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	<updated>2026-04-24T07:56:02Z</updated>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Adventurer%27s_Guild_Badge&amp;diff=203750</id>
		<title>Adventurer&#039;s Guild Badge</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adventurer%27s_Guild_Badge&amp;diff=203750"/>
		<updated>2023-07-25T21:32:01Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Any character that has completed a task in the [[Adventurer&#039;s Guild]] can get a &#039;&#039;&#039;badge&#039;&#039;&#039; from the guild.  The badges serve as a status symbol as well as being able to enhance the abilities, [[skill]]s, and [[statistic]]s of the character who wears the badge.  There are five things that can be upgraded on the badges as a character earns [[bounty point]]s (BPs) through the Adventurer&#039;s Guild: the material, the binding, the device, the motif, and the gem.  A badge can only have a value of the lifetime bounty points that a character has accumulated.  The first upgrade for an item on the badge is valued at 10,000 BPs.  The second upgrade is 20,000 BPs, while the third upgrade is 30,000 BPs, so a character with 60,000 lifetime bounty points could have 3 upgrades for the material (10,000 + 20,000 + 30,000) and nothing else, or 2 upgrades on the material (10,000 + 20,000) and two upgrades on the binding (10,000 + 20,000) for a total of 60,000 bounty points.&lt;br /&gt;
&lt;br /&gt;
===Enhancive Bonuses===&lt;br /&gt;
Different skill and stat bonus require a different number of badge upgrades.  For example, a badge will be able to enhance climbing bonus by 10 long before it can enhance combat maneuvers bonus by the same amount.&lt;br /&gt;
&lt;br /&gt;
== List of Upgrades ==&lt;br /&gt;
=== Binding ===&lt;br /&gt;
* &#039;&#039;&#039;Level 0&#039;&#039;&#039; - tin, lead, copper&lt;br /&gt;
* &#039;&#039;&#039;Level 1&#039;&#039;&#039; - brass, turquoise, coral&lt;br /&gt;
* &#039;&#039;&#039;Level 2&#039;&#039;&#039; - pewter, pyrite, obsidian&lt;br /&gt;
* &#039;&#039;&#039;Level 3&#039;&#039;&#039; - lapis lazuli, platinum, ivory&lt;br /&gt;
* &#039;&#039;&#039;Level 4&#039;&#039;&#039; - ora, faenor, invar&lt;br /&gt;
* &#039;&#039;&#039;Level 5&#039;&#039;&#039; - alexandrite, gornar, alum&lt;br /&gt;
* &#039;&#039;&#039;Level 6&#039;&#039;&#039; - drakar, zorchar, mithglin&lt;br /&gt;
* &#039;&#039;&#039;Level 7&#039;&#039;&#039; - glaes, rhimar, laje&lt;br /&gt;
* &#039;&#039;&#039;Level 8&#039;&#039;&#039; - vaalorn, razern, vaalin&lt;br /&gt;
* &#039;&#039;&#039;Level 9&#039;&#039;&#039; - rolaren, eonake, kelyn&lt;br /&gt;
* &#039;&#039;&#039;Level 10&#039;&#039;&#039; - veniom, golvern, eahnor&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
* &#039;&#039;&#039;Level 0&#039;&#039;&#039; - rat-hide, ceramic, linen&lt;br /&gt;
* &#039;&#039;&#039;Level 1&#039;&#039;&#039; - leather, kobold skin, maoral&lt;br /&gt;
* &#039;&#039;&#039;Level 2&#039;&#039;&#039; - bronze, goblin skin, or silk&lt;br /&gt;
* &#039;&#039;&#039;Level 3&#039;&#039;&#039; - suede, orc pelt, snakeskin&lt;br /&gt;
* &#039;&#039;&#039;Level 4&#039;&#039;&#039; - steel, granite, ebonwood&lt;br /&gt;
* &#039;&#039;&#039;Level 5&#039;&#039;&#039; - spidersilk, troll hide, ironwood&lt;br /&gt;
* &#039;&#039;&#039;Level 6&#039;&#039;&#039; - silver, marble, deringo,&lt;br /&gt;
* &#039;&#039;&#039;Level 7&#039;&#039;&#039; - gold, ogre bone, orase&lt;br /&gt;
* &#039;&#039;&#039;Level 8&#039;&#039;&#039; - mithril, kiramon chitin, faewood&lt;br /&gt;
* &#039;&#039;&#039;Level 9&#039;&#039;&#039; - imflass, myklian scale, witchwood&lt;br /&gt;
* &#039;&#039;&#039;Level 10&#039;&#039;&#039; - vultite, vruul skin, fireleaf&lt;br /&gt;
&lt;br /&gt;
=== Device ===&lt;br /&gt;
* &#039;&#039;&#039;Level 0&#039;&#039;&#039; - a single coin, a nicked dagger, a magic wand&lt;br /&gt;
* &#039;&#039;&#039;Level 1&#039;&#039;&#039; - several coins, a rusty sword, or a small crystal&lt;br /&gt;
* &#039;&#039;&#039;Level 2&#039;&#039;&#039; - a small stack of coins, a sharp falchion, an ancient scroll&lt;br /&gt;
* &#039;&#039;&#039;Level 3&#039;&#039;&#039; - a modest pile of coins, a flanged mace, an old staff&lt;br /&gt;
* &#039;&#039;&#039;Level 4&#039;&#039;&#039; - a glittering gem, a pointy pike, a rune-inscribed amulet&lt;br /&gt;
* &#039;&#039;&#039;Level 5&#039;&#039;&#039; - a bulging moneybag, a pair of crossed broadswords, a jewel-encrusted ring&lt;br /&gt;
* &#039;&#039;&#039;Level 6&#039;&#039;&#039; - several precious stones, a mighty longbow, a large crystal orb&lt;br /&gt;
* &#039;&#039;&#039;Level 7&#039;&#039;&#039; - a silver bar, an engraved battle axe, an artifact surrounded by sparks of energy&lt;br /&gt;
* &#039;&#039;&#039;Level 8&#039;&#039;&#039; - a chest full of jewels, a gleaming war hammer, an arcane spellbook&lt;br /&gt;
* &#039;&#039;&#039;Level 9&#039;&#039;&#039; - a triangular stack of silver bars, a deadly flamberge, an orb-capped runestaff&lt;br /&gt;
* &#039;&#039;&#039;Level 10&#039;&#039;&#039; - gleaming piles of silver and jewels, a flaming longsword, a powerful burst of magical energy&lt;br /&gt;
&lt;br /&gt;
=== Motif ===&lt;br /&gt;
* &#039;&#039;&#039;Level 0&#039;&#039;&#039; - a worn pair of hiking boots, a snarling rat, a knapsack full of supplies&lt;br /&gt;
* &#039;&#039;&#039;Level 1&#039;&#039;&#039; - a fleeing kobold, a skinning knife, or a walking stick&lt;br /&gt;
* &#039;&#039;&#039;Level 2&#039;&#039;&#039; - a cowering orc, a patched traveler&#039;s cloak, a pack mule&lt;br /&gt;
* &#039;&#039;&#039;Level 3&#039;&#039;&#039; - a howling troll, a piece of an old map, an old leather saddlebag&lt;br /&gt;
* &#039;&#039;&#039;Level 4&#039;&#039;&#039; - a confused ogre, a long dusty trail, a long-maned riding horse&lt;br /&gt;
* &#039;&#039;&#039;Level 5&#039;&#039;&#039; - a drooling spider, a tarnished compass, a rusty mining cart&lt;br /&gt;
* &#039;&#039;&#039;Level 6&#039;&#039;&#039; - an evil spirit, a crossed shovel and pick, a graceful stallion&lt;br /&gt;
* &#039;&#039;&#039;Level 7&#039;&#039;&#039; - a clicking kiramon, an X-marked treasure map, a package-laden carriage&lt;br /&gt;
* &#039;&#039;&#039;Level 8&#039;&#039;&#039; - a raging golem, an extended telescope, a rugged dwarven juggernaut&lt;br /&gt;
* &#039;&#039;&#039;Level 9&#039;&#039;&#039; - a prancing ki-lin, a towering haunted castle, a tall sailing ship&lt;br /&gt;
* &#039;&#039;&#039;Level 10&#039;&#039;&#039; - a foul ravenous beast, a distant mountainscape, a fantastic elven airship&lt;br /&gt;
&lt;br /&gt;
=== Gem ===&lt;br /&gt;
* &#039;&#039;&#039;Level 0&#039;&#039;&#039; - a quartz crystal, a zircon, a topaz&lt;br /&gt;
* &#039;&#039;&#039;Level 1&#039;&#039;&#039; - a bloodstone, an onyx, an azurite stone&lt;br /&gt;
* &#039;&#039;&#039;Level 2&#039;&#039;&#039; - a malachite stone, a peridot, a tourmaline&lt;br /&gt;
* &#039;&#039;&#039;Level 3&#039;&#039;&#039; - an ametrine, an amber cabachon, an agate&lt;br /&gt;
* &#039;&#039;&#039;Level 4&#039;&#039;&#039; - an eostone, a heliodor, an amethyst&lt;br /&gt;
* &#039;&#039;&#039;Level 5&#039;&#039;&#039; - an opal, a jade stone, a garnet&lt;br /&gt;
* &#039;&#039;&#039;Level 6&#039;&#039;&#039; - a pearl, a beryl, a jacinth&lt;br /&gt;
* &#039;&#039;&#039;Level 7&#039;&#039;&#039; - a sapphire, a starstone, a dreamstone&lt;br /&gt;
* &#039;&#039;&#039;Level 8&#039;&#039;&#039; - a ruby, a moonstone, a glimaerstone&lt;br /&gt;
* &#039;&#039;&#039;Level 9&#039;&#039;&#039; - an emerald, a sunstone, a feystone&lt;br /&gt;
* &#039;&#039;&#039;Level 10&#039;&#039;&#039; - a diamond, a blazestar, a firestone&lt;br /&gt;
&lt;br /&gt;
== List of Boost Options ==&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
 1) Strength         11) Strength Bonus       &lt;br /&gt;
 2) Constitution     12) Constitution Bonus   22) Mana Recovery&lt;br /&gt;
 3) Dexterity        13) Dexterity Bonus      23) Maximum Health&lt;br /&gt;
 4) Agility          14) Agility Bonus        24) Health Recovery&lt;br /&gt;
 5) Discipline       15) Discipline Bonus     25) Maximum Stamina&lt;br /&gt;
 6) Aura             16) Aura Bonus           26) Stamina Recovery&lt;br /&gt;
 7) Logic            17) Logic Bonus          27) Spirit Recovery&lt;br /&gt;
 8) Intuition        18) Intuition Bonus&lt;br /&gt;
 9) Wisdom           19) Wisdom Bonus&lt;br /&gt;
10) Influence        20) Influence Bonus&lt;br /&gt;
&lt;br /&gt;
28) Two Weapon Combat Ranks              74) Two Weapon Combat Bonus&lt;br /&gt;
29) Armor Use Ranks                      75) Armor Use Bonus&lt;br /&gt;
30) Shield Use Ranks                     76) Shield Use Bonus&lt;br /&gt;
31) Combat Maneuvers Ranks               77) Combat Maneuvers Bonus&lt;br /&gt;
32) Edged Weapons Ranks                  78) Edged Weapons Bonus&lt;br /&gt;
33) Blunt Weapons Ranks                  79) Blunt Weapons Bonus&lt;br /&gt;
34) Two-Handed Weapons Ranks             80) Two-Handed Weapons Bonus&lt;br /&gt;
35) Ranged Weapons Ranks                 81) Ranged Weapons Bonus&lt;br /&gt;
36) Thrown Weapons Ranks                 82) Thrown Weapons Bonus&lt;br /&gt;
37) Polearm Weapons Ranks                83) Polearm Weapons Bonus&lt;br /&gt;
38) Brawling Ranks                       84) Brawling Bonus&lt;br /&gt;
39) Ambushing Ranks                      85) Ambushing Bonus&lt;br /&gt;
40) Multi Opponent Combat Ranks          86) Multi Opponent Combat Bonus&lt;br /&gt;
41) Physical Fitness Ranks               87) Physical Fitness Bonus&lt;br /&gt;
42) Dodging Ranks                        88) Dodging Bonus&lt;br /&gt;
43) Arcane Symbols Ranks                 89) Arcane Symbols Bonus&lt;br /&gt;
44) Magic Item Use Ranks                 90) Magic Item Use Bonus&lt;br /&gt;
45) Spell Aiming Ranks                   91) Spell Aiming Bonus&lt;br /&gt;
46) Harness Power Ranks                  92) Harness Power Bonus&lt;br /&gt;
47) Elemental Mana Control Ranks         93) Elemental Mana Control Bonus&lt;br /&gt;
48) Mental Mana Control Ranks            94) Mental Mana Control Bonus&lt;br /&gt;
49) Spirit Mana Control Ranks            95) Spirit Mana Control Bonus&lt;br /&gt;
50) Elemental Lore - Air Ranks           96) Elemental Lore - Air Bonus&lt;br /&gt;
51) Elemental Lore - Earth Ranks         97) Elemental Lore - Earth Bonus&lt;br /&gt;
52) Elemental Lore - Fire Ranks          98) Elemental Lore - Fire Bonus&lt;br /&gt;
53) Elemental Lore - Water Ranks         99) Elemental Lore - Water Bonus&lt;br /&gt;
54) Spiritual Lore - Blessings Ranks    100) Spiritual Lore - Blessings Bonus&lt;br /&gt;
55) Spiritual Lore - Religion Ranks     101) Spiritual Lore - Religion Bonus&lt;br /&gt;
56) Spiritual Lore - Summoning Ranks    102) Spiritual Lore - Summoning Bonus&lt;br /&gt;
57) Sorcerous Lore - Demonology Ranks   103) Sorcerous Lore - Demonology Bonus&lt;br /&gt;
58) Sorcerous Lore - Necromancy Ranks   104) Sorcerous Lore - Necromancy Bonus&lt;br /&gt;
59) Mental Lore - Divination Ranks      105) Mental Lore - Divination Bonus&lt;br /&gt;
60) Mental Lore - Manipulation Ranks    106) Mental Lore - Manipulation Bonus&lt;br /&gt;
61) Mental Lore - Telepathy Ranks       107) Mental Lore - Telepathy Bonus&lt;br /&gt;
62) Mental Lore - Transference Ranks    108) Mental Lore - Transference Bonus&lt;br /&gt;
63) Mental Lore - Transformation Ranks  109) Mental Lore - Transformation Bonus&lt;br /&gt;
64) Survival Ranks                      110) Survival Bonus&lt;br /&gt;
65) Disarming Traps Ranks               111) Disarming Traps Bonus&lt;br /&gt;
66) Picking Locks Ranks                 112) Picking Locks Bonus&lt;br /&gt;
67) Stalking and Hiding Ranks           113) Stalking and Hiding Bonus&lt;br /&gt;
68) Perception Ranks                    114) Perception Bonus&lt;br /&gt;
69) Climbing Ranks                      115) Climbing Bonus&lt;br /&gt;
70) Swimming Ranks                      116) Swimming Bonus&lt;br /&gt;
71) First Aid Ranks                     117) First Aid Bonus&lt;br /&gt;
72) Trading Ranks                       118) Trading Bonus&lt;br /&gt;
73) Pickpocketing Ranks                 119) Pickpocketing Bonus&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
==Concealing the Badge==&lt;br /&gt;
&lt;br /&gt;
One can conceal the badge from others without removing it using &#039;&#039;&#039;COVER&#039;&#039;&#039;, and reveal it again using &#039;&#039;&#039;PULL&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You tuck away your ceramic badge, hiding it from view.&lt;br /&gt;
&lt;br /&gt;
You are wearing a copper-bound ceramic badge tucked away in your clothing and an orange prison jumpsuit.&lt;br /&gt;
&lt;br /&gt;
You reveal your ceramic badge, which was tucked away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?96881 Player&#039;s Corner] - Discussion/Research Thread&lt;br /&gt;
* [[Introduction to Adventurer&#039;s Guild Badges]] (guide)&lt;br /&gt;
* [[Adventurer%27s_Guild_Badge_Cost_Spreadsheet|Adventurer&#039;s Guild Badge Enhancive Costs]] (guide) - This chart will show you how much each individual enhancive boost will cost.&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer&#039;s Guild]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vethinye&amp;diff=203677</id>
		<title>Vethinye</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vethinye&amp;diff=203677"/>
		<updated>2023-07-24T21:24:08Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +20&lt;br /&gt;
 | str = &lt;br /&gt;
 | dur = &lt;br /&gt;
 | weight = &lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = 1d3 targets disruption flare&lt;br /&gt;
 | color = All shades of blue&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vethinye&#039;&#039;&#039; or starsong is a metal that can be used to craft armaments.  When struck in combat, it has a chance to vibrate and release a song that is disruptive to multiple targets in an area. &lt;br /&gt;
&lt;br /&gt;
The flares are innate to the material and do not use the ability field.  They deal standard critical damage and use disruption criticals.  When the flare triggers, it will affect 1d3 targets.  If there are fewer creatures in the room than the number of flares, the the remaining flares will hit the initial target.  Vethinye/starsong has a material difficulty of 150.&lt;br /&gt;
&lt;br /&gt;
Vethinye in all forms ranges from the palest of pale blues to the darkest of midnight blues and everything in between, including ombre versions. The metal is dotted with star-shaped occlusions that catch the light and appear to twinkle like stars in the sky. The metal can take a dye, but the iridescent speckles remain.&lt;br /&gt;
&lt;br /&gt;
Starsong/vethinye are going to be interchangeable for alteration purposes on items made out of vethinye that are combat items.&lt;br /&gt;
&lt;br /&gt;
Vethinye was released in 2023 [[Rumor Woods]] and sold at [[RWShop:The_Starry_Lotus|The Starry Lotus]]&lt;br /&gt;
==Messaging==&lt;br /&gt;
On weaponry:&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You punch with a pale blue vethinye katar at a thrak!&lt;br /&gt;
  AS: +160 vs DS: +58 with AvD: +36 + d100 roll: +78 = +216&lt;br /&gt;
   ... and hit for 36 points of damage!&lt;br /&gt;
   Strike pierces forearm!&lt;br /&gt;
   The thrak is stunned!&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a thrak! **&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Bones shatter in the thrak&#039;s shield arm.&lt;br /&gt;
A thrak screeches loudly and slumps to the ground while frantically licking its wounded left foreleg.&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a manticore! **&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   The manticore&#039;s stomach muscles jerk uncontrollably.&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a thrak! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Rib bones snap and protrude from the thrak&#039;s chest.&lt;br /&gt;
The thrak hisses one last time and dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
On armor:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Atan_Irith/Precious_Materials#Metals_.26_Ores | Precious Materials of Atan Irith]] &lt;br /&gt;
* For information about starveil, see the Precious Materials document as well&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1118916479098818622 Discord Announcement]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Node&amp;diff=203666</id>
		<title>Node</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Node&amp;diff=203666"/>
		<updated>2023-07-24T17:20:15Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Ta&amp;#039;Illistim */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}} A &#039;&#039;&#039;node&#039;&#039;&#039; is a location where mana flows more freely than most other locations, which has numerous effects.  A node increases [[Experience#Absorbing_experience|experience absorption]], [[Mana|mana regeneration]], and [[spirit regeneration]], and it has effects on various other systems such as the chance of [[Enchant (925)|enchanting]] an item.  Nodes are not common locations.  While some people believe an empath or cleric can detect a node by the use of {{boldmono|[[MEDITATE (verb)|MEDITATE]]}}, successfully meditating does not always indicate it is a node because non-node areas under a sanctuary effect also allow meditation.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;super node&#039;&#039;&#039; is the term for a room that gives 2 additional points per pulse to the rate of [[Experience#Absorbing_experience|experience absorption]] over that of a basic node.  Major gathering locations in every major realm have super node status.  &lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places By Location==&lt;br /&gt;
&lt;br /&gt;
A town&#039;s central gathering point for adventurers is usually a node; in some towns, due to high traffic or custom, multiple gathering points are in use. These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
===[[Cysaegir]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Linsandrych Common (Has Bench)&lt;br /&gt;
|Super node&lt;br /&gt;
|14050003&lt;br /&gt;
|4653&lt;br /&gt;
|4653&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Locksmithery, Side Room (within Hihaeim&#039;s Locksmithery)&lt;br /&gt;
|Super node&lt;br /&gt;
|14051080&lt;br /&gt;
|28718&lt;br /&gt;
|20960&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Hinterwilds]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Cold River, Village Center&lt;br /&gt;
| Node&lt;br /&gt;
|7503205&lt;br /&gt;
|29870&lt;br /&gt;
|21951&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rawknuckle&#039;s, Pipe Den&lt;br /&gt;
| Super node&lt;br /&gt;
|7503252&lt;br /&gt;
|29881&lt;br /&gt;
|21940&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hunting Grounds===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rift, Birthing Sands, Cavern of Ages&lt;br /&gt;
|Super Node&lt;br /&gt;
|4562035&lt;br /&gt;
|2635&lt;br /&gt;
|Ledge Room, Rift&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Bonespear Tower, The Vault&lt;br /&gt;
|Node&lt;br /&gt;
|319116&lt;br /&gt;
|13023&lt;br /&gt;
|Bonespear&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Broken Tower, The Vault&lt;br /&gt;
|Node&lt;br /&gt;
|4212006&lt;br /&gt;
|5054&lt;br /&gt;
|Bonespear&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Broken Tower, Triage Tent&lt;br /&gt;
|Node&lt;br /&gt;
|4747070&lt;br /&gt;
|12798&lt;br /&gt;
|SH Carvanasary Rm 1&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Broken Tower, Triage Tent&lt;br /&gt;
|Node&lt;br /&gt;
|4747071&lt;br /&gt;
|12799&lt;br /&gt;
|SH Carvanasary Rm 2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Graveyard, Crypt&lt;br /&gt;
|Node&lt;br /&gt;
|4142&lt;br /&gt;
|12799&lt;br /&gt;
|WL Graveyard&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|A Dark Crevice&lt;br /&gt;
|Node&lt;br /&gt;
|389036&lt;br /&gt;
|7331&lt;br /&gt;
|WL Graveyard Ledge&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Under Crypt, Ice Room&lt;br /&gt;
|Node&lt;br /&gt;
|8209&lt;br /&gt;
|7229&lt;br /&gt;
|WL Graveyard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Icemule Trace]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Ancient Burrow, Nexus (Sorcerer&#039;s Guild, Public)&lt;br /&gt;
|Super node&lt;br /&gt;
|4042257&lt;br /&gt;
|24433&lt;br /&gt;
|(not mapped)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Clovertooth Hall]], Main Lobby&lt;br /&gt;
|Super node&lt;br /&gt;
|4043031&lt;br /&gt;
|21689&lt;br /&gt;
|2429&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Commerce Burrow, Giantman Path&lt;br /&gt;
|Super node&lt;br /&gt;
|4042325&lt;br /&gt;
|2468&lt;br /&gt;
|2468&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Honeybeer Inn]], Tap Room&lt;br /&gt;
|Super node&lt;br /&gt;
|4043217&lt;br /&gt;
|3449&lt;br /&gt;
|3449&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Burga Hall, Lounge (Premium Hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|4002006&lt;br /&gt;
|20762&lt;br /&gt;
|19695&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Tavern Burrow (The Well)&lt;br /&gt;
|Super node&lt;br /&gt;
|4042214&lt;br /&gt;
|2400&lt;br /&gt;
|2400&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Temple Burrow, Cholen Lane (Schoolhouse)&lt;br /&gt;
|Node&lt;br /&gt;
|4042006&lt;br /&gt;
|2330&lt;br /&gt;
|2330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Thirsty Penguin, Parlour&lt;br /&gt;
|Super node&lt;br /&gt;
|4043222&lt;br /&gt;
|3428&lt;br /&gt;
|3428&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Town Center&lt;br /&gt;
|Super node&lt;br /&gt;
|4042150&lt;br /&gt;
|2300&lt;br /&gt;
|2300&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Voln]] Ice Garden&lt;br /&gt;
|Super node&lt;br /&gt;
|4043800&lt;br /&gt;
|3365&lt;br /&gt;
|3365&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Kharam Dzu]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Adventurer&#039;s Rest]], Deck &lt;br /&gt;
|Super node&lt;br /&gt;
|3003041&lt;br /&gt;
|12537&lt;br /&gt;
|12537&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Ghorsa Isle, Tower&lt;br /&gt;
|Super node&lt;br /&gt;
|3001001&lt;br /&gt;
|1844&lt;br /&gt;
|1844&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Dragonspine and Krodera (The Statue)&lt;br /&gt;
|Super node&lt;br /&gt;
|3001025&lt;br /&gt;
|1932&lt;br /&gt;
|1932&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Welkin Hall, Common Room (Premium Hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|4002203&lt;br /&gt;
|20777&lt;br /&gt;
|19651&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Lunatic Asylum&lt;br /&gt;
|Node&lt;br /&gt;
|&lt;br /&gt;
|23927&lt;br /&gt;
|(unmapped)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|The Hog&#039;s Pen, Citizens Lounge (Teras Citizens only)&lt;br /&gt;
|Super node&lt;br /&gt;
|3010004&lt;br /&gt;
|28709&lt;br /&gt;
|(unmapped)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Kraken&#039;s Fall]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Wandering Eye Market&lt;br /&gt;
|Super node&lt;br /&gt;
|7118221&lt;br /&gt;
|28813&lt;br /&gt;
|21532&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|The Sea Hag&#039;s Roost, Tavern&lt;br /&gt;
|Super node&lt;br /&gt;
|7118319&lt;br /&gt;
|28950&lt;br /&gt;
|21495&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Kraken&#039;s Fall, North Arm Lane (Picnic tables)&lt;br /&gt;
|Super node&lt;br /&gt;
|7118205&lt;br /&gt;
|28916&lt;br /&gt;
|21592&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Wandering Eye Market, Wagon Top&lt;br /&gt;
|Super node&lt;br /&gt;
|7118379&lt;br /&gt;
|28937&lt;br /&gt;
|21546&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Molskroen Hall, Garden Patio (Premium Hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|7118515&lt;br /&gt;
|28990&lt;br /&gt;
|21694&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Mist Harbor]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Courtyard of Mist Harbor Library&lt;br /&gt;
|Node&lt;br /&gt;
|3223127&lt;br /&gt;
|19362&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Gardenia Commons]]&lt;br /&gt;
|Super node&lt;br /&gt;
|3201029&lt;br /&gt;
|3668&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Safe Haven, Great Room&lt;br /&gt;
|Super node&lt;br /&gt;
|3201112&lt;br /&gt;
|28742&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Stumbling Pebble Bar II (Greth&#039;s/roleplay)&lt;br /&gt;
|Super node&lt;br /&gt;
|3216024&lt;br /&gt;
|18258&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Western Harbor, Docks (locksmith pool)&lt;br /&gt;
|Super node&lt;br /&gt;
|3216012&lt;br /&gt;
|17589&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Western Harbor, Seathrak Way (fountain)&lt;br /&gt;
|Super node&lt;br /&gt;
|3216007&lt;br /&gt;
|17587&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Northern Caravansary]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Northern Caravansary, Green&lt;br /&gt;
|Node&lt;br /&gt;
|4746003&lt;br /&gt;
|9256&lt;br /&gt;
|9256&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Pinefar]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Trading Post, Greatroom&lt;br /&gt;
|Super node&lt;br /&gt;
|4564003&lt;br /&gt;
|2777&lt;br /&gt;
|2777&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ravelin]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Wyvern Plaza]]&lt;br /&gt;
|Super node&lt;br /&gt;
|14200006&lt;br /&gt;
|13920&lt;br /&gt;
|13920&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Ravelin Meadow&lt;br /&gt;
|Super node&lt;br /&gt;
|14200012&lt;br /&gt;
|13942&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[River&#039;s Rest]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Town Commons&lt;br /&gt;
|Super node&lt;br /&gt;
|2101008&lt;br /&gt;
|10861&lt;br /&gt;
|10861&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Sanctuary&lt;br /&gt;
|Super node&lt;br /&gt;
|2101400&lt;br /&gt;
|10855&lt;br /&gt;
|10855&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Lalena&#039;s Box Emporium&amp;lt;br&amp;gt;(inside a tent in the Commons Circle)&lt;br /&gt;
|Super node&lt;br /&gt;
|2101945&lt;br /&gt;
|28717&lt;br /&gt;
|20964&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Mistral Hall, Lounge (Premium hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|4002305&lt;br /&gt;
|20770&lt;br /&gt;
|19675&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Solhaven]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Beacon Tower&lt;br /&gt;
|Super node&lt;br /&gt;
|4902087&lt;br /&gt;
|14234&lt;br /&gt;
|14234&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Liabo Plaza&lt;br /&gt;
|Super node&lt;br /&gt;
|4209057&lt;br /&gt;
|1481&lt;br /&gt;
|1481&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Marshtown]] Shoreline&lt;br /&gt;
|Super node&lt;br /&gt;
|4744012&lt;br /&gt;
|5732&lt;br /&gt;
|5732&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|North Market&lt;br /&gt;
|Super node&lt;br /&gt;
|4209030&lt;br /&gt;
|1438&lt;br /&gt;
|1438&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Fat Jahck&#039;s (Locksmith Pool)&lt;br /&gt;
|Super node&lt;br /&gt;
|4740306&lt;br /&gt;
|28719&lt;br /&gt;
|20965&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|South Market &lt;br /&gt;
|Super node&lt;br /&gt;
|4902093&lt;br /&gt;
|1572&lt;br /&gt;
|1572&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Seamist Hall, Central Lounge (Premium Hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|4002505&lt;br /&gt;
|20721&lt;br /&gt;
|19731&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Solhaven, North Market NE&lt;br /&gt;
|Node&lt;br /&gt;
|4209023&lt;br /&gt;
|1448&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Solhaven, North Market E&lt;br /&gt;
|Node&lt;br /&gt;
|4209031&lt;br /&gt;
|1453&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Solhaven, North Market SE&lt;br /&gt;
|Node&lt;br /&gt;
|4209040&lt;br /&gt;
|1460&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Solhaven, North Market S&lt;br /&gt;
|Node&lt;br /&gt;
|4209039&lt;br /&gt;
|1472&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Solhaven, North Market SW&lt;br /&gt;
|Node&lt;br /&gt;
|4209038&lt;br /&gt;
|1473&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Sylvarraend]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Town Commons (with barrel) &lt;br /&gt;
|Super node&lt;br /&gt;
|13050008&lt;br /&gt;
|10068&lt;br /&gt;
|10068&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Illistim]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|BriarStone Court NW&lt;br /&gt;
|Super node&lt;br /&gt;
|13101024&lt;br /&gt;
|156&lt;br /&gt;
|156&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|BriarStone Court W&lt;br /&gt;
|Super node&lt;br /&gt;
|13101025&lt;br /&gt;
|638&lt;br /&gt;
|638&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Glamesine Var&lt;br /&gt;
|Super node&lt;br /&gt;
|13100049&lt;br /&gt;
|728&lt;br /&gt;
|728&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Hanging Gardens (The Dais)&lt;br /&gt;
|Super node&lt;br /&gt;
|13100042&lt;br /&gt;
|188&lt;br /&gt;
|188&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Moonglae Inn]], Rooftop Park&lt;br /&gt;
|Super node&lt;br /&gt;
|13107303&lt;br /&gt;
|13362&lt;br /&gt;
|13362&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Shadowed Alcove(inside the Pig and Whistle)&lt;br /&gt;
|Super node&lt;br /&gt;
|13104626&lt;br /&gt;
|18687&lt;br /&gt;
|21030&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Shimmarglin Inn]], Fountain Room&lt;br /&gt;
|Super node&lt;br /&gt;
|13108005&lt;br /&gt;
|601&lt;br /&gt;
|601&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Ta&#039;Illistim Green&lt;br /&gt;
|Super node&lt;br /&gt;
|13101065&lt;br /&gt;
|24555&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Ta&#039;Illistim, Fraendel Court&lt;br /&gt;
|Super node&lt;br /&gt;
|13100078&lt;br /&gt;
|194&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Meazernis Villa, Private Lounge (Premium Hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|4002710&lt;br /&gt;
|20707&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Vaalor]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Amaranth Court (obelisk/statue?)&lt;br /&gt;
|Super node&lt;br /&gt;
|14100012&lt;br /&gt;
|3486&lt;br /&gt;
|3486&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Garden of Ancients (small bench)&lt;br /&gt;
|Super node&lt;br /&gt;
|14100030&lt;br /&gt;
|10374&lt;br /&gt;
|10374&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|King&#039;s Court (bench)&lt;br /&gt;
|Super node&lt;br /&gt;
|14100047&lt;br /&gt;
|3519&lt;br /&gt;
|3519&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|King&#039;s Court (Kai statue)&lt;br /&gt;
|Super node&lt;br /&gt;
|14100046&lt;br /&gt;
|3542&lt;br /&gt;
|3542&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Ta&#039;Vaalor, King&#039;s Court (dock area)&lt;br /&gt;
|Super node&lt;br /&gt;
|14100045&lt;br /&gt;
|3544&lt;br /&gt;
|3544&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Etesian Villa, Lounge (Premium  Hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|4002604&lt;br /&gt;
|20713&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Wehnimer&#039;s Landing]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Frith&#039;s Inn]], Front Desk&lt;br /&gt;
|Node&lt;br /&gt;
|5050&lt;br /&gt;
|1264&lt;br /&gt;
|1264&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Frith&#039;s Inn]], Main Saloon&lt;br /&gt;
|Super node&lt;br /&gt;
|5052&lt;br /&gt;
|1263&lt;br /&gt;
|1263&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Garden Niche&lt;br /&gt;
|Super node&lt;br /&gt;
|7354&lt;br /&gt;
|318&lt;br /&gt;
|318&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Hearth Room, Stone Baths&lt;br /&gt;
|Node&lt;br /&gt;
|336003&lt;br /&gt;
|19936&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Hearthstone]], Foyer&lt;br /&gt;
|Node&lt;br /&gt;
|397003&lt;br /&gt;
|13500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Hearthstone]], Front Porch &lt;br /&gt;
|Super node&lt;br /&gt;
|397002&lt;br /&gt;
|477&lt;br /&gt;
|477&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Helga&#039;s]], Pub Room&lt;br /&gt;
|Super node&lt;br /&gt;
|4102&lt;br /&gt;
|8859&lt;br /&gt;
|8859&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Landing Tower East&lt;br /&gt;
|Super node&lt;br /&gt;
|3040&lt;br /&gt;
|3807&lt;br /&gt;
|3807&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Raging Thrak]], Trophy Room&lt;br /&gt;
|Super node&lt;br /&gt;
|1118&lt;br /&gt;
|1259&lt;br /&gt;
|9400&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Small Park&lt;br /&gt;
|Super node&lt;br /&gt;
|7355&lt;br /&gt;
|288&lt;br /&gt;
|288&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Town Square Central&lt;br /&gt;
|Super node&lt;br /&gt;
|7120&lt;br /&gt;
|228&lt;br /&gt;
|228&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Voln]] Courtyard&lt;br /&gt;
|Super node&lt;br /&gt;
|312033&lt;br /&gt;
|3600&lt;br /&gt;
|3600&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Wayside Inn]], Garret&lt;br /&gt;
|Super node&lt;br /&gt;
|3005&lt;br /&gt;
|14627&lt;br /&gt;
|20727 (In Nexus)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|East Jetty&lt;br /&gt;
|Node&lt;br /&gt;
|7110&lt;br /&gt;
|4074&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Zephyr Hall, Common Room (Premium Hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|4002113&lt;br /&gt;
|20734&lt;br /&gt;
|19744&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Companion Park&lt;br /&gt;
|Node&lt;br /&gt;
|218160&lt;br /&gt;
|19332&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Shattered Nexus&lt;br /&gt;
|Super node&lt;br /&gt;
|7199&lt;br /&gt;
|NA&lt;br /&gt;
|20239&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Rusty Cutlass, Grub Hall&lt;br /&gt;
|Super node&lt;br /&gt;
|336651&lt;br /&gt;
|30276&lt;br /&gt;
|N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Zul Logoth]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Shattered&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Bawdy Bard Inn, Front Desk&lt;br /&gt;
|Node&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Bluerock Brewery, Tap Room&lt;br /&gt;
|Node&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Cindek&#039;s Spirits (Zhindel&#039;s Post)&lt;br /&gt;
|Node&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Crystalline Cavern, Monument&lt;br /&gt;
|Super node&lt;br /&gt;
|13006016&lt;br /&gt;
|1005&lt;br /&gt;
|1005&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Hall of Clans, Center&lt;br /&gt;
|Node&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Room of Last Rites&lt;br /&gt;
|Super node&lt;br /&gt;
|13010034&lt;br /&gt;
|14029&lt;br /&gt;
|14029&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Tregg&#039;s Tavern (Khazar&#039;s Hold)&lt;br /&gt;
|Node&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Zul Logoth, Emerald Tunnel (Locksmith Pool)&lt;br /&gt;
|Super node&lt;br /&gt;
|13006012&lt;br /&gt;
|5751&lt;br /&gt;
|5751&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Bawdy Bard Inn, Tavern&lt;br /&gt;
|Node&lt;br /&gt;
|13010013&lt;br /&gt;
|16849&lt;br /&gt;
|16849&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Solano Hall, Night Sky Landing (Premium Hall)&lt;br /&gt;
|Super node&lt;br /&gt;
|4002407&lt;br /&gt;
|20695&lt;br /&gt;
|19725&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Gathering Places==&lt;br /&gt;
&lt;br /&gt;
===[[CHE]]/[[MHO]]s===&lt;br /&gt;
While most nodes and super nodes are public, the Common Room (or equivalent) of a [[CHE]]&#039;s primary house (not annexes) are also super nodes. Most CHE locker annexes in other cities, if not all, are nodes. &lt;br /&gt;
&lt;br /&gt;
[[MHO]] groups could request a super node in place of a regular node for their permanent structure, so long as the node was either in a public room of the structure or the group had a large enough and active enough membership to support the node.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Argent Aspis]] - Trophy Room&lt;br /&gt;
|Super node&lt;br /&gt;
|102103&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Beacon Hall Archive]] - Common Room&lt;br /&gt;
|Super node&lt;br /&gt;
|216005&lt;br /&gt;
|16183&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[The Black Wolves|Black Wolves Manor]], Courtyard&lt;br /&gt;
|Super node&lt;br /&gt;
|18002001&lt;br /&gt;
|9242&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Cairnfang Manor]] - Lounge&lt;br /&gt;
|Super node&lt;br /&gt;
|106013&lt;br /&gt;
|22118&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Hand of the Arkati]] - Estate, Greatroom&lt;br /&gt;
|Super node&lt;br /&gt;
|18050002&lt;br /&gt;
|29623&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Helden Hall]] - Great Hall&lt;br /&gt;
|Super node&lt;br /&gt;
|212006&lt;br /&gt;
|3880&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[House Arcane]] - Hall of Lords&lt;br /&gt;
|Super node&lt;br /&gt;
|105005&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[House Brigatta]] - Common Room&lt;br /&gt;
|Super node&lt;br /&gt;
|107102&lt;br /&gt;
|21310&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Moonshine Manor]] - Plur&#039;s Pub&lt;br /&gt;
|Super node&lt;br /&gt;
|18006003&lt;br /&gt;
|16001&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Moonstone Abbey]] - Lounge&lt;br /&gt;
|Super node&lt;br /&gt;
|219051&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Obsidian Tower]] - Greatroom&lt;br /&gt;
|Super node&lt;br /&gt;
|214011&lt;br /&gt;
|20869&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Order of the Sphere and Scythe]] -  Cave Garden&lt;br /&gt;
|Super node&lt;br /&gt;
|18060001&lt;br /&gt;
|27840&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Paupers]] - Commons&lt;br /&gt;
|Super node&lt;br /&gt;
|104002&lt;br /&gt;
|7986&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Rising Phoenix]] - Library&lt;br /&gt;
|Super node&lt;br /&gt;
|103003&lt;br /&gt;
|21749&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Rone Academy]] - Elanthian Library&lt;br /&gt;
|Super node&lt;br /&gt;
|217006&lt;br /&gt;
|24473&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Silvergate Inn]] - Private Lounge&lt;br /&gt;
|Super node&lt;br /&gt;
|109006&lt;br /&gt;
|22032&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Sovyn]] - Courtyard&lt;br /&gt;
|Super node&lt;br /&gt;
|210001&lt;br /&gt;
|8754&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Sylvanfair]] - Rogal-Keli Hall&lt;br /&gt;
|Super node&lt;br /&gt;
|211002&lt;br /&gt;
|21330&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Twilight Hall]], Warble&#039;s Parlor&lt;br /&gt;
|Super node&lt;br /&gt;
|108004&lt;br /&gt;
|18850&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[White Haven]] - Founders Hall&lt;br /&gt;
|Super node&lt;br /&gt;
|213005&lt;br /&gt;
|23211&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|[[Willow Hall]] - Garden&lt;br /&gt;
|Super node&lt;br /&gt;
|218013&lt;br /&gt;
|19290&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Premium Hall]]s===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Icemule: Burga Hall, Lounge&lt;br /&gt;
|Super node&lt;br /&gt;
|4002006&lt;br /&gt;
|20762&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Kharam Dzu (Teras): Welkin Hall, Common Room&lt;br /&gt;
|Super node&lt;br /&gt;
|4002203&lt;br /&gt;
|20777&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Kraken&#039;s Fall:  Molskroen Hall, Garden Patio&lt;br /&gt;
|Super node&lt;br /&gt;
|7118515&lt;br /&gt;
|28990&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|River&#039;s Rest: Mistral Hall, Lounge&lt;br /&gt;
|Super node&lt;br /&gt;
|4002305&lt;br /&gt;
|20770&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Solhaven: Seamist Hall, Central Lounge&lt;br /&gt;
|Super node&lt;br /&gt;
|4002505&lt;br /&gt;
|20721&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Ta&#039;Illistim: Meazernis Villa, Private Lounge&lt;br /&gt;
|Super node&lt;br /&gt;
|4002710&lt;br /&gt;
|20707&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Ta&#039;Vaalor: Etesian Villa, Lounge&lt;br /&gt;
|Super node&lt;br /&gt;
|4002604&lt;br /&gt;
|20713&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Wehnimer&#039;s Landing: Zephyr Hall, Common Room&lt;br /&gt;
|Super node&lt;br /&gt;
|4002113&lt;br /&gt;
|20734&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Zul Logoth: Solano Hall, Night Sky Landing&lt;br /&gt;
|Super node&lt;br /&gt;
|4002407&lt;br /&gt;
|20695&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Bloodriven Village]]s===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|The Viridian Coil, Tavern &lt;br /&gt;
|Super node&lt;br /&gt;
|8214601&lt;br /&gt;
|26841&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===[[Ring of Lumnis]]===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Node Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Lich Room #&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Garden of the Spirit, Fountain&lt;br /&gt;
|Super node&lt;br /&gt;
|7110215&lt;br /&gt;
|26947&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Garden of the Planes, Fountain &lt;br /&gt;
|Super node&lt;br /&gt;
|7110206&lt;br /&gt;
|26954&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Garden of Order, Fountain &lt;br /&gt;
|Super node&lt;br /&gt;
|7110233&lt;br /&gt;
|26969&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Garden of Chaos, Boulder&lt;br /&gt;
|Super node&lt;br /&gt;
|7110227&lt;br /&gt;
|26972&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Garden of the Elements, Pool&lt;br /&gt;
|Super node&lt;br /&gt;
|7110221&lt;br /&gt;
|26980&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Node/saved_posts|Saved posts]]&lt;br /&gt;
*[[List of popular resting locations]]&lt;br /&gt;
*[[Experience (saved posts archive)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Area Mechanics]]&lt;br /&gt;
[[category:New Player]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Vars&amp;diff=203338</id>
		<title>Lich:Script Vars</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Vars&amp;diff=203338"/>
		<updated>2023-07-18T12:38:48Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* How does it work? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Vars is a default/core Lich script for creating and viewing variables used by other scripts. &lt;br /&gt;
&lt;br /&gt;
==What does it do?==&lt;br /&gt;
Eloot will gather loot from a killed monster or room, place that loot into the defined containers including overflow containers. It will not gather specific loot types you define,skin creatures, will drop boxes off at the locksmith pool or town locksmith if you desire, and will sell loot that meets the criteria and deposit coins. Eloot settings are saved per character per instance, in your lich5 data folder. Ex lich-5\data\eloot\GSIV\Rinualdo.yaml. If you wish to keep eloot settings across more than one char, you can copy and paste this file and rename the .yaml to each character you have. &lt;br /&gt;
&lt;br /&gt;
==How do I get it?==&lt;br /&gt;
&amp;lt;CODE&amp;gt;;vars&amp;lt;/CODE&amp;gt; is installed by default for Lich and no user installation should be necessary&lt;br /&gt;
&lt;br /&gt;
==How does it work?== &lt;br /&gt;
Scripts can create variables that they then use to reference. Variables are set by the user, usually through &amp;lt;CODE&amp;gt;;vars set &amp;lt;variable name&amp;gt;&amp;lt;variable&amp;gt; &amp;lt;/CODE&amp;gt; &lt;br /&gt;
&lt;br /&gt;
For example, the script [[Lich:Script Eherbs|Eherbs]] utilizes a &#039;&#039;&#039;HERBSACK&#039;&#039;&#039; variable, so it knows where to put and get herbs from. This is user defined, through &amp;lt;CODE&amp;gt;;vars set herbsack=&amp;lt;yourcontainername&amp;gt;&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For those in the Rogue guild, you can set your entry for movement with &amp;lt;CODE&amp;gt;;vars set rogue_password=&amp;lt;password&amp;gt;&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can view your in game variables in a GUI with &amp;lt;CODE&amp;gt;;vars setup&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In game help output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
;vars help&lt;br /&gt;
&lt;br /&gt;
   ;vars setup              open a window to edit variables&lt;br /&gt;
   ;vars set NAME=VALUE     add or change a variable&lt;br /&gt;
   ;vars delete NAME        delete a variable&lt;br /&gt;
   ;vars list               show current variables&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_LNet&amp;diff=203217</id>
		<title>Lich:Script LNet</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_LNet&amp;diff=203217"/>
		<updated>2023-07-16T18:27:55Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
This script is a simple chat script that allows you to chat with other people using [[The Lich|Lich]]. It is a great source of help for those new to Lich. It also allows scripts to transfer information to other characters (disabled by default) to allow, for example, a spellup script (waggle) to know exactly how many casts of what spells another character needs. In order to highlite the disassociation from in game chat, LNET is not distributed as a default lich install script and lnet is not associated with nor operated by the Elanthia-Online team. &lt;br /&gt;
&lt;br /&gt;
Users must explicitly download lnet after installing lich via &amp;lt;CODE&amp;gt;;repo download lnet.lic --author=elanthia-online&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no policy enforcement over lnet and it&#039;s chat channels. Many players find lnet&#039;s chat channels to be an unregulated and undesirable location. &lt;br /&gt;
&lt;br /&gt;
To see a list of LichNet commands, use the command&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;lnet help&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With LichNet you can ;chat to the general channel. You can &#039;&#039;&#039;;chat to &amp;lt;player&amp;gt;&#039;&#039;&#039; to chat directly to another user (like the &#039; speaking syntax of GSIV, &#039;&#039;&#039;;chat::&#039;&#039;&#039; also functions as a chat to command), &#039;&#039;&#039;;ignore someone&#039;&#039;&#039;, &#039;&#039;&#039;;tune&#039;&#039;&#039; to a channel and even &#039;&#039;&#039;;lnet create&#039;&#039;&#039; your own channel.&lt;br /&gt;
&lt;br /&gt;
LichNet goes beyond chatting, however, and can be used to query and display all kinds of relevant information about a player. Some of the most useful functions are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;locate &amp;lt;name&amp;gt;   -   show someone&#039;s current room&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;spells &amp;lt;name&amp;gt;   -   show someone&#039;s active spells and time remaining&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;skills &amp;lt;name&amp;gt;   -   show someone&#039;s skills&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;info &amp;lt;name&amp;gt;     -   show someone&#039;s stats&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;health &amp;lt;name&amp;gt;   -   show someone&#039;s health, spirit, stamina and injuries&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;bounty &amp;lt;name&amp;gt;   -   show someone&#039;s current adventurer&#039;s guild task&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using these commands, other players have the ability to find dead characters and fog to you faster. Your questions about character builds can be answered quickly and in game by showing your information to another player.&lt;br /&gt;
&lt;br /&gt;
But, before anyone can see your information, you must set LichNet to make your information visible. To do this, use the command&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;lnet allow all all&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow ALL players to see ALL of your information.&lt;br /&gt;
&lt;br /&gt;
Many scripts require information gathered from your LichNet data to function properly. It is generally a good idea to allow all information to be viewable.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sorcerer%27s_Isle_creatures&amp;diff=202780</id>
		<title>Category:Sorcerer&#039;s Isle creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sorcerer%27s_Isle_creatures&amp;diff=202780"/>
		<updated>2023-07-09T12:18:47Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:En-ravelin.png|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Sorcerer&#039;s Isle&#039;&#039;&#039; is a hunting area outside [[Ta&#039;Vaalor]] located across the [[Mistydeep River]] to the southeast of the [[Ravelin]].  The river could be crossed by the boats located at the Ravelin&#039;s fishing docks or [[swimming]] or using [[Water Walking (112)]] from a dock on either the eastern or western side of the River.  The shortest way to access the Isle is to swim or walk across from the entrance outside the [[Vermilion Gate]].&lt;br /&gt;
&lt;br /&gt;
Water Walking  is recommended for those traversing the Isle, as many areas are marshy.  Without the water walking spell, adventurers are subjected to [[roundtime]] when moving through some rooms.&lt;br /&gt;
&lt;br /&gt;
There is currently a bug with the boats if the rower is in a group.  Typing [[GROUP]] before leaving the boat will fix the issue and allow all group members to exit the vessel.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Daytime creatures&lt;br /&gt;
!Nighttime creatures&lt;br /&gt;
|-&lt;br /&gt;
|tegursh sentry&lt;br /&gt;
|tegursh sentry&lt;br /&gt;
|-&lt;br /&gt;
|martial eagle&lt;br /&gt;
|mammoth arachnid&lt;br /&gt;
|-&lt;br /&gt;
|lesser wood sprite&lt;br /&gt;
|giant hawk-owl&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Area messaging==&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;lt;small&amp;gt;A black shrew darts across the path, unremarkable but for its spiked tail.&lt;br /&gt;
&lt;br /&gt;
A whiff of sulfur and smoke wafts through the area.&lt;br /&gt;
&lt;br /&gt;
At the edge of hearing, the constant murmur of the river&#039;s lapping waves against the shore seems almost loud against the unnatural silence of the woods.&lt;br /&gt;
&lt;br /&gt;
Circling high overhead, a martial eagle screams a challenge before passing away to the north.&lt;br /&gt;
&lt;br /&gt;
From somewhere in the direction of the tower comes a sharp clash of metal followed by a muffled scream.&lt;br /&gt;
&lt;br /&gt;
In the tower far above, a gargoyle shifts slightly before resuming its silent vigil.&lt;br /&gt;
&lt;br /&gt;
There is a loud rustling in the undergrowth, but the foliage is too dense to spot the source of the disturbance.&lt;br /&gt;
&lt;br /&gt;
There is a sudden splash from the river that sounds too loud to be just a fish on its daily hunt.&lt;br /&gt;
&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Sorcerer&#039;s Isle/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://gsguide.wikia.com/wiki/File:Ravelin_%26_Sorc._Isle.gif Map of the Ravelin and Sorcerer&#039;s Isle, by Gscaithris on GSGuide]&lt;br /&gt;
&lt;br /&gt;
[[category:Ta&#039;Vaalor Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:En-ravelin.png&amp;diff=202779</id>
		<title>File:En-ravelin.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:En-ravelin.png&amp;diff=202779"/>
		<updated>2023-07-09T12:17:50Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=202645</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=202645"/>
		<updated>2023-07-06T00:02:09Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Core components installed with Lich */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
&lt;br /&gt;
If you want to remove, &amp;lt;CODE&amp;gt;;repo unset-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core components installed with Lich ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generally speaking, the below scripts should not need to be updated manually by the user, especially if the user keeps up to date on the current lich version.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Script Go2|go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-Online ===&lt;br /&gt;
* [[Lich:Script Bigshot|bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 5.7.0+ full installer)&lt;br /&gt;
* &#039;&#039;&#039;signore &#039;&#039;&#039; - A script for using society powers &amp;lt;CODE&amp;gt;;signore setup&amp;lt;/CODE&amp;gt; for configuration&lt;br /&gt;
* &#039;&#039;&#039;resource&#039;&#039;&#039; - A script for determining your current player service bonus. &amp;lt;CODE&amp;gt; ;resource bonus &amp;lt;/CODE&amp;gt; Can also be used to determine the cost of enchanting with the syntanx ;Resource calc &amp;lt;starting enchant&amp;gt; &amp;lt;ending enchant&amp;gt; &amp;lt;cost per essence&amp;gt; as in &amp;lt;CODE&amp;gt;;resource calc 35 45 50&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* [[Script LNet|lnet]] - An out of game, third party, not Simutronics controlled chat server. &amp;lt;CODE&amp;gt;;repo download lnet --author=elanthia-online&amp;lt;/CODE&amp;gt;. See wiki page for details &#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no control over lnet or policy enforcement there.&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;dirty-deeds &#039;&#039;&#039; - A script for getting deeds in IMT and WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration  &lt;br /&gt;
* &#039;&#039;&#039;colmaster &#039;&#039;&#039; - A script for getting and performing COL tasks in Solhaven&lt;br /&gt;
* &#039;&#039;&#039;volnstep &#039;&#039;&#039; - A script for performing voln tasks in Wehnimer&#039;s Landing&lt;br /&gt;
* &#039;&#039;&#039;character-planner &#039;&#039;&#039; - A script for planning out your character skills and training. &amp;lt;CODE&amp;gt;;character-planner&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;stat-maximizer&#039;&#039;&#039; - A script for configuring character stats. &amp;lt;CODE&amp;gt;;stat-maximizer&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;tpick&#039;&#039;&#039; - A script for lockpicking &amp;lt;CODE&amp;gt;;tpick setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;warrior&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;warrior setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;rogues&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;rogues setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Repo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Firewheel&amp;diff=202638</id>
		<title>Firewheel</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Firewheel&amp;diff=202638"/>
		<updated>2023-07-04T18:14:42Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|image = &lt;br /&gt;
|bonus = &lt;br /&gt;
|str = &lt;br /&gt;
|dur = &lt;br /&gt;
|weight = &lt;br /&gt;
|use = Weapons, instruments&lt;br /&gt;
|rarity = Very rare&lt;br /&gt;
|special = Flares fire, electricity, or both&amp;lt;br/&amp;gt;Instruments are always master quality.&lt;br /&gt;
|color = &lt;br /&gt;
|dye = }}&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Firewheel is dual flaring material and script that flares 1/3 of the time using fire flares, 1/3 of the time using lightning flares, and the remaining 1/3 a dual fire and lightning flare.&lt;br /&gt;
&lt;br /&gt;
The flaring properties of the material reside in the [[Item_properties#Category_B|Category B]] slot. The material is enchantable by the player [[Enchant (925)]] system.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{#section:Iyo/Firewheel|firewheel}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Iyo]]&lt;br /&gt;
* [[Iyo/Firewheel|Firewheel official documentation]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Woods]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Firewheel&amp;diff=202637</id>
		<title>Firewheel</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Firewheel&amp;diff=202637"/>
		<updated>2023-07-04T18:14:23Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|image = &lt;br /&gt;
|bonus = &lt;br /&gt;
|str = &lt;br /&gt;
|dur = &lt;br /&gt;
|weight = &lt;br /&gt;
|use = Weapons, instruments&lt;br /&gt;
|rarity = &lt;br /&gt;
|special = Flares fire, electricity, or both (Cat B)&amp;lt;br/&amp;gt;Instruments are always master quality.&lt;br /&gt;
|color = &lt;br /&gt;
|dye = }}&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Firewheel is dual flaring material and script that flares 1/3 of the time using fire flares, 1/3 of the time using lightning flares, and the remaining 1/3 a dual fire and lightning flare.&lt;br /&gt;
&lt;br /&gt;
The flaring properties of the material reside in the [[Item_properties#Category_B|Category B]] slot. The material is enchantable by the player [[Enchant (925)]] system.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{#section:Iyo/Firewheel|firewheel}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Iyo]]&lt;br /&gt;
* [[Iyo/Firewheel|Firewheel official documentation]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Woods]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Firewheel&amp;diff=202636</id>
		<title>Firewheel</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Firewheel&amp;diff=202636"/>
		<updated>2023-07-04T18:14:14Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|image = &lt;br /&gt;
|bonus = &lt;br /&gt;
|str = &lt;br /&gt;
|dur = &lt;br /&gt;
|weight = &lt;br /&gt;
|use = Weapons, instruments&lt;br /&gt;
|rarity = &lt;br /&gt;
|special = Flares fire, electricity, or both (Cat B)&amp;lt;br/&amp;gt;Instruments are always master quality.&lt;br /&gt;
|color = &lt;br /&gt;
|dye = }}&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Firewheel is dual flaring material and script that flares 1/3 of the time using fire flares, 1/3 of the time using lightning flares, and the remaining 1/3 a dual fire and lightning flare.&lt;br /&gt;
The flaring properties of the material reside in the [[Item_properties#Category_B|Category B]] slot. The material is enchantable by the player [[Enchant (925)]] system.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{#section:Iyo/Firewheel|firewheel}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Iyo]]&lt;br /&gt;
* [[Iyo/Firewheel|Firewheel official documentation]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Woods]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Xazkruvrixis&amp;diff=202635</id>
		<title>Xazkruvrixis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Xazkruvrixis&amp;diff=202635"/>
		<updated>2023-07-04T18:08:24Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +25&lt;br /&gt;
 | str = &lt;br /&gt;
 | dur = &lt;br /&gt;
 | weight = &lt;br /&gt;
