp;lt;!--If this verb is due to a special case and does not work otherwise.  Additional slots can be added with special2, special3 --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;FAME&#039;&#039;&#039; is used to access a character&#039;s fame.  The Fame system is an antiquated relic from GemStone III, when fame grew at an even faster rate. Players can opt their character in or out of the fame lists using the {{boldmono|[[SET]]}} verb.  {{boldmono|SET FAME ON}} to join the lists, {{boldmono|SET FAME OFF}} to remove from the lists. &lt;br /&gt;
&lt;br /&gt;
Many activities that reward [[experience]] also reward fame, such as earning a [[guild]] rank or [[resurrection|resurrecting]] an adventurer. Fame has little use in game. Access to [[Hearthstone Manor]] requires certain thresholds of fame. The fame lists are also popular ranks of adventurers by [[profession]] or [[race]].&lt;br /&gt;
&lt;br /&gt;
In 2025 the fame lists were cleared. Fame was preserved, but the fame lists were cleared. For posterity, the historical lists can be found on the [[/Fame list snapshots|fame list snapshots]].&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage: FAME {player|filter|stats} [rank]&lt;br /&gt;
  {filter} can be the name of a race, profession, or &amp;quot;ALL&amp;quot;.&lt;br /&gt;
  [rank]   is at what rank to start viewing the list.&lt;br /&gt;
         25 ranks are displayed at a time.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
      FAME Despil       Would show Despil&#039;s fame.&lt;br /&gt;
      FAME ALL 100      Would show an unfiltered list of rank 100-124.&lt;br /&gt;
      FAME DARKELF 1    Would show the first 25 dark elves starting at rank 1.&lt;br /&gt;
      FAME ROGUE 500    Would show the first 25 rogues starting at rank 500.&lt;br /&gt;
      FAME STATS        Would show statistics based on the fame list.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Only the one thousand (1000) highest characters who have their fame flagged &#039;on&#039; can be viewed.&lt;br /&gt;
==Help Fame==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Fame -&lt;br /&gt;
&lt;br /&gt;
When you are victorious in combat, solve a quest, or accomplish certain other tasks, you gain FAME.  FAME is a measure of your fame in Elanthia.  Being famous won&#039;t help you kill things or change your character in any other way, but you can brag about it and every now and then it may help you or hurt you to be famous.&lt;br /&gt;
&lt;br /&gt;
There is no further help available on this topic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Fame Lists==&lt;br /&gt;
As of October 2019.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Rank|   Name        |   Fame     |Lvl|G|Race|Prof&lt;br /&gt;
&amp;lt;nowiki&amp;gt;------------------------------------------------&lt;br /&gt;
   1 Methais         1337479310 100 M H-Elf Wiz&lt;br /&gt;
   2 Zaoloo          1005423675 100 M Human Sor&lt;br /&gt;
   3 Tsin             944718625 100 M H-Elf Rog&lt;br /&gt;
   4 Naseer           893802669 100 M Giant Cle&lt;br /&gt;
   5 Melivn           873241469 100 M D-Elf Sor&lt;br /&gt;
   6 Roblar           846176394 100 M Giant War&lt;br /&gt;
   7 Tarakan          800000291 100 M Human Sor&lt;br /&gt;
   8 Vindicate        718044467 100 M Giant War&lt;br /&gt;
   9 Raggler          700001573 100 M Halfl Wiz&lt;br /&gt;
  10 Ryjex            680731409 100 M  Elf  Bar&lt;br /&gt;
  11 Aranthius        678421563 100 M  Elf  Wiz&lt;br /&gt;
  12 Hoy              667162875 100 M Halfl Ran&lt;br /&gt;
  13 Yakushi          666666666 100 M D-Elf Bar&lt;br /&gt;
  14 Shimmerain       610005425 100 M D-Elf Sor&lt;br /&gt;
  15 Leafiara         595959090 100 F H-Elf Cle&lt;br /&gt;
  16 Fleurs           555032240 100 F H-Elf Wiz&lt;br /&gt;
  17 Astare           553443638 100 M Halfl Wiz&lt;br /&gt;
  18 Aurach           535005301 100 M D-Elf Ran&lt;br /&gt;
  19 Siierra          511848403 100 F Sylva Emp&lt;br /&gt;
  20 Gob              502966255 100 M Halfl Emp&lt;br /&gt;
  21 Pathragers       463832402 100 M Giant Wiz&lt;br /&gt;
  22 Vrannar          463532232 100 M  Elf  Wiz&lt;br /&gt;
  23 Menos            457500345 100 M  Elf  Pal&lt;br /&gt;
  24 Ososis           451586788 100 M Giant War&lt;br /&gt;
  25 Taverkin         449796719 100 M Halfl Wiz&lt;br /&gt;
  26 Sacru            449663458 100 M  Elf  Rog&lt;br /&gt;
  27 Wolfloner        442895769 100 M Human Rog&lt;br /&gt;
  28 Sabreon          440039760 100 M D-Elf Pal&lt;br /&gt;
  29 Annorax          409654455 100 M H-Elf Cle&lt;br /&gt;
  30 Galenblackbard   409143289 100 M H-Elf Bar&lt;br /&gt;
  31 Droit            408000304 100 M Giant Ran&lt;br /&gt;
  32 Kinjaro          407120173 100 M Halfl Wiz&lt;br /&gt;
  33 Sadrae           406440448 100 F Human Sor&lt;br /&gt;
  34 Alastir          403493121 100 M  Elf  Wiz&lt;br /&gt;
  35 Mistros          402956182 100 M D-Elf Sor&lt;br /&gt;
  36 Dantax           400378401 100 M BGnom Sor&lt;br /&gt;
  37 Nuadjha          400261230 100 M H-Elf Ran&lt;br /&gt;
  38 Siphere          390888066 100 M  Elf  Sor&lt;br /&gt;
  39 Jooniper         380543735 100 F Human Bar&lt;br /&gt;
  40 Kerl             380511228 100 M Human War&lt;br /&gt;
  41 Gnimble          370901694 100 M BGnom Bar&lt;br /&gt;
  42 Zabarieth        365315511 100 M Human Cle&lt;br /&gt;
  43 Shaukal          359803060 100 M H-Elf Cle&lt;br /&gt;
  44 Syberus          357417463 100 M H-Elf Sor&lt;br /&gt;
  45 Aubriella        355256697 100 F Dwarf Cle&lt;br /&gt;
  46 Askip            350052307 100 M D-Elf Wiz&lt;br /&gt;
  47 Kaedra           345679022 100 F Human Cle&lt;br /&gt;
  48 Dafixer          341290690 100 M H-Elf Emp&lt;br /&gt;
  49 Yagnuts          336034195 100 M Human Ran&lt;br /&gt;
  50 Suntzhu          334785321 100 M D-Elf Sor&lt;br /&gt;
  51 Rolfard          334333333 100 M D-Elf Sor&lt;br /&gt;
  52 Dhairn           333488105 100 M D-Elf Pal&lt;br /&gt;
  53 Virilneus        333333333 100 M Dwarf Sor&lt;br /&gt;
  54 Soulpieced       328969149 100 M Giant Bar&lt;br /&gt;
  55 Kragdruk         322995940 100 M Dwarf Emp&lt;br /&gt;
  56 Allereli         322185115 100 F D-Elf Sor&lt;br /&gt;
  57 Sorrenn          315928636 100 M H-Elf Wiz&lt;br /&gt;
  58 Arshwikk         315024044 100 M  Elf  Ran&lt;br /&gt;
  59 Ileenia          310532641 100 F Giant Emp&lt;br /&gt;
  60 Kupaka           307501605 100 M Dwarf War&lt;br /&gt;
