<?xml version="1.0"?>
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	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SMO2099</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SMO2099"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/SMO2099"/>
	<updated>2026-05-30T18:30:58Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=83296</id>
		<title>User:SMO2099</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=83296"/>
		<updated>2016-10-11T02:49:06Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Shawn is an intermitten player of GemStone since 1996.  He spends most his time studying mathematics (with interests in representation theory of finite groups with a non-specialist interest in foundations and the theory of computation).  When not doing either of these he likes to bicycle tour.&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Lore,_Water&amp;diff=19704</id>
		<title>Elemental Lore, Water</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Lore,_Water&amp;diff=19704"/>
		<updated>2010-10-12T00:45:17Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Major Elemental */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Major Elemental ==&lt;br /&gt;
;*[[Ice Patch (512)]]&lt;br /&gt;
:Training in Water Lore increases the duration of the Ice Patch and its ability to make people/critters fall and hurt themselves.  Targetted, Water Lore allows subsequent casts of Minor Water to convert to Minor Cold (the blue wand spell, 1709), with 10 ranks allowing one cast conversion and a maximum of 13 conversions at 196 ranks (uses the [[summation chart]] with a seed of ten.)&lt;br /&gt;
&lt;br /&gt;
== Wizard Base ==&lt;br /&gt;
;*[[Minor Shock (901)]]&lt;br /&gt;
&lt;br /&gt;
;*[[Minor Water (903)]]&lt;br /&gt;
:Training in Water Lore increases the [[damage factor]] by .001 up to 50 ranks, whereupon it changes to a .0005 increase.&lt;br /&gt;
&lt;br /&gt;
;*[[Major Cold (907)]]&lt;br /&gt;
:Training in Water Lore increases the [[damage factor]] by .001 up to 50 ranks, whereupon it changes to a .0005 increase.  In addition, Water Lore determines the maximum number of opponents you can hit with the additional flares from the spell (&amp;lt;I&amp;gt;See [[ball spell]]s)&amp;lt;/I&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;*[[Major Shock (910)]]&lt;br /&gt;
&lt;br /&gt;
== Sorcerer Base ==&lt;br /&gt;
;*[[Dark Catalyst (719)]]&lt;br /&gt;
:Despite being a [[Sorcerer]] spell, Dark Catalyst is affected only by Elemental Lores.  All four Lores affect only the damage from the respective element during Dark Catalyst&#039;s cycle.  It is not based on the [[Summation Chart]], but instead on a mysterious equation.  It is known, however, that returns for this spell from training in Elemental Lores diminish after ten ranks.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
[[Elemental Lore]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
[http://carabele.com/odds/LoreBenefits.htm Lore Benefits Summation Chart]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animal_companion&amp;diff=11997</id>
		<title>Animal companion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animal_companion&amp;diff=11997"/>
		<updated>2010-10-03T15:29:03Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{otheruses4|Animal Companions|information about the related spell|Animal Companion (630)}}&lt;br /&gt;
&lt;br /&gt;
[[Animal Companion]]s are animals with which [[Ranger]]s share an affinity.&lt;br /&gt;
&lt;br /&gt;
== Companion Types ==&lt;br /&gt;
Animal Companions come in four distinct types: feline, canine, avian and rodent.&lt;br /&gt;
&lt;br /&gt;
=== Felines ===&lt;br /&gt;
Bobcat, Caracal, Catamount, Cheetah, Cougar, Felid, Jaguar, Jaguarundi, Kodkod, Leopard, Lion, Lynx, Margay, Mudcat, Ocelot, Panther, Puma, Rasper, Serval, Snowcat, Tiger, Tunnelcat, Veercat, Wildcat, Yowler&lt;br /&gt;
&lt;br /&gt;
=== Canines ===&lt;br /&gt;
Banishara, Bushwag, Canid, Coyote, Curhound, Curwolf, Dhole, Dobrem, Fennec, Fox, Foxhound, Greatfang, Hound, Hyena, Jackal, Kuvasz, Ledisa, Loper, Mastiff, Narmo, Samoyed, Scrabbler, Wolf, Wolfhound&lt;br /&gt;
&lt;br /&gt;
=== Avians ===&lt;br /&gt;
Albatross, Baza, Buzzard, Caracara, Condor, Crow, Cygnet, Eagle, Elf-owl, Falcon, Fenvaok, Goshawk, Gyrefalcon, Harrier, Hawk, Hawk-eagle, Heron, Karet&lt;br /&gt;
Kestre, Kingfisher, Kite, Lugger, Osprey, Owl, Peregrine, Pigeonhawk, Raptor, Raven, Rowl, Saker, Screech-owl, Sea-eagle, Seagull, Seahawk, Shrika, Shrike, Snow-owl, Sparrowhawk, Stratis, Swift, Trakel, Vulture, Woodpecker&lt;br /&gt;
&lt;br /&gt;
=== Rodents ===&lt;br /&gt;
Badger, Barrowrat, Beaver, Boarrat, Burrovine, Cacevail, Caiverine, Capybara, Ferret, Graiphel, Groundhog, Hedgehog, Marmot, Mink, Mole, Mongoose, Muskrat, Muzzlerat, Nutria, Passo, Porcupine, Raccoon, Rat, Rockrat, Sandrat, Sloth, Tothis, Vole, Weasel, Whiskrat, Wolverine, Wombat, Woodchuck, Woodshrew&lt;br /&gt;
&lt;br /&gt;
== Locations to Find Types ==&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;b&amp;gt;Region&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;b&amp;gt;Avian&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;b&amp;gt;Canine&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;b&amp;gt;Feline&amp;lt;/b&amp;gt;&lt;br /&gt;
| &amp;lt;b&amp;gt;Rodent&amp;lt;/b&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Wehnimer&#039;s Landing&lt;br /&gt;
| Gyrefalcon&lt;br /&gt;
| Howler&lt;br /&gt;
| Catamount&lt;br /&gt;
| Badger&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Peregrine&lt;br /&gt;
| Hyena&lt;br /&gt;
| Jaguarundi&lt;br /&gt;
| Caiverine&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Saker&lt;br /&gt;
| Jackal&lt;br /&gt;
| Lynx&lt;br /&gt;
| Ferret&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Shrike&lt;br /&gt;
| Loper&lt;br /&gt;
| Rasper&lt;br /&gt;
| Mole&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Trakel&lt;br /&gt;
| Wolfhound&lt;br /&gt;
| Tiger&lt;br /&gt;
| Passo&lt;br /&gt;
|-&lt;br /&gt;
| Landing Graveyard&lt;br /&gt;
| Kestrel&lt;br /&gt;
| Canid&lt;br /&gt;
| Jaguar&lt;br /&gt;
| Boarrat&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Osprey&lt;br /&gt;
| Dobrem&lt;br /&gt;
| Serval&lt;br /&gt;
| Mongoose&lt;br /&gt;
|-&lt;br /&gt;
| Broken Lands&lt;br /&gt;
| Screech-owl&lt;br /&gt;
| Curwolf&lt;br /&gt;
| Ocelot&lt;br /&gt;
| Barrowrat&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Stratis&lt;br /&gt;
| Scrabbler&lt;br /&gt;
| Puma&lt;br /&gt;
| Rat&lt;br /&gt;
|-&lt;br /&gt;
| Solhaven&lt;br /&gt;
| Buzzard&lt;br /&gt;
| Bushwag&lt;br /&gt;
| Kodkod&lt;br /&gt;
| Capybara&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Harrier&lt;br /&gt;
| Curwolf&lt;br /&gt;
| Margay&lt;br /&gt;
| Marmot&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Sea-eagle&lt;br /&gt;
| Dhole&lt;br /&gt;
| Tunnelcat&lt;br /&gt;
| Muskrat&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Seahawk&lt;br /&gt;
| Fox&lt;br /&gt;
| Wildcat&lt;br /&gt;
| Raccoon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Vulture&lt;br /&gt;
| Kuvasz&lt;br /&gt;
| Yowler&lt;br /&gt;
| Weasel&lt;br /&gt;
|-&lt;br /&gt;
| Icemule Trace&lt;br /&gt;
| Goshawk&lt;br /&gt;
| Coyote&lt;br /&gt;
| Mudcat&lt;br /&gt;
| Cacevail&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Shrika&lt;br /&gt;
| Curhound&lt;br /&gt;
| Puma&lt;br /&gt;
| Rockrat&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Snow-owl&lt;br /&gt;
| Dobrem&lt;br /&gt;
| Snowcat&lt;br /&gt;
| Sloth&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Sparrowhawk&lt;br /&gt;
| Scrabbler&lt;br /&gt;
| Tiger&lt;br /&gt;
| Tothis&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Woodpecker&lt;br /&gt;
| Wolfhound&lt;br /&gt;
| Tunnelcat&lt;br /&gt;
| Whiskrat&lt;br /&gt;
|-&lt;br /&gt;
| Pinefar&lt;br /&gt;
| Falcon&lt;br /&gt;
| Greatfang&lt;br /&gt;
| Panther&lt;br /&gt;
| Graiphel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Raptor&lt;br /&gt;
| Howler&lt;br /&gt;
| Snowcat&lt;br /&gt;
| Vole&lt;br /&gt;
|-&lt;br /&gt;
| Teras Isle&lt;br /&gt;
| Albatross&lt;br /&gt;
| Banishara&lt;br /&gt;
| Cheetah&lt;br /&gt;
| Beaver&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Baza&lt;br /&gt;
| Coyote&lt;br /&gt;
| Leopard&lt;br /&gt;
| Sandrat&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Heron&lt;br /&gt;
| Fennec&lt;br /&gt;
| Lion&lt;br /&gt;
| Wolverine&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Karet&lt;br /&gt;
| Foxhound&lt;br /&gt;
| Mudcat&lt;br /&gt;
| Woodchuck&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Raven&lt;br /&gt;
| Greatfang&lt;br /&gt;
| Veercat&lt;br /&gt;
| Woodshrew&lt;br /&gt;
|-&lt;br /&gt;
| River&#039;s Rest&lt;br /&gt;
| Eagle&lt;br /&gt;
| Hound&lt;br /&gt;
| Bobcat&lt;br /&gt;
| Burrovine&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Hawk&lt;br /&gt;
| Ledisa&lt;br /&gt;
| Caracal&lt;br /&gt;
| Hedgehog&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Kite&lt;br /&gt;
| Mastiff&lt;br /&gt;
| Cougar&lt;br /&gt;
| Mink&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Owl&lt;br /&gt;
| Narmo&lt;br /&gt;
| Felid&lt;br /&gt;
| Nutria&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Seagull&lt;br /&gt;
| Samoyed&lt;br /&gt;
| Panther&lt;br /&gt;
| Wombat&lt;br /&gt;
|-&lt;br /&gt;
| Zul Logoth&lt;br /&gt;
| Unrecorded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Illistim&lt;br /&gt;
| Condor&lt;br /&gt;
| Canid&lt;br /&gt;
| Jaguar&lt;br /&gt;
| Barrowrat&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Elf-owl&lt;br /&gt;
| Fennec&lt;br /&gt;
| Kodkod&lt;br /&gt;
| Groundhog&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Hawk-eagle&lt;br /&gt;
| Kuvasz&lt;br /&gt;
| Lynx&lt;br /&gt;
| Porcupine&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Lugger&lt;br /&gt;
| Ledisa&lt;br /&gt;
| Ocelot&lt;br /&gt;
| Vole&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Rowl&lt;br /&gt;
| Samoyed&lt;br /&gt;
| Veercat&lt;br /&gt;
| Whiskrat&lt;br /&gt;
|-&lt;br /&gt;
| Old Ta&#039;Faendryl&lt;br /&gt;
| Unrecorded&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Ta&#039;Vaalor&lt;br /&gt;
| Crow&lt;br /&gt;
| Banishara&lt;br /&gt;
| Bobcat&lt;br /&gt;
| Badger&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Cygnet&lt;br /&gt;
| Canid&lt;br /&gt;
| Catamount&lt;br /&gt;
| Graiphel&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Fenvaok&lt;br /&gt;
| Dhole&lt;br /&gt;
| Leopard&lt;br /&gt;
| Mongoose&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Kingfisher&lt;br /&gt;
| Foxhound&lt;br /&gt;
| Rasper&lt;br /&gt;
| Sloth&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Swift&lt;br /&gt;
| Hyena&lt;br /&gt;
| Wildcat&lt;br /&gt;
| Wolverine&lt;br /&gt;
|-&lt;br /&gt;
| In-Between Areas&lt;br /&gt;
| Caracara&lt;br /&gt;
| Bushwag&lt;br /&gt;
| Cheetah&lt;br /&gt;
| Muzzlerat&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| Pigeonhawk&lt;br /&gt;
| Curhound&lt;br /&gt;
| Yowler&lt;br /&gt;
| Wombat&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=9#630 Ranger Base Spell Circle: Animal Companion], on Play.net&lt;br /&gt;
* [http://drfuturepast.com/GSIV/GECP/ Vyrshkan&#039;s Great Elanthian Companion Project]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Creature_maneuver&amp;diff=2161</id>
		<title>Creature maneuver</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Creature_maneuver&amp;diff=2161"/>
		<updated>2010-09-21T15:13:42Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Creature maneuvers&#039;&#039;&#039; are offensive maneuvers that are only available to [[creature]]s, not available to player characters.  These attacks do not show an open roll.&lt;br /&gt;
&lt;br /&gt;
Such maneuvers include:&lt;br /&gt;
&lt;br /&gt;
*the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]&lt;br /&gt;
&lt;br /&gt;
*a [[soul golem]]&#039;s steam push&lt;br /&gt;
&lt;br /&gt;
*an [[Illoke]]&#039;s ground stomp&lt;br /&gt;
&lt;br /&gt;
*an [[Ithzir adept]]&#039;s lightning mote&lt;br /&gt;
&lt;br /&gt;
*a [[war griffin]]&#039;s ride of doom&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
There are several attributes which can mitigate damage from creature maneuvers:&lt;br /&gt;
&lt;br /&gt;
;Training&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers and Perception factor in equally.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
;Statistics&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
;Spells&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Dauntless (1606)]] &lt;br /&gt;
&lt;br /&gt;
;Stance&lt;br /&gt;
*Defensive stance is best&lt;br /&gt;
&lt;br /&gt;
;Racial Bonuses&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table are considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Best !!Excellent !!Good&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||[[Halfling]]||[[Half-elf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Forest gnome]]||[[Dark elf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Elf]]||[[Sylvankind]]&lt;br /&gt;
|-&lt;br /&gt;
| || ||[[Erithian]]&lt;br /&gt;
|-&lt;br /&gt;
| || ||[[Aelotoi]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[Creature maneuver (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creature Maneuvers]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Creature_maneuver&amp;diff=16799</id>
		<title>Creature maneuver</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Creature_maneuver&amp;diff=16799"/>
		<updated>2010-09-21T15:06:47Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Creature maneuvers&#039;&#039;&#039; are offensive maneuvers that are only available to [[creature]]s, not available to player characters.  These attacks do not show an open roll.&lt;br /&gt;
&lt;br /&gt;
Such maneuvers include:&lt;br /&gt;
&lt;br /&gt;
*the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]&lt;br /&gt;
&lt;br /&gt;
*a [[soul golem]]&#039;s steam push&lt;br /&gt;
&lt;br /&gt;
*an [[Illoke]]&#039;s ground stomp&lt;br /&gt;
&lt;br /&gt;
*an [[Ithzir adept]]&#039;s lightning mote&lt;br /&gt;
&lt;br /&gt;
*a [[war griffin]]&#039;s ride of doom&lt;br /&gt;
&lt;br /&gt;
==Protection==&lt;br /&gt;
There are several attributes which can mitigate damage from creature maneuvers:&lt;br /&gt;
&lt;br /&gt;
;Training&lt;br /&gt;
*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.&lt;br /&gt;
*[[Combat Maneuvers]] - Combat Maneuvers and Perception factor in equally.&lt;br /&gt;
*[[Perception]]&lt;br /&gt;
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.&lt;br /&gt;
&lt;br /&gt;
;Statistics&lt;br /&gt;
*[[Dexterity]]&lt;br /&gt;
*[[Agility]]&lt;br /&gt;
&lt;br /&gt;
;Spells&lt;br /&gt;
*[[Mobility (618)]]&lt;br /&gt;
*[[Prayer (313)]]&lt;br /&gt;
*[[Dauntless (1606)]] &lt;br /&gt;
&lt;br /&gt;
;Stance&lt;br /&gt;
*Defensive stance is best&lt;br /&gt;
&lt;br /&gt;
;Racial Bonuses&lt;br /&gt;
&lt;br /&gt;
Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus.  Races not listed on the following table considered to have an average ability to dodge maneuvers.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Best !!Excellent !!Good&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||[[Halfling]]||[[Half-elf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Forest gnome]]||[[Dark elf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Elf]]||[[Sylvankind]]&lt;br /&gt;
|-&lt;br /&gt;
| || ||[[Erithian]]&lt;br /&gt;
|-&lt;br /&gt;
| || ||[[Aelotoi]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[[Stronghold Bowels information (saved post)]]&lt;br /&gt;
*[[Creature maneuver (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creature Maneuvers]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Adventurer%27s_Guild&amp;diff=10601</id>
		<title>Adventurer&#039;s Guild</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adventurer%27s_Guild&amp;diff=10601"/>
		<updated>2010-09-20T21:23:43Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Badges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Adventurer&#039;s Guild&#039;&#039;&#039; is the in-genre name of the &#039;&#039;Bounty System.&#039;&#039; This organization is comprised by the assignment of certain heroic or adventurous tasks that [[character]]s within [[Elanthia]] can participate in. There are no [[level]], [[race]], or [[profession]] requirements to participate in this guild. Adventurers successfully completing tasks will be rewarded with [[experience]], [[silver]], and [[bounty point]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bounty System went live in [[Prime]] on August 9, 2006.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Obtaining A Task ==&lt;br /&gt;
&lt;br /&gt;
Receiving a bounty task is as simple as going to the local town&#039;s bounty office and asking the Taskmaster there for an assignment. Based on the type of task assigned, you may also need to go to the local [[jeweler]], [[furrier]], [[herbalist]], or [[town&#039;s guard]] to receive the details of your task. Once assigned a task, you cannot be assigned another for 15 minutes (real time not game time).&lt;br /&gt;
&lt;br /&gt;
*ASK TASKMASTER ABOUT BOUNTY : to receive a bounty task or turn in a completed one&lt;br /&gt;
*ASK TASKMASTER ABOUT REMOVAL : to turn in an incomplete task&lt;br /&gt;
*ASK TASKMASTER ABOUT EASIER : adjusts the level range of tasks you can be assigned (only available after level 15)&lt;br /&gt;
*ASK TASKMASTER ABOUT HARDER : adjusts the level range of tasks you can be assigned (only available after level 15)&lt;br /&gt;
*ASK TASKMASTER ABOUT ADD &amp;lt;person&amp;gt;: to add another character within 10 levels below your level to 5 levels above your level to your current task&lt;br /&gt;
&lt;br /&gt;
Each time you ask for harder or easier it adjusts the level range of tasks assigned by one level.  Initially this is +5 to -5.  If you ask for easier, it then will assign you tasks from -6 to +5.  You will then get a 15% penalty to your AdG rewards.  If you ask again for it to be easier, it will be from -7 to +5. You will then get a 30% penalty.  This pattern remains consistent for the third time and then the fourth time you get an assignment from +5 to -9.  You will get a 60% penalty at this point and it is the lowest level range you can have assigned.&lt;br /&gt;
&lt;br /&gt;
If you ask for harder from that point it will reverse the sequence of easier until you get to where you started from - at which point if you ask for harder you will get an assignment in the -5 to +6 range with no modification of your AdG rewards. Each time you ask increases the upper level until you get to the hardest level range which is -5 to +10.&lt;br /&gt;
&lt;br /&gt;
* [[BOUNTY (verb)|BOUNTY]] : is used to check the status of assigned bounties, as well as accrued bounty points and a record of completed tasks&lt;br /&gt;
&lt;br /&gt;
== Available Tasks ==&lt;br /&gt;
&lt;br /&gt;
There are 8 types of task that the Taskmaster will randomly assign. Assignments will be based on your character&#039;s level and the location of that particular office. You can get assignments for creatures within five levels of your character, but the system will prioritize location as opposed to level. (For example, if there are more hunting areas nearby that are below your level, you will be assigned more underhunting tasks than overhunting ones.)&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Task Type&lt;br /&gt;
 ![[Bounty point]]s Received&lt;br /&gt;
 ![[Experience]] Received&lt;br /&gt;
 ![[Silver]] Received&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Gem Collecting|Gem collecting]]&#039;&#039;&#039;&lt;br /&gt;
 |[[Gem collecting#Rewards|Varies]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |[[Gem collecting#Rewards|Varies]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Skinning|Skinning]]&#039;&#039;&#039;&lt;br /&gt;
 |Varies&lt;br /&gt;
 |600 - 700&lt;br /&gt;
 |Varies&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Foraging|Foraging]]&#039;&#039;&#039;&lt;br /&gt;
 |Varies&lt;br /&gt;
 |800&lt;br /&gt;
 |5 &amp;amp;times; [[Bounty point]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Heirloom (loot)|Heirloom]]&#039;&#039;&#039;&lt;br /&gt;
 |15 + 7 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |800&lt;br /&gt;
 |150 + 70 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Culling|Culling]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Boss creature|Boss creature]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |800&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Escort|Escort]]&#039;&#039;&#039;&lt;br /&gt;
 |(250-500) + (2-14) &amp;amp;times; your level&lt;br /&gt;
 |500 - 3000&lt;br /&gt;
 |10 &amp;amp;times; [[Bounty point]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Rescue|Rescue]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Kill Bandits|Bandits]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; your [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; your [[level]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gem Collecting===&lt;br /&gt;
:This [[Adventurer&#039;s Guild]] task requires you to obtain a number of a specific gem, and sell them to the town&#039;s [[jeweler]]. Assignments appear to be somewhat based upon your character&#039;s [[level]]. For example, a level 2 character would be asked to find something on the order of &#039;6 pink spinels,&#039; though as early as 15 trains one can be assigned to look for rarities such as [[ruby|Sylvarraend rubies]]. Rewards are based on specific gem type and quantity.  Adventurer&#039;s will receive a multiplier for the gem that they are bountied for that lasts until the number of gems has been found.  The multiplier only works on creatures that the hunter can learn from and that already drop that gem; shells will not drop in Icemule just because the multiplier is active.&lt;br /&gt;
&lt;br /&gt;
:[[Opalescent glass jar]]s are useful for people who hoard gems in anticipation of these gem tasks.  The jars hold 20 (or 50, if a merchant-sold large jar is obtained) of one type of object, reducing the inventory quantity from 21 (including the jar) to 1.  To get that jar back out, &amp;lt;small&amp;gt;[[RUMMAGE (verb)|RUMMAGE]] IN MY CONTAINER INGREDIENT YELLOW ZIRCON&amp;lt;/small&amp;gt; will grab the correct jar.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The dealer says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild? Yes, I do have a task for you. I&#039;ve recently received several orders from customers interested in purchasing a yellow zircon. Unfortunately, I do not have quite enough inventory on hand to meet this demand. I&#039;d like for you to go round up 8 of them for me. You can SELL them to me as you find them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Gem collecting#Rewards|Gem collecting rewards]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Skinning===&lt;br /&gt;
:This task requires you to gather skins of a specific type and of at least a certain quality for the town furrier.  If you have 0 ranks on [[Survival]] and [[First Aid]] you will not be assigned skinning tasks.  Rewards for this are based on the level of the creature, skin quality asked for, difficulty of skinning the creature, and (maybe) the quality of skins turned in.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Dakris says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, I do have a task for you. I&#039;ve recently received an order for 8 [[cobra]] skins.  I&#039;ll need them all to be of at least fine quality.  I&#039;d like you to go out and collect enough of these to fill my order.  You can SKIN them off the corpse of a cobra or purchase them from another adventurer.  You can SELL the skins to me as you collect them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Foraging===&lt;br /&gt;
:This task requires you to [[forage]] for a specific item in a specific area.  The items foraged need to be fresh (not [[bundle]]d or eaten).  Rewards for this are based only on the difficulty of the item to forage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Surtey Akrash says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, I do have a task for you.  I&#039;ve been working on a concoction that requires some sprigs of larkspur.  Unfortunately, I need a specific variety that only grows in the old Mine Road near Wehnimer&#039;s Landing.  If you could retrieve 9 samples for me, I would be most grateful.  Keep in mind that I need these samples to be in pristine condition.  That means no eating, bundling, or otherwise damaging the samples. You can GIVE them to me as you FORAGE them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Foraging locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heirloom (loot)===&lt;br /&gt;