 | use = [[Melee]] [[weapon]]&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | lvl = 100&lt;br /&gt;
 | special = Death flare&lt;br /&gt;
 | color = &lt;br /&gt;
 | dye = Not dyeable&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xazkruvrixis ore&#039;&#039;&#039; was first seen at the #PlayApartTogether silver auction in May 2020. The rare metal can only be held safely by adventurers at [[level]] 100; [[Merchant]] [[Dett]] claims anyone below that level will die. The ore is used to create melee weapons with an innate +25 base [[enchantment]] and a death [[flare]]. When the wielder both has [[Death&#039;s Sting]] and kills a creature over level 100, the wielder has a chance for their sting to be reduced.&lt;br /&gt;
&lt;br /&gt;
The flaring properties of the material reside in the [[Item_properties#Category_B|Category B]] slot. The metal is enchantable by the player [[Enchant (925)]] system.&lt;br /&gt;
&lt;br /&gt;
==In-Game Release Information==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Dett says, &amp;quot;This is a rare metal and newly mined from distant lands.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;The metal xazkruvrixis requires you to have trained all the way, 100 times, to even hold.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;Holding it before then will kill you.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;This isn&#039;t attuned or anything like that.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;And I meant what I said.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;You will die if you hold it before training fully.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;This ore is used to create a weapon.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;It is 5x, and it flares death.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;It must be a melee weapon.&amp;quot;&lt;br /&gt;
Dett says, &amp;quot;If you have death sting, and you kill a creature over cap.  You have a chance to reduce that death sting.&amp;quot;&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You swing a xazkruvrixis handaxe at an Ithzir scout!&lt;br /&gt;
  AS: +574 vs DS: +340 with AvD: +34 + d100 roll: +2 = +270&lt;br /&gt;
   ... and hit for 75 points of damage!&lt;br /&gt;
   Hard blow breaks the femur!&lt;br /&gt;
   The Ithzir scout is knocked to the ground!&lt;br /&gt;
   The Ithzir scout is stunned!&lt;br /&gt;
   ** Your xazkruvrixis handaxe emits an ominous black-green glow! **&lt;br /&gt;
   The life drains visibly away from the Ithzir scout, as he collapses before you, dead!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[The Mystique of Xazkruvrixis]] - Official Documentation&lt;br /&gt;
* [[Material/saved_posts|Material saved posts]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/1aHY0zTQuesCqkeqte8lekXk-jjPM9RppiGkShpLbZM4/edit#gid=996037780 TownCrier Google Spreadsheet of Auction Coverage]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vethinye&amp;diff=202586</id>
		<title>Vethinye</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vethinye&amp;diff=202586"/>
		<updated>2023-07-03T15:08:49Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +20&lt;br /&gt;
 | str = &lt;br /&gt;
 | dur = &lt;br /&gt;
 | weight = &lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = 1d3 targets disruption flare&lt;br /&gt;
 | color = All shades of blue&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vethinye&#039;&#039;&#039; or starsong is a metal that can be used to craft armaments.  When struck in combat, it has a chance to vibrate and release a song that is disruptive to multiple targets in an area.&lt;br /&gt;
&lt;br /&gt;
The flares are innate to the material and do not use the ability field.  They deal standard critical damage and use disruption criticals.  When the flare triggers, it will affect 1d3 targets.  If there are fewer creatures in the room than the number of flares, the the remaining flares will hit the initial target.  Vethinye/starsong has a material difficulty of 150.&lt;br /&gt;
&lt;br /&gt;
Vethinye in all forms ranges from the palest of pale blues to the darkest of midnight blues and everything in between, including ombre versions. The metal is dotted with star-shaped occlusions that catch the light and appear to twinkle like stars in the sky. The metal can take a dye, but the iridescent speckles remain.&lt;br /&gt;
&lt;br /&gt;
Starsong/vethinye are going to be interchangeable for alteration purposes on items made out of vethinye that are combat items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
On weaponry:&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You punch with a pale blue vethinye katar at a thrak!&lt;br /&gt;
  AS: +160 vs DS: +58 with AvD: +36 + d100 roll: +78 = +216&lt;br /&gt;
   ... and hit for 36 points of damage!&lt;br /&gt;
   Strike pierces forearm!&lt;br /&gt;
   The thrak is stunned!&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a thrak! **&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Bones shatter in the thrak&#039;s shield arm.&lt;br /&gt;
A thrak screeches loudly and slumps to the ground while frantically licking its wounded left foreleg.&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a manticore! **&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   The manticore&#039;s stomach muscles jerk uncontrollably.&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a thrak! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Rib bones snap and protrude from the thrak&#039;s chest.&lt;br /&gt;
The thrak hisses one last time and dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
On armor:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Atan_Irith/Precious_Materials#Metals_.26_Ores | Precious Materials of Atan Irith]] &lt;br /&gt;
* For information about starveil, see the Precious Materials document as well&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1118916479098818622 Discord Announcement]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vethinye&amp;diff=202585</id>
		<title>Vethinye</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vethinye&amp;diff=202585"/>
		<updated>2023-07-03T15:07:02Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +20&lt;br /&gt;
 | str = &lt;br /&gt;
 | dur = &lt;br /&gt;
 | weight = &lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = &lt;br /&gt;
 | color = All shades of blue&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vethinye&#039;&#039;&#039; or starsong is a metal that can be used to craft armaments.  When struck in combat, it has a chance to vibrate and release a song that is disruptive to multiple targets in an area.&lt;br /&gt;
&lt;br /&gt;
The flares are innate to the material and do not use the ability field.  They deal standard critical damage and use disruption criticals.  When the flare triggers, it will affect 1d3 targets.  If there are fewer creatures in the room than the number of flares, the the remaining flares will hit the initial target.  Vethinye/starsong has a material difficulty of 150.&lt;br /&gt;
&lt;br /&gt;
Vethinye in all forms ranges from the palest of pale blues to the darkest of midnight blues and everything in between, including ombre versions. The metal is dotted with star-shaped occlusions that catch the light and appear to twinkle like stars in the sky. The metal can take a dye, but the iridescent speckles remain.&lt;br /&gt;
&lt;br /&gt;
Starsong/vethinye are going to be interchangeable for alteration purposes on items made out of vethinye that are combat items.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
On weaponry:&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You punch with a pale blue vethinye katar at a thrak!&lt;br /&gt;
  AS: +160 vs DS: +58 with AvD: +36 + d100 roll: +78 = +216&lt;br /&gt;
   ... and hit for 36 points of damage!&lt;br /&gt;
   Strike pierces forearm!&lt;br /&gt;
   The thrak is stunned!&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a thrak! **&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Bones shatter in the thrak&#039;s shield arm.&lt;br /&gt;
A thrak screeches loudly and slumps to the ground while frantically licking its wounded left foreleg.&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a manticore! **&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   The manticore&#039;s stomach muscles jerk uncontrollably.&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a thrak! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Rib bones snap and protrude from the thrak&#039;s chest.&lt;br /&gt;
The thrak hisses one last time and dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
On armor:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Atan_Irith/Precious_Materials#Metals_.26_Ores | Precious Materials of Atan Irith]] &lt;br /&gt;
* For information about starveil, see the Precious Materials document as well&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1118916479098818622 Discord Announcement]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Moonsedge_creatures&amp;diff=202438</id>
		<title>Category:Moonsedge creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Moonsedge_creatures&amp;diff=202438"/>
		<updated>2023-07-02T22:19:01Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Area Mechanics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
[[Image:Moonsedge.png|thumb|Moonsedge]]&lt;br /&gt;
This category lists all creatures found in the Moonsedge hunting area. The Moonsedge hunting area is nearest to the town of [[Icemule Trace]] and contains creatures beyond level 100.&lt;br /&gt;
&lt;br /&gt;
==Story==&lt;br /&gt;
&#039;&#039;&#039;Moonsedge&#039;&#039;&#039; is a farming community located off the [[Olbin Pass]] near [[Icemule Trace]]. The area is represented by Marquis [[Barlan Kane]]. &lt;br /&gt;
&lt;br /&gt;
In 5122, Moonsedge, and its immediate vicinity, was stricken by an unknown illness.&lt;br /&gt;
&lt;br /&gt;
The ancestors of Barlan Kane, the current Marquis of Moonsedge, were minor local lords who ruled over territory that once included [[Briarmoon Cove]]. As Briarmoon surged in wealth, power, and popularity, their line faded and their town became a bit of a shambolic backwater. [[Zeban]] used an ancient gigas tablet to create new undead under his command. He was trying to craft the perfect undead body for himself. In doing so, he created bloodsucking strigoi from the half-krolvin who lived along the Crawling Shore. For reasons unknown, the Marquis of Moonsedge became obsessed with eternal life. After his scouts found one of these undead, he had it brought back to town and experimented upon by his conjurers and somehow it allowed him to turn him and his aristocrats into vampires.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
An informational recap from [[Opalina (prime)|Opalina]]&#039;s perspective can be found at [[Opalina&#039;s Diary#Exploration of Moonsedge|Exploration of Moonsedge]].&lt;br /&gt;
&lt;br /&gt;
The Castle area was built as a level 100-107 focused expansion and is an [[Ascension]] level area.&lt;br /&gt;
&lt;br /&gt;
The vampires are obviously his favored aristocrats. Ghasts are the commonfolk who did not have enchanted strigoi blood to help guide their transformation into undead.&lt;br /&gt;
&lt;br /&gt;
Death knights and their dreadsteeds are Barlan&#039;s guards. &lt;br /&gt;
==Area Mechanics==&lt;br /&gt;
&lt;br /&gt;
===Dread===&lt;br /&gt;
Creeping Dread is mostly an atmospheric effect. It accrues once every 30 seconds in Moonsedge.&lt;br /&gt;
&lt;br /&gt;
After 10 stacks, you have a chance to accrue Crushing Dread whenever you get an additional stack of Creeping Dread.&lt;br /&gt;
&lt;br /&gt;
Crushing Dread gives you -5AS/-3CS per stack.&lt;br /&gt;
&lt;br /&gt;
Crushing Dread accrual has a random component.&lt;br /&gt;
&lt;br /&gt;
Basically, there&#039;s a random roll. If it and your Creeping Dread contribution are greater than your resistances, you get a stack of Crushing Dread.&lt;br /&gt;
&lt;br /&gt;
You get about a 20% chance base to resist Crushing Dread, then get bonuses from Discipline, Logic, and Wisdom.&lt;br /&gt;
Symbol of Courage, Berserk, Bravery, Heroism, Self Control, Fortitude Song, Strength of Will, Mindward, Clarity of Thought, Dauntless, Faith&#039;s Clarity, sanctified gear, and one other spell that is a little silly but should be obvious will all help you resist Crushing Dread per SGM Auchand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Crush Dread can be mitigated by successfully play the Sword Hymn on the chapel organ in the castle, or are in Moonsedge when someone else plays it, you won&#039;t accrue any dread while the hymn is active as a buff on you.&lt;br /&gt;
It immediately clears all stacks of Creeping and Crushing Dread and makes you immune for the duration of the buff.&lt;br /&gt;
&lt;br /&gt;
===Spell sever===&lt;br /&gt;
{{#section:Spell sever|description}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Icemule Trace Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wizard_(front_end)&amp;diff=201166</id>
		<title>Wizard (front end)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wizard_(front_end)&amp;diff=201166"/>
		<updated>2023-06-29T19:41:03Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&amp;lt;div style=&amp;quot;background: white; border:4px solid #AB8; padding: 2px 10px 15px 10px; background: #DDC; color: #000000;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=100%&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myAbout mw-customtoggle-myFAQFE mw-customtoggle-myFAQMac mw-customtoggle-myFAQScript mw-customtoggle-myFAQHLight mw-customtoggle-myRunning mw-customtoggle-myFeaturesScreen mw-customtoggle-myFeaturesOptions mw-customtoggle-myFeaturesKeyboard mw-customtoggle-myFeaturesMacros mw-customtoggle-myFeaturesScripts mw-customtoggle-myFeaturesHLights mw-customtoggle-myHelp&amp;quot;&amp;gt;To toggle all content, click &amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
!style=&amp;quot;text-align: right;&amp;quot;|Each section can be toggled by clicking on the section or subsection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myAbout&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
===About The Wizard===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myAbout&amp;quot; class=&amp;quot;mw-customtoggle-myAbout mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Wizard Front End Features Overview&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The &#039;&#039;&#039;Wizard&#039;&#039;&#039; is an official front end for [[GemStone IV]] primarily used during the 1997 through 2005 timeframe, although it retains a following of dedicated users even today. It is designed to run in a Windows environment, and has been successfully installed on Mac OS X and various Linux based platforms.&lt;br /&gt;
&lt;br /&gt;
The Wizard was initially designed to operate with GemStone IV, [[DragonRealms]], Modus Operandi, and Alliance of Heroes. Some specific screen displays and functions may not operate in all games, or they may operate slightly different.  This is because the rules and game mechanics for each of the games is different.  Where possible, similar functions have been grouped together.&lt;br /&gt;
&lt;br /&gt;
There are other official front ends, each with their benefits.  The [[Wrayth]] front end is the current Windows environment front end, and includes additional scripting commands and other features not included in the Wizard.  The [[Avalon]] front end was designed specifically for use with the Mac OS X platform. The Web Client front end is a light-weight front end that runs in most web browsers, but does not have many of the more advanced features of these other front ends.&lt;br /&gt;
&lt;br /&gt;
Some of the features of the Wizard front end include:&lt;br /&gt;
&lt;br /&gt;
:*Multiple Window Interface allows text from the game to be sent to different windows&lt;br /&gt;
:*Command Line Recall allows you to recall up to 64 commands using the up and down arrows&lt;br /&gt;
:*Programmable Keyboard Macros allow you to &amp;quot;script&amp;quot; complex actions as simple keystroke commands&lt;br /&gt;
:*User-definable colors for text allow you to highlight text from the game in a variety of colors&lt;br /&gt;
:*Direction Keys for movement in all compass directions using the keyboard&#039;s numeric keypad&lt;br /&gt;
:*Graphical Status Displays of your current battle stance, health status, spell effects, experience, and other important game data&lt;br /&gt;
:*User-definable settings for background color, foreground color, and font for each individual window&lt;br /&gt;
:*Quick Access Buttons to automate common in-game tasks that you do frequently&lt;br /&gt;
:*Magic Popup Menu for quick access to the spells your character knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myAbout&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;	&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;section start=FAQ /&amp;gt;&amp;lt;div class=&amp;quot;mw-customtoggle-myFAQFE mw-customtoggle-myFAQMac mw-customtoggle-myFAQScript mw-customtoggle-myFAQHLight&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
==== Frequently Asked Questions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFAQFE&amp;quot; class=&amp;quot;mw-customtoggle-myFAQFE mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border-top: 2px solid #AB8; border-left: 2px solid #AB8; border-right: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;- What is a Front End?&amp;lt;/b&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;A front end (FE) is a program that is specially designed to give you access to programs that are running on another computer.&#039;&#039; &lt;br /&gt;
The games GemStone IV, DragonRealms, Modus Operandi, and Alliance of Heroes all run on computers that are hidden deep in the bowels of Simutronics Corporation&#039;s computer center.  The Wizard FE allows your computer to communicate with the Simutronics computer so you can play your favorite game.&lt;br /&gt;
You can get generic front end programs to play many of the games of that are available through the Internet.  However, by using a front end that is specially designed to work with the game, you are able to use features in the game that other programs cannot use.  The Wizard FE and Simutronics games talk to each other in ways that you cannot see.  This allows the Wizard FE to pick up information such as your current health status, what items you are carrying, what graphic, if any, should be displayed for the current room, and a host of other things.&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFAQFE&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFAQMac&amp;quot; class=&amp;quot;mw-customtoggle-myFAQMac mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border-left: 2px solid #AB8; border-right: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;- What is a Macro?&amp;lt;/b&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;A macro is simply a string of text that gets placed into the game command line when you press only one key.&#039;&#039;  &lt;br /&gt;
For example, if you set the Alt-A macro to be &amp;quot;attack &amp;quot;, and then pressed Alt-A, the string &amp;quot;attack &amp;quot; would be placed in the input command area.  However, there are some &amp;quot;special&amp;quot; tokens that you can use within these macro definitions to make them much more powerful.  In this section, we will cover these special tokens, as well as write some macros that you may want to use in your own setup.&lt;br /&gt;
For more help, see &amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesMacros mw-customtoggle-myFAQMac&amp;quot;&amp;gt;[[:Wizard (front end)#Macros|Defining and Using Macros]]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFAQMac&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFAQScript&amp;quot; class=&amp;quot;mw-customtoggle-myFAQScript mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border-left: 2px solid #AB8; border-right: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;- What is a Script?&amp;lt;/b&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;A script is simply a series of commands that get placed into the game command line when you execute that script.&#039;&#039;  &lt;br /&gt;
Scripts can contain some basic logic, such as watching for a particular response to occur from the game, and using logic to decide what to do when that response is received.  Scripts can be run for entire tasks or collections of commands, such as making shoes, or moving from one city to the next.  Scripts help make the game easier to play.  For more help, see &amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesScripts mw-customtoggle-myFAQScript&amp;quot;&amp;gt;[[Wizard (front end)#Scripts|Scripting for the Wizard]]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFAQScript&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFAQHLight&amp;quot; class=&amp;quot;mw-customtoggle-myFAQHLight mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border-left: 2px solid #AB8; border-right: 2px solid #AB8; border-bottom: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;- What is a Text Highlight?&amp;lt;/b&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;Using string highlights to change the color of the text font, or background of the text font is a great way to draw your attention to a particular line or series of lines in game, so you don&#039;t miss anything.&#039;&#039;&lt;br /&gt;
The Wizard provides robust text highlighting capabilities, allowing you to turn font red for strings that might lead to danger, or yellow if of importance.  You can even change the background of names, so you can easily recall which profession they belong to.  You can also assign a sound to play when one of your highlighted strings is detected.  For more information, see &amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesHLights mw-customtoggle-myFAQHLight&amp;quot;&amp;gt;[[Wizard (front end)#HLights|Highlighting Strings]]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFAQHLight&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;section end=FAQ /&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myRunning&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
=== Running the Wizard ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myRunning&amp;quot; class=&amp;quot;mw-customtoggle-myRunning mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Download Information&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The play.net website https://www.play.net/gs4/play/wizard-info.asp is the location to download the WizardFE software. When you get to web page where you are asked to select which FE you want to use, simply click on the Download Software option, and follow the instructions on the web page. If you have Wrayth/Stormfront installed, create a new folder in the same direcotry called WizardFE. Default would be C:\Program Files (x86)\SIMU\&lt;br /&gt;
After downloaded, the user needs to create the following registry entries: &lt;br /&gt;
&lt;br /&gt;
In the windows bar, type regedit&lt;br /&gt;
Location the following registry key: Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Simutronics&lt;br /&gt;
Right Click and Create new key called WIZ32. Your registry key should look like Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Simutronics\WIZ32&lt;br /&gt;
In the WIZ32, create a new sub-key make a new string value called Directory and put the path to your WizardFE install. ex: C:\Program Files (x86)\SIMU\WizardFE&lt;br /&gt;
&lt;br /&gt;
In the folder where you installed Wizard.exe, you will need to include the gscbmp32.dll file linked on this page. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myRunning&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;	&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myFeaturesScreen mw-customtoggle-myFeaturesOptions mw-customtoggle-myFeaturesKeyboard mw-customtoggle-myFeaturesMacros mw-customtoggle-myFeaturesScripts mw-customtoggle-myFeaturesHLights&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
=== Features of the Wizard ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesScreen&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesScreen mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; The Wizard Screen &amp;lt;/h5&amp;gt;  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;The Wizard Screen is a window environment.  This means that you can have multiple &amp;quot;windows&amp;quot; open that each serve their own special purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game Window&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This is the main window where all game text is normally displayed.  This is the only window that you must have open in order to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thoughts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:With this window open, all of the messages that come across via ESP (or COM messages in Modus Operandi) appear here instead of in the Game window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:When the Death window is open, death messages appear here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:When the Familiar windows is open, any messages you get through your familiar are displayed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrivals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:When the Arrivals window is open, the messages about people arriving in the room appear here instead of in the Game window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This window provides a special graphical representation of your character.  Marks on the various body areas indicate wounds and bleeding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pictures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Some areas of the game are supported by artwork that illustrates the area.  If there is artwork for the room you are in, it will be displayed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opening and Arranging Windows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You can open as many or as few of the windows as you like.  Open windows by selecting the window name from the WINDOW menu at the top of the screen.  You can resize windows and arrange them on the screen however you like using standard Windows mouse controls.  You can even &amp;quot;hide&amp;quot; windows behind other windows.  For example, if you do not want to be bothered with Arrival messages at all, then simply open the Arrivals window and them move the Game window to be on top of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing the Appearance of Windows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You can change the appearance of each of the windows.  You can modify the background color, the foreground color, and modify the font style.  To do this, either left-click on the small diamond that appears in the upper left corner of the window, or right-click anywhere inside the body of the window.  This also allows you to minimize or close windows, and you can also copy the contents of the window to the clipboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Features on the Screen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:There are some other important features on the screen.  These features give you information about your character and your surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hands Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The Hands Display shows what is in your left hand and right hand, and what spell if you have prepared, if any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Direction Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The Direction Display shows what compass directions lead out of the room.  On the left are arrows pointing up and down with a dot between them.  These indicate the directions up, down and out.  On the right is a compass rose.  This indicates the eight cardinal compass directions.  A exit is indicated by a bright yellow arrowhead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Health Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This display shows your current levels of Health, Mana, and Spirit Points.  Below that is a small graphical image of a body that displays either current wounds or scars.  This display is less detailed that the full display you can get from the Wounds window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Status Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The Status Display shows the current state of your mind in regards to Field Experience saturation.  As you become saturated with Field Experience, the indicator moves up.  Next to the Mind indicator is a graphical depiction of your current defense stance.  Below these is a box that may contain a variety of icons depending on what spells or other effects are on your character.  Not all spells and effects will show an icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Roundtime Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This display shows your current roundtime, and spell casting roundtime.  Be aware that this display may get out of sync with your real roundtime.  The only absolute measure of roundtime is the message that you get in the Game window.  This display is just an aid to help you manage roundtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mana Pulse Timer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This is simply a 2 minute clock that may help you time Mana pulses.  Again, have caution when using this timer.  It may not be in sync with the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command Buffer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:At the bottom of the screen is the Command Buffer.  This is where you type in game commands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Action Buttons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Next to the Command Buffer is a collection of Quick Action Buttons.  They have the default function of:&lt;br /&gt;
::Equip Your Weapon&lt;br /&gt;
::Equip Your Shield&lt;br /&gt;
::Look in Your Container&lt;br /&gt;
::Un-equip Your Weapon&lt;br /&gt;
::Un-equip Your Shield&lt;br /&gt;
&lt;br /&gt;
:You can change the details of these commands by pulling down the CONFIGURATION menu and selection OPTIONS.  Select the &amp;quot;Inventory Names&amp;quot; tab, and then type in whatever commands you want to have controlled by these buttons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesScreen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesOptions&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesOptions mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Options from the Menu Bar &amp;lt;/h5&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;As with most windows environments, the Wizard has a Menu bar through which you can access many configurations and activate or deactivate many features.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The FILE menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Open Log File&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::This option allows you open a log file which records what happens in the game.  The log file that is created is a simple text file.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Close Log File&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::This option closes a log file that is currently open.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Auto-Log Each Session&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Selecting the option causes the Wizard to automatically log everything each time you play.  Caution:  If you play a lot, log files can become very large.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Run Notepad&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::This option runs Windows Notepad.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Resync Communications&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::If your Wizard gets out of sync with the game, then select this option.  Under most circumstances this will fix the synchronization problem.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Exit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Select this option to quit playing and close the Wizard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The EDIT menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Cut&#039;&#039;&lt;br /&gt;
:&#039;&#039;Copy&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clear&#039;&#039;&lt;br /&gt;
:&#039;&#039;Paste&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the standard Windows editing tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The CONFIGURATION menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Options&#039;&#039;&lt;br /&gt;
::&#039;&#039;Settings&#039;&#039;&lt;br /&gt;
::This tab allows you to modify a variety of Wizard settings.  Mark the ones you want to have active by placing a check in the box next to that setting.&lt;br /&gt;
:::&#039;&#039;Echo Commands Locally:&#039;&#039;&lt;br /&gt;
:::Will echo any command you enter back to your Game window.&lt;br /&gt;
:::&#039;&#039;Compress Incoming Linefeeds:&#039;&#039;&lt;br /&gt;
:::If this option is checked, Wizard will try to compress the screen display as much as possible by removing blank lines.  For example, with this checked:&lt;br /&gt;
::::&amp;gt;&lt;br /&gt;
::::So-and-so just coughed.&lt;br /&gt;
::::&lt;br /&gt;
::::Someone else just went east.&lt;br /&gt;
::::&amp;gt;&lt;br /&gt;
:::would instead display as:&lt;br /&gt;
::::&amp;gt;So-and-so just coughed.&lt;br /&gt;
::::Someone else just went east.&lt;br /&gt;
::::&amp;gt;&lt;br /&gt;
:::&#039;&#039;Show Status Prompt:&#039;&#039;&lt;br /&gt;
:::If on, this switch tells Wizard to emulate the game&#039;s &amp;quot;status&amp;quot; prompt, with the following indicators used:&lt;br /&gt;
::::!{{Sp|5}} bleeding&lt;br /&gt;
::::W{{Sp|5}} webbed&lt;br /&gt;
::::I{{Sp|5}} invisible&lt;br /&gt;
::::K{{Sp|5}} kneeling&lt;br /&gt;
::::P{{Sp|5}} lying down&lt;br /&gt;
::::s{{Sp|5}} sitting&lt;br /&gt;
::::S{{Sp|5}} stunned&lt;br /&gt;
::::H{{Sp|5}} hidden&lt;br /&gt;
::::J{{Sp|5}} joined (following someone)&lt;br /&gt;
::::U{{Sp|5}} unconscious&lt;br /&gt;
::::D{{Sp|5}} diseased&lt;br /&gt;
::::P{{Sp|5}} poisoned&lt;br /&gt;
::::R{{Sp|5}} in a round time&lt;br /&gt;
:::For example, if your prompt looked like this:&lt;br /&gt;
::::&#039;&#039;&#039;!JD&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:::it would mean you are bleeding, following someone, and diseased.  Hopefully you won&#039;t soon see the other possible prompt, which is:&lt;br /&gt;
::::&#039;&#039;&#039;DEAD&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;Show Cursor in Game Screen:&#039;&#039;&lt;br /&gt;
::::If this option is checked, the Wizard will always display a &#039;_&#039; character at the end of the last line displayed to the Game window (only).&lt;br /&gt;
:::&#039;&#039;Only Show Arrivals of Players in my Highlight List&#039;&#039;&lt;br /&gt;
::::If you turn this option on, and then tell Gemstone to show you player logons with the &amp;quot;set logon&amp;quot; and &amp;quot;set logoff&amp;quot; commands, the Wizard will then filter out (that is, not display) any logon/logoff event message unless the name in the message is in your &amp;quot;User-Defined Names&amp;quot; highlight list.&lt;br /&gt;
&lt;br /&gt;
::::In other words, you can use this option and the User-Defined Names list to create sort of a &amp;quot;buddy list&amp;quot; - you will only see the comings and goings of those people you have specified.&lt;br /&gt;
:::&#039;&#039;Only Check for Highlights In Game Window&#039;&#039;&lt;br /&gt;
::::Normally, the Wizard checks your &amp;quot;User-Defined Highlights List&amp;quot; (and Names) for text that goes to ANY window.  If this checkbox is turned on, Wizard will not color any message that goes to another window.&lt;br /&gt;
:::&#039;&#039;Use Script Selection Dialog&#039;&#039;&lt;br /&gt;
::::When you select the &amp;quot;Edit (or Execute) a Script&amp;quot; command, the Wizard normally displays the standard Windows &amp;quot;Open a File&amp;quot; dialog box, since the Wizard fully supports the use of long filenames.&lt;br /&gt;
&lt;br /&gt;
::::However, if you turn this option on, the Wizard will instead use its own dialog box to show what scripts are available, along with showing the script&#039;s &amp;quot;description&amp;quot; that can appear on the first line of the script. (eg: #Script for walking from Hearthstone Manor to Warfs)&lt;br /&gt;
:::&#039;&#039;Squelch Sounds:&#039;&#039;&lt;br /&gt;
::::If this option is checked, the Wizard will not play any sounds.  This is nice for when you&#039;re ..umm.. &amp;quot;testing&amp;quot; things at work or anywhere else you don&#039;t want sounds to be played.&lt;br /&gt;
:::&#039;&#039;Ignore Yells:&#039;&#039;&lt;br /&gt;
::::If selected, the Wizard will filter out any &amp;quot;so and so yells&amp;quot; messages.&lt;br /&gt;
:::&#039;&#039;Compress Thoughts:&#039;&#039;&lt;br /&gt;
::::If you turn this on, and you don&#039;t have a &amp;quot;Thought Window&amp;quot; open, the Wizard will compress the normally 2-line thought messages in the Game window to a single line message.&lt;br /&gt;
:::&#039;&#039;Honor NumLock:&#039;&#039;&lt;br /&gt;
::::If you turn this flag on, and NumLock is currently on, the keypad keys will act as a normal number pad.  In other words, you can then use the NumLock key to toggle between numeric keypad and directional movement.&lt;br /&gt;
:::&#039;&#039;Inventory Names&#039;&#039;&lt;br /&gt;
::::This tab controls the function of the Quick Action Buttons in the lower right corner of the screen.&lt;br /&gt;
:::&#039;&#039;Paths&#039;&#039;&lt;br /&gt;
::::This tab records where other Wizard component files are located on your computer.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Macro Keys&#039;&#039;&#039;&lt;br /&gt;
::This option allows you to define macros.  Macros are simply a short line of text that you can activate with a single keystroke.  Simply select the text box for the key that you wish to define a macro for, and enter the text that you want to have typed for you when you press that key.  See:  [[WizardFE link to Defining and Using Macros]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Highlight Strings&#039;&#039;&#039;&lt;br /&gt;
::The Wizard allows you to highlight or color incoming text.  You can add to, delete, or modify those settings here.  See:  [[WizardFE link to Highlighting Text]].&lt;br /&gt;
::&#039;&#039;Default Strings&#039;&#039;&lt;br /&gt;
:::These are the settings for the various text that the Wizard must display.  You can change the color of these strings, but you cannot add to or delete them.&lt;br /&gt;
::&#039;&#039;User-Defined Strings&#039;&#039;&lt;br /&gt;
:::These are strings that you want to have specially marked.  For example, you may want every line that contains the phrase &amp;quot;just bit the dust&amp;quot; to be highlighted in red.&lt;br /&gt;
::&#039;&#039;User-Defined Names&#039;&#039;&lt;br /&gt;
:::These are the names of other characters.  By highlighting their names, you can more easily keep track of friends, and enemies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Graphic Displays&#039;&#039;&#039;&lt;br /&gt;
::This option allows you to shift the graphical displays from the left side of the screen to the right and back.  You can also turn the graphical displays off if you do not want them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
::Many players have more than one character, or play more then one game.  You can define a unique set-up for the Wizard for each character.  Simply enter a name for the &amp;quot;Character Profile&amp;quot; and then adjust the Wizard settings to be what you want them to be while using that profile.  You can switch between profiles simply by selecting a different profile from this list.  These profiles only determine the appearance of the Wizard FE.  They do not affect the function or abilities of your character(s).  You may have as many different profiles as you want you have, regardless of the number of character you play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The STANCE menu&#039;&#039;&#039;&lt;br /&gt;
:This menu allows you select the defensive stance for your character.  Using this menu is the same as typing the stance command in the Command Buffer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The MAGIC menu&#039;&#039;&#039;&lt;br /&gt;
:This menu gives you a quick reference of all the different spells in the game.  You can prepare a spell by selecting it from this menu.  This is the same as typing the prepare command in the Command Buffer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The DRAGGING menu&#039;&#039;&#039;&lt;br /&gt;
:You may get into situations where you need to drag an object or another character for a long distance.  Use this menu to enter the name of the object or character.  Then, when you move using the number keypad, you will drag instead of just moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The SCRIPTS menu&#039;&#039;&#039;&lt;br /&gt;
:This menu allows you to create, modify and execute scripts written for the Wizard FE.  See the help section on Scripting for the WizardScripting_for_the_Wizard .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The WINDOW menu&#039;&#039;&#039;&lt;br /&gt;
:This menu allows you top open, close and arrange the Wizard windows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The HELP menu&#039;&#039;&#039;&lt;br /&gt;
This is the standard Help menu for the Wizard.  The file content will be very similar to the information here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesOptions&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesKeyboard&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesKeyboard mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Built-in Keyboard Commands &amp;lt;/h5&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
The Wizard FE has some built in keystroke commands that perform special functions  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;margin: 25px 20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Control-Enter&lt;br /&gt;
|This repeats the last command you typed in.&lt;br /&gt;
|-&lt;br /&gt;
|ALT-Enter&lt;br /&gt;
|This repeats the second to last command you typed in.&lt;br /&gt;
|-&lt;br /&gt;
|Keypad-Enter&lt;br /&gt;
|This is the same as Control-Enter, and repeats the last command you typed in.&lt;br /&gt;
|-&lt;br /&gt;
|Up Arrow&lt;br /&gt;
|This recalls the command history and allows you to scroll back (up) through that history.  You can scroll back through up to 64 previous commands.&lt;br /&gt;
|-&lt;br /&gt;
|Down Arrow&lt;br /&gt;
|This recalls the next command  in the command history, so if you scrolled up too far, you can use the down arrow to scroll down.&lt;br /&gt;
|-&lt;br /&gt;
|Page Up&lt;br /&gt;
|This scrolls the active window back one line.&lt;br /&gt;
|-&lt;br /&gt;
|Page Down&lt;br /&gt;
|This scrolls the active window down one line.&lt;br /&gt;
|-&lt;br /&gt;
|Shift-Page Up&lt;br /&gt;
|This scrolls the active window back one page.&lt;br /&gt;
|-&lt;br /&gt;
|Shift-Page Down&lt;br /&gt;
|This scrolls the active window down one page.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|This clears the input line, and takes all windows out of scroll-back mode.&lt;br /&gt;
|-&lt;br /&gt;
|Tab&lt;br /&gt;
|This toggles the game window between full screen mode and normal mode.  Pressing tab once causes the game screen to be maximized.  Pressing tab again returns the game screen window to its previous size.&lt;br /&gt;
|-&lt;br /&gt;
|Control-Tab&lt;br /&gt;
|This steps through the open windows, selecting each one in turn as the active window.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The keys on the numeric keypad also have special functions that are built in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ed Note:  Need to insert a graphic of the number pad with commands overlaid here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In games that support the RETREAT command, pressing the ALT key and a direction key causes your character to RETREAT in that direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In games that support the GLANCE command, pressing the Control key and a direction key causes your character to GLANCE in that direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesKeyboard&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesMacros&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesMacros mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Defining and Using Macros &amp;lt;/h5&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&amp;lt;section begin=Macros /&amp;gt;&lt;br /&gt;
A macro is simply a string of text that gets output when you press only one key.  For example, if you set the Alt-A macro to be &amp;quot;attack &amp;quot;, and then pressed Alt-A, the string &amp;quot;attack &amp;quot; would be placed in the input command area.  However, there are some &amp;quot;special&amp;quot; tokens that you can use within these macro definitions to make them much more powerful.  In this section, we will cover these special tokens, as well as write some macros that you may want to use in your own setup.&lt;br /&gt;
&lt;br /&gt;
The Wizard allows many macros to be defined.  To attach a macro string to a key, you click your mouse on the &amp;quot;Configuration&amp;quot; menu, and then choose &amp;quot;Macro Keys&amp;quot;.  This will present you with a dialog box which contains a tab for &amp;quot;Alt Keys&amp;quot;, &amp;quot;Ctrl Keys&amp;quot;, and &amp;quot;Fkeys&amp;quot;.  Note that on the &amp;quot;Fkeys&amp;quot; macros, you can have 10 sets of these, each with a unique name.  You can quickly toggle between the different Fkey macro sets by pressing the ALT key plus a number 1 through 0 (ten).  The Wizard will always display the name of the active Fkey set in its window title bar.&lt;br /&gt;
&lt;br /&gt;
The special tokens you can use when creating macros are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Enter ( \r )&#039;&#039;&#039;&lt;br /&gt;
:The first token you can use is &#039;\r&#039;, which tells the macro processor to &amp;quot;hit the enter key&amp;quot;.  For example, this macro would prepare you to go off to battle:&lt;br /&gt;
::&#039;&#039;&#039;get sword from my sheath\rrem my shield\r&#039;&#039;&#039;&lt;br /&gt;
:This macro sends in-game commands with the same results as if you had typed the following into the command line:&lt;br /&gt;
::get sword from my sheath&lt;br /&gt;
::&amp;lt;press the Enter key&amp;gt;&lt;br /&gt;
::rem my shield&lt;br /&gt;
::&amp;lt;press the Enter key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cursor Placement ( @ )&#039;&#039;&#039;&lt;br /&gt;
:When you put the &#039;@&#039; character in a macro, it tells the macro processor to &amp;quot;put the cursor right here&amp;quot;.  For example, if you set up a macro like this to greet people:&lt;br /&gt;
::&#039;&#039;&#039;whisper @ &#039;Hi! Nice to meet you!&#039;&#039;&#039;&lt;br /&gt;
:the processor would&lt;br /&gt;
::(a)  place the text &amp;quot;whisper  &#039;Hi! Nice to meet you!&amp;quot; in the input line area, and then&lt;br /&gt;
::(b)  position the cursor in between the words &amp;quot;whisper&amp;quot; and &amp;quot;&#039;Hi! &amp;quot;.  Then you would just key in the name and press the &amp;lt;Enter&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prompt Me ( \? )&#039;&#039;&#039;&lt;br /&gt;
:If you place any &#039;\?&#039; tokens in your macro, the macro processor will prompt you for a string to replace the \?&#039;s with.  For example, here is a macro I define as the Alt-G key (for &#039;G&#039;et):&lt;br /&gt;
::&#039;&#039;&#039;Get \?\rput \? in my backpack\r&#039;&#039;&#039;&lt;br /&gt;
:When you hit the Alt-G key now, the program will prompt you for a string (let&#039;s say you key in &amp;quot;gem&amp;quot;), replace all occurrences of &#039;\?&#039; with &amp;quot;gem&amp;quot; and then output:&lt;br /&gt;
::get gem &amp;lt;press Enter&amp;gt;&lt;br /&gt;
::put gem in my backpack &amp;lt;press Enter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pause ( \p )&#039;&#039;&#039;&lt;br /&gt;
:Placing a &#039;\p&#039; token in a macro will pause for 1 second.  For example:&lt;br /&gt;
::&#039;&#039;&#039;attack troll\r\p\p\pstance defensive\r&#039;&#039;&#039;&lt;br /&gt;
:would:&lt;br /&gt;
::attack troll &amp;lt;press Enter&amp;gt;&lt;br /&gt;
::&amp;lt;pause 3 seconds&amp;gt;&lt;br /&gt;
::stance defensive &amp;lt;press Enter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Buffer Contents ( \x )&#039;&#039;&#039;&lt;br /&gt;
:This token removes any content already typed in the buffer.  Using this token at the beginning of your macro greatly reduces a macro not working because of characters that were typed in the command line before the macro was started.&lt;br /&gt;
::&#039;&#039;&#039;\xattack troll\r\p\p\pstance defensive\r&#039;&#039;&#039;&lt;br /&gt;
:is a more bullet-proof macro that would:&lt;br /&gt;
::clear the command buffer&lt;br /&gt;
::attack troll &amp;lt;press Enter&amp;gt;&lt;br /&gt;
::&amp;lt;pause 3 seconds&amp;gt;&lt;br /&gt;
::stance defensive &amp;lt;press Enter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Last Attacked ( \a )&#039;&#039;&#039;&lt;br /&gt;
:This token will be replaced by the character last name &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-cut keys:&#039;&#039;&#039;&lt;br /&gt;
:Setting a macro key to one of the following strings will execute the following actions:&lt;br /&gt;
:{| width=&amp;quot;75%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot; width=&amp;quot;20%&amp;quot;|&#039;&#039;&#039;{magic}&#039;&#039;&#039;||width=&amp;quot;70%&amp;quot;|pops up the Magic Menu when you press that key.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{stance}&#039;&#039;&#039;||pops up the Stance menu&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{injuries}&#039;&#039;&#039;||toggles the injury display between wounds/scars&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{wounds}&#039;&#039;&#039;||same as {injuries}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{cut}&#039;&#039;&#039;||rowspan=&amp;quot;4&amp;quot; |Since the Wizard totally takes over the keyboard from Windows, these options allow you to assign normal cut/copy/paste/clear actions for the Windows clipboard.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{copy}&#039;&#039;&#039;	&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{paste}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{clear}&#039;&#039;&#039;	&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{drag}&#039;&#039;&#039;||shortcut to choosing &amp;quot;Drag/Drag Someone..&amp;quot; from the menu bar.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|&#039;&#039;&#039;{rest}&amp;lt;action&amp;gt;&#039;&#039;&#039;||puts you into &amp;quot;resting&amp;quot; mode.  This is handy for when you have to step away from the computer for a while, but you don&#039;t want to be logged off.  The Wizard will output an &amp;quot;experience&amp;quot; command every two minutes, followed by the action you have specified.  For example: &#039;&#039;&#039;{rest}act snores softly&#039;&#039;&#039; would do the following every two minutes: &#039;&#039;&#039;exper &amp;lt;press enter&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;act snores softly&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{script}&#039;&#039;&#039;||shortcut to choosing &amp;quot;Scripts/Execute a Script&amp;quot; from the menu bar.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{record}&#039;&#039;&#039;||shortcut to choosing &amp;quot;Scripts/Record a Script&amp;quot; from the menu bar.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|&#039;&#039;&#039;{=script.wiz}&#039;&#039;&#039;||this shortcut will execute the script specified.  For example, if you have a script named &amp;quot;prep.wiz&amp;quot; in your scripts directory that preps and casts all of your normal pre-hunting defensive spells, you could fire that off from a keypress by setting the key macro string to: &#039;&#039;&#039;{=prep}&#039;&#039;&#039; (or &#039;&#039;&#039;{=prep.wiz}&#039;&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesMacros&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;section end=Macros /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesScripts&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesScripts mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Scripting for the Wizard &amp;lt;/h5&amp;gt;  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&amp;lt;section begin=Scripts /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: 1.17em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Running scripts unattended or while your attention is not focused on the game is against Simutronics policy.&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Wizard allows you to script actions with two types of script files.  The first type, which has a &amp;quot;.Wiz&amp;quot; filename extension, is always executed from the Wizard&#039;s &amp;quot;Scripts/Execute a Script&amp;quot; menu selection.  The second type, which has the &amp;quot;.Cmd&amp;quot; filename extension, is invoked from the Wizard&#039;s &amp;quot;command line&amp;quot; area (ie: the text input box).  The difference between these two types of scripts is that &amp;quot;command&amp;quot; scripts can take parameters from the command line, just like DOS batch files.  &lt;br /&gt;
&lt;br /&gt;
The parameters are accessed as %0 (the entire line) through %9.  In normal usage, you&#039;ll only use %1 through %9.  So, if you typed the following into Wizard&#039;s text input area:&lt;br /&gt;
::.find jim joe bob stacy kim&lt;br /&gt;
&lt;br /&gt;
in your script %1 would be replaced with &amp;quot;jim&amp;quot;, %2 with &amp;quot;joe&amp;quot;, %3 with &amp;quot;bob&amp;quot;, %4 with &amp;quot;stacy&amp;quot;, and %5 with &amp;quot;kim&amp;quot;.  A discussion of easy ways to loop through these command parameters is in the following section, which lists all of the available scripting commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;put &amp;lt;text&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The PUT command is used to send commands to the game.  Example:&lt;br /&gt;
::put get sword from my backpack&lt;br /&gt;
::put remove my shield&lt;br /&gt;
::put &#039;Off to battle!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;echo &amp;lt;text&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The echo command is used to display text in the Wizard&#039;s game window. This text does NOT get sent to the game; it&#039;s simply there for you to display a message to yourself.  For example:&lt;br /&gt;
::echo Starting up so-and-so script.&lt;br /&gt;
:Note:  echo with no string after it will simply display an empty line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;if_0 through if_9&#039;&#039;&#039;&lt;br /&gt;
:These commands allow you to check for the presence of a command line parameter.  For example, let&#039;s say you write a script named HEAL that expects a name to be present on the command line.  You could accomplish this with the following code:&lt;br /&gt;
::if_1 goto nameThere&lt;br /&gt;
::echo Usage is HEAL &amp;lt;player name&amp;gt;&lt;br /&gt;
::exit&lt;br /&gt;
&lt;br /&gt;
::nameThere:&lt;br /&gt;
::do your stuff here to heal them.&lt;br /&gt;
:Note: if_0 is the entire command line.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NextRoom&#039;&#039;&#039;&lt;br /&gt;
:The NextRoom command pauses until a room description is received (that is, the user moved to a new room).  For example:&lt;br /&gt;
::put north&lt;br /&gt;
::NextRoom  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move &amp;lt;direction&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The Move command is similar to a PUT command, except it automatically does a &amp;quot;NextRoom&amp;quot; command for you.  In other words, these two code fragments will do exactly the same thing:&lt;br /&gt;
::1)	put north&lt;br /&gt;
::nextroom&lt;br /&gt;
&lt;br /&gt;
::2)	move north&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wait&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;WaitFor &amp;lt;text&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:These commands allow you to pause the script, waiting for data to be returned to you from the game.  WAIT does a pause until a new command prompt is received:&lt;br /&gt;
::put get sword from my backpack&lt;br /&gt;
::wait&lt;br /&gt;
::put remove my shield&lt;br /&gt;
:Note:  it is important to remember that it is sometimes possible for the game to give you another prompt WITHOUT that prompt being a result of your last action (ie: someone enters the room, etc).&lt;br /&gt;
&lt;br /&gt;
:The WAITFOR command waits for the string you specify to come back to you.  This is the PREFERRED way to make sure that your command has been accepted and processed by the game.  The WaitFor command works with both a &amp;quot;partial&amp;quot; string specified, or a &amp;quot;full&amp;quot; string, as seen in this example:&lt;br /&gt;
::put prep 401&lt;br /&gt;
::waitfor Your spell&lt;br /&gt;
::put cast&lt;br /&gt;
::put prep 406&lt;br /&gt;
::waitfor Your spell is ready.&lt;br /&gt;
::put cast&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;goto &amp;lt;label&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The GOTO command is what you use to branch to a different place in the script.  You must specify a label to go to, and that label must be defined elsewhere, on a line by itself and with a &#039;:&#039; at the end of it:&lt;br /&gt;
::..do something here..&lt;br /&gt;
::goto NextLabel&lt;br /&gt;
&lt;br /&gt;
::...code...         &lt;br /&gt;
&lt;br /&gt;
::NextLabel:&lt;br /&gt;
::...code...  &lt;br /&gt;
:Note:  you may jump to a label in either direction; that is, below or above the current execution point in the script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pause &amp;lt;amount&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The PAUSE command pauses the script for the number of seconds specified.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;exit&#039;&#039;&#039;&lt;br /&gt;