  61 Deckits          302249821 100 M D-Elf Sor&lt;br /&gt;
  62 Varucca          301089036 100 F Sylva Cle&lt;br /&gt;
  63 Morphias         301018357 100 M D-Elf Sor&lt;br /&gt;
  64 Gweneivia        298991357 100 F H-Elf Emp&lt;br /&gt;
  65 Lohre            294520732 100 M Human Cle&lt;br /&gt;
  66 Bellesue         291196397 100 F BGnom Sor&lt;br /&gt;
  67 Archales         289359447 100 M H-Elf Bar&lt;br /&gt;
  68 Teiana           285286269 100 F Sylva Sor&lt;br /&gt;
  69 Kapera           285088206 100 F Aelot Emp&lt;br /&gt;
  70 Coffie           284059554 100 F Giant Cle&lt;br /&gt;
  71 Claudaro         282568789 100 M Halfl Wiz&lt;br /&gt;
  72 Roft             281757279 100 M D-Elf Sor&lt;br /&gt;
  73 Calael           279542504 100 M H-Elf Cle&lt;br /&gt;
  74 Dergoatean       279200002 100 M D-Elf Sor&lt;br /&gt;
  75 Kelestra         272036892 100 F D-Elf Sor&lt;br /&gt;
  76 Wolfstarr        270322574 100 M Sylva Ran&lt;br /&gt;
  77 Nalar            266552794  54 M D-Elf Wiz&lt;br /&gt;
  78 Beyrn            265784476 100 M D-Elf Sor&lt;br /&gt;
  79 Nidal            263221728 100 M Dwarf Emp&lt;br /&gt;
  80 Attalynx         260902541  99 M Giant War&lt;br /&gt;
  81 Jimok            258923751 100 M Giant Cle&lt;br /&gt;
  82 Ylandra          258427843 100 F Dwarf Cle&lt;br /&gt;
  83 Donminimi        258425273  88 M BGnom Sor&lt;br /&gt;
  84 Revon            255091223 100 M Giant Bar&lt;br /&gt;
  85 Darwar           252243443 100 M  Elf  Sor&lt;br /&gt;
  86 Leslieanna       252231684 100 F Halfl Wiz&lt;br /&gt;
  87 Radom            250248466 100 M Human Ran&lt;br /&gt;
  88 Mihorkan         250137112 100 M Halfl Emp&lt;br /&gt;
  89 Zarston          246432184 100 M H-Elf Bar&lt;br /&gt;
  90 Arasleaf         245615892 100 M H-Elf Bar&lt;br /&gt;
  91 Bryft            245342974 100 M Human Bar&lt;br /&gt;
  92 Lucos            245001591 100 M H-Elf Rog&lt;br /&gt;
  93 Callinar         242720142 100 M Sylva Pal&lt;br /&gt;
  94 Silverthorne     242362620 100 M Sylva Ran&lt;br /&gt;
  95 Treeva           240170492 100 F  Elf  Wiz&lt;br /&gt;
  96 Xrothgar         237970426 100 M Human War&lt;br /&gt;
  97 Maags            235110081 100 F Halfl Cle&lt;br /&gt;
  98 Ragz             234108264 100 M Human Wiz&lt;br /&gt;
  99 Rakip            233716844 100 M Human Rog&lt;br /&gt;
 100 Guenhafyr        233606481 100 F Giant Cle&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Historical note: as of 9 January 1995, the ENTIRE fame list--every character in GemStone, ever--was comprised of 2123 names; only 1105 of them had 100,000 fame or more.  (Reminder: in the current system, the list is the top 1000.)  Gender was not recorded at that time, and of course the races/professions still had the old ([[ICE age]]) names.&lt;br /&gt;
&lt;br /&gt;
Many of these names are now known as [[Co-operative Houses of Elanthia|House]] founders (Enegue, Starsnuffer), or legends in their own right for deeds done &amp;amp; items owned (Sagan, Kree, Jesh, Thalior), or have creatures named after them ([[Bresnahanini rolton|Artuero]]).  Compare these names to the goblets in the Legends&#039; Bar in Hearthstone, for example.&lt;br /&gt;
&lt;br /&gt;
Compare the top 100 as of that time:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Rank|   Name        |   Fame     |Lvl|  Race   |Prof&lt;br /&gt;
&amp;lt;nowiki&amp;gt;--------------------------------------------------------&lt;br /&gt;
   1 Dartaghan           81563658  57 Halfling  Mage   &lt;br /&gt;
   2 Enegue              57905749  44 High Man  Bard   &lt;br /&gt;
   3 Traylor             53541426  49 Dwarf     Bard   &lt;br /&gt;
   4 Oghier              48015939  53 Dwarf     Bard   &lt;br /&gt;
   5 Artuero             44998474  50 Fair Elf  Thief  &lt;br /&gt;
   6 Gillaume            42900314  60 Half-Elf  Cleric &lt;br /&gt;
   7 Krisenfest          41397355  51 CommonMan Cleric &lt;br /&gt;
   8 Pan                 41060021  53 Halfling  Mage   &lt;br /&gt;
   9 Thalior             41052384  58 Wood Elf  Sorcerer&lt;br /&gt;
  10 Corwin              40650224  26 Half-Elf  Ranger &lt;br /&gt;
  11 Kodos               36593405  57 Halfling  Mage   &lt;br /&gt;
  12 Nixie               36112042  50 Half-Elf  Sorcerer&lt;br /&gt;
  13 Maruko              34840947  49 Half-Elf  Ranger &lt;br /&gt;
  14 Trachten            34305076  47 High Man  Ranger &lt;br /&gt;
  15 Raphael             31478767  48 High Man  Cleric &lt;br /&gt;
  16 Odds                31371743  39 Halfling  Mage   &lt;br /&gt;
  17 Bleys               28524858  34 Half-Elf  Thief  &lt;br /&gt;
  18 Fxg                 26458777  36 Half-Elf  Ranger &lt;br /&gt;
  19 Qunitazzeldon       25060516  40 High Man  Cleric &lt;br /&gt;
  20 Johanna             24999080   7 High Man  Bard   &lt;br /&gt;
  21 Sloan               24978174  38 Half-Elf  Ranger &lt;br /&gt;
  22 Kenner              24567078  41 Half-Elf  Ranger &lt;br /&gt;
  23 Birhtnothe          24160058  30 Half-Elf  Ranger &lt;br /&gt;
  24 Xar                 22628754   1 Half-Elf  Thief  &lt;br /&gt;
  25 Blades              21698514  28 Half-Elf  Thief  &lt;br /&gt;
  26 Palma               21336735  40 High Man  Cleric &lt;br /&gt;
  27 Krakii              21256402  33 Dwarf     Cleric &lt;br /&gt;
  28 Aeklug              21168791  42 Dwarf     Cleric &lt;br /&gt;
  29 Hexxon              21058377  34 Half-Elf  Fighter&lt;br /&gt;
  30 Logun               20987704  37 Fair Elf  Bard   &lt;br /&gt;
  31 Sagan               20859051  39 High Man  Thief  &lt;br /&gt;
  32 Metaboculous        20819518  32 High Man  Fighter&lt;br /&gt;
  33 Catrissa            20531542  43 Half-Elf  Mage   &lt;br /&gt;
  34 Strom               20367055  87 High Elf  Healer &lt;br /&gt;
  35 Ladydawn            19632022  42 Half-Elf  Cleric &lt;br /&gt;
  36 Kali                19332765  33 Fair Elf  Ranger &lt;br /&gt;
  37 Shardin             19285885  22 High Man  Fighter&lt;br /&gt;
  38 Aurien              19229928  36 High Man  Thief  &lt;br /&gt;
  39 Vizuxa              19047859  40 Fair Elf  Cleric &lt;br /&gt;
  40 Cerulean            18663237  33 Halfling  Mage   &lt;br /&gt;
  41 Orlando             18536322  32 Half-Elf  Bard   &lt;br /&gt;
  42 Jesh                18416851  31 Half-Elf  Thief  &lt;br /&gt;
  43 Charms              18120368  34 Halfling  Sorcerer&lt;br /&gt;
  44 Dvalin              18022653  28 Fair Elf  Ranger &lt;br /&gt;