:This task is assigned by a town guard, and is one in which an item is said to have been lost to a specific [[creature]] in a certain area.  To complete it, kill the creatures and LOOT them, SEARCHing the corpse also works, although it may take longer if you search instead of loot; you should eventually find one that was carrying the item in question.  This can necessitate the killing of more than 30 of the creatures [[Adventurer&#039;s Guild (saved post)|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;]].  The assignment of creature type and area is level-based.  Rewards are based on the level of creature you are assigned to LOOT.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens was attacked by a [[death dirge]] in the Graveyard near Wehnimer&#039;s Landing.  He barely escaped with his life.  Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him.  He has put up a reward for its safe return.  The heirloom is a twisted bronze brooch and you&#039;ll be able to identify it by the initials XL engraved upon it.  Hunt down the creature that attacked him, retrieve the heirloom, and report back to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Heirloom (search)===&lt;br /&gt;
:This task is assigned by a town guard and is one in which an item is lost in a specific area.  To complete it, one must kneel with empty hands and [[search]] in a specific area.  The item is not in a specific room before you start searching, so any room you start to search in will do.  Training in [[Perception]] helps a lot for this task, and it is likely that the spell [[Presence]] does as well.  Rewards the level of creatures in the area you are assigned to search.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens was attacked by a [[giant marmot]] in the smuggling tunnels near Wehnimer&#039;s Landing.  He barely escaped with his life.  Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him.  He has put up a reward for its safe return.  The heirloom is an entwined silver and gold necklace and you&#039;ll be able to identify it by the initials OP engraved upon it.  Hunting down the creature that attacked him won&#039;t do you much good, as I don&#039;t think they take a liking to treasure.  You&#039;ll probably find the item wedged into some nook or cranny in the area if you do a thorough SEARCH.  Report back to me once you have retrieved it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Culling===&lt;br /&gt;
:This task is assigned by a town guard, and is a very simple task that just requires you to kill a number (between 12 and 30) of a specific [[creature]] in specific area due to their overpopulation.  Note that this does not actually mean that the creatures in question are present in above-normal levels, so it may be necessary to bring a group along to increase the [[spawn rate]].  If you do damage to a creatures in question and it is later killed, you will get credit for the kill as long as you are still in the room.  Rewards are the level of creature you are assigned to cull.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  We&#039;ve noted a troubling increase in [[leaper]] activity on the Coastal Cliffs near Wehnimer&#039;s Landing.  We&#039;d like you to cull their numbers a bit for us.  Killing 24 of them should do nicely.  Report back to me when you are done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Boss creature===&lt;br /&gt;
:This task is assigned by a town guard, and is based on the report of a particularly (mean sounding adjective) creature running about.  To complete it, you have to go kill some number of the regular creatures until the particularly mean one comes out.  This one is of a higher level than the base creatures, and may have different abilities.  The appearance of the boss creature is random, and may take killing up to 30 of the base creatures to get the boss to emerge[[Adventurer&#039;s Guild (saved post)|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;]].    The assignment of creature type and area is level-based.  Rewards are based on the level of creature you are assigned to kill.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  A particularly dangerous [[great boar]] has been attacking hunters based out of this town.  It has racked up quite a few kills and is beginning to worry us.  Most of the attacks have occurred on the Locksmehr Trail between Wehnimer&#039;s Landing and Zul Logoth, which it probably considers its territory.  Hunt it down, kill it, and report back to me.  It doesn&#039;t always attack hunters, but you can probably get its attention by killing other creatures of the same type in its territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Escort===&lt;br /&gt;
:This task requires you to escort an [[NPC]] from one town to the other.  You pick up the NPC in the location specified by the taskmaster by using the WAIT verb.  The NPC is very timid, and will not enter a room unless the room is either clear of [[creature]]s or they are stunned.  You are also likely to be set upon by bandits - special creatures that are generated based on your level - during the course of the trip who will attack you and your escortee.  The escortee is quite frail and needs to be protected in order for successful completion of the task.  You can TELL the escortee to WAIT while you make sure the road ahead is clear, which could save an untimely arrival.  Upon entry into the destination town, the NPC will leave and you can go to any adventurer&#039;s guild to receive your reward.  Escort task assignments are random and independent of your difficulty modifier (since you are not being assigned a hunting area as part of the task), except for high-level characters.  If the adventurer has already been rewarded for a successful escort task in the past hour, the Taskmaster will make a telltale remark (&amp;quot;You&#039;ve done a fine job of keeping our paying customers alive. Perhaps I can find something more difficult for you to take on.&amp;quot;) to indicate a more difficult task is being contemplated. Otherwise, a shorter task is more likely to be assigned as normal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Bounty points and silver are determined by level and distance between towns; silvers earned is just 10x bounty points.  Experience is based on the distance between towns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bounty point formula per trip (L is your level):&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Ta&#039;Illistim || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]] ||       - || 250+2*L  ||        ? || 350+6*L  ||        ? ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]           || 250+2*L ||        - ||  400+8*L || 400+8*L  || 500+12*L || 550+14*L?&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]      ||       ? || 400+8*L  ||        - || 600+16*L ||        ? ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]]         || 350+6*L || 400+8*L  ||        ? ||        - || 300+4*L  ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]        ||       ? || 500+12*L || 600+16*L || 300+4*L  ||        - ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]          ||       ? || 550+14*L?||        ? ||        ? ||        ? ||    -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Experience per trip:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Ta&#039;Illistim || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]] ||    - ||  500 || 1000 || 1000 || 1500 || 1750&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]           ||  500 ||    - || 1250 || 1250 || 1750 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]      || 1000 || 1250 ||    - || 1750 || 2250 ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]]         || 1000 || 1250 || 1750 ||    - ||  750 ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]        || 1500 || 1750 || 2250 ||  750 ||    - ||  500&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]          || 1750 || 2000 ||    ? ||    ? ||  500 ||    -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And a guess:&lt;br /&gt;
:BP = 200 + 50&amp;amp;times;D + 2&amp;amp;times;D&amp;amp;times;L&lt;br /&gt;
:exp = 250 + 250&amp;amp;times;D&lt;br /&gt;
:silver = 2000 + 500&amp;amp;times;D + 20&amp;amp;times;D&amp;amp;times;L&lt;br /&gt;
Where D is the distance modifier as below:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Illistim || Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]    || - || 1 || 3 || 3 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]   || 1 || - || 4 || 4 || 6 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]    || 3 || 4 || - || 6 || 8 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]] || 3 || 4 || 6 || - || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]   || 5 || 6 || 8 || 2 || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]     || 6 || 7 || 9 || 3 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Rheteger says,  &amp;quot;I&#039;ve got a special mission for you.  A certain client has hired us to provide a protective escort on his upcoming journey.  Go to the area just inside the North Gate and WAIT for him to meet you  there.  You must guarantee his safety to Ta&#039;Vaalor as soon as you can, being ready for any dangers that the two of you may face.  Good luck!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
:This task is assigned by the town guard and requires you to go and find an [[NPC]] and rescue it from a place of danger.  It is usually necessary to kill several of the [[creature]]s in order to entice the NPC to come out.  Once out, the NPC will FOLLOW you, but only one room at a time.  You simply advance one room, then wait for the NPC to follow, going more than one room at a time will cause the NPC to wait in its location.  The NPC can be attacked by creatures or other [[character]]s, however creatures will attack any characters in the room before targeting the NPC and any character killing a helpless child is certainly monstrous.  Rewards are based on the level of creature you are asked to rescue the NPC from.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens is in quite the predicament.  His young son ran away from home recently.  A local divinest has discerned glimpses of the child fleeing from a [[lesser burrow orc]] in Melgorehn&#039;s Valley near Wehnimer&#039;s Landing.  The child is still alive, though is in constant danger and is probably cowering where ever he can find somewhere to hide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::The guard continues, &amp;quot;Go out the area where the child was last seen, find him, and bring him back safetly to me.  You will probably need to kill some of the creatures that he was last seen fleeing from in order to build up his confidence in you and reveal himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Kill Bandits===&lt;br /&gt;
This task is assigned by a town guard, and requires you to patrol the specified area for [[bandit]]s.  This task is similar to the warparty task given to [[Guardians of Sunfist]] members.  Bandits will spring a trap when spawned that may bind, stun, or otherwise incapacitate the adventurer.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Dayle says, &amp;quot;Hmm, I&#039;ve got a task here from the town of Kharam-Dzu. It appears they have a bandit problem they&#039;d like you to solve. Go report to the dwarven militia sergeant near the Kharam-Dzu town gates to find out more. Be sure to ASK about BOUNTIES.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::The sergeant says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild? Yes, we do have a task for you. We&#039;ve noted a troubling increase in bandit activity recently. We&#039;d like for you to patrol the old Logging Road near Kharam-Dzu and take out any bandits you encounter. Killing 17 of them should do nicely. Report back to me when you are done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
For each task you are awarded some amount of [[silver]], [[experience]], and [[bounty points]].  Experience is only gained when the exp &amp;quot;pool&amp;quot; is in normal limits (not saturated.  There is a warning when you try to turn in a finished bounty before you can absorb it.  The experience given by the reward is applied to the &amp;quot;to be absorbed&amp;quot; experience up until you become moderately saturated. Any reward in excess of that amount will have half applied to your &amp;quot;to be absorbed&amp;quot; experience and half will be absorbed instantly.  The experience awarded is influenced by the [[XXX]] system, so the award of 1000 experience on XXX is the equivalent of being awarded 3000 experience.&lt;br /&gt;
&lt;br /&gt;
Bounty points are awarded and can be exchanged for items in the bounty point treasure system.  Points are awarded based on the difficulty of the task.  For example, retrieving 5 brown zircons (value ~10 silvers) may give 50 bounty points, while retrieving 10 uncut diamonds (value ~5000 silvers) may award 1250 bounty points.&lt;br /&gt;
&lt;br /&gt;
==Treasure System==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|1&lt;br /&gt;
|a crystal amulet        &lt;br /&gt;
| 100   &lt;br /&gt;
| A standard ESP amulet              &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|a black crystal            &lt;br /&gt;
| 500   &lt;br /&gt;
| Two charges of [[Floating Disk (511)|Floating Disk]]&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|a treasure chest        &lt;br /&gt;
| 250 x tier   &lt;br /&gt;
|An unopened treasure chest.  Chests are graded in tiers (1-10), with 1 being the poorest, on average &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|a magic item            &lt;br /&gt;
| 1,000  &lt;br /&gt;
| An item charged with a random unidentified spell                  &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|recharge an [[Enhancive item|enhancive]] item             &lt;br /&gt;
|  *    &lt;br /&gt;
| Have the item ready in your hand for a cost quote               &lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|a weak potion of accelerated unlearning       &lt;br /&gt;
|100,000 &lt;br /&gt;
| Instantly migrates all Armor and Combat Maneuver List training points when drunk          &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|a strong potion of accelerated unlearning      &lt;br /&gt;
|250,000 &lt;br /&gt;
| Instantly migrates all skills to match skill goals when drunk&lt;br /&gt;
|-        &lt;br /&gt;
| 8&lt;br /&gt;
|a potion of body and mind&lt;br /&gt;
|1,000,000&lt;br /&gt;
| Grants the ability to reallocate your stats when drunk&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|a sword-crossed treasure chest tattoo      &lt;br /&gt;
|40,000 &lt;br /&gt;
| Specify a body location when ordering a tattoo!&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|a multihued compass rose tattoo&lt;br /&gt;
|40,000&lt;br /&gt;
| A multihued compass rose tattoo encircling a map&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
|a drooling green gremlin tattoo&lt;br /&gt;
|40,000&lt;br /&gt;
| A green gremlin tattoo drooling over piles of gems&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|a feather charm&lt;br /&gt;
|1000&lt;br /&gt;
|Reduces your encumbrance level by 40 lbs for 5 minutes. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|a mandis charm&lt;br /&gt;
|1000&lt;br /&gt;
|Dispels &amp;lt;b&amp;gt;ALL&amp;lt;/b&amp;gt; [[spell]]s currently affecting you. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Chronomage-approved Gold Ring of Teleportation&lt;br /&gt;
|1000&lt;br /&gt;
|A standard teleportation ring, licensed for 20 successful teleports.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|throat balm&lt;br /&gt;
|1000&lt;br /&gt;
|Eliminates all current vocal chord stress and excessive thirstiness. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|temporary damage padding&lt;br /&gt;
|*&lt;br /&gt;
|Add damage padding to your armor for 50 hits. Somewhat and heavy padding levels are available.&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|temporary elemental flares&lt;br /&gt;
|*&lt;br /&gt;
|Add fire, cold, or electricity flares to your weapon for 30 flare activations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
Adventurer&#039;s Guild participants can earn profession titles by completing a set amount of tasks or earning a set amount of bounty points.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A list of the titles can be [[Title_system#Adventurer.27s_Guild_Titles|found here.]]&#039;&#039;&lt;br /&gt;
==Badges==&lt;br /&gt;
{{main|Adventurer&#039;s Guild Badge}}&lt;br /&gt;
These badges are awarded to anyone who is a member of the &#039;&#039;&#039;Adventurer&#039;s Guild&#039;&#039;&#039; (have completed an AdG task).  Their function is as both a status symbol (as the more points you accumulate, the fancier your badge can be) and as an enhancive item.  They are awarded by the Treasure Master and the look of the badge is awarded based on the number of points you have accumulated.  Further upgrades of the badge can also be accomplished based on the number of bounty points you have accumulated.  &lt;br /&gt;
&amp;lt;i&amp;gt;Note: there is a 10,000 bounty point charge for a replacement badge.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrading badges is accomplished with points from an unseen badge pool which increments every time your earn a bounty point.  In particular, upgrading a badge will not reduce your current bounty point pool nor does it cost silvers.  A badge can be upgraded in five different areas, and each area can be upgraded ten times, giving a total of 11 possible upgrade tiers.  When you first receive your badge each area is in upgrade tier 0.  It costs 10,000*(n+1) to upgrade a badge area from tier n to tier n + 1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 1:&#039;&#039; Suppose we have earned 30,000 BP total and never upgraded our badge.  Currently our badge pool has 30,000 points in it.  If we upgrade the binding to tier 1, it costs 10,000*1 badge points, leaving us with 20,000 badge points.  We could then choose to upgrade the binding again to tier 2, which would cost 10,000*2=20,000 points and leave us with 0 badge points.  Alternatively, we could decide instead to upgrade both the material and gem to tier 1, costing a total of 20,000 badge points and again leaving us with 0 badge points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 2:&#039;&#039;   Let&#039;s figure out how much it costs to completely upgrade an area.  The cost would be 10,000*(1 + 2 + ... + 10)=10,000*(10*11/2)=550,000.  In other words, if we have earned 550,000 total bounty points and never upgraded the badge, we could completely upgrade one area of the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 3:&#039;&#039;  Generalizing the previous example, let&#039;s compute how much it costs to upgrade the entire badge completely.  Obviously this is simply 5*(cost to upgrade a single area)=5*550,000=2,750,000.  Thus, once we have earned 2,750,000 total bounty points we could complete upgrade the badge.&lt;br /&gt;
&lt;br /&gt;
The more upgrades you get, the bigger its enhancive capacity will be. On top of that, the two or three highest-ranking upgrades on your badge have the potential to unlock its ability to hold more than one enhancement.&lt;br /&gt;
&lt;br /&gt;
You can set up your badge to enhance any skill or stat or other attribute that is available on the menu. If you want to know how much of a particular enhancement your badge can hold, just ask the treasure master NPC without specifying the bonus amount. Be aware that the treasure master has to drain your badge of all its charges before he can make any change to the enhancements it holds!&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve upgraded your badge and set it up with the enhancements you want, you&#039;ll have to place an order from the regular rewards menu to have it charged up, just like you can have any enhancive charged up. Recharging badges costs less than recharging other equivalent enhancive items, though.&lt;br /&gt;
&lt;br /&gt;
Other tips:&lt;br /&gt;
&lt;br /&gt;
* The badges are permanently attuned to the owner.&lt;br /&gt;
* If by some weird calamitous chance you manage to lose your badge, you can ask for a new one, but you&#039;ll have to set it up all over again. If you get a new badge, the old badge will become a useless paperweight and lose its attunement to you (or anyone).&lt;br /&gt;
* The strength of the enhancements you can get is limited by the overall value of your badge, but it is also limited by your level. The level limits aren&#039;t too restrictive, however -- a capped player could have a +10 stat enhancer, for example.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
[[Image:AdG_Maps.jpg|300px|right]]&lt;br /&gt;
* [[Wehnimer&#039;s Landing]]: North Ring Road&lt;br /&gt;
* [[Teras]]: Glaes Street&lt;br /&gt;
* [[Solhaven]]: Latirus Lane&lt;br /&gt;
* [[River&#039;s Rest]]: Sandy Path&lt;br /&gt;
* [[Icemule Trace]]: East Road&lt;br /&gt;
* [[Ta&#039;Illistim]]: Fraendel Var&lt;br /&gt;
* [[Ta&#039;Vaalor]]: Glimaerstone Var&lt;br /&gt;
* [[Zul Logoth]]: Ruby Tunnel&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Adventurer&#039;s Guilds restock their reward shops! (saved post)|Adventurer&#039;s Guilds Restock their Reward Shops - 1/19/2008 Update]]&lt;br /&gt;
* [[Adventurer&#039;s Guild (saved post)]] - Coase says the 30-creature limit is not a hard limit&lt;br /&gt;
* [[Bounty system updates (saved post)|Bounty system updates (Kill Bandits task and Group tasks added) - 7/25/2009 Update]]&lt;br /&gt;
* [[Adventurer&#039;s Guild Badges (saved post)|Adventurer&#039;s Guild Badges Update - 03/02/2010]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer&#039;s Guild| ]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Adventurer%27s_Guild&amp;diff=10600</id>
		<title>Adventurer&#039;s Guild</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adventurer%27s_Guild&amp;diff=10600"/>
		<updated>2010-09-20T20:55:44Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Badges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Adventurer&#039;s Guild&#039;&#039;&#039; is the in-genre name of the &#039;&#039;Bounty System.&#039;&#039; This organization is comprised by the assignment of certain heroic or adventurous tasks that [[character]]s within [[Elanthia]] can participate in. There are no [[level]], [[race]], or [[profession]] requirements to participate in this guild. Adventurers successfully completing tasks will be rewarded with [[experience]], [[silver]], and [[bounty point]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Bounty System went live in [[Prime]] on August 9, 2006.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Obtaining A Task ==&lt;br /&gt;
&lt;br /&gt;
Receiving a bounty task is as simple as going to the local town&#039;s bounty office and asking the Taskmaster there for an assignment. Based on the type of task assigned, you may also need to go to the local [[jeweler]], [[furrier]], [[herbalist]], or [[town&#039;s guard]] to receive the details of your task. Once assigned a task, you cannot be assigned another for 15 minutes (real time not game time).&lt;br /&gt;
&lt;br /&gt;
*ASK TASKMASTER ABOUT BOUNTY : to receive a bounty task or turn in a completed one&lt;br /&gt;
*ASK TASKMASTER ABOUT REMOVAL : to turn in an incomplete task&lt;br /&gt;
*ASK TASKMASTER ABOUT EASIER : adjusts the level range of tasks you can be assigned (only available after level 15)&lt;br /&gt;
*ASK TASKMASTER ABOUT HARDER : adjusts the level range of tasks you can be assigned (only available after level 15)&lt;br /&gt;
*ASK TASKMASTER ABOUT ADD &amp;lt;person&amp;gt;: to add another character within 10 levels below your level to 5 levels above your level to your current task&lt;br /&gt;
&lt;br /&gt;
Each time you ask for harder or easier it adjusts the level range of tasks assigned by one level.  Initially this is +5 to -5.  If you ask for easier, it then will assign you tasks from -6 to +5.  You will then get a 15% penalty to your AdG rewards.  If you ask again for it to be easier, it will be from -7 to +5. You will then get a 30% penalty.  This pattern remains consistent for the third time and then the fourth time you get an assignment from +5 to -9.  You will get a 60% penalty at this point and it is the lowest level range you can have assigned.&lt;br /&gt;
&lt;br /&gt;
If you ask for harder from that point it will reverse the sequence of easier until you get to where you started from - at which point if you ask for harder you will get an assignment in the -5 to +6 range with no modification of your AdG rewards. Each time you ask increases the upper level until you get to the hardest level range which is -5 to +10.&lt;br /&gt;
&lt;br /&gt;
* [[BOUNTY (verb)|BOUNTY]] : is used to check the status of assigned bounties, as well as accrued bounty points and a record of completed tasks&lt;br /&gt;
&lt;br /&gt;
== Available Tasks ==&lt;br /&gt;
&lt;br /&gt;
There are 8 types of task that the Taskmaster will randomly assign. Assignments will be based on your character&#039;s level and the location of that particular office. You can get assignments for creatures within five levels of your character, but the system will prioritize location as opposed to level. (For example, if there are more hunting areas nearby that are below your level, you will be assigned more underhunting tasks than overhunting ones.)&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Task Type&lt;br /&gt;