:The EXIT command ends the current script immediately.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;save&#039;&#039;&#039;&lt;br /&gt;
:The SAVE command saves the specified parameter (ie: %1 through %9) into a variable that can be used at any time in the script.  This is normally only needed in scripts where you are looping through the command line parameters (see the &amp;quot;shift&amp;quot; example below)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shift&#039;&#039;&#039;&lt;br /&gt;
:The SHIFT command shifts the command line parameters to the left.  For example, let&#039;s say you entered the following to run the HEAL.CMD file:&lt;br /&gt;
::.HEAL name1 name2 name3&lt;br /&gt;
:Initially, the parameter %1 would be &amp;quot;name1&amp;quot;, %2 would be &amp;quot;name2&amp;quot;, and %3 would be &amp;quot;name3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:After one SHIFT command, the parameter %1 would be &amp;quot;name2&amp;quot;, and %2 would be &amp;quot;name3&amp;quot; (%3 would be non-existant).  The power of this is that you can &amp;quot;loop through&amp;quot; all of the parameters passed on the command line, operating on them one at a time.  As an example, let&#039;s create a SELL.CMD file that gets all of the items specified out of your backpack and sells them, as in:&lt;br /&gt;
::.sell gem gem armor sapphire diamond&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;SELL.CMD:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
MainLoop:             &lt;br /&gt;
: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;  first, see if we have a %1 name to work on.&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;  If not, we&#039;re done so we just exit.&lt;br /&gt;
:if_1 goto doIt&lt;br /&gt;
::exit&lt;br /&gt;
		&lt;br /&gt;
::doIt:&lt;br /&gt;
:::put get %1 from my backpack&lt;br /&gt;
:::waitfor You remove&lt;br /&gt;
:::put sell %1&lt;br /&gt;
:::waitfor hands you&lt;br /&gt;
::: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; Now, shift the parms to get the next name on the line&lt;br /&gt;
:::Shift&lt;br /&gt;
:::goto MainLoop&lt;br /&gt;
&lt;br /&gt;
The SAVE command (mentioned above) is also useful for saving a parameter that you want to apply to all of the other parameters.  For example, let&#039;s write a DO.CMD file that has the following syntax:&lt;br /&gt;
:.do &amp;lt;what to do&amp;gt; &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt; .... &amp;lt;player n&amp;gt;&lt;br /&gt;
which you could invoke with a command line like this to wave to four players you see in your room:&lt;br /&gt;
:.do wave Kodos Kyrion Milo Arwen&lt;br /&gt;
Here, %1 (&amp;quot;wave&amp;quot;) is the action we want to do to everyone.  So what we do is save its value for later use, then SHIFT to get rid of it, and then start our normal looping process:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DO.CMD:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
if_1 goto Parm1Present&lt;br /&gt;
echo Usage is: DO &amp;lt;what to do&amp;gt; &amp;lt;player&amp;gt; ... &amp;lt;player&amp;gt;&lt;br /&gt;
exit&lt;br /&gt;
&lt;br /&gt;
Parm1Present:&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; save %1 into the %s variable (%s == saved)&lt;br /&gt;
:save %1&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; then, SHIFT the command line to get to the first name&lt;br /&gt;
:Shift&lt;br /&gt;
&lt;br /&gt;
:MainLoop:&lt;br /&gt;
:: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;  first, see if we have a %1 name to work on.&lt;br /&gt;
:: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;  If not, we&#039;re done so we just exit.&lt;br /&gt;
::if_1 goto doIt&lt;br /&gt;
:::exit&lt;br /&gt;
			&lt;br /&gt;
:::doIt:&lt;br /&gt;
:::: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; this will expand to &amp;quot;put wave Kodos&amp;quot;, &lt;br /&gt;
:::: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; then &amp;quot;put wave Kyrion&amp;quot;, etc.&lt;br /&gt;
:::put %s %1&lt;br /&gt;
:::wait&lt;br /&gt;
::: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; Now, shift the parms to get the next name on the line&lt;br /&gt;
:::Shift&lt;br /&gt;
:::goto MainLoop&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: 1.17em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Remember - running scripts unattended or while your attention is not focused on the game is against Simutronics policy.&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesScripts&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;section end=Scripts /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesHLights&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesHLights mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Highlighting Strings &amp;lt;/h5&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&amp;lt;section start=HLights /&amp;gt;&lt;br /&gt;
From the Configuration-&amp;gt;Highlight Strings menu option, you can get to one of the most popular features of the Wizard.  This is the dialog where you can control the game&#039;s colors and define your own strings that you want to be highlighted.  On this screen you will see three Tabs for &amp;quot;Default Strings&amp;quot;, &amp;quot;User-Defined Strings&amp;quot;, and &amp;quot;User-Defined Names&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;Default Strings&amp;quot; page, you can set the colors that the game specifies for its text display to the colors that you prefer.  To change a color, simply select an item in the list box, and then Left-click on a color box to set the foreground color, and right-click on a color box to set the background color.&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;User-Defined..&amp;quot; pages, you can specify your own strings that you want the Wizard to highlight.  For example, if you wanted to make the text telling you that you&#039;re now in a defensive stance really stick out on the screen, you would do the following steps:&lt;br /&gt;
#  Click the &amp;quot;New&amp;quot; button&lt;br /&gt;
#  Key in &amp;quot;You are now in a defensive stance.&amp;quot; (with no quotes)&lt;br /&gt;
#  press the OK button&lt;br /&gt;
#  Right-click the Brown color box&lt;br /&gt;
#  Left-click the White color box&lt;br /&gt;
#  Left-click on the &amp;quot;Highlight Entire Line&amp;quot; checkbox.&lt;br /&gt;
Now, when this message appears, it will show up in white text on a brown background.&lt;br /&gt;
&lt;br /&gt;
You can also assign a sound to play when one of your highlighted strings is detected.  Using our above example, select the &amp;quot;You are now..&amp;quot; line in the list box, and then click on the &amp;quot;Sounds&amp;quot; list.  This will cause the Sounds area to &amp;quot;drop down&amp;quot; a list showing all sounds (.WAV files) available in your Sounds Directory.  Simply select a sound from the list, and it will play whenever you enter defensive stance.  To remove the sound, you would do the same steps as above, but select &amp;quot;No Sound&amp;quot; from the list.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Highlight Entire Line&amp;quot; checkbox, when turned on, highlights the entire incoming line in which the specified string appears.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Not on Word Boundary&amp;quot; checkbox, when turned on, tells the Wizard to not require that this highlighted string be bounded by a &amp;quot;word break&amp;quot; on either side of it.  For example, if you&#039;ve specified a highlight string of &amp;quot;John&amp;quot;, here&#039;s what would happen depending on the setting of the&lt;br /&gt;
&amp;quot;Not on Word Boundary&amp;quot; setting:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} width=&amp;quot;65%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 30%;&amp;quot;|Incoming Text&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 35%;&amp;quot;|Word Boundary CHECKED&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 35%;&amp;quot;|Word Boundary NOT Checked&lt;br /&gt;
|-&lt;br /&gt;
|see John go||John highlighted||John highlighted&lt;br /&gt;
|-&lt;br /&gt;
|see Johnny go||John highlighted||John not highlighted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is an important setting if you specify a string which will never be bounded by spaces (or periods, commas, etc.) on each side.  For example, if you wanted to highlight the entire line of any SEND messages that a GM may send to you, you could enter the following highlight string:&lt;br /&gt;
:&amp;quot;SEND[&amp;quot;, click on &amp;quot;Highlight entire line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now, if you did this as is, the highlight string would NOT work, since this string will ALWAYS be followed immediately by a GM&#039;s name (eg: SEND[BigWizard] hi there..may I help you?), you MUST click on the &amp;quot;Not on word boundary&amp;quot; box.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Case Sensitive&amp;quot; checkbox, when turned on, tells the Wizard to only match with this string if the incoming text matches exactly.  That is, the string &amp;quot;you see&amp;quot; will *not* match &amp;quot;You see&amp;quot; (since the &#039;Y&#039; in one string is upper case, and the other one isn&#039;t).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesHLights&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;section end=HLights /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myHelp&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
=== Getting Help with the Game ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myHelp&amp;quot; class=&amp;quot;mw-customtoggle-myHelp mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;There are many different ways to get help with Gemstone IV.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There are many resources available to you to help in your Gemstone experience.  This help file covers the essentials for the Wizard and is one of those resources.  &lt;br /&gt;
&lt;br /&gt;
Other resources include:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} width=&amp;quot;75%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 30%;&amp;quot;|Source&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 70%;&amp;quot;|What is offered&lt;br /&gt;
|-&lt;br /&gt;
|[[Main Page]]||The Gemstone IV Wiki Home, with news and new articles being added frequently.&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.play.net/gs4/info Gemstone IV Website]||Information to help you get oriented to the game.&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.play.net/gs4/info/npg/ Gemstone IV New Players Guide]||The official Simutronics GS4 New Players Guide.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:New Player|New Player Guides]]||Articles on the GSWiki for New Players.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Mechanics|Mechanics]]||Articles on the GSWiki about how things work in the game.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Lists|A collection of Lists]]||Articles on the GSWiki that combine elements like [[gems]] into easily referenced lists.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Guides|Guides]]||A collection of Guides on the GSWiki, on a number of topics.&lt;br /&gt;
|-&lt;br /&gt;
|[[Order of Lorekeepers]]||A group of dedicated players, like you, available to answer in-game questions.&lt;br /&gt;
|-&lt;br /&gt;
|[http://gsguide.wikia.com/wiki/GSGuide_Wiki The GSGuide Wiki]||A player-managed wiki, and excellent [[Platinum]] subscription reference.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In addition&#039;&#039;&#039;, nearly every player you meet will be happy to assist you - although keep in mind that in the game characters are role-played.  This can mean that you might run into a &#039;grumpy&#039; character, or an &#039;evil&#039; character.  The players behind these characters are acting out how they envision their character to be - but behind the scenes are very much like you.  If you do have questions in that scenario, [[whisper]] ooc (or &#039;out of character&#039;) to confirm their willingness to help, and to ask them your question.  And finally, if you&#039;re away from town you can always rely on [[ESP]] to attempt to get your questions answered.  Remember, the same rules about player immersion apply here, and the equivalent to WHISPER OOC is [[THINK]] TO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myHelp&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:WizardFERegistry.png|Registry&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[Category:Front Ends]]&lt;br /&gt;
[[Category:New Player]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=File:WizardFERegistry.png&amp;diff=201165</id>
		<title>File:WizardFERegistry.png</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=File:WizardFERegistry.png&amp;diff=201165"/>
		<updated>2023-06-29T19:38:11Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wizard_(front_end)&amp;diff=201164</id>
		<title>Wizard (front end)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wizard_(front_end)&amp;diff=201164"/>
		<updated>2023-06-29T19:29:43Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&amp;lt;div style=&amp;quot;background: white; border:4px solid #AB8; padding: 2px 10px 15px 10px; background: #DDC; color: #000000;&amp;quot;&amp;gt;&lt;br /&gt;
{| width=100%&lt;br /&gt;
!style=&amp;quot;text-align: left;&amp;quot;|&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-customtoggle-myAbout mw-customtoggle-myFAQFE mw-customtoggle-myFAQMac mw-customtoggle-myFAQScript mw-customtoggle-myFAQHLight mw-customtoggle-myRunning mw-customtoggle-myFeaturesScreen mw-customtoggle-myFeaturesOptions mw-customtoggle-myFeaturesKeyboard mw-customtoggle-myFeaturesMacros mw-customtoggle-myFeaturesScripts mw-customtoggle-myFeaturesHLights mw-customtoggle-myHelp&amp;quot;&amp;gt;To toggle all content, click &amp;lt;u&amp;gt;here&amp;lt;/u&amp;gt;.&amp;lt;/span&amp;gt;&lt;br /&gt;
!style=&amp;quot;text-align: right;&amp;quot;|Each section can be toggled by clicking on the section or subsection.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myAbout&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
===About The Wizard===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myAbout&amp;quot; class=&amp;quot;mw-customtoggle-myAbout mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Wizard Front End Features Overview&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The &#039;&#039;&#039;Wizard&#039;&#039;&#039; is an official front end for [[GemStone IV]] primarily used during the 1997 through 2005 timeframe, although it retains a following of dedicated users even today. It is designed to run in a Windows environment, and has been successfully installed on Mac OS X and various Linux based platforms.&lt;br /&gt;
&lt;br /&gt;
The Wizard was initially designed to operate with GemStone IV, [[DragonRealms]], Modus Operandi, and Alliance of Heroes. Some specific screen displays and functions may not operate in all games, or they may operate slightly different.  This is because the rules and game mechanics for each of the games is different.  Where possible, similar functions have been grouped together.&lt;br /&gt;
&lt;br /&gt;
There are other official front ends, each with their benefits.  The [[Wrayth]] front end is the current Windows environment front end, and includes additional scripting commands and other features not included in the Wizard.  The [[Avalon]] front end was designed specifically for use with the Mac OS X platform. The Web Client front end is a light-weight front end that runs in most web browsers, but does not have many of the more advanced features of these other front ends.&lt;br /&gt;
&lt;br /&gt;
Some of the features of the Wizard front end include:&lt;br /&gt;
&lt;br /&gt;
:*Multiple Window Interface allows text from the game to be sent to different windows&lt;br /&gt;
:*Command Line Recall allows you to recall up to 64 commands using the up and down arrows&lt;br /&gt;
:*Programmable Keyboard Macros allow you to &amp;quot;script&amp;quot; complex actions as simple keystroke commands&lt;br /&gt;
:*User-definable colors for text allow you to highlight text from the game in a variety of colors&lt;br /&gt;
:*Direction Keys for movement in all compass directions using the keyboard&#039;s numeric keypad&lt;br /&gt;
:*Graphical Status Displays of your current battle stance, health status, spell effects, experience, and other important game data&lt;br /&gt;
:*User-definable settings for background color, foreground color, and font for each individual window&lt;br /&gt;
:*Quick Access Buttons to automate common in-game tasks that you do frequently&lt;br /&gt;
:*Magic Popup Menu for quick access to the spells your character knows&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myAbout&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;	&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;section start=FAQ /&amp;gt;&amp;lt;div class=&amp;quot;mw-customtoggle-myFAQFE mw-customtoggle-myFAQMac mw-customtoggle-myFAQScript mw-customtoggle-myFAQHLight&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
==== Frequently Asked Questions ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFAQFE&amp;quot; class=&amp;quot;mw-customtoggle-myFAQFE mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border-top: 2px solid #AB8; border-left: 2px solid #AB8; border-right: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;- What is a Front End?&amp;lt;/b&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;A front end (FE) is a program that is specially designed to give you access to programs that are running on another computer.&#039;&#039; &lt;br /&gt;
The games GemStone IV, DragonRealms, Modus Operandi, and Alliance of Heroes all run on computers that are hidden deep in the bowels of Simutronics Corporation&#039;s computer center.  The Wizard FE allows your computer to communicate with the Simutronics computer so you can play your favorite game.&lt;br /&gt;
You can get generic front end programs to play many of the games of that are available through the Internet.  However, by using a front end that is specially designed to work with the game, you are able to use features in the game that other programs cannot use.  The Wizard FE and Simutronics games talk to each other in ways that you cannot see.  This allows the Wizard FE to pick up information such as your current health status, what items you are carrying, what graphic, if any, should be displayed for the current room, and a host of other things.&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFAQFE&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFAQMac&amp;quot; class=&amp;quot;mw-customtoggle-myFAQMac mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border-left: 2px solid #AB8; border-right: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;- What is a Macro?&amp;lt;/b&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;A macro is simply a string of text that gets placed into the game command line when you press only one key.&#039;&#039;  &lt;br /&gt;
For example, if you set the Alt-A macro to be &amp;quot;attack &amp;quot;, and then pressed Alt-A, the string &amp;quot;attack &amp;quot; would be placed in the input command area.  However, there are some &amp;quot;special&amp;quot; tokens that you can use within these macro definitions to make them much more powerful.  In this section, we will cover these special tokens, as well as write some macros that you may want to use in your own setup.&lt;br /&gt;
For more help, see &amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesMacros mw-customtoggle-myFAQMac&amp;quot;&amp;gt;[[:Wizard (front end)#Macros|Defining and Using Macros]]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFAQMac&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFAQScript&amp;quot; class=&amp;quot;mw-customtoggle-myFAQScript mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border-left: 2px solid #AB8; border-right: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;- What is a Script?&amp;lt;/b&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;A script is simply a series of commands that get placed into the game command line when you execute that script.&#039;&#039;  &lt;br /&gt;
Scripts can contain some basic logic, such as watching for a particular response to occur from the game, and using logic to decide what to do when that response is received.  Scripts can be run for entire tasks or collections of commands, such as making shoes, or moving from one city to the next.  Scripts help make the game easier to play.  For more help, see &amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesScripts mw-customtoggle-myFAQScript&amp;quot;&amp;gt;[[Wizard (front end)#Scripts|Scripting for the Wizard]]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFAQScript&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFAQHLight&amp;quot; class=&amp;quot;mw-customtoggle-myFAQHLight mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border-left: 2px solid #AB8; border-right: 2px solid #AB8; border-bottom: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;- What is a Text Highlight?&amp;lt;/b&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
&#039;&#039;Using string highlights to change the color of the text font, or background of the text font is a great way to draw your attention to a particular line or series of lines in game, so you don&#039;t miss anything.&#039;&#039;&lt;br /&gt;
The Wizard provides robust text highlighting capabilities, allowing you to turn font red for strings that might lead to danger, or yellow if of importance.  You can even change the background of names, so you can easily recall which profession they belong to.  You can also assign a sound to play when one of your highlighted strings is detected.  For more information, see &amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesHLights mw-customtoggle-myFAQHLight&amp;quot;&amp;gt;[[Wizard (front end)#HLights|Highlighting Strings]]&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFAQHLight&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;section end=FAQ /&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myRunning&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
=== Running the Wizard ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myRunning&amp;quot; class=&amp;quot;mw-customtoggle-myRunning mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Download Information&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The play.net website https://www.play.net/gs4/play/wizard-info.asp is the location to download the WizardFE software. When you get to web page where you are asked to select which FE you want to use, simply click on the Download Software option, and follow the instructions on the web page. If you have Wrayth/Stormfront installed, create a new folder in the same direcotry called WizardFE. Default would be C:\Program Files (x86)\SIMU\&lt;br /&gt;
After downloaded, the user needs to create the following registry entries: &lt;br /&gt;
&lt;br /&gt;
In the windows bar, type regedit&lt;br /&gt;
Location the following registry key: Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Simutronics&lt;br /&gt;
Right Click and Create new key called WIZ32. Your registry key should look like Computer\HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Simutronics\WIZ32&lt;br /&gt;
In the WIZ32, create a new sub-key make a new string value called Directory and put the path to your WizardFE install. ex: C:\Program Files (x86)\SIMU\WizardFE&lt;br /&gt;
&lt;br /&gt;
In the folder where you installed Wizard.exe, you will need to include the gscbmp32.dll file linked on this page. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myRunning&amp;quot;&amp;gt;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;	&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myFeaturesScreen mw-customtoggle-myFeaturesOptions mw-customtoggle-myFeaturesKeyboard mw-customtoggle-myFeaturesMacros mw-customtoggle-myFeaturesScripts mw-customtoggle-myFeaturesHLights&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
=== Features of the Wizard ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesScreen&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesScreen mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; The Wizard Screen &amp;lt;/h5&amp;gt;  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;The Wizard Screen is a window environment.  This means that you can have multiple &amp;quot;windows&amp;quot; open that each serve their own special purpose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Game Window&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This is the main window where all game text is normally displayed.  This is the only window that you must have open in order to play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thoughts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:With this window open, all of the messages that come across via ESP (or COM messages in Modus Operandi) appear here instead of in the Game window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:When the Death window is open, death messages appear here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Familiar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:When the Familiar windows is open, any messages you get through your familiar are displayed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrivals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:When the Arrivals window is open, the messages about people arriving in the room appear here instead of in the Game window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This window provides a special graphical representation of your character.  Marks on the various body areas indicate wounds and bleeding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pictures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Some areas of the game are supported by artwork that illustrates the area.  If there is artwork for the room you are in, it will be displayed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opening and Arranging Windows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You can open as many or as few of the windows as you like.  Open windows by selecting the window name from the WINDOW menu at the top of the screen.  You can resize windows and arrange them on the screen however you like using standard Windows mouse controls.  You can even &amp;quot;hide&amp;quot; windows behind other windows.  For example, if you do not want to be bothered with Arrival messages at all, then simply open the Arrivals window and them move the Game window to be on top of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Changing the Appearance of Windows&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You can change the appearance of each of the windows.  You can modify the background color, the foreground color, and modify the font style.  To do this, either left-click on the small diamond that appears in the upper left corner of the window, or right-click anywhere inside the body of the window.  This also allows you to minimize or close windows, and you can also copy the contents of the window to the clipboard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Features on the Screen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:There are some other important features on the screen.  These features give you information about your character and your surroundings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hands Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The Hands Display shows what is in your left hand and right hand, and what spell if you have prepared, if any.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Direction Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The Direction Display shows what compass directions lead out of the room.  On the left are arrows pointing up and down with a dot between them.  These indicate the directions up, down and out.  On the right is a compass rose.  This indicates the eight cardinal compass directions.  A exit is indicated by a bright yellow arrowhead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Health Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This display shows your current levels of Health, Mana, and Spirit Points.  Below that is a small graphical image of a body that displays either current wounds or scars.  This display is less detailed that the full display you can get from the Wounds window.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Status Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:The Status Display shows the current state of your mind in regards to Field Experience saturation.  As you become saturated with Field Experience, the indicator moves up.  Next to the Mind indicator is a graphical depiction of your current defense stance.  Below these is a box that may contain a variety of icons depending on what spells or other effects are on your character.  Not all spells and effects will show an icon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Roundtime Display&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This display shows your current roundtime, and spell casting roundtime.  Be aware that this display may get out of sync with your real roundtime.  The only absolute measure of roundtime is the message that you get in the Game window.  This display is just an aid to help you manage roundtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mana Pulse Timer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:This is simply a 2 minute clock that may help you time Mana pulses.  Again, have caution when using this timer.  It may not be in sync with the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Command Buffer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:At the bottom of the screen is the Command Buffer.  This is where you type in game commands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Action Buttons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:Next to the Command Buffer is a collection of Quick Action Buttons.  They have the default function of:&lt;br /&gt;
::Equip Your Weapon&lt;br /&gt;
::Equip Your Shield&lt;br /&gt;
::Look in Your Container&lt;br /&gt;
::Un-equip Your Weapon&lt;br /&gt;
::Un-equip Your Shield&lt;br /&gt;
&lt;br /&gt;
:You can change the details of these commands by pulling down the CONFIGURATION menu and selection OPTIONS.  Select the &amp;quot;Inventory Names&amp;quot; tab, and then type in whatever commands you want to have controlled by these buttons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesScreen&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesOptions&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesOptions mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Options from the Menu Bar &amp;lt;/h5&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;As with most windows environments, the Wizard has a Menu bar through which you can access many configurations and activate or deactivate many features.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The FILE menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Open Log File&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::This option allows you open a log file which records what happens in the game.  The log file that is created is a simple text file.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Close Log File&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::This option closes a log file that is currently open.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Auto-Log Each Session&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Selecting the option causes the Wizard to automatically log everything each time you play.  Caution:  If you play a lot, log files can become very large.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Run Notepad&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::This option runs Windows Notepad.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Resync Communications&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::If your Wizard gets out of sync with the game, then select this option.  Under most circumstances this will fix the synchronization problem.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Exit&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::Select this option to quit playing and close the Wizard.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The EDIT menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Cut&#039;&#039;&lt;br /&gt;
:&#039;&#039;Copy&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clear&#039;&#039;&lt;br /&gt;
:&#039;&#039;Paste&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the standard Windows editing tools.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The CONFIGURATION menu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Options&#039;&#039;&lt;br /&gt;
::&#039;&#039;Settings&#039;&#039;&lt;br /&gt;
::This tab allows you to modify a variety of Wizard settings.  Mark the ones you want to have active by placing a check in the box next to that setting.&lt;br /&gt;
:::&#039;&#039;Echo Commands Locally:&#039;&#039;&lt;br /&gt;
:::Will echo any command you enter back to your Game window.&lt;br /&gt;
:::&#039;&#039;Compress Incoming Linefeeds:&#039;&#039;&lt;br /&gt;
:::If this option is checked, Wizard will try to compress the screen display as much as possible by removing blank lines.  For example, with this checked:&lt;br /&gt;
::::&amp;gt;&lt;br /&gt;
::::So-and-so just coughed.&lt;br /&gt;
::::&lt;br /&gt;
::::Someone else just went east.&lt;br /&gt;
::::&amp;gt;&lt;br /&gt;
:::would instead display as:&lt;br /&gt;
::::&amp;gt;So-and-so just coughed.&lt;br /&gt;
::::Someone else just went east.&lt;br /&gt;
::::&amp;gt;&lt;br /&gt;
:::&#039;&#039;Show Status Prompt:&#039;&#039;&lt;br /&gt;
:::If on, this switch tells Wizard to emulate the game&#039;s &amp;quot;status&amp;quot; prompt, with the following indicators used:&lt;br /&gt;
::::!{{Sp|5}} bleeding&lt;br /&gt;
::::W{{Sp|5}} webbed&lt;br /&gt;
::::I{{Sp|5}} invisible&lt;br /&gt;
::::K{{Sp|5}} kneeling&lt;br /&gt;
::::P{{Sp|5}} lying down&lt;br /&gt;
::::s{{Sp|5}} sitting&lt;br /&gt;
::::S{{Sp|5}} stunned&lt;br /&gt;
::::H{{Sp|5}} hidden&lt;br /&gt;
::::J{{Sp|5}} joined (following someone)&lt;br /&gt;
::::U{{Sp|5}} unconscious&lt;br /&gt;
::::D{{Sp|5}} diseased&lt;br /&gt;
::::P{{Sp|5}} poisoned&lt;br /&gt;
::::R{{Sp|5}} in a round time&lt;br /&gt;
:::For example, if your prompt looked like this:&lt;br /&gt;
::::&#039;&#039;&#039;!JD&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:::it would mean you are bleeding, following someone, and diseased.  Hopefully you won&#039;t soon see the other possible prompt, which is:&lt;br /&gt;
::::&#039;&#039;&#039;DEAD&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:::&#039;&#039;Show Cursor in Game Screen:&#039;&#039;&lt;br /&gt;
::::If this option is checked, the Wizard will always display a &#039;_&#039; character at the end of the last line displayed to the Game window (only).&lt;br /&gt;
:::&#039;&#039;Only Show Arrivals of Players in my Highlight List&#039;&#039;&lt;br /&gt;
::::If you turn this option on, and then tell Gemstone to show you player logons with the &amp;quot;set logon&amp;quot; and &amp;quot;set logoff&amp;quot; commands, the Wizard will then filter out (that is, not display) any logon/logoff event message unless the name in the message is in your &amp;quot;User-Defined Names&amp;quot; highlight list.&lt;br /&gt;
&lt;br /&gt;
::::In other words, you can use this option and the User-Defined Names list to create sort of a &amp;quot;buddy list&amp;quot; - you will only see the comings and goings of those people you have specified.&lt;br /&gt;
:::&#039;&#039;Only Check for Highlights In Game Window&#039;&#039;&lt;br /&gt;
::::Normally, the Wizard checks your &amp;quot;User-Defined Highlights List&amp;quot; (and Names) for text that goes to ANY window.  If this checkbox is turned on, Wizard will not color any message that goes to another window.&lt;br /&gt;
:::&#039;&#039;Use Script Selection Dialog&#039;&#039;&lt;br /&gt;
::::When you select the &amp;quot;Edit (or Execute) a Script&amp;quot; command, the Wizard normally displays the standard Windows &amp;quot;Open a File&amp;quot; dialog box, since the Wizard fully supports the use of long filenames.&lt;br /&gt;
&lt;br /&gt;
::::However, if you turn this option on, the Wizard will instead use its own dialog box to show what scripts are available, along with showing the script&#039;s &amp;quot;description&amp;quot; that can appear on the first line of the script. (eg: #Script for walking from Hearthstone Manor to Warfs)&lt;br /&gt;
:::&#039;&#039;Squelch Sounds:&#039;&#039;&lt;br /&gt;
::::If this option is checked, the Wizard will not play any sounds.  This is nice for when you&#039;re ..umm.. &amp;quot;testing&amp;quot; things at work or anywhere else you don&#039;t want sounds to be played.&lt;br /&gt;
:::&#039;&#039;Ignore Yells:&#039;&#039;&lt;br /&gt;
::::If selected, the Wizard will filter out any &amp;quot;so and so yells&amp;quot; messages.&lt;br /&gt;
:::&#039;&#039;Compress Thoughts:&#039;&#039;&lt;br /&gt;
::::If you turn this on, and you don&#039;t have a &amp;quot;Thought Window&amp;quot; open, the Wizard will compress the normally 2-line thought messages in the Game window to a single line message.&lt;br /&gt;
:::&#039;&#039;Honor NumLock:&#039;&#039;&lt;br /&gt;
::::If you turn this flag on, and NumLock is currently on, the keypad keys will act as a normal number pad.  In other words, you can then use the NumLock key to toggle between numeric keypad and directional movement.&lt;br /&gt;
:::&#039;&#039;Inventory Names&#039;&#039;&lt;br /&gt;
::::This tab controls the function of the Quick Action Buttons in the lower right corner of the screen.&lt;br /&gt;
:::&#039;&#039;Paths&#039;&#039;&lt;br /&gt;
::::This tab records where other Wizard component files are located on your computer.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Macro Keys&#039;&#039;&#039;&lt;br /&gt;
::This option allows you to define macros.  Macros are simply a short line of text that you can activate with a single keystroke.  Simply select the text box for the key that you wish to define a macro for, and enter the text that you want to have typed for you when you press that key.  See:  [[WizardFE link to Defining and Using Macros]].&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Highlight Strings&#039;&#039;&#039;&lt;br /&gt;
::The Wizard allows you to highlight or color incoming text.  You can add to, delete, or modify those settings here.  See:  [[WizardFE link to Highlighting Text]].&lt;br /&gt;
::&#039;&#039;Default Strings&#039;&#039;&lt;br /&gt;
:::These are the settings for the various text that the Wizard must display.  You can change the color of these strings, but you cannot add to or delete them.&lt;br /&gt;
::&#039;&#039;User-Defined Strings&#039;&#039;&lt;br /&gt;
:::These are strings that you want to have specially marked.  For example, you may want every line that contains the phrase &amp;quot;just bit the dust&amp;quot; to be highlighted in red.&lt;br /&gt;
::&#039;&#039;User-Defined Names&#039;&#039;&lt;br /&gt;
:::These are the names of other characters.  By highlighting their names, you can more easily keep track of friends, and enemies.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Graphic Displays&#039;&#039;&#039;&lt;br /&gt;
::This option allows you to shift the graphical displays from the left side of the screen to the right and back.  You can also turn the graphical displays off if you do not want them.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
::Many players have more than one character, or play more then one game.  You can define a unique set-up for the Wizard for each character.  Simply enter a name for the &amp;quot;Character Profile&amp;quot; and then adjust the Wizard settings to be what you want them to be while using that profile.  You can switch between profiles simply by selecting a different profile from this list.  These profiles only determine the appearance of the Wizard FE.  They do not affect the function or abilities of your character(s).  You may have as many different profiles as you want you have, regardless of the number of character you play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The STANCE menu&#039;&#039;&#039;&lt;br /&gt;
:This menu allows you select the defensive stance for your character.  Using this menu is the same as typing the stance command in the Command Buffer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The MAGIC menu&#039;&#039;&#039;&lt;br /&gt;
:This menu gives you a quick reference of all the different spells in the game.  You can prepare a spell by selecting it from this menu.  This is the same as typing the prepare command in the Command Buffer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The DRAGGING menu&#039;&#039;&#039;&lt;br /&gt;
:You may get into situations where you need to drag an object or another character for a long distance.  Use this menu to enter the name of the object or character.  Then, when you move using the number keypad, you will drag instead of just moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The SCRIPTS menu&#039;&#039;&#039;&lt;br /&gt;
:This menu allows you to create, modify and execute scripts written for the Wizard FE.  See the help section on Scripting for the WizardScripting_for_the_Wizard .&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The WINDOW menu&#039;&#039;&#039;&lt;br /&gt;
:This menu allows you top open, close and arrange the Wizard windows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The HELP menu&#039;&#039;&#039;&lt;br /&gt;
This is the standard Help menu for the Wizard.  The file content will be very similar to the information here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesOptions&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesKeyboard&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesKeyboard mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Built-in Keyboard Commands &amp;lt;/h5&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&lt;br /&gt;
The Wizard FE has some built in keystroke commands that perform special functions  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;margin: 25px 20px;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|Control-Enter&lt;br /&gt;
|This repeats the last command you typed in.&lt;br /&gt;
|-&lt;br /&gt;
|ALT-Enter&lt;br /&gt;
|This repeats the second to last command you typed in.&lt;br /&gt;
|-&lt;br /&gt;
|Keypad-Enter&lt;br /&gt;
|This is the same as Control-Enter, and repeats the last command you typed in.&lt;br /&gt;
|-&lt;br /&gt;
|Up Arrow&lt;br /&gt;
|This recalls the command history and allows you to scroll back (up) through that history.  You can scroll back through up to 64 previous commands.&lt;br /&gt;
|-&lt;br /&gt;
|Down Arrow&lt;br /&gt;
|This recalls the next command  in the command history, so if you scrolled up too far, you can use the down arrow to scroll down.&lt;br /&gt;
|-&lt;br /&gt;
|Page Up&lt;br /&gt;
|This scrolls the active window back one line.&lt;br /&gt;
|-&lt;br /&gt;
|Page Down&lt;br /&gt;
|This scrolls the active window down one line.&lt;br /&gt;
|-&lt;br /&gt;
|Shift-Page Up&lt;br /&gt;
|This scrolls the active window back one page.&lt;br /&gt;
|-&lt;br /&gt;
|Shift-Page Down&lt;br /&gt;
|This scrolls the active window down one page.&lt;br /&gt;
|-&lt;br /&gt;
|Escape&lt;br /&gt;
|This clears the input line, and takes all windows out of scroll-back mode.&lt;br /&gt;
|-&lt;br /&gt;
|Tab&lt;br /&gt;
|This toggles the game window between full screen mode and normal mode.  Pressing tab once causes the game screen to be maximized.  Pressing tab again returns the game screen window to its previous size.&lt;br /&gt;
|-&lt;br /&gt;
|Control-Tab&lt;br /&gt;
|This steps through the open windows, selecting each one in turn as the active window.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
The keys on the numeric keypad also have special functions that are built in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ed Note:  Need to insert a graphic of the number pad with commands overlaid here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In games that support the RETREAT command, pressing the ALT key and a direction key causes your character to RETREAT in that direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In games that support the GLANCE command, pressing the Control key and a direction key causes your character to GLANCE in that direction.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesKeyboard&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesMacros&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesMacros mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Defining and Using Macros &amp;lt;/h5&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&amp;lt;section begin=Macros /&amp;gt;&lt;br /&gt;
A macro is simply a string of text that gets output when you press only one key.  For example, if you set the Alt-A macro to be &amp;quot;attack &amp;quot;, and then pressed Alt-A, the string &amp;quot;attack &amp;quot; would be placed in the input command area.  However, there are some &amp;quot;special&amp;quot; tokens that you can use within these macro definitions to make them much more powerful.  In this section, we will cover these special tokens, as well as write some macros that you may want to use in your own setup.&lt;br /&gt;
&lt;br /&gt;
The Wizard allows many macros to be defined.  To attach a macro string to a key, you click your mouse on the &amp;quot;Configuration&amp;quot; menu, and then choose &amp;quot;Macro Keys&amp;quot;.  This will present you with a dialog box which contains a tab for &amp;quot;Alt Keys&amp;quot;, &amp;quot;Ctrl Keys&amp;quot;, and &amp;quot;Fkeys&amp;quot;.  Note that on the &amp;quot;Fkeys&amp;quot; macros, you can have 10 sets of these, each with a unique name.  You can quickly toggle between the different Fkey macro sets by pressing the ALT key plus a number 1 through 0 (ten).  The Wizard will always display the name of the active Fkey set in its window title bar.&lt;br /&gt;
&lt;br /&gt;
The special tokens you can use when creating macros are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Press Enter ( \r )&#039;&#039;&#039;&lt;br /&gt;
:The first token you can use is &#039;\r&#039;, which tells the macro processor to &amp;quot;hit the enter key&amp;quot;.  For example, this macro would prepare you to go off to battle:&lt;br /&gt;
::&#039;&#039;&#039;get sword from my sheath\rrem my shield\r&#039;&#039;&#039;&lt;br /&gt;
:This macro sends in-game commands with the same results as if you had typed the following into the command line:&lt;br /&gt;
::get sword from my sheath&lt;br /&gt;
::&amp;lt;press the Enter key&amp;gt;&lt;br /&gt;
::rem my shield&lt;br /&gt;
::&amp;lt;press the Enter key&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cursor Placement ( @ )&#039;&#039;&#039;&lt;br /&gt;
:When you put the &#039;@&#039; character in a macro, it tells the macro processor to &amp;quot;put the cursor right here&amp;quot;.  For example, if you set up a macro like this to greet people:&lt;br /&gt;
::&#039;&#039;&#039;whisper @ &#039;Hi! Nice to meet you!&#039;&#039;&#039;&lt;br /&gt;
:the processor would&lt;br /&gt;
::(a)  place the text &amp;quot;whisper  &#039;Hi! Nice to meet you!&amp;quot; in the input line area, and then&lt;br /&gt;
::(b)  position the cursor in between the words &amp;quot;whisper&amp;quot; and &amp;quot;&#039;Hi! &amp;quot;.  Then you would just key in the name and press the &amp;lt;Enter&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prompt Me ( \? )&#039;&#039;&#039;&lt;br /&gt;
:If you place any &#039;\?&#039; tokens in your macro, the macro processor will prompt you for a string to replace the \?&#039;s with.  For example, here is a macro I define as the Alt-G key (for &#039;G&#039;et):&lt;br /&gt;
::&#039;&#039;&#039;Get \?\rput \? in my backpack\r&#039;&#039;&#039;&lt;br /&gt;
:When you hit the Alt-G key now, the program will prompt you for a string (let&#039;s say you key in &amp;quot;gem&amp;quot;), replace all occurrences of &#039;\?&#039; with &amp;quot;gem&amp;quot; and then output:&lt;br /&gt;
::get gem &amp;lt;press Enter&amp;gt;&lt;br /&gt;
::put gem in my backpack &amp;lt;press Enter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pause ( \p )&#039;&#039;&#039;&lt;br /&gt;
:Placing a &#039;\p&#039; token in a macro will pause for 1 second.  For example:&lt;br /&gt;
::&#039;&#039;&#039;attack troll\r\p\p\pstance defensive\r&#039;&#039;&#039;&lt;br /&gt;
:would:&lt;br /&gt;
::attack troll &amp;lt;press Enter&amp;gt;&lt;br /&gt;
::&amp;lt;pause 3 seconds&amp;gt;&lt;br /&gt;
::stance defensive &amp;lt;press Enter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remove Buffer Contents ( \x )&#039;&#039;&#039;&lt;br /&gt;
:This token removes any content already typed in the buffer.  Using this token at the beginning of your macro greatly reduces a macro not working because of characters that were typed in the command line before the macro was started.&lt;br /&gt;
::&#039;&#039;&#039;\xattack troll\r\p\p\pstance defensive\r&#039;&#039;&#039;&lt;br /&gt;
:is a more bullet-proof macro that would:&lt;br /&gt;
::clear the command buffer&lt;br /&gt;
::attack troll &amp;lt;press Enter&amp;gt;&lt;br /&gt;
::&amp;lt;pause 3 seconds&amp;gt;&lt;br /&gt;
::stance defensive &amp;lt;press Enter&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Last Attacked ( \a )&#039;&#039;&#039;&lt;br /&gt;
:This token will be replaced by the character last name &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-cut keys:&#039;&#039;&#039;&lt;br /&gt;
:Setting a macro key to one of the following strings will execute the following actions:&lt;br /&gt;
:{| width=&amp;quot;75%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot; width=&amp;quot;20%&amp;quot;|&#039;&#039;&#039;{magic}&#039;&#039;&#039;||width=&amp;quot;70%&amp;quot;|pops up the Magic Menu when you press that key.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{stance}&#039;&#039;&#039;||pops up the Stance menu&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{injuries}&#039;&#039;&#039;||toggles the injury display between wounds/scars&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{wounds}&#039;&#039;&#039;||same as {injuries}&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{cut}&#039;&#039;&#039;||rowspan=&amp;quot;4&amp;quot; |Since the Wizard totally takes over the keyboard from Windows, these options allow you to assign normal cut/copy/paste/clear actions for the Windows clipboard.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{copy}&#039;&#039;&#039;	&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{paste}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{clear}&#039;&#039;&#039;	&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{drag}&#039;&#039;&#039;||shortcut to choosing &amp;quot;Drag/Drag Someone..&amp;quot; from the menu bar.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|&#039;&#039;&#039;{rest}&amp;lt;action&amp;gt;&#039;&#039;&#039;||puts you into &amp;quot;resting&amp;quot; mode.  This is handy for when you have to step away from the computer for a while, but you don&#039;t want to be logged off.  The Wizard will output an &amp;quot;experience&amp;quot; command every two minutes, followed by the action you have specified.  For example: &#039;&#039;&#039;{rest}act snores softly&#039;&#039;&#039; would do the following every two minutes: &#039;&#039;&#039;exper &amp;lt;press enter&amp;gt;&#039;&#039;&#039; and &#039;&#039;&#039;act snores softly&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{script}&#039;&#039;&#039;||shortcut to choosing &amp;quot;Scripts/Execute a Script&amp;quot; from the menu bar.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;{record}&#039;&#039;&#039;||shortcut to choosing &amp;quot;Scripts/Record a Script&amp;quot; from the menu bar.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;vertical-align: top;&amp;quot;|&#039;&#039;&#039;{=script.wiz}&#039;&#039;&#039;||this shortcut will execute the script specified.  For example, if you have a script named &amp;quot;prep.wiz&amp;quot; in your scripts directory that preps and casts all of your normal pre-hunting defensive spells, you could fire that off from a keypress by setting the key macro string to: &#039;&#039;&#039;{=prep}&#039;&#039;&#039; (or &#039;&#039;&#039;{=prep.wiz}&#039;&#039;&#039;)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesMacros&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;section end=Macros /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesScripts&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesScripts mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Scripting for the Wizard &amp;lt;/h5&amp;gt;  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&amp;lt;section begin=Scripts /&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: 1.17em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Running scripts unattended or while your attention is not focused on the game is against Simutronics policy.&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The Wizard allows you to script actions with two types of script files.  The first type, which has a &amp;quot;.Wiz&amp;quot; filename extension, is always executed from the Wizard&#039;s &amp;quot;Scripts/Execute a Script&amp;quot; menu selection.  The second type, which has the &amp;quot;.Cmd&amp;quot; filename extension, is invoked from the Wizard&#039;s &amp;quot;command line&amp;quot; area (ie: the text input box).  The difference between these two types of scripts is that &amp;quot;command&amp;quot; scripts can take parameters from the command line, just like DOS batch files.  &lt;br /&gt;
&lt;br /&gt;
The parameters are accessed as %0 (the entire line) through %9.  In normal usage, you&#039;ll only use %1 through %9.  So, if you typed the following into Wizard&#039;s text input area:&lt;br /&gt;
::.find jim joe bob stacy kim&lt;br /&gt;
&lt;br /&gt;
in your script %1 would be replaced with &amp;quot;jim&amp;quot;, %2 with &amp;quot;joe&amp;quot;, %3 with &amp;quot;bob&amp;quot;, %4 with &amp;quot;stacy&amp;quot;, and %5 with &amp;quot;kim&amp;quot;.  A discussion of easy ways to loop through these command parameters is in the following section, which lists all of the available scripting commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;put &amp;lt;text&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The PUT command is used to send commands to the game.  Example:&lt;br /&gt;
::put get sword from my backpack&lt;br /&gt;
::put remove my shield&lt;br /&gt;
::put &#039;Off to battle!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;echo &amp;lt;text&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The echo command is used to display text in the Wizard&#039;s game window. This text does NOT get sent to the game; it&#039;s simply there for you to display a message to yourself.  For example:&lt;br /&gt;
::echo Starting up so-and-so script.&lt;br /&gt;
:Note:  echo with no string after it will simply display an empty line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;if_0 through if_9&#039;&#039;&#039;&lt;br /&gt;
:These commands allow you to check for the presence of a command line parameter.  For example, let&#039;s say you write a script named HEAL that expects a name to be present on the command line.  You could accomplish this with the following code:&lt;br /&gt;
::if_1 goto nameThere&lt;br /&gt;
::echo Usage is HEAL &amp;lt;player name&amp;gt;&lt;br /&gt;
::exit&lt;br /&gt;
&lt;br /&gt;
::nameThere:&lt;br /&gt;
::do your stuff here to heal them.&lt;br /&gt;
:Note: if_0 is the entire command line.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NextRoom&#039;&#039;&#039;&lt;br /&gt;
:The NextRoom command pauses until a room description is received (that is, the user moved to a new room).  For example:&lt;br /&gt;
::put north&lt;br /&gt;
::NextRoom  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move &amp;lt;direction&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The Move command is similar to a PUT command, except it automatically does a &amp;quot;NextRoom&amp;quot; command for you.  In other words, these two code fragments will do exactly the same thing:&lt;br /&gt;
::1)	put north&lt;br /&gt;
::nextroom&lt;br /&gt;
&lt;br /&gt;
::2)	move north&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wait&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;WaitFor &amp;lt;text&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:These commands allow you to pause the script, waiting for data to be returned to you from the game.  WAIT does a pause until a new command prompt is received:&lt;br /&gt;
::put get sword from my backpack&lt;br /&gt;
::wait&lt;br /&gt;
::put remove my shield&lt;br /&gt;
:Note:  it is important to remember that it is sometimes possible for the game to give you another prompt WITHOUT that prompt being a result of your last action (ie: someone enters the room, etc).&lt;br /&gt;
&lt;br /&gt;
:The WAITFOR command waits for the string you specify to come back to you.  This is the PREFERRED way to make sure that your command has been accepted and processed by the game.  The WaitFor command works with both a &amp;quot;partial&amp;quot; string specified, or a &amp;quot;full&amp;quot; string, as seen in this example:&lt;br /&gt;
::put prep 401&lt;br /&gt;
::waitfor Your spell&lt;br /&gt;
::put cast&lt;br /&gt;
::put prep 406&lt;br /&gt;
::waitfor Your spell is ready.&lt;br /&gt;
::put cast&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;goto &amp;lt;label&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The GOTO command is what you use to branch to a different place in the script.  You must specify a label to go to, and that label must be defined elsewhere, on a line by itself and with a &#039;:&#039; at the end of it:&lt;br /&gt;
::..do something here..&lt;br /&gt;
::goto NextLabel&lt;br /&gt;
&lt;br /&gt;
::...code...         &lt;br /&gt;
&lt;br /&gt;
::NextLabel:&lt;br /&gt;
::...code...  &lt;br /&gt;
:Note:  you may jump to a label in either direction; that is, below or above the current execution point in the script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;pause &amp;lt;amount&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:The PAUSE command pauses the script for the number of seconds specified.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;exit&#039;&#039;&#039;&lt;br /&gt;