  45 Moonpie             17840565  26 Half-Elf  Thief  &lt;br /&gt;
  46 Heron               17422873  35 CommonMan Bard   &lt;br /&gt;
  47 Kaikeyi             17318332  36 Half-Elf  Cleric &lt;br /&gt;
  48 Erek                16566141  39 Half-Elf  Ranger &lt;br /&gt;
  49 Ashen               16554057  23 Fair Elf  Mage   &lt;br /&gt;
  50 Dara                16477471  30 Half-Elf  Ranger &lt;br /&gt;
  51 Thoth               16382119  29 Fair Elf  Sorcerer&lt;br /&gt;
  52 Khyle               15757888  29 Half-Elf  Cleric &lt;br /&gt;
  53 Kree                15566802   8 Half-Elf  Thief  &lt;br /&gt;
  54 Aanalar             15497180  29 Fair Elf  Mage   &lt;br /&gt;
  55 Cerul               15406770  31 Half-Elf  Ranger &lt;br /&gt;
  56 Soniya              15218680  30 Half-Elf  Mage   &lt;br /&gt;
  57 Whilder             14956574  32 Fair Elf  Mage   &lt;br /&gt;
  58 Marc                14674372  35 Half-Elf  Mage   &lt;br /&gt;
  59 Mackeli             13719658  27 High Man  Bard   &lt;br /&gt;
  60 Certain             13707293  30 Fair Elf  Mage   &lt;br /&gt;
  61 Waldo2              13645350  32 Half-Elf  Fighter&lt;br /&gt;
  62 Jarran              13611789  30 Half-Elf  Ranger &lt;br /&gt;
  63 Kalas               13594409  25 Halfling  Mage   &lt;br /&gt;
  64 Alfred              13283595  23 Half-Elf  Bard   &lt;br /&gt;
  65 Dirtbeard           13177422  29 Dwarf     Ranger &lt;br /&gt;
  66 Xura                12823579  23 Halfling  Mage   &lt;br /&gt;
  67 Bloodsmythe         12820827  31 Half-Elf  Sorcerer&lt;br /&gt;
  68 Hugo                12581655  20 Half-Elf  Cleric &lt;br /&gt;
  69 Lyrista             12366291  30 High Man  Ranger &lt;br /&gt;
  70 Cinabar             12129487  25 Dwarf     Fighter&lt;br /&gt;
  71 Kayla               12084556  57 Half-Elf  Healer &lt;br /&gt;
  72 Gris                12077422  20 Half-Elf  Thief  &lt;br /&gt;
  73 Plover              12020615  30 Half-Elf  Thief  &lt;br /&gt;
  74 Berr                11900961  26 Half-Elf  Fighter&lt;br /&gt;
  75 Skaggs              11896216  25 Half-Elf  Fighter&lt;br /&gt;
  76 Zimbangu            11778446  29 Half-Elf  Bard   &lt;br /&gt;
  77 Bobalain            11766745   4 Half-Elf  Ranger &lt;br /&gt;
  78 Erion               11697304  22 Fair Elf  Bard   &lt;br /&gt;
  79 Lairaerrykthrok     11646667  33 Halfling  Cleric &lt;br /&gt;
  80 Syan                11307167  28 Half-Elf  Cleric &lt;br /&gt;
  81 Chandra             11272863  21 Dwarf     Sorcerer&lt;br /&gt;
  82 Dagnor              11251006   1 Halfling  Mage   &lt;br /&gt;
  83 Tomasso             10993857  25 Half-Elf  Ranger &lt;br /&gt;
  84 Starsnuffer         10964499  24 Fair Elf  Mage   &lt;br /&gt;
  85 Tolomei             10942405  28 Fair Elf  Mage   &lt;br /&gt;
  86 Suzielle            10928185  26 Half-Elf  Ranger &lt;br /&gt;
  87 Kendrick            10911049  27 Half-Elf  Thief  &lt;br /&gt;
  88 Jolly               10801220  25 Halfling  Mage   &lt;br /&gt;
  89 Wildlucke           10787325  26 Wood Elf  Mage   &lt;br /&gt;
  90 Simon               10624761  24 Half-Elf  Mage   &lt;br /&gt;
  91 Daryann             10531611  30 Half-Elf  Ranger &lt;br /&gt;
  92 Gremlynn            10353313  26 Fair Elf  Thief  &lt;br /&gt;
  93 Indigo              10322655  20 Halfling  Mage   &lt;br /&gt;
  94 Slayre              10132136   2 Halfling  Mage   &lt;br /&gt;
  95 Hagar                9990249  23 High Man  Ranger &lt;br /&gt;
  96 Lomir                9960524  24 Half-Elf  Ranger &lt;br /&gt;
  97 Hilgavolkas          9921132  28 Dwarf     Cleric &lt;br /&gt;
  98 Biinc                9665518  23 Halfling  Mage   &lt;br /&gt;
  99 Rayzor               9436005  21 Half-Elf  Thief  &lt;br /&gt;
 100 Lodin                9377838  27 Half-Elf  Cleric&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When looking at the fame numbers, bear in mind that in the late 1990s/early 2000s, all fame values were reduced by 90%.  (i.e. While killing a 5th level creature used to return 500 fame, it would now return only 50.)  All character fame was likewise reduced.  The easiest way to conceptualize this is simply to remove the last digit (of an old fame number), or to add a &amp;quot;0&amp;quot; (at the end of a modern fame number) when comparing.&lt;br /&gt;
&lt;br /&gt;
[[Category: Verbs]]&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Padding&amp;diff=245199</id>
		<title>Padding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Padding&amp;diff=245199"/>
		<updated>2025-08-27T17:54:52Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: Updated PP Padding for 300 service limit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right;&amp;quot;&lt;br /&gt;
| {{Padding weighting table|type=Padding}}&lt;br /&gt;
|}__NOTOC__&lt;br /&gt;
&#039;&#039;&#039;Padding&#039;&#039;&#039; is a rare defensive property, typically found on [[armor]], that provides greater-than-normal protection from [[critical]] hits (known as &amp;quot;&#039;&#039;&#039;[[#Critical Padding|critical padding]]&#039;&#039;&#039;&amp;quot;) or [[health point]] loss (known as &amp;quot;&#039;&#039;&#039;[[#Damage Padding|damage padding]]&#039;&#039;&#039;&amp;quot;). The level of padding is represented as a number (usually from 0 to 50), known as &#039;&#039;&#039;combat effective points&#039;&#039;&#039; (CEP), which collectively make up an item&#039;s &#039;&#039;&#039;combat effectiveness rating&#039;&#039;&#039; (CER) (CEP and CER can be used interchangeably).  Skilled [[warrior]]s can{{boldmono| [[ASSESS (verb)#Warriors|ASSESS]] }}an item to get the full details of its CER and number of [[#Merchant Services|merchant services]] applied. The relationship between combat effective points and assessed estimates is shown on the table to the right. For example, an item that assesses as &amp;quot;heavily padded against critical blows&amp;quot; has 9-10 points of critical padding.  The worded description provides an [[in character]] way to describe the padding.&lt;br /&gt;
&lt;br /&gt;
[[#Spells and Abilities|Spells and abilities]] can also provide temporary padding while they are in effect.&lt;br /&gt;
&lt;br /&gt;