 ![[Bounty point]]s Received&lt;br /&gt;
 ![[Experience]] Received&lt;br /&gt;
 ![[Silver]] Received&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Gem Collecting|Gem collecting]]&#039;&#039;&#039;&lt;br /&gt;
 |[[Gem collecting#Rewards|Varies]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |[[Gem collecting#Rewards|Varies]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Skinning|Skinning]]&#039;&#039;&#039;&lt;br /&gt;
 |Varies&lt;br /&gt;
 |600 - 700&lt;br /&gt;
 |Varies&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Foraging|Foraging]]&#039;&#039;&#039;&lt;br /&gt;
 |Varies&lt;br /&gt;
 |800&lt;br /&gt;
 |5 &amp;amp;times; [[Bounty point]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Heirloom (loot)|Heirloom]]&#039;&#039;&#039;&lt;br /&gt;
 |15 + 7 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |800&lt;br /&gt;
 |150 + 70 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Culling|Culling]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Boss creature|Boss creature]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |800&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Escort|Escort]]&#039;&#039;&#039;&lt;br /&gt;
 |(250-500) + (2-14) &amp;amp;times; your level&lt;br /&gt;
 |500 - 3000&lt;br /&gt;
 |10 &amp;amp;times; [[Bounty point]]s&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Rescue|Rescue]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; [[creature]] [[level]]&lt;br /&gt;
 |-&lt;br /&gt;
 |&#039;&#039;&#039;[[#Kill Bandits|Bandits]]&#039;&#039;&#039;&lt;br /&gt;
 |25 + 9 &amp;amp;times; your [[level]]&lt;br /&gt;
 |1000&lt;br /&gt;
 |250 + 90 &amp;amp;times; your [[level]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gem Collecting===&lt;br /&gt;
:This [[Adventurer&#039;s Guild]] task requires you to obtain a number of a specific gem, and sell them to the town&#039;s [[jeweler]]. Assignments appear to be somewhat based upon your character&#039;s [[level]]. For example, a level 2 character would be asked to find something on the order of &#039;6 pink spinels,&#039; though as early as 15 trains one can be assigned to look for rarities such as [[ruby|Sylvarraend rubies]]. Rewards are based on specific gem type and quantity.  Adventurer&#039;s will receive a multiplier for the gem that they are bountied for that lasts until the number of gems has been found.  The multiplier only works on creatures that the hunter can learn from and that already drop that gem; shells will not drop in Icemule just because the multiplier is active.&lt;br /&gt;
&lt;br /&gt;
:[[Opalescent glass jar]]s are useful for people who hoard gems in anticipation of these gem tasks.  The jars hold 20 (or 50, if a merchant-sold large jar is obtained) of one type of object, reducing the inventory quantity from 21 (including the jar) to 1.  To get that jar back out, &amp;lt;small&amp;gt;[[RUMMAGE (verb)|RUMMAGE]] IN MY CONTAINER INGREDIENT YELLOW ZIRCON&amp;lt;/small&amp;gt; will grab the correct jar.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The dealer says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild? Yes, I do have a task for you. I&#039;ve recently received several orders from customers interested in purchasing a yellow zircon. Unfortunately, I do not have quite enough inventory on hand to meet this demand. I&#039;d like for you to go round up 8 of them for me. You can SELL them to me as you find them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Gem collecting#Rewards|Gem collecting rewards]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Skinning===&lt;br /&gt;
:This task requires you to gather skins of a specific type and of at least a certain quality for the town furrier.  If you have 0 ranks on [[Survival]] and [[First Aid]] you will not be assigned skinning tasks.  Rewards for this are based on the level of the creature, skin quality asked for, difficulty of skinning the creature, and (maybe) the quality of skins turned in.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Dakris says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, I do have a task for you. I&#039;ve recently received an order for 8 [[cobra]] skins.  I&#039;ll need them all to be of at least fine quality.  I&#039;d like you to go out and collect enough of these to fill my order.  You can SKIN them off the corpse of a cobra or purchase them from another adventurer.  You can SELL the skins to me as you collect them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Foraging===&lt;br /&gt;
:This task requires you to [[forage]] for a specific item in a specific area.  The items foraged need to be fresh (not [[bundle]]d or eaten).  Rewards for this are based only on the difficulty of the item to forage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Surtey Akrash says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, I do have a task for you.  I&#039;ve been working on a concoction that requires some sprigs of larkspur.  Unfortunately, I need a specific variety that only grows in the old Mine Road near Wehnimer&#039;s Landing.  If you could retrieve 9 samples for me, I would be most grateful.  Keep in mind that I need these samples to be in pristine condition.  That means no eating, bundling, or otherwise damaging the samples. You can GIVE them to me as you FORAGE them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Foraging locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heirloom (loot)===&lt;br /&gt;
:This task is assigned by a town guard, and is one in which an item is said to have been lost to a specific [[creature]] in a certain area.  To complete it, kill the creatures and LOOT them, SEARCHing the corpse also works, although it may take longer if you search instead of loot; you should eventually find one that was carrying the item in question.  This can necessitate the killing of more than 30 of the creatures [[Adventurer&#039;s Guild (saved post)|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;]].  The assignment of creature type and area is level-based.  Rewards are based on the level of creature you are assigned to LOOT.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens was attacked by a [[death dirge]] in the Graveyard near Wehnimer&#039;s Landing.  He barely escaped with his life.  Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him.  He has put up a reward for its safe return.  The heirloom is a twisted bronze brooch and you&#039;ll be able to identify it by the initials XL engraved upon it.  Hunt down the creature that attacked him, retrieve the heirloom, and report back to me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Heirloom (search)===&lt;br /&gt;
:This task is assigned by a town guard and is one in which an item is lost in a specific area.  To complete it, one must kneel with empty hands and [[search]] in a specific area.  The item is not in a specific room before you start searching, so any room you start to search in will do.  Training in [[Perception]] helps a lot for this task, and it is likely that the spell [[Presence]] does as well.  Rewards the level of creatures in the area you are assigned to search.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens was attacked by a [[giant marmot]] in the smuggling tunnels near Wehnimer&#039;s Landing.  He barely escaped with his life.  Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him.  He has put up a reward for its safe return.  The heirloom is an entwined silver and gold necklace and you&#039;ll be able to identify it by the initials OP engraved upon it.  Hunting down the creature that attacked him won&#039;t do you much good, as I don&#039;t think they take a liking to treasure.  You&#039;ll probably find the item wedged into some nook or cranny in the area if you do a thorough SEARCH.  Report back to me once you have retrieved it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Culling===&lt;br /&gt;
:This task is assigned by a town guard, and is a very simple task that just requires you to kill a number (between 12 and 30) of a specific [[creature]] in specific area due to their overpopulation.  Note that this does not actually mean that the creatures in question are present in above-normal levels, so it may be necessary to bring a group along to increase the [[spawn rate]].  If you do damage to a creatures in question and it is later killed, you will get credit for the kill as long as you are still in the room.  Rewards are the level of creature you are assigned to cull.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  We&#039;ve noted a troubling increase in [[leaper]] activity on the Coastal Cliffs near Wehnimer&#039;s Landing.  We&#039;d like you to cull their numbers a bit for us.  Killing 24 of them should do nicely.  Report back to me when you are done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Boss creature===&lt;br /&gt;
:This task is assigned by a town guard, and is based on the report of a particularly (mean sounding adjective) creature running about.  To complete it, you have to go kill some number of the regular creatures until the particularly mean one comes out.  This one is of a higher level than the base creatures, and may have different abilities.  The appearance of the boss creature is random, and may take killing up to 30 of the base creatures to get the boss to emerge[[Adventurer&#039;s Guild (saved post)|&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;]].    The assignment of creature type and area is level-based.  Rewards are based on the level of creature you are assigned to kill.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  A particularly dangerous [[great boar]] has been attacking hunters based out of this town.  It has racked up quite a few kills and is beginning to worry us.  Most of the attacks have occurred on the Locksmehr Trail between Wehnimer&#039;s Landing and Zul Logoth, which it probably considers its territory.  Hunt it down, kill it, and report back to me.  It doesn&#039;t always attack hunters, but you can probably get its attention by killing other creatures of the same type in its territory.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Escort===&lt;br /&gt;
:This task requires you to escort an [[NPC]] from one town to the other.  You pick up the NPC in the location specified by the taskmaster by using the WAIT verb.  The NPC is very timid, and will not enter a room unless the room is either clear of [[creature]]s or they are stunned.  You are also likely to be set upon by bandits - special creatures that are generated based on your level - during the course of the trip who will attack you and your escortee.  The escortee is quite frail and needs to be protected in order for successful completion of the task.  You can TELL the escortee to WAIT while you make sure the road ahead is clear, which could save an untimely arrival.  Upon entry into the destination town, the NPC will leave and you can go to any adventurer&#039;s guild to receive your reward.  Escort task assignments are random and independent of your difficulty modifier (since you are not being assigned a hunting area as part of the task), except for high-level characters.  If the adventurer has already been rewarded for a successful escort task in the past hour, the Taskmaster will make a telltale remark (&amp;quot;You&#039;ve done a fine job of keeping our paying customers alive. Perhaps I can find something more difficult for you to take on.&amp;quot;) to indicate a more difficult task is being contemplated. Otherwise, a shorter task is more likely to be assigned as normal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Bounty points and silver are determined by level and distance between towns; silvers earned is just 10x bounty points.  Experience is based on the distance between towns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bounty point formula per trip (L is your level):&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Ta&#039;Illistim || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]] ||       - || 250+2*L  ||        ? || 350+6*L  ||        ? ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]           || 250+2*L ||        - ||  400+8*L || 400+8*L  || 500+12*L || 550+14*L?&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]      ||       ? || 400+8*L  ||        - || 600+16*L ||        ? ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]]         || 350+6*L || 400+8*L  ||        ? ||        - || 300+4*L  ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]        ||       ? || 500+12*L || 600+16*L || 300+4*L  ||        - ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]          ||       ? || 550+14*L?||        ? ||        ? ||        ? ||    -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Experience per trip:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Ta&#039;Illistim || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]] ||    - ||  500 || 1000 || 1000 || 1500 || 1750&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]           ||  500 ||    - || 1250 || 1250 || 1750 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]      || 1000 || 1250 ||    - || 1750 || 2250 ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]]         || 1000 || 1250 || 1750 ||    - ||  750 ||    ?&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]        || 1500 || 1750 || 2250 ||  750 ||    - ||  500&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]          || 1750 || 2000 ||    ? ||    ? ||  500 ||    -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And a guess:&lt;br /&gt;
:BP = 200 + 50&amp;amp;times;D + 2&amp;amp;times;D&amp;amp;times;L&lt;br /&gt;
:exp = 250 + 250&amp;amp;times;D&lt;br /&gt;
:silver = 2000 + 500&amp;amp;times;D + 20&amp;amp;times;D&amp;amp;times;L&lt;br /&gt;
Where D is the distance modifier as below:&lt;br /&gt;
{| border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 0; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse; text-align: center;&amp;quot;&lt;br /&gt;
!From&lt;br /&gt;
!Landing || Solhaven || Icemule || Zul Logoth || Illistim || Vaalor&lt;br /&gt;
|-&lt;br /&gt;
| [[Wehnimer&#039;s Landing]]    || - || 1 || 3 || 3 || 5 || 6&lt;br /&gt;
|-&lt;br /&gt;
| [[Solhaven]]   || 1 || - || 4 || 4 || 6 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Icemule Trace]]    || 3 || 4 || - || 6 || 8 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Zul Logoth]] || 3 || 4 || 6 || - || 2 || 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Illistim]]   || 5 || 6 || 8 || 2 || - || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Ta&#039;Vaalor]]     || 6 || 7 || 9 || 3 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Rheteger says,  &amp;quot;I&#039;ve got a special mission for you.  A certain client has hired us to provide a protective escort on his upcoming journey.  Go to the area just inside the North Gate and WAIT for him to meet you  there.  You must guarantee his safety to Ta&#039;Vaalor as soon as you can, being ready for any dangers that the two of you may face.  Good luck!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Rescue===&lt;br /&gt;
:This task is assigned by the town guard and requires you to go and find an [[NPC]] and rescue it from a place of danger.  It is usually necessary to kill several of the [[creature]]s in order to entice the NPC to come out.  Once out, the NPC will FOLLOW you, but only one room at a time.  You simply advance one room, then wait for the NPC to follow, going more than one room at a time will cause the NPC to wait in its location.  The NPC can be attacked by creatures or other [[character]]s, however creatures will attack any characters in the room before targeting the NPC and any character killing a helpless child is certainly monstrous.  Rewards are based on the level of creature you are asked to rescue the NPC from.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::The guard says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild?  Yes, we do have a task for you.  One of our citizens is in quite the predicament.  His young son ran away from home recently.  A local divinest has discerned glimpses of the child fleeing from a [[lesser burrow orc]] in Melgorehn&#039;s Valley near Wehnimer&#039;s Landing.  The child is still alive, though is in constant danger and is probably cowering where ever he can find somewhere to hide.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::The guard continues, &amp;quot;Go out the area where the child was last seen, find him, and bring him back safetly to me.  You will probably need to kill some of the creatures that he was last seen fleeing from in order to build up his confidence in you and reveal himself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Kill Bandits===&lt;br /&gt;
This task is assigned by a town guard, and requires you to patrol the specified area for [[bandit]]s.  This task is similar to the warparty task given to [[Guardians of Sunfist]] members.  Bandits will spring a trap when spawned that may bind, stun, or otherwise incapacitate the adventurer.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Example Task:&#039;&#039;&#039;&lt;br /&gt;
::Dayle says, &amp;quot;Hmm, I&#039;ve got a task here from the town of Kharam-Dzu. It appears they have a bandit problem they&#039;d like you to solve. Go report to the dwarven militia sergeant near the Kharam-Dzu town gates to find out more. Be sure to ASK about BOUNTIES.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::The sergeant says, &amp;quot;Ah, so you&#039;re from the Adventurer&#039;s Guild? Yes, we do have a task for you. We&#039;ve noted a troubling increase in bandit activity recently. We&#039;d like for you to patrol the old Logging Road near Kharam-Dzu and take out any bandits you encounter. Killing 17 of them should do nicely. Report back to me when you are done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Rewards==&lt;br /&gt;
For each task you are awarded some amount of [[silver]], [[experience]], and [[bounty points]].  Experience is only gained when the exp &amp;quot;pool&amp;quot; is in normal limits (not saturated.  There is a warning when you try to turn in a finished bounty before you can absorb it.  The experience given by the reward is applied to the &amp;quot;to be absorbed&amp;quot; experience up until you become moderately saturated. Any reward in excess of that amount will have half applied to your &amp;quot;to be absorbed&amp;quot; experience and half will be absorbed instantly.  The experience awarded is influenced by the [[XXX]] system, so the award of 1000 experience on XXX is the equivalent of being awarded 3000 experience.&lt;br /&gt;
&lt;br /&gt;
Bounty points are awarded and can be exchanged for items in the bounty point treasure system.  Points are awarded based on the difficulty of the task.  For example, retrieving 5 brown zircons (value ~10 silvers) may give 50 bounty points, while retrieving 10 uncut diamonds (value ~5000 silvers) may award 1250 bounty points.&lt;br /&gt;
&lt;br /&gt;
==Treasure System==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|1&lt;br /&gt;
|a crystal amulet        &lt;br /&gt;
| 100   &lt;br /&gt;
| A standard ESP amulet              &lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
|a black crystal            &lt;br /&gt;
| 500   &lt;br /&gt;
| Two charges of [[Floating Disk (511)|Floating Disk]]&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
|a treasure chest        &lt;br /&gt;
| 250 x tier   &lt;br /&gt;
|An unopened treasure chest.  Chests are graded in tiers (1-10), with 1 being the poorest, on average &lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
|a magic item            &lt;br /&gt;
| 1,000  &lt;br /&gt;
| An item charged with a random unidentified spell                  &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
|recharge an [[Enhancive item|enhancive]] item             &lt;br /&gt;
|  *    &lt;br /&gt;
| Have the item ready in your hand for a cost quote               &lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
|a weak potion of accelerated unlearning       &lt;br /&gt;
|100,000 &lt;br /&gt;
| Instantly migrates all Armor and Combat Maneuver List training points when drunk          &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
|a strong potion of accelerated unlearning      &lt;br /&gt;
|250,000 &lt;br /&gt;
| Instantly migrates all skills to match skill goals when drunk&lt;br /&gt;
|-        &lt;br /&gt;
| 8&lt;br /&gt;
|a potion of body and mind&lt;br /&gt;
|1,000,000&lt;br /&gt;
| Grants the ability to reallocate your stats when drunk&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|a sword-crossed treasure chest tattoo      &lt;br /&gt;
|40,000 &lt;br /&gt;
| Specify a body location when ordering a tattoo!&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|a multihued compass rose tattoo&lt;br /&gt;
|40,000&lt;br /&gt;
| A multihued compass rose tattoo encircling a map&lt;br /&gt;
|-&lt;br /&gt;
| 11&lt;br /&gt;
|a drooling green gremlin tattoo&lt;br /&gt;
|40,000&lt;br /&gt;
| A green gremlin tattoo drooling over piles of gems&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|a feather charm&lt;br /&gt;
|1000&lt;br /&gt;
|Reduces your encumbrance level by 40 lbs for 5 minutes. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|a mandis charm&lt;br /&gt;
|1000&lt;br /&gt;
|Dispels &amp;lt;b&amp;gt;ALL&amp;lt;/b&amp;gt; [[spell]]s currently affecting you. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Chronomage-approved Gold Ring of Teleportation&lt;br /&gt;
|1000&lt;br /&gt;
|A standard teleportation ring, licensed for 20 successful teleports.&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|throat balm&lt;br /&gt;
|1000&lt;br /&gt;
|Eliminates all current vocal chord stress and excessive thirstiness. Rub activation with 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|temporary damage padding&lt;br /&gt;
|*&lt;br /&gt;
|Add damage padding to your armor for 50 hits. Somewhat and heavy padding levels are available.&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|temporary elemental flares&lt;br /&gt;
|*&lt;br /&gt;
|Add fire, cold, or electricity flares to your weapon for 30 flare activations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Titles==&lt;br /&gt;
Adventurer&#039;s Guild participants can earn profession titles by completing a set amount of tasks or earning a set amount of bounty points.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A list of the titles can be [[Title_system#Adventurer.27s_Guild_Titles|found here.]]&#039;&#039;&lt;br /&gt;
==Badges==&lt;br /&gt;
{{main|Adventurer&#039;s Guild Badge}}&lt;br /&gt;
These badges are awarded to anyone who is a member of the &#039;&#039;&#039;Adventurer&#039;s Guild&#039;&#039;&#039; (have completed an AdG task).  Their function is as both a status symbol (as the more points you accumulate, the fancier your badge can be) and as an enhancive item.  They are awarded by the Treasure Master and the look of the badge is awarded based on the number of points you have accumulated.  Further upgrades of the badge can also be accomplished based on the number of bounty points you have accumulated.  &lt;br /&gt;
&amp;lt;i&amp;gt;Note: there is a 10,000 bounty point charge for a replacement badge.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Upgrading badges is accomplished with points from an unseen badge pool which increments every time your earn a bounty point.  In particular, upgrading a badge will not reduce your current bounty point pool nor does it cost silvers.  A badge can be upgraded in five different areas, and each area can be upgraded ten times, giving a total of 11 possible upgrade tiers.  When you first receive your badge each area is in upgrade tier 0.  It costs 10,000*(n+1) to upgrade a badge area from tier n to tier n + 1. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 1:&#039;&#039; Suppose we have earned 30,000 BP total and never upgraded our badge.  Currently our badge pool has 30,000 points in it.  If we upgrade the binding to tier 1, it costs 10,000*1 badge points, leaving us with 20,000 badge points left.  We could then either choose to upgrade the binding again to tier 2, which would cost 10,000*2=20,000 points and leave us with 0 badge points.  Alternatively, we could decide instead to upgrade both the material and gem to tier 1, costing a total of 20,000 badge points and again leaving us with 0 badge points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 2:&#039;&#039;   Let&#039;s figure out how much it costs to completely upgrade an area.  The cost would be 10,000*(1 + 2 + ... + 10)=10,000*(10*11/2)=550,000.  In other words, if we have earned 550,000 total bounty points and never upgraded the badge, we could completely upgrade one area of the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example 3:&#039;&#039;  Generalizing the previous example, let&#039;s compute how much it costs to upgrade the entire badge completely.  Obviously this is simply 5*(cost to upgrade a single area)=5*550,000=2,750,000.  Thus, once we have earned 2,750,000 total bounty points we could complete upgrade the badge.&lt;br /&gt;