:The EXIT command ends the current script immediately.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;save&#039;&#039;&#039;&lt;br /&gt;
:The SAVE command saves the specified parameter (ie: %1 through %9) into a variable that can be used at any time in the script.  This is normally only needed in scripts where you are looping through the command line parameters (see the &amp;quot;shift&amp;quot; example below)  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shift&#039;&#039;&#039;&lt;br /&gt;
:The SHIFT command shifts the command line parameters to the left.  For example, let&#039;s say you entered the following to run the HEAL.CMD file:&lt;br /&gt;
::.HEAL name1 name2 name3&lt;br /&gt;
:Initially, the parameter %1 would be &amp;quot;name1&amp;quot;, %2 would be &amp;quot;name2&amp;quot;, and %3 would be &amp;quot;name3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:After one SHIFT command, the parameter %1 would be &amp;quot;name2&amp;quot;, and %2 would be &amp;quot;name3&amp;quot; (%3 would be non-existant).  The power of this is that you can &amp;quot;loop through&amp;quot; all of the parameters passed on the command line, operating on them one at a time.  As an example, let&#039;s create a SELL.CMD file that gets all of the items specified out of your backpack and sells them, as in:&lt;br /&gt;
::.sell gem gem armor sapphire diamond&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;SELL.CMD:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
MainLoop:             &lt;br /&gt;
: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;  first, see if we have a %1 name to work on.&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;  If not, we&#039;re done so we just exit.&lt;br /&gt;
:if_1 goto doIt&lt;br /&gt;
::exit&lt;br /&gt;
		&lt;br /&gt;
::doIt:&lt;br /&gt;
:::put get %1 from my backpack&lt;br /&gt;
:::waitfor You remove&lt;br /&gt;
:::put sell %1&lt;br /&gt;
:::waitfor hands you&lt;br /&gt;
::: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; Now, shift the parms to get the next name on the line&lt;br /&gt;
:::Shift&lt;br /&gt;
:::goto MainLoop&lt;br /&gt;
&lt;br /&gt;
The SAVE command (mentioned above) is also useful for saving a parameter that you want to apply to all of the other parameters.  For example, let&#039;s write a DO.CMD file that has the following syntax:&lt;br /&gt;
:.do &amp;lt;what to do&amp;gt; &amp;lt;player1&amp;gt; &amp;lt;player2&amp;gt; .... &amp;lt;player n&amp;gt;&lt;br /&gt;
which you could invoke with a command line like this to wave to four players you see in your room:&lt;br /&gt;
:.do wave Kodos Kyrion Milo Arwen&lt;br /&gt;
Here, %1 (&amp;quot;wave&amp;quot;) is the action we want to do to everyone.  So what we do is save its value for later use, then SHIFT to get rid of it, and then start our normal looping process:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;DO.CMD:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
if_1 goto Parm1Present&lt;br /&gt;
echo Usage is: DO &amp;lt;what to do&amp;gt; &amp;lt;player&amp;gt; ... &amp;lt;player&amp;gt;&lt;br /&gt;
exit&lt;br /&gt;
&lt;br /&gt;
Parm1Present:&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; save %1 into the %s variable (%s == saved)&lt;br /&gt;
:save %1&lt;br /&gt;
: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; then, SHIFT the command line to get to the first name&lt;br /&gt;
:Shift&lt;br /&gt;
&lt;br /&gt;
:MainLoop:&lt;br /&gt;
:: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;  first, see if we have a %1 name to work on.&lt;br /&gt;
:: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;  If not, we&#039;re done so we just exit.&lt;br /&gt;
::if_1 goto doIt&lt;br /&gt;
:::exit&lt;br /&gt;
			&lt;br /&gt;
:::doIt:&lt;br /&gt;
:::: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; this will expand to &amp;quot;put wave Kodos&amp;quot;, &lt;br /&gt;
:::: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; then &amp;quot;put wave Kyrion&amp;quot;, etc.&lt;br /&gt;
:::put %s %1&lt;br /&gt;
:::wait&lt;br /&gt;
::: &amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt; Now, shift the parms to get the next name on the line&lt;br /&gt;
:::Shift&lt;br /&gt;
:::goto MainLoop&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align: center; font-size: 1.17em;&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Remember - running scripts unattended or while your attention is not focused on the game is against Simutronics policy.&amp;lt;/b&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesScripts&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;section end=Scripts /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;mw-customcollapsible-myFeaturesHLights&amp;quot; class=&amp;quot;mw-customtoggle-myFeaturesHLights mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5 style=&amp;quot;font-size: 96%;&amp;quot; &amp;gt; Highlighting Strings &amp;lt;/h5&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; &amp;gt;&amp;lt;section start=HLights /&amp;gt;&lt;br /&gt;
From the Configuration-&amp;gt;Highlight Strings menu option, you can get to one of the most popular features of the Wizard.  This is the dialog where you can control the game&#039;s colors and define your own strings that you want to be highlighted.  On this screen you will see three Tabs for &amp;quot;Default Strings&amp;quot;, &amp;quot;User-Defined Strings&amp;quot;, and &amp;quot;User-Defined Names&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;Default Strings&amp;quot; page, you can set the colors that the game specifies for its text display to the colors that you prefer.  To change a color, simply select an item in the list box, and then Left-click on a color box to set the foreground color, and right-click on a color box to set the background color.&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;User-Defined..&amp;quot; pages, you can specify your own strings that you want the Wizard to highlight.  For example, if you wanted to make the text telling you that you&#039;re now in a defensive stance really stick out on the screen, you would do the following steps:&lt;br /&gt;
#  Click the &amp;quot;New&amp;quot; button&lt;br /&gt;
#  Key in &amp;quot;You are now in a defensive stance.&amp;quot; (with no quotes)&lt;br /&gt;
#  press the OK button&lt;br /&gt;
#  Right-click the Brown color box&lt;br /&gt;
#  Left-click the White color box&lt;br /&gt;
#  Left-click on the &amp;quot;Highlight Entire Line&amp;quot; checkbox.&lt;br /&gt;
Now, when this message appears, it will show up in white text on a brown background.&lt;br /&gt;
&lt;br /&gt;
You can also assign a sound to play when one of your highlighted strings is detected.  Using our above example, select the &amp;quot;You are now..&amp;quot; line in the list box, and then click on the &amp;quot;Sounds&amp;quot; list.  This will cause the Sounds area to &amp;quot;drop down&amp;quot; a list showing all sounds (.WAV files) available in your Sounds Directory.  Simply select a sound from the list, and it will play whenever you enter defensive stance.  To remove the sound, you would do the same steps as above, but select &amp;quot;No Sound&amp;quot; from the list.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Highlight Entire Line&amp;quot; checkbox, when turned on, highlights the entire incoming line in which the specified string appears.  &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Not on Word Boundary&amp;quot; checkbox, when turned on, tells the Wizard to not require that this highlighted string be bounded by a &amp;quot;word break&amp;quot; on either side of it.  For example, if you&#039;ve specified a highlight string of &amp;quot;John&amp;quot;, here&#039;s what would happen depending on the setting of the&lt;br /&gt;
&amp;quot;Not on Word Boundary&amp;quot; setting:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} width=&amp;quot;65%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 30%;&amp;quot;|Incoming Text&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 35%;&amp;quot;|Word Boundary CHECKED&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 35%;&amp;quot;|Word Boundary NOT Checked&lt;br /&gt;
|-&lt;br /&gt;
|see John go||John highlighted||John highlighted&lt;br /&gt;
|-&lt;br /&gt;
|see Johnny go||John highlighted||John not highlighted&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is an important setting if you specify a string which will never be bounded by spaces (or periods, commas, etc.) on each side.  For example, if you wanted to highlight the entire line of any SEND messages that a GM may send to you, you could enter the following highlight string:&lt;br /&gt;
:&amp;quot;SEND[&amp;quot;, click on &amp;quot;Highlight entire line&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Now, if you did this as is, the highlight string would NOT work, since this string will ALWAYS be followed immediately by a GM&#039;s name (eg: SEND[BigWizard] hi there..may I help you?), you MUST click on the &amp;quot;Not on word boundary&amp;quot; box.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Case Sensitive&amp;quot; checkbox, when turned on, tells the Wizard to only match with this string if the incoming text matches exactly.  That is, the string &amp;quot;you see&amp;quot; will *not* match &amp;quot;You see&amp;quot; (since the &#039;Y&#039; in one string is upper case, and the other one isn&#039;t).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myFeaturesHLights&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;section end=HLights /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-myHelp&amp;quot; style=&amp;quot;border: thin solid #AB8; text-align:center; background: #AB8; margin: 0 5px;&amp;quot;&amp;gt;&lt;br /&gt;
=== Getting Help with the Game ===&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;mw-customcollapsible-myHelp&amp;quot; class=&amp;quot;mw-customtoggle-myHelp mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;There are many different ways to get help with Gemstone IV.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
There are many resources available to you to help in your Gemstone experience.  This help file covers the essentials for the Wizard and is one of those resources.  &lt;br /&gt;
&lt;br /&gt;
Other resources include:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} width=&amp;quot;75%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 30%;&amp;quot;|Source&lt;br /&gt;
!style=&amp;quot;text-align: center; width: 70%;&amp;quot;|What is offered&lt;br /&gt;
|-&lt;br /&gt;
|[[Main Page]]||The Gemstone IV Wiki Home, with news and new articles being added frequently.&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.play.net/gs4/info Gemstone IV Website]||Information to help you get oriented to the game.&lt;br /&gt;
|-&lt;br /&gt;
|[https://www.play.net/gs4/info/npg/ Gemstone IV New Players Guide]||The official Simutronics GS4 New Players Guide.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:New Player|New Player Guides]]||Articles on the GSWiki for New Players.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Mechanics|Mechanics]]||Articles on the GSWiki about how things work in the game.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Lists|A collection of Lists]]||Articles on the GSWiki that combine elements like [[gems]] into easily referenced lists.&lt;br /&gt;
|-&lt;br /&gt;
|[[:Category:Guides|Guides]]||A collection of Guides on the GSWiki, on a number of topics.&lt;br /&gt;
|-&lt;br /&gt;
|[[Order of Lorekeepers]]||A group of dedicated players, like you, available to answer in-game questions.&lt;br /&gt;
|-&lt;br /&gt;
|[http://gsguide.wikia.com/wiki/GSGuide_Wiki The GSGuide Wiki]||A player-managed wiki, and excellent [[Platinum]] subscription reference.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In addition&#039;&#039;&#039;, nearly every player you meet will be happy to assist you - although keep in mind that in the game characters are role-played.  This can mean that you might run into a &#039;grumpy&#039; character, or an &#039;evil&#039; character.  The players behind these characters are acting out how they envision their character to be - but behind the scenes are very much like you.  If you do have questions in that scenario, [[whisper]] ooc (or &#039;out of character&#039;) to confirm their willingness to help, and to ask them your question.  And finally, if you&#039;re away from town you can always rely on [[ESP]] to attempt to get your questions answered.  Remember, the same rules about player immersion apply here, and the equivalent to WHISPER OOC is [[THINK]] TO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span class=&amp;quot;mw-customtoggle-myHelp&amp;quot;&amp;gt;&#039;&#039;&#039;&amp;lt;u&amp;gt;Collapse this content&amp;lt;/u&amp;gt;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Front Ends]]&lt;br /&gt;
[[Category:New Player]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=201162</id>
		<title>Horned basalt grotesque</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Horned_basalt_grotesque&amp;diff=201162"/>
		<updated>2023-06-29T18:26:21Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{stub}}&lt;br /&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 = 105 &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 = Golem&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &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 = Moonsedge &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 = 750&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&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 =  Melee&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 525-549&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 387-417&lt;br /&gt;
| WD1 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 452&lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Wave (410)&lt;br /&gt;
| MN1 =  Haymaker&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 = 20 &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 = 409-429&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 = 518-522&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 = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and hulking, the basalt grotesque is an imposing figure cut from black basalt.  Roughly humanoid in shape though not in particulars, the grotesque has a bestial visage.  The carved musculature of its back joins with two great wings that span wider than it is tall.  From its head sprouts a quintet of rounded horns.  Its eyes, a burning green, match the hue of a viridian soulstone embedded into the rock of its broad chest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;{{addmetext}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
===For Wizards===&lt;br /&gt;
The grotesque is surrounded by a barrier. Player research found, on average, that it takes 50 mana worth of [[bolt]]ing/[[AS]] spells to break the barrier. It is suggested to cast [[Elemental Disjunction (530)]] at it twice, followed by [[Hurl Boulder (510)]], as the most efficient way to &amp;quot;skin this beast&amp;quot;. This was followed by spamming [[Minor Steam (1707)]]. Sometimes the beast has more than 50 mana in its barrier but never more than 60. This means after 50 mana, the boulder hits or the next cast minor steam will hit. It is wise to break this barrier ASAP, as the grotesque can quickly cause damage and/or death. Occasionally, the grotesque can replenish its barrier. This can be anywhere from a few mana to 50. &lt;br /&gt;
&lt;br /&gt;
The message for hitting its barrier is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&amp;quot;You gesture at a horned basalt grotesque.&lt;br /&gt;
Your spell is deflected by the grotesque&#039;s barrier in a flash of orange light!&lt;br /&gt;
Cast Roundtime 1 Second.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
===Combat===&lt;br /&gt;
;Attack&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clenching a carved claw into an unyielding fist, a horned basalt grotesque takes a swing at you!&lt;br /&gt;
AS: +540 vs DS: +914 with AvD: +19 + d100 roll: +94 = -261&lt;br /&gt;
A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Stone Fist (514)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Your black full leather glistens as a sudden rush of blood spills across its surface, creating a magical bulwark against a horned basalt grotesque&#039;s magic!&lt;br /&gt;
The ground beneath a horned basalt grotesque rumbles, then erupts in a shower of rubble that coalesces in to an enormous hand in mid-air.&lt;br /&gt;
CS: +452 - TD: +500 + CvA: -2 + d100: +4 - +40 == -86&lt;br /&gt;
Warded off!&lt;br /&gt;
The enormous hand attempts to grab you, but you manage to avoid it at the last moment. Soon the enormous hand goes still and collapses to a pile of rubble that quickly disintegrates to invisible dust.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Call Wind (912)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque spreads its wings, its cragged features grinding into an intense glare. It brings its wings together with thunderous force, producing a powerful gust of swirling wind!&lt;br /&gt;
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.&lt;br /&gt;
The wind knocks you off your balance and you fall over.&lt;br /&gt;
Your arms are forced down to your sides!&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
Roundtime changed to 4 seconds&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Wave (410)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wave of formless black ripples moves outward from a horned basalt grotesque.&lt;br /&gt;
You are buffeted by the formless black waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
Roundtime changed to 3 seconds.&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Decompression causes muscles in arm to crack!&lt;br /&gt;
You are stunned for 1 round!&lt;br /&gt;
Stance defensive&lt;br /&gt;
You are still stunned.&lt;br /&gt;
You are still stunned.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Earthen Fury (917)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: 74 (Open d100: 71, Bonus: 1)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
&lt;br /&gt;
A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
The ground beneath your feet begins to boil violently!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: 66 (Open d100: 73)]&lt;br /&gt;
You dodge out of the way!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Hurl Boulder (510)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque twists a stony claw toward you!&lt;br /&gt;
Your black full leather glistens as a sudden rush of blood spills across its surface, creating a magical bulwark against a horned basalt grotesque&#039;s magic!&lt;br /&gt;
A horned basalt grotesque hurls a large boulder at you!&lt;br /&gt;
AS: +387 vs DS: +737 with AvD: +39 + d100 roll: +35 = -276&lt;br /&gt;
A clean miss&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Haymaker]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A horned basalt grotesque clenches its right fist and brings its arm back for a roundhouse punch aimed at you!&lt;br /&gt;
[SMR result: 55 (Open d100: 74, Penalty: 19)]&lt;br /&gt;
You manage to dodge a horned basalt grotesque&#039;s blow!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Behemothic_gorefrost_golem&amp;diff=201161</id>
		<title>Behemothic gorefrost golem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Behemothic_gorefrost_golem&amp;diff=201161"/>
		<updated>2023-06-29T18:25:56Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &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 =  104&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 =  Golem&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &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 = 900&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 = Stomp &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 505&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 = 1 &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 = 428&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 426&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 = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = gigas artifact&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The golem stands taller than a two-story building, a crude and blocky humanoid shape of ice that glows with an unsavory sanguine aura.  Clouds of frozen blood and bits of viscera are trapped in its frosty depths.  All are lifeless and still save for a single preserved organ at the golem&#039;s core: a humanoid heart.  The heart is shrouded in a swirl of slushy red fluid and, impossibly, it pulses with a sluggish, uneven beat, giving off coruscations of sanguine light.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Like many other creatures of this type, these golems&#039; high amount of health and immunity to being killed by lethal crits is offset by low DS. This makes flurries of unaimed attacks such as assault techniques or [[mstrike]]s backed up by [[Two Weapon Combat]], assault techniques or mstrikes using [[Brawling|unarmed combat]], or repeated attacks backed up by [[Celerity (506)]] relatively effective.&lt;br /&gt;
* These golems take additional damage from [[Fire critical table|fire]], though the exact mechanics of how aren&#039;t known at the time of this writing.&lt;br /&gt;
* Weapon techniques and [[combat maneuvers]] that knock golems prone and inflict Staggered, like [[Twin Hammerfists]], [[Sweep]], or [[Tackle]], can often stall out golems since their combat rounds are fairly slow and they don&#039;t have high [[Standard_maneuver_roll|SMR]] defense.&lt;br /&gt;
;Wizards&lt;br /&gt;
* Golems are great targets for [[Mana Leech (516)]] as they have a lower TD.&lt;br /&gt;
* Open with [[Hand of Tonis (505)]] and prioritize keeping the golems prone. Follow up by bolting.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The frozen earth underfoot shifts precipitously as an arm of blood-flecked ice erupts upward, followed by the towering form of a behemothic gorefrost golem.  The golem straightens its massive bulk with a sound like shattering glass.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Other&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The animalistic rage empowering a behemothic gorefrost golem subsides.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[SMR result: 152 (Open d100: 75, Bonus: 2)]&lt;br /&gt;
A behemothic gorefrost golem raises a colossal fist of enchanted ice overhead and brings it crashing down.  A line of jagged ice streaks along the ground, racing toward you!&lt;br /&gt;
&lt;br /&gt;
Fragments assail you in a violent, crystalline eruption!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Oh.. but a hot foot would feel good about now!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   You&#039;re not getting cold feet now, are you?&lt;br /&gt;
Roundtime: 20 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Topple&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Despite desperate windmilling to catch its balance, a behemothic gorefrost golem topples toward you!  You leap to the side and avoid being flattened as the golem topples over with a thunderous crash!&amp;lt;/pre&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 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vethinye&amp;diff=201097</id>
		<title>Vethinye</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vethinye&amp;diff=201097"/>
		<updated>2023-06-28T23:47:47Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +20&lt;br /&gt;
 | str = &lt;br /&gt;
 | dur = &lt;br /&gt;
 | weight = &lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = &lt;br /&gt;
 | color = All shades of blue&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vethinye&#039;&#039;&#039; or starsong is a metal that can be used to craft armaments.  When struck in combat, it has a chance to vibrate and release a song that is disruptive to multiple targets in an area.&lt;br /&gt;
&lt;br /&gt;
The flares are innate to the material and do not use the ability field.  They deal standard critical damage and use disruption criticals.  When the flare triggers, it will affect 1d3 targets.  If there are fewer creatures in the room than the number of flares, the the remaining flares will hit the initial target.  Vethinye/starsong has a material difficulty of 150.&lt;br /&gt;
&lt;br /&gt;
Vethinye in all forms ranges from the palest of pale blues to the darkest of midnight blues and everything in between, including ombre versions. The metal is dotted with star-shaped occlusions that catch the light and appear to twinkle like stars in the sky. The metal can take a dye, but the iridescent speckles remain.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
On weaponry:&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You punch with a pale blue vethinye katar at a thrak!&lt;br /&gt;
  AS: +160 vs DS: +58 with AvD: +36 + d100 roll: +78 = +216&lt;br /&gt;
   ... and hit for 36 points of damage!&lt;br /&gt;
   Strike pierces forearm!&lt;br /&gt;
   The thrak is stunned!&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a thrak! **&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Bones shatter in the thrak&#039;s shield arm.&lt;br /&gt;
A thrak screeches loudly and slumps to the ground while frantically licking its wounded left foreleg.&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a manticore! **&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   The manticore&#039;s stomach muscles jerk uncontrollably.&lt;br /&gt;
&lt;br /&gt;
 ** As a resonating song emanates from your vethinye katar, it entwines you in night blue wisps of ephemera.  Suddenly, a star-sparked rush of percussive pressure from the katar whips out at a thrak! **&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Rib bones snap and protrude from the thrak&#039;s chest.&lt;br /&gt;
The thrak hisses one last time and dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
On armor:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
TBD&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Atan_Irith/Precious_Materials#Metals_.26_Ores | Precious Materials of Atan Irith]] &lt;br /&gt;
* For information about starveil, see the Precious Materials document as well&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1118916479098818622 Discord Announcement]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Firewheel&amp;diff=200996</id>
		<title>Firewheel</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Firewheel&amp;diff=200996"/>
		<updated>2023-06-26T19:30:06Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|image = &lt;br /&gt;
|bonus = &lt;br /&gt;
|str = &lt;br /&gt;
|dur = &lt;br /&gt;
|weight = &lt;br /&gt;
|use = Weapons, instruments&lt;br /&gt;
|rarity = &lt;br /&gt;
|special = Flares fire, electricity, or both (Cat B)&amp;lt;br/&amp;gt;Instruments are always master quality.&lt;br /&gt;
|color = &lt;br /&gt;
|dye = }}&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Firewheel is dual flaring material and script that flares 1/3 of the time using fire flares, 1/3 of the time using lightning flares, and the remaining 1/3 a dual fire and lightning flare. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{#section:Iyo/Firewheel|firewheel}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Iyo]]&lt;br /&gt;
* [[Iyo/Firewheel|Firewheel official documentation]]&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Woods]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Script_Gear_Difficulty_Modifier&amp;diff=200995</id>
		<title>Template:Script Gear Difficulty Modifier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Script_Gear_Difficulty_Modifier&amp;diff=200995"/>
		<updated>2023-06-26T19:13:51Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Instructions==&lt;br /&gt;
&lt;br /&gt;
==Table==&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5 margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=5 | Script Gear Difficulty Modifier&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for Animalistic Spirit to Fusion Arms&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Animalistic Spirit Weapon]]/[[Animalistic Spirit Shield|Shield]]/[[Animalistic Spirit Armor|Armor]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Banshee Flare]]s || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Blink weapon|Blink Weapon]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Bloodtooth Bracer]]s || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Briar flare|Briar Flares]] (T1/T2/T3) || -70/-100/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Bubble flare|Bubble Flares]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Chainspear]] || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Chronomage dagger|Chronomage Flares]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Cursed Armor]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Daybringer]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Elemental Gloves]] || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left rowspan=2| [[Elven Armor]] (T1/T2/T3/T4) || -70/-140/-200/-200 &lt;br /&gt;
|-&lt;br /&gt;
|10/20/30/40*&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Energy runestaves|Energy Runestaff]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Ethereal armor|Ethereal Armor]] || varies with unlocks, caps at -140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Ethereal string|Ethereal String]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Ethereal weapon|Ethereal Tattoo Weapon]] || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Fighting Knife]] || -10/-60/-140/-??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for Globus Elanthius to Pure White Ora Weapon (Iasha)&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Forest Armor]] || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Fusion|Fusion Arms]] (1/2/3/4/5/6 slots) || -25/-75/-140/-225/-325/-450&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Globus Elanthias]] (T1/T2/T3/T4) || -40/-40/-40/-100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Greater elemental flare|Greater Elemental Flares]] || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Grobey shield]] || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Hinged Armor]] || -10&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Ithziri armor|Ithzir Armor]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Karma Armor]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Knockout flare|Knockout Flares]] || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Mana-Infused Armor|Mana-infused Armor]] (T0/T1/T2/T3/T4) || -70/-70/-140/-200/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Mechanical crossbow|Mechanical Crossbow]] (T1/T2) || -70/-140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Morphing Armor]] || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Nerve staff/saved posts|Nerve Staff]] || -150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Parasite Armor|Parasite Armor]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Parasitic Weapon|Parasite Weapon]] || -200 (including penalty from bone material)&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Poison Weapon]] || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Poleaxe flares|Polearm Flares]] || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Black ora weapon|Pure Black Ora Weapon (Iasha)]] || -70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; style=&amp;quot;text-align:center; font-size:95%;&amp;quot;&lt;br /&gt;
|+ Script Modifiers for Realm Weapon to Wand Bow&lt;br /&gt;
|-&lt;br /&gt;
! Script Name !!Modifier&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Iasha white ora weapon|Pure White Ora Weapon (Iasha)]] || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Realm flare|Realm Weapon]] || -100 (-200 including flare)&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Returning Weapon (Disarm)|Returning (Disarm) Weapon]] || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Returning Weapon (Hurl)|Returning (Hurl) Weapon]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Rotflares]]† || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Self-mana Armor]] || -40&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Shell armor|Shell Armor]] || -40&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Shock Lance]] || varies with unlocks, caps at -140&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Sigil Staff]] (T1/T2/T3/T4/T5) || 0/-40/-70/-140/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Snake flare|Snake Flares]] || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Solar Weapon|Solar]]/[[Nebular Weapon]] (T1/T2+) || -40/-80&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Splitter Weapon]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Sprite Weapon]]/[[Sprite Armor|Armor]] || -200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Terror flare]] || -100&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Twin Weapons]] (T1/T2/T3) || -50/-100/-150&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Vial flare|Vial Flares]] || -70&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Voln armor|Voln Armor]]** (T1/T2/T3+) || -70/-140/-200&lt;br /&gt;
|-&lt;br /&gt;
|role=&amp;quot;rowheader&amp;quot; align=left| [[Wand bow|Wand Bow]] || -150&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Elven Armor Note: Per GM Oscuro, &amp;quot;The way the gear difficulty for item scripts system works is there&#039;s an overall difficulty set, then each spell can overwrite that as needed.  Loresong doesn&#039;t report the per-spell value, just the global difficulty setting.&amp;quot; Elven Armor has an overall difficulty of -70/-140/-200/-200 which would be used as the difficulty for non-magical enhancement. Under magical enhancement (such as 620/735/925) this difficulty setting is overridden to the listed 10/20/30/40.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Voln Armor Note: Sanctify and Ensorcell have an additional modifier on top of the base script difficulty. Ensorcell has an additional -100 to the modifier whereas Sanctify has an additional +50 to the modifier.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
†Subscript penalties stack with all other modifiers.&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Terror_flare&amp;diff=200994</id>
		<title>Terror flare</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Terror_flare&amp;diff=200994"/>
		<updated>2023-06-26T19:08:27Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Terror Flares&#039;&#039;&#039; are a type of specialty [[flare]] which provides immobalized status (-50 DS), puts the receipant in stance offensive, adds RT, and is a 100% penalty to the base skill EBP of the target and cause the target to drop their weapons. &lt;br /&gt;
Terror Flares have been offered at [[Ebon Gate Festival|Ebon&#039;s Gate]] and as of EG 2022, are able to be added to weapons, armor, and shields. &lt;br /&gt;
&lt;br /&gt;
Terror Flares add -100 to item difficulty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The Krolvin Captain freezes in utter terror!&lt;br /&gt;
A tower shield slips from the Krolvin Captain&#039;s grasp.&lt;br /&gt;
A longsword slips from the Krolvin Captain&#039;s grasp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
on armor&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A gremlock claws at you!&lt;br /&gt;
  AS: +405 vs DS: +347 with AvD: +7 + d100 roll: +78 = +143&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Glancing blow to your back.&lt;br /&gt;
   That could have been worse.&lt;br /&gt;
Your mithril platemail flashes red and you suddenly feel enraged!&lt;br /&gt;
&lt;br /&gt;
 ** Your mithril platemail releases a distorted black shadow at the gremlock! **&lt;br /&gt;
The gremlock freezes in utter terror!&lt;br /&gt;
A rusted wire garrote slips from the gremlock&#039;s grasp.&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category: Functional Scripts]]&lt;br /&gt;
[[Category: Shield Enhancements]]&lt;br /&gt;
[[Category: Flares]]&lt;br /&gt;
[[Category: Shield item scripts]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=200993</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=200993"/>
		<updated>2023-06-26T19:00:36Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Rare Flares */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, and [[weapon]]s throughout [[Elanthia]] possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. Common flares have a standard rate of 1 per 5 (20%) for weapons and 1 per 8 (12.5%) for [[runestaff]]s.&lt;br /&gt;
&lt;br /&gt;
Standard flares operate on an internal &amp;quot;counter&amp;quot; system to prevent streaks of good or bad luck in triggering them. When triggered, flares that deal damage deliver a single random [[critical]] from the relevant [[critical table]] of a rank between 1 and 5 inclusive. (Note that later critical randomization may cause the observed critical rank to be as low as 0 or as high as 6.) Some flares may have some other effect instead of, or in addition to, dealing damage.&lt;br /&gt;
&lt;br /&gt;
Note that many [[:Category:Mechanical_item_scripts|scripts]] are colloquially referred to as being flares, having flares or providing flares because they randomly deal criticals during combat. Despite this, they are internally distinct from flares, are not affected by things that boost flares and do not prevent items from acquiring flares. For more information, see [[item properties]].&lt;br /&gt;
&lt;br /&gt;
Flare effectiveness may be boosted by [[Flare Affinity]] or by [[item supercharger|supercharging]].&lt;br /&gt;
&lt;br /&gt;
==Types of Flares==&lt;br /&gt;
Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]].&lt;br /&gt;
&lt;br /&gt;
===Common Flares===&lt;br /&gt;
:*[[Acuity flares]] 1x-4x - Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering.&lt;br /&gt;
:*[[Cold critical table|Cold flares]] - Also known as &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Heat flares]] - Also known as &amp;quot;fire&amp;quot; flares, effective on cold-type or water-type creatures, as well as [[troll]]s. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
:*[[Mana flare]]s +1(20%) to +3(60%) - Runestaff-only flares that return a percentage of [[mana]] of casting a spell depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).&lt;br /&gt;
:*[[Vacuum critical table|Vacuum flares]] - Also known as &amp;quot;void&amp;quot; or &amp;quot;air&amp;quot; flares, these flares are found on [[coraesine]] weapons.&lt;br /&gt;
:*[[Impact critical table|Vibration flares]] - Also known as &amp;quot;impact&amp;quot; or &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s.&lt;br /&gt;
&lt;br /&gt;
===Uncommon Flares===&lt;br /&gt;
:*[[Acid critical table|Acid flares]] &lt;br /&gt;
:*[[Acuity flare|Acuity flares]] 5x-6x&lt;br /&gt;
:*[[Unbalance_critical_table|Air flares]] - fluffy white EG token - Unbalance critical table.&lt;br /&gt;
:*[[Disintegration critical table|Disintegration flares]] - Similar to the [[Sorcerer]] spell [[Disintegrate (705)]].&lt;br /&gt;
:*[[Dispel flare|Dispel flares]] - resolves before the attack and do disruption damage if there’s nothing to dispel&lt;br /&gt;
:*[[Disruption critical table|Disruption flares]] - Can be found in [[black ora]] weapons.&lt;br /&gt;
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.&lt;br /&gt;
:*[[Mana flare|Mana flares]] +4(80%)&lt;br /&gt;
:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, [[Consecrate (1604)]] bestows plasma flares called [[Consecrate (1604)#Holy Weapons (Guiding Light)|Guiding Light flares]] on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Impact critical table|Sonic flares]] - Sometimes also referred to as &amp;quot;air&amp;quot; flares but is distinct from vacuum flares, using impact criticals instead. Can be found naturally on the [[Bard]] spell [[Sonic Weapon Song (1012)]], alone, or as a part of [[Coraesine]] weapon flares (however coraesine weapons have been seen with other critical tables as well, including the [[Slash critical table]]).&lt;br /&gt;
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. Effective on undead.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target. Some &amp;quot;floating&amp;quot; creatures are immune to unbalancing.&lt;br /&gt;
:*[[Crush_critical_table|Water flares]] - Deals water themed crush damage to a target.&lt;br /&gt;
&lt;br /&gt;
===Rare Flares===&lt;br /&gt;
:*Acuity flares 7x-10x&lt;br /&gt;
:*Death flares from weapons forged from the rare metal [[Xazkruvrixis]]&lt;br /&gt;
:*[[Ghezyte]] - &amp;quot;Intimidation&amp;quot; flare that does not deal raw damage but decreases the target&#039;s defenses. Effect is inherent to the material and can coexist with standard or scripted flares.&lt;br /&gt;
:*Magma flares - Inflicts RT on the target in addition to [[Fire critical table|fire]] damage&lt;br /&gt;
:*Mana flares +5(100%)&lt;br /&gt;
:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively.&lt;br /&gt;
:*[[Terror flare]] - Special merchant flares that terrorize living opponents into immobilization and forces them to drop their held equipment&lt;br /&gt;
&lt;br /&gt;
===Blessing Flares===&lt;br /&gt;
Flares created by the Cleric spells [[Bless (304)]] and [[Sanctify (330)]] only affect undead. They can coexist with any other flares or scripts on the item.&lt;br /&gt;
:*Holy Water flares - Available only through [[Bless (304)]], these flares behave as acid on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*Holy Fire flares - Available only through the final tier of [[Sanctify (330)]] as an upgrade to Holy Water. Only effective on undead, deals massive raw damage and a fire critical.&lt;br /&gt;
&lt;br /&gt;
===Script Flares===&lt;br /&gt;
These flares occupy the script slot on an item. Some of them enhance the existing flare slot, while others can coexist with a normal flare.&lt;br /&gt;
:*[[Animalistic Spirit]] - Highly customizable flares that scale with affinity from prolonged use, grapple by default&lt;br /&gt;
:*[[Banshee flare]] - Bestows added target defense (TD) and bolt defensive strength (DS) to the wielder when the flare is activated, usually an amount ranging between 10 and 50. It can be applied to shields.&lt;br /&gt;
:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana. &lt;br /&gt;
:*[[Briar flare]]s -   [[Grapple critical table|Grapple]]-based flares that grow in strength based on influence and weapon tier&lt;br /&gt;
:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
:*[[Chronomage dagger|Chronomage flares]] - Chance of a triple strike&lt;br /&gt;
:*[[Daybringer]] - Script-based fire flare on living and plasma on undead, with a chance of a double flare.&lt;br /&gt;
:*[[Ethereal weapon/saved posts|Ethereal Flares]] - [[Puncture critical table|piercing]]-based flares found only on [[Ethereal weapon/saved posts|Ethereal Weapons]] from [[Reim]]&lt;br /&gt;
:*[[Globus Elanthias]] - Runestaff only. Stores spirit energy from defeated enemies, chance to release energy with a double flare. Cold/steam/vacuum depending on the specific weapon.&lt;br /&gt;
:*[[Greater elemental flare]]s - Script, adds a chance for an additional double-flare to certain types of flaring weapons. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once.  Also a few flashy verb traps and can change eye color temporarily for an hour with a two-hour cooldown. &lt;br /&gt;
:*[[Iasha white ora weapon]] - Enhanced fire flares, occupies both script and flare slot&lt;br /&gt;
:*[[Ironwright&#039;s holy flares]] - Ironwright&#039;s script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.&lt;br /&gt;
:*[[Knockout flare]]s - {{#section:knockout flare|intro}}&lt;br /&gt;
:*[[Nerve staff]] flares - Impact/electrical/paralysis flares, requires affinity from striking foes. Chance of backlash until wielder has full affinity.&lt;br /&gt;
:*[[Nightbringer]] - Script-based disentigrate on living and cold on undead, with a chance of a double flare.&lt;br /&gt;
:*[[Parasitic Weapon|Parasitic Weapon Flares]] - Specialized [[Slash critical table|Slash flares]] that drain the blood of the wielder and can occur more frequently than the standard flare rate based on the tier of the weapon and the affinity with the user.&lt;br /&gt;
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[Polearm rebalancing flares]] - Also known a &amp;quot;poleaxe flares.&amp;quot; They inflict a critical from the crush table as damage when they flare, and have the potential for a second &amp;quot;flare&amp;quot; which trips the target.  If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second &amp;quot;flare&amp;quot;.  If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second &amp;quot;flare&amp;quot;.  It is possible to [[bless]] weapons with this flare (that would be blessable without it).&lt;br /&gt;
:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting.&lt;br /&gt;
:*[[Rotating flare]]s - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon. &lt;br /&gt;
:*[[Rotflares]] - a subscript flares that do disease damage based on a users necromancy lore training&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Sprite Weapon|Sprite flares]] - Customizable, crush criticals by default, scales with affinity&lt;br /&gt;
:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.&lt;br /&gt;
&lt;br /&gt;
===Feras Weapons===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
==Methods of Obtaining Flares==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
==Armor Flares==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
Flares added to shields will trigger when used offensively; e.g, shield bash, shield strike, etc.  They may also flare when an attack is blocked in an aggressive stance (anything forward or higher).&lt;br /&gt;
&lt;br /&gt;
A character with a spiked + flared shield will see the flares activate on a defensive block when in an aggressive stance but will need knowledge of the [[Shield Spike Mastery]] shield maneuver to also enable spikes to flare on a block.&lt;br /&gt;
&lt;br /&gt;
An offensive shield maneuver with a spiked + flared shield can trigger the spike, flare, or both simultaneously.&lt;br /&gt;
&lt;br /&gt;
Warriors with [[Shield Riposte]] [[Martial Stance]] will see shield flares trigger as this is an offensive maneuver (shield bash). It adds the offensive RT and requires the warrior to be hit for [[Shield Riposte]] to activate.&lt;br /&gt;
&lt;br /&gt;
== Flare Identification ==&lt;br /&gt;
Many flares can be identified either through [[Loresinging]], {{boldmono|[[RECALL]]}}ing loresongs, or {{boldmono|[[INSPECT]]}}ing at the pawnshop.  The following is a list of the flare and message combinations produced through loresinging, most of which match the abbreviated recall or inspect output (but not all):&lt;br /&gt;
{{#section:Loresinging|flaresTable}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Item properties]]&lt;br /&gt;
*[[Loresinging#Weapon.2FArmor_Abilities|Flare messaging seen in loresongs]]&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
*[[Runestaff/saved posts|Runestaff saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Tykus&#039;s Flare Research]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Player research]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Terror_flare&amp;diff=200992</id>
		<title>Terror flare</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Terror_flare&amp;diff=200992"/>
		<updated>2023-06-26T18:59:56Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Terror Flares&#039;&#039;&#039; are a type of specialty [[flare]] which provides immobalized status (-50 DS), puts the receipant in stance offensive, adds RT, and is a 100% penalty to the base skill EBP of the target and cause the target to drop their weapons. &lt;br /&gt;
Terror Flares have been offered at [[Ebon Gate Festival|Ebon&#039;s Gate]] and as of EG 2022, are able to be added to weapons, armor, and shields. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The Krolvin Captain freezes in utter terror!&lt;br /&gt;
A tower shield slips from the Krolvin Captain&#039;s grasp.&lt;br /&gt;
A longsword slips from the Krolvin Captain&#039;s grasp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
on armor&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A gremlock claws at you!&lt;br /&gt;
  AS: +405 vs DS: +347 with AvD: +7 + d100 roll: +78 = +143&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Glancing blow to your back.&lt;br /&gt;
   That could have been worse.&lt;br /&gt;
Your mithril platemail flashes red and you suddenly feel enraged!&lt;br /&gt;
&lt;br /&gt;
 ** Your mithril platemail releases a distorted black shadow at the gremlock! **&lt;br /&gt;
The gremlock freezes in utter terror!&lt;br /&gt;
A rusted wire garrote slips from the gremlock&#039;s grasp.&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category: Functional Scripts]]&lt;br /&gt;
[[Category: Shield Enhancements]]&lt;br /&gt;
[[Category: Flares]]&lt;br /&gt;
[[Category: Shield item scripts]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Terror_flare&amp;diff=200991</id>
		<title>Terror flare</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Terror_flare&amp;diff=200991"/>
		<updated>2023-06-26T18:58:25Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Terror Flares&amp;#039;&amp;#039;&amp;#039; are a type of specialty flare which provides immobalized status (-50 DS), puts the receipant in stance offensive, adds RT, and is a 100% penalty to the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Terror Flares&#039;&#039;&#039; are a type of specialty [[flare]] which provides immobalized status (-50 DS), puts the receipant in stance offensive, adds RT, and is a 100% penalty to the base skill EBP of the target and cause the target to drop their weapons. &lt;br /&gt;
Terror Flares have been offered at Ebon&#039;s Gate and as of EG 2022, are able to be added to weapons, armor, and shields. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The Krolvin Captain freezes in utter terror!&lt;br /&gt;
A tower shield slips from the Krolvin Captain&#039;s grasp.&lt;br /&gt;
A longsword slips from the Krolvin Captain&#039;s grasp&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
on armor&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A gremlock claws at you!&lt;br /&gt;
  AS: +405 vs DS: +347 with AvD: +7 + d100 roll: +78 = +143&lt;br /&gt;
   ... and hits for 1 point of damage!&lt;br /&gt;
   Glancing blow to your back.&lt;br /&gt;
   That could have been worse.&lt;br /&gt;
Your mithril platemail flashes red and you suddenly feel enraged!&lt;br /&gt;
&lt;br /&gt;
 ** Your mithril platemail releases a distorted black shadow at the gremlock! **&lt;br /&gt;
The gremlock freezes in utter terror!&lt;br /&gt;
A rusted wire garrote slips from the gremlock&#039;s grasp.&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Merchant Services]]&lt;br /&gt;
[[Category: Functional Scripts]]&lt;br /&gt;
[[Category: Shield Enhancements]]&lt;br /&gt;
[[Category: Flares]]&lt;br /&gt;
[[Category: Shield item scripts]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200937</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200937"/>
		<updated>2023-06-26T00:14:09Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Scripts maintained by Elanthia-Online */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
&lt;br /&gt;
If you want to remove, &amp;lt;CODE&amp;gt;;repo unset-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core components installed with Lich ===&lt;br /&gt;
* [[Script Go2|go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-Online ===&lt;br /&gt;
* [[Lich:Script Bigshot|bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 5.7.0+ full installer)&lt;br /&gt;
* &#039;&#039;&#039;signore &#039;&#039;&#039; - A script for using society powers &amp;lt;CODE&amp;gt;;signore setup&amp;lt;/CODE&amp;gt; for configuration&lt;br /&gt;
* &#039;&#039;&#039;resource&#039;&#039;&#039; - A script for determining your current player service bonus. &amp;lt;CODE&amp;gt; ;resource bonus &amp;lt;/CODE&amp;gt; Can also be used to determine the cost of enchanting with the syntanx ;Resource calc &amp;lt;starting enchant&amp;gt; &amp;lt;ending enchant&amp;gt; &amp;lt;cost per essence&amp;gt; as in &amp;lt;CODE&amp;gt;;resource calc 35 45 50&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* [[Script LNet|lnet]] - An out of game, third party, not Simutronics controlled chat server. &amp;lt;CODE&amp;gt;;repo download lnet --author=elanthia-online&amp;lt;/CODE&amp;gt;. See wiki page for details &#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no control over lnet or policy enforcement there.&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;dirty-deeds &#039;&#039;&#039; - A script for getting deeds in IMT and WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration  &lt;br /&gt;
* &#039;&#039;&#039;colmaster &#039;&#039;&#039; - A script for getting and performing COL tasks in Solhaven&lt;br /&gt;
* &#039;&#039;&#039;volnstep &#039;&#039;&#039; - A script for performing voln tasks in Wehnimer&#039;s Landing&lt;br /&gt;
* &#039;&#039;&#039;character-planner &#039;&#039;&#039; - A script for planning out your character skills and training. &amp;lt;CODE&amp;gt;;character-planner&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;stat-maximizer&#039;&#039;&#039; - A script for configuring character stats. &amp;lt;CODE&amp;gt;;stat-maximizer&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;tpick&#039;&#039;&#039; - A script for lockpicking &amp;lt;CODE&amp;gt;;tpick setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;warrior&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;warrior setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;rogues&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;rogues setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Repo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rogue_Guild&amp;diff=200897</id>
		<title>Rogue Guild</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rogue_Guild&amp;diff=200897"/>
		<updated>2023-06-25T20:17:02Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Requirements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Wednesday nights are [[Guild#Guild Nights|Guild Nights]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Rogue Guild&#039;&#039;&#039; is the [[rogue]]s&#039; [[profession guild]] which allows them to train in a variety of skills.&lt;br /&gt;
&lt;br /&gt;
==Requirements== &lt;br /&gt;
Rogues receive an invitation to join the guild when they reach the 15th [[level]]. A rogue of level 15 or greater may also be invited to join the guild by a player guildmaster. The initiation fee is 15,000 [[silver]]s and monthly dues are 5,000 silvers. One can pay up to three months in advance. A rogue who falls more than three months behind on his dues risks expulsion from the guild.&lt;br /&gt;
&lt;br /&gt;
An invite will be sent and look like&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;A young lad dashes in, hands you a message and dashes off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You break open the message and read the following:&lt;br /&gt;
&lt;br /&gt;
~Private Invitation for &amp;lt;character&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are cordially invited to be a charter member&lt;br /&gt;
of the Elanthia Rogue Guild~&lt;br /&gt;
Head to the nearest chapter.  The very first thing you should do is lean close to the door...then you will be required to perform a certain number of actions on the door, so the guild knows that you&#039;re legitimate and not some deviant.&lt;br /&gt;
Your passcode is to: pull, pull, slap, rub, rub, push, turn. Then open the door, and go on in!  Make sure you perform these actions to the door in the proper sequence, and don&#039;t forget to lean against the door first!&lt;br /&gt;
&lt;br /&gt;
     Signed, Elanthia Guild Council&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
This is a basic list of the skills that may be learned in the rogue guild:&lt;br /&gt;
*[[Sweep]]&lt;br /&gt;
*[[Subdue]]&lt;br /&gt;
*[[Stun Maneuvers]]&lt;br /&gt;
*[[Lock Mastery]]&lt;br /&gt;
*[[Cheapshots]]&lt;br /&gt;
*[[Rogue Gambits]]  &lt;br /&gt;
&lt;br /&gt;
==Guildmaster==&lt;br /&gt;
To become a Guildmaster one needs a total of 125 ranks in guild skills, as well as mastery in one of those skills (63 ranks to master a skill). One then must be nominated by 2 Guildmasters or other rogues that are eligible for nomination. The mechanic for doing so is GLD NOMINATE [CHARACTER NAME]. Once nominated by two Guildmasters or other eligible rogues, the nominee brings themselves and the nominators to the NPC Guild Master and ASKS them ABOUT GUILDMASTER.&lt;br /&gt;
&lt;br /&gt;
Guildmasters need not pay any dues, however they do need to drop by the guild once a month - if they don&#039;t they&#039;ll receive a warning after a month, followed by loss of status after three. Also, Guildmasters may collect dues from other members of the guild, promote others, and nominate candidates for Guildmaster status.&lt;br /&gt;
&lt;br /&gt;
In addition, any rogue that trains with a Guildmaster will receive double credit for each repetition completed.  For example:  If a rogue has 16 repetitions of &amp;quot;sweep a partner&amp;quot; and practices with a Guildmaster, the rogue would only have to complete 8 repetitions (this number is always rounded up on odd number of repetitions) in order to get credit for all 16.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Profession guild system (saved posts)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Rogue%20Guild%20Discussions/view Officials folder]&lt;br /&gt;
*[http://www.angelfire.com/rpg/midgarzolom/rogues/rogueguild.html Midgar&#039;s Rogue Guild Erudition]&lt;br /&gt;
*[http://www.jerrec.com/guild.htm Lord Jerrec&#039;s Lair -- Rogue Guild]&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
Rogues tend to be a bit tight-lipped about exactly where their various guilds are located, but gathered information does suggest that there are guilds in the following places:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[Rogue Guild (Icemule Trace)]]: Silvermule Gaming Hall, Stout Street&lt;br /&gt;
*[[Rogue Guild (Kharam Dzu)]]: Abandoned Warehouse in the Poor Quarter&lt;br /&gt;