This property is typically not found on off-the-shelf armors from town shops, but may be available in varying levels from special merchants, or box-found on armor from the [[treasure system]]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;alert-warning&amp;quot;&amp;gt;As of the [[/saved posts#Weighting, Padding, Sighting Revamp 2017|August 2017 update]], padding has been changed to a [[item properties|Category C]] item property and can coexist with all other properties, including both critical and damage padding on the same item.&amp;lt;/span&amp;gt;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Critical Padding==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical padding&#039;&#039;&#039; reduces the critical severity of a successful attack by subtracting a phantom amount (up to the number of combat effective points, subject to possible [[#Randomization|randomization]] if the padding is greater than 6 CEP) from the raw HP damage before resolving the critical rank. Critical padding cannot reduce a critical that would have been rank 1 or higher to a rank 0. Against AS/DS attacks specifically, characters have natural critical padding derived from [[CON]] bonus, the formula is [[CON]] bonus / 5.  This critical padding is additive with any critical padding from gear.  For example, if you have 5 CER from CON and 5 CER from armor, you have a total of 10 CER which is then subject to randomization due to any critical padding over 6 CER being subject to randomization.&lt;br /&gt;
&lt;br /&gt;
For [[attack roll]]s (Attack Strength vs. Defensive Strength), to calculate the maximum critical rank generated by a given endroll it is necessary to know the [[Damage Factor]] of the weapon vs the armor (reduced by a factor if [[#Redux|redux]] is active), the [[critical divisor]] of the armor, and the number of combat effective points the armor has. If the attacker&#039;s weapon has [[critical weighting]], its weighting CEP are added to the phantom damage. The general formula for determining the maximum critical rank is:&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|1=&#039;&#039;&#039;Max Critical Rank = Truncate[((Endroll - 100) * Damage Factor - Randomize(Padding CEP) + Weapon Weighting CEP) / Critical Divisor]&#039;&#039;&#039;}}}}&lt;br /&gt;
&lt;br /&gt;
where {{math|1=&#039;&#039;&#039;Randomize(Padding CEP) = Padding CEP&#039;&#039;&#039;}} exactly if {{math|&#039;&#039;&#039;Padding CEP &amp;amp;le; 6&#039;&#039;&#039;}}, otherwise it is a random number in the range {{math|&#039;&#039;&#039;[6, Padding CEP]&#039;&#039;&#039;}} with an unknown distribution.&lt;br /&gt;
&lt;br /&gt;
(Note: Critical weighting is &#039;&#039;not&#039;&#039; randomized and always adds a fixed amount of weighting CEP.)&lt;br /&gt;
&lt;br /&gt;
After computing the max critical rank, the actual critical rank of the attack result may be reduced by [[critical randomization]] (separately from the randomization of padding level).&lt;br /&gt;
&lt;br /&gt;
Critical damage taken from other sources than attack rolls (such as from flares or maneuvers) is also reduced in many cases, but the exact formulas and conditions where it is applicable are not known.&lt;br /&gt;
&lt;br /&gt;
===Sample Calculations===&lt;br /&gt;
&lt;br /&gt;
The following sample calculations use standard (unweighted) weapons with 200 endrolls and utilize 10 CEP of critical padding:&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. Brigandine :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.270 - 0 + 0 ) / 7 = 3.86 ≈&#039;&#039; &#039;&#039;&#039;Rank 3 critical&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. HCP Brigandine :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.270 - 10 + 0 ) / 7 = 2.43 ≈&#039;&#039; &#039;&#039;&#039;Rank 2 critical&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Handaxe vs. Hauberk :&#039;&#039;&#039; &#039;&#039; ( (200 - 100) * 0.240 - 0 + 0 ) / 9 = 2.67 ≈&#039;&#039; &#039;&#039;&#039;Rank 2 critical&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Critical Rank Table===&lt;br /&gt;
The table below shows how the critical ranks from a [[handaxe]] and [[maul]] with various endrolls scale across the different armor groups. The calculations including padded armor assumed 10 CEP of padding. Where noted (*) the padding is sufficient to reduce the critical rank to 0 if it wasn&#039;t otherwise restricted to a minimum of rank 1.&lt;br /&gt;
&lt;br /&gt;
(Note: These tables assume no active [[redux]]. If redux is active then the endroll margins required to achieve the same results should be multiplied by {{math|1/(1 - redux_factor)}}.)&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable|float:left;text-align:center;font-size:95%}}&lt;br /&gt;
|-  style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! rowspan=3  |Endroll  || colspan=10 |Handaxe&lt;br /&gt;
|-  style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=2 |Cloth	|| colspan=2 |Leather	|| colspan=2 |Scale	|| colspan=2 |Chain	|| colspan=2 |Plate&lt;br /&gt;
|-  style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |105	||0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |110	||0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |120	||1	||1*	||1	||1*	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |130	||2	||1*	||1	||1*	||1	||1*	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |140	||3	||1	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |150	||4	||2	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |160	||5	||3	||3	||1	||2	||1*	||1	||1*	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |170	||5	||3	||3	||1	||2	||1	||1	||1*	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |180	||6	||4	||4	||2	||3	||1	||2	||1	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |190	||7	||5	||4	||2	||3	||2	||2	||1	||1	||1*&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |200	||8	||6	||5	||3	||3	||2	||2	||1	||1	||1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |210	||9	||7	||5	||3	||4	||2	||2	||1	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |220	||10	||8	||6	||4	||4	||3	||3	||2	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |230	||10	||8	||6	||4	||5	||3	||3	||2	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |240	||11	||9	||7	||5	||5	||3	||3	||2	||2	||1&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |250	||12	||10	||7	||5	||5	||4	||4	||2	||2	||1&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |260	||13	||11	||8	||6	||6	||4	||4	||3	||3	||2&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |270	||14	||12	||8	||6	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |280	||15	||13	||9	||7	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