&lt;br /&gt;
The more upgrades you get, the bigger its enhancive capacity will be. On top of that, the two or three highest-ranking upgrades on your badge have the potential to unlock its ability to hold more than one enhancement.&lt;br /&gt;
&lt;br /&gt;
You can set up your badge to enhance any skill or stat or other attribute that is available on the menu. If you want to know how much of a particular enhancement your badge can hold, just ask the treasure master NPC without specifying the bonus amount. Be aware that the treasure master has to drain your badge of all its charges before he can make any change to the enhancements it holds!&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve upgraded your badge and set it up with the enhancements you want, you&#039;ll have to place an order from the regular rewards menu to have it charged up, just like you can have any enhancive charged up. Recharging badges costs less than recharging other equivalent enhancive items, though.&lt;br /&gt;
&lt;br /&gt;
Other tips:&lt;br /&gt;
&lt;br /&gt;
* The badges are permanently attuned to the owner.&lt;br /&gt;
* If by some weird calamitous chance you manage to lose your badge, you can ask for a new one, but you&#039;ll have to set it up all over again. If you get a new badge, the old badge will become a useless paperweight and lose its attunement to you (or anyone).&lt;br /&gt;
* The strength of the enhancements you can get is limited by the overall value of your badge, but it is also limited by your level. The level limits aren&#039;t too restrictive, however -- a capped player could have a +10 stat enhancer, for example.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
[[Image:AdG_Maps.jpg|300px|right]]&lt;br /&gt;
* [[Wehnimer&#039;s Landing]]: North Ring Road&lt;br /&gt;
* [[Teras]]: Glaes Street&lt;br /&gt;
* [[Solhaven]]: Latirus Lane&lt;br /&gt;
* [[River&#039;s Rest]]: Sandy Path&lt;br /&gt;
* [[Icemule Trace]]: East Road&lt;br /&gt;
* [[Ta&#039;Illistim]]: Fraendel Var&lt;br /&gt;
* [[Ta&#039;Vaalor]]: Glimaerstone Var&lt;br /&gt;
* [[Zul Logoth]]: Ruby Tunnel&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Adventurer&#039;s Guilds restock their reward shops! (saved post)|Adventurer&#039;s Guilds Restock their Reward Shops - 1/19/2008 Update]]&lt;br /&gt;
* [[Adventurer&#039;s Guild (saved post)]] - Coase says the 30-creature limit is not a hard limit&lt;br /&gt;
* [[Bounty system updates (saved post)|Bounty system updates (Kill Bandits task and Group tasks added) - 7/25/2009 Update]]&lt;br /&gt;
* [[Adventurer&#039;s Guild Badges (saved post)|Adventurer&#039;s Guild Badges Update - 03/02/2010]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer&#039;s Guild| ]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stance&amp;diff=37595</id>
		<title>Stance</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stance&amp;diff=37595"/>
		<updated>2010-09-17T20:29:00Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Stance&#039;&#039;&#039; verb can be used to change a character&#039;s stance, usually between six different stances: offensive, forward, advancing, neutral, guarded, and defensive.  The stances are 20% increases or decreases in defensive or offensive capabilities. In particular, most articles that reference the variable Stance in calculations use the following modifiers:&lt;br /&gt;
&lt;br /&gt;
* offensive: 0,&lt;br /&gt;
* advanced: .2,&lt;br /&gt;
* forward: .4,&lt;br /&gt;
* neutral: .6,&lt;br /&gt;
* guarded: .8,&lt;br /&gt;
* defensive: 1.&lt;br /&gt;
&lt;br /&gt;
The articles for the various weapon skills list the manner in which the stance verb affects a character&#039;s [[attack strength]] while the [[Dodging]], [[Shield Use]], and the various weapon skill articles explain how stance affects [[defensive strength]].&lt;br /&gt;
&lt;br /&gt;
The [[Combat Maneuvers|combat maneuver]], [[Combat Mastery]], allows a character to refine their stance to 10% (at rank 1) or 5% (at rank 2) changes in stance.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Note: the only article that lists parry defense is the [[Two Weapon Combat]] article.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*http://www.play.net/gs4/info/combatguide.asp#combatfactors&lt;br /&gt;
[[Category:Verbs]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dodging&amp;diff=18672</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dodging&amp;diff=18672"/>
		<updated>2010-09-17T20:25:12Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Defensive Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Dodge&#039;&#039;&#039; [[skill]] is one of three parts of the Evade/Block/Parry system of [[GemStone IV]], therefore being one of three skills that will increase a character&#039;s Defensive Strength.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
Dodging makes a clear distinction of which classes &amp;quot;should&amp;quot; train in it, being severely expensive for a pure, moderately costly for a semi, and relatively cheap for a square, especially a rogue.&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 6/6&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 20/20&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 20/20&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 7/5&lt;br /&gt;
  | Rogueranks    = 3 || Roguecost    = 2/2&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 20/20&lt;br /&gt;
  | Warriorranks  = 3 || Warriorcost  = 4/2&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 20/20&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Defensive Strength==&lt;br /&gt;
Dodge is the least stance dependent of the three skills, only having a 25% reduction in DS when in an offensive stance.  The formula is as follows:&lt;br /&gt;
&lt;br /&gt;
 Dodge Ranks + (Agility Bonus) + (Intuition Bonus / 4) = Base Dodge&lt;br /&gt;
While:&lt;br /&gt;
 Stance Modifier = 0.75 + (Stance / 4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Penalty&#039;&#039;&#039; The modifies for shields are as follows:&lt;br /&gt;
* small shield: .78,&lt;br /&gt;
* medium shield: .70,&lt;br /&gt;
* large shield: .62,&lt;br /&gt;
* tower shield: .54.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Hindrance&#039;&#039;&#039; is given by  1+(Action Penalty/200).  For example a metal breastplate (which has an Action Penalty of -20) would have an Armor Hinderance of 1 + (-20/200) = 0.9.&lt;br /&gt;
&lt;br /&gt;
The resulting formula:&lt;br /&gt;
 Base Dodge &amp;amp;times; Stance Modifier &amp;amp;times; Shield Penalty &amp;amp;times; Armor Hindrance = Dodge DS&lt;br /&gt;
&amp;lt;I&amp;gt;Note: There is a 50% bonus to this DS if the attacker is using a ranged weapon.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Evading==&lt;br /&gt;
Dodge skill also aids a character in avoiding an attack entirely.  The higher the character trains in dodge, the higher his chances of dodging the attack.  A character singled in Dodge has approximately a 5% chance of dodging an attack outright in stance offensive.  A character double trained in Dodge has a 10% chance, and tripled has a 15%.  The exact values also depend on stance, Agility bonuses, Intuition bonuses, encumbrance, and spells such as [[Mass Blur (911)|Mass Blur]].  There is no available formula to determine the exact chance that an attack will be evaded, but character level plays into this greatly.  Also, ranged weapons and bolts are harder to dodge than a melee attack, even though there&#039;s a DS bonus against such attacks (See the [[Dodging#Defensive Strength|Defensive Strength]] section above).&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*http://www.play.net/gs4/info/combatguide.asp#factors&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#dodging&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dodging&amp;diff=18671</id>
		<title>Dodging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dodging&amp;diff=18671"/>
		<updated>2010-09-17T20:10:18Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Dodge&#039;&#039;&#039; [[skill]] is one of three parts of the Evade/Block/Parry system of [[GemStone IV]], therefore being one of three skills that will increase a character&#039;s Defensive Strength.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
Dodging makes a clear distinction of which classes &amp;quot;should&amp;quot; train in it, being severely expensive for a pure, moderately costly for a semi, and relatively cheap for a square, especially a rogue.&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 6/6&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 20/20&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 20/20&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 7/5&lt;br /&gt;
  | Rogueranks    = 3 || Roguecost    = 2/2&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 20/20&lt;br /&gt;
  | Warriorranks  = 3 || Warriorcost  = 4/2&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 20/20&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Defensive Strength==&lt;br /&gt;
Dodge is the least stance dependent of the three skills, only having a 25% reduction in DS when in an offensive stance.  The formula is as follows:&lt;br /&gt;
&lt;br /&gt;
 Dodge Ranks + (Agility Bonus) + (Intuition Bonus / 4) = Base Dodge&lt;br /&gt;
While:&lt;br /&gt;
 Stance Modifier = 0.75 + (Stance / 4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Penalty&#039;&#039;&#039; The modifies for shields are as follows:&lt;br /&gt;
* small shield: 0.78,&lt;br /&gt;
* medium shield: 0.70,&lt;br /&gt;
* large shield: 0.62,&lt;br /&gt;
* tower shield: .54.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Hindrance&#039;&#039;&#039; is given by  1+(Action Penalty/200).  For example a metal breastplate (which has an Action Penalty of -20) would have an Armor Hinderance of 1 + (-20/200) = 0.9.&lt;br /&gt;
&lt;br /&gt;
The resulting formula:&lt;br /&gt;
 Base Dodge &amp;amp;times; Stance Modifier &amp;amp;times; Shield Penalty &amp;amp;times; Armor Hindrance = Dodge DS&lt;br /&gt;
&amp;lt;I&amp;gt;Note: There is a 50% bonus to this DS if the attacker is using a ranged weapon.&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Evading==&lt;br /&gt;
Dodge skill also aids a character in avoiding an attack entirely.  The higher the character trains in dodge, the higher his chances of dodging the attack.  A character singled in Dodge has approximately a 5% chance of dodging an attack outright in stance offensive.  A character double trained in Dodge has a 10% chance, and tripled has a 15%.  The exact values also depend on stance, Agility bonuses, Intuition bonuses, encumbrance, and spells such as [[Mass Blur (911)|Mass Blur]].  There is no available formula to determine the exact chance that an attack will be evaded, but character level plays into this greatly.  Also, ranged weapons and bolts are harder to dodge than a melee attack, even though there&#039;s a DS bonus against such attacks (See the [[Dodging#Defensive Strength|Defensive Strength]] section above).&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*http://www.play.net/gs4/info/combatguide.asp#factors&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#dodging&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shield_Use&amp;diff=38521</id>
		<title>Shield Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shield_Use&amp;diff=38521"/>
		<updated>2010-09-10T01:55:05Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Shield Use&#039;&#039;&#039; is a skill a character trains in to increase their skill with a [[Shield|shield]], therefore increasing [[defensive strength]] when the shield is in the character&#039;s off-hand.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Point Costs ==&lt;br /&gt;
{{Skill&lt;br /&gt;
  | Bardranks = 2&lt;br /&gt;
  | Clericranks = 1&lt;br /&gt;
  | Empathranks = 1&lt;br /&gt;
  | Monkranks = -&lt;br /&gt;
  | Paladinranks = 2&lt;br /&gt;
  | Rangerranks = 2&lt;br /&gt;
  | Rogueranks = 2&lt;br /&gt;
  | Savantranks = -&lt;br /&gt;
  | Sorcererranks = 1&lt;br /&gt;
  | Warriorranks = 3&lt;br /&gt;
  | Wizardranks = 1&lt;br /&gt;
  | Bardcost = 5/0&lt;br /&gt;
  | Clericcost = 13/0&lt;br /&gt;
  | Empathcost = 13/0&lt;br /&gt;
  | Monkcost = -&lt;br /&gt;
  | Paladincost = 3/0&lt;br /&gt;
  | Rangercost = 5/0&lt;br /&gt;
  | Roguecost = 4/0&lt;br /&gt;
  | Savantcost = -&lt;br /&gt;
  | Sorcerercost = 13/0&lt;br /&gt;
  | Warriorcost = 2/0&lt;br /&gt;
  | Wizardcost = 13/0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Defensive Strength Calculation: Blocking ==&lt;br /&gt;
Shield use is essentially the Blocking part of the Evade/Block/Parry system.  The defensive strength generated by the shield is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 10px 10px; margin: 1% 1%; border: 1px solid #999999; background: #eee; text-align: left&amp;quot;&amp;gt;((Shield Ranks + (STR bonus/4) + (DEX Bonus/4))/(1.5)) = Base DS bonus&amp;lt;br&amp;gt;&lt;br /&gt;
Base DS bonus &amp;amp;times; Stance Modifier &amp;amp;times; (1.0 + Shield Size Modifier) + 20 + Shield enchant = Final DS bonus&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 + (Stance/2) = Stance Modifier&amp;lt;/div&amp;gt;&lt;br /&gt;
where shield size modifiers are as follows:&lt;br /&gt;
*Small shield: -0.15&lt;br /&gt;
*Medium shield: 0.00&lt;br /&gt;
*Large shield: 0.15&lt;br /&gt;
*Tower shield: 0.30&lt;br /&gt;
and stance is given by:&lt;br /&gt;
*offensive:  0&lt;br /&gt;
*advanced:  .2&lt;br /&gt;
*forward:  .4&lt;br /&gt;
*neutral:  .6&lt;br /&gt;
*guarded:  .8&lt;br /&gt;
*defensive:  1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the use of a large shield benefits the defensive strength generated by the Shield Use skill and the shield, however, larger shields harm the defensive strength provided by the [[Dodging]] skill.  The larger the shield, the more harmful the shield is.  A small shield lowers dodge DS by 20% where a tower shield lowers it by 50%.  Shields generated by the bard song, [[Sonic Shield Song (1009)]] may be less harmful depending on how much [[Elemental Lore, Air]] training the [[bard]] has.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Changes since GemStone III ==&lt;br /&gt;
The effectiveness of a shield in Gemstone III depended heavily on the enchantment of the shield, in a formula where the shield&#039;s benefit was calculated with (Enchantment Bonus + 20).  Therefore, a 4&amp;amp;times; shield produced, literally, twice as much defensive strength as an unenchanted shield, where an 8&amp;amp;times; shield produced three times as much defensive strength as an unenchanted shield.  Also, there was no difference, mechanically, between a buckler and a tower shield.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*http://www.play.net/gs4/info/combatguide.asp#factors&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#shielduse&lt;br /&gt;
*http://www.play.net/gs4/info/armory/armorshields.asp&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=33900</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=33900"/>
		<updated>2010-09-10T01:54:41Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade/Block/Parry system]]) is to outrightly prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Parry DS==&lt;br /&gt;
&lt;br /&gt;
Training in one-handed weapons provides a bonus to one&#039;s overall DS according to the formula [Weapon ranks + trunc(STR Bonus/4) + trunc(DEX Bonus/4) + trunc(weapon enchant/2)] * stance modifier, where stance modifier = .2+(stance/2) and stance is given by:&lt;br /&gt;
*offensive:  0&lt;br /&gt;
*advanced:  .2&lt;br /&gt;
*forward:  .4&lt;br /&gt;
*neutral:  .6&lt;br /&gt;
*guarded:  .8&lt;br /&gt;
*defensive:  1.&lt;br /&gt;
&lt;br /&gt;
There is a bug with brawling, however, where this formula evaluates to 0 if you have an open right hand and no ranks of brawling.  Thus, if one typically hunts in offensive with an empty right hand (e.g., some pures), it&#039;s advisable to obtain at least one rank of brawling.&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
It is not possible to outrightly parry a [[bolt|bolt attack]], unless you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=33899</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=33899"/>
		<updated>2010-09-10T01:54:22Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* One-Handed Parry DS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade/Block/Parry system]]) is to outrightly prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Parry DS==&lt;br /&gt;
&lt;br /&gt;
Training in one-handed weapons provides a bonus to one&#039;s overall DS according to the formula [Weapon ranks + trunc(STR Bonus/4) + trunc(DEX Bonus/4) + trunc(weapon enchant/2)] * stance modifier, where stance modifier = .2+(stance/2) and stance is given by:&lt;br /&gt;
and stance modifiers are given by:&lt;br /&gt;
*offensive:  0&lt;br /&gt;
*advanced:  .2&lt;br /&gt;
*forward:  .4&lt;br /&gt;
*neutral:  .6&lt;br /&gt;
*guarded:  .8&lt;br /&gt;
*defensive:  1.&lt;br /&gt;
&lt;br /&gt;
There is a bug with brawling, however, where this formula evaluates to 0 if you have an open right hand and no ranks of brawling.  Thus, if one typically hunts in offensive with an empty right hand (e.g., some pures), it&#039;s advisable to obtain at least one rank of brawling.&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
It is not possible to outrightly parry a [[bolt|bolt attack]], unless you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shield_Use&amp;diff=38520</id>
		<title>Shield Use</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shield_Use&amp;diff=38520"/>
		<updated>2010-09-10T01:53:20Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Defensive Strength Calculation: Blocking */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Shield Use&#039;&#039;&#039; is a skill a character trains in to increase their skill with a [[Shield|shield]], therefore increasing [[defensive strength]] when the shield is in the character&#039;s off-hand.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Point Costs ==&lt;br /&gt;
{{Skill&lt;br /&gt;
  | Bardranks = 2&lt;br /&gt;
  | Clericranks = 1&lt;br /&gt;
  | Empathranks = 1&lt;br /&gt;
  | Monkranks = -&lt;br /&gt;
  | Paladinranks = 2&lt;br /&gt;
  | Rangerranks = 2&lt;br /&gt;
  | Rogueranks = 2&lt;br /&gt;
  | Savantranks = -&lt;br /&gt;
  | Sorcererranks = 1&lt;br /&gt;
  | Warriorranks = 3&lt;br /&gt;
  | Wizardranks = 1&lt;br /&gt;
  | Bardcost = 5/0&lt;br /&gt;
  | Clericcost = 13/0&lt;br /&gt;
  | Empathcost = 13/0&lt;br /&gt;
  | Monkcost = -&lt;br /&gt;
  | Paladincost = 3/0&lt;br /&gt;
  | Rangercost = 5/0&lt;br /&gt;
  | Roguecost = 4/0&lt;br /&gt;
  | Savantcost = -&lt;br /&gt;
  | Sorcerercost = 13/0&lt;br /&gt;
  | Warriorcost = 2/0&lt;br /&gt;
  | Wizardcost = 13/0&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Defensive Strength Calculation: Blocking ==&lt;br /&gt;
Shield use is essentially the Blocking part of the Evade/Block/Parry system.  The defensive strength generated by the shield is as follows:&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: 10px 10px 10px; margin: 1% 1%; border: 1px solid #999999; background: #eee; text-align: left&amp;quot;&amp;gt;((Shield Ranks + (STR bonus/4) + (DEX Bonus/4))/(1.5)) = Base DS bonus&amp;lt;br&amp;gt;&lt;br /&gt;
Base DS bonus &amp;amp;times; Stance Modifier &amp;amp;times; (1.0 + Shield Size Modifier) + 20 + Shield enchant = Final DS bonus&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 + (Stance/2) = Stance Modifier&amp;lt;/div&amp;gt;&lt;br /&gt;
where shield size modifiers are as follows:&lt;br /&gt;
*Small shield: -0.15&lt;br /&gt;
*Medium shield: 0.00&lt;br /&gt;
*Large shield: 0.15&lt;br /&gt;
*Tower shield: 0.30&lt;br /&gt;
and stance modifiers are given by:&lt;br /&gt;
*offensive:  0&lt;br /&gt;
*advanced:  .2&lt;br /&gt;
*forward:  .4&lt;br /&gt;
*neutral:  .6&lt;br /&gt;
*guarded:  .8&lt;br /&gt;
*defensive:  1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: the use of a large shield benefits the defensive strength generated by the Shield Use skill and the shield, however, larger shields harm the defensive strength provided by the [[Dodging]] skill.  The larger the shield, the more harmful the shield is.  A small shield lowers dodge DS by 20% where a tower shield lowers it by 50%.  Shields generated by the bard song, [[Sonic Shield Song (1009)]] may be less harmful depending on how much [[Elemental Lore, Air]] training the [[bard]] has.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Changes since GemStone III ==&lt;br /&gt;
The effectiveness of a shield in Gemstone III depended heavily on the enchantment of the shield, in a formula where the shield&#039;s benefit was calculated with (Enchantment Bonus + 20).  Therefore, a 4&amp;amp;times; shield produced, literally, twice as much defensive strength as an unenchanted shield, where an 8&amp;amp;times; shield produced three times as much defensive strength as an unenchanted shield.  Also, there was no difference, mechanically, between a buckler and a tower shield.&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*http://www.play.net/gs4/info/combatguide.asp#factors&lt;br /&gt;
*http://www.play.net/gs4/info/skills.asp#shielduse&lt;br /&gt;
*http://www.play.net/gs4/info/armory/armorshields.asp&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Parry&amp;diff=33898</id>
		<title>Parry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Parry&amp;diff=33898"/>
		<updated>2010-09-10T01:49:46Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To &#039;&#039;&#039;parry&#039;&#039;&#039; (in the context of the [[Evade/Block/Parry system]]) is to outrightly prevent a physical [[attack]] by intercepting it or knocking it aside with one&#039;s [[weapon]], stopping the attack before the attack equation has even come into play. The check to determine whether an attack is parried occurs after the checks to determine whether the attack is [[evade]]d or [[block]]ed.&lt;br /&gt;
&lt;br /&gt;
==One-Handed Parry DS==&lt;br /&gt;
&lt;br /&gt;
Training in one-handed weapons provides a bonus to one&#039;s overall DS according to the formula [Weapon ranks + trunc(STR Bonus/4) + trunc(DEX Bonus/4) + trunc(weapon enchant/2)] * stance modifier, where stance modifier = .2+(stance/2) and stance is either 0, .2, .4, .6, .8, 1.  There is a bug with brawling, however, where this formula evaluates to 0 if you have an open right hand and no ranks of brawling.  Thus, if one typically hunts in offensive with an empty right hand (e.g., some pures), it&#039;s advisable to obtain at least one rank of brawling.&lt;br /&gt;
&lt;br /&gt;
==Chance to Parry==&lt;br /&gt;
The odds for an outright parry are determined by comparing the defender&#039;s weapon skill to the attacker&#039;s [[level]]. Against a like-level foe, 2x training in the appropriate weapon skill will yield approximately a 5% chance to parry an incoming attack in [[stance]] offensive. Other factors that affect the chance to parry include:&lt;br /&gt;
* The passive [[combat maneuver]] [[Parry Mastery]] will increase the chance to parry by 5% per rank known (15% max).&lt;br /&gt;
* certain [[stat]]s (most likely [[strength]] and [[dexterity]])&lt;br /&gt;
* [[stance]]&lt;br /&gt;
* certain [[spell]]s&lt;br /&gt;
* positioning: [[kneeling]] reduces the chance to parry by 25%, being [[prone]] by 50%&lt;br /&gt;
It is not possible to outrightly parry a [[bolt|bolt attack]], unless you are using a [[runestaff]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Evade]]&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Parry Mastery]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [http://www.play.net/gs4/info/combat_guide/factors.asp Combat Guide: Factors], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category: Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dexterity&amp;diff=1018</id>
		<title>Dexterity</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dexterity&amp;diff=1018"/>
		<updated>2010-09-07T22:25:08Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ stat&lt;br /&gt;
|type=Physical&lt;br /&gt;
|prime=[[Rogue]], [[Ranger]]&lt;br /&gt;
| aelotoi=+5&lt;br /&gt;
| dwarf=-&lt;br /&gt;
| elf=+5&lt;br /&gt;
| delf=+10&lt;br /&gt;
| helf=+5&lt;br /&gt;
| sylvan=+10&lt;br /&gt;
| erithian=-&lt;br /&gt;
| bgnome=+10&lt;br /&gt;
| fgnome=+5&lt;br /&gt;
| giant=-5&lt;br /&gt;
| halfling=+15&lt;br /&gt;
| human=-&lt;br /&gt;
| hkrol=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; measures a character&#039;s hand-eye coordination, balance, and aim.  A character&#039;s dexterity bonus adds directly to their ranged weapon [[attack strength]], including [[bolt spell]]s, and is a factor in determining [[melee]] [[roundtime]] reduction and [[critical weighting]].&lt;br /&gt;
&lt;br /&gt;