*[[Rogue Guild (Mist Harbor)]]: Broken Stein Tavern, Crane Lane&lt;br /&gt;
*[[Rogue Guild (River&#039;s Rest)]]: River&#039;s Rest Inn, Targon&#039;s Square&lt;br /&gt;
*[[Rogue Guild (Solhaven)]]: Solhaven Inn, Abalone and Chiton&lt;br /&gt;
*[[Rogue Guild (Ta&#039;Illistim)]]: Royal Arboretum, Glamesine Var &lt;br /&gt;
*[[Rogue Guild (Ta&#039;Vaalor)]]: Shed, Gaeld Var&lt;br /&gt;
*[[Rogue Guild (Wehnimer&#039;s Landing)]]: Beldrin&#039;s Game Hall, Dragonsclaw Road&lt;br /&gt;
*[[Rogue Guild (Zul Logoth)]]: Brewery, Emerald Tunnel&lt;br /&gt;
&lt;br /&gt;
There is no Rogue Guild in Cysaegir. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Important Note&#039;&#039;&#039;: The locations of the Rogue Guilds may be considered an in-game secret, and as such, lack of discretion in game or on official forums may have undesirable results, up to and including death and dismemberment. Please use this information intelligently.&#039;&#039;&lt;br /&gt;
[[Category:Profession Guilds]][[Category:Rogue]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Somnis&amp;diff=200824</id>
		<title>Somnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Somnis&amp;diff=200824"/>
		<updated>2023-06-24T20:27:59Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
|bonus = +15&lt;br /&gt;
|str = 15&lt;br /&gt;
|dur = 40&lt;br /&gt;
|weight = 100%&lt;br /&gt;
|use = Weapons&lt;br /&gt;
|rarity = Very Rare&lt;br /&gt;
|special = N/A&lt;br /&gt;
|color = Pearlescent Deep Purple&lt;br /&gt;
|dye = No}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;somnis&#039;&#039;&#039; alloy is more contemporary in the annals of Elanthia, arriving for sale at [[BVShop:Trapper&#039;s Shack|Trapper&#039;s Shack]] Bloodriven Village in the year 5123.  The alloy itself is a deep, rich purple in color, with pearlescent striations throughout that carry a slightly iridescent property, causing items forged from it to naturally shimmer or glisten when the light catches them just right.  The metal itself appears to be a seamless integration of iron, carbon, and some unidentifiable substance, resulting in a steel-based alloy of surprising elegance.  The alloy will not accept dyes, as the surface appears to be entirely impermeable, but is easy enough to alter for those with some small talent in metalsmithing.  The material itself carries with it the ability to occasionally render the target of a strike with a somnis armament comatose, plunged deeply into a sudden slumber, though it remains unclear what, exactly, about the alloy renders this effect possible.&lt;br /&gt;
&lt;br /&gt;
====Properties====&lt;br /&gt;
&#039;&#039;&#039;Lesser&#039;&#039;&#039; somnis armaments have a material-based flare that will use a rather forgiving [[Standard_success_resolution_system|SSR]] roll to attempt to put the target to sleep when the flare processes.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Greater&#039;&#039;&#039; somnis armaments exist will process the same flare as &#039;&#039;&#039;lesser&#039;&#039;&#039; somnis, but will process the flare before any strike lands.&lt;br /&gt;
&lt;br /&gt;
====Alteration Notes====&lt;br /&gt;
Alterations to somnis materials are able to be done as part of any GALD service, with the notable exception that the word &#039;greater&#039; is not allowed to be added to any weapon which is not unlocked to allow it.  Also, as noted above, somnis cannot be dyed, and should always remain a deep purple with pearlescent striations in hue (alternate wording is fine, so long as no objectively different colors are implied.)  To further clarify, there is no requirement that the color (or any color) be in the description, but if any colors are used, they must remain true to the original hues.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200702</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200702"/>
		<updated>2023-06-23T02:36:21Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Updating Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
&lt;br /&gt;
If you want to remove, &amp;lt;CODE&amp;gt;;repo unset-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core components installed with Lich ===&lt;br /&gt;
* [[Script Go2|go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-Online ===&lt;br /&gt;
* [[Lich:Script Bigshot|bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 5.7.0+ full installer)&lt;br /&gt;
* &#039;&#039;&#039;signore &#039;&#039;&#039; - A script for using society powers &amp;lt;CODE&amp;gt;;signore setup&amp;lt;/CODE&amp;gt; for configuration&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* [[Script LNet|lnet]] - An out of game, third party, not Simutronics controlled chat server. &amp;lt;CODE&amp;gt;;repo download lnet --author=elanthia-online&amp;lt;/CODE&amp;gt;. See wiki page for details &#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no control over lnet or policy enforcement there.&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;dirty-deeds &#039;&#039;&#039; - A script for getting deeds in IMT and WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration  &lt;br /&gt;
* &#039;&#039;&#039;colmaster &#039;&#039;&#039; - A script for getting and performing COL tasks in Solhaven&lt;br /&gt;
* &#039;&#039;&#039;volnstep &#039;&#039;&#039; - A script for performing voln tasks in Wehnimer&#039;s Landing&lt;br /&gt;
* &#039;&#039;&#039;character-planner &#039;&#039;&#039; - A script for planning out your character skills and training. &amp;lt;CODE&amp;gt;;character-planner&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;stat-maximizer&#039;&#039;&#039; - A script for configuring character stats. &amp;lt;CODE&amp;gt;;stat-maximizer&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;tpick&#039;&#039;&#039; - A script for lockpicking &amp;lt;CODE&amp;gt;;tpick setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;warrior&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;warrior setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;rogues&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;rogues setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Repo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200701</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200701"/>
		<updated>2023-06-23T02:36:05Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Updating Scripts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
If you want to remove, &amp;lt;CODE&amp;gt;;repo unset-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core components installed with Lich ===&lt;br /&gt;
* [[Script Go2|go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-Online ===&lt;br /&gt;
* [[Lich:Script Bigshot|bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 5.7.0+ full installer)&lt;br /&gt;
* &#039;&#039;&#039;signore &#039;&#039;&#039; - A script for using society powers &amp;lt;CODE&amp;gt;;signore setup&amp;lt;/CODE&amp;gt; for configuration&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* [[Script LNet|lnet]] - An out of game, third party, not Simutronics controlled chat server. &amp;lt;CODE&amp;gt;;repo download lnet --author=elanthia-online&amp;lt;/CODE&amp;gt;. See wiki page for details &#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no control over lnet or policy enforcement there.&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;dirty-deeds &#039;&#039;&#039; - A script for getting deeds in IMT and WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration  &lt;br /&gt;
* &#039;&#039;&#039;colmaster &#039;&#039;&#039; - A script for getting and performing COL tasks in Solhaven&lt;br /&gt;
* &#039;&#039;&#039;volnstep &#039;&#039;&#039; - A script for performing voln tasks in Wehnimer&#039;s Landing&lt;br /&gt;
* &#039;&#039;&#039;character-planner &#039;&#039;&#039; - A script for planning out your character skills and training. &amp;lt;CODE&amp;gt;;character-planner&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;stat-maximizer&#039;&#039;&#039; - A script for configuring character stats. &amp;lt;CODE&amp;gt;;stat-maximizer&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;tpick&#039;&#039;&#039; - A script for lockpicking &amp;lt;CODE&amp;gt;;tpick setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;warrior&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;warrior setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;rogues&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;rogues setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Repo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=200672</id>
		<title>Category:Flares</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Flares&amp;diff=200672"/>
		<updated>2023-06-22T14:15:19Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Script Flares */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Flares&#039;&#039;&#039; are a common attribute that [[armor]], [[shield]]s, and [[weapon]]s throughout [[Elanthia]] possess. They can cause between 1 to 60 damage, averaging about 20 damage per flare. Common flares have a standard rate of 1 per 5 (20%) for weapons and 1 per 8 (12.5%) for [[runestaff]]s.&lt;br /&gt;
&lt;br /&gt;
Standard flares operate on an internal &amp;quot;counter&amp;quot; system to prevent streaks of good or bad luck in triggering them. When triggered, flares that deal damage deliver a single random [[critical]] from the relevant [[critical table]] of a rank between 1 and 5 inclusive. (Note that later critical randomization may cause the observed critical rank to be as low as 0 or as high as 6.) Some flares may have some other effect instead of, or in addition to, dealing damage.&lt;br /&gt;
&lt;br /&gt;
Note that many [[:Category:Mechanical_item_scripts|scripts]] are colloquially referred to as being flares, having flares or providing flares because they randomly deal criticals during combat. Despite this, they are internally distinct from flares, are not affected by things that boost flares and do not prevent items from acquiring flares. For more information, see [[item properties]].&lt;br /&gt;
&lt;br /&gt;
Flare effectiveness may be boosted by [[Flare Affinity]] or by [[item supercharger|supercharging]].&lt;br /&gt;
&lt;br /&gt;
==Types of Flares==&lt;br /&gt;
Flares are often categorized into three groups: common, uncommon, and rare flares. Rare flares are typically only offered through special [[merchant]] services, rather than through the [[treasure system]]. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]].&lt;br /&gt;
&lt;br /&gt;
===Common Flares===&lt;br /&gt;
:*[[Acuity flares]] 1x-4x - Runestaff-only flares that give temporary bonuses of 5 [[AS]]/3 [[CS]] per X (up to 10X) upon triggering.&lt;br /&gt;
:*[[Cold critical table|Cold flares]] - Also known as &amp;quot;ice&amp;quot; flares, these flares are effective on fire-type creatures.&lt;br /&gt;
:*[[Fire critical table|Heat flares]] - Also known as &amp;quot;fire&amp;quot; flares, effective on cold-type or water-type creatures, as well as [[troll]]s. Most forms of trolls take double damage.&lt;br /&gt;
:*[[Lightning critical table|Lightning flares]] - Effective on most creatures, but when used in water-filled rooms, may conduct back to the user.&lt;br /&gt;
:*[[Mana flare]]s +1(20%) to +3(60%) - Runestaff-only flares that return a percentage of [[mana]] of casting a spell depending on how potent the flares are. Mana-flaring runestaves will flare regardless of the type of spell cast (i.e., defensive spells may beget flares).&lt;br /&gt;
:*[[Vacuum critical table|Vacuum flares]] - Also known as &amp;quot;void&amp;quot; or &amp;quot;air&amp;quot; flares, these flares are found on [[coraesine]] weapons.&lt;br /&gt;
:*[[Impact critical table|Vibration flares]] - Also known as &amp;quot;impact&amp;quot; or &amp;quot;earth&amp;quot; flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s.&lt;br /&gt;
&lt;br /&gt;
===Uncommon Flares===&lt;br /&gt;
:*[[Acid critical table|Acid flares]] &lt;br /&gt;
:*[[Acuity flare|Acuity flares]] 5x-6x&lt;br /&gt;
:*[[Unbalance_critical_table|Air flares]] - fluffy white EG token - Unbalance critical table.&lt;br /&gt;
:*[[Disintegration critical table|Disintegration flares]] - Similar to the [[Sorcerer]] spell [[Disintegrate (705)]].&lt;br /&gt;
:*[[Dispel flare|Dispel flares]] - resolves before the attack and do disruption damage if there’s nothing to dispel&lt;br /&gt;
:*[[Disruption critical table|Disruption flares]] - Can be found in [[black ora]] weapons.&lt;br /&gt;
:*[[Grapple critical table|Grapple flares]] - Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals.&lt;br /&gt;
:*[[Mana flare|Mana flares]] +4(80%)&lt;br /&gt;
:*[[Plasma critical table|Plasma flares]] - Effective on undead. Also, [[Consecrate (1604)]] bestows plasma flares called [[Consecrate (1604)#Holy Weapons (Guiding Light)|Guiding Light flares]] on non-flaring non-[[weighting|weighted]] weapons.&lt;br /&gt;
:*[[Impact critical table|Sonic flares]] - Sometimes also referred to as &amp;quot;air&amp;quot; flares but is distinct from vacuum flares, using impact criticals instead. Can be found naturally on the [[Bard]] spell [[Sonic Weapon Song (1012)]], alone, or as a part of [[Coraesine]] weapon flares (however coraesine weapons have been seen with other critical tables as well, including the [[Slash critical table]]).&lt;br /&gt;
:*[[Steam critical table|Steam flares]] - Not heavily sought after due to an overall inferior critical table. Effective on undead.&lt;br /&gt;
:*[[Unbalance_critical_table|Unbalance flares]] - Have a very high likelihood of knocking down a target. Some &amp;quot;floating&amp;quot; creatures are immune to unbalancing.&lt;br /&gt;
:*[[Crush_critical_table|Water flares]] - Deals water themed crush damage to a target.&lt;br /&gt;
&lt;br /&gt;
===Rare Flares===&lt;br /&gt;
:*Acuity flares 7x-10x&lt;br /&gt;
:*Death flares from weapons forged from the rare metal [[Xazkruvrixis]]&lt;br /&gt;
:*[[Ghezyte]] - &amp;quot;Intimidation&amp;quot; flare that does not deal raw damage but decreases the target&#039;s defenses. Effect is inherent to the material and can coexist with standard or scripted flares.&lt;br /&gt;
:*Magma flares - Inflicts RT on the target in addition to [[Fire critical table|fire]] damage&lt;br /&gt;
:*Mana flares +5(100%)&lt;br /&gt;
:*Mechanical flares - These flares do [[Slash critical table|slashing]], [[Puncture critical table|piercing]], and [[Crush critical table|crushing]] damage, depending on if they are blades, spikes, or rods, respectively.&lt;br /&gt;
:*Terror flares - Special merchant flares that terrorize living opponents into immobilization and forces them to drop their held equipment&lt;br /&gt;
&lt;br /&gt;
===Blessing Flares===&lt;br /&gt;
Flares created by the Cleric spells [[Bless (304)]] and [[Sanctify (330)]] only affect undead. They can coexist with any other flares or scripts on the item.&lt;br /&gt;
:*Holy Water flares - Available only through [[Bless (304)]], these flares behave as acid on undead and (harmless but visible) water on living creatures.&lt;br /&gt;
:*Holy Fire flares - Available only through the final tier of [[Sanctify (330)]] as an upgrade to Holy Water. Only effective on undead, deals massive raw damage and a fire critical.&lt;br /&gt;
&lt;br /&gt;
===Script Flares===&lt;br /&gt;
These flares occupy the script slot on an item. Some of them enhance the existing flare slot, while others can coexist with a normal flare.&lt;br /&gt;
:*[[Animalistic Spirit]] - Highly customizable flares that scale with affinity from prolonged use, grapple by default&lt;br /&gt;
:*[[Banshee flare]] - Bestows added target defense (TD) and bolt defensive strength (DS) to the wielder when the flare is activated, usually an amount ranging between 10 and 50. It can be applied to shields.&lt;br /&gt;
:*[[Blink weapon]] - Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana. &lt;br /&gt;
:*[[Briar flare]]s -   [[Grapple critical table|Grapple]]-based flares that grow in strength based on influence and weapon tier&lt;br /&gt;
:*[[Bubble flares]] - Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.&lt;br /&gt;
:*[[Chronomage dagger|Chronomage flares]] - Chance of a triple strike&lt;br /&gt;
:*[[Daybringer]] - Script-based fire flare on living and plasma on undead, with a chance of a double flare.&lt;br /&gt;
:*[[Ethereal weapon/saved posts|Ethereal Flares]] - [[Puncture critical table|piercing]]-based flares found only on [[Ethereal weapon/saved posts|Ethereal Weapons]] from [[Reim]]&lt;br /&gt;
:*[[Globus Elanthias]] - Runestaff only. Stores spirit energy from defeated enemies, chance to release energy with a double flare. Cold/steam/vacuum depending on the specific weapon.&lt;br /&gt;
:*[[Greater elemental flare]]s - Script, adds a chance for an additional double-flare to certain types of flaring weapons. Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once.  Also a few flashy verb traps and can change eye color temporarily for an hour with a two-hour cooldown. &lt;br /&gt;
:*[[Iasha white ora weapon]] - Enhanced fire flares, occupies both script and flare slot&lt;br /&gt;
:*[[Ironwright&#039;s holy flares]] - Ironwright&#039;s script gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot.&lt;br /&gt;
:*[[Knockout flare]]s - {{#section:knockout flare|intro}}&lt;br /&gt;
:*[[Nerve staff]] flares - Impact/electrical/paralysis flares, requires affinity from striking foes. Chance of backlash until wielder has full affinity.&lt;br /&gt;
:*[[Nightbringer]] - Script-based disentigrate on living and cold on undead, with a chance of a double flare.&lt;br /&gt;
:*[[Parasitic Weapon|Parasitic Weapon Flares]] - Specialized [[Slash critical table|Slash flares]] that drain the blood of the wielder and can occur more frequently than the standard flare rate based on the tier of the weapon and the affinity with the user.&lt;br /&gt;
:*[[Poisoned|Poison flares]] - Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target.&lt;br /&gt;
:*[[Polearm rebalancing flares]] - Also known a &amp;quot;poleaxe flares.&amp;quot; They inflict a critical from the crush table as damage when they flare, and have the potential for a second &amp;quot;flare&amp;quot; which trips the target.  If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second &amp;quot;flare&amp;quot;.  If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second &amp;quot;flare&amp;quot;.  It is possible to [[bless]] weapons with this flare (that would be blessable without it).&lt;br /&gt;
:*[[Realm flare]]s - Special merchant flares that change based on where the wielder is hunting.&lt;br /&gt;
:*[[Rotating flare]]s - Special merchant flares that give the wielder a choice of whatever flares are built into the weapon. &lt;br /&gt;
:*[[Rotflares]] - a subscript flares that do disease damage based on a users necromancy lore training&lt;br /&gt;
:*[[ShadowDeath_weapons|Shadowdeath flares]] - These flares do only blood-loss type damage, no wounds. Only found on &amp;quot;black alloy&amp;quot; weapons.&lt;br /&gt;
:*[[Sprite Weapon|Sprite flares]] - Customizable, crush criticals by default, scales with affinity&lt;br /&gt;
:*[[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial flares]] - Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered.&lt;br /&gt;
&lt;br /&gt;
===Feras Weapons===&lt;br /&gt;
{{main|Feras}}&lt;br /&gt;
Often found on various creatures throughout Elanthia, feras weapons are often deadly weapons that almost always flare when striking. The flares are lightning based and generally start at very high damage and degrade after each use. A feras weapon has several levels of flares and the user can tell what level the weapon is on when the weapon is used.&lt;br /&gt;
&lt;br /&gt;
==Methods of Obtaining Flares==&lt;br /&gt;
Flares can be added to weapons that do not previously have flares by a variety of methods.  There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.&lt;br /&gt;
&lt;br /&gt;
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points.&lt;br /&gt;
&lt;br /&gt;
==Armor Flares==&lt;br /&gt;
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker.  However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[sweep]], [[bearhug]], and [[Shield Bash|shield bash]].  Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used.  Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.&lt;br /&gt;
&lt;br /&gt;
Flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.&lt;br /&gt;
&lt;br /&gt;
Flares added to shields will trigger when used offensively; e.g, shield bash, shield strike, etc.  They may also flare when an attack is blocked in an aggressive stance (anything forward or higher).&lt;br /&gt;
&lt;br /&gt;
A character with a spiked + flared shield will see the flares activate on a defensive block when in an aggressive stance but will need knowledge of the [[Shield Spike Mastery]] shield maneuver to also enable spikes to flare on a block.&lt;br /&gt;
&lt;br /&gt;
An offensive shield maneuver with a spiked + flared shield can trigger the spike, flare, or both simultaneously.&lt;br /&gt;
&lt;br /&gt;
Warriors with [[Shield Riposte]] [[Martial Stance]] will see shield flares trigger as this is an offensive maneuver (shield bash). It adds the offensive RT and requires the warrior to be hit for [[Shield Riposte]] to activate.&lt;br /&gt;
&lt;br /&gt;
== Flare Identification ==&lt;br /&gt;
Many flares can be identified either through [[Loresinging]], {{boldmono|[[RECALL]]}}ing loresongs, or {{boldmono|[[INSPECT]]}}ing at the pawnshop.  The following is a list of the flare and message combinations produced through loresinging, most of which match the abbreviated recall or inspect output (but not all):&lt;br /&gt;
{{#section:Loresinging|flaresTable}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Item properties]]&lt;br /&gt;
*[[Loresinging#Weapon.2FArmor_Abilities|Flare messaging seen in loresongs]]&lt;br /&gt;
*[[Armor and Weapon Moods (saved post)]]&lt;br /&gt;
*[[Snake flare]]&lt;br /&gt;
*[[Runestaff/saved posts|Runestaff saved posts]]&lt;br /&gt;
* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players&#039; Corner]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Tykus&#039;s Flare Research]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/18WUtegCdx7HpO2LZzfzMlfStRczC7-nAcPIUnLY35AU/edit#gid=0 Player research]&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapon Enhancements]] [[Category:Armor Enhancements]] [[category:Merchant Services]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Loresinging&amp;diff=200669</id>
		<title>Loresinging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Loresinging&amp;diff=200669"/>
		<updated>2023-06-22T14:12:55Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Flares */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&#039;&#039;&#039;Loresinging&#039;&#039;&#039; is a [[bard]]ic ability allowing a singer to divine the properties of an item with the sound of his voice.  An item may simply tell its properties while another will have a specific story attached to it that can only be observed through a bard, often called a [[loresong]] itself due to the nature in which the story is revealed.&lt;br /&gt;
&lt;br /&gt;
Different items have different amounts of difficulty to obtain the information from.  In order to increase a loresong&#039;s strength and ability to divine a loresong from an item, various verses and rhyme schemes can be used to obtain the loresong.  Specifically, two-line loresongs with no rhymes are less powerful than two-line verses with a rhyme scheme.  And, a four-line verse with a rhyme scheme is even more powerful.  Rhymes must be words that rhyme by spelling, such as the infamous hand/land rhyme.  However, more and floor, though they rhyme when spoken aloud, they do not count as rhymes for the purpose of loresongs.&lt;br /&gt;
&lt;br /&gt;
Additionally, if certain keywords are used (value, weight, purpose, skill [only for weapons/armor], spell, and ability) in a loresong, one can obtain specific bits of information from the item.&lt;br /&gt;
&lt;br /&gt;
When loresinging to a magical or [[enhancive item]], a bard may determine whether or not the item will be destroyed when its last magical or enhancive [[charges|charge]] has been expended.&lt;br /&gt;
&lt;br /&gt;
When singing to a piece of [[armor]] with [[resistance]] to a damage type, a proper loresong will tell the level of resistance.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
===LORESING (verb)===&lt;br /&gt;
====Usage====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
    LORESING [:{tone}] [::{target}] {message}  - Loresing a message [with a tone] [to a target]&lt;br /&gt;
&lt;br /&gt;
For a full list of tones, see SONG LIST.&lt;br /&gt;
&lt;br /&gt;
You may loresing multiple lines by separating each one with a semicolon.&lt;br /&gt;
  EXAMPLE: LORESING Jori says she hears the birds;When I can&#039;t hear a thing,;Jori whistles like a robin,;I can only sing.&lt;br /&gt;
&lt;br /&gt;
When LORESINGing, you will use whatever language you are currently SPEAKing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&lt;br /&gt;
To loresing, use the verb {{boldmono|LORESING}} followed by your song, with lines separated by semi-colons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
J&amp;gt;loresing staff of ebonwood now for another scrap of doggerel song,;Share with us that ability ere the night grows long&lt;br /&gt;
You sing sonorously:&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Staff of ebonwood now for another scrap of doggerel song,&lt;br /&gt;
     Share with us that ability ere the night grows long&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roundtime: 18 sec.&lt;br /&gt;
&lt;br /&gt;
As you sing, you feel a faint resonating vibration from the ebonwood staff in your hand...&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In addition to standard loresinging, it is also possible to sing to non-held items in the same room.  The purpose of this is generally to reveal a [[loresong]].  To loresing to an item not held in your hand, use the targeting syntax {{boldmono|LORESING ::itemname}}.  There are many examples of such items in the Museums in Wehnimer&#039;s Landing and River&#039;s Rest, as well as scattered in other areas of the game.&lt;br /&gt;
&lt;br /&gt;
=== Order ===&lt;br /&gt;
The response message from successful attempts will reveal information in a specific order if one does not use a keyword.&lt;br /&gt;
; First verse :The &#039;&#039;&#039;weight&#039;&#039;&#039; and &#039;&#039;&#039;value&#039;&#039;&#039; of the item, in addition to the difficulty rating for weapons and armor with [[Enchant (925)|Enchanting]] and [[Ensorcell (735)|Ensorcelling]].&lt;br /&gt;
&lt;br /&gt;
; Second verse :The &#039;&#039;&#039;purpose&#039;&#039;&#039; of the item&lt;br /&gt;
&lt;br /&gt;
; Third verse &lt;br /&gt;
:If the item is a weapon/armor type then it will reveal the &#039;&#039;&#039;skill&#039;&#039;&#039; required to use and enchant bonus of the item.&lt;br /&gt;
:If the item is a magic type then it will say which spell and how many [[charges]] left.&lt;br /&gt;
:If the item is enhancive, it will tell what it enhances and the level requirements but not the specific amount of the boosts.&lt;br /&gt;
:The keyword &#039;&#039;&#039;enhance&#039;&#039;&#039; will work for both types.&lt;br /&gt;
&lt;br /&gt;
; Fourth verse &lt;br /&gt;
:Consists of the special &#039;&#039;&#039;ability&#039;&#039;&#039; section. Enhancive details, spells, weapon flares, reimbeddable status, crumbly status, temporary bless, and other odd information will be found here.&lt;br /&gt;
&lt;br /&gt;
=== Keywords ===&lt;br /&gt;
*Using keywords such as &#039;&#039;&#039;value&#039;&#039;&#039;, &#039;&#039;&#039;weight&#039;&#039;&#039;, &#039;&#039;&#039;purpose&#039;&#039;&#039;, &#039;&#039;&#039;skill&#039;&#039;&#039; [only for weapons/armor] or &#039;&#039;&#039;enhance&#039;&#039;&#039;, &#039;&#039;&#039;spell&#039;&#039;&#039;, and &#039;&#039;&#039;ability&#039;&#039;&#039; will skip to that verse directly.&lt;br /&gt;
*The bard may continue loresinging without using a keyword to continue to the next verse in order. &lt;br /&gt;
:For example: if loresinging to a weapon, skipping to the third verse by using the keyword &#039;&#039;&#039;skill&#039;&#039;&#039;. Then if the next song you use contains no keywords, it will respond with the fourth verse (the &#039;&#039;&#039;ability&#039;&#039;&#039; line).&lt;br /&gt;
*The bard may jump to any verse including a lower level one&lt;br /&gt;
:For example: if the bard is on the second verse and uses the keyword &#039;&#039;&#039;value&#039;&#039;&#039; in the next song then it will jump back to the first verse.&lt;br /&gt;
*Skipping to a higher level verse is more difficult than a lower level.&lt;br /&gt;
:This means that getting the fourth verse by using the ability keyword often fails for inexperienced bards. A lower level bard would likely be more successful to skip to the third phrase using a keyword then continue with a normal song without keywords to get the last verse.&lt;br /&gt;
*&#039;&#039;&#039; It is important to note that magic is NOT a keyword. It does not allow one to skip to the third verse. It would be the same as using a song without a keyword &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Failure ===&lt;br /&gt;
A failed verse may occur for several reasons and there are failsafe practices for working around failed verses:&lt;br /&gt;
&lt;br /&gt;
* Insufficient mana will result in a failed loresong progression (with no risk of [[injury]]).&lt;br /&gt;
* Repetition of a particular keyword twice in a row will end a loresong progression.&lt;br /&gt;
* All information available to the bard has already been determined will result in a failed verse.&lt;br /&gt;
* To avoid failures, one can alternate between two different songs (without keywords) until a response is received from the item.&lt;br /&gt;
* In order to restart a loresong progression, one must reset the status by either singing to a new item or try to use a simple keyword like &#039;&#039;value&#039;&#039;.]&lt;br /&gt;
* You can clear the loresong progression with the command: {{boldmono|STOP LORESONG}}&lt;br /&gt;
* Note that no [[roundtime]] will be incurred for a failed loresong verse.&lt;br /&gt;
There are three messages which can arise as a result of a failed loresong. Examples are as follows:&lt;br /&gt;
* &#039;&#039;&#039;Insufficient mana:&#039;&#039;&#039; Your song is weak, and without sufficient power to affect the pearl.&lt;br /&gt;
* &#039;&#039;&#039;No additional properties:&#039;&#039;&#039; You learn nothing new about the pendant.&lt;br /&gt;
* &#039;&#039;&#039;Item in wrong hand or misspelled item name:&#039;&#039;&#039; As you sing, you feel a faint stirring in your &amp;lt;item name&amp;gt; that fades, as if your song had somehow failed to resonate with it properly.&lt;br /&gt;
&lt;br /&gt;
=== Roundtime ===&lt;br /&gt;
Roundtime for each verse of loresinging can vary from 5 seconds to 15 seconds for typical items.  The roundtime is determined on a verse-by-verse basis.  A couplet method, using two lines, will generally produce shorter roundtimes than the progressive method (where the singer repeats previous lines and adds a new one at the end for eachsubsequent verse).  Custom loresongs may have their own roundtimes which are higher than normal items.  Refer to [[Talk:Loresinging]] for research on how the number of words used and word length may contribute.&lt;br /&gt;
&lt;br /&gt;
== Example Messaging ==&lt;br /&gt;
Loresongs provide a wide variety of messaging for items. Beyond the basic properties of an item (such as [[weight]], [[Enchant (925)|enchant]] [[Defensive bonus|bonus]], or value), items may be identified as possessing a special ability, as [[420|imbeds]] (either blank, or already containing a spell), or [[enhancive]] properties. Some of that messaging is provided below:&lt;br /&gt;
&lt;br /&gt;
=== Imbed items ===&lt;br /&gt;
Such items can be found blank (and able to be [[420|imbedded]] with a new spell), already containing a spell, or even [[517|rechargeable]]. &lt;br /&gt;
* &#039;&#039;&#039;Blank [[Charge Item (517)|rechargeable]] (second verse):&lt;br /&gt;
:You sense a faint aura of magic around the pink dreamstone brooch. &#039;&#039;You also feel a faint drawing sensation from it, as though it may be able to hold more power.&#039;&#039; From the pitch of the vibration you determine that the purpose of the brooch is to cast a spell or perform some magical purpose.&lt;br /&gt;
* &#039;&#039;&#039;[[Charge Item (517)|Rechargeable]] item (second verse):&lt;br /&gt;
:You sense a faint aura of magic around the grey granite bracer. &#039;&#039;You also feel a faint drawing sensation from it, as though when its charge is depleted, it may be refilled.&#039;&#039; From the pitch of the vibration you determine that the purpose of the bracer is to cast a spell or perform some magical purpose.&lt;br /&gt;
* &#039;&#039;&#039;Blank [[420|imbeddable]] (third verse):&lt;br /&gt;
:From the rapid vibrations of the pink dreamstone brooch, you determine it has no spell within it now, but could be imbedded with one, in the proper hands.  You estimate that it can contain an ample amount of mana.&lt;br /&gt;
* &#039;&#039;&#039;Reimbeddable item (fourth verse):&lt;br /&gt;
:The magical strength of this item is strong. It could probably handle the imbedding of an entirely new spell, if handled with care.&lt;br /&gt;
* &#039;&#039;&#039;Crumbly imbed (fourth verse):&lt;br /&gt;
:You sense that the black fel wand will disintegrate after its last magical charge has been expended.&lt;br /&gt;
* &#039;&#039;&#039;Non-Crumbly imbed (fourth verse):&lt;br /&gt;
:You sense that the thick ironwood rod will persist after its last magical charge has been expended.&lt;br /&gt;
&lt;br /&gt;
=== Weapon/Armor Abilities ===&lt;br /&gt;
Typically, special abilities possessed by [[weapon]]s and [[armor]] are permanent though some forms of [[weighting]], [[padding]] and [[resistance]] may be temporary. These abilities are unique to arms and armor, are not part of the [[enhancive]] system, and can not be recharged at the [[Adventurer&#039;s Guild]]. However, weapons and armor may have traditional enhancive properties as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear point/difficulty rating for Enchanting and Ensorcelling (first verse):&lt;br /&gt;
:Though you don&#039;t yet have a full understanding of the staff&#039;s qualities, you get the impression it would be a tricky project (477 penalty) for an adventurer to modify.&lt;br /&gt;
* &#039;&#039;&#039;Special ability, temporary (second verse):&lt;br /&gt;
:It also appears to have a temporary modification of some kind.&lt;br /&gt;
* &#039;&#039;&#039;Special ability (third verse):&lt;br /&gt;
:It also has some type of special ability, but you can&#039;t tell what yet.&lt;br /&gt;
* &#039;&#039;&#039;[[Bane weapon]]:&#039;&#039;&#039;  Note: Refer to the Bane page for additional information on bane types, of which there are many.&lt;br /&gt;
::&#039;&#039;&#039;Second verse&#039;&#039;&#039;: A sense of deep seated hatred clings to the &amp;lt;item&amp;gt;, as if it had been crafted with a specific purpose.&lt;br /&gt;
::&#039;&#039;&#039;Third verse&#039;&#039;&#039;: This &amp;lt;weapon&amp;gt; seems to be the bane of &amp;lt;type&amp;gt; creatures.&lt;br /&gt;
::&#039;&#039;&#039;Fourth verse&#039;&#039;&#039;: provides characteristic of the bane bonus, such as &amp;quot;additional offensive bonus of +10 when employed against all undead creatures&amp;quot; for a weapon that imparts +10 on attacks to undead.&lt;br /&gt;
*&#039;&#039;&#039;[[Bless]]:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Second Verse&#039;&#039;&#039;: You sense that this is some type of holy item.&lt;br /&gt;
::&#039;&#039;&#039;Third verse&#039;&#039;&#039; of [[Bless (304)]] cast by a [[Cleric]] with Holy Water Flares: It also has some type of special ability, but you can&#039;t tell what yet.&lt;br /&gt;
::&#039;&#039;&#039;Third verse&#039;&#039;&#039; of regular bless or a [[Symbol of Blessing|Voln bless]]: It also has many more uses of some kind of special ability.&lt;br /&gt;
::&#039;&#039;&#039;Fourth verse&#039;&#039;&#039;: The harmonics generated tell you that the (item) has been temporarily blessed to help fight the undead.&lt;br /&gt;
::: Note: [[LOOK]]ing at the item will display: A faint aura of holy light radiates from the (item).&lt;br /&gt;
*&#039;&#039;&#039;[[735|Ensorcellment]]:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Second Verse&#039;&#039;&#039;: ...shrouded with a haze of necrosis around the &amp;lt;item&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fourth Verse&#039;&#039;&#039;: A strange necrotic haze sours your melody slightly, indicating that &amp;lt;[[Sorcerer]]&amp;gt; has infused the armor with the second tier of permanent Ensorcellment.&lt;br /&gt;
*&#039;&#039;&#039;[[Defensive bonus]]:&#039;&#039;&#039;: The harmonics generated tell you that the &amp;lt;item&amp;gt; helps defend the one who wields it by granting +xx Defensive Bonus.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;[[Flare|Flares]]&#039;&#039;&#039; ====&lt;br /&gt;
&amp;lt;section begin=flaresTable /&amp;gt;&lt;br /&gt;
Fourth Verse of the item&#039;s Loresong:&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|TYPE&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
|Acid|||It has been infused with the power of a corrosive substance.&lt;br /&gt;
|-&lt;br /&gt;
|Acuity||The harmonics generated tell you that the &amp;lt;item&amp;gt; allows a caster to occasionally focus their magical prowess for a single cast.&lt;br /&gt;
|-&lt;br /&gt;
||Air (temporary, from [[Elemental Blade (411)|EBlade]])|| The harmonics generated tell you that the &amp;lt;item&amp;gt; has been temporarily infused with elemental air.&lt;br /&gt;
|-&lt;br /&gt;
|Cold|||It has been infused with the power of an ice elemental.&lt;br /&gt;
|-&lt;br /&gt;
||Cold (temporary from [[Elemental Blade (411)|EBlade]])|| The harmonics generated tell you that the &amp;lt;item&amp;gt; has been temporarily infused with elemental cold.&lt;br /&gt;
|-&lt;br /&gt;
||Disintegration|| It has been infused with a disintegrating substance.&lt;br /&gt;
|-&lt;br /&gt;
||Dispel|| The harmonics generated tell you that the &amp;lt;item&amp;gt; has been infused with the power of a strange anti-magical substance.&lt;br /&gt;
|-&lt;br /&gt;
||Disruption|| It has been infused with a disrupting substance.&lt;br /&gt;
|-&lt;br /&gt;
||Earth|| It has been infused with the power of an earth elemental.&lt;br /&gt;
|-&lt;br /&gt;
||Earth (temporary,  [[Elemental Blade (411)|EBlade]])|| The harmonics generated tell you that the &amp;lt;item&amp;gt; has been temporarily infused with elemental earth.&lt;br /&gt;
|-&lt;br /&gt;
||Fire|| It has been infused with the power of a fire elemental.&lt;br /&gt;
|-&lt;br /&gt;
||Fire (temporary, from [[Elemental Blade (411)|EBlade]])|| The harmonics generated tell you that the &amp;lt;item&amp;gt; has been temporarily infused with elemental fire.&lt;br /&gt;
|-&lt;br /&gt;
||Grapple||The harmonics generated tell you that the &amp;lt;item&amp;gt; has been infused with a grappling force.&lt;br /&gt;
|-&lt;br /&gt;
||Guiding Light|| It has been temporarily infused with a divine flaming substance.&lt;br /&gt;
|-&lt;br /&gt;
||Lightning|| It has been infused with the power of a lightning bolt.&lt;br /&gt;
|-&lt;br /&gt;
||Lightning (temporary)|| It has been temporarily infused with lightning.&lt;br /&gt;
|-&lt;br /&gt;
||Lightning (temporary, from [[Elemental Blade (411)|EBlade]])|| The harmonics generated tell you that the &amp;lt;item&amp;gt; has been temporarily infused with lightning.&lt;br /&gt;
|-&lt;br /&gt;
||Magma|| It has been infused with molten substance.&lt;br /&gt;
|-&lt;br /&gt;
||Mana|| It has been infused with mana.&lt;br /&gt;
|-&lt;br /&gt;
||Plasma|| It has been infused with the power of a flaming substance.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;or&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;The harmonics generated tell you that the &amp;lt;item&amp;gt; has been infused with a flaming substance.&lt;br /&gt;
|-&lt;br /&gt;
||Steam|| It has been infused with a steaming substance.&lt;br /&gt;
|-&lt;br /&gt;
||[[TD]]|| Protects against magical attacks.&lt;br /&gt;
|-&lt;br /&gt;
||Vacuum/Void|| It has been infused with a dark substance.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;or&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;It has been infused with the power of a dark substance.&lt;br /&gt;
|-&lt;br /&gt;
||Terror|| It has been infused with the substance of pure terror.&lt;br /&gt;
|-&lt;br /&gt;
||Water|| It has been infused with the power of a water elemental.&lt;br /&gt;
|-&lt;br /&gt;
||[[Xazkruvrixis]]||The harmonics generated tell you that the &amp;lt;item&amp;gt; has been infused with death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=flaresTable /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Offensive bonus]]&#039;&#039;&#039; The harmonics generated tell you that the &amp;lt;item&amp;gt; serves to increase the efficiency of attacks by granting +xx Attack Strength.&lt;br /&gt;
*&#039;&#039;&#039;[[Holy Weapon (1625)|Paladin Bonded Weapon]] (4th verse):&#039;&#039;&#039; The &amp;lt;item&amp;gt; has been bound to &amp;lt;XXX&amp;gt; via the spell Sanctify. The mace hums clearly, indicating that the restriction&#039;s conditions are as follows: This item is restricted to use by PERSON.&lt;br /&gt;
*&#039;&#039;&#039;[[620|Ranger Resistance]]:&#039;&#039;&#039; Armor treated by a ranger may have a slightly misleading loresong.  The value may be high (first verse) and there will be no &#039;&#039;explicit&#039;&#039; mention of the resistance being temporary in the third and fourth verses. However, ranger-applied resistance will give the ranger&#039;s name in the fourth verse: &lt;br /&gt;
::&#039;&#039;A strong thread of wild magic hums in response to your song, and you sense that the cold resistance (25%) was imbued into the ruby-trimmed leathers by RangerName.&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
:When in doubt, find a ranger to [[ASSESS]] the armor to determine its status.&lt;br /&gt;
*&#039;&#039;&#039;Returner&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Second verse&#039;&#039;&#039;: The &amp;lt;weapon&amp;gt; is obviously a weapon built for combat.  It emanates magic.&lt;br /&gt;
::&#039;&#039;&#039;Third verse&#039;&#039;&#039;: The &amp;lt;weapon&amp;gt; has an enchantment of &amp;lt;value&amp;gt;.  Its magic appears to be of the ARMS realm.&lt;br /&gt;
::&#039;&#039;&#039;Fourth verse&#039;&#039;&#039;: You sense that the &amp;lt;weapon&amp;gt; may return to its wielder when forced from her hand.&lt;br /&gt;
:::&#039;&#039;Note, this item script masks other special abilities.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Realm flare]]&#039;&#039;&#039; (first verse): You sense rare, wild magics in the weapon, magics that are tied in some elemental fashion to time and place.&lt;br /&gt;
::&#039;&#039;Note, you must sheathe and unsheathe the weapon first for Realm Flaring weapons to get an accurate result in the fourth verse. Refer to Realm Flare page for more information.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Sanctified]]:&#039;&#039;&#039;:&lt;br /&gt;
::&#039;&#039;&#039;Second Verse&#039;&#039;&#039;: You sense that this is some type of holy item.&lt;br /&gt;
::&#039;&#039;&#039;Third Verse&#039;&#039;&#039;: It also has some type of special ability, but you can&#039;t tell what yet.&lt;br /&gt;
::&#039;&#039;&#039;Fourth verse&#039;&#039;&#039;: The harmonics generated tell you that the &amp;lt;item&amp;gt; has been sanctified for use by a Cleric or Paladin in the fight against the undead.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;[[Sighting]]:&#039;&#039;&#039; The harmonics generated tell you that the &amp;lt;weapon&amp;gt; assists its bearer with aiming attacks at range.&lt;br /&gt;
*&#039;&#039;&#039;[[Specialized armor fitting|Warrior Armor Fittings]]:&#039;&#039;&#039; will show the protection type along with an estimation on their remaining usage in the fourth verse (note, this is unique from naturally occurring or ranger resistances mentioned above):&lt;br /&gt;
::As your song penetrates the &amp;lt;armor&amp;gt;, you determine that it is moderately resistant (10%) to &amp;lt;damage type&amp;gt; attacks.&lt;br /&gt;
::The notes of your song snag briefly on some custom fittings, and you sense that the &amp;lt;damage type&amp;gt; resistance (10%) was fitted onto the &amp;lt;armor&amp;gt; by WarriorName. You gauge that the fittings have quite a lot of wear and tear remaining to them.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;[[Weighting]] and [[Padding]]&#039;&#039;&#039; ====&lt;br /&gt;
Fourth Verse:&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|TYPE&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot;|SUBTYPE&lt;br /&gt;
! style=&amp;quot;width:35em&amp;quot;|MESSAGE&lt;br /&gt;
|-&lt;br /&gt;
||Padding, temporary||Critical||The harmonics generated tell you that the &amp;lt;armor&amp;gt; temporarily serves to reduce the severity of inflicted wounds.&lt;br /&gt;
|-&lt;br /&gt;
||Padding, temporary||Damage||The harmonics generated tell you that the &amp;lt;armor&amp;gt; temporarily serves to protect from additional damage.&lt;br /&gt;
|-&lt;br /&gt;
||Padding||Critical||The harmonics generated tell you that the &amp;lt;armor&amp;gt; serves to reduce the severity of inflicted wounds.&lt;br /&gt;
|-&lt;br /&gt;
||Padding||Damage||The harmonics generated tell you that the &amp;lt;armor&amp;gt; serves to protect from additional damage.&lt;br /&gt;
|-&lt;br /&gt;
||Weighting||Critical||The harmonics generated tell you that the &amp;lt;weapon&amp;gt; inflicts more fearsome wounds when it strikes.&lt;br /&gt;
|-&lt;br /&gt;
||Weighting||Damage||The harmonics generated tell you that the &amp;lt;weapon&amp;gt; does extra damage when it strikes.&lt;br /&gt;
|-&lt;br /&gt;
||Weighting (temporary)||Critical||The harmonics generated tell you that the &amp;lt;weapon&amp;gt; temporarily inflicts more fearsome wounds when it strikes.&lt;br /&gt;
|-&lt;br /&gt;
||Weighting (temporary)||Damage||The harmonics generated tell you that the &amp;lt;weapon&amp;gt; temporarily does extra damage when it strikes.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
:&#039;&#039;Additionally for temporary enhancement, the following message is given about the number of uses (and the last line indicates which ability it is for, WPS or resist):&#039;&#039;&lt;br /&gt;
::The &amp;lt;armor&amp;gt; resonates with your voice, revealing some details of its temporary enhancement:&lt;br /&gt;
:::The &amp;lt;armor&amp;gt; &#039;s enhancement will degrade when the wearer is struck in combat.&lt;br /&gt;
:::It should be able to withstand an incredible amount of uses before its enhancement has completely degraded away.&lt;br /&gt;
:::When its enhancement has degraded away, the item will lose its ability to grant greater protection.&lt;br /&gt;
&lt;br /&gt;
=== Player-Forged Weapons ===&lt;br /&gt;
Weapons created by the [[forging]] [[artisan skill]] yield special messaging which reveals the quality of the forging of the item in the third verse. The loresong will also reveal the fact that the item was player-forged (though this information is already available via the crafter&#039;s mark in the [[Show description|SHOW description]] of the item).&lt;br /&gt;
* &#039;&#039;&#039;Player-forged (second verse):&lt;br /&gt;
:It has been forged by a member of the Artisan&#039;s Guild.&lt;br /&gt;
* &#039;&#039;&#039;Elegant-quality (third verse):&lt;br /&gt;
:The handaxe has a lightly increased effectiveness in combat.&lt;br /&gt;
* &#039;&#039;&#039;Superior-quality (third verse):&lt;br /&gt;
:The maul has a moderately increased effectiveness in combat.&lt;br /&gt;
* &#039;&#039;&#039;Perfect-quality (third verse):&lt;br /&gt;
:The dagger has a significantly increased effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
=== Enhancive Items ===&lt;br /&gt;
Items with [[enhancive]] properties have messaging in several phases of the loresong. The second verse provides a simple indicator of whether or not the item is [[enhancive]]. The third verse provides a vague description of the properties. The fourth verse contains complete information about the [[enhancive]] properties (and if complete, renders the third verse irrelevant). The tiered messaging may be valuable to lower level [[bard|bards]] who are unable to extract the full properties of the item in the fourth verse. The third and fourth verse may also provide information about [[race|racial]], [[skill]], [[society|societal]], or [[character]] restrictions placed on the item.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Enhancive (second verse):&lt;br /&gt;
:Also, it seems to have some sort of enhancive properties.&lt;br /&gt;
* &#039;&#039;&#039;Properties, vague (third verse):&lt;br /&gt;
:The bracer resonates with your voice, indicating that it enhances its owner in the following ways:&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a boost to [[Agility]].&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 36 times.&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a boost to [[Aura]].&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 20 times.&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a boost to [[Mana]] Recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 10 times.&amp;lt;br&amp;gt;&lt;br /&gt;
:You think that you could probably find out something more about the pendant&#039;s enhancive properties if you tried.&lt;br /&gt;
* &#039;&#039;&#039;Properties, complete (fourth verse):&lt;br /&gt;
:The bracer resonates with your voice, indicating that it enhances its owner in the following ways:&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a boost of 8 to [[Agility]].&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 36 times.&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a boost of 4 to [[Aura]] Bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 20 times.&amp;lt;br&amp;gt;&lt;br /&gt;
::It provides a boost of 2 to [[Mana]] Recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
::This enhancement may not be used by adventurers who have not trained 10 times.&amp;lt;br&amp;gt;&lt;br /&gt;
:The bracer looks to have a lot of charges remaining.&lt;br /&gt;
* &#039;&#039;&#039;Persistence (fourth verse):&lt;br /&gt;
:You sense that the aquamarine bracer will crumble into dust after its last enhancive charge has been expended.&lt;br /&gt;
:You sense that the composite bow will persist after its last enhancive charge has been expended.&lt;br /&gt;
* &#039;&#039;&#039;Restriction (third/fourth verse):&lt;br /&gt;
:This enhancive item may not be used by the following professions: Warrior Rogue Wizard Cleric Empath Sorcerer Ranger Monk Paladin Savant.&lt;br /&gt;
:This enhancement cannot be used by adventurers without at least a moderate amount of skill in Brawling.&lt;br /&gt;
:This enhancive item may not be used by the following races: Human Giantman Half-Elf Sylvankind Dark Elf Dwarf Halfling Forest Gnome Burghal Gnome Half-Krolvin Erithian Aelotoi.&lt;br /&gt;
:Some bronze leg greaves inset with hammered copper discs can only be used by a Master of the Guardians of Sunfist.&lt;br /&gt;
:This item is restricted to use by an adventurer you can&#039;t quite determine.&lt;br /&gt;
:This item is restricted to use by Oweodry.&lt;br /&gt;
* &#039;&#039;&#039;Out of Enhancive Charges (third/fourth verse):&lt;br /&gt;
:This item doesn&#039;t seem to do anything! (third verse)&lt;br /&gt;
:The item doesn&#039;t seem to do anything! The &amp;lt;item name&amp;gt; seems to be out of charges. (fourth verse)&lt;br /&gt;
&lt;br /&gt;
====  Special Note on Enhancive Properties  ====&lt;br /&gt;
:It provides a boost of 8 to [[Agility]].&lt;br /&gt;
::This enhancement is to the &#039;&#039;&#039;BASE STAT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:It provides a boost of 4 to [[Aura]] Bonus.&lt;br /&gt;
::This enhancement is to the &#039;&#039;&#039;STAT BONUS&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
:For every 1 point of &#039;&#039;&#039;STAT BONUS&#039;&#039;&#039; it adds 2 points to the &#039;&#039;&#039;BASE STAT&#039;&#039;&#039;.&lt;br /&gt;
::The 4 to [[Aura]] Bonus listed above would provide 8 to the &#039;&#039;&#039;BASE STAT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====  [[Fusion]] Gear  ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fusion Gear with empty sockets (third verse):&lt;br /&gt;
&lt;br /&gt;
:The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:&lt;br /&gt;
::This item doesn&#039;t seem to do anything!&lt;br /&gt;
:You think that you could probably find out something more about the runestaff&#039;s enhancive properties if you tried.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fusion gear with empty sockets (fourth verse):&lt;br /&gt;
&lt;br /&gt;
:The runestaff resonates with your voice, indicating that it enhances its owner in the following ways:&lt;br /&gt;
::The item doesn&#039;t seem to do anything!&lt;br /&gt;
::The runestaff seems to be out of charges.&lt;br /&gt;
&lt;br /&gt;
=== Purified Gems ===&lt;br /&gt;
[[Gem|Gems]] which have been purified through [[1004|Purification Song (1004)]] may turn into orb gems (for the purpose of [[517|charging]] items or creating [[325|chrisms]]) or become [[517|rechargeable]] [[420|imbeds]].&lt;br /&gt;
* &#039;&#039;&#039;Orb gem (second verse):&lt;br /&gt;
:From the pitch of the vibration you determine that the purpose of the glimaerstone is as a gem of some kind. As you sing, the glimaerstone seems to resonate with your voice, and &#039;&#039;&#039;you feel it trying to draw power from you.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Mage rechargeable (second verse):&lt;br /&gt;
:From the pitch of the vibration you determine that the purpose of the emerald is as a gem of some kind.  As you sing, the emerald seems to resonate with your voice, and you feel it trying to draw power from you.  &#039;&#039;&#039;It pulses strongly with the rhythm of your words.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Magic Resistance ===&lt;br /&gt;
Items which cannot have magic cast at them (material limits, or item limits) will tell you they are magic resistant in the second verse: &#039;&#039;&#039;You sense the item has some sort of magic resistance.&#039;&#039;&#039; To avoid confusion, this is not the same as a Target Defense Magic Resistance at all. TD in items will sing how much is on the item, with it&#039;s own specific wording in other verses.&lt;br /&gt;
&lt;br /&gt;
Magic Resistance is an on/off thing. There are no other values to it. It can be because of the material something is made of (veil iron, for instance), enhancives, and random other items which are combat gear or not. Things which have this loresong line in them cannot be enchanted, ensorcelled, they cannot even have elemental detect used on them.&lt;br /&gt;
&lt;br /&gt;
=== Treasure Boxes ===&lt;br /&gt;
[[Box (treasure)|Boxes]] found in the [[treasure system]] yield special messaging which reveals the [[lock difficulty]] and trap difficulty.&lt;br /&gt;
&lt;br /&gt;
=== Items Restricted by Character/Account ===&lt;br /&gt;
Items restricted by character or account yield special messaging. An example of this type of item would be a weapon bonded to a Paladin or Warrior.&lt;br /&gt;
*&#039;&#039;&#039;2nd verse:&#039;&#039;&#039; In addition, its use appears to be magically restricted in some way.&lt;br /&gt;
*&#039;&#039;&#039;3rd verse:&#039;&#039;&#039; The ITEM hums clearly, indicating that the item will prevent itself from being used unless the acting party meets certain conditions.&lt;br /&gt;
*&#039;&#039;&#039;4th verse:&#039;&#039;&#039; (The 4th verse will yield more specific information, depending upon the item type.)&lt;br /&gt;
&lt;br /&gt;
=== Items with Cryptic Messaging ===&lt;br /&gt;
Some items yield vague messaging that only hints the item is special. It does not pinpoint the exact type or special use of the item. Often (but not always), analyzing, inspecting, or looking at these items will yield more information.&lt;br /&gt;
&lt;br /&gt;
An example of this type of item would be a [[Veola hair accessory]]:&lt;br /&gt;
*&#039;&#039;&#039;2nd verse:&#039;&#039;&#039; From the pitch of the vibration you determine that the purpose of the tricorn is unusual, but the exact use escapes you.&lt;br /&gt;
&lt;br /&gt;
Another example is a [[SKIN (verb)|skin/hide]], or item made from a skin and then modified (e.g. via GALD, a merchant-created [[PSFShop:Darker_Path|dead animal]], [[Crondi]] body parts, etc.)&lt;br /&gt;
*&#039;&#039;&#039;2nd verse:&#039;&#039;&#039; From the pitch of the vibration you determine that the purpose of the [item] is as a kind of trophy.&lt;br /&gt;
&lt;br /&gt;
== Unlocking Loresongs ==&lt;br /&gt;
Bards have the ability to temporarily and permanently unlock loresongs, such that non-bards can {{boldmono|[[RECALL (verb)|RECALL]]}} the item to view its loresong.  This applies to the standard properties exposed by loresinging most items, as well as the special story loresongs that some items possess.&lt;br /&gt;
&lt;br /&gt;
===Temporary===&lt;br /&gt;
A loresong is temporarily unlocked for between 1 to 30 days after a bard loresings to an item.  The duration is based on the bard&#039;s skill.  Factors are [[Bard Base | Bard spellsong]] ranks, [[Influence]] bonus, and [[Mental Lore, Telepathy]]. &lt;br /&gt;
&lt;br /&gt;
The duration uses the formula, per Estild: ((Bard spellsong ranks / 4) + (Influence bonus / 5) + ([[Summation chart|seed 1 summation]] of Mental Lore, Telepathy ranks) - 10) = # of days, min 1, max 30.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For Example, a Level 42 bard with 23 ranks of Bard Spellsongs, a 21 Influence Bonus, and 12 ranks of Telepathy lore would have:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
truncate(23/4) + truncate(21/5)  + (4-10)&lt;br /&gt;
5 + 4 + -6                        *notice the 6 is negative&lt;br /&gt;
9 - 6 = 3 day duration.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The duration of the temporary unlock will display in the fourth facet of the loresong, like so:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Its loresong has been temporarily unlocked by XXXX for 7 days, 23 hours and 59 minutes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Permanent===&lt;br /&gt;