| style=&amp;quot;background:#dddddd;&amp;quot; |290	||15	||13	||9	||7	||7	||5	||5	||3	||3	||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|float:left;text-align:center;font-size:95%}}&lt;br /&gt;
|-  style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=10 |Maul&lt;br /&gt;
|-  style=&amp;quot;background:#cccccc&amp;quot;&lt;br /&gt;
! colspan=2 |Cloth	|| colspan=2 |Leather	|| colspan=2 |Scale	|| colspan=2 |Chain	|| colspan=2 |Plate&lt;br /&gt;
|-  style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
!Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP	||Norm.	||HCP&lt;br /&gt;
|- &lt;br /&gt;
|0	||0	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
|1	||1*	||0	||0	||0	||0	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
|2	||1*	||1	||1*	||1	||1*	||0	||0	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
|3	||1	||2	||1*	||1	||1*	||1	||1*	||0	||0&lt;br /&gt;
|- &lt;br /&gt;
|4	||2	||2	||1	||2	||1	||1	||1*	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|5	||3	||3	||1	||3	||1	||2	||1	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|6	||4	||4	||2	||3	||2	||2	||1	||1	||1*&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|7	||5	||5	||3	||4	||2	||2	||1	||1	||1&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|8	||6	||5	||4	||4	||3	||3	||2	||2	||1&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|9	||7	||6	||4	||5	||4	||3	||2	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
|11	||9	||7	||5	||6	||4	||4	||3	||2	||1&lt;br /&gt;
|- &lt;br /&gt;
|12	||10	||7	||6	||6	||5	||4	||3	||3	||2&lt;br /&gt;
|- &lt;br /&gt;
|13	||11	||8	||6	||7	||5	||5	||3	||3	||2&lt;br /&gt;
|- &lt;br /&gt;
|14	||12	||9	||7	||7	||6	||5	||4	||3	||2&lt;br /&gt;
|- &lt;br /&gt;
|15	||13	||10	||8	||8	||7	||5	||4	||3	||2&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|16	||14	||10	||9	||9	||7	||6	||5	||4	||3&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|17	||15	||11	||9	||9	||8	||6	||5	||4	||3&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|18	||16	||12	||10	||10	||9	||7	||6	||4	||3&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|19	||17	||12	||11	||11	||9	||7	||6	||4	||4&lt;br /&gt;
|-  style=&amp;quot;background:#e8e8e8&amp;quot;&lt;br /&gt;
|20	||18	||13	||11	||11	||10	||8	||6	||5	||4&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Damage Padding==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage padding&#039;&#039;&#039; directly reduces the health point loss inflicted, but will not reduce the critical rank of the original attack. For example, if a particular attack would deal 20 HP damage and a wound from the critical, then against someone wearing armor with 6 damage padding CER (&amp;quot;somewhat padded&amp;quot;) the attack would instead deal 14 HP, but the wound and critical rank would remain the same.&lt;br /&gt;
&lt;br /&gt;
==Randomization==&lt;br /&gt;
The amount of padding CEP applied to a successful attack may be randomized (note that this is distinct from [[critical randomization]]). For critical or damage padded armor up to &amp;quot;somewhat&amp;quot; padded, the amount of padding applied is fixed. That is, any armor with 6 CEP or less (inclusive) of damage or critical padding will always provide the maximum amount of padding it can to any attack. In the case of greater levels of padding, the amount of padding CEP applied will be randomized but the armor will never provide less than somewhat critical or damage padding. The exact probability distribution of the possible values is unknown. This change was [[Changes to padding and damage weighting (saved posts)#Changes to Padding and Damage Weighting (1)|announced by GM Warden]] in early 2008.&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
&lt;br /&gt;
===Redux===&lt;br /&gt;
&lt;br /&gt;
If [[redux]] is active, then for the purposes of calculating max critical rank, critical padding is applied after weapon damage factor reduction. In the Max Critical Rank formula above, the Damage Factor should be reduced by the redux factor. For example, for a handaxe against chain armor, the usual DF is 0.240. If there is 50% redux then simply use 0.120 as the DF, the rest of the crit rank calculation proceeds the same.&lt;br /&gt;
&lt;br /&gt;
Damage padding is applied to the end result after all redux effects.&lt;br /&gt;
&lt;br /&gt;
===Armor Accessories===&lt;br /&gt;
&lt;br /&gt;
Armor accessories (helm, greaves) halve the effective padding of torso armor unless they have at least 1 CER of the same padding type (damage, critical, or both). In that case, you get the higher amount between the accessory and torso armor. Exception: accessories which only have skill/stat (not MK, SK, regeneration, or maximum resource) enhancives, or have nothing at all, allow the torso armor&#039;s full padding to be in effect.&lt;br /&gt;
&lt;br /&gt;
===Flares===&lt;br /&gt;
&lt;br /&gt;
Temporary [[flare]]s applied to an item (such as [[Consecrate (1604)]] plasma flares) have reduced strength if the item has padding. If the padding is 10 points or more, temporary flares will not take effect. This restriction only applies for &#039;&#039;temporary&#039;&#039; flares; permanent flares are not reduced.&lt;br /&gt;
&lt;br /&gt;
===Spells and Abilities===&lt;br /&gt;
Padding from spells and abilities are applied additively to any existing padding on armor. This includes [[Mage Armor (520)]] and the Sigils of Minor/Major Protection of the [[Guardians of Sunfist]]. For example, if a character is wearing armor with 10 CEP (&amp;quot;heavily padded&amp;quot;) and uses Sigil of Major Protection for 10 additional CEP, they would have  20 padding CEP for the duration of the sigil (equivalent to &amp;quot;masterfully padded&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[Empath]]s receive a base of heavy critical padding (10 combat effective points) for 30 seconds through [[Regeneration (1150)]]. &lt;br /&gt;
&lt;br /&gt;
[[Elemental Barrier (430)]] can provide padding through lore benefits. {{#section:Elemental Lore, Earth|430}}&lt;br /&gt;
&lt;br /&gt;
{{WPS merchant service}}&lt;br /&gt;
&lt;br /&gt;
=== Premium Point Padding ===&lt;br /&gt;
&lt;br /&gt;