Dexterity is a prime requisite of the [[rogue]] and [[ranger]]  [[profession]].&lt;br /&gt;
&lt;br /&gt;
== Systems and Skills Affected By Dexterity ==&lt;br /&gt;
{| width=60%&lt;br /&gt;
|- valign=top&lt;br /&gt;
| width = 25% |&lt;br /&gt;
*[[Ambushing]]&lt;br /&gt;
*[[Disarming Traps]]&lt;br /&gt;
*[[Parry]]&lt;br /&gt;
| width = 25% |&lt;br /&gt;
*[[Picking Locks]]&lt;br /&gt;
*[[Pickpocketing]]&lt;br /&gt;
*[[Ranged Weapons]]&lt;br /&gt;
| width = 25% |&lt;br /&gt;
*[[Shield Use]]/[[Block]]&lt;br /&gt;
*[[SKIN (verb)|Skinning]]&lt;br /&gt;
*[[Spell Aiming]]&lt;br /&gt;
| width = 25% |&lt;br /&gt;
*[[Thrown Weapons]]&lt;br /&gt;
*[[Two Weapon Combat]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/stats.asp#dexterity Stats: Dexterity], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{Statistic}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Guardians_of_Sunfist&amp;diff=24799</id>
		<title>Guardians of Sunfist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Guardians_of_Sunfist&amp;diff=24799"/>
		<updated>2010-09-03T15:57:06Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Guardians of Sunfist Benefits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Guardians of Sunfist&#039;&#039;&#039; was the newest [[society]] brought to [[Elanthia]] in response to the [[Grimswarm]] invaders. Their main headquarters was located in [[Zul Logoth]] where everyone joining was required to be inducted. However, one could also get invited to join by a recruiter or the Superintendent of any of the outposts.&lt;br /&gt;
&lt;br /&gt;
Further information regarding the Guardians will be explored upon further player experience.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
===Headquarters===&lt;br /&gt;
&lt;br /&gt;
The headquarters can be found in [[Zul Logoth]] via the following directions:&lt;br /&gt;
From outside the Bank of Zul Logoth: southeast, southeast, east, south, south, east, northeast, northeast, northeast, northwest, go arch, north, northwest, west, northeast, north, go portcullis. Once inside, to find the Grandmaster, take the western side of the loop to the third door.&lt;br /&gt;
&lt;br /&gt;
===Outposts===&lt;br /&gt;
&lt;br /&gt;
*[[Wehnimer&#039;s Landing]] - (Lower Dragonsclaw)&lt;br /&gt;
:The Landing&#039;s outpost can be found via the following directions:&lt;br /&gt;
:From outside the west gate: go north, west, southwest, southwest, south, west, west, up, southwest, northwest, go trail, up, search, go cleft, up, go bridge, west, go building, southwest.&lt;br /&gt;
*[[Icemule Trace]] - (a path, due south as far as possible from just outside the East Gate)&lt;br /&gt;
*[[Solhaven]] - (the Outlands) - NE corner of the loop in the rolton area&lt;br /&gt;
*[[River&#039;s Rest]] - (Grassland Path) - from the Ranger guild go: south, east, southeast, gate&lt;br /&gt;
*[[Ta&#039;Illistim]] - (Sylvarraend, Foehn Var) -  next to the herbalist&#039;s shop&lt;br /&gt;
*[[Ta&#039;Vaalor]] - (Fearling Pass) - a trail about halfway between the crevasse and the dock&lt;br /&gt;
*[[Teras Isle]] - (Basalt Flats) - cross the first bridge, go southwest and enter the tunnel behind the boulder&lt;br /&gt;
&lt;br /&gt;
== Joining the Guardians of Sunfist ==&lt;br /&gt;
&lt;br /&gt;
After being invited to join the Guardians of Sunfist by an NPC recruiter, the player must travel to [[Zul Logoth]] and visit the Grandmaster. After a brief history, the player will be asked to recite an oath to &amp;quot;oppose the Grimswarm and their allies at every opportunity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Gaining Ranks and Obtaining Sigils ==&lt;br /&gt;
&lt;br /&gt;
Advancement in ranks, when earned, may be obtained at any outpost. Once you have earned promotion, visit the local Superintendent. For some ranks (ranks which are multiples of 5), a task will be given by the Superintendent (or the Grandmaster in the case of multiples of 5) once you are eligible for promotion. These ranks will typically require a greater investment of time and/or silver to complete. For other ranks, the promotion will be given by the Superintendent directly.&lt;br /&gt;
&lt;br /&gt;
Earning ranks is done by acquiring a sufficient number of recognition points. Your current number of recognition points, as well as the number required to gain the next rank, can be viewed using the [[SOCIETY (verb)|SOCIETY]] command. &lt;br /&gt;
&lt;br /&gt;
(Exception: No points are required for rank 1.)&lt;br /&gt;
&lt;br /&gt;
The most common method for acquiring recognition points is by killing Grimswarm creatures. When each such creature is killed, you will be informed of any recognition points earned from it.  Killing other hated enemies gains recognition points as well.  [[List of Guardians of Sunfist hated enemies|Hated enemies]] outside the Grimswarm include all trolls, orcs, and giants, and some others listed at gsguide.net[http://www.gsguide.net/index.php?title=GoS_Hated_Enemies].&lt;br /&gt;
&lt;br /&gt;
Recognition points (along with [[experience]]) are also awarded by the local outpost&#039;s Taskmaster upon completion of a task.&lt;br /&gt;
&lt;br /&gt;
Once mastering the society, recognition points are still awarded for tasks and kills.  GM Coase has said that this feature was supposed to be removed prior to release. Post-mastering recognition points do not serve a purpose besides bragging rights, but the names of the Masters with the top points will be listed in the local halls.&lt;br /&gt;
&lt;br /&gt;
== Guardians of Sunfist Benefits ==&lt;br /&gt;
Members of the Guardians of Sunfist have access to sigils, which are similar to [[spell]]s, except that they cost a combination of [[mana]] and/or [[stamina]].&lt;br /&gt;
&lt;br /&gt;
The table which follows displays the various sigils, their effects, costs, and durations.  To view more details about a sigil, check the particular sigils&#039; page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Rank&lt;br /&gt;
!  bgcolor = lightgrey | Name&lt;br /&gt;
! bgcolor = lightgrey | Effect&lt;br /&gt;
! bgcolor = lightgrey | Mana Cost&lt;br /&gt;
! bgcolor = lightgrey | Stamina Cost&lt;br /&gt;
! bgcolor = lightgrey | Duration&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| [[Sigil of Recognition]]&lt;br /&gt;
| Detects friends and foes of the Guardians of Sunfist, when in the same room.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| [[Sigil of Location]]&lt;br /&gt;
| Detects nearby foes of the Guardians of Sunfist.  Gives 3 second RT.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Immediate.&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| [[Sigil of Contact]]&lt;br /&gt;
| Activates the ESP network.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 19 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sigil of Resolve]]&lt;br /&gt;
| Increases Climbing, Swimming, and Survival skill bonuses by half of current GoS rank.&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 90 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| [[Sigil of Minor Bane]]&lt;br /&gt;
| Adds +5 AS and grants heavy damage weighting to melee, ranged and bolt attacks.*&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| [[Sigil of Bandages]]&lt;br /&gt;
| Allows you to do things with bandaged wounds that would normally break the bandages.&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| [[Sigil of Defense]]&lt;br /&gt;
| Provides a bonus to DS equal to current rank.&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| [[Sigil of Offense]]&lt;br /&gt;
| Provides a bonus to AS equal to current rank.  &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| [[Sigil of Distraction]]&lt;br /&gt;
| Decreases enemies&#039; chances to evade, parry, and block.&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| [[Sigil of Minor Protection]]&lt;br /&gt;
| Provides +5 DS and  grants heavy damage padding.&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 11&lt;br /&gt;
| [[Sigil of Focus]]&lt;br /&gt;
| Adds a bonus to TD equal to current rank.&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 12&lt;br /&gt;
| [[Sigil of Intimidation]]&lt;br /&gt;
| Decreases enemies&#039; AS and DS by 20.&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 13&lt;br /&gt;
| [[Sigil of Mending]]&lt;br /&gt;
| Increases HP recovery by +15 and allows all healing herbs to be eaten in 3 seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 14&lt;br /&gt;
| [[Sigil of Concentration]]&lt;br /&gt;
| +5 mana per pulse.&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15&lt;br /&gt;
| [[Sigil of Major Bane]]&lt;br /&gt;
| Adds +10 AS  and heavy crit weighting  to melee, ranged and bolt attacks.*&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Sigil of Determination]]&lt;br /&gt;
| Ignores penalties while performing tasks when a character has minor injuries.&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 17&lt;br /&gt;
| [[Sigil of Health]]&lt;br /&gt;
| Instantly recover a minimum of 15 HP or half of your lost HP, whichever is greater.&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| Immediate&lt;br /&gt;
|- &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 18&lt;br /&gt;
| [[Sigil of Power]]&lt;br /&gt;
| Converts 50 stamina into 25 mana.&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 19&lt;br /&gt;
| [[Sigil of Major Protection]]&lt;br /&gt;
| Adds +10 DS and grants heavy critical padding.&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 20&lt;br /&gt;
| [[Sigil of Escape]]&lt;br /&gt;
| Teleports you to a safe location. &lt;br /&gt;
| 15&lt;br /&gt;
| 75&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: The AS bonus provided by the Sigils of Minor/Major Bane apply to any enemy, but the respective damage/critical weighting applies only to hated foes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This is the history of the Guardians of Sunfist as told by the Superintendents.&lt;br /&gt;
&lt;br /&gt;
===[[Zul Logoth]]===&lt;br /&gt;
Zarak says, &amp;quot;We have been fighting the trolls and orcs of the mountains for as long as our people can remember.  The dwarven clans here are quite capable of defending their caverns against the scattered tribes of the Grimswarm that remain in the DragonSpine, as they have done since time immemorial.  With our aid, we believe that they would even be able to repel mass migration of trolls through their territory, should that ever again be attempted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zarak says, &amp;quot;As such, our main purpose here is supervising the training and coordination of efforts between our now numerous outposts in the human and elven lands.  We do provide favors to the local defenders by occasionally raiding the nearby [[Grutik]] tribes and culling some of the [[undead]] or non-sentient beasts that inhabit the nearby caverns, but that is mostly just to keep our trainees occupied.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zarak concludes, &amp;quot;The real war against the Grimswarm is now being fought outside of our borders, Member.  It is now our honor-bound duty to aid all the civilized races of [[Elanthia]] in their struggles against our ancient foes.  It is a duty that we take most seriously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Illistim]]===&lt;br /&gt;
Faylanna says, &amp;quot;Ta&#039;Illistim is city of learning, with many scholars and other learned folk amongst its population.  While it does count many great magicians and artificers among its populace, it is perhaps least martial of all the nations of the Elves.  Unfortunately, its location at the base of the DragonSpine means that it has borne most of the brunt of the Grimswarm&#039;s offensive.  While it does possess an adequate enough army for defending its walls, most of the surrounding countryside is in the Grimswarm&#039;s possession.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna snorts and says, &amp;quot;Even so, recruitment has been a slow and difficult process here.  Elven attitudes to us &#039;lesser&#039; races being what they are means that we are often looked down upon, even as we give our lives to defend their territory.  Morale among those that we do manage to recruit is often low, and we suffer a relatively high rate of attrition simply from resignations or transfers to more appreciative areas.  Among the government officials, I often get the impression that our presence is barely tolerated here.  If one our squads gets into trouble during a mission, I don&#039;t count on the local guards to lift one finger to help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna continues, &amp;quot;That being said, there is a relatively large foreign adventuring population here in Ta&#039;Illistim.  Many use this city as their base to plunder the ruins of [[Old Ta&#039;Faendryl]], and they quite skilled and powerful combatants indeed.  Many of these individuals are quite capable of destroying an entire Grimswarm warcamp all on their own.  It is mostly by the graces of these adventurers that our entire operation here does not fall completely apart, as we are beset by trolls, orcs, and giants from all directions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna concludes, &amp;quot;In all, we face great difficulties from both the Grimswarm and our local &#039;allies&#039;.  If we had not sworn an oath to protect these elves, I would almost certainly recommend that we leave them to their own devices against the Grimswarm.  Still, an oath is an oath, and I would sooner die than break mine.  Our struggle against the Grimswarm will be long and hard here, and will be largely determined by the efforts of those who have no real stake in whether the elves live or die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Vaalor]]===&lt;br /&gt;
Draelox says, &amp;quot;On the surface, Ta&#039;Vaalor would seem like the worst place in the world for our society to have an outpost.  The elves here are well known across Elanthia for their utter intolerance of the &#039;lesser&#039; races and their belief that they are superior even to their elven brethren.  While this is certainly true, they are also soldiers of the highest discipline and ability.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Draelox continues, &amp;quot;They respect strength and duty, and the fact that we have sworn ourselves to eternal battle with the Grimswarm has not gone unnoticed.  They expect much of us, and we have delivered much to them.  In the heat of battle, a Vaalor elf by my side is as worthy an ally as any dwarf or giantman that I have had the pleasure of fighting alongside.  I believe that we have proven our worth to them many times over and that, while they would never admit it, they value our presence here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Draelox concludes, &amp;quot;There is certainly much to be done here.  While giants are uncommon this far south, orcs and trolls regularly raid the surrounding countryside.  Recruitment is brisk and our volunteers are of the highest quality.  With the ungrudging aid of the Vaalor army, I have no doubt that we shall eventually knock out the footholds that the Grimswarm has established here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Wehnimer&#039;s Landing]]===&lt;br /&gt;
Marl says, &amp;quot;Wehnimer&#039;s Landing has always had trouble with all sorts of savages, what with being a frontier town and all.  The advent of the Grimswarm has increased the problem somewhat, but the people here are used to the hardship of constant raiding and outright invasion.  They&#039;re tough, hardy, and have plenty of adventure seekers around to help keep the problem in check.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl continues, &amp;quot;My main concern is the sheer opportunism of many of my recruits.  Adventurers are brave and often useful, but I often get the feeling that once they&#039;ve learned all they can from me, they&#039;ll abandon or ignore their duties to us.  Such is the mentality of those who fight for their own gain, rather than to preserve their homes and way of life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl sighs and continues, &amp;quot;Wehnimer&#039;s Landing has the perfect mix of terrain and climate that all the main races of the Grimswarm find attractive.  As such, we have a fairly even distribution of trolls, orcs, and giants.  The Grimswarm also finds many allies among the native savages: [[minotaur]]s, [[kiramon]], ogres, creatures of earth and stone are all present here.  Fortunately, years of raids by adventurers have left many of the native humanoid tribes relatively weak, though the more elemental creatures still tend be quite powerful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl concludes, &amp;quot;Overall, we face a very diverse range of threats but also possess a similarly diverse pool of recruits in which to face those threats.  That being said, the commitment of those recruits is open to question and we lack the fallback position of having a strong central government, should our recruits desert us in a time of need.  We are currently doing fine, but that could change very rapidly indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Icemule Trace]]===&lt;br /&gt;
Vindar says, &amp;quot;I am continually amazed by what these halflings can accomplish.  They have built a strong and prosperous town under conditions that even a dwarf might find too harsh.  I have no shortage of local volunteers who seek to defend their town purely out of a strong sense of duty to their community and to their friends.  It is really quite commendable and somewhat inspiring.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar continues, &amp;quot;Giants predominate amongst the tribes of the Grimswarm that have claimed lands and settled in the local area.  There are some orc and troll tribes in the area, but they tend to stick to the more southerly areas.  The giants range freely across the entire length of our patrol area, from the glacier in the south right up to the Top of the World.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar continues, &amp;quot;This is a dangerous area to patrol, and we lose as many men to the weather as we do to the Grimswarm.  In fact, we&#039;ve had to dramatically scale back regular patrols to the [[Sleeping Lady Mountains]] and beyond.  We were simply suffering too many fruitless casualties to continue with them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar concludes, &amp;quot;As a result, we fear that the giants will be able to join easily with their native brethren to the north, fortify their already strong natural defenses, and thus be able to raid the town with impunity.  We are in for a long and tough struggle, though I do believe that the halflings and their allies will be able to triumph in the end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Solhaven]]===&lt;br /&gt;
Taryn says, &amp;quot;As part of the [[Turamzzyrian Empire]], [[Vornavis]] can call on powerful aid, should the Grimswarm ever try to overrun the city again.  It is only through the power of their mysterious shrouding magic that the local tribes of the Grimswarm have not been utterly destroyed by the imperial army.  Many of my recruits are local farmers and merchants who have seen their livelihoods destroyed by the savage raiders of the Grimswarm.  They may not have the most experience in combat, but they come to defend what they have left and take revenge for what they have lost.  It will take much training to turn them into an effective combat force, but I believe that it can be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn continues, &amp;quot;The area surrounding this town is often marshy and humid, which most giants dislike and avoid whenever possible.  As a result, we rarely encounter them in our patrols and believe that no tribes of them have settled upon our lands.  Orcs and trolls are less discerning however, and we encounter them often.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn continues, &amp;quot;Prior to the Grimswarm&#039;s arrival, the armies of the competing imperial barons generally kept the native savage tribes well in line and under control.  As a result, the Grimswarm has relatively few native allies of note, beyond a small tribe of [[cyclops]] to the west of here.  Unfortunately, it also means that there are wide open areas on which the Grimswarm can settle with little resistance beyond what we can muster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn concludes, &amp;quot;In all, I think our position is impregnable but our ability to project force is lacking.  The imperial forces that protect Vornavis have been hardened in their long wars with [[Jantalar]] and are able to repulse any attack upon the city itself.  However, our task in rooting out the enemy from our lands is hindered by my lack of experienced recruits.  I have no doubt that they will eventually make a fine army, but that will take many years.  During that period, the Grimswarm will have plenty of time to entrench themselves and grow strong in their own right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[River&#039;s Rest]]===&lt;br /&gt;
Meaha says, &amp;quot;Though technically part of the Turamzzyrian Empire, River&#039;s Rest has generally been ignored by the imperial government and left to its own devices.  It is far away from the borderlands and the cities of the important baronies, and is mostly home to smugglers and other shady characters.  Recruits are few and far between here, with many losing interest in joining us once they learn that there is no pay.  Generally speaking however, the local populace tends to leave the Grimswarm alone, and the Grimswarm tends to do the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha continues, &amp;quot;In fact, the [[Krolvin|krolvin pirates]] that frequent the area don&#039;t take much of a liking to the Grimswarm edging onto their turf.  There are frequent battles between the two groups.  Some of the locals even think that with the krolvin and the Grimswarm at each other&#039;s throats, life here has even gotten a little bit easier.  One of these days though, one side will finally triumph and make up for lost time in making the rest of the local inhabitants suffer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha continues, &amp;quot;Jungle and marshland dominate the surrounding areas, in which trolls are as common as rats.  While there are some orcs, giants rarely venture this far south.  We have actually never encountered a settled tribe of them in the area that we patrol.  The number of trolls we encounter more than make up for them, however.  I definitely wouldn&#039;t suggest venturing into the surrounding areas without a fire-flaring weapon or fire magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha concludes, &amp;quot;Overall, we are in a precarious situation here.  The conflict between the krolvin and the Grimswarm has kept the town relatively untouched by the Grimswarm.  There are raids now and then, but things are generally as they were before the Grimswarm arrived.  I believe that this has lulled the locals into potentially disastrous false sense of security.  For when the victor is eventually decided amongst the krolvin and the Grimswarm, the town will be woefully unprepared for what will inevitably follow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Teras Isle]]===&lt;br /&gt;
&lt;br /&gt;
[[Category:Societies]]&lt;br /&gt;
[[Category:Guardians of Sunfist]]&lt;br /&gt;
Oxanna says, &amp;quot;Teras Isle has always been a remote outpost that few have cared about.  Why some tribes of the Grimswarm chose to cross the seas to seek a homeland on this rock is something that I find most baffling.  Why bother?  The active volcano makes living here worse than the DragonSpine warrens that they formerly inhabited and it comes complete with able dwarven defenders, just like home.  Perhaps that is why they came here?  To experience something new, but also with some of the familiar &#039;comforts&#039; of home?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oxanna says, &amp;quot;At any rate, given the hostility of the island itself and its sheer distance from the DragonSpine, the Grimswarm has not really been much of a threat to the local populace.  There&#039;s been some raiding here and there, but it seems that the Grimswarm spends as much of its time fighting the hostile environment and local fauna as it does us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oxanna concludes,  &amp;quot;Overall, we have a relatively equal mixture of trolls, orcs, and giants wandering about here, but have the situation well under control.  Even without our presence, I&#039;m sure that the locals could do just fine keeping the Grimswarm at bay.&amp;quot;&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Guardians_of_Sunfist&amp;diff=24798</id>
		<title>Guardians of Sunfist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Guardians_of_Sunfist&amp;diff=24798"/>