Permanent loresong unlocking allows others to check the detail of their items without the assistance of a bard for the life of the item.  This is especially beneficial for: &lt;br /&gt;
&lt;br /&gt;
 *  Reviewing custom loresongs&lt;br /&gt;
 *  Checking the charges on enhancives and x/day imbeddables&lt;br /&gt;
 *  Tracks stat/skill changes and charges on Adventurer&#039;s Guild badges&lt;br /&gt;
 *  Tracking the progress of [[Enchant (925)|Enchanting]] and [[Ensorcell (735)|Ensorcelling]] on project pieces, including the difficulty bonus&lt;br /&gt;
 *  Remembering the type of bane or flare in a pinch&lt;br /&gt;
 *  Tracking type and estimated level of padding or weighting (requires an [[ASSESS_(verb)#Warriors|assess]] after unlocking)&lt;br /&gt;
 *  Determining exact percentages on all types of [[Resistance]]&lt;br /&gt;
 *  Identifying exact weight and capacity&lt;br /&gt;
 *  Quickly recall the attuned location for unnavable rings&lt;br /&gt;
 *  Following the weight reduction of a container&lt;br /&gt;
 * ... all as continued improvements or changes are made to the item in the future.&lt;br /&gt;
&lt;br /&gt;
====Lore Knowledge Points====&lt;br /&gt;
To permanently unlock a loresong, a bard must accumulate Lore Knowledge Points (LKP), which are earned simply through experience absorption.  A bard may earn up to 50,000 LKP per week and store up to 200,000 LKPs total.  Accumulated LKPs may be viewed with the {{boldmono|[[RECALL (verb)|RECALL]]}} or {{boldmono|[[RESOURCE (verb)|RESOURCE]]}} verbs. Bards may [[Suffusion|suffuse]] their unused points to make future loresong unlock attempts easier.  Note, suffused points will not carry over if and when a new service is released.&lt;br /&gt;
&lt;br /&gt;
Via {{boldmono|RESOURCE}}:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Health: 229/229     Mana: 320/403     Stamina: 155/155     Spirit: 10/10&lt;br /&gt;
Lore Knowledge: 49,870/50,000 (Weekly)     124,870/200,000 (Total)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Via {{boldmono|[[RECALL (verb)|RECALL]]}}:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
0. 0-49,999 LKPs: You can&#039;t recall any pertinent lore to let you preserve the knowledge of objects.&lt;br /&gt;
1. 50,000 LKP: You remember a yarn you&#039;ve spun, which you could use to preserve the knowledge of simple items.&lt;br /&gt;
2. 75,000 LKPs: Your thoughts shift to tales of treasures obtained from your travels, which you could use to preserve the knowledge of magical trinkets.&lt;br /&gt;
3. 100,000 LKPs: You recall secrets of lost civilizations and ancient legends, which you could use to preserve the knowledge of magical items.&lt;br /&gt;
4. 125,000 LKPs: Memories of the history of Elanthian heroes and their epic relics resonate in your mind, which you could use to preserve the knowlege of powerful items.&lt;br /&gt;
5. 150,000-199,999 LKPs: Your mind is filled with a vast repertoire of lore, which you could use to to preserve the knowledge of some of Elanthia&#039;s most powerful artifacts!&lt;br /&gt;
6. 200,000 LKPs: Your mind is filled with a vast repertoire of lore, which you could use to to preserve the knowledge of some of Elanthia&#039;s most powerful artifacts!  Your understanding of such magic cannot exceed this level.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once a bard has earned 50,000 LKP for the week, the following message is displayed in the story window:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You have discovered all you can on life&#039;s little mysteries for the time being.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Skill Considerations ====&lt;br /&gt;
The skill check to permanently unlock a loresong rates the Bard&#039;s skill vs. the item&#039;s properties, with penalties for injuries and low on spirit.  The formula for a bard&#039;s skill holds level, songspells over level, AU/INF bonus, and Telepathy ranks as equal to one &amp;quot;point&amp;quot; each.   Stats and skill can be mixed and matched within their ranking to achieve an equal bonus:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
 * Level&lt;br /&gt;
 * Bard spellsong ranks to level * 2&lt;br /&gt;
 * Bard spellsong ranks over level&lt;br /&gt;
 * Magic Item Use / 2&lt;br /&gt;
 * Elemental Mana Control / 2&lt;br /&gt;
 * Mental Mana Control / 2 &lt;br /&gt;
 * Aura stat bonus&lt;br /&gt;
 * Influence stat bonus&lt;br /&gt;
 * Mental Lore, Telepathy ranks&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The skill check to unlock a loresong is far more forgiving than [[Enchant]] and [[Ensorcell]], though some items are extremely difficult. There is a hard cap of 515 to the maximum difficulty an item can have. At level 100, with 100 bard spellsong ranks, 100 ranks of Magical Item Use, Elemental Mana Control, Mental Mana Control, 25 ranks of Mental Lore - Telepathy, and an Aura and Influence bonus of 25 each, a bard will have at least a 10% chance to successfully unlock any item.&lt;br /&gt;
&lt;br /&gt;
The LKP cost is derived by the complexity or difficulty of an item, with a minimum 50,000 LKP cost to unlock any item and a maximum cost of 150,000. This cost does not vary based on the bard&#039;s skill: &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
 1. It will require a fair amount of lore to unlock this loresong.  [50000 Lore Knowledge]&lt;br /&gt;
 2. It will require a substantial amount of lore to unlock this loresong.  [75000 Lore Knowledge]&lt;br /&gt;
 3. It will require a generous amount of lore to unlock this loresong.  [100000 Lore Knowledge]&lt;br /&gt;
 4. It will require an epic amount of lore to unlock this loresong.  [125000 Lore Knowledge]&lt;br /&gt;
 5. It will require a vast amount of lore to unlock this loresong.  [150000 Lore Knowledge]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Performing the Unlock====&lt;br /&gt;
To attempt to unlock the loresong of an item, the bard first needs to loresing to the item like normal, then within 5 minutes, use the {{boldmono|[[RECALL (verb)|RECALL]]}} verb on the item. Similar to enchanting and ensorceling, the first use of {{boldmono|RECALL (verb)|RECALL}} will provide a chance of success and also how many LKPs it will cost to unlock the item. It will also display the numeric difficulty required to unlock. A second {{boldmono|RECALL (verb)|RECALL}} will attempt the permanent unlock. Failure to permanently unlock an item results in a 24 hour cooldown before your can try to unlock the item again; there is no loss of LKPs.  Once a loresong is unlocked, non-bards may {{boldmono|RECALL (verb)|RECALL}} the item to view its loresong forever.&lt;br /&gt;
&lt;br /&gt;
Example of a first test-cast of {{boldmono|RECALL (verb)|RECALL}} to determine difficulty after loresinging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;recall whip&lt;br /&gt;
You begin a musical chant directed towards your black and red whip.  You recall your recent loresong of the whip and prepare yourself to weave its story into its being.&lt;br /&gt;
&lt;br /&gt;
Your song&#039;s magic continues to permeate through the whip and you sense that you can only fail to unlock its loresong if you are horribly unlucky.  [46 difficulty]&lt;br /&gt;
It will require a fair amount of lore to unlock this loresong.  [50000 Lore Knowledge]&lt;br /&gt;
&lt;br /&gt;
[If you would like to proceed with unlocking this loresong, RECALL whip again within the next 30 seconds.] &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example of a successful unlock (required 75,000 LKPs and awarded 400 experience):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;recall am&lt;br /&gt;
You begin a musical chant directed towards your gnarled bone amulet.  You recall your recent loresong of the amulet and prepare yourself to weave its story into its being.&lt;br /&gt;
&lt;br /&gt;
Having probed the gnarled bone amulet already, you continue to focus your musical chant in an attempt to permanently infuse the amulet with its loresong...&lt;br /&gt;
&lt;br /&gt;
You make a questionable attempt.&lt;br /&gt;
&lt;br /&gt;
Success!  Stories and songs of comedies, victories, and heroes all swirl through your mind as you invest enough of your magical lore into the essence of the gnarled bone amulet.  Its loresong has now been permanently affixed.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example of an unsuccessful unlock:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;recall dagger&lt;br /&gt;
You begin a musical chant directed towards your black steel dagger.  You recall your recent loresong of the dagger and prepare yourself to weave its story into its being.&lt;br /&gt;
&lt;br /&gt;
Having probed the black steel dagger already, you continue to focus your musical chant in an attempt to permanently infuse the dagger with its loresong...&lt;br /&gt;
&lt;br /&gt;
You make a very poor attempt!&lt;br /&gt;
&lt;br /&gt;
Failure!  Stories and songs of tragedies, defeats, and villains all swirl through your mind as the black steel dagger rejects your infusion of magical lore.  You are left perplexed about the very essence of the dagger.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Information===&lt;br /&gt;
When accessed via {{boldmono|RECALL}}, the loresong information functions exactly as if the bard is loresinging to the item. New properties added to the item after its loresong has been unlocked will be displayed, and any effects experienced by a bard loresinging the item manually will be experienced by the person accessing the loresong (which may include damage or death for certain rare items). &lt;br /&gt;
&lt;br /&gt;
The loresongs of stationary items cannot be unlocked at this time.&lt;br /&gt;
&lt;br /&gt;
If a non-bard accesses a loresong via {{boldmono|RECALL}} and places it for sale in a player shop, the properties will be revealed as normal.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[SERVICE (verb)]]&lt;br /&gt;
*[[Custom loresong]]&lt;br /&gt;
*[[Loresong:_A_perfectly_clear_crystal_sphere_(saved_post)|A perfectly clear crystal sphere loresong (example)]]&lt;br /&gt;
*[[Music Stand|The Incredible Music Stand loresong (example)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Bards/Loresinging/view Officials folder]&lt;br /&gt;
&lt;br /&gt;
[[Category:Bard]]&lt;br /&gt;
[[Category: Special Abilities]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aganjira&amp;diff=200548</id>
		<title>Aganjira</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aganjira&amp;diff=200548"/>
		<updated>2023-06-21T01:31:26Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
 |bonus=+20&lt;br /&gt;
 |str=?&lt;br /&gt;
 |dur=?&lt;br /&gt;
 |weight=Unknown&lt;br /&gt;
 |use=Armor&lt;br /&gt;
 |rarity=Extremely Rare&lt;br /&gt;
 |special=Reduces the d100 against warding and bolt spells&lt;br /&gt;
 |color=Light Brown&lt;br /&gt;
 |dye=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By soaking the agan beetle&#039;s carapaces in an undisclosed solution, it becomes malleable and can be woven into what is being called aganjira. The name literally means &amp;quot;old protection,&amp;quot; with the &amp;quot;agan&amp;quot; most likely referencing the aforementioned agan beetle as well as the use of old alchemy tomes to aid in its creation (one must note that which tomes and what solutions is a carefully guarded secret). This material improves the wearer&#039;s chances against bolts and warding attacks and absorbs some of the attack as mana or stamina.&lt;br /&gt;
&lt;br /&gt;
Aganjira can only be made from the agan beetles. Attempts to recreate using normal beetle carapaces always fail. Erithi principles, including respect of life, are a large part of the process. The agan beetle must naturally complete its lifecycle; the carapaces are gathered after they die. A visiting weaver suggested forcing a bark beetle to eat from the surita then prematurely killing it after the carapace softened in order to increase production of aganjira. This being the very antithesis of erithi nature, the weaver was firmly and quickly escorted out of Rumor Woods and banned from returning.&lt;br /&gt;
&lt;br /&gt;
Thus, aganjira&#039;s production is inextricably tied to both the agan beetle and the surita tree, making it a sought after and rare material. The cloth is amenable to most dyes and is naturally light in hue with bark-brown striations.&lt;br /&gt;
&lt;br /&gt;
Greater Aganjira&lt;br /&gt;
Treating aganjira with a specialized blend of alchemical ingredients, including a tincture of chrysanthemum blossoms, serves to improve the material and its inherent properties. Typically known simply as greater aganjira, it is sometimes colloquially known as x&#039;aganjira. While the etymology of aganjira is quite clear, the addition of &amp;quot;x&amp;quot; is less so. There are some historical Erithi examples of similar usages with no reason or definition as to what was truncated to arrive at the x. It may be that someone long ago simply liked the way it looked. Linguists spend decades arguing over such anomalies; adding a newer term to the mix shall keep many a tavern in business as after-hours scholars drink and debate.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre&amp;gt;Mana cascades across your x&#039;aganjira tunic, causing the fabric to shiver against your skin as it draws the scattered power into it and transforms it into mana.  [You gain 10 mana!]&lt;br /&gt;
  CS: +442 - TD: +471 + CvA: +7 + d90: +47 == +25&amp;lt;/pre&amp;gt;&lt;br /&gt;
Note the D100 was changed into a D90 in the above example.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Aganjira was released in 2021 [[Rumor Woods]] and sold at [[RWShop:The_Greater_of_Two_Weevils|The Greater of Two Weevils]]&lt;br /&gt;
&lt;br /&gt;
[[Armor|Robes]] only&lt;br /&gt;
&lt;br /&gt;
*Improves chances against bolts and warding attacks when wearing the armor and for the wearer to gain mana or stamina from the attack&lt;br /&gt;
*Lesser aganjira: Reduces the d100 against warding and bolt spells by 1d10 for the wearer, and (2d10)% chance to gain 1d10 mana or stamina, -60 material penalty&lt;br /&gt;
*Greater aganjira: Reduces the d100 against warding and bolt spells by 1d25 for the wearer, and (2d25)% chance to gain 1d25 mana or stamina, -150 material penalty&lt;br /&gt;
*Prioritizes mana or stamina based upon whichever you&#039;re missing the most of (in terms of absolute number, not percent)&lt;br /&gt;
*An alteration merchant can update the name of greater aganjira to x&#039;aganjira if desired (normal alteration rules/restrictions apply, and it will be confirmed the item has the greater properties)&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts| Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aganjira&amp;diff=200547</id>
		<title>Aganjira</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aganjira&amp;diff=200547"/>
		<updated>2023-06-21T01:30:58Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
 |bonus=+20&lt;br /&gt;
 |str=?&lt;br /&gt;
 |dur=?&lt;br /&gt;
 |weight=Unknown&lt;br /&gt;
 |use=Armor&lt;br /&gt;
 |rarity=Extremely Rare&lt;br /&gt;
 |special=Reduces the d100 against warding and bolt spells&lt;br /&gt;
 |color=Light Brown&lt;br /&gt;
 |dye=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By soaking the agan beetle&#039;s carapaces in an undisclosed solution, it becomes malleable and can be woven into what is being called aganjira. The name literally means &amp;quot;old protection,&amp;quot; with the &amp;quot;agan&amp;quot; most likely referencing the aforementioned agan beetle as well as the use of old alchemy tomes to aid in its creation (one must note that which tomes and what solutions is a carefully guarded secret). This material improves the wearer&#039;s chances against bolts and warding attacks and absorbs some of the attack as mana or stamina.&lt;br /&gt;
&lt;br /&gt;
Aganjira can only be made from the agan beetles. Attempts to recreate using normal beetle carapaces always fail. Erithi principles, including respect of life, are a large part of the process. The agan beetle must naturally complete its lifecycle; the carapaces are gathered after they die. A visiting weaver suggested forcing a bark beetle to eat from the surita then prematurely killing it after the carapace softened in order to increase production of aganjira. This being the very antithesis of erithi nature, the weaver was firmly and quickly escorted out of Rumor Woods and banned from returning.&lt;br /&gt;
&lt;br /&gt;
Thus, aganjira&#039;s production is inextricably tied to both the agan beetle and the surita tree, making it a sought after and rare material. The cloth is amenable to most dyes and is naturally light in hue with bark-brown striations.&lt;br /&gt;
&lt;br /&gt;
Greater Aganjira&lt;br /&gt;
Treating aganjira with a specialized blend of alchemical ingredients, including a tincture of chrysanthemum blossoms, serves to improve the material and its inherent properties. Typically known simply as greater aganjira, it is sometimes colloquially known as x&#039;aganjira. While the etymology of aganjira is quite clear, the addition of &amp;quot;x&amp;quot; is less so. There are some historical Erithi examples of similar usages with no reason or definition as to what was truncated to arrive at the x. It may be that someone long ago simply liked the way it looked. Linguists spend decades arguing over such anomalies; adding a newer term to the mix shall keep many a tavern in business as after-hours scholars drink and debate.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre&amp;gt;Mana cascades across your x&#039;aganjira tunic, causing the fabric to shiver against your skin as it draws the scattered power into it and transforms it into mana.  [You gain 10 mana!]&lt;br /&gt;
  CS: +442 - TD: +471 + CvA: +7 + d90: +47 == +25&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Aganjira was released in 2021 [[Rumor Woods]] and sold at [[RWShop:The_Greater_of_Two_Weevils|The Greater of Two Weevils]]&lt;br /&gt;
&lt;br /&gt;
[[Armor|Robes]] only&lt;br /&gt;
&lt;br /&gt;
*Improves chances against bolts and warding attacks when wearing the armor and for the wearer to gain mana or stamina from the attack&lt;br /&gt;
*Lesser aganjira: Reduces the d100 against warding and bolt spells by 1d10 for the wearer, and (2d10)% chance to gain 1d10 mana or stamina, -60 material penalty&lt;br /&gt;
*Greater aganjira: Reduces the d100 against warding and bolt spells by 1d25 for the wearer, and (2d25)% chance to gain 1d25 mana or stamina, -150 material penalty&lt;br /&gt;
*Prioritizes mana or stamina based upon whichever you&#039;re missing the most of (in terms of absolute number, not percent)&lt;br /&gt;
*An alteration merchant can update the name of greater aganjira to x&#039;aganjira if desired (normal alteration rules/restrictions apply, and it will be confirmed the item has the greater properties)&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts| Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aganjira&amp;diff=200545</id>
		<title>Aganjira</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aganjira&amp;diff=200545"/>
		<updated>2023-06-21T01:22:11Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Behind the Scenes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
 |bonus=+20&lt;br /&gt;
 |str=?&lt;br /&gt;
 |dur=?&lt;br /&gt;
 |weight=Unknown&lt;br /&gt;
 |use=Armor&lt;br /&gt;
 |rarity=Extremely Rare&lt;br /&gt;
 |special=Reduces the d100 against warding and bolt spells&lt;br /&gt;
 |color=Light Brown&lt;br /&gt;
 |dye=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By soaking the agan beetle&#039;s carapaces in an undisclosed solution, it becomes malleable and can be woven into what is being called aganjira. The name literally means &amp;quot;old protection,&amp;quot; with the &amp;quot;agan&amp;quot; most likely referencing the aforementioned agan beetle as well as the use of old alchemy tomes to aid in its creation (one must note that which tomes and what solutions is a carefully guarded secret). This material improves the wearer&#039;s chances against bolts and warding attacks and absorbs some of the attack as mana or stamina.&lt;br /&gt;
&lt;br /&gt;
Aganjira can only be made from the agan beetles. Attempts to recreate using normal beetle carapaces always fail. Erithi principles, including respect of life, are a large part of the process. The agan beetle must naturally complete its lifecycle; the carapaces are gathered after they die. A visiting weaver suggested forcing a bark beetle to eat from the surita then prematurely killing it after the carapace softened in order to increase production of aganjira. This being the very antithesis of erithi nature, the weaver was firmly and quickly escorted out of Rumor Woods and banned from returning.&lt;br /&gt;
&lt;br /&gt;
Thus, aganjira&#039;s production is inextricably tied to both the agan beetle and the surita tree, making it a sought after and rare material. The cloth is amenable to most dyes and is naturally light in hue with bark-brown striations.&lt;br /&gt;
&lt;br /&gt;
Greater Aganjira&lt;br /&gt;
Treating aganjira with a specialized blend of alchemical ingredients, including a tincture of chrysanthemum blossoms, serves to improve the material and its inherent properties. Typically known simply as greater aganjira, it is sometimes colloquially known as x&#039;aganjira. While the etymology of aganjira is quite clear, the addition of &amp;quot;x&amp;quot; is less so. There are some historical Erithi examples of similar usages with no reason or definition as to what was truncated to arrive at the x. It may be that someone long ago simply liked the way it looked. Linguists spend decades arguing over such anomalies; adding a newer term to the mix shall keep many a tavern in business as after-hours scholars drink and debate.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Aganjira was released in 2021 [[Rumor Woods]] and sold at [[RWShop:The_Greater_of_Two_Weevils|The Greater of Two Weevils]]&lt;br /&gt;
&lt;br /&gt;
[[Armor|Robes]] only&lt;br /&gt;
&lt;br /&gt;
*Improves chances against bolts and warding attacks when wearing the armor and for the wearer to gain mana or stamina from the attack&lt;br /&gt;
*Lesser aganjira: Reduces the d100 against warding and bolt spells by 1d10 for the wearer, and (2d10)% chance to gain 1d10 mana or stamina, -60 material penalty&lt;br /&gt;
*Greater aganjira: Reduces the d100 against warding and bolt spells by 1d25 for the wearer, and (2d25)% chance to gain 1d25 mana or stamina, -150 material penalty&lt;br /&gt;
*Prioritizes mana or stamina based upon whichever you&#039;re missing the most of (in terms of absolute number, not percent)&lt;br /&gt;
*An alteration merchant can update the name of greater aganjira to x&#039;aganjira if desired (normal alteration rules/restrictions apply, and it will be confirmed the item has the greater properties)&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts| Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Aganjira&amp;diff=200544</id>
		<title>Aganjira</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Aganjira&amp;diff=200544"/>
		<updated>2023-06-21T01:22:02Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: Created page with &amp;quot;{{Material  |bonus=+20  |str=?  |dur=?  |weight=Unknown  |use=Armor  |rarity=Extremely Rare  |special=Reduces the d100 against warding and bolt spells  |color=Light Brown  |dy...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
 |bonus=+20&lt;br /&gt;
 |str=?&lt;br /&gt;
 |dur=?&lt;br /&gt;
 |weight=Unknown&lt;br /&gt;
 |use=Armor&lt;br /&gt;
 |rarity=Extremely Rare&lt;br /&gt;
 |special=Reduces the d100 against warding and bolt spells&lt;br /&gt;
 |color=Light Brown&lt;br /&gt;
 |dye=Yes&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By soaking the agan beetle&#039;s carapaces in an undisclosed solution, it becomes malleable and can be woven into what is being called aganjira. The name literally means &amp;quot;old protection,&amp;quot; with the &amp;quot;agan&amp;quot; most likely referencing the aforementioned agan beetle as well as the use of old alchemy tomes to aid in its creation (one must note that which tomes and what solutions is a carefully guarded secret). This material improves the wearer&#039;s chances against bolts and warding attacks and absorbs some of the attack as mana or stamina.&lt;br /&gt;
&lt;br /&gt;
Aganjira can only be made from the agan beetles. Attempts to recreate using normal beetle carapaces always fail. Erithi principles, including respect of life, are a large part of the process. The agan beetle must naturally complete its lifecycle; the carapaces are gathered after they die. A visiting weaver suggested forcing a bark beetle to eat from the surita then prematurely killing it after the carapace softened in order to increase production of aganjira. This being the very antithesis of erithi nature, the weaver was firmly and quickly escorted out of Rumor Woods and banned from returning.&lt;br /&gt;
&lt;br /&gt;
Thus, aganjira&#039;s production is inextricably tied to both the agan beetle and the surita tree, making it a sought after and rare material. The cloth is amenable to most dyes and is naturally light in hue with bark-brown striations.&lt;br /&gt;
&lt;br /&gt;
Greater Aganjira&lt;br /&gt;
Treating aganjira with a specialized blend of alchemical ingredients, including a tincture of chrysanthemum blossoms, serves to improve the material and its inherent properties. Typically known simply as greater aganjira, it is sometimes colloquially known as x&#039;aganjira. While the etymology of aganjira is quite clear, the addition of &amp;quot;x&amp;quot; is less so. There are some historical Erithi examples of similar usages with no reason or definition as to what was truncated to arrive at the x. It may be that someone long ago simply liked the way it looked. Linguists spend decades arguing over such anomalies; adding a newer term to the mix shall keep many a tavern in business as after-hours scholars drink and debate.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Aganjira was released in 2021 [[Rumor Woods]] and sold at [[RWShop:The_Greater_of_Two_Weevils|The Greater of Two Weevils]]&lt;br /&gt;
&lt;br /&gt;
[[Armor|Robes]] only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Improves chances against bolts and warding attacks when wearing the armor and for the wearer to gain mana or stamina from the attack&lt;br /&gt;
*Lesser aganjira: Reduces the d100 against warding and bolt spells by 1d10 for the wearer, and (2d10)% chance to gain 1d10 mana or stamina, -60 material penalty&lt;br /&gt;
*Greater aganjira: Reduces the d100 against warding and bolt spells by 1d25 for the wearer, and (2d25)% chance to gain 1d25 mana or stamina, -150 material penalty&lt;br /&gt;
*Prioritizes mana or stamina based upon whichever you&#039;re missing the most of (in terms of absolute number, not percent)&lt;br /&gt;
*An alteration merchant can update the name of greater aganjira to x&#039;aganjira if desired (normal alteration rules/restrictions apply, and it will be confirmed the item has the greater properties)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts| Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shadarl&amp;diff=200542</id>
		<title>Shadarl</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shadarl&amp;diff=200542"/>
		<updated>2023-06-21T01:16:35Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Material&lt;br /&gt;
 |bonus=+20&lt;br /&gt;
 |str=?&lt;br /&gt;
 |dur=?&lt;br /&gt;
 |weight=Unknown&lt;br /&gt;
 |use=Armor&lt;br /&gt;
 |rarity=Extremely Rare&lt;br /&gt;
 |special=40 ranks [[Stalking and Hiding]] (enhancive)&lt;br /&gt;
 |color=Black&lt;br /&gt;
 |dye=No&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadarl is a leather-like material discovered while experimenting upon aganjira in an attempt to increase its properties. The creators are being quite circumspect about their processes, but in broad strokes, a reduction of lotus wood fibers and additional agan beetle carapaces were added to aganjira. We&#039;re told that a few specialized flora and possibly soil from Rumor Woods were included as well. The presence of a mage known to specialize in earth and shadow magics adds an aura of the arcane to the stories coming from the Woods. Regardless, the outcome was something completely different than aganjira.&lt;br /&gt;
&lt;br /&gt;
Black as pitch, shadarl has the unusual property of absorbing both light and sound. While this absorption is not complete, it is enough to grant a stealthy adventurer an edge over his prey. One unfortunate side effect of this is that shadarl often disrupts spellcasting by absorbing words and sound before they even leave the wearer&#039;s mouth.&lt;br /&gt;
&lt;br /&gt;
The term shadarl was coined to resemble the erithi mummery, the shi&#039;hadara, where masks are used to hide one&#039;s face.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Shadarl was released in 2021 [[Rumor Woods]] and sold at [[RWShop:The_Lesser_of_Two_Weevils|The Lesser of Two Weevils]]&lt;br /&gt;
&lt;br /&gt;
[[Armor|Light Leather - Brig]] AsG 5-12 only&lt;br /&gt;
&lt;br /&gt;
*Innate material property; doesn&#039;t compete with any other property&lt;br /&gt;
*Improves one&#039;s stalking/hiding bonus (+40 enhancive ranks, does not require recharging)&lt;br /&gt;
*Increases spell hindrance (+1%)&lt;br /&gt;
*-100 material penalty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts| Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200492</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200492"/>
		<updated>2023-06-20T00:07:58Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Other scripts that are popular */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core Lich components installed with lich ===&lt;br /&gt;
* [[Script Go2|Go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|Xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|Alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|Vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|Autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|Repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|Version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-online ===&lt;br /&gt;
* [[Lich:Script Bigshot|Bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|Ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|Ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|Eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|Ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|Eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;Ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;Elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;Jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;Ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 5.7.0+ full installer)&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* [[Script LNet|lnet]] - An out of game, third party, not Simutronics controlled chat server. &amp;lt;CODE&amp;gt;;repo download lnet --author=elanthia-online&amp;lt;/CODE&amp;gt;. See wiki page for details &#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no control over lnet or policy enforcement there.&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;Sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;Uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;CoLMaster &#039;&#039;&#039; - A script for getting and performing COL tasks in Solhaven&lt;br /&gt;
* &#039;&#039;&#039;Volnstep &#039;&#039;&#039; - A script for performing voln tasks in WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;signore &#039;&#039;&#039; - A script for using society powers &amp;lt;CODE&amp;gt;;signore setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;character-planner &#039;&#039;&#039; - A script for planning out your character skills and training. &amp;lt;CODE&amp;gt;;character-planner&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;stat-maximizer&#039;&#039;&#039; - A script for configuring character stats. &amp;lt;CODE&amp;gt;;stat-maximizer&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;tpick&#039;&#039;&#039; - A script for lockpicking &amp;lt;CODE&amp;gt;;tpick setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;warrior&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;warrior setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;rogues&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;rogues setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Repo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200489</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=200489"/>
		<updated>2023-06-20T00:01:27Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Other scripts that are popular */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core Lich components installed with lich ===&lt;br /&gt;
* [[Script Go2|Go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|Xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|Alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|Vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|Autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|Repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|Version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-online ===&lt;br /&gt;
* [[Lich:Script Bigshot|Bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|Ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|Ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|Eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|Ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|Eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;Ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;Elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;Jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;Ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 5.7.0+ full installer)&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* [[Script LNet|lnet]] - An out of game, third party, not Simutronics controlled chat server. &amp;lt;CODE&amp;gt;;repo download lnet --author=elanthia-online&amp;lt;/CODE&amp;gt;. See wiki page for details &#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no control over lnet or policy enforcement there.&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;Sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;Uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;CoLMaster &#039;&#039;&#039; - A script for getting and performing COL tasks in Solhaven&lt;br /&gt;
* &#039;&#039;&#039;Volnstep &#039;&#039;&#039; - A script for getting deeds in IMT and WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;signore &#039;&#039;&#039; - A script for using society powers &amp;lt;CODE&amp;gt;;signore setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;character-planner &#039;&#039;&#039; - A script for planning out your character skills and training. &amp;lt;CODE&amp;gt;;character-planner&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;stat-maximizer&#039;&#039;&#039; - A script for configuring character stats. &amp;lt;CODE&amp;gt;;stat-maximizer&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;tpick&#039;&#039;&#039; - A script for lockpicking &amp;lt;CODE&amp;gt;;tpick setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;warrior&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;warrior setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
* &#039;&#039;&#039;rogues&#039;&#039;&#039; - A script for warrior guild tasks &amp;lt;CODE&amp;gt;;rogues setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Repo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_invdb&amp;diff=200236</id>
		<title>Lich:Script invdb</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_invdb&amp;diff=200236"/>
		<updated>2023-06-17T15:23:31Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Cross-character searching &amp;amp; tracking of characters, inventory, lockers, bank accounts, and other data&lt;br /&gt;
&lt;br /&gt;
Now including support for family vaults! &lt;br /&gt;
&lt;br /&gt;
author: Xanlin (Xanlin#4407 on discord)&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tldr&#039;&#039;&#039;: run &amp;lt;CODE&amp;gt;;invdb&amp;lt;/CODE&amp;gt; to load your stuff, then &amp;lt;CODE&amp;gt;;invdb thing&amp;lt;/CODE&amp;gt; to find your thing.&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
&amp;lt;CODE&amp;gt;;invdb help&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    ;invdb help      &amp;gt; help text (this)&lt;br /&gt;
    ;invdb examples  &amp;gt; examples&lt;br /&gt;
    ;invdb menu      &amp;gt; basic starter menu&lt;br /&gt;
    ;invdb changelog &amp;gt; changelog&lt;br /&gt;
&lt;br /&gt;
    first parameter: action (default to refresh all if no parameters provided)&lt;br /&gt;
      options: refresh, query, sum (or total), export, reset, delete, drop&lt;br /&gt;
        refresh   load/update your database&lt;br /&gt;
        query     prints out results to your story window&lt;br /&gt;
        sum       less detail than query, aggregates by type and item&lt;br /&gt;
        count     shows totals by character and location&lt;br /&gt;
        export    export table or query to a file&lt;br /&gt;
        reset     clear everything and start over&lt;br /&gt;
        delete    delete stuff, can be complicated, more on this later&lt;br /&gt;
&lt;br /&gt;
    second parameter: target (defaults to all or item)&lt;br /&gt;
      options: bank, char, item, inv, locker, tickets&lt;br /&gt;
        bank      bank account &amp;amp; silvers&lt;br /&gt;
        char      character info&lt;br /&gt;
        item      both inventory and lockers&lt;br /&gt;
        inv       inventory, but not lockers&lt;br /&gt;
        locker    locker(s), but not inventory&lt;br /&gt;
        tickets   ticket balance information&lt;br /&gt;
&lt;br /&gt;
    optional parameters:&lt;br /&gt;
      char=name                      # supports wildcards&lt;br /&gt;
      game=gsiv                      # defaults to the current game&lt;br /&gt;
      type=gem                       # based on your GameObj type data.&lt;br /&gt;
      noun=stone                     # filter by item noun&lt;br /&gt;
      path=backpack                  # all items that start in a backpack&lt;br /&gt;
      stack=(jar|bundle|stack|pack)  # only jars implemented so far&lt;br /&gt;
      status=(empty|partial|full)    # to help find empty or full jars&lt;br /&gt;
      marked=Y                       # not recorded in standard lockers&lt;br /&gt;
      registered=Y                   # not recorded in standard lockers&lt;br /&gt;
      worn=                          # not yet implemented&lt;br /&gt;
      groupby=char                   # adds char column to sum/total queries&lt;br /&gt;
      orderby=&amp;quot;path asc, qty desc&amp;quot;   # customize result order&lt;br /&gt;
      delay=6                        # delay N seconds before doing stuff (e.g. autostart)&lt;br /&gt;
&lt;br /&gt;
    All other input is used as a search string in the primary name in the target.&lt;br /&gt;
    If no parameters are provided, defaults to `refresh all`&lt;br /&gt;
    If no applicable action &amp;amp; target are specified, defaults to searching items&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    exporting:&lt;br /&gt;
      ;invdb export (char|item|inv|locker|bank|tickets|sbank|stickets) (optional parameters)&lt;br /&gt;
      - additional optional export parameters:&lt;br /&gt;
        format=(csv|txt|pipe)         default = csv&lt;br /&gt;
        dir=&amp;quot;c:\usersme\desktop&amp;quot;   default = $lich_dir\inv\&lt;br /&gt;
        file=&amp;quot;filename.ext&amp;quot;           default = target_(params)_timestamp.csv&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    most commands have abbreviations:&lt;br /&gt;
      q  = query      c = char        m = marked&lt;br /&gt;
      i  = item       g = game        r = registered&lt;br /&gt;
      in = inv        t = type        s = stack&lt;br /&gt;
      l  = locker     n = noun        status = status&lt;br /&gt;
      b  = bank       p = path&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    settings (on/off is converted into true/false)&lt;br /&gt;
      ;invdb --settings lists your current settings&lt;br /&gt;
      ;invdb --jar=on/off will turn on/off looking in jars&lt;br /&gt;
      ;invdb --stack=on/off will turn on/off reading stacks of notes (light and deep notes)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;invdb menu&amp;lt;/CODE&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
  |                          invdb                               |&lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
&lt;br /&gt;
      Run #1 first if your database is empty:&lt;br /&gt;
       1: ;invdb refresh all to create/update the database&lt;br /&gt;
&lt;br /&gt;
       other examples:&lt;br /&gt;
       2: character list       ;invdb query char&lt;br /&gt;
       3: bank accounts        ;invdb q bank&lt;br /&gt;
       4: landing bank total   ;invdb sum bank amount&amp;gt;100000 elan&lt;br /&gt;
       5: all gems in inv(s)   ;invdb q inv type=gem&lt;br /&gt;
       6: your stuff           ;invdb q item c=Xanlin&lt;br /&gt;
       7: all locker stuff     ;invdb q locker&lt;br /&gt;
       8: all empty jars       ;invdb type=jar status=empty&lt;br /&gt;
       9: total gems           ;invdb sum type=gem&lt;br /&gt;
      10: total uncut diamonds ;invdb sum type=gem =uncut dia*&lt;br /&gt;
      11: locker counts        ;invdb count char=Xanlin&lt;br /&gt;
&lt;br /&gt;
      Add an optional delay for autostart:&lt;br /&gt;
          ;autostart add --global invdb delay=6 @no_squelch&lt;br /&gt;
      To set autostart ;repository to download updates:&lt;br /&gt;
          ;autostart add --global repository download-updates&lt;br /&gt;
      To set invdb to auto-update:&lt;br /&gt;
          ;repository set-updatable invdb&lt;br /&gt;
      To update just your character info on logout:&lt;br /&gt;
          ;alias add --global quit=;eq Script.run(&#039;invdb&#039;,&#039;refresh char&#039;);fput &#039;quit&#039;&lt;br /&gt;
  &lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don&#039;t have premium lockers, your locker location is just listed as `locker`. If you don&#039;t have a paid subscription, you need to run the script at each locker that has contents with the locker open. &lt;br /&gt;
&lt;br /&gt;
==Default Query==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve run &amp;lt;CODE&amp;gt;;invdb&amp;lt;/CODE&amp;gt; or &amp;lt;CODE&amp;gt;;invdb refresh all&amp;lt;/CODE&amp;gt; on each of the characters you want to load:&lt;br /&gt;
&lt;br /&gt;
example searching for something containing the word button:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;inv q button&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
...  loc: location of the item (hands|inv|locker|town abbr if multi locker)&lt;br /&gt;
... path: the path to an item, e.g. `backpack &amp;gt; box` is in a box, in a backpack&lt;br /&gt;
... type: object type, per GameObj.type_data&lt;br /&gt;
...  stk: stack, a non-standard container, e.g. jar|bundle|voucher pack&lt;br /&gt;
...  epf: status (empty|partial|full) for jars/stacks&lt;br /&gt;
...    m: marked (Y or blank)&lt;br /&gt;
...    r: registered (Y or blank)&lt;br /&gt;
...     h: hidden (Y or blank)&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
 name    | loc   | path       | qty | type     | stk | epf | m | r | h | item&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
 Xanlin  | inv   |            |   1 | unknown  |     |     | Y | Y |   | black suede pants caught with horn buttons&lt;br /&gt;
 SomeAlt1| inv   |            |   1 | clothing |     |     | Y |   |   | dark silver-buttoned breeches&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
matched 2 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
finding where you stashed some gems:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;inv type=gem =uncut diamond&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
 name         |loc   | path             | qty|type      |stk|epf|m|r| item                             &lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Somealt1     |inv   | satchel          |   2|gem       |   |   | | | uncut diamond &lt;br /&gt;
 Mule1        |inv   | sack &amp;gt; jar       | 100|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule2        |hands | jacket &amp;gt; jar     |  42|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule2        |inv   | greatcloak &amp;gt; jar |  63|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule3        |inv   | bag              |   1|gem       |   |   | | | uncut diamond &lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
matched 5 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
getting a total number of an item:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum type=gem =uncut diamond&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
type      |        amount | item                             &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
gem       |           208 | uncut diamond &lt;br /&gt;
gem       |           208 | total                            &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 2 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bank==&lt;br /&gt;
&lt;br /&gt;
Can&#039;t remember how much that one character has in their bank?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv q bank char=xanlin&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 name         | bank                         |        amount | updated &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Xanlin       | First Elanith Secured Bank   |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Great Bank of Kharam-Dzu     |        ##,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Vornavis Bank of Solhaven    |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Bank of Torre County         |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Icemule Trace Bank           |     #,###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Bank of Kharag &#039;doth Dzulthu |        ##,### | 06/25/18 &lt;br /&gt;
 Xanlin       | United City-States Bank      |     #,###,### | 06/28/18 &lt;br /&gt;
 Xanlin       | Cysaegir Bank                |        ##,### | 06/26/18 &lt;br /&gt;
 Xanlin       | Total                        |     #,###,### | 06/28/18 &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
matched 9 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
total up all your bank accounts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum bank&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 bank                         |        amount |   characters &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 Bank of Kharag &#039;doth Dzulthu |        ##,### | Xanlin, Somealt &lt;br /&gt;
 Bank of Torre County         |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 Cysaegir Bank                |        ##,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 First Elanith Secured Bank   |       ###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 Great Bank of Kharam-Dzu     |        ##,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 Icemule Trace Bank           |     #,###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 United City-States Bank      |     #,###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 Vornavis Bank of Solhaven    |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 grand total                  |     #,###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 9 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
Get your total at just one bank if you prefer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum bank elan&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 bank                         |        amount |   characters &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 First Elanith Secured Bank   |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 1 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
==Export==&lt;br /&gt;
Don&#039;t care for the in game queries and prefer your spreadsheets instead? You can export to csv (or tab/pipe delimited) and do whatever you want with it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv export item&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
exported 1166 rows from item to&lt;br /&gt;
C:/.../lich/inv/item_2018-06-28_12-59-35.csv.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
item_2018-06-28_12-59-35.csv :&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name,loc,path,qty,type,stk,epf,m,r,item&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,thick ebonwood armband&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,translucent spidersilk backpack&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,jewelry,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,copper-bound linen badge&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,oiled light leather courier bag  with polished faenor buckles&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,black leather disarming case&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,translucent spidersilk cloak&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,Y,pair of rolaren-studded gauntlets&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,pair of black-tinted glasses&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,onyx-studded shadowy black hip-satchel&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,Y,black hand insignia&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,silver locksmith kit&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,jewelry,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,tiny iron catapult pin&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,magic,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,dull gold ring&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,matte black satchel&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,dark leather scalemail&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,leather swordbelt&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,emerald-hued imflass trident symbol  adorned with blue coral&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,white flask&lt;br /&gt;
Xanlin,inv,backpack,1,herb,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,ambrominas leaf&lt;br /&gt;
Xanlin,inv,backpack,1,lockpick,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,copper lockpick&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,flawless gold ring&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,small statue&lt;br /&gt;
Xanlin,inv,bag,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,ruby amulet&lt;br /&gt;
Xanlin,inv,bag,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,Y,thin coarse linen blindfold&lt;br /&gt;
Xanlin,inv,bag,3,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,crisp parchment bloodscrip&lt;br /&gt;
Xanlin,inv,bag,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,pair of rolaren-toed boots&lt;br /&gt;
Xanlin,inv,bag,2,gem,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,uncut star-of-Tamzyrr diamond &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other useful commands==&lt;br /&gt;
&lt;br /&gt;
Want to delete a character? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;invdb delete character char=&amp;lt;name&amp;gt;&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How about a partial match when you want anything containing one word? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;invdb shimmering *orb&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_invdb&amp;diff=200235</id>
		<title>Lich:Script invdb</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_invdb&amp;diff=200235"/>
		<updated>2023-06-17T15:20:55Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Default Query */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Cross-character searching &amp;amp; tracking of characters, inventory, lockers, bank accounts, and other data&lt;br /&gt;
&lt;br /&gt;
Now including support for family vaults! &lt;br /&gt;
&lt;br /&gt;
author: Xanlin (Xanlin#4407 on discord)&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tldr&#039;&#039;&#039;: run &#039;&#039;&#039;;invdb&#039;&#039;&#039; to load your stuff, then &#039;&#039;&#039;;invdb thing&#039;&#039;&#039; to find your thing.&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
&#039;&#039;&#039;;invdb help&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    ;invdb help      &amp;gt; help text (this)&lt;br /&gt;
    ;invdb examples  &amp;gt; examples&lt;br /&gt;
    ;invdb menu      &amp;gt; basic starter menu&lt;br /&gt;
    ;invdb changelog &amp;gt; changelog&lt;br /&gt;
&lt;br /&gt;
    first parameter: action (default to refresh all if no parameters provided)&lt;br /&gt;
      options: refresh, query, sum (or total), export, reset, delete, drop&lt;br /&gt;
        refresh   load/update your database&lt;br /&gt;
        query     prints out results to your story window&lt;br /&gt;
        sum       less detail than query, aggregates by type and item&lt;br /&gt;
        count     shows totals by character and location&lt;br /&gt;
        export    export table or query to a file&lt;br /&gt;
        reset     clear everything and start over&lt;br /&gt;
        delete    delete stuff, can be complicated, more on this later&lt;br /&gt;
&lt;br /&gt;
    second parameter: target (defaults to all or item)&lt;br /&gt;
      options: bank, char, item, inv, locker, tickets&lt;br /&gt;
        bank      bank account &amp;amp; silvers&lt;br /&gt;
        char      character info&lt;br /&gt;
        item      both inventory and lockers&lt;br /&gt;
        inv       inventory, but not lockers&lt;br /&gt;
        locker    locker(s), but not inventory&lt;br /&gt;
        tickets   ticket balance information&lt;br /&gt;
&lt;br /&gt;
    optional parameters:&lt;br /&gt;
      char=name                      # supports wildcards&lt;br /&gt;
      game=gsiv                      # defaults to the current game&lt;br /&gt;
      type=gem                       # based on your GameObj type data.&lt;br /&gt;
      noun=stone                     # filter by item noun&lt;br /&gt;
      path=backpack                  # all items that start in a backpack&lt;br /&gt;
      stack=(jar|bundle|stack|pack)  # only jars implemented so far&lt;br /&gt;
      status=(empty|partial|full)    # to help find empty or full jars&lt;br /&gt;
      marked=Y                       # not recorded in standard lockers&lt;br /&gt;
      registered=Y                   # not recorded in standard lockers&lt;br /&gt;
      worn=                          # not yet implemented&lt;br /&gt;
      groupby=char                   # adds char column to sum/total queries&lt;br /&gt;
      orderby=&amp;quot;path asc, qty desc&amp;quot;   # customize result order&lt;br /&gt;
      delay=6                        # delay N seconds before doing stuff (e.g. autostart)&lt;br /&gt;
&lt;br /&gt;
    All other input is used as a search string in the primary name in the target.&lt;br /&gt;
    If no parameters are provided, defaults to `refresh all`&lt;br /&gt;
    If no applicable action &amp;amp; target are specified, defaults to searching items&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    exporting:&lt;br /&gt;
      ;invdb export (char|item|inv|locker|bank|tickets|sbank|stickets) (optional parameters)&lt;br /&gt;
      - additional optional export parameters:&lt;br /&gt;
        format=(csv|txt|pipe)         default = csv&lt;br /&gt;
        dir=&amp;quot;c:\usersme\desktop&amp;quot;   default = $lich_dir\inv\&lt;br /&gt;
        file=&amp;quot;filename.ext&amp;quot;           default = target_(params)_timestamp.csv&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    most commands have abbreviations:&lt;br /&gt;
      q  = query      c = char        m = marked&lt;br /&gt;
      i  = item       g = game        r = registered&lt;br /&gt;
      in = inv        t = type        s = stack&lt;br /&gt;
      l  = locker     n = noun        status = status&lt;br /&gt;
      b  = bank       p = path&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    settings (on/off is converted into true/false)&lt;br /&gt;
      ;invdb --settings lists your current settings&lt;br /&gt;
      ;invdb --jar=on/off will turn on/off looking in jars&lt;br /&gt;
      ;invdb --stack=on/off will turn on/off reading stacks of notes (light and deep notes)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;;invdb menu&#039;&#039;&#039;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
  |                          invdb                               |&lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
&lt;br /&gt;
      Run #1 first if your database is empty:&lt;br /&gt;
       1: ;invdb refresh all to create/update the database&lt;br /&gt;
&lt;br /&gt;
       other examples:&lt;br /&gt;
       2: character list       ;invdb query char&lt;br /&gt;
       3: bank accounts        ;invdb q bank&lt;br /&gt;
       4: landing bank total   ;invdb sum bank amount&amp;gt;100000 elan&lt;br /&gt;
       5: all gems in inv(s)   ;invdb q inv type=gem&lt;br /&gt;
       6: your stuff           ;invdb q item c=Xanlin&lt;br /&gt;
       7: all locker stuff     ;invdb q locker&lt;br /&gt;
       8: all empty jars       ;invdb type=jar status=empty&lt;br /&gt;
       9: total gems           ;invdb sum type=gem&lt;br /&gt;
      10: total uncut diamonds ;invdb sum type=gem =uncut dia*&lt;br /&gt;
      11: locker counts        ;invdb count char=Xanlin&lt;br /&gt;
&lt;br /&gt;
      Add an optional delay for autostart:&lt;br /&gt;
          ;autostart add --global invdb delay=6 @no_squelch&lt;br /&gt;
      To set autostart ;repository to download updates:&lt;br /&gt;
          ;autostart add --global repository download-updates&lt;br /&gt;
      To set invdb to auto-update:&lt;br /&gt;
          ;repository set-updatable invdb&lt;br /&gt;
      To update just your character info on logout:&lt;br /&gt;
          ;alias add --global quit=;eq Script.run(&#039;invdb&#039;,&#039;refresh char&#039;);fput &#039;quit&#039;&lt;br /&gt;
  &lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don&#039;t have premium lockers, your locker location is just listed as `locker`. If you don&#039;t have a paid subscription, you need to run the script at each locker that has contents with the locker open. &lt;br /&gt;