Heavy Padding (only) is available through the [[Premium Point]] system at a cost of 1200 points + (armor enchant bonus * 100 points). For example, to add heavy critical padding to 4x (+20) suit of armor would cost 1200 + (20 * 100) = 3200 premium points. The premium point benefit is not additive; it will simply take an item to 150 services, or 10 CER. Maximum of 300 total services, or 150 of each, whichever comes first. Example: armor with 200 services of crit is only eligible for 100 services of damage, at full cost including all surchages.&lt;br /&gt;
&lt;br /&gt;
=== Adventurer&#039;s Guild ===&lt;br /&gt;
&lt;br /&gt;
Temporary damage padding (50 hits) can be obtained through the [[Adventurer&#039;s Guild]] using [[bounty point]]s.  {{boldmono|ORDER 16 }}at any guild Treasure Master to get a price quote for Somewhat or Heavy, as prices vary based on an armor&#039;s item properties.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[WPS smithy]]&lt;br /&gt;
*[[Item supercharger]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Weighting%20and%20Padding/view Weighting and Padding Officials folder]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Armor Enhancements]]&lt;br /&gt;
[[Category: Merchant Services]]&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Premium_Point_costs&amp;diff=245198</id>
		<title>Premium Point costs</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Premium_Point_costs&amp;diff=245198"/>
		<updated>2025-08-27T17:52:16Z</updated>

		<summary type="html">&lt;p&gt;NSTEED: Undo revision 239778 by HOST-GSORSYS (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Premium subscription|Premium]] GemStone IV subscriber is awarded 100 &#039;&#039;&#039;Premium Points&#039;&#039;&#039; per month as a loyalty reward (often referred to as PPs). Current number of Premium Points on any account may be seen using [[PREMIUM]] START. These points can be used to purchase many different Premium [[Long-term Benefits]].  See the Benefits page for official descriptions of services.  This page will maintain costs and various notes.&lt;br /&gt;
&lt;br /&gt;
Points can be exchanged for services including [[Script|scripted]] items, [[alteration scroll]]s, an [[autoscripter]], lightening or deepening of one item, type-ahead lines, [[enhancive]] items, [[custom script]]ing, adding [[flares]] to [[armor]], [[weapon]]s, and armor accessories, [[enchanting]] services, adding critical or damage [[padding]] to armor and a [[Society|society]] reset option.&lt;br /&gt;
&lt;br /&gt;
Players often sell their PPs for [[silver coin|silvers]].  In these transactions the purchaser will have to give the seller the item as well as silvers so it is imperative that the seller be reputable.  The average conversion range is approximately 4,000-6,000 silvers per PP.  Larger blocks of PPs earn more silvers per point than smaller blocks, as they will be used for rarer or otherwise impossible to get services.  &lt;br /&gt;
&lt;br /&gt;
;Please note that the below is just to provide a general idea.  The PCALC command in-game is generally the best bet for a good estimate, though it should be noted that the final price will always be calculated by the GM providing any Premium Scroll (Sadie) Services.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;The range provided is based on a consensus of players in June 2015 and is only meant to give a general idea, not a firm price.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Benefit ||Premium Point Cost||Comments and Additional Costs&lt;br /&gt;
|- &lt;br /&gt;
|Pre-scripted giftshop item||300 ||Located in the Lighthouse in Mist Harbor (Gift Shop, various containers)&lt;br /&gt;
|- &lt;br /&gt;
|[[Autoscripter]]||100 ||Located in the Lighthouse in Mist Harbor (Specialty Shop, read sign for details)&lt;br /&gt;
|- &lt;br /&gt;
|Checkbook||600 ||Located in the Lighthouse in Mist Harbor (Gift Shop, on pedestal)&lt;br /&gt;
|- &lt;br /&gt;
|[[Society]] reset (amnesty parchment)||2000 ||Located in the Lighthouse in Mist Harbor (Gift Shop, on counter)&lt;br /&gt;
|-&lt;br /&gt;
|One type-ahead line||900 ||Drink from the fountain located in Mist Harbor&lt;br /&gt;
|- &lt;br /&gt;
|[[Premium titles]]||600 ||Find the disheveled resident NPC in Mist Harbor&lt;br /&gt;
|- &lt;br /&gt;
|[[Alteration scroll|Alteration]]||300 ||15/15/15 + show OR long description&lt;br /&gt;
|-&lt;br /&gt;
|[[Alteration scroll|Alteration]]||600 ||Show AND Long description&lt;br /&gt;
|- &lt;br /&gt;
|[[Alteration Scroll Item Customization|Item Customization]]||300||Up to three facets of a single item that supports customization per service.&lt;br /&gt;
|- &lt;br /&gt;
|[[EZ script]]||1200  (first action)||600 points for each additional action. If item was EZ Scripted using different means, it is 600 for each additional action&lt;br /&gt;
|-&lt;br /&gt;
|[[Merchant|Lighten]] one item||100 ||Amount of lightening varies by item&lt;br /&gt;
|- &lt;br /&gt;
|[[Merchant|Deepen]] one item||100 ||Deepening is approximately 10% of current item&lt;br /&gt;
|-&lt;br /&gt;
|[[Spikes]] added to an item|| 300||Some items may not be eligible&lt;br /&gt;
|- &lt;br /&gt;
|Feature Changing Masks ||400 ||Good for eyes AND complexion; OR Complete hair; OR Face, nose and distinguishing mark.  Get &#039;a plain porcelain mask&#039; in [[Shear Delight]] followed by a Sadie Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|Signature Swear||2500||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an ORDER) in [[Shear Delight]] followed by a Sadie Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|Signature Verb||3000||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an ORDER) in [[Shear Delight]] followed by a Sadie Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|Custom Logon/Logoff Messaging||5000||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an ORDER) in [[Shear Delight]] followed by a Sadie Scroll.&lt;br /&gt;
|-&lt;br /&gt;
|Custom Title (Prename)||5500||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an ORDER) in [[Shear Delight]] followed by a Sadie Scroll.  Please familiarize yourself with the guidelines here: [[Title system#Custom]]&lt;br /&gt;
|-&lt;br /&gt;
|Custom Title (Postname)||2500||Requires QC, which takes extra processing time. Get &#039;a pliable figurine&#039; from the Ocean Room (place an ORDER) in [[Shear Delight]] followed by a Sadie Scroll.  Please familiarize yourself with the guidelines here: [[Title system#Custom]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Flypaper tattoo|Flypaper Designers Tattoo]]: Full Customization (description only)|| 1000||This does not include any custom verbs, but does include the 15/15/15 OR Long description, as well as the Show description. These tattoos can only be altered when they are in certificate form.  Once the tattoo has been applied, it can no longer be altered.  Both Flypaper Designers and Pigments of Memory tattoo certificates can be purchased from the shops bearing those same names at Rumor Woods.&lt;br /&gt;