		<updated>2010-09-03T15:55:04Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Guardians of Sunfist Benefits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Guardians of Sunfist&#039;&#039;&#039; was the newest [[society]] brought to [[Elanthia]] in response to the [[Grimswarm]] invaders. Their main headquarters was located in [[Zul Logoth]] where everyone joining was required to be inducted. However, one could also get invited to join by a recruiter or the Superintendent of any of the outposts.&lt;br /&gt;
&lt;br /&gt;
Further information regarding the Guardians will be explored upon further player experience.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
===Headquarters===&lt;br /&gt;
&lt;br /&gt;
The headquarters can be found in [[Zul Logoth]] via the following directions:&lt;br /&gt;
From outside the Bank of Zul Logoth: southeast, southeast, east, south, south, east, northeast, northeast, northeast, northwest, go arch, north, northwest, west, northeast, north, go portcullis. Once inside, to find the Grandmaster, take the western side of the loop to the third door.&lt;br /&gt;
&lt;br /&gt;
===Outposts===&lt;br /&gt;
&lt;br /&gt;
*[[Wehnimer&#039;s Landing]] - (Lower Dragonsclaw)&lt;br /&gt;
:The Landing&#039;s outpost can be found via the following directions:&lt;br /&gt;
:From outside the west gate: go north, west, southwest, southwest, south, west, west, up, southwest, northwest, go trail, up, search, go cleft, up, go bridge, west, go building, southwest.&lt;br /&gt;
*[[Icemule Trace]] - (a path, due south as far as possible from just outside the East Gate)&lt;br /&gt;
*[[Solhaven]] - (the Outlands) - NE corner of the loop in the rolton area&lt;br /&gt;
*[[River&#039;s Rest]] - (Grassland Path) - from the Ranger guild go: south, east, southeast, gate&lt;br /&gt;
*[[Ta&#039;Illistim]] - (Sylvarraend, Foehn Var) -  next to the herbalist&#039;s shop&lt;br /&gt;
*[[Ta&#039;Vaalor]] - (Fearling Pass) - a trail about halfway between the crevasse and the dock&lt;br /&gt;
*[[Teras Isle]] - (Basalt Flats) - cross the first bridge, go southwest and enter the tunnel behind the boulder&lt;br /&gt;
&lt;br /&gt;
== Joining the Guardians of Sunfist ==&lt;br /&gt;
&lt;br /&gt;
After being invited to join the Guardians of Sunfist by an NPC recruiter, the player must travel to [[Zul Logoth]] and visit the Grandmaster. After a brief history, the player will be asked to recite an oath to &amp;quot;oppose the Grimswarm and their allies at every opportunity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Gaining Ranks and Obtaining Sigils ==&lt;br /&gt;
&lt;br /&gt;
Advancement in ranks, when earned, may be obtained at any outpost. Once you have earned promotion, visit the local Superintendent. For some ranks (ranks which are multiples of 5), a task will be given by the Superintendent (or the Grandmaster in the case of multiples of 5) once you are eligible for promotion. These ranks will typically require a greater investment of time and/or silver to complete. For other ranks, the promotion will be given by the Superintendent directly.&lt;br /&gt;
&lt;br /&gt;
Earning ranks is done by acquiring a sufficient number of recognition points. Your current number of recognition points, as well as the number required to gain the next rank, can be viewed using the [[SOCIETY (verb)|SOCIETY]] command. &lt;br /&gt;
&lt;br /&gt;
(Exception: No points are required for rank 1.)&lt;br /&gt;
&lt;br /&gt;
The most common method for acquiring recognition points is by killing Grimswarm creatures. When each such creature is killed, you will be informed of any recognition points earned from it.  Killing other hated enemies gains recognition points as well.  [[List of Guardians of Sunfist hated enemies|Hated enemies]] outside the Grimswarm include all trolls, orcs, and giants, and some others listed at gsguide.net[http://www.gsguide.net/index.php?title=GoS_Hated_Enemies].&lt;br /&gt;
&lt;br /&gt;
Recognition points (along with [[experience]]) are also awarded by the local outpost&#039;s Taskmaster upon completion of a task.&lt;br /&gt;
&lt;br /&gt;
Once mastering the society, recognition points are still awarded for tasks and kills.  GM Coase has said that this feature was supposed to be removed prior to release. Post-mastering recognition points do not serve a purpose besides bragging rights, but the names of the Masters with the top points will be listed in the local halls.&lt;br /&gt;
&lt;br /&gt;
== Guardians of Sunfist Benefits ==&lt;br /&gt;
Members of the Guardians of Sunfist have access to sigils, which are similar to [[spell]]s, except that they cost a combination of [[mana]] and/or [[stamina]].&lt;br /&gt;
&lt;br /&gt;
The table which follows displays the various sigils, their effects, costs, and durations.  To view more details about a sigil, check the particular sigils&#039; page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Rank&lt;br /&gt;
!  bgcolor = lightgrey | Name&lt;br /&gt;
! bgcolor = lightgrey | Effect&lt;br /&gt;
! bgcolor = lightgrey | Mana Cost&lt;br /&gt;
! bgcolor = lightgrey | Stamina Cost&lt;br /&gt;
! bgcolor = lightgrey | Duration&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| [[Sigil of Recognition]]&lt;br /&gt;
| Detects friends and foes of the Guardians of Sunfist, when in the same room.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| [[Sigil of Location]]&lt;br /&gt;
| Detects nearby foes of the Guardians of Sunfist.  Gives 3 second RT.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Immediate.&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| [[Sigil of Contact]]&lt;br /&gt;
| Activates the ESP network.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 19 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sigil of Resolve]]&lt;br /&gt;
| Increases Climbing, Swimming, and Survival skill bonuses by half of current GoS rank.&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 90 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| [[Sigil of Minor Bane]]&lt;br /&gt;
| Adds +5 AS and grants heavy damage weighting to melee, ranged and bolt attacks.*&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| [[Sigil of Bandages]]&lt;br /&gt;
| Allows you to do things with bandaged wounds that would normally break the bandages.&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| [[Sigil of Defense]]&lt;br /&gt;
| Provides a bonus to DS equal to current rank.&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| [[Sigil of Offense]]&lt;br /&gt;
| Provides a bonus to AS equal to current rank.  &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| [[Sigil of Distraction]]&lt;br /&gt;
| Decreases enemies&#039; chances to evade, parry, and block.&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| [[Sigil of Minor Protection]]&lt;br /&gt;
| Provides +5 DS and  grants heavy damage padding.&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 11&lt;br /&gt;
| [[Sigil of Focus]]&lt;br /&gt;
| Adds a bonus to TD equal to current rank.&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 12&lt;br /&gt;
| [[Sigil of Intimidation]]&lt;br /&gt;
| Decreases enemies&#039; AS and DS by 20.&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 13&lt;br /&gt;
| [[Sigil of Mending]]&lt;br /&gt;
| Increases HP recovery by +15 and allows all healing herbs to be eaten in 3 seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 14&lt;br /&gt;
| [[Sigil of Concentration]]&lt;br /&gt;
| +5 mana per pulse.&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15&lt;br /&gt;
| [[Sigil of Major Bane]]&lt;br /&gt;
| Adds +10 AS  and heavy crit weighting  to melee, ranged and bolt attacks.*&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Sigil of Determination]]&lt;br /&gt;
| Ignores penalties while performing tasks when a character has minor injuries.&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 17&lt;br /&gt;
| [[Sigil of Health]]&lt;br /&gt;
| Instantly recover a minimum of 15 HP or half of your lost HP, whichever is greater.&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| Immediate&lt;br /&gt;
|- &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 18&lt;br /&gt;
| [[Sigil of Power]]&lt;br /&gt;
| Converts 50 stamina into 25 mana.&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 19&lt;br /&gt;
| [[Sigil of Major Protection]]&lt;br /&gt;
| Adds +10 DS and grants heavy crit padding.&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 20&lt;br /&gt;
| [[Sigil of Escape]]&lt;br /&gt;
| Teleports you to a safe location. &lt;br /&gt;
| 15&lt;br /&gt;
| 75&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: The AS bonus provided by the Sigils of Minor/Major Bane apply to any enemy, but the respective damage/critical weighting applies only to hated foes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This is the history of the Guardians of Sunfist as told by the Superintendents.&lt;br /&gt;
&lt;br /&gt;
===[[Zul Logoth]]===&lt;br /&gt;
Zarak says, &amp;quot;We have been fighting the trolls and orcs of the mountains for as long as our people can remember.  The dwarven clans here are quite capable of defending their caverns against the scattered tribes of the Grimswarm that remain in the DragonSpine, as they have done since time immemorial.  With our aid, we believe that they would even be able to repel mass migration of trolls through their territory, should that ever again be attempted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zarak says, &amp;quot;As such, our main purpose here is supervising the training and coordination of efforts between our now numerous outposts in the human and elven lands.  We do provide favors to the local defenders by occasionally raiding the nearby [[Grutik]] tribes and culling some of the [[undead]] or non-sentient beasts that inhabit the nearby caverns, but that is mostly just to keep our trainees occupied.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zarak concludes, &amp;quot;The real war against the Grimswarm is now being fought outside of our borders, Member.  It is now our honor-bound duty to aid all the civilized races of [[Elanthia]] in their struggles against our ancient foes.  It is a duty that we take most seriously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Illistim]]===&lt;br /&gt;
Faylanna says, &amp;quot;Ta&#039;Illistim is city of learning, with many scholars and other learned folk amongst its population.  While it does count many great magicians and artificers among its populace, it is perhaps least martial of all the nations of the Elves.  Unfortunately, its location at the base of the DragonSpine means that it has borne most of the brunt of the Grimswarm&#039;s offensive.  While it does possess an adequate enough army for defending its walls, most of the surrounding countryside is in the Grimswarm&#039;s possession.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna snorts and says, &amp;quot;Even so, recruitment has been a slow and difficult process here.  Elven attitudes to us &#039;lesser&#039; races being what they are means that we are often looked down upon, even as we give our lives to defend their territory.  Morale among those that we do manage to recruit is often low, and we suffer a relatively high rate of attrition simply from resignations or transfers to more appreciative areas.  Among the government officials, I often get the impression that our presence is barely tolerated here.  If one our squads gets into trouble during a mission, I don&#039;t count on the local guards to lift one finger to help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna continues, &amp;quot;That being said, there is a relatively large foreign adventuring population here in Ta&#039;Illistim.  Many use this city as their base to plunder the ruins of [[Old Ta&#039;Faendryl]], and they quite skilled and powerful combatants indeed.  Many of these individuals are quite capable of destroying an entire Grimswarm warcamp all on their own.  It is mostly by the graces of these adventurers that our entire operation here does not fall completely apart, as we are beset by trolls, orcs, and giants from all directions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna concludes, &amp;quot;In all, we face great difficulties from both the Grimswarm and our local &#039;allies&#039;.  If we had not sworn an oath to protect these elves, I would almost certainly recommend that we leave them to their own devices against the Grimswarm.  Still, an oath is an oath, and I would sooner die than break mine.  Our struggle against the Grimswarm will be long and hard here, and will be largely determined by the efforts of those who have no real stake in whether the elves live or die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Vaalor]]===&lt;br /&gt;
Draelox says, &amp;quot;On the surface, Ta&#039;Vaalor would seem like the worst place in the world for our society to have an outpost.  The elves here are well known across Elanthia for their utter intolerance of the &#039;lesser&#039; races and their belief that they are superior even to their elven brethren.  While this is certainly true, they are also soldiers of the highest discipline and ability.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Draelox continues, &amp;quot;They respect strength and duty, and the fact that we have sworn ourselves to eternal battle with the Grimswarm has not gone unnoticed.  They expect much of us, and we have delivered much to them.  In the heat of battle, a Vaalor elf by my side is as worthy an ally as any dwarf or giantman that I have had the pleasure of fighting alongside.  I believe that we have proven our worth to them many times over and that, while they would never admit it, they value our presence here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Draelox concludes, &amp;quot;There is certainly much to be done here.  While giants are uncommon this far south, orcs and trolls regularly raid the surrounding countryside.  Recruitment is brisk and our volunteers are of the highest quality.  With the ungrudging aid of the Vaalor army, I have no doubt that we shall eventually knock out the footholds that the Grimswarm has established here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Wehnimer&#039;s Landing]]===&lt;br /&gt;
Marl says, &amp;quot;Wehnimer&#039;s Landing has always had trouble with all sorts of savages, what with being a frontier town and all.  The advent of the Grimswarm has increased the problem somewhat, but the people here are used to the hardship of constant raiding and outright invasion.  They&#039;re tough, hardy, and have plenty of adventure seekers around to help keep the problem in check.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl continues, &amp;quot;My main concern is the sheer opportunism of many of my recruits.  Adventurers are brave and often useful, but I often get the feeling that once they&#039;ve learned all they can from me, they&#039;ll abandon or ignore their duties to us.  Such is the mentality of those who fight for their own gain, rather than to preserve their homes and way of life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl sighs and continues, &amp;quot;Wehnimer&#039;s Landing has the perfect mix of terrain and climate that all the main races of the Grimswarm find attractive.  As such, we have a fairly even distribution of trolls, orcs, and giants.  The Grimswarm also finds many allies among the native savages: [[minotaur]]s, [[kiramon]], ogres, creatures of earth and stone are all present here.  Fortunately, years of raids by adventurers have left many of the native humanoid tribes relatively weak, though the more elemental creatures still tend be quite powerful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl concludes, &amp;quot;Overall, we face a very diverse range of threats but also possess a similarly diverse pool of recruits in which to face those threats.  That being said, the commitment of those recruits is open to question and we lack the fallback position of having a strong central government, should our recruits desert us in a time of need.  We are currently doing fine, but that could change very rapidly indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Icemule Trace]]===&lt;br /&gt;
Vindar says, &amp;quot;I am continually amazed by what these halflings can accomplish.  They have built a strong and prosperous town under conditions that even a dwarf might find too harsh.  I have no shortage of local volunteers who seek to defend their town purely out of a strong sense of duty to their community and to their friends.  It is really quite commendable and somewhat inspiring.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar continues, &amp;quot;Giants predominate amongst the tribes of the Grimswarm that have claimed lands and settled in the local area.  There are some orc and troll tribes in the area, but they tend to stick to the more southerly areas.  The giants range freely across the entire length of our patrol area, from the glacier in the south right up to the Top of the World.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar continues, &amp;quot;This is a dangerous area to patrol, and we lose as many men to the weather as we do to the Grimswarm.  In fact, we&#039;ve had to dramatically scale back regular patrols to the [[Sleeping Lady Mountains]] and beyond.  We were simply suffering too many fruitless casualties to continue with them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar concludes, &amp;quot;As a result, we fear that the giants will be able to join easily with their native brethren to the north, fortify their already strong natural defenses, and thus be able to raid the town with impunity.  We are in for a long and tough struggle, though I do believe that the halflings and their allies will be able to triumph in the end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Solhaven]]===&lt;br /&gt;
Taryn says, &amp;quot;As part of the [[Turamzzyrian Empire]], [[Vornavis]] can call on powerful aid, should the Grimswarm ever try to overrun the city again.  It is only through the power of their mysterious shrouding magic that the local tribes of the Grimswarm have not been utterly destroyed by the imperial army.  Many of my recruits are local farmers and merchants who have seen their livelihoods destroyed by the savage raiders of the Grimswarm.  They may not have the most experience in combat, but they come to defend what they have left and take revenge for what they have lost.  It will take much training to turn them into an effective combat force, but I believe that it can be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn continues, &amp;quot;The area surrounding this town is often marshy and humid, which most giants dislike and avoid whenever possible.  As a result, we rarely encounter them in our patrols and believe that no tribes of them have settled upon our lands.  Orcs and trolls are less discerning however, and we encounter them often.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn continues, &amp;quot;Prior to the Grimswarm&#039;s arrival, the armies of the competing imperial barons generally kept the native savage tribes well in line and under control.  As a result, the Grimswarm has relatively few native allies of note, beyond a small tribe of [[cyclops]] to the west of here.  Unfortunately, it also means that there are wide open areas on which the Grimswarm can settle with little resistance beyond what we can muster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn concludes, &amp;quot;In all, I think our position is impregnable but our ability to project force is lacking.  The imperial forces that protect Vornavis have been hardened in their long wars with [[Jantalar]] and are able to repulse any attack upon the city itself.  However, our task in rooting out the enemy from our lands is hindered by my lack of experienced recruits.  I have no doubt that they will eventually make a fine army, but that will take many years.  During that period, the Grimswarm will have plenty of time to entrench themselves and grow strong in their own right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[River&#039;s Rest]]===&lt;br /&gt;
Meaha says, &amp;quot;Though technically part of the Turamzzyrian Empire, River&#039;s Rest has generally been ignored by the imperial government and left to its own devices.  It is far away from the borderlands and the cities of the important baronies, and is mostly home to smugglers and other shady characters.  Recruits are few and far between here, with many losing interest in joining us once they learn that there is no pay.  Generally speaking however, the local populace tends to leave the Grimswarm alone, and the Grimswarm tends to do the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha continues, &amp;quot;In fact, the [[Krolvin|krolvin pirates]] that frequent the area don&#039;t take much of a liking to the Grimswarm edging onto their turf.  There are frequent battles between the two groups.  Some of the locals even think that with the krolvin and the Grimswarm at each other&#039;s throats, life here has even gotten a little bit easier.  One of these days though, one side will finally triumph and make up for lost time in making the rest of the local inhabitants suffer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha continues, &amp;quot;Jungle and marshland dominate the surrounding areas, in which trolls are as common as rats.  While there are some orcs, giants rarely venture this far south.  We have actually never encountered a settled tribe of them in the area that we patrol.  The number of trolls we encounter more than make up for them, however.  I definitely wouldn&#039;t suggest venturing into the surrounding areas without a fire-flaring weapon or fire magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha concludes, &amp;quot;Overall, we are in a precarious situation here.  The conflict between the krolvin and the Grimswarm has kept the town relatively untouched by the Grimswarm.  There are raids now and then, but things are generally as they were before the Grimswarm arrived.  I believe that this has lulled the locals into potentially disastrous false sense of security.  For when the victor is eventually decided amongst the krolvin and the Grimswarm, the town will be woefully unprepared for what will inevitably follow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Teras Isle]]===&lt;br /&gt;
&lt;br /&gt;
[[Category:Societies]]&lt;br /&gt;
[[Category:Guardians of Sunfist]]&lt;br /&gt;
Oxanna says, &amp;quot;Teras Isle has always been a remote outpost that few have cared about.  Why some tribes of the Grimswarm chose to cross the seas to seek a homeland on this rock is something that I find most baffling.  Why bother?  The active volcano makes living here worse than the DragonSpine warrens that they formerly inhabited and it comes complete with able dwarven defenders, just like home.  Perhaps that is why they came here?  To experience something new, but also with some of the familiar &#039;comforts&#039; of home?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oxanna says, &amp;quot;At any rate, given the hostility of the island itself and its sheer distance from the DragonSpine, the Grimswarm has not really been much of a threat to the local populace.  There&#039;s been some raiding here and there, but it seems that the Grimswarm spends as much of its time fighting the hostile environment and local fauna as it does us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oxanna concludes,  &amp;quot;Overall, we have a relatively equal mixture of trolls, orcs, and giants wandering about here, but have the situation well under control.  Even without our presence, I&#039;m sure that the locals could do just fine keeping the Grimswarm at bay.&amp;quot;&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Guardians_of_Sunfist&amp;diff=24797</id>
		<title>Guardians of Sunfist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Guardians_of_Sunfist&amp;diff=24797"/>
		<updated>2010-08-31T00:52:19Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Guardians of Sunfist Benefits */ Put the information into tabular form.  Changed the brief descriptions in a few sigils to decrease width of table.  Added costs/durations to the main page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Guardians of Sunfist&#039;&#039;&#039; was the newest [[society]] brought to [[Elanthia]] in response to the [[Grimswarm]] invaders. Their main headquarters was located in [[Zul Logoth]] where everyone joining was required to be inducted. However, one could also get invited to join by a recruiter or the Superintendent of any of the outposts.&lt;br /&gt;
&lt;br /&gt;
Further information regarding the Guardians will be explored upon further player experience.&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
===Headquarters===&lt;br /&gt;
&lt;br /&gt;
The headquarters can be found in [[Zul Logoth]] via the following directions:&lt;br /&gt;