&lt;br /&gt;
==Default Query==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve run &#039;&#039;&#039;;invdb&#039;&#039;&#039; or &#039;&#039;&#039;;invdb refresh all&#039;&#039;&#039; on each of the characters you want to load:&lt;br /&gt;
&lt;br /&gt;
example searching for something containing the word button:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;inv q button&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
...  loc: location of the item (hands|inv|locker|town abbr if multi locker)&lt;br /&gt;
... path: the path to an item, e.g. `backpack &amp;gt; box` is in a box, in a backpack&lt;br /&gt;
... type: object type, per GameObj.type_data&lt;br /&gt;
...  stk: stack, a non-standard container, e.g. jar|bundle|voucher pack&lt;br /&gt;
...  epf: status (empty|partial|full) for jars/stacks&lt;br /&gt;
...    m: marked (Y or blank)&lt;br /&gt;
...    r: registered (Y or blank)&lt;br /&gt;
...     h: hidden (Y or blank)&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
 name    | loc   | path       | qty | type     | stk | epf | m | r | h | item&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
 Xanlin  | inv   |            |   1 | unknown  |     |     | Y | Y |   | black suede pants caught with horn buttons&lt;br /&gt;
 SomeAlt1| inv   |            |   1 | clothing |     |     | Y |   |   | dark silver-buttoned breeches&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
matched 2 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
finding where you stashed some gems:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;;inv type=gem =uncut diamond&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
 name         |loc   | path             | qty|type      |stk|epf|m|r| item                             &lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Somealt1     |inv   | satchel          |   2|gem       |   |   | | | uncut diamond &lt;br /&gt;
 Mule1        |inv   | sack &amp;gt; jar       | 100|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule2        |hands | jacket &amp;gt; jar     |  42|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule2        |inv   | greatcloak &amp;gt; jar |  63|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule3        |inv   | bag              |   1|gem       |   |   | | | uncut diamond &lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
matched 5 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
getting a total number of an item:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum type=gem =uncut diamond&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
type      |        amount | item                             &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
gem       |           208 | uncut diamond &lt;br /&gt;
gem       |           208 | total                            &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 2 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bank==&lt;br /&gt;
&lt;br /&gt;
Can&#039;t remember how much that one character has in their bank?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv q bank char=xanlin&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 name         | bank                         |        amount | updated &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Xanlin       | First Elanith Secured Bank   |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Great Bank of Kharam-Dzu     |        ##,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Vornavis Bank of Solhaven    |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Bank of Torre County         |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Icemule Trace Bank           |     #,###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Bank of Kharag &#039;doth Dzulthu |        ##,### | 06/25/18 &lt;br /&gt;
 Xanlin       | United City-States Bank      |     #,###,### | 06/28/18 &lt;br /&gt;
 Xanlin       | Cysaegir Bank                |        ##,### | 06/26/18 &lt;br /&gt;
 Xanlin       | Total                        |     #,###,### | 06/28/18 &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
matched 9 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
total up all your bank accounts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum bank&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 bank                         |        amount |   characters &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 Bank of Kharag &#039;doth Dzulthu |        ##,### | Xanlin, Somealt &lt;br /&gt;
 Bank of Torre County         |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 Cysaegir Bank                |        ##,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 First Elanith Secured Bank   |       ###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 Great Bank of Kharam-Dzu     |        ##,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 Icemule Trace Bank           |     #,###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 United City-States Bank      |     #,###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 Vornavis Bank of Solhaven    |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 grand total                  |     #,###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 9 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
Get your total at just one bank if you prefer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum bank elan&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 bank                         |        amount |   characters &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 First Elanith Secured Bank   |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 1 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
==Export==&lt;br /&gt;
Don&#039;t care for the in game queries and prefer your spreadsheets instead? You can export to csv (or tab/pipe delimited) and do whatever you want with it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv export item&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
exported 1166 rows from item to&lt;br /&gt;
C:/.../lich/inv/item_2018-06-28_12-59-35.csv.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
item_2018-06-28_12-59-35.csv :&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name,loc,path,qty,type,stk,epf,m,r,item&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,thick ebonwood armband&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,translucent spidersilk backpack&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,jewelry,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,copper-bound linen badge&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,oiled light leather courier bag  with polished faenor buckles&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,black leather disarming case&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,translucent spidersilk cloak&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,Y,pair of rolaren-studded gauntlets&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,pair of black-tinted glasses&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,onyx-studded shadowy black hip-satchel&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,Y,black hand insignia&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,silver locksmith kit&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,jewelry,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,tiny iron catapult pin&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,magic,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,dull gold ring&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,matte black satchel&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,dark leather scalemail&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,leather swordbelt&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,emerald-hued imflass trident symbol  adorned with blue coral&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,white flask&lt;br /&gt;
Xanlin,inv,backpack,1,herb,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,ambrominas leaf&lt;br /&gt;
Xanlin,inv,backpack,1,lockpick,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,copper lockpick&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,flawless gold ring&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,small statue&lt;br /&gt;
Xanlin,inv,bag,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,ruby amulet&lt;br /&gt;
Xanlin,inv,bag,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,Y,thin coarse linen blindfold&lt;br /&gt;
Xanlin,inv,bag,3,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,crisp parchment bloodscrip&lt;br /&gt;
Xanlin,inv,bag,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,pair of rolaren-toed boots&lt;br /&gt;
Xanlin,inv,bag,2,gem,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,uncut star-of-Tamzyrr diamond &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other useful commands==&lt;br /&gt;
&lt;br /&gt;
Want to delete a character? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;invdb delete character char=&amp;lt;name&amp;gt;&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How about a partial match when you want anything containing one word? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;invdb shimmering *orb&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_invdb&amp;diff=200234</id>
		<title>Lich:Script invdb</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_invdb&amp;diff=200234"/>
		<updated>2023-06-17T15:20:32Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Other useful commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Cross-character searching &amp;amp; tracking of characters, inventory, lockers, bank accounts, and other data&lt;br /&gt;
&lt;br /&gt;
Now including support for family vaults! &lt;br /&gt;
&lt;br /&gt;
author: Xanlin (Xanlin#4407 on discord)&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;tldr&#039;&#039;&#039;: run &#039;&#039;&#039;;invdb&#039;&#039;&#039; to load your stuff, then &#039;&#039;&#039;;invdb thing&#039;&#039;&#039; to find your thing.&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
&#039;&#039;&#039;;invdb help&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
    ;invdb help      &amp;gt; help text (this)&lt;br /&gt;
    ;invdb examples  &amp;gt; examples&lt;br /&gt;
    ;invdb menu      &amp;gt; basic starter menu&lt;br /&gt;
    ;invdb changelog &amp;gt; changelog&lt;br /&gt;
&lt;br /&gt;
    first parameter: action (default to refresh all if no parameters provided)&lt;br /&gt;
      options: refresh, query, sum (or total), export, reset, delete, drop&lt;br /&gt;
        refresh   load/update your database&lt;br /&gt;
        query     prints out results to your story window&lt;br /&gt;
        sum       less detail than query, aggregates by type and item&lt;br /&gt;
        count     shows totals by character and location&lt;br /&gt;
        export    export table or query to a file&lt;br /&gt;
        reset     clear everything and start over&lt;br /&gt;
        delete    delete stuff, can be complicated, more on this later&lt;br /&gt;
&lt;br /&gt;
    second parameter: target (defaults to all or item)&lt;br /&gt;
      options: bank, char, item, inv, locker, tickets&lt;br /&gt;
        bank      bank account &amp;amp; silvers&lt;br /&gt;
        char      character info&lt;br /&gt;
        item      both inventory and lockers&lt;br /&gt;
        inv       inventory, but not lockers&lt;br /&gt;
        locker    locker(s), but not inventory&lt;br /&gt;
        tickets   ticket balance information&lt;br /&gt;
&lt;br /&gt;
    optional parameters:&lt;br /&gt;
      char=name                      # supports wildcards&lt;br /&gt;
      game=gsiv                      # defaults to the current game&lt;br /&gt;
      type=gem                       # based on your GameObj type data.&lt;br /&gt;
      noun=stone                     # filter by item noun&lt;br /&gt;
      path=backpack                  # all items that start in a backpack&lt;br /&gt;
      stack=(jar|bundle|stack|pack)  # only jars implemented so far&lt;br /&gt;
      status=(empty|partial|full)    # to help find empty or full jars&lt;br /&gt;
      marked=Y                       # not recorded in standard lockers&lt;br /&gt;
      registered=Y                   # not recorded in standard lockers&lt;br /&gt;
      worn=                          # not yet implemented&lt;br /&gt;
      groupby=char                   # adds char column to sum/total queries&lt;br /&gt;
      orderby=&amp;quot;path asc, qty desc&amp;quot;   # customize result order&lt;br /&gt;
      delay=6                        # delay N seconds before doing stuff (e.g. autostart)&lt;br /&gt;
&lt;br /&gt;
    All other input is used as a search string in the primary name in the target.&lt;br /&gt;
    If no parameters are provided, defaults to `refresh all`&lt;br /&gt;
    If no applicable action &amp;amp; target are specified, defaults to searching items&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    exporting:&lt;br /&gt;
      ;invdb export (char|item|inv|locker|bank|tickets|sbank|stickets) (optional parameters)&lt;br /&gt;
      - additional optional export parameters:&lt;br /&gt;
        format=(csv|txt|pipe)         default = csv&lt;br /&gt;
        dir=&amp;quot;c:\usersme\desktop&amp;quot;   default = $lich_dir\inv\&lt;br /&gt;
        file=&amp;quot;filename.ext&amp;quot;           default = target_(params)_timestamp.csv&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    most commands have abbreviations:&lt;br /&gt;
      q  = query      c = char        m = marked&lt;br /&gt;
      i  = item       g = game        r = registered&lt;br /&gt;
      in = inv        t = type        s = stack&lt;br /&gt;
      l  = locker     n = noun        status = status&lt;br /&gt;
      b  = bank       p = path&lt;br /&gt;
    +---------------------------------------------------------------+&lt;br /&gt;
    settings (on/off is converted into true/false)&lt;br /&gt;
      ;invdb --settings lists your current settings&lt;br /&gt;
      ;invdb --jar=on/off will turn on/off looking in jars&lt;br /&gt;
      ;invdb --stack=on/off will turn on/off reading stacks of notes (light and deep notes)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Menu==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;;invdb menu&#039;&#039;&#039;&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
  |                          invdb                               |&lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
&lt;br /&gt;
      Run #1 first if your database is empty:&lt;br /&gt;
       1: ;invdb refresh all to create/update the database&lt;br /&gt;
&lt;br /&gt;
       other examples:&lt;br /&gt;
       2: character list       ;invdb query char&lt;br /&gt;
       3: bank accounts        ;invdb q bank&lt;br /&gt;
       4: landing bank total   ;invdb sum bank amount&amp;gt;100000 elan&lt;br /&gt;
       5: all gems in inv(s)   ;invdb q inv type=gem&lt;br /&gt;
       6: your stuff           ;invdb q item c=Xanlin&lt;br /&gt;
       7: all locker stuff     ;invdb q locker&lt;br /&gt;
       8: all empty jars       ;invdb type=jar status=empty&lt;br /&gt;
       9: total gems           ;invdb sum type=gem&lt;br /&gt;
      10: total uncut diamonds ;invdb sum type=gem =uncut dia*&lt;br /&gt;
      11: locker counts        ;invdb count char=Xanlin&lt;br /&gt;
&lt;br /&gt;
      Add an optional delay for autostart:&lt;br /&gt;
          ;autostart add --global invdb delay=6 @no_squelch&lt;br /&gt;
      To set autostart ;repository to download updates:&lt;br /&gt;
          ;autostart add --global repository download-updates&lt;br /&gt;
      To set invdb to auto-update:&lt;br /&gt;
          ;repository set-updatable invdb&lt;br /&gt;
      To update just your character info on logout:&lt;br /&gt;
          ;alias add --global quit=;eq Script.run(&#039;invdb&#039;,&#039;refresh char&#039;);fput &#039;quit&#039;&lt;br /&gt;
  &lt;br /&gt;
  +--------------------------------------------------------------+&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you don&#039;t have premium lockers, your locker location is just listed as `locker`. If you don&#039;t have a paid subscription, you need to run the script at each locker that has contents with the locker open. &lt;br /&gt;
&lt;br /&gt;
==Default Query==&lt;br /&gt;
&lt;br /&gt;
After you&#039;ve run &#039;&#039;&#039;;invdb&#039;&#039;&#039; or &#039;&#039;&#039;;invdb refresh all&#039;&#039;&#039; on each of the characters you want to load:&lt;br /&gt;
&lt;br /&gt;
example searching for something containing the word button:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;;inv q button&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
...  loc: location of the item (hands|inv|locker|town abbr if multi locker)&lt;br /&gt;
... path: the path to an item, e.g. `backpack &amp;gt; box` is in a box, in a backpack&lt;br /&gt;
... type: object type, per GameObj.type_data&lt;br /&gt;
...  stk: stack, a non-standard container, e.g. jar|bundle|voucher pack&lt;br /&gt;
...  epf: status (empty|partial|full) for jars/stacks&lt;br /&gt;
...    m: marked (Y or blank)&lt;br /&gt;
...    r: registered (Y or blank)&lt;br /&gt;
...     h: hidden (Y or blank)&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
 name    | loc   | path       | qty | type     | stk | epf | m | r | h | item&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
 Xanlin  | inv   |            |   1 | unknown  |     |     | Y | Y |   | black suede pants caught with horn buttons&lt;br /&gt;
 SomeAlt1| inv   |            |   1 | clothing |     |     | Y |   |   | dark silver-buttoned breeches&lt;br /&gt;
-----------------------------------------------------------------------------------------&lt;br /&gt;
matched 2 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
finding where you stashed some gems:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;;inv type=gem =uncut diamond&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
 name         |loc   | path             | qty|type      |stk|epf|m|r| item                             &lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
 Somealt1     |inv   | satchel          |   2|gem       |   |   | | | uncut diamond &lt;br /&gt;
 Mule1        |inv   | sack &amp;gt; jar       | 100|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule2        |hands | jacket &amp;gt; jar     |  42|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule2        |inv   | greatcloak &amp;gt; jar |  63|gem       |jar|   | | | uncut diamond &lt;br /&gt;
 Mule3        |inv   | bag              |   1|gem       |   |   | | | uncut diamond &lt;br /&gt;
--------------------------------------------------------------------------------------------------------&lt;br /&gt;
matched 5 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
getting a total number of an item:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum type=gem =uncut diamond&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
type      |        amount | item                             &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
gem       |           208 | uncut diamond &lt;br /&gt;
gem       |           208 | total                            &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 2 rows from item.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bank==&lt;br /&gt;
&lt;br /&gt;
Can&#039;t remember how much that one character has in their bank?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv q bank char=xanlin&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 name         | bank                         |        amount | updated &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
 Xanlin       | First Elanith Secured Bank   |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Great Bank of Kharam-Dzu     |        ##,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Vornavis Bank of Solhaven    |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Bank of Torre County         |       ###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Icemule Trace Bank           |     #,###,### | 06/25/18 &lt;br /&gt;
 Xanlin       | Bank of Kharag &#039;doth Dzulthu |        ##,### | 06/25/18 &lt;br /&gt;
 Xanlin       | United City-States Bank      |     #,###,### | 06/28/18 &lt;br /&gt;
 Xanlin       | Cysaegir Bank                |        ##,### | 06/26/18 &lt;br /&gt;
 Xanlin       | Total                        |     #,###,### | 06/28/18 &lt;br /&gt;
------------------------------------------------------------------------&lt;br /&gt;
matched 9 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
total up all your bank accounts:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum bank&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 bank                         |        amount |   characters &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 Bank of Kharag &#039;doth Dzulthu |        ##,### | Xanlin, Somealt &lt;br /&gt;
 Bank of Torre County         |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 Cysaegir Bank                |        ##,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 First Elanith Secured Bank   |       ###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 Great Bank of Kharam-Dzu     |        ##,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 Icemule Trace Bank           |     #,###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 United City-States Bank      |     #,###,### | Xanlin, Somealt, Somealt2 &lt;br /&gt;
 Vornavis Bank of Solhaven    |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
 grand total                  |     #,###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 9 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
Get your total at just one bank if you prefer:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv sum bank elan&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 bank                         |        amount |   characters &lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
 First Elanith Secured Bank   |       ###,### | Xanlin, Somealt, Somealt2&lt;br /&gt;
--------------------------------------------------------------&lt;br /&gt;
matched 1 rows from bank.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
==Export==&lt;br /&gt;
Don&#039;t care for the in game queries and prefer your spreadsheets instead? You can export to csv (or tab/pipe delimited) and do whatever you want with it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;gt;;inv export item&lt;br /&gt;
--- Lich: invdb active.&lt;br /&gt;
exported 1166 rows from item to&lt;br /&gt;
C:/.../lich/inv/item_2018-06-28_12-59-35.csv.&lt;br /&gt;
--- Lich: invdb has exited. &amp;lt;/pre&amp;gt;&lt;br /&gt;
item_2018-06-28_12-59-35.csv :&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
name,loc,path,qty,type,stk,epf,m,r,item&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,thick ebonwood armband&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,translucent spidersilk backpack&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,jewelry,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,copper-bound linen badge&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,oiled light leather courier bag  with polished faenor buckles&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,black leather disarming case&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,translucent spidersilk cloak&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,Y,pair of rolaren-studded gauntlets&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,pair of black-tinted glasses&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,onyx-studded shadowy black hip-satchel&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,Y,black hand insignia&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,silver locksmith kit&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,jewelry,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,tiny iron catapult pin&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,magic,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,dull gold ring&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,clothing,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,matte black satchel&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,dark leather scalemail&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,leather swordbelt&lt;br /&gt;
Xanlin,inv,&amp;quot;&amp;quot;,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,&amp;quot;&amp;quot;,emerald-hued imflass trident symbol  adorned with blue coral&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,white flask&lt;br /&gt;
Xanlin,inv,backpack,1,herb,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,ambrominas leaf&lt;br /&gt;
Xanlin,inv,backpack,1,lockpick,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,copper lockpick&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,flawless gold ring&lt;br /&gt;
Xanlin,inv,backpack,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,small statue&lt;br /&gt;
Xanlin,inv,bag,1,magic,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,ruby amulet&lt;br /&gt;
Xanlin,inv,bag,1,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,Y,Y,thin coarse linen blindfold&lt;br /&gt;
Xanlin,inv,bag,3,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,crisp parchment bloodscrip&lt;br /&gt;
Xanlin,inv,bag,1,clothing,&amp;quot;&amp;quot;, ,Y,Y,pair of rolaren-toed boots&lt;br /&gt;
Xanlin,inv,bag,2,gem,&amp;quot;&amp;quot;, ,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,uncut star-of-Tamzyrr diamond &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other useful commands==&lt;br /&gt;
&lt;br /&gt;
Want to delete a character? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;invdb delete character char=&amp;lt;name&amp;gt;&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How about a partial match when you want anything containing one word? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;CODE&amp;gt;;invdb shimmering *orb&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_LNet&amp;diff=199093</id>
		<title>Lich:Script LNet</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_LNet&amp;diff=199093"/>
		<updated>2023-06-08T17:22:56Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
This script is a simple chat script that allows you to chat with other people using [[The Lich|Lich]]. It is a great source of help for those new to Lich. It also allows scripts to transfer information to other characters (disabled by default) to allow, for example, a spellup script (waggle) to know exactly how many casts of what spells another character needs. In order to highlite the disassociation from in game chat, LNET is not distributed as a default lich install script and lnet is not associated with nor operated by the Elanthia-Online team. Users must explicitly download lnet after installing lich via &amp;lt;CODE&amp;gt;;repo download lnet.lic --author=elanthia-online&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no policy enforcement over lnet and it&#039;s chat channels. Many players find lnet&#039;s chat channels to be an unregulated and undesirable location. &lt;br /&gt;
&lt;br /&gt;
To see a list of LichNet commands, use the command&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;lnet help&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With LichNet you can ;chat to the general channel. You can &#039;&#039;&#039;;chat to &amp;lt;player&amp;gt;&#039;&#039;&#039; to chat directly to another user (like the &#039; speaking syntax of GSIV, &#039;&#039;&#039;;chat::&#039;&#039;&#039; also functions as a chat to command), &#039;&#039;&#039;;ignore someone&#039;&#039;&#039;, &#039;&#039;&#039;;tune&#039;&#039;&#039; to a channel and even &#039;&#039;&#039;;lnet create&#039;&#039;&#039; your own channel.&lt;br /&gt;
&lt;br /&gt;
LichNet goes beyond chatting, however, and can be used to query and display all kinds of relevant information about a player. Some of the most useful functions are:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;locate &amp;lt;name&amp;gt;   -   show someone&#039;s current room&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;spells &amp;lt;name&amp;gt;   -   show someone&#039;s active spells and time remaining&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;skills &amp;lt;name&amp;gt;   -   show someone&#039;s skills&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;info &amp;lt;name&amp;gt;     -   show someone&#039;s stats&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;health &amp;lt;name&amp;gt;   -   show someone&#039;s health, spirit, stamina and injuries&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;bounty &amp;lt;name&amp;gt;   -   show someone&#039;s current adventurer&#039;s guild task&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using these commands, other players have the ability to find dead characters and fog to you faster. Your questions about character builds can be answered quickly and in game by showing your information to another player.&lt;br /&gt;
&lt;br /&gt;
But, before anyone can see your information, you must set LichNet to make your information visible. To do this, use the command&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;nowiki&amp;gt;;&amp;lt;/nowiki&amp;gt;lnet allow all all&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will allow ALL players to see ALL of your information.&lt;br /&gt;
&lt;br /&gt;
Many scripts require information gathered from your LichNet data to function properly. It is generally a good idea to allow all information to be viewable.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=199092</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=199092"/>
		<updated>2023-06-08T17:21:46Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Other scripts that are popular */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core Lich components installed with lich ===&lt;br /&gt;
* [[Script Go2|Go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|Xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|Alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|Vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|Autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|Repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|Version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-online ===&lt;br /&gt;
* [[Lich:Script Bigshot|Bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|Ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|Ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|Eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|Ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|Eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;Ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;Elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;Jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;Ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 5.7.0+ full installer)&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* [[Script LNet|lnet]] - An out of game, third party, not Simutronics controlled chat server. &amp;lt;CODE&amp;gt;;repo download lnet --author=elanthia-online&amp;lt;/CODE&amp;gt;. See wiki page for details &#039;&#039;&#039;LNET should be installed at your own risk&#039;&#039;&#039;. Simutronics has no control over lnet or policy enforcement there.&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;Sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;Uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;dirty-deeds &#039;&#039;&#039; - A script for getting deeds in IMT and WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Repo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=198823</id>
		<title>Lich:Script Bigshot</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=198823"/>
		<updated>2023-06-07T13:49:46Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Command Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Bigshot is designed to handle combat routines, including moving to and from hunting areas, defining creatures to hunt and accompanying attack routines&lt;br /&gt;
Afk scripting on any server but Shattered is in violation of game policy.&lt;br /&gt;
{{TOCright| limit=2}}&lt;br /&gt;
==Changelog==&lt;br /&gt;
*[[Script Bigshot/Changelog|Script Bigshot Changelog]]&lt;br /&gt;
==About Bigshot==&lt;br /&gt;
===What Does Bigshot Do?===&lt;br /&gt;
&lt;br /&gt;
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.&lt;br /&gt;
&lt;br /&gt;
===How Do I Get It?===&lt;br /&gt;
&lt;br /&gt;
Grab it from the Repository: ;repository download Bigshot&lt;br /&gt;
&lt;br /&gt;
===How Do I Make it GO!?===&lt;br /&gt;
Initial setup is accessed through ;bigshot setup. There you will see a configuration window with various tabs to setup for your hunting routine. &lt;br /&gt;
&lt;br /&gt;
As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:&lt;br /&gt;
* Profile - This is where you save/load your profile information. Profiles are saved to your \Lich5\data\&amp;lt;GSServer\&amp;lt;charname&amp;gt;\bigshot_profiles directory. Eg, \Lich5\data\GSIV\Rinualdo\bigshot_profiles (note, if you&#039;ve previously used bigshot, the file location has changed. The previous location was in your \Lich5\scripts\bigshot_profiles folder. You can copy/paste &lt;br /&gt;
* Resting - Set up your resting routine and location.&lt;br /&gt;
* Hunting - Create a hunting map by adding BOUNDARIES, define your attack stance and any pre hunt information&lt;br /&gt;
* Attacking - configuration for ambushing, bless, reactions, and similar flags&lt;br /&gt;
* Commands - Where you define your valid targets and associated attack routines. See sample routines below. &lt;br /&gt;
* Misc tab - Various config options&lt;br /&gt;
&lt;br /&gt;
We will take a closer look at each of these individually further on.&lt;br /&gt;
&lt;br /&gt;
There is also several other commands you can do for more functionality.&lt;br /&gt;
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.&lt;br /&gt;
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.&lt;br /&gt;
* ;bigshot display - Shows all your current settings.&lt;br /&gt;
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won&#039;t targets something it should.&lt;br /&gt;
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.&lt;br /&gt;
* ;bigshot profile save &amp;lt;name here&amp;gt; - Saves a profile in YAML format in your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu.&lt;br /&gt;
* ;bigshot profile load &amp;lt;name here&amp;gt; - Loads a profile from your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu. &lt;br /&gt;
* ;bigshot single  - When used solo, will execute a single hunting routine, return to your resting location and then exit&lt;br /&gt;
&lt;br /&gt;
==The Profile Tab==&lt;br /&gt;
* Load Profile - will load an existing profile. Nothing will be available if no previous profiles are saved&lt;br /&gt;
* Current Profile - shows the existing profile if a new one is loaded. &lt;br /&gt;
* Save profile - Valid profile information for future ebounty script support&lt;br /&gt;
  Save Current Settings - tell Bigshot what you want your profile to be named. Any name will work here. Once a profile is saved, will show up in the Load Profile menu. &lt;br /&gt;
&lt;br /&gt;
==The Resting Tab==&lt;br /&gt;
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.&lt;br /&gt;
&lt;br /&gt;
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from xNarost / Go2. Support both LichIDs and SimuIDs with a u, for example, 228 for Town Square Central or u7120.&lt;br /&gt;
* pre-rest commands: - These commands run before entering REST mode. An example routine is: &#039;shea, wear shield, sit, stance offensive, rest&#039;. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb.&lt;br /&gt;
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: &#039;eloot sell, waggle, eherbs&#039;. This will use eloot to sell according to the options set with eloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, eherbs will check your PACK and use herbs stored there to heal whatever wounds you have.&lt;br /&gt;
* Fog Option: - Uses [[Spirit Guide (130)]], Voln [[Symbol of Return]], [[Traveler&#039;s Song (1020)]], Sigil of Escape, or [[Familiar Gate (930)]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails. Setting to Traveler&#039;s Song will attempt once and continue. Setting to Familiar Gate will attempt to summon a portal once and walk through it. Will perform a mana pulse if not enough mana is detected&lt;br /&gt;
* Should Rest? &lt;br /&gt;
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.&lt;br /&gt;
* &#039;&#039;&#039;and extra kills &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used&lt;br /&gt;
* &#039;&#039;&#039;and used lte boosts &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold&lt;br /&gt;
* &#039;&#039;&#039;or percentmana &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.&lt;br /&gt;
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.&lt;br /&gt;
* &#039;&#039;&#039;or percentencumbrance &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you have reached a given level of encumbrance.&lt;br /&gt;
* &#039;&#039;&#039;or wounded eval&#039;&#039;&#039;&lt;br /&gt;
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can&#039;t cast, too many scars etc.&lt;br /&gt;
&lt;br /&gt;
The following is a wounded evaluation that will rest whenever you have any level II wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;XMLData.injuries.any?{|key,value| value[&amp;quot;wound&amp;quot;] &amp;gt; 1} || percenthealth &amp;lt;= 70&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bleeding? || percenthealth &amp;lt;= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max &amp;gt; 1 ||  [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max &amp;gt; 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0 &amp;amp;&amp;amp; [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;when creeping dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your creeping dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;when crushing dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your crushing dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Thorns Poison&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by Wall of Thorns Poison.&lt;br /&gt;
* &#039;&#039;&#039;Confusion Debuff&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion Debuff.&lt;br /&gt;
&lt;br /&gt;
==The Hunting Tab==&lt;br /&gt;
This is where you will tell bigshot when to hunt, any commands or society abilities to use prior to hunting, and where on the map you want to hunt. &lt;br /&gt;
===The Hunting Map===&lt;br /&gt;
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot&#039;s configuration files and not in a character cache as with ;Wander. Here you also configure when to hunt&lt;br /&gt;
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.&lt;br /&gt;
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;X-X-B - A - 0 - 0 - 0&lt;br /&gt;
|   |&lt;br /&gt;
X-X-X&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proper syntax for boundry rooms are separated by commas&lt;br /&gt;
Some popular Rift boundries as an example&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
Plane 1: 2635, 12101, 12208&lt;br /&gt;
Plane 2: 2605, 2635, 12093&lt;br /&gt;
Plane 3: 2635, 12089, 12152&lt;br /&gt;
Plane 4: 12122, 12207, 12235&lt;br /&gt;
Plane 5: 2579&lt;br /&gt;
North Scatter: 12151, 12254, 12256, 12249, 12247, 12241&lt;br /&gt;
South Scatter: 12151, 12219, 12217, 12233, 12237, 12239&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Maaghara boundries, you can use &lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
9734&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your &#039;&#039;&#039;Should_rest?&#039;&#039;&#039; conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds. Set to 0 for fastest (spammy) movement. &lt;br /&gt;
&lt;br /&gt;
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive -&amp;gt;-&amp;gt; Defensive.&lt;br /&gt;
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt&#039;s Starting Room. As an example: &#039;gird, stance defensive&#039;. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.&lt;br /&gt;
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.&lt;br /&gt;
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering &#039;506&#039; will keep the spell Haste up during Hunts, casting whenever it has worn off.&lt;br /&gt;
* loot script - Bigshot will call a loot script to loot your kills for you. eloot is commonly scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.&lt;br /&gt;
* wracking spirit &amp;gt;= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the &#039;Use sign of wracking/sigil of power&#039; box checked.&lt;br /&gt;
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking&lt;br /&gt;
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don&#039;t match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.&lt;br /&gt;
* Delay looting - delays looting of creatures in a room.&lt;br /&gt;
* Pull players to feet - attempt to pull players to their feet upon passing them in a room&lt;br /&gt;
* Stop for dead players - checkbox will pause bigshot if you encounter a dead player&lt;br /&gt;
&lt;br /&gt;
===Should hunt ===&lt;br /&gt;
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.&lt;br /&gt;
* &#039;&#039;&#039;and percent mana&amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Determines the percent total of your maximum mana that must be present before hunting&lt;br /&gt;
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.&lt;br /&gt;
* &#039;&#039;&#039;and CHECKspirit &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Bigshot will check to see that your current Spirit value is higher than what is listed here.&lt;br /&gt;
** Make sure that you have this set high enough that Bigshot won&#039;t hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.&lt;br /&gt;
&lt;br /&gt;
==The Attacking Tab==&lt;br /&gt;
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.&lt;br /&gt;
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.&lt;br /&gt;
* flee if enemy count is &amp;gt; - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.&lt;br /&gt;
* ...but don&#039;t count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.&lt;br /&gt;
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).&lt;br /&gt;
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game. (XML regex matching)&lt;br /&gt;
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.&lt;br /&gt;
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.&lt;br /&gt;
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can&#039;t bless your weapon while hunting will return you to your rest area and quit the script.&lt;br /&gt;
* Flee from boon - Enabling this check box will force Bigshot to flee from all boon/gifted/boss creatures (available in [https://github.com/elanthia-online/scripts/pull/449/commits/afade49e25dd6042c30b6d62fec4d65376667f80 v4.3.0])&lt;br /&gt;
* Activate weapon reactions - Will initiate reactive strikes when the opportunity presents itself&lt;br /&gt;
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)&lt;br /&gt;
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)&lt;br /&gt;
* Flee from webs - Enabling this check box will force Bigshot to flee from webs.&lt;br /&gt;
* Flee from voids- Enabling this check box will force Bigshot to flee from voids.&lt;br /&gt;
&lt;br /&gt;
==Commands Tab==&lt;br /&gt;
The true guts of Bigshot, this is where you specify your Attack Routine. &lt;br /&gt;
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:&lt;br /&gt;
** kill - Attacks using the KILL verb.&lt;br /&gt;
** incant &amp;lt;spell number&amp;gt; - ** incant &amp;lt;spell number&amp;gt; - Casts the specified spell with the INCANT verb. This will automatically stance into offensive for bolt and other stance-sensitive spells. A caster may CHANNEL the spell using [[INCANT (verb)]] to INCANT SET CHANNEL &amp;lt;spell&amp;gt; (a standard GSIV verb, not part of Lich). Alternatively, a caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.&lt;br /&gt;
** channel &amp;lt;spell number&amp;gt; - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.&lt;br /&gt;
** &amp;lt;Spell Number&amp;gt; - Casts the specified spell with the PREPARE and CAST verbs.&lt;br /&gt;
** wand - As in, &#039;wand target&#039;. Gets a wand from the specified storage and WAVES it at the target.&lt;br /&gt;
** fire - As in, &#039;fire target&#039;. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.&lt;br /&gt;
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the (xx) variable is used, Bigshot will continue using the specified attack command up to five (5) times. Example: &#039;903 target (xx)&#039; will continue to cast 903 at the target (5) times before restarting the attack routine or until it is dead. If you want to ensure the routine does not restart, using a sufficiently large number should suffice (e.g. x100). Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. &#039;920 target (m50)&#039; will only cast 920 (Implosion) if you have 50 or more mana. Similarly, &#039;cman feint target (s10)&#039; will only execute the combat maneuver Feint on the target if you have 10 or more stamina. The command syntax is used as a separate call and wrapped in separate parenthesis, as in (m50 s20)(x2). &lt;br /&gt;
** aim &amp;lt;location&amp;gt; - Aims at the specified location.&lt;br /&gt;
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, &amp;quot;Ambush head&amp;quot; would aim at the head, overwriting any settings or defaults for that attack.&lt;br /&gt;
** wait &amp;lt;time&amp;gt; - Bigshot may Stance Dance by using the WAIT command. Bigshot will go into and stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.&lt;br /&gt;
** mstrike - As in, &#039;mstrike target&#039;. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, &amp;quot;mstrike punch&amp;quot;.&lt;br /&gt;
** berserk - Executes the BERSERK verb and stands by until it fades.&lt;br /&gt;
** throw - Empties hands, Attempts throw, get the stuff you emptied.&lt;br /&gt;
** weed/kweed - Casts 610 at target. Using &amp;quot;kweed&amp;quot; as your command will cast 610 from offensive stance.&lt;br /&gt;
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage &amp;quot;unarmed (punch|jab|kick|grapple)&amp;quot;.&lt;br /&gt;
** smite - Performs an [[Order of Voln]] [[Kai&#039;s_Smite|Smite]] on target until successful.&lt;br /&gt;
** leech - Performs a [[Mana Leech (516)]] on target if cooldown is under 15 minutes.&lt;br /&gt;
** script &amp;lt;script name&amp;gt; - Executes a specified custom attack script.&lt;br /&gt;
** hide - Continue hiding until you&#039;re actually hidden. Or it&#039;s tired of trying.&lt;br /&gt;
** sleep - As in, &#039;sleep 10&#039;. Pause bigshot. Useful with fried hunting commands such as: &#039;410, sleep 15&#039; will E-wave then wait 15 seconds and e-wave again if there are valid targets.&lt;br /&gt;
** stance - As in, &#039;stance defense&#039;. Change stances.&lt;br /&gt;
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).&lt;br /&gt;
** force &amp;lt;cmd&amp;gt; until &amp;lt;endroll&amp;gt; - As in, &#039;force incant 1002 until 101&#039;. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.&lt;br /&gt;
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.&lt;br /&gt;
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.&lt;br /&gt;
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.&lt;br /&gt;
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.&lt;br /&gt;
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.&lt;br /&gt;
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.&lt;br /&gt;
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.&lt;br /&gt;
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.&lt;br /&gt;
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.&lt;br /&gt;
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.&lt;br /&gt;
* quick hunting commands - Commands executed specifically when using ;bigshot quick.&lt;br /&gt;
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, &#039;a large ogre&#039; can be targeted with just &#039;ogre&#039;. Using longer descriptors can be troublesome, and you should copy a monster&#039;s name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: &#039;manticore, thrak&#039; will kill manticores and thraks.&lt;br /&gt;
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PSM3 Integration===&lt;br /&gt;
* hunting commands - Bigshot now supports weapon/shield skills and warcries. Assaults will wait until they finish or are interuppted. These commands are separated by a comma. The following are a list of usable hunting commands:&lt;br /&gt;
** barrage, flurry, fury, gthrusts, pummel, thrash - Assaults will wait until attacks are completed/interrupted.&lt;br /&gt;
** charge, cripple, dizzyingswing, pindown, twinhammer  - Setups will execute on cooldown so make sure to check for prone/stun/root/ect.&lt;br /&gt;
** clash, cyclone, pulverize, volley, wblade, whirlwind - AOE will execute on cooldown, limit with check volley(mob3).&lt;br /&gt;
** shout - Will perform warcry shout. Must use a command check or it will shout every loop: shout(!shout),shout(buff10 s25) &lt;br /&gt;
** yowlp - Will perform warcry yowlp. Must use a command check or it will yowlp every loop: yowlp(!yowlp), yowlp(buff10 s10)&lt;br /&gt;
** holler - Will perform warcry holler every loop taunting all the mobs. holler(s60)&lt;br /&gt;
** bellow, growl, cry - Offensive warcries can be used with target for single target or all for aoe.&lt;br /&gt;
** shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw&lt;br /&gt;
** surge - Will keep surge of strength up. surge or surge(surge) will cast even on cooldown, surge(!surge) will only cast when not on cooldown.&lt;br /&gt;
** bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick&lt;br /&gt;
** dislodge &amp;lt;location&amp;gt; - Dislodge from location specified: dislodge eye neck&lt;br /&gt;
** stomp - Will perform a stomp attack. Channels 909 if not active. Can also add 909 to society abilities to keep it active.&lt;br /&gt;
** dhurl - Hurl your weapon and recovers it. Works with weapon bonding auto return and the recover verb.&lt;br /&gt;
** assume &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt; - Will cycle between two aspects, or evoke a single aspect. Also works in society ability box. &amp;quot;650 &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt;&amp;quot;&lt;br /&gt;
** briar &amp;lt;weapon&amp;gt; - activate the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.&lt;br /&gt;
** stance perfection - Put 10, 20, 30, ect in your attack stance box to take advantage of stance perfection.&lt;br /&gt;
&lt;br /&gt;
You may need to &#039;&#039;&#039;SKILLS FULL/CMAN INFO/WEAPON INFO/SHIELD INFO&#039;&#039;&#039; if you&#039;ve recently changed training or skills are being outright skipped.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn&#039;t currently up or has less than 3 seconds left on its timer.&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, haste kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*slayer or 240 - Placing this in front of any command will cause you to cast 240 before doing that command. It will not recast if it&#039;s already active.&lt;br /&gt;
&amp;lt;PRE&amp;gt;slayer 302 (x99)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Checks===&lt;br /&gt;
&lt;br /&gt;
Commands need to use the following format:&lt;br /&gt;
&amp;lt;CODE&amp;gt;COMMAND (CHECKS)(REPETITIONS)&amp;lt;/CODE&amp;gt; &lt;br /&gt;
&lt;br /&gt;
So &amp;lt;CODE&amp;gt;hamstring (mob1 prone)(x2)&amp;lt;/CODE&amp;gt; Any (x#) needs to be separate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additional checks you can add to any command to customize the attack to your desired scenario.&lt;br /&gt;
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)&lt;br /&gt;
&amp;lt;p&amp;gt;Each of these also has an inverse or opposite.&lt;br /&gt;
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)&lt;br /&gt;
*s# - Checks that you have the required stamina&lt;br /&gt;
*m# - Checks that you have the required mana&lt;br /&gt;
*h# - Checks that you have the required health but based on a percentage instead of fixed number&lt;br /&gt;
*v# - Checks that you have the required spirit&lt;br /&gt;
*e# - Checks that your encumbrance percentage is at or below&lt;br /&gt;
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.&lt;br /&gt;
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified. Only use for 2 or more creatures in the room&lt;br /&gt;
&amp;lt;PRE&amp;gt;To further clarify the mob# implimentation&lt;br /&gt;
1 mob, mob2, 1 IS less than 2, attack should not proceed.&lt;br /&gt;
2 mob, mob2, 2 IS NOT less than 2, attack can proceed&lt;br /&gt;
1 mob, !mob2, 1 IS NOT more than 2, attack can proceed&lt;br /&gt;
2 mob, !mob2, 2 IS NOT more than 2, attack can proceed&lt;br /&gt;
3 mob, !mob2, 3 IS more than 2, attack should not proceed&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*once - Performs the command once on a specified target, resets on room change&lt;br /&gt;
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.&lt;br /&gt;
*frozen - Same usage as prone. Broke out of prone check for archers against non-corporeal creatures that deflect ranged. Corporeal creatures can be stunned and will break this check.&lt;br /&gt;
*undead - Checks to see if target is undead. Performed command if target is undead.&lt;br /&gt;
*flying - Checks to see if target is flying. Performed command if target is flying.&lt;br /&gt;
*hidden - Checks to see if you&#039;re currently hidden.&lt;br /&gt;
*poison - Checks to see if you&#039;re currently poisoned.&lt;br /&gt;
*disease - Checks to see if you&#039;re currently diseased.&lt;br /&gt;
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead&lt;br /&gt;
*pcs - Checks to see if there are any PCS in room that are also not in your group&lt;br /&gt;
*outside - Checks to see if the room you are in is outside&lt;br /&gt;
*barrage - Checks for the Enhanced Dexterity buff from Barrage.&lt;br /&gt;
*fury - Checks for the Enhanced Constitution buff from Fury.&lt;br /&gt;
*flurry - Checks for the Slashing Strikes buff from Flurry.&lt;br /&gt;
*pummel - Checks for the Concussive Blows buff from Pummel.&lt;br /&gt;
*thrash - Checks for the Forceful Blows buff from Thrash.&lt;br /&gt;
*vigor - Checks for the Tangleweed Vigor buff from Tangleweed.&lt;br /&gt;
*reflex - Checks for the Arcane Reflex buff from Nature&#039;s Touch.&lt;br /&gt;
*tailwind - Checks for Tailwind buff from Breeze. (tailwind) (!tailwind)&lt;br /&gt;
*shout - Checks for the Empowered buff from Shout.&lt;br /&gt;
*yowlp - Checks for the Yertie&#039;s Yowlp buff from Yowlp.&lt;br /&gt;
*justice - Checks for charges of Swift Justice. (justice) do skill with charges (!justice) do skill with no charges&lt;br /&gt;
*buffXX - Fire ability when buff duration is &amp;lt;= XX. Supported for barrage,bearhug,fury,flurry,pummel,thrash,shout,yowlp&lt;br /&gt;
*censer - Attempt to cast 320 before your command checking mana and cooldown. 309(censer), 335(censer mob3), attack(censer)&lt;br /&gt;
**If command is a spell, will only cast censer if you have the mana for censer and the spell you intend.&lt;br /&gt;
**If command is not a spell, will only check you have enough mana for the censer.&lt;br /&gt;
&lt;br /&gt;
===Example Attack Routines===&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 15, incant 505, incant 903 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead (up to 5 times).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and incant 1615, kill (x100)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead or 100 times..whichever happens first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;force feint until 101, kill (x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and hide, ambush left leg&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hides from Defensive stance and then ambushes that the target&#039;s left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;incant 720(m50), incant 708, incant 702 channel(xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target up to (5) times or until it is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prepares 708 (Limb Disruption) and CASTs it at the target&#039;s left leg. The second prepares the same spell and then CHANNELs it at the target&#039;s left leg. It will then cast 719 (Dark Catalyst) if there is at least 50 mana, and will only cast one time. The last will incant 702 until the creature is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 30, unarmed punch&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shield charge (s15 prone), ambush, mstrike&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will shield charge the target if your character has 15 or more stamina and the target is NOT prone.  &lt;br /&gt;
&lt;br /&gt;
The second command will then ambush based on the settings in the &amp;quot;Attacking&amp;quot; Tab - in this case a custom order of head, neck, right leg, back was given so Bigshot will first try to Ambush the head unless the head is too injured or the head cannot be reached followed by the neck then right leg then back.  &lt;br /&gt;
&lt;br /&gt;