|-&lt;br /&gt;
|[[Flypaper tattoo|Flypaper Designers Tattoo]]: Custom Verb (1)||1500||This does not include any alteration of the tattoo&#039;s description. These tattoos can only be altered when they are in certificate form.  Once the tattoo has been applied, it can no longer be altered.  Both Flypaper Designers and Pigments of Memory tattoo certificates can be purchased from the shops bearing those same names at Rumor Woods.&lt;br /&gt;
|-&lt;br /&gt;
|***[[Pigments of Memory|Pigments of Memory Tattoo]]: Full Customization (description only)||1000||These tattoos can only be altered when they are in certificate form.  Once the tattoo has been applied, it can no longer be altered.  Both Flypaper Designers and Pigments of Memory tattoo certificates can be purchased from the shops bearing those same names at Rumor Woods.&lt;br /&gt;
|-&lt;br /&gt;
|***[[Pigments of Memory|Pigments of Memory Tattoo]]: Other Custom Fields||1500||These tattoos can only be altered when they are in certificate form.  Once the tattoo has been applied, it can no longer be altered.  Both Flypaper Designers and Pigments of Memory tattoo certificates can be purchased from the shops bearing those same names at Rumor Woods.&lt;br /&gt;
|- &lt;br /&gt;
|Level 1 or 2 [[enhancive item]]||1800||&#039;&#039;See [[Premium enhancive]]&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|Level 3 or 4 [[enhancive item]]||2400||&#039;&#039;See [[Premium enhancive]]&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|[[Flare]]s (heat, cold, electric, impact, or vacuum; for [[Runestaff|runestaves]], mana(to a max of x2) or acuity(to a max of x4) are also available)||Base 300 points|| Plus 300 points per (enchant/5) + additional surcharge costs + item scripts (600 or 1200) + weighting (20 * number of services) + padding (10 * number of services) etc.&lt;br /&gt;
|- &lt;br /&gt;
|[[Flare]]s (disintegrate, disruption, unbalance, grapple, acid, plasma, steam||Base 900 points|| Plus 300 points per (enchant/5) + additional surcharge costs + item scripts (600 or 1200) + weighting (20 * number of services) + padding (10 * number of services)&lt;br /&gt;
|- &lt;br /&gt;
|[[Enchanting]] plain item (+1 added) with a starting enchant bonus of 0 to +15||300 + (300 * [[trunc]]((current plus + 4) / 5)))||&lt;br /&gt;
|- &lt;br /&gt;
|[[Enchanting]] plain item (+1 added) with a starting enchant bonus of +16 to +45||1200 + (400 * trunc((current plus - 11) / 5)))||&lt;br /&gt;
|- &lt;br /&gt;
|[[Spiked]] items for any enchanting, padding, or flaring service||600 point surcharge||&lt;br /&gt;
|- &lt;br /&gt;
|Ensorcelled items for any enchanting, padding, or flaring service||200 point per tier surcharge||&lt;br /&gt;
|- &lt;br /&gt;
|Enchanting flared or (non-fluff) simple [[Script|scripted]] item||600 point surcharge||&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting (non-fluff) complex scripted item ||1200  point surcharge||&lt;br /&gt;
|- &lt;br /&gt;
|Enchanting a [[TD]] boosting, defender, [[Padding|padded]] or [[Weighting|weighted]] item||Bonus level * 100 points||&lt;br /&gt;
|- &lt;br /&gt;
|Enchanting [[claidhmore]] (new style only)||(40 points + (2 * Final Enchant Bonus)) * 100||&lt;br /&gt;
|- &lt;br /&gt;
|Heavy (150 services, 10 point combat effectiveness) [[Critical]] or [[Hitpoint|Damage]] [[Padding]], [[Weighting]], or [[Sighting]]||(3200 + (Enchant over 20† * 100)) + surcharges||Padding only. &amp;quot;Up to&amp;quot; 150 services. No discounts (CER 9 to CER 10 is the same cost as CER 0 to CER 10). Maximum of 300 total services, or 150 of each, whichever comes first. Example: armor with 200 services of crit is only eligible for 100 services of damage, at full cost including all surchages.  &amp;lt;br&amp;gt;Examples: +3TD is &#039;flaring surcharge&#039; and 1500 surcharge; +14% Impact Resist= &#039;resist surcharge&#039; and was 1000 surcharge. &amp;lt;br&amp;gt;† Note that the enchantment surcharge is different if the item is enhancive (see below).&lt;br /&gt;
|- &lt;br /&gt;
|Custom Tattoo (PLATINUM ONLY)||400 points||&lt;br /&gt;
|- &lt;br /&gt;
|Single [[Premium home]] Item Alteration (PLATINUM ONLY)||600 points||&lt;br /&gt;
|- &lt;br /&gt;
|[[Convocation of Coraesine Field|Mayhem Tattoo]] (PLATINUM ONLY)||900 points||&lt;br /&gt;
|- &lt;br /&gt;
|[[Enhancive item|Enhancive]] Stripping (applies to stripping 1 enhancive property from any item) (PLATINUM ONLY)||500 points||&lt;br /&gt;
|-&lt;br /&gt;
|25,000 profession resource points (grit, essence, Nature&#039;s Grace, etc)&lt;br /&gt;
|25 points&lt;br /&gt;
|Available once per week per account, there is a 7 day cooldown whenever this benefit is used. To use the benefit, go to the West Wing of the Library on FWI (19397 / u3223129) and LIGHT the lantern there. This benefit does not allow you to claim more than your 50,000 weekly pool; if you already have more than 25,000 profession resource points for the week, you will only get enough to max out your weekly resource pool, though the 25 PP cost will remain the same.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
*Always use [[PCALC_(verb)|PCALC]] to get an estimate on the cost.&lt;br /&gt;
&lt;br /&gt;
*Negatively enchanted items must be brought up to zero via normal means. For example: 500 points to bring a -10 item to -5, then another 500 points to bring -5 item to zero, then normal costs as described above.&lt;br /&gt;
&lt;br /&gt;
*If the item has flares or special scripting (non-fluff), add 600 to the cost. If the item has padding or weighting, add (level padding/weighting) * 100 to the cost. If the item is a Defender item, add defender level bonus * 100 to the cost. If the item gives a bonus to TD, add TD bonus * 100 to the cost. &lt;br /&gt;
&lt;br /&gt;
*[[Enchanting]] [[Adamantine]] costs double the normal points.&lt;br /&gt;
&lt;br /&gt;
*[[Zelnorn]] carries the flaring surcharge. The new enchant will be based on the total [[Attack strength|AS]] + [[DS]] bonus and the +5 will be split between those qualities.&lt;br /&gt;
&lt;br /&gt;