From outside the Bank of Zul Logoth: southeast, southeast, east, south, south, east, northeast, northeast, northeast, northwest, go arch, north, northwest, west, northeast, north, go portcullis. Once inside, to find the Grandmaster, take the western side of the loop to the third door.&lt;br /&gt;
&lt;br /&gt;
===Outposts===&lt;br /&gt;
&lt;br /&gt;
*[[Wehnimer&#039;s Landing]] - (Lower Dragonsclaw)&lt;br /&gt;
:The Landing&#039;s outpost can be found via the following directions:&lt;br /&gt;
:From outside the west gate: go north, west, southwest, southwest, south, west, west, up, southwest, northwest, go trail, up, search, go cleft, up, go bridge, west, go building, southwest.&lt;br /&gt;
*[[Icemule Trace]] - (a path, due south as far as possible from just outside the East Gate)&lt;br /&gt;
*[[Solhaven]] - (the Outlands) - NE corner of the loop in the rolton area&lt;br /&gt;
*[[River&#039;s Rest]] - (Grassland Path) - from the Ranger guild go: south, east, southeast, gate&lt;br /&gt;
*[[Ta&#039;Illistim]] - (Sylvarraend, Foehn Var) -  next to the herbalist&#039;s shop&lt;br /&gt;
*[[Ta&#039;Vaalor]] - (Fearling Pass) - a trail about halfway between the crevasse and the dock&lt;br /&gt;
*[[Teras Isle]] - (Basalt Flats) - cross the first bridge, go southwest and enter the tunnel behind the boulder&lt;br /&gt;
&lt;br /&gt;
== Joining the Guardians of Sunfist ==&lt;br /&gt;
&lt;br /&gt;
After being invited to join the Guardians of Sunfist by an NPC recruiter, the player must travel to [[Zul Logoth]] and visit the Grandmaster. After a brief history, the player will be asked to recite an oath to &amp;quot;oppose the Grimswarm and their allies at every opportunity.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Gaining Ranks and Obtaining Sigils ==&lt;br /&gt;
&lt;br /&gt;
Advancement in ranks, when earned, may be obtained at any outpost. Once you have earned promotion, visit the local Superintendent. For some ranks (ranks which are multiples of 5), a task will be given by the Superintendent (or the Grandmaster in the case of multiples of 5) once you are eligible for promotion. These ranks will typically require a greater investment of time and/or silver to complete. For other ranks, the promotion will be given by the Superintendent directly.&lt;br /&gt;
&lt;br /&gt;
Earning ranks is done by acquiring a sufficient number of recognition points. Your current number of recognition points, as well as the number required to gain the next rank, can be viewed using the [[SOCIETY (verb)|SOCIETY]] command. &lt;br /&gt;
&lt;br /&gt;
(Exception: No points are required for rank 1.)&lt;br /&gt;
&lt;br /&gt;
The most common method for acquiring recognition points is by killing Grimswarm creatures. When each such creature is killed, you will be informed of any recognition points earned from it.  Killing other hated enemies gains recognition points as well.  [[List of Guardians of Sunfist hated enemies|Hated enemies]] outside the Grimswarm include all trolls, orcs, and giants, and some others listed at gsguide.net[http://www.gsguide.net/index.php?title=GoS_Hated_Enemies].&lt;br /&gt;
&lt;br /&gt;
Recognition points (along with [[experience]]) are also awarded by the local outpost&#039;s Taskmaster upon completion of a task.&lt;br /&gt;
&lt;br /&gt;
Once mastering the society, recognition points are still awarded for tasks and kills.  GM Coase has said that this feature was supposed to be removed prior to release. Post-mastering recognition points do not serve a purpose besides bragging rights, but the names of the Masters with the top points will be listed in the local halls.&lt;br /&gt;
&lt;br /&gt;
== Guardians of Sunfist Benefits ==&lt;br /&gt;
Members of the Guardians of Sunfist have access to sigils, which are similar to [[spell]]s, except that they cost a combination of [[mana]] and/or [[stamina]].&lt;br /&gt;
&lt;br /&gt;
The table which follows displays the various sigils, their effects, costs, and durations.  To view more details about a sigil, check the particular sigils&#039; page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! bgcolor = lightgrey | Rank&lt;br /&gt;
!  bgcolor = lightgrey | Name&lt;br /&gt;
! bgcolor = lightgrey | Effect&lt;br /&gt;
! bgcolor = lightgrey | Mana Cost&lt;br /&gt;
! bgcolor = lightgrey | Stamina Cost&lt;br /&gt;
! bgcolor = lightgrey | Duration&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| [[Sigil of Recognition]]&lt;br /&gt;
| Detects friends and foes of the Guardians of Sunfist, when in the same room.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| [[Sigil of Location]]&lt;br /&gt;
| Detects nearby foes of the Guardians of Sunfist.  Gives 3 second RT.&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| Immediate.&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| [[Sigil of Contact]]&lt;br /&gt;
| Activates the ESP network.&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 19 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| [[Sigil of Resolve]]&lt;br /&gt;
| Increases Climbing, Swimming, and Survival skill bonuses by half of current GoS rank.&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 90 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| [[Sigil of Minor Bane]]&lt;br /&gt;
| Adds +5 AS and grants heavy damage weighting to melee, ranged and bolt attacks.*&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| [[Sigil of Bandages]]&lt;br /&gt;
| Allows you to do things with bandaged wounds that would normally break the bandages.&lt;br /&gt;
| 0&lt;br /&gt;
| 10&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| [[Sigil of Defense]]&lt;br /&gt;
| Provides a bonus to DS equal to current rank.&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| [[Sigil of Offense]]&lt;br /&gt;
| Provides a bonus to AS equal to current rank.  &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| [[Sigil of Distraction]]&lt;br /&gt;
| Decreases enemies&#039; chances to evade, parry, and block.&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| [[Sigil of Minor Protection]]&lt;br /&gt;
| Provides +5 DS and  grants heavy damage padding.&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 11&lt;br /&gt;
| [[Sigil of Focus]]&lt;br /&gt;
| Adds a bonus to TD equal to current rank.&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 12&lt;br /&gt;
| [[Sigil of Intimidation]]&lt;br /&gt;
| Decreases enemies&#039; AS and DS by 20.&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 13&lt;br /&gt;
| [[Sigil of Mending]]&lt;br /&gt;
| Increases HP recovery by +15 and allows all healing herbs to be eaten in 3 seconds.&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 14&lt;br /&gt;
| [[Sigil of Concentration]]&lt;br /&gt;
| +5 mana per pulse.&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 15&lt;br /&gt;
| [[Sigil of Major Bane]]&lt;br /&gt;
| Adds +10 AS  and heavy crit weighting  to melee, ranged and bolt attacks.*&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 16&lt;br /&gt;
| [[Sigil of Determination]]&lt;br /&gt;
| Ignores penalties while performing tasks when a character has minor injuries.&lt;br /&gt;
| 0&lt;br /&gt;
| 30&lt;br /&gt;
| 5 minutes&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 17&lt;br /&gt;
| [[Sigil of Health]]&lt;br /&gt;
| Instantly recover a minimum of 15 HP or half of your lost HP, whichever is greater.&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| Immediate&lt;br /&gt;
|- &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 18&lt;br /&gt;
| [[Sigil of Power]]&lt;br /&gt;
| Converts 50 stamina into 25 mana.&lt;br /&gt;
| 0&lt;br /&gt;
| 50&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 19&lt;br /&gt;
| [[Sigil of Major Protection]]&lt;br /&gt;
| Adds +10 DS and grants heavy crit padding.&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 60 seconds&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| 20&lt;br /&gt;
| [[Sigil of Escape]]&lt;br /&gt;
| Teleports you to a safe location. &lt;br /&gt;
| 15&lt;br /&gt;
| 75&lt;br /&gt;
| Immediate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: The AS bonus provided by the Sigils of Minor/Major bane apply to any enemy, but the respective damage/critical weighting applies only to hated foes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
This is the history of the Guardians of Sunfist as told by the Superintendents.&lt;br /&gt;
&lt;br /&gt;
===[[Zul Logoth]]===&lt;br /&gt;
Zarak says, &amp;quot;We have been fighting the trolls and orcs of the mountains for as long as our people can remember.  The dwarven clans here are quite capable of defending their caverns against the scattered tribes of the Grimswarm that remain in the DragonSpine, as they have done since time immemorial.  With our aid, we believe that they would even be able to repel mass migration of trolls through their territory, should that ever again be attempted.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zarak says, &amp;quot;As such, our main purpose here is supervising the training and coordination of efforts between our now numerous outposts in the human and elven lands.  We do provide favors to the local defenders by occasionally raiding the nearby [[Grutik]] tribes and culling some of the [[undead]] or non-sentient beasts that inhabit the nearby caverns, but that is mostly just to keep our trainees occupied.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Zarak concludes, &amp;quot;The real war against the Grimswarm is now being fought outside of our borders, Member.  It is now our honor-bound duty to aid all the civilized races of [[Elanthia]] in their struggles against our ancient foes.  It is a duty that we take most seriously.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Illistim]]===&lt;br /&gt;
Faylanna says, &amp;quot;Ta&#039;Illistim is city of learning, with many scholars and other learned folk amongst its population.  While it does count many great magicians and artificers among its populace, it is perhaps least martial of all the nations of the Elves.  Unfortunately, its location at the base of the DragonSpine means that it has borne most of the brunt of the Grimswarm&#039;s offensive.  While it does possess an adequate enough army for defending its walls, most of the surrounding countryside is in the Grimswarm&#039;s possession.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna snorts and says, &amp;quot;Even so, recruitment has been a slow and difficult process here.  Elven attitudes to us &#039;lesser&#039; races being what they are means that we are often looked down upon, even as we give our lives to defend their territory.  Morale among those that we do manage to recruit is often low, and we suffer a relatively high rate of attrition simply from resignations or transfers to more appreciative areas.  Among the government officials, I often get the impression that our presence is barely tolerated here.  If one our squads gets into trouble during a mission, I don&#039;t count on the local guards to lift one finger to help.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna continues, &amp;quot;That being said, there is a relatively large foreign adventuring population here in Ta&#039;Illistim.  Many use this city as their base to plunder the ruins of [[Old Ta&#039;Faendryl]], and they quite skilled and powerful combatants indeed.  Many of these individuals are quite capable of destroying an entire Grimswarm warcamp all on their own.  It is mostly by the graces of these adventurers that our entire operation here does not fall completely apart, as we are beset by trolls, orcs, and giants from all directions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Faylanna concludes, &amp;quot;In all, we face great difficulties from both the Grimswarm and our local &#039;allies&#039;.  If we had not sworn an oath to protect these elves, I would almost certainly recommend that we leave them to their own devices against the Grimswarm.  Still, an oath is an oath, and I would sooner die than break mine.  Our struggle against the Grimswarm will be long and hard here, and will be largely determined by the efforts of those who have no real stake in whether the elves live or die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Ta&#039;Vaalor]]===&lt;br /&gt;
Draelox says, &amp;quot;On the surface, Ta&#039;Vaalor would seem like the worst place in the world for our society to have an outpost.  The elves here are well known across Elanthia for their utter intolerance of the &#039;lesser&#039; races and their belief that they are superior even to their elven brethren.  While this is certainly true, they are also soldiers of the highest discipline and ability.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Draelox continues, &amp;quot;They respect strength and duty, and the fact that we have sworn ourselves to eternal battle with the Grimswarm has not gone unnoticed.  They expect much of us, and we have delivered much to them.  In the heat of battle, a Vaalor elf by my side is as worthy an ally as any dwarf or giantman that I have had the pleasure of fighting alongside.  I believe that we have proven our worth to them many times over and that, while they would never admit it, they value our presence here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Draelox concludes, &amp;quot;There is certainly much to be done here.  While giants are uncommon this far south, orcs and trolls regularly raid the surrounding countryside.  Recruitment is brisk and our volunteers are of the highest quality.  With the ungrudging aid of the Vaalor army, I have no doubt that we shall eventually knock out the footholds that the Grimswarm has established here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Wehnimer&#039;s Landing]]===&lt;br /&gt;
Marl says, &amp;quot;Wehnimer&#039;s Landing has always had trouble with all sorts of savages, what with being a frontier town and all.  The advent of the Grimswarm has increased the problem somewhat, but the people here are used to the hardship of constant raiding and outright invasion.  They&#039;re tough, hardy, and have plenty of adventure seekers around to help keep the problem in check.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl continues, &amp;quot;My main concern is the sheer opportunism of many of my recruits.  Adventurers are brave and often useful, but I often get the feeling that once they&#039;ve learned all they can from me, they&#039;ll abandon or ignore their duties to us.  Such is the mentality of those who fight for their own gain, rather than to preserve their homes and way of life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl sighs and continues, &amp;quot;Wehnimer&#039;s Landing has the perfect mix of terrain and climate that all the main races of the Grimswarm find attractive.  As such, we have a fairly even distribution of trolls, orcs, and giants.  The Grimswarm also finds many allies among the native savages: [[minotaur]]s, [[kiramon]], ogres, creatures of earth and stone are all present here.  Fortunately, years of raids by adventurers have left many of the native humanoid tribes relatively weak, though the more elemental creatures still tend be quite powerful.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Marl concludes, &amp;quot;Overall, we face a very diverse range of threats but also possess a similarly diverse pool of recruits in which to face those threats.  That being said, the commitment of those recruits is open to question and we lack the fallback position of having a strong central government, should our recruits desert us in a time of need.  We are currently doing fine, but that could change very rapidly indeed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Icemule Trace]]===&lt;br /&gt;
Vindar says, &amp;quot;I am continually amazed by what these halflings can accomplish.  They have built a strong and prosperous town under conditions that even a dwarf might find too harsh.  I have no shortage of local volunteers who seek to defend their town purely out of a strong sense of duty to their community and to their friends.  It is really quite commendable and somewhat inspiring.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar continues, &amp;quot;Giants predominate amongst the tribes of the Grimswarm that have claimed lands and settled in the local area.  There are some orc and troll tribes in the area, but they tend to stick to the more southerly areas.  The giants range freely across the entire length of our patrol area, from the glacier in the south right up to the Top of the World.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar continues, &amp;quot;This is a dangerous area to patrol, and we lose as many men to the weather as we do to the Grimswarm.  In fact, we&#039;ve had to dramatically scale back regular patrols to the [[Sleeping Lady Mountains]] and beyond.  We were simply suffering too many fruitless casualties to continue with them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Vindar concludes, &amp;quot;As a result, we fear that the giants will be able to join easily with their native brethren to the north, fortify their already strong natural defenses, and thus be able to raid the town with impunity.  We are in for a long and tough struggle, though I do believe that the halflings and their allies will be able to triumph in the end.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Solhaven]]===&lt;br /&gt;
Taryn says, &amp;quot;As part of the [[Turamzzyrian Empire]], [[Vornavis]] can call on powerful aid, should the Grimswarm ever try to overrun the city again.  It is only through the power of their mysterious shrouding magic that the local tribes of the Grimswarm have not been utterly destroyed by the imperial army.  Many of my recruits are local farmers and merchants who have seen their livelihoods destroyed by the savage raiders of the Grimswarm.  They may not have the most experience in combat, but they come to defend what they have left and take revenge for what they have lost.  It will take much training to turn them into an effective combat force, but I believe that it can be done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn continues, &amp;quot;The area surrounding this town is often marshy and humid, which most giants dislike and avoid whenever possible.  As a result, we rarely encounter them in our patrols and believe that no tribes of them have settled upon our lands.  Orcs and trolls are less discerning however, and we encounter them often.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn continues, &amp;quot;Prior to the Grimswarm&#039;s arrival, the armies of the competing imperial barons generally kept the native savage tribes well in line and under control.  As a result, the Grimswarm has relatively few native allies of note, beyond a small tribe of [[cyclops]] to the west of here.  Unfortunately, it also means that there are wide open areas on which the Grimswarm can settle with little resistance beyond what we can muster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taryn concludes, &amp;quot;In all, I think our position is impregnable but our ability to project force is lacking.  The imperial forces that protect Vornavis have been hardened in their long wars with [[Jantalar]] and are able to repulse any attack upon the city itself.  However, our task in rooting out the enemy from our lands is hindered by my lack of experienced recruits.  I have no doubt that they will eventually make a fine army, but that will take many years.  During that period, the Grimswarm will have plenty of time to entrench themselves and grow strong in their own right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[River&#039;s Rest]]===&lt;br /&gt;
Meaha says, &amp;quot;Though technically part of the Turamzzyrian Empire, River&#039;s Rest has generally been ignored by the imperial government and left to its own devices.  It is far away from the borderlands and the cities of the important baronies, and is mostly home to smugglers and other shady characters.  Recruits are few and far between here, with many losing interest in joining us once they learn that there is no pay.  Generally speaking however, the local populace tends to leave the Grimswarm alone, and the Grimswarm tends to do the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha continues, &amp;quot;In fact, the [[Krolvin|krolvin pirates]] that frequent the area don&#039;t take much of a liking to the Grimswarm edging onto their turf.  There are frequent battles between the two groups.  Some of the locals even think that with the krolvin and the Grimswarm at each other&#039;s throats, life here has even gotten a little bit easier.  One of these days though, one side will finally triumph and make up for lost time in making the rest of the local inhabitants suffer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha continues, &amp;quot;Jungle and marshland dominate the surrounding areas, in which trolls are as common as rats.  While there are some orcs, giants rarely venture this far south.  We have actually never encountered a settled tribe of them in the area that we patrol.  The number of trolls we encounter more than make up for them, however.  I definitely wouldn&#039;t suggest venturing into the surrounding areas without a fire-flaring weapon or fire magic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Meaha concludes, &amp;quot;Overall, we are in a precarious situation here.  The conflict between the krolvin and the Grimswarm has kept the town relatively untouched by the Grimswarm.  There are raids now and then, but things are generally as they were before the Grimswarm arrived.  I believe that this has lulled the locals into potentially disastrous false sense of security.  For when the victor is eventually decided amongst the krolvin and the Grimswarm, the town will be woefully unprepared for what will inevitably follow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===[[Teras Isle]]===&lt;br /&gt;
&lt;br /&gt;
[[Category:Societies]]&lt;br /&gt;
[[Category:Guardians of Sunfist]]&lt;br /&gt;
Oxanna says, &amp;quot;Teras Isle has always been a remote outpost that few have cared about.  Why some tribes of the Grimswarm chose to cross the seas to seek a homeland on this rock is something that I find most baffling.  Why bother?  The active volcano makes living here worse than the DragonSpine warrens that they formerly inhabited and it comes complete with able dwarven defenders, just like home.  Perhaps that is why they came here?  To experience something new, but also with some of the familiar &#039;comforts&#039; of home?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oxanna says, &amp;quot;At any rate, given the hostility of the island itself and its sheer distance from the DragonSpine, the Grimswarm has not really been much of a threat to the local populace.  There&#039;s been some raiding here and there, but it seems that the Grimswarm spends as much of its time fighting the hostile environment and local fauna as it does us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oxanna concludes,  &amp;quot;Overall, we have a relatively equal mixture of trolls, orcs, and giants wandering about here, but have the situation well under control.  Even without our presence, I&#039;m sure that the locals could do just fine keeping the Grimswarm at bay.&amp;quot;&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Trading&amp;diff=43646</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Trading&amp;diff=43646"/>
		<updated>2010-08-26T02:31:42Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Trading Chart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Trading&#039;&#039;&#039; [[skill]] factors into many [[merchant]] systems, adjusting resulting prices of goods.&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 0/2&lt;br /&gt;
  | Clericranks   = 2 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 0/3&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 0/3&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 0/4&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 0/3&lt;br /&gt;
  | Wizardranks   = 2 || Wizardcost   = 0/3&lt;br /&gt;
|}}&lt;br /&gt;
== Trading Chart ==&lt;br /&gt;
The following matrix shows the bias merchants in a given town area have towards a given race.  Each entry in the matrix represents a percentage from baseline modifier.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; bgcolor=grey | &lt;br /&gt;
! &#039;&#039;Race&#039;&#039;&lt;br /&gt;
! Human&lt;br /&gt;
! Elf&lt;br /&gt;
! Dwarf&lt;br /&gt;
! Giantman&lt;br /&gt;
! Halfling&lt;br /&gt;
! Half-elf&lt;br /&gt;
! Dark Elf&lt;br /&gt;
! Sylvankind&lt;br /&gt;
! Burghal Gnome&lt;br /&gt;
! Forest Gnome&lt;br /&gt;
! Half-krolvin&lt;br /&gt;
! Erithian&lt;br /&gt;
! Aelotoi&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Four Wind&#039;s Isle&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
| &#039;&#039;-20&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Wehnimer&#039;s Landing&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-25&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Icemule Trace&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
! 5&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Pinefar&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
! 5 &lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Solhaven&lt;br /&gt;
! 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-25&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! River&#039;s Rest&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;&#039;-10&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Kharam-Dzu&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
! 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-25&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Ta&#039;Vaalor&lt;br /&gt;
| &#039;&#039;-10&#039;&#039;&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-25&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Ta&#039;Illistim&lt;br /&gt;
| &#039;&#039;-10&#039;&#039;&lt;br /&gt;
! 5&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-25&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Sylvaraend&lt;br /&gt;
| &#039;&#039;-10&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-25&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Zul Logoth&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
! 5&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Cysaegir&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
! 5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Khazar&#039;s Hold&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;-25&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Zhindel&#039;s Post&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
! 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| &#039;&#039;-15&#039;&#039;&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
! Northern Caravansary&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
|&lt;br /&gt;
| 0&lt;br /&gt;
| &#039;&#039;-5&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;(The chart that Drumpy posted immediately after his research did not contain the listings for Cysaegir, Khazar&#039;s Hold, or Zhindel&#039;s Post; those were opened later.  Refer to the chart above for the most current information.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
 RASCHEVAR&lt;br /&gt;
 Trading - cracked. &lt;br /&gt;
 on 12/25/2004 8:03:59 PM&lt;br /&gt;
 #1718&lt;br /&gt;
&lt;br /&gt;
==Trading Formula:==&lt;br /&gt;
I split the formula up into a few factors for easy reading.&lt;br /&gt;
&lt;br /&gt;
===1. &#039;Skill Boost&#039;.===&lt;br /&gt;
Defined as: [TradingSkill + InfBonus]/12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NB1&#039;&#039;: Truncate. -0.9 is 0. 0.9 is also 0. -1.1 is -1, and 1.1 is 1. This means that the effective range of &#039;0&#039; is far larger (from -11 to +11, so that&#039;s 23 possibles, instead of the usual 12).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NB2&#039;&#039;: You MUST have 1+X ranks of trading, where X is your skill boost, to make it count. So if you have, say, 35 INF (maxxed INF erithi/elf), you would have 35/12 = 2.91 = 2 SkillBoost, but in order to enjoy a skillboost of 2 you need 3 (2+1) ranks of trading to make it count, or you get nothing. So, you train up to 3 ranks, which igves you a total SkillBoost of (35+15)/12 = 4.166... and yet you still get just 2% SkillBoost, because 3 ranks won&#039;t ever grant more than 2%. In practice, this whole &#039;minimum requirement&#039; stuff is only important for the first 5 or 6 ranks, after that you will always meet this requirement.&lt;br /&gt;
&lt;br /&gt;
So, in short, forget about big NB2 if you have about 6 or more trading ranks, and definitely forget about it if you have 0 or less INF.&lt;br /&gt;
&lt;br /&gt;
SkillBoost is 1 plus or minus (the number derived above divided by 100), depending on if you&#039;re buying or selling.&lt;br /&gt;
&lt;br /&gt;
Example: Barachado:&lt;br /&gt;
100 ranks of trading and 32 INF bonus: (200 [TradeSkill] + 32 [InfBonus])/12 = 232/12 = 19.33333, truncate it: 19.&lt;br /&gt;
&lt;br /&gt;
So, barachado&#039;s skill boost is 1.19 / 0.81, depending on if he&#039;s selling (1.19) or buying (0.81).  you can also read this as: He has a 19% advantage in whatever sales he makes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2. Selling gems at a gemshop:===&lt;br /&gt;
RawGemValue * [SkillBoost + RaceBiasFactor]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RaceBiasFactor&#039;&#039; reflects the opinion about your race by the shop owner. For example, a dwarf in the elven nations has a RaceBiasFactor of -0.15 (read: 15% penalty). Elves have a RaceBiasFactor of +0.05 (read: 5% bonus). &lt;br /&gt;
&lt;br /&gt;
If barachado the elf sells a gem in the elven nations with a base value of 5000 silvers, he gets: 5000 * [1.19 + 0.05] = 5000 * 1.24 = 6200 silvers.&lt;br /&gt;
&lt;br /&gt;
===3. Buying things off the pawnshop table:===&lt;br /&gt;
[RawItemValue * 2 * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RawItemValue&#039;&#039; depends on the item and can&#039;t always be known (well, now you can back it out!). However, for some items it&#039;s easy: The raw item value of a gem is simply that which you can easily calculate from block #2 (selling to the gemshop).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PawnItemClassFactor&#039;&#039; refers to how much the pawnshop you&#039;re at &#039;likes&#039; the class of item you&#039;re trying to buy. I&#039;m still looking into classes, but, for example, gems are different from weapons which are different from &#039;gem-like imbeds&#039;, the stuff you can also sell at the gemshop. Each pawnshop has it&#039;s own unique set of PawnItemClassFactors, and each item class has it&#039;s own unique PawnItemClassFactor at each pawnshop.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===4. Selling things to the pawnshop.===&lt;br /&gt;
Exactly the same as #3, but remove the 2: [RawItemValue * PawnItemClassFactor] * [SkillBoost + RaceBiasFactor].&lt;br /&gt;
&lt;br /&gt;
===5. Buying things at landing style shops:===&lt;br /&gt;
As this involves haggling, it&#039;s a whole new set of research which I&#039;m really not going to bother with.&lt;br /&gt;
&lt;br /&gt;
special note:  I found the formula.&lt;br /&gt;
&lt;br /&gt;
purchase price = base price - (int(boost)/100 * 2 * base price * (race modifier/100))&lt;br /&gt;
&lt;br /&gt;
Dimwitt&lt;br /&gt;
&lt;br /&gt;
===6. Buying things at auto-shops such as the types usually found at merchants:===&lt;br /&gt;
So far I have no clue. HOWEVER, now that you have your SkillBoost number, you can check out how it works at the next merchant. It&#039;s a well kown fact one merchant cares more about trading than the next, and they may have race biases as well. As such my current suspicion is that the formula is very similar to gem selling, except of course swap the skillboost factor (0.81 instead of 1.19), and multiply the skillboost percent (19% in the uber barachado case) with some limiting factor depending on shop. We&#039;ll see at the next big merchant event.&lt;br /&gt;
&lt;br /&gt;
===7. Selling skins===&lt;br /&gt;
No clue, but I will look into this.&lt;br /&gt;
&lt;br /&gt;
===8. Appraising items===&lt;br /&gt;
The more ranks of trade, the better you get at it, but the RT is always 3 seconds per item, success or no. Having more than 100 skill is no guarantee of succesful scan so it&#039;s not as simple as skill + d100 &amp;gt; 100. My current suspicion is RANKS + d100 &amp;gt; 100: Every rank gives you a 1% chance of identifying. But that&#039;s very anecdotal unlike the rest of this. Research might follow later, this isn&#039;t as important I&#039;d say.&lt;br /&gt;
&lt;br /&gt;
===9. Charts===&lt;br /&gt;
There are two charts I will be releasing.&lt;br /&gt;
&#039;&#039;RaceBiasChart&#039;&#039;&lt;br /&gt;
This chart is 2 dimensional and compares race to locale (such as &#039;river&#039;s rest&#039;, &#039;khazar&#039;s hold&#039;, &#039;cysaegir&#039;, &#039;illistim&#039;) and gives you the factor in percent (0%, -25%, +5%).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PawnFactorChart&#039;&#039;&lt;br /&gt;
This chart is 2 dimension and compares item class (Magic Base, Magic Pretty (gem sellable), Gem, etc) to specific pawnshops.&lt;br /&gt;
&lt;br /&gt;
My current focus is on the RaceBiasChart. The PawnFactorChart is an interesting pasttime and can be figured out rather easily; I just have to figure out base value on a whole slew of items and then visit each and every pawnshop in the lands and appraise the whole set. It&#039;ll happen when I have more time.&lt;br /&gt;
&lt;br /&gt;
RaceBiasChart to follow. Now that you have all the formulas, every jack, joe, or jill can fill in missing spots if they are in the right place and they are of the right race. So, please, help. Mail me (play.net works), or reply to this. thans.&lt;br /&gt;
&lt;br /&gt;
 Drumpy Blackfoots - Elanthia&#039;s most humble halfling.&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=22609</id>
		<title>Forest gnome</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=22609"/>
		<updated>2010-08-21T16:59:21Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Forest Gnome Statistics */ Fixed the logic modifier to read +5 instead of -5&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race &lt;br /&gt;
| decay = 16 minutes &lt;br /&gt;
| language = Common, Gnomish &lt;br /&gt;
| regen = 2 per 5 min&lt;br /&gt;
| weight = 50 to 140 lbs. &lt;br /&gt;
| height = 3.5&#039; to 4&#039;, 4.25&#039; max}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Gnomes&#039;&#039;&#039; live in bloodline compounds deep within [[Elanthia]]&#039;s forests.  They protect themselves through skilled camouflage, and often devious, and sometimes deadly, traps.&lt;br /&gt;
Forest Gnomes live in a society of hunter-gatherers, depending on an exacting knowledge of their surrounding habitat, and some adept manipulation of their home to improve their hunting yield.&lt;br /&gt;
Because of their more active lifestyles, Forest Gnomes are known to be more robust than their urban cousins.  Living in the wild and working together has also helped them develop [[wisdom]] and [[discipline]].&lt;br /&gt;
&lt;br /&gt;
Gnomes never fail at ventriloquism attempts with the SAY verb and are the only race capable of speaking anonymously when hidden and throwing their voice (though it&#039;s not guaranteed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Forest Gnome Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = -10|con  = 10|dex  = 5|agi  = 10|dis  = 5|aur  = 0|log  = 5|int  = 0|wis  = 5|inf  = -5  &lt;br /&gt;
|Bstr  = 22|Bcon  = 22|Bdex  = 27|Bagi  = 23|Bdis  = 17|Baur  = 25|Blog  = 10|Bint  = 15|Bwis  = 20|Binf  = 30&lt;br /&gt;
|Cstr  = 17|Ccon  = 22|Cdex  = 12|Cagi  = 18|Cdis  = 27|Caur  = 15|Clog  = 25|Cint  = 25|Cwis  = 30|Cinf  = 20&lt;br /&gt;
|Estr  = 7|Econ  = 22|Edex  = 17|Eagi  = 18|Edis  = 27|Eaur  = 20|Elog  = 25|Eint  = 20|Ewis  = 30|Einf  = 25&lt;br /&gt;
|Pstr  = 22|Pcon  = 22|Pdex  = 27|Pagi  = 23|Pdis  = 17|Paur  = 25|Plog  = 10|Pint  = 15|Pwis  = 20|Pinf  = 30&lt;br /&gt;
|RAstr  = 22|RAcon  = 22|RAdex  = 32|RAagi  = 23|RAdis  = 22|RAaur  = 15|RAlog  = 15|RAint  = 25|RAwis  = 25|RAinf  = 10&lt;br /&gt;
|ROstr  = 22|ROcon  = 22|ROdex  = 27|ROagi  = 33|ROdis  = 22|ROaur  = 15|ROlog  = 20|ROint  = 25|ROwis  = 10|ROinf  = 15&lt;br /&gt;
|Sstr   = 7|Scon   = 17|Sdex   = 22|Sagi   = 18|Sdis   = 27|Saur   = 30|Slog   = 25|Sint   = 20|Swis   = 25|Sinf  = 20&lt;br /&gt;
|WAstr  = 27|WAcon  = 27|WAdex  = 27|WAagi  = 28|WAdis  = 22|WAaur  = 15|WAlog  = 10|WAint  = 20|WAwis  = 15|WAinf  = 20&lt;br /&gt;
|WIstr  = 7|WIcon  = 17|WIdex  = 27|WIagi  = 18|WIdis  = 22|WIaur  = 30|WIlog  = 25|WIint  = 25|WIwis  = 20|WIinf  = 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spirit Regeneration Rate ==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|On Node&lt;br /&gt;
|4 per 5&lt;br /&gt;
|-&lt;br /&gt;
|Off Node&lt;br /&gt;
| 2 per 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Forest gnome clothing (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/forestgnome.asp Races: Forest Gnome], on Play.net&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=22608</id>
		<title>Forest gnome</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_gnome&amp;diff=22608"/>
		<updated>2010-08-20T03:56:24Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Forest Gnome Statistics */ Added that Forest Gnomes have +5 to Wisdom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race &lt;br /&gt;
| decay = 16 minutes &lt;br /&gt;
| language = Common, Gnomish &lt;br /&gt;
| regen = 2 per 5 min&lt;br /&gt;
| weight = 50 to 140 lbs. &lt;br /&gt;
| height = 3.5&#039; to 4&#039;, 4.25&#039; max}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forest Gnomes&#039;&#039;&#039; live in bloodline compounds deep within [[Elanthia]]&#039;s forests.  They protect themselves through skilled camouflage, and often devious, and sometimes deadly, traps.&lt;br /&gt;
Forest Gnomes live in a society of hunter-gatherers, depending on an exacting knowledge of their surrounding habitat, and some adept manipulation of their home to improve their hunting yield.&lt;br /&gt;
Because of their more active lifestyles, Forest Gnomes are known to be more robust than their urban cousins.  Living in the wild and working together has also helped them develop [[wisdom]] and [[discipline]].&lt;br /&gt;
&lt;br /&gt;
Gnomes never fail at ventriloquism attempts with the SAY verb and are the only race capable of speaking anonymously when hidden and throwing their voice (though it&#039;s not guaranteed).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Forest Gnome Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = -10|con  = 10|dex  = 5|agi  = 10|dis  = 5|aur  = 0|log  = -5|int  = 0|wis  = 5|inf  = 5  &lt;br /&gt;
|Bstr  = 22|Bcon  = 22|Bdex  = 27|Bagi  = 23|Bdis  = 17|Baur  = 25|Blog  = 10|Bint  = 15|Bwis  = 20|Binf  = 30&lt;br /&gt;
|Cstr  = 17|Ccon  = 22|Cdex  = 12|Cagi  = 18|Cdis  = 27|Caur  = 15|Clog  = 25|Cint  = 25|Cwis  = 30|Cinf  = 20&lt;br /&gt;
|Estr  = 7|Econ  = 22|Edex  = 17|Eagi  = 18|Edis  = 27|Eaur  = 20|Elog  = 25|Eint  = 20|Ewis  = 30|Einf  = 25&lt;br /&gt;
|Pstr  = 22|Pcon  = 22|Pdex  = 27|Pagi  = 23|Pdis  = 17|Paur  = 25|Plog  = 10|Pint  = 15|Pwis  = 20|Pinf  = 30&lt;br /&gt;
|RAstr  = 22|RAcon  = 22|RAdex  = 32|RAagi  = 23|RAdis  = 22|RAaur  = 15|RAlog  = 15|RAint  = 25|RAwis  = 25|RAinf  = 10&lt;br /&gt;
|ROstr  = 22|ROcon  = 22|ROdex  = 27|ROagi  = 33|ROdis  = 22|ROaur  = 15|ROlog  = 20|ROint  = 25|ROwis  = 10|ROinf  = 15&lt;br /&gt;
|Sstr   = 7|Scon   = 17|Sdex   = 22|Sagi   = 18|Sdis   = 27|Saur   = 30|Slog   = 25|Sint   = 20|Swis   = 25|Sinf  = 20&lt;br /&gt;
|WAstr  = 27|WAcon  = 27|WAdex  = 27|WAagi  = 28|WAdis  = 22|WAaur  = 15|WAlog  = 10|WAint  = 20|WAwis  = 15|WAinf  = 20&lt;br /&gt;
|WIstr  = 7|WIcon  = 17|WIdex  = 27|WIagi  = 18|WIdis  = 22|WIaur  = 30|WIlog  = 25|WIint  = 25|WIwis  = 20|WIinf  = 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spirit Regeneration Rate ==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|On Node&lt;br /&gt;
|4 per 5&lt;br /&gt;
|-&lt;br /&gt;
|Off Node&lt;br /&gt;
| 2 per 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Forest gnome clothing (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/forestgnome.asp Races: Forest Gnome], on Play.net&lt;br /&gt;
{{Template:Forest Gnomes}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Erithian&amp;diff=20875</id>
		<title>Erithian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Erithian&amp;diff=20875"/>
		<updated>2010-08-11T23:22:32Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Race-specific verbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
| decay = 13 minutes&lt;br /&gt;
| regen = 1 per 4 min&lt;br /&gt;
| height =  5.5&#039; to 6.5&#039;, max 7&#039;&lt;br /&gt;
| weight = 75 to 215 lbs.&lt;br /&gt;
| language = Common, Erithian}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Erithians&#039;&#039;&#039; were a race that came from another continent.&lt;br /&gt;
&lt;br /&gt;
==Political Structure==&lt;br /&gt;
The Erithi government system, which was officially set into law some six hundred years ago by the noted scholar [[Ertaia Selem]], was not technically matriarchal -- though many outsiders mistook it for such -- as it was based on age and wisdom rather than bloodlines.&lt;br /&gt;
&lt;br /&gt;
The Erithi have not developed an advanced political structure, having really had no need for one, and the decision-making of the local town councils is the extent of government influence in everyday life.  Although there is a central council of representatives from the outlying villages in [[Eloth-Ra]], its control over the region is not strict.&lt;br /&gt;
&lt;br /&gt;
The Erithi tend to be peaceful and not prone to internal conflicts, perhaps because of their lack of enemies other than the creatures of the wilds and the environment, so their political troubles are few, simple, and local.  In the year 5028, [[Maemi Kurieiko]], was appointed as the matriarch.&lt;br /&gt;
&lt;br /&gt;
== Erithian Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = -5|con  = 10|dex  = 0|agi  = 0|dis  = 5|aur  = 0|log  = 5|int  = 0|wis  = 0|inf  = 10&lt;br /&gt;
|Bstr  = 23|Bcon  = 20|Bdex  = 25|Bagi  = 20|Bdis  = 18|Baur  = 25|Blog  = 12|Bint  = 15|Bwis  = 20|Binf  = 33&lt;br /&gt;
|Cstr  = 18|Ccon  = 20|Cdex  = 10|Cagi  = 15|Cdis  = 28|Caur  = 15|Clog  = 27|Cint  = 25|Cwis  = 30|Cinf  = 23&lt;br /&gt;
|Estr  = 8|Econ  = 20|Edex  = 15|Eagi  = 15|Edis  = 28|Eaur  = 20|Elog  = 27|Eint  = 20|Ewis  = 30|Einf  = 28&lt;br /&gt;
|Pstr  = 23|Pcon  = 20|Pdex  = 25|Pagi  = 20|Pdis  = 18|Paur  = 25|Plog  = 12|Pint  = 15|Pwis  = 20|Pinf  = 33&lt;br /&gt;
|RAstr  = 23|RAcon  = 20|RAdex  = 30|RAagi  = 20|RAdis  = 23|RAaur  = 15|RAlog  = 17|RAint  = 25|RAwis  = 25|RAinf  = 13&lt;br /&gt;
|ROstr  = 23|ROcon  = 20|ROdex  = 25|ROagi  = 30|ROdis  = 23|ROaur  = 15|ROlog  = 22|ROint  = 25|ROwis  = 10|ROinf  = 18&lt;br /&gt;
|Sstr   = 8|Scon   = 15|Sdex   = 20|Sagi   = 15|Sdis   = 28|Saur   = 30|Slog   = 27|Sint   = 20|Swis   = 25|Sinf  = 23&lt;br /&gt;
|WAstr  = 28|WAcon  = 25|WAdex  = 25|WAagi  = 25|WAdis  = 23|WAaur  = 15|WAlog  = 12|WAint  = 20|WAwis  = 15|WAinf  = 23&lt;br /&gt;
|WIstr  = 8|WIcon  = 15|WIdex  = 25|WIagi  = 15|WIdis  = 23|WIaur  = 30|WIlog  = 27|WIint  = 25|WIwis  = 20|WIinf  = 23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spirit Regeneration Rate == &lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|On Node&lt;br /&gt;
|2 per 4&lt;br /&gt;
|-&lt;br /&gt;
|Off Node&lt;br /&gt;
| 1 per 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Race-specific verbs==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[WAIT (verb)|WAIT]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|WAIT:&lt;br /&gt;
|You stand perfectly still, like a slender reed on a windless day.&amp;lt;br&amp;gt;Erithian stands perfectly still and unwavering.&lt;br /&gt;
|-&lt;br /&gt;
|WAIT &amp;lt;person&amp;gt;: &lt;br /&gt;
|You still yourself, waiting patiently for &amp;lt;person&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|WAIT &amp;lt;self&amp;gt;:&lt;br /&gt;
|You patiently wait, measuring each beat of passing time.&amp;lt;br&amp;gt;Erithian patiently waits, a serene look on his face.&lt;br /&gt;
|-&lt;br /&gt;
|WAIT &amp;lt;object&amp;gt;:&lt;br /&gt;
|You patiently observe &amp;lt;object&amp;gt;.&amp;lt;br&amp;gt;Erithian takes keen note of &amp;lt;object&amp;gt;, observing it patiently.&lt;br /&gt;
|-&lt;br /&gt;
|WAIT &amp;lt;creature&amp;gt;: &lt;br /&gt;
|You still yourself, carefully watching &amp;lt;creature&amp;gt;&#039;s actions.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[POSE (verb)|POSE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|POSE:&lt;br /&gt;
|You steady your breathing and slowly stretch out each of your limbs in turn, preparing ourself for activity.&lt;br /&gt;
|-&lt;br /&gt;
|POSE &amp;lt;object&amp;gt;:&lt;br /&gt;
|With fluid grace, you lean in to examine &amp;lt;object&amp;gt;, your every move exact and intentioned.&lt;br /&gt;
|-&lt;br /&gt;
|POSE &amp;lt;creature&amp;gt;:&lt;br /&gt;
|You adopt a serene, yet observant, pose as you study &amp;lt;creature&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[PONDER (verb)|PONDER]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|PONDER&lt;br /&gt;
|You pause in a moment of thoughtful contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;person&amp;gt;:&lt;br /&gt;
|You pause for a moment to study &amp;lt;person&amp;gt;, your gaze dwelling upon her features.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;self&amp;gt;:&lt;br /&gt;
|You close your eyes for a moment and slip into a brief contemplative trance. You reflect upon your circumstances and recent past, searching for any lessons you might learn from them.&amp;lt;br&amp;gt;Erithian closes his eyes and a serene expression overtakes his.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;creature&amp;gt;:&lt;br /&gt;
|You pause for a moment to study &amp;lt;creature&amp;gt;, observing its movements to become more familiar with its habits.&amp;lt;br&amp;gt;Erithian pauses for a moment to study &amp;lt;creature&amp;gt;, his movements slowly coming to mirror the &amp;lt;creature&amp;gt;&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;object&amp;gt;:&lt;br /&gt;
|You pause for a moment to study &amp;lt;object&amp;gt;, observing the most prominent characteristics.&amp;lt;br&amp;gt;Erithian pauses for a moment to study &amp;lt;object&amp;gt;, his expression one of thoughtful observation.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[STRETCH (verb)|STRETCH]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH up:&lt;br /&gt;
|Interlocking your fingers, you slowly extend your arms up over your head in a long, satisfying stretch.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH down:&lt;br /&gt;
|Bending forward at the waist, you reach down with your hands and gently stretch your fingers towards your feet.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH right:&lt;br /&gt;
|Slowly turning your shoulders to the right, you stretch the muscles in your lower back.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH left:&lt;br /&gt;
|Slowly turning your shoulders to the left, you stretch the muscles in your lower back.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH forward:&lt;br /&gt;
|Stretching your arms out in front of you, you rotate your shoulders forward and roll your neck in an attempt to loosen the tension in your neck and shoulders.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH back:&lt;br /&gt;
|Raising your arms slightly, you arch your back and gently let your head rock back in a relaxing stretch.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH mountain: (standing only)&lt;br /&gt;
|Gracefully bending at the waist, you place your palms and wrists on the ground in front of you, extending the pose forward until your body forms a perfect mountain peak.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH tree: (standing only)&lt;br /&gt;
|Extending your arms straight up over your head, you draw one leg up towards the center of your body, balancing lightly on your remaining leg.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH hawk: (sitting only)&lt;br /&gt;
|You fold your left leg beneath you, extending your right leg behind you fully. Raising your arms overhead you arch your back, easing the tension in your spine.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH diamond: (sitting only)&lt;br /&gt;
|Drawing your legs together in front of you, you position your heels and toes against each other, forming a diamond.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH wave: (prone only)&lt;br /&gt;
|You fold your hands deliberately over your chest and then arch your back until your neck and spine form a perfect arch. Elevating your legs evenly, you perform the precise wave posture.&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH moon: (prone only)&lt;br /&gt;
|Balancing on your stomach you extend your arms above and behind you, grasping your ankles. Drawing your limbs upward, your body forms a complete circle.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[BOW (verb)|BOW]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|BOW cross &amp;lt;person&amp;gt;:&lt;br /&gt;
|Crossing his arms over his chest, palms flat against each shoulder, Erithian bows.&lt;br /&gt;
 |-	&lt;br /&gt;
|BOW deeply &amp;lt;person&amp;gt;:&lt;br /&gt;
|Erithian bows deeply.&lt;br /&gt;
 |-	&lt;br /&gt;
|BOW floor &amp;lt;person&amp;gt;:&lt;br /&gt;
|Erithian bows from the waist in a fluid movement, touching his forehead to the floor.&lt;br /&gt;
 |-	&lt;br /&gt;
|BOW fold &amp;lt;person&amp;gt;:&lt;br /&gt;
|Folding his hands together, Erithian bows shallowly from the waist.&lt;br /&gt;
 |-	&lt;br /&gt;
|BOW gracefully &amp;lt;person&amp;gt;:&lt;br /&gt;
|Erithian bows with sweeping grace, like a hawk gliding on the wind.&lt;br /&gt;
 |-	&lt;br /&gt;
|BOW recognition &amp;lt;person&amp;gt;:&lt;br /&gt;