Bigshot will then focus mstrike the target unless the creature count is equal to or greater than the setting in the MSTRIKE Tab, in which case it will open mstrike instead.  If you put &amp;quot;mstrike target&amp;quot;, Bigshot will always focused mstrike regardless of the settings in the MSTRIKE Tab.  Alternatively, you can set the &amp;quot;Unfocused MSTRIKE when creatures equal or greater&amp;quot; to a large number, to always focus your mstrikes (or set it to 1 to always open mstrike).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bellow all, wblade(mob3), flurry(!flurry), attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will aoe bellow, then whirling blade if there are at least 3 targets. The third command will flurry if you don&#039;t have the slashing strikes buff. Finally it will attack and continue to attack until one of the previous attacks become available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;holler, shield throw(mob3), flurry, thrash, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with a taunt from holler, then shield throw if there are at least 3 targets. Third command will flurry on cooldown. Fourth will thrash on cooldown. Finally we will attack if everything else ends up on cooldown or we run out of stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is more than one mob, it will hide with shroud and divert one of the targets. Third command will ambush if hidden. Fourth will flurry on cooldown followed up with attack to finish anything off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge(!surge), bullrush, bearhug, pummel, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will cast surge when not on cooldown, and bullrush to bust up and apply vulnerable, then bearhug which is faster if target is vulnerable. Third we will pummel on cooldown and attack when nothing else is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge, shout(buff10), shield strike, pummel(buff60), attack(x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will keep surge active, casting during cooldown for 60 stamina. Next it will shout and refresh shout when there is less than 11 seconds left on the duration. Third it will shield strike followed up with a pummel once every minute. It will finish off with 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with pin down if there are at least 4 targets, then will volley if there are at least 2 targets. The third command will cast tangleweed if you do not have the tangleweed vigor buff or the arcane reflex buff. Our fourth command will barrage unless we have the enhanced dexterity buff from barage. Fifth we will cast a 1 second spike thorn if we do have 16 mana and do have the arcane reflex buff. Finally we will fire until one of our other commands become available.&lt;br /&gt;
&lt;br /&gt;
===Hunting Target Examples===&lt;br /&gt;
All of the examples below will work for both the &#039;valid targets&#039; and &#039;quickhunt targets&#039; entries.&lt;br /&gt;
* A hunting option only using the default command (a) for each creature in an area:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option using custom hunt commands depending on the creature.  In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie(a), niirsha(b), sacristan spirit(a)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some additional advanced options for identifying valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)&lt;br /&gt;
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)&lt;br /&gt;
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|&lt;br /&gt;
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)&lt;br /&gt;
&lt;br /&gt;
To attack everything in the room (?:.*)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Tab==&lt;br /&gt;
Various specialized config options&lt;br /&gt;
&lt;br /&gt;
===UAC Options===&lt;br /&gt;
The various options for configuring how UAC works:&lt;br /&gt;
* &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039;&lt;br /&gt;
** The attack used when you have reached excellent in the UAC tier&lt;br /&gt;
** Options are jab, punch, grapple, or kick&lt;br /&gt;
* &#039;&#039;&#039;Aim at location (head, etc)&#039;&#039;&#039;&lt;br /&gt;
** Used for aimed UAC Combat, which requires ambush training to be effective&lt;br /&gt;
** Leave blank when you don&#039;t want to aim.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Determines how many creatures must be present before using MSTRIKE&lt;br /&gt;
* &#039;&#039;&#039;Use Voln SMITE?&#039;&#039;&#039;&lt;br /&gt;
** Will perform a Voln SMITE on [[Non-corporeal]] undead&lt;br /&gt;
&lt;br /&gt;
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.&lt;br /&gt;
#UAC tab: Input your &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039; (jab, punch, grapple, or kick)&lt;br /&gt;
#Commands tab: Input your &#039;&#039;&#039;hunting commands(a)&#039;&#039;&#039; option as &#039;&#039;&#039;unarmed jab&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Important notes to keep in mind on how UAC works in Bigshot:&lt;br /&gt;
* The hunting option &#039;&#039;&#039;unarmed jab&#039;&#039;&#039; can be replaced by any UAC attack type (e.g. &#039;&#039;&#039;unarmed punch&#039;&#039;&#039;)&lt;br /&gt;
* UAC follow up strikes will be selected over the base or tier 3 attack&lt;br /&gt;
* Tier 3 attacks will be used only when positioning is excellent&lt;br /&gt;
&lt;br /&gt;
There is almost no reason to ever use anything other than &#039;&#039;&#039;unarmed jab&#039;&#039; as the hunting command, and either &#039;&#039;&#039;grapple&#039;&#039;&#039; or &#039;&#039;&#039;kick&#039;&#039;&#039; as the Tier 3 attack.&lt;br /&gt;
&lt;br /&gt;
===MSTRIKE Options===&lt;br /&gt;
MSTRIKE attack now has options for when it should be used.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown&lt;br /&gt;
** Be careful when setting this too low as it can pop your muscles&lt;br /&gt;
** Leave blank for it to use your max stamina.&lt;br /&gt;
* &#039;&#039;&#039;QUICKSTRIKE stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.&lt;br /&gt;
* &#039;&#039;&#039;Unfocused MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Number of creatures in room before you do an unfocused mstrike. Default is 2.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown&#039;&#039;&#039;&lt;br /&gt;
**Toggle for MSTRIKEing during its cooldown period&lt;br /&gt;
* &#039;&#039;&#039;Use QUICKSTRIKE for MSTRIKE&#039;&#039;&#039;&lt;br /&gt;
** Toggle for using QUICKSTRIKE when you MSTRIKE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ammo/Wands===&lt;br /&gt;
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.&lt;br /&gt;
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.&lt;br /&gt;
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you &lt;br /&gt;
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.&lt;br /&gt;
* dead wand container: - ...And then will deposit the used up wands in this container.&lt;br /&gt;
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: &amp;quot;aquamarine wand, bloodwood wand, etc&amp;quot;&lt;br /&gt;
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.&lt;br /&gt;
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MA Grouping===&lt;br /&gt;
* Enter the name of the looter in Head/Tail configuration&lt;br /&gt;
&lt;br /&gt;
==Monitoring Tab==&lt;br /&gt;
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.&lt;br /&gt;
* Engage deadman&#039;s switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.&lt;br /&gt;
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.&lt;br /&gt;
* Quiet followers - Followers will wait until leader is done with both actions and resting scripts to begin using their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ingame Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:bigshot-1.PNG|Profiles&lt;br /&gt;
File:bigshot-2.PNG|Resting&lt;br /&gt;
File:bigshot-3.PNG|Hunting&lt;br /&gt;
File:bigshot-4.PNG|Attacking&lt;br /&gt;
File:bigshot-5.PNG|Commands&lt;br /&gt;
File:bigshot-6.PNG|Misc&lt;br /&gt;
File:bigshot-7.PNG|Monitoring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=198820</id>
		<title>Lich:Script Bigshot</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Bigshot&amp;diff=198820"/>
		<updated>2023-06-07T13:36:12Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Command Checks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
Bigshot is designed to handle combat routines, including moving to and from hunting areas, defining creatures to hunt and accompanying attack routines&lt;br /&gt;
Afk scripting on any server but Shattered is in violation of game policy.&lt;br /&gt;
{{TOCright| limit=2}}&lt;br /&gt;
==Changelog==&lt;br /&gt;
*[[Script Bigshot/Changelog|Script Bigshot Changelog]]&lt;br /&gt;
==About Bigshot==&lt;br /&gt;
===What Does Bigshot Do?===&lt;br /&gt;
&lt;br /&gt;
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.&lt;br /&gt;
&lt;br /&gt;
===How Do I Get It?===&lt;br /&gt;
&lt;br /&gt;
Grab it from the Repository: ;repository download Bigshot&lt;br /&gt;
&lt;br /&gt;
===How Do I Make it GO!?===&lt;br /&gt;
Initial setup is accessed through ;bigshot setup. There you will see a configuration window with various tabs to setup for your hunting routine. &lt;br /&gt;
&lt;br /&gt;
As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:&lt;br /&gt;
* Profile - This is where you save/load your profile information. Profiles are saved to your \Lich5\data\&amp;lt;GSServer\&amp;lt;charname&amp;gt;\bigshot_profiles directory. Eg, \Lich5\data\GSIV\Rinualdo\bigshot_profiles (note, if you&#039;ve previously used bigshot, the file location has changed. The previous location was in your \Lich5\scripts\bigshot_profiles folder. You can copy/paste &lt;br /&gt;
* Resting - Set up your resting routine and location.&lt;br /&gt;
* Hunting - Create a hunting map by adding BOUNDARIES, define your attack stance and any pre hunt information&lt;br /&gt;
* Attacking - configuration for ambushing, bless, reactions, and similar flags&lt;br /&gt;
* Commands - Where you define your valid targets and associated attack routines. See sample routines below. &lt;br /&gt;
* Misc tab - Various config options&lt;br /&gt;
&lt;br /&gt;
We will take a closer look at each of these individually further on.&lt;br /&gt;
&lt;br /&gt;
There is also several other commands you can do for more functionality.&lt;br /&gt;
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.&lt;br /&gt;
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.&lt;br /&gt;
* ;bigshot display - Shows all your current settings.&lt;br /&gt;
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won&#039;t targets something it should.&lt;br /&gt;
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.&lt;br /&gt;
* ;bigshot profile save &amp;lt;name here&amp;gt; - Saves a profile in YAML format in your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu.&lt;br /&gt;
* ;bigshot profile load &amp;lt;name here&amp;gt; - Loads a profile from your character&#039;s profile folder. Also accessible via the Profiles tab in the setup menu. &lt;br /&gt;
* ;bigshot single  - When used solo, will execute a single hunting routine, return to your resting location and then exit&lt;br /&gt;
&lt;br /&gt;
==The Profile Tab==&lt;br /&gt;
* Load Profile - will load an existing profile. Nothing will be available if no previous profiles are saved&lt;br /&gt;
* Current Profile - shows the existing profile if a new one is loaded. &lt;br /&gt;
* Save profile - Valid profile information for future ebounty script support&lt;br /&gt;
  Save Current Settings - tell Bigshot what you want your profile to be named. Any name will work here. Once a profile is saved, will show up in the Load Profile menu. &lt;br /&gt;
&lt;br /&gt;
==The Resting Tab==&lt;br /&gt;
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.&lt;br /&gt;
&lt;br /&gt;
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from xNarost / Go2. Support both LichIDs and SimuIDs with a u, for example, 228 for Town Square Central or u7120.&lt;br /&gt;
* pre-rest commands: - These commands run before entering REST mode. An example routine is: &#039;shea, wear shield, sit, stance offensive, rest&#039;. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb.&lt;br /&gt;
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: &#039;eloot sell, waggle, eherbs&#039;. This will use eloot to sell according to the options set with eloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, eherbs will check your PACK and use herbs stored there to heal whatever wounds you have.&lt;br /&gt;
* Fog Option: - Uses [[Spirit Guide (130)]], Voln [[Symbol of Return]], [[Traveler&#039;s Song (1020)]], Sigil of Escape, or [[Familiar Gate (930)]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails. Setting to Traveler&#039;s Song will attempt once and continue. Setting to Familiar Gate will attempt to summon a portal once and walk through it. Will perform a mana pulse if not enough mana is detected&lt;br /&gt;
* Should Rest? &lt;br /&gt;
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.&lt;br /&gt;
* &#039;&#039;&#039;and extra kills &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used&lt;br /&gt;
* &#039;&#039;&#039;and used lte boosts &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold&lt;br /&gt;
* &#039;&#039;&#039;or percentmana &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.&lt;br /&gt;
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.&lt;br /&gt;
* &#039;&#039;&#039;or percentencumbrance &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you have reached a given level of encumbrance.&lt;br /&gt;
* &#039;&#039;&#039;or wounded eval&#039;&#039;&#039;&lt;br /&gt;
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can&#039;t cast, too many scars etc.&lt;br /&gt;
&lt;br /&gt;
The following is a wounded evaluation that will rest whenever you have any level II wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;XMLData.injuries.any?{|key,value| value[&amp;quot;wound&amp;quot;] &amp;gt; 1} || percenthealth &amp;lt;= 70&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bleeding? || percenthealth &amp;lt;= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max &amp;gt; 1 ||  [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max &amp;gt; 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0 &amp;amp;&amp;amp; [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max &amp;gt; 0)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;when creeping dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your creeping dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;when crushing dread &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when your crushing dread is at or below this threshold.&lt;br /&gt;
* &#039;&#039;&#039;Wall of Thorns Poison&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by Wall of Thorns Poison.&lt;br /&gt;
* &#039;&#039;&#039;Confusion Debuff&#039;&#039;&#039;&lt;br /&gt;
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion Debuff.&lt;br /&gt;
&lt;br /&gt;
==The Hunting Tab==&lt;br /&gt;
This is where you will tell bigshot when to hunt, any commands or society abilities to use prior to hunting, and where on the map you want to hunt. &lt;br /&gt;
===The Hunting Map===&lt;br /&gt;
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot&#039;s configuration files and not in a character cache as with ;Wander. Here you also configure when to hunt&lt;br /&gt;
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.&lt;br /&gt;
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;X-X-B - A - 0 - 0 - 0&lt;br /&gt;
|   |&lt;br /&gt;
X-X-X&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The proper syntax for boundry rooms are separated by commas&lt;br /&gt;
Some popular Rift boundries as an example&lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
Plane 1: 2635, 12101, 12208&lt;br /&gt;
Plane 2: 2605, 2635, 12093&lt;br /&gt;
Plane 3: 2635, 12089, 12152&lt;br /&gt;
Plane 4: 12122, 12207, 12235&lt;br /&gt;
Plane 5: 2579&lt;br /&gt;
North Scatter: 12151, 12254, 12256, 12249, 12247, 12241&lt;br /&gt;
South Scatter: 12151, 12219, 12217, 12233, 12237, 12239&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Maaghara boundries, you can use &lt;br /&gt;
&amp;lt;PRE&amp;gt;&lt;br /&gt;
9734&lt;br /&gt;
&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your &#039;&#039;&#039;Should_rest?&#039;&#039;&#039; conditions are met.&lt;br /&gt;
&lt;br /&gt;
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds. Set to 0 for fastest (spammy) movement. &lt;br /&gt;
&lt;br /&gt;
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive -&amp;gt;-&amp;gt; Defensive.&lt;br /&gt;
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt&#039;s Starting Room. As an example: &#039;gird, stance defensive&#039;. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.&lt;br /&gt;
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.&lt;br /&gt;
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering &#039;506&#039; will keep the spell Haste up during Hunts, casting whenever it has worn off.&lt;br /&gt;
* loot script - Bigshot will call a loot script to loot your kills for you. eloot is commonly scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.&lt;br /&gt;
* wracking spirit &amp;gt;= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the &#039;Use sign of wracking/sigil of power&#039; box checked.&lt;br /&gt;
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking&lt;br /&gt;
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don&#039;t match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.&lt;br /&gt;
* Delay looting - delays looting of creatures in a room.&lt;br /&gt;
* Pull players to feet - attempt to pull players to their feet upon passing them in a room&lt;br /&gt;
* Stop for dead players - checkbox will pause bigshot if you encounter a dead player&lt;br /&gt;
&lt;br /&gt;
===Should hunt ===&lt;br /&gt;
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.&lt;br /&gt;
* &#039;&#039;&#039;when percent mind &amp;lt;=&#039;&#039;&#039;&lt;br /&gt;
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.&lt;br /&gt;
* &#039;&#039;&#039;and percent mana&amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Determines the percent total of your maximum mana that must be present before hunting&lt;br /&gt;
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.&lt;br /&gt;
* &#039;&#039;&#039;and CHECKspirit &amp;gt;=&#039;&#039;&#039;&lt;br /&gt;
** Bigshot will check to see that your current Spirit value is higher than what is listed here.&lt;br /&gt;
** Make sure that you have this set high enough that Bigshot won&#039;t hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.&lt;br /&gt;
&lt;br /&gt;
==The Attacking Tab==&lt;br /&gt;
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.&lt;br /&gt;
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.&lt;br /&gt;
* flee if enemy count is &amp;gt; - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.&lt;br /&gt;
* ...but don&#039;t count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.&lt;br /&gt;
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).&lt;br /&gt;
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game. (XML regex matching)&lt;br /&gt;
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.&lt;br /&gt;
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.&lt;br /&gt;
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can&#039;t bless your weapon while hunting will return you to your rest area and quit the script.&lt;br /&gt;
* Flee from boon - Enabling this check box will force Bigshot to flee from all boon/gifted/boss creatures (available in [https://github.com/elanthia-online/scripts/pull/449/commits/afade49e25dd6042c30b6d62fec4d65376667f80 v4.3.0])&lt;br /&gt;
* Activate weapon reactions - Will initiate reactive strikes when the opportunity presents itself&lt;br /&gt;
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)&lt;br /&gt;
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)&lt;br /&gt;
* Flee from webs - Enabling this check box will force Bigshot to flee from webs.&lt;br /&gt;
* Flee from voids- Enabling this check box will force Bigshot to flee from voids.&lt;br /&gt;
&lt;br /&gt;
==Commands Tab==&lt;br /&gt;
The true guts of Bigshot, this is where you specify your Attack Routine. &lt;br /&gt;
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:&lt;br /&gt;
** kill - Attacks using the KILL verb.&lt;br /&gt;
** incant &amp;lt;spell number&amp;gt; - ** incant &amp;lt;spell number&amp;gt; - Casts the specified spell with the INCANT verb. This will automatically stance into offensive for bolt and other stance-sensitive spells. A caster may CHANNEL the spell using [[INCANT (verb)]] to INCANT SET CHANNEL &amp;lt;spell&amp;gt; (a standard GSIV verb, not part of Lich). Alternatively, a caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.&lt;br /&gt;
** channel &amp;lt;spell number&amp;gt; - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.&lt;br /&gt;
** &amp;lt;Spell Number&amp;gt; - Casts the specified spell with the PREPARE and CAST verbs.&lt;br /&gt;
** wand - As in, &#039;wand target&#039;. Gets a wand from the specified storage and WAVES it at the target.&lt;br /&gt;
** fire - As in, &#039;fire target&#039;. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.&lt;br /&gt;
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the (xx) variable is used, Bigshot will continue using the specified attack command up to five (5) times. Example: &#039;903 target (xx)&#039; will continue to cast 903 at the target (5) times before restarting the attack routine or until it is dead. If you want to ensure the routine does not restart, using a sufficiently large number should suffice (e.g. x100). Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. &#039;920 target (m50)&#039; will only cast 920 (Implosion) if you have 50 or more mana. Similarly, &#039;cman feint target (s10)&#039; will only execute the combat maneuver Feint on the target if you have 10 or more stamina. The command syntax is used as a separate call and wrapped in separate parenthesis, as in (m50 s20)(x2). &lt;br /&gt;
** aim &amp;lt;location&amp;gt; - Aims at the specified location.&lt;br /&gt;
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, &amp;quot;Ambush head&amp;quot; would aim at the head, overwriting any settings or defaults for that attack.&lt;br /&gt;
** wait &amp;lt;time&amp;gt; - Bigshot may Stance Dance by using the WAIT command. Bigshot will go into and stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.&lt;br /&gt;
** mstrike - As in, &#039;mstrike target&#039;. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, &amp;quot;mstrike punch&amp;quot;.&lt;br /&gt;
** berserk - Executes the BERSERK verb and stands by until it fades.&lt;br /&gt;
** throw - Empties hands, Attempts throw, get the stuff you emptied.&lt;br /&gt;
** weed/kweed - Casts 610 at target. Using &amp;quot;kweed&amp;quot; as your command will cast 610 from offensive stance.&lt;br /&gt;
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage &amp;quot;unarmed (punch|jab|kick|grapple)&amp;quot;.&lt;br /&gt;
** smite - Performs an [[Order of Voln]] [[Kai&#039;s_Smite|Smite]] on target until successful.&lt;br /&gt;
** leech - Performs a [[Mana Leech (516)]] on target if cooldown is under 15 minutes.&lt;br /&gt;
** script &amp;lt;script name&amp;gt; - Executes a specified custom attack script.&lt;br /&gt;
** hide - Continue hiding until you&#039;re actually hidden. Or it&#039;s tired of trying.&lt;br /&gt;
** sleep - As in, &#039;sleep 10&#039;. Pause bigshot. Useful with fried hunting commands such as: &#039;410, sleep 15&#039; will E-wave then wait 15 seconds and e-wave again if there are valid targets.&lt;br /&gt;
** stance - As in, &#039;stance defense&#039;. Change stances.&lt;br /&gt;
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).&lt;br /&gt;
** force &amp;lt;cmd&amp;gt; until &amp;lt;endroll&amp;gt; - As in, &#039;force incant 1002 until 101&#039;. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.&lt;br /&gt;
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.&lt;br /&gt;
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.&lt;br /&gt;
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.&lt;br /&gt;
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.&lt;br /&gt;
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.&lt;br /&gt;
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.&lt;br /&gt;
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.&lt;br /&gt;
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.&lt;br /&gt;
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.&lt;br /&gt;
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.&lt;br /&gt;
* quick hunting commands - Commands executed specifically when using ;bigshot quick.&lt;br /&gt;
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, &#039;a large ogre&#039; can be targeted with just &#039;ogre&#039;. Using longer descriptors can be troublesome, and you should copy a monster&#039;s name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: &#039;manticore, thrak&#039; will kill manticores and thraks.&lt;br /&gt;
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PSM3 Integration===&lt;br /&gt;
* hunting commands - Bigshot now supports weapon/shield skills and warcries. Assaults will wait until they finish or are interuppted. These commands are separated by a comma. The following are a list of usable hunting commands:&lt;br /&gt;
** barrage, flurry, fury, gthrusts, pummel, thrash - Assaults will wait until attacks are completed/interrupted.&lt;br /&gt;
** charge, cripple, dizzyingswing, pindown, twinhammer  - Setups will execute on cooldown so make sure to check for prone/stun/root/ect.&lt;br /&gt;
** clash, cyclone, pulverize, volley, wblade, whirlwind - AOE will execute on cooldown, limit with check volley(mob3).&lt;br /&gt;
** shout - Will perform warcry shout. Must use a command check or it will shout every loop: shout(!shout),shout(buff10 s25) &lt;br /&gt;
** yowlp - Will perform warcry yowlp. Must use a command check or it will yowlp every loop: yowlp(!yowlp), yowlp(buff10 s10)&lt;br /&gt;
** holler - Will perform warcry holler every loop taunting all the mobs. holler(s60)&lt;br /&gt;
** bellow, growl, cry - Offensive warcries can be used with target for single target or all for aoe.&lt;br /&gt;
** shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw&lt;br /&gt;
** surge - Will keep surge of strength up. surge or surge(surge) will cast even on cooldown, surge(!surge) will only cast when not on cooldown.&lt;br /&gt;
** bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick&lt;br /&gt;
** dislodge &amp;lt;location&amp;gt; - Dislodge from location specified: dislodge eye neck&lt;br /&gt;
** stomp - Will perform a stomp attack. Channels 909 if not active. Can also add 909 to society abilities to keep it active.&lt;br /&gt;
** dhurl - Hurl your weapon and recovers it. Works with weapon bonding auto return and the recover verb.&lt;br /&gt;
** assume &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt; - Will cycle between two aspects, or evoke a single aspect. Also works in society ability box. &amp;quot;650 &amp;lt;aspect&amp;gt; &amp;lt;aspect/evoke&amp;gt;&amp;quot;&lt;br /&gt;
** briar &amp;lt;weapon&amp;gt; - activate the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.&lt;br /&gt;
** stance perfection - Put 10, 20, 30, ect in your attack stance box to take advantage of stance perfection.&lt;br /&gt;
&lt;br /&gt;
You may need to &#039;&#039;&#039;SKILLS FULL/CMAN INFO/WEAPON INFO/SHIELD INFO&#039;&#039;&#039; if you&#039;ve recently changed training or skills are being outright skipped.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn&#039;t currently up or has less than 3 seconds left on its timer.&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, haste kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*slayer or 240 - Placing this in front of any command will cause you to cast 240 before doing that command. It will not recast if it&#039;s already active.&lt;br /&gt;
&amp;lt;PRE&amp;gt;slayer 302 (x99)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Command Checks===&lt;br /&gt;
&lt;br /&gt;
;Commands need to use the following format:&lt;br /&gt;
&amp;lt;PRE&amp;gt;COMMAND (CHECKS)(REPETITIONS)&lt;br /&gt;
So&lt;br /&gt;
hamstring (mob1 prone)(x2)&lt;br /&gt;
&lt;br /&gt;
Any (x#) needs to be separate.&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional checks you can add to any command to customize the attack to your desired scenario.&lt;br /&gt;
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)&lt;br /&gt;
&amp;lt;p&amp;gt;Each of these also has an inverse or opposite.&lt;br /&gt;
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)&lt;br /&gt;
*s# - Checks that you have the required stamina&lt;br /&gt;
*m# - Checks that you have the required mana&lt;br /&gt;
*h# - Checks that you have the required health but based on a percentage instead of fixed number&lt;br /&gt;
*v# - Checks that you have the required spirit&lt;br /&gt;
*e# - Checks that your encumbrance percentage is at or below&lt;br /&gt;
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.&lt;br /&gt;
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified. Only use for 2 or more creatures in the room&lt;br /&gt;
&amp;lt;PRE&amp;gt;To further clarify the mob# implimentation&lt;br /&gt;
1 mob, mob2, 1 IS less than 2, attack should not proceed.&lt;br /&gt;
2 mob, mob2, 2 IS NOT less than 2, attack can proceed&lt;br /&gt;
1 mob, !mob2, 1 IS NOT more than 2, attack can proceed&lt;br /&gt;
2 mob, !mob2, 2 IS NOT more than 2, attack can proceed&lt;br /&gt;
3 mob, !mob2, 3 IS more than 2, attack should not proceed&amp;lt;/PRE&amp;gt;&lt;br /&gt;
*once - Performs the command once on a specified target, resets on room change&lt;br /&gt;
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.&lt;br /&gt;
*frozen - Same usage as prone. Broke out of prone check for archers against non-corporeal creatures that deflect ranged. Corporeal creatures can be stunned and will break this check.&lt;br /&gt;
*undead - Checks to see if target is undead. Performed command if target is undead.&lt;br /&gt;
*flying - Checks to see if target is flying. Performed command if target is flying.&lt;br /&gt;
*hidden - Checks to see if you&#039;re currently hidden.&lt;br /&gt;
*poison - Checks to see if you&#039;re currently poisoned.&lt;br /&gt;
*disease - Checks to see if you&#039;re currently diseased.&lt;br /&gt;
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead&lt;br /&gt;
*pcs - Checks to see if there are any PCS in room that are also not in your group&lt;br /&gt;
*outside - Checks to see if the room you are in is outside&lt;br /&gt;
*barrage - Checks for the Enhanced Dexterity buff from Barrage.&lt;br /&gt;
*fury - Checks for the Enhanced Constitution buff from Fury.&lt;br /&gt;
*flurry - Checks for the Slashing Strikes buff from Flurry.&lt;br /&gt;
*pummel - Checks for the Concussive Blows buff from Pummel.&lt;br /&gt;
*thrash - Checks for the Forceful Blows buff from Thrash.&lt;br /&gt;
*vigor - Checks for the Tangleweed Vigor buff from Tangleweed.&lt;br /&gt;
*reflex - Checks for the Arcane Reflex buff from Nature&#039;s Touch.&lt;br /&gt;
*tailwind - Checks for Tailwind buff from Breeze. (tailwind) (!tailwind)&lt;br /&gt;
*shout - Checks for the Empowered buff from Shout.&lt;br /&gt;
*yowlp - Checks for the Yertie&#039;s Yowlp buff from Yowlp.&lt;br /&gt;
*justice - Checks for charges of Swift Justice. (justice) do skill with charges (!justice) do skill with no charges&lt;br /&gt;
*buffXX - Fire ability when buff duration is &amp;lt;= XX. Supported for barrage,bearhug,fury,flurry,pummel,thrash,shout,yowlp&lt;br /&gt;
*censer - Attempt to cast 320 before your command checking mana and cooldown. 309(censer), 335(censer mob3), attack(censer)&lt;br /&gt;
**If command is a spell, will only cast censer if you have the mana for censer and the spell you intend.&lt;br /&gt;
**If command is not a spell, will only check you have enough mana for the censer.&lt;br /&gt;
&lt;br /&gt;
===Example Attack Routines===&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 10, kill (x3)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 15, incant 505, incant 903 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead (up to 5 times).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and incant 1615, kill (x100)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead or 100 times..whichever happens first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;force feint until 101, kill (x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;stance defensive and hide, ambush left leg&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hides from Defensive stance and then ambushes that the target&#039;s left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;incant 720(m50), incant 708, incant 702 channel(xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target up to (5) times or until it is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prepares 708 (Limb Disruption) and CASTs it at the target&#039;s left leg. The second prepares the same spell and then CHANNELs it at the target&#039;s left leg. It will then cast 719 (Dark Catalyst) if there is at least 50 mana, and will only cast one time. The last will incant 702 until the creature is dead.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;wait 30, unarmed punch&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shield charge (s15 prone), ambush, mstrike&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will shield charge the target if your character has 15 or more stamina and the target is NOT prone.  &lt;br /&gt;
&lt;br /&gt;
The second command will then ambush based on the settings in the &amp;quot;Attacking&amp;quot; Tab - in this case a custom order of head, neck, right leg, back was given so Bigshot will first try to Ambush the head unless the head is too injured or the head cannot be reached followed by the neck then right leg then back.  &lt;br /&gt;
&lt;br /&gt;
Bigshot will then focus mstrike the target unless the creature count is equal to or greater than the setting in the MSTRIKE Tab, in which case it will open mstrike instead.  If you put &amp;quot;mstrike target&amp;quot;, Bigshot will always focused mstrike regardless of the settings in the MSTRIKE Tab.  Alternatively, you can set the &amp;quot;Unfocused MSTRIKE when creatures equal or greater&amp;quot; to a large number, to always focus your mstrikes (or set it to 1 to always open mstrike).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;bellow all, wblade(mob3), flurry(!flurry), attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will aoe bellow, then whirling blade if there are at least 3 targets. The third command will flurry if you don&#039;t have the slashing strikes buff. Finally it will attack and continue to attack until one of the previous attacks become available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;holler, shield throw(mob3), flurry, thrash, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with a taunt from holler, then shield throw if there are at least 3 targets. Third command will flurry on cooldown. Fourth will thrash on cooldown. Finally we will attack if everything else ends up on cooldown or we run out of stamina.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If there is more than one mob, it will hide with shroud and divert one of the targets. Third command will ambush if hidden. Fourth will flurry on cooldown followed up with attack to finish anything off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge(!surge), bullrush, bearhug, pummel, attack&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will cast surge when not on cooldown, and bullrush to bust up and apply vulnerable, then bearhug which is faster if target is vulnerable. Third we will pummel on cooldown and attack when nothing else is available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;surge, shout(buff10), shield strike, pummel(buff60), attack(x2)&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will keep surge active, casting during cooldown for 60 stamina. Next it will shout and refresh shout when there is less than 11 seconds left on the duration. Third it will shield strike followed up with a pummel once every minute. It will finish off with 2 attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;PRE&amp;gt;pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will open up with pin down if there are at least 4 targets, then will volley if there are at least 2 targets. The third command will cast tangleweed if you do not have the tangleweed vigor buff or the arcane reflex buff. Our fourth command will barrage unless we have the enhanced dexterity buff from barage. Fifth we will cast a 1 second spike thorn if we do have 16 mana and do have the arcane reflex buff. Finally we will fire until one of our other commands become available.&lt;br /&gt;
&lt;br /&gt;
===Hunting Target Examples===&lt;br /&gt;
All of the examples below will work for both the &#039;valid targets&#039; and &#039;quickhunt targets&#039; entries.&lt;br /&gt;
* A hunting option only using the default command (a) for each creature in an area:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option using custom hunt commands depending on the creature.  In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;crazed zombie(a), niirsha(b), sacristan spirit(a)&amp;lt;/pre&amp;gt;&lt;br /&gt;
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Some additional advanced options for identifying valid targets:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)&lt;br /&gt;
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)&lt;br /&gt;
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)&lt;br /&gt;
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|&lt;br /&gt;
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)&lt;br /&gt;
&lt;br /&gt;
To attack everything in the room (?:.*)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Misc Tab==&lt;br /&gt;
Various specialized config options&lt;br /&gt;
&lt;br /&gt;
===UAC Options===&lt;br /&gt;
The various options for configuring how UAC works:&lt;br /&gt;
* &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039;&lt;br /&gt;
** The attack used when you have reached excellent in the UAC tier&lt;br /&gt;
** Options are jab, punch, grapple, or kick&lt;br /&gt;
* &#039;&#039;&#039;Aim at location (head, etc)&#039;&#039;&#039;&lt;br /&gt;
** Used for aimed UAC Combat, which requires ambush training to be effective&lt;br /&gt;
** Leave blank when you don&#039;t want to aim.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Determines how many creatures must be present before using MSTRIKE&lt;br /&gt;
* &#039;&#039;&#039;Use Voln SMITE?&#039;&#039;&#039;&lt;br /&gt;
** Will perform a Voln SMITE on [[Non-corporeal]] undead&lt;br /&gt;
&lt;br /&gt;
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.&lt;br /&gt;
#UAC tab: Input your &#039;&#039;&#039;Tier 3 Attack&#039;&#039;&#039; (jab, punch, grapple, or kick)&lt;br /&gt;
#Commands tab: Input your &#039;&#039;&#039;hunting commands(a)&#039;&#039;&#039; option as &#039;&#039;&#039;unarmed jab&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Important notes to keep in mind on how UAC works in Bigshot:&lt;br /&gt;
* The hunting option &#039;&#039;&#039;unarmed jab&#039;&#039;&#039; can be replaced by any UAC attack type (e.g. &#039;&#039;&#039;unarmed punch&#039;&#039;&#039;)&lt;br /&gt;
* UAC follow up strikes will be selected over the base or tier 3 attack&lt;br /&gt;
* Tier 3 attacks will be used only when positioning is excellent&lt;br /&gt;
&lt;br /&gt;
There is almost no reason to ever use anything other than &#039;&#039;&#039;unarmed jab&#039;&#039; as the hunting command, and either &#039;&#039;&#039;grapple&#039;&#039;&#039; or &#039;&#039;&#039;kick&#039;&#039;&#039; as the Tier 3 attack.&lt;br /&gt;
&lt;br /&gt;
===MSTRIKE Options===&lt;br /&gt;
MSTRIKE attack now has options for when it should be used.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown&lt;br /&gt;
** Be careful when setting this too low as it can pop your muscles&lt;br /&gt;
** Leave blank for it to use your max stamina.&lt;br /&gt;
* &#039;&#039;&#039;QUICKSTRIKE stamina requirement&#039;&#039;&#039;&lt;br /&gt;
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.&lt;br /&gt;
* &#039;&#039;&#039;Unfocused MSTRIKE when creatures equal or greater&#039;&#039;&#039;&lt;br /&gt;
** Number of creatures in room before you do an unfocused mstrike. Default is 2.&lt;br /&gt;
* &#039;&#039;&#039;MSTRIKE during cooldown&#039;&#039;&#039;&lt;br /&gt;
**Toggle for MSTRIKEing during its cooldown period&lt;br /&gt;
* &#039;&#039;&#039;Use QUICKSTRIKE for MSTRIKE&#039;&#039;&#039;&lt;br /&gt;
** Toggle for using QUICKSTRIKE when you MSTRIKE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ammo/Wands===&lt;br /&gt;
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.&lt;br /&gt;
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.&lt;br /&gt;
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you &lt;br /&gt;
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.&lt;br /&gt;
* dead wand container: - ...And then will deposit the used up wands in this container.&lt;br /&gt;
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: &amp;quot;aquamarine wand, bloodwood wand, etc&amp;quot;&lt;br /&gt;
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.&lt;br /&gt;
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===MA Grouping===&lt;br /&gt;
* Enter the name of the looter in Head/Tail configuration&lt;br /&gt;
&lt;br /&gt;
==Monitoring Tab==&lt;br /&gt;
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.&lt;br /&gt;
* Engage deadman&#039;s switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.&lt;br /&gt;
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.&lt;br /&gt;
* Quiet followers - Followers will wait until leader is done with both actions and resting scripts to begin using their own.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ingame Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:bigshot-1.PNG|Profiles&lt;br /&gt;
File:bigshot-2.PNG|Resting&lt;br /&gt;
File:bigshot-3.PNG|Hunting&lt;br /&gt;
File:bigshot-4.PNG|Attacking&lt;br /&gt;
File:bigshot-5.PNG|Commands&lt;br /&gt;
File:bigshot-6.PNG|Misc&lt;br /&gt;
File:bigshot-7.PNG|Monitoring&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=198806</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=198806"/>
		<updated>2023-06-06T17:31:02Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* In-game Screenshot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core Lich components installed with lich ===&lt;br /&gt;
* [[Script Go2|Go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|Xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|Alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|Vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|Autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|Repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|Version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-online ===&lt;br /&gt;
* [[Lich:Script Bigshot|Bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|Ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|Ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|Eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|Ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|Eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;Ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;Elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;Ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 2.7.0+ full installer)&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;Sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;Uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;Jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;dirty-deeds &#039;&#039;&#039; - A script for getting deeds in IMT and WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Repo&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=198776</id>
		<title>Lich:Script Repository</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lich:Script_Repository&amp;diff=198776"/>
		<updated>2023-06-05T20:37:15Z</updated>

		<summary type="html">&lt;p&gt;RINUALDO: /* Scripts maintained by Elanthia-online */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{3rd-party}}&lt;br /&gt;
The repository, owned by Tillmen, is the most common location for downloading scripts that are not pre-installed with Lich. &lt;br /&gt;
&lt;br /&gt;
==How to Use the Repository==&lt;br /&gt;
&lt;br /&gt;
The repository has four basic commands:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;repository&lt;br /&gt;
&lt;br /&gt;
;repository download &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository info &amp;lt;scriptname&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;repository list&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first shows a Help screen and is the root command for all others.&lt;br /&gt;
&lt;br /&gt;
The second, often shortened to &#039;;repo down&#039;, lets you download a specified script.&lt;br /&gt;
&lt;br /&gt;
Third, INFO provides information about whatever script is specified. If the author has been kind and thorough, this will tell you how to use the script and if it has any interdependencies.&lt;br /&gt;
&lt;br /&gt;
Fourth, LIST will list all scripts in the repository.&lt;br /&gt;
&lt;br /&gt;
==Updating Scripts==&lt;br /&gt;
The repository supports updates via prefedined scripts and the MapDatabase&lt;br /&gt;
To see a list of scripts you currently have set to updatable, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;. &lt;br /&gt;
For users on Lich 5+, you want &amp;lt;CODE&amp;gt;Lich: off&amp;lt;/CODE&amp;gt; to be displayed.&lt;br /&gt;
&lt;br /&gt;
To add a script to be updated, &amp;lt;CODE&amp;gt;;repo set-updatable &amp;lt;scriptname&amp;gt;&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
To view scripts you have set to be auto-updated, &amp;lt;CODE&amp;gt;;repo show-updatable&amp;lt;/CODE&amp;gt;.&lt;br /&gt;
It is only recommended to set scripts from authors you trust to auto-update.&lt;br /&gt;
&lt;br /&gt;
==Popular Lich Scripts==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=popularscripts /&amp;gt;The following are a list of scripts that enhance or extend basic functions of Gemstone IV and can improve or streamline your gaming experience to a point where you can&#039;t think of ever going back. It&#039;s not all inclusive but contains a good starter set or some of the most popular scripts in use. &lt;br /&gt;
=== Core Lich components installed with lich ===&lt;br /&gt;
* [[Script Go2|Go2]] - Go2 is an intelligent travel script that is synchronized to many of the more complex scripts. Go2 uses a Room Number system and can intelligently plot routes between most any two rooms in all of Elanthia. Use can be as simple as &amp;lt;code&amp;gt;;go2 town&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;;go2 bank&amp;lt;/code&amp;gt; to head to the nearest town square or bank. Use &amp;lt;code&amp;gt;;go2 targets&amp;lt;/code&amp;gt; to see a list of pre-programmed locations broken down by towns. Or, use &amp;lt;code&amp;gt;;go2 save &amp;lt;new location name&amp;gt;=&amp;lt;new location room number&amp;gt;&amp;lt;/code&amp;gt; to create your own locations. Go2 is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Xnarost|Xnarost]] - Narost is an active map library that can display your location and allows Point-And-Click travel. Simply right click and choose a map, pick a room on it and click on it. Xnarost is distributed as part of a default Lich installation.&lt;br /&gt;
* [[Lich:Script Alias|Alias]] - A default script used to create shortcuts in lich. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Vars|Vars]] - A default script to create and view variables for both users and scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Autostart|Autostart]] - A default script to handle which scripts run on startup. See wiki page for details.&lt;br /&gt;
* [[Script Repository|Repository]] - A default script to view and dowload other scripts. See wiki page for details.&lt;br /&gt;
* [[Lich:Script Version|Version]] - A default script to output your current lich version and other information. See wiki page for details.&lt;br /&gt;
&lt;br /&gt;
=== Scripts maintained by Elanthia-online ===&lt;br /&gt;
* [[Lich:Script Bigshot|Bigshot]] - A script for attacking and hunting routines. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ewaggle|Ewaggle]] - A script for spelling yourself and others up. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ebounty|Ebounty]] - A script to get and perform bounties. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eloot|Eloot]] - A looting and loot management script. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Ecleanse|Ecleanse]] - A script for dealing with status conditions. See wiki page for details. &lt;br /&gt;
* [[Lich:Script Eherbs|Eherbs]] - A herb heaing and stocking script.  See wiki page for details.&lt;br /&gt;
* &#039;&#039;&#039;Ecure&#039;&#039;&#039; - A script for healing for empaths. Usage syntax is &amp;lt;code&amp;gt;;ecure setup&amp;lt;/code&amp;gt; for first usage.&lt;br /&gt;
* &#039;&#039;&#039;Elogin&#039;&#039;&#039; - A script for command line login for your characters. . Usage syntax is &amp;lt;code&amp;gt;;elogin &amp;lt;charname&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Echild&#039;&#039;&#039; - A child bounty script that monitors for and returns a child during bounty sessions. Add to autostart or your hunting script when performing a bounty.&lt;br /&gt;
* &#039;&#039;&#039;Ledger&#039;&#039;&#039; - A scripting for tracking your silver and bounty incoming across sessios and over time per character and account with a nice ascii discplay. Requires ascii_charts gem (installed by default with Lich 2.7.0+ full installer)&lt;br /&gt;
&lt;br /&gt;
=== Other scripts that are popular ===&lt;br /&gt;
* [[Script invdb|invdb]] - An inventory management database. See wiki page for details&lt;br /&gt;
* &#039;&#039;&#039;multi&#039;&#039;&#039; - A script to peform repetitive set of commands. Usage syntax is &amp;lt;code&amp;gt;;multi; &amp;lt;number&amp;gt; &amp;lt;action&amp;gt;&amp;lt;/code&amp;gt; such as &amp;lt;code&amp;gt;;multi 10, get my diamond, drop my diamond&amp;lt;/code&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;ego2&#039;&#039;&#039; - A script for bounty escorts. Usage syntax is &amp;lt;code&amp;gt;;ego2 help&amp;lt;/code&amp;gt; for relevant commands. &lt;br /&gt;
* &#039;&#039;&#039;spellcaster&#039;&#039;&#039; - Allows user to type just the spell number and have lich cast that spell. Usage syntax is &amp;lt;code&amp;gt;;Spellcaster setup&amp;lt;/code&amp;gt; for configuration. Set to autostart.&lt;br /&gt;
* &#039;&#039;&#039;wander&#039;&#039;&#039; - The last of the Trifector of Travel, wander will move from room to room until it runs into a Boundary - a specified room number - or finds a room with a monster AND empty of players. Wander can be used to create a walled in hunting ground, letting you automatically move from room to room without having to use keystrokes. Use the &amp;lt;code&amp;gt;;wander add&amp;lt;/code&amp;gt; command to add the room you are currently standing in to the Wander List. Note: Wander will NOT enter your boundary rooms. For example, adding Town Square East to the list and then executing ;wander from within the confines of Moot Hall will send your character exploring every room in Moot, but unable to leave as TSE is a Boundary.&lt;br /&gt;
* &#039;&#039;&#039;Sorter &#039;&#039;&#039; Sorter cleans up your bags and breaks down the the output of a LOOK command, sorting the results by type. Makes looking in your locker or backpack, and especially your gem pouch, infinitely easier. *Note* Sorter can mess up some other scripts that deal with inventory, so be cautious in usage. Elanthia-Online scripts like eloot disable sorter when performing relevant functions&lt;br /&gt;
* &#039;&#039;&#039;linktothefast&#039;&#039;&#039; - A complex script that provides highliting for Wryath links when links are disabled. This script can cause issues with [[STOW]] settings, so disable prior to adjusting those settings.&lt;br /&gt;
* &#039;&#039;&#039;Uberbarv_D &#039;&#039;&#039; - The most current Uberbar variant. This will provide a paperdoll with room number, resource information, etc inside wrayth. Set to autostart. Note- there is a small performance impact when using Uberbars.&lt;br /&gt;
* &#039;&#039;&#039;Jbackup &#039;&#039;&#039; - A excellent backup and recovery tool that allows lich database and any additional file backup a user prefers. Set to autostart. &lt;br /&gt;
* &#039;&#039;&#039;dirty-deeds &#039;&#039;&#039; - A script for getting deeds in IMT and WL. &amp;lt;CODE&amp;gt;;dirty-deeds setup&amp;lt;/CODE&amp;gt; for configuration &lt;br /&gt;
&amp;lt;section end=popularscripts /&amp;gt;&amp;lt;!--- Add any additional popular scripts to the list ABOVE this line. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Help Output==&lt;br /&gt;
&amp;lt;PRE&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
   ;repository list [alpha]            lists all scripts available for download (optionally in alphabetial order)&lt;br /&gt;
   ;repository sync [alpha]            lists only new and/or updated scripts&lt;br /&gt;
   ;repository info &amp;lt;script name&amp;gt;      shows the comments at the top of the script&lt;br /&gt;
   ;repository download &amp;lt;script name&amp;gt;  downloads the script&lt;br /&gt;
   ;repository upload &amp;lt;script name&amp;gt;    uploads the script&lt;br /&gt;
   ;repository delete &amp;lt;script name&amp;gt;    deletes the script from the server&lt;br /&gt;
&lt;br /&gt;
Scripts should include comments at the top describing the purpose of the script.  Scripts without comments at the top will not show up on the server.&lt;br /&gt;
&lt;br /&gt;
After uploading a script, a key that allows you to delete/update the script will be saved to C:/Games/lich/keys&amp;lt;/PRE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sortable list==&lt;br /&gt;
The repository script has an in game GUI available that allows sorting by date, tags, etc. &lt;br /&gt;
&amp;lt;CODE&amp;gt;;repo gui&amp;lt;/CODE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Jinx (Repository alternative)==&lt;br /&gt;
&lt;br /&gt;
Jinx is a project that is an alternative form of script installation from the default ;repository. It can serve up scripts for download similar to the ;repo however it is not dependent on a single server that may be prone to outages. Any one can set up their own script library, and then users can add it as a source for the ;jinx script to search and download from.&lt;br /&gt;
&lt;br /&gt;
Jinx is installed in the default Lich5 package. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-customtoggle-kestrels&amp;quot; style=&amp;quot;font-size:16px;overflow:auto;color:#0000FF&amp;quot;&amp;gt;[Click to Expand For more information]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-kestrels&amp;quot;&amp;gt;&lt;br /&gt;
Jinx can be downloaded and installed into your scripts folder from the Elanthia Online github&lt;br /&gt;
&lt;br /&gt;
https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&lt;br /&gt;
&lt;br /&gt;
Right-click the above link and save it into the scripts folder in your lich directory.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the following command can be issued in game via lich to attempt to download the script to the proper directory for you (this command is for when the repository is down and the script cannot be downloaded naturally):&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;e require &#039;open-uri&#039;;begin;jinx_remote = open(&amp;quot;https://raw.githubusercontent.com/elanthia-online/scripts/master/scripts/jinx.lic&amp;quot;); jinx_local = File.open(File.join(SCRIPT_DIR, &#039;jinx.lic&#039;), &amp;quot;wb&amp;quot;); jinx_local.write(jinx_remote.read);ensure; jinx_remote.close(); jinx_local.close();end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
once installed you can issue: &amp;lt;CODE&amp;gt;;jinx help&amp;lt;/CODE&amp;gt; for basic usage information.&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Mirror===&lt;br /&gt;
In the event the main &amp;lt;code&amp;gt;;repository&amp;lt;/code&amp;gt; is unavailable, there is currently an actively maintained &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; repository that is a direct mirror.&lt;br /&gt;
&lt;br /&gt;
https://github.com/FarFigNewGut/lich_repo_mirror&lt;br /&gt;
&lt;br /&gt;
Scripts can be manually retrieved from this Github repository (they are all located in the lib folder). The repository is also packaged and published for use directly with Jinx:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
;jinx repo add ffnglichrepoarchive https://ffnglichrepoarchive.netlify.app&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
(You can use something shorter instead of &amp;quot;ffnglichrepoarchive&amp;quot; for the repo name if you&#039;d like.)&lt;br /&gt;
&lt;br /&gt;
Once it is setup as a source for &amp;lt;code&amp;gt;;jinx&amp;lt;/code&amp;gt; you can install any scripts from the repo with:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# install script for the first time&lt;br /&gt;
;jinx script install &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update previously installed script&lt;br /&gt;
;jinx script update &amp;lt;script name&amp;gt; --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example if you wanted to download or update invdb.lic:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# first install&lt;br /&gt;
;jinx script install invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&lt;br /&gt;
# update if you had previously downloaded invdb.lic&lt;br /&gt;
;jinx script update invdb --repo=ffnglichrepoarchive&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jinx Lich Repository Offline Update Info===&lt;br /&gt;
At times the default Lich repository (accessed via &amp;lt;code&amp;gt;;repo&amp;lt;/code&amp;gt;) can go offline, below are some helpful commands to update core Lich related functionality using Jinx.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;ruby&amp;quot;&amp;gt;&lt;br /&gt;
# ensure running latest jinx.lic for newest compatibility&lt;br /&gt;
;jinx script update jinx.lic --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update spell-list.xml for new spells, cmans, cooldowns, etc&lt;br /&gt;
;jinx data update spell-list.xml --repo=elanthia-online&lt;br /&gt;
&lt;br /&gt;
# update gameobj-data.xml for proper classification of NPCs and items&lt;br /&gt;
;jinx data update gameobj-data.xml --repo=core&lt;br /&gt;
&lt;br /&gt;
# update mapdb and associated missing map files for graphical use&lt;br /&gt;
;jinx data update mapdb.json --repo=core&lt;br /&gt;
&lt;br /&gt;
# update infomon for proper ingame tracking of skills, stats, spells, effects&lt;br /&gt;
;jinx script update infomon.lic --repo=elanthia-online&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==In-game Screenshot==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
File:Repo-1.png|Profiles&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Third-Party Software}}&lt;/div&gt;</summary>
		<author><name>RINUALDO</name></author>
	</entry>
</feed>