*For [[TD]] boosting items only the base enchant can be increased, not the TD bonus.&lt;br /&gt;
&lt;br /&gt;
*For defender items, the defender bonus should be treated the same as TD as far as calculating the cost.  The defender bonus prevents flares from being added.&lt;br /&gt;
&lt;br /&gt;
*[[Resistance]] items with positive benefits cost 500 points per 10% resistance (rounded up). For items with multiple resistance types, add the resistance bonuses before applying this factor. Thus, (Sum of Resistance Bonuses (offset for penalties) / 10) * 500 points.&lt;br /&gt;
&lt;br /&gt;
*[[Enchanting]], [[Flaring]], or [[Padding]] an [[Enhancive item]] will incur an additional premium point surcharge. The surcharge is: (Cost for [[Adventurer&#039;s Guild]] to recharge item) * (Enchant bonus of item) / 250. In the case of enchanting, the final enchant bonus of the item is used to calculate the surcharge, rather than the current bonus. [[Fusion]] items are considered enhancive items for this purpose. Empty fusion items are treated as costing 9000 to recharge. For instance, enchanting a set of +30 fusion armor without orbs to +35 would result in a surcharge of 1260 points, while padding or flaring the same set of +30 armor would result in a 1080 point surcharge.&lt;br /&gt;
&lt;br /&gt;
*Temporary Enhancements do not incur any extra charges.&lt;br /&gt;
&lt;br /&gt;
*[[1625|Paladin-bonded weapons]] should not incur any extra charges, but may calculate as such.  Include the fact that it is bonded in the scroll.&lt;br /&gt;
&lt;br /&gt;
===Functional Script Surcharges===&lt;br /&gt;
&lt;br /&gt;
Complex scripts include, but are not limited to, Ithziri armor, Voln armor, and NerveStaves and have a flat 1200 point complex script surcharge.&lt;br /&gt;
&lt;br /&gt;
Everything else (functional) is considered simple and has a 600 point simple script surcharge.&lt;br /&gt;
&lt;br /&gt;
Fusion is still treated as separate from other functional scripts (see Additional Notes above).&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
*Not enough points. Use PREMIUM START to see how many points you have, and use the equations in PREMIUM 9 or PCALC to help you calculate.  You may need to send a message to Sadie to confirm the point cost.&lt;br /&gt;
&lt;br /&gt;
*Once you&#039;ve chosen WRITE ACCEPT, your item should be delivered in the next 10 minutes or so. If that doesn&#039;t happen, it&#039;s stuck and you need to ASSIST in game and speak with a GameHost or GameMaster.&lt;br /&gt;
&lt;br /&gt;
==Precalculated Premium Benefit Costs==&lt;br /&gt;
&lt;br /&gt;
===Adding Flares===&lt;br /&gt;
&lt;br /&gt;
Options: [[Fire critical table|Heat]], [[Cold critical table|Cold]], [[Lightning critical table|Electric]], [[Acid critical table|Acid]], [[Impact critical table|Impact]], [[Vacuum critical table|Vacuum]]&lt;br /&gt;
&lt;br /&gt;
*Flare 0x (+0) item = 300&lt;br /&gt;
*Flare 1x (+5) item = 600&lt;br /&gt;
*Flare 2x (+10) item = 900&lt;br /&gt;
*Flare 3x (+15) item = 1200&lt;br /&gt;
*Flare 4x (+20) item = 1500&lt;br /&gt;
*Flare 5x (+25) item = 1800&lt;br /&gt;
*Flare 6x (+30) item = 2100&lt;br /&gt;
*Flare 7x (+35) item = 2400&lt;br /&gt;
*Flare 8x (+40) item = 2700&lt;br /&gt;
*Flare 9x (+45) item = 3000&lt;br /&gt;
*Flare 10x (+50)item = 3300&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Partial enchants round up&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Adding Heavy Critical or Damage Padding===&lt;br /&gt;
&lt;br /&gt;
*Pad 0x (+0) Armor = 3200&lt;br /&gt;
*Pad 1x (+5) Armor = 3200&lt;br /&gt;
*Pad 2x (+10) Armor = 3200&lt;br /&gt;
*Pad 3x (+15) Armor = 3200&lt;br /&gt;
*Pad 4x (+20) Armor = 3200&lt;br /&gt;
*Pad 5x (+25) Armor = 3700&lt;br /&gt;
*Pad 6x (+30) Armor = 4200&lt;br /&gt;
*Pad 7x (+35) Armor = 4700&lt;br /&gt;
*Pad 8x (+40) Armor = 5200&lt;br /&gt;
*Pad 9x (+45) Armor = 5700&lt;br /&gt;
*Pad 10x (+50) Armor = 6200&lt;br /&gt;
&lt;br /&gt;
===Enchanting Item (Base Cost)===&lt;br /&gt;
&lt;br /&gt;
*Enchant 0x to 1x = 300&lt;br /&gt;
*Enchant 1x to 2x = 600&lt;br /&gt;
*Enchant 2x to 3x = 900&lt;br /&gt;
*Enchant 3x to 4x = 1200&lt;br /&gt;
*Enchant 4x to 5x = 1600&lt;br /&gt;
*Enchant 5x to 6x = 2000&lt;br /&gt;
*Enchant 6x to 7x = 2400&lt;br /&gt;
*Enchant 7x to 8x = 2800&lt;br /&gt;
*Enchant 8x to 9x = 3200&lt;br /&gt;
*Enchant 9x to 10x = 3600&lt;br /&gt;
&lt;br /&gt;
===Enchanting Item with Spikes, Flares or Scripts (non-fluff)===&lt;br /&gt;
&lt;br /&gt;
*Enchant 0x to 1x = 900&lt;br /&gt;
*Enchant 1x to 2x = 1200&lt;br /&gt;
*Enchant 2x to 3x = 1500&lt;br /&gt;
*Enchant 3x to 4x = 1800&lt;br /&gt;
*Enchant 4x to 5x = 2200&lt;br /&gt;
*Enchant 5x to 6x = 2600&lt;br /&gt;
*Enchant 6x to 7x = 3000&lt;br /&gt;
*Enchant 7x to 8x = 3400&lt;br /&gt;
*Enchant 8x to 9x = 3800&lt;br /&gt;
*Enchant 9x to 10x = 4200&lt;br /&gt;
&lt;br /&gt;
===Enchanting Padded Armor===&lt;br /&gt;
&lt;br /&gt;
The cost to enchant padded armor is the [[#Enchanting Item (Base Cost)|enchanting base cost]] + (padding points * 100).&lt;br /&gt;
&lt;br /&gt;
As an example, the premium point cost to enchant a set of heavy critical padded (HCP) armor with a current enchant bonus of +30 (6x) to +35 (7x) is:&lt;br /&gt;
&lt;br /&gt;
Enchanting base cost: 2400&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Padding: level 10&amp;lt;br&amp;gt;&lt;br /&gt;
Additional cost per point of padding: 100&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total Cost: 2400 + (10 * 100) = 3400 premium points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: The terms padding level and padding points are used interchangeably.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Enchanting Claidhmore (New Style Only)===&lt;br /&gt;
&lt;br /&gt;
*Enchant 0x to 1x = 5000&lt;br /&gt;
*Enchant 1x to 2x = 6000&lt;br /&gt;
*Enchant 2x to 3x = 7000&lt;br /&gt;
*Enchant 3x to 4x = 8000&lt;br /&gt;
*Enchant 4x to 5x = 9000&lt;br /&gt;
*Enchant 5x to 6x = 10000&lt;br /&gt;
*Enchant 6x to 7x = 11000&lt;br /&gt;
*Enchant 7x to 8x = 12000&lt;br /&gt;
*Enchant 8x to 9x = 13000&lt;br /&gt;
*Enchant 9x to 10x = 14000&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Long-term Benefits]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[PCALC (verb)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Premium]]&lt;/div&gt;</summary>
		<author><name>NSTEED</name></author>
	</entry>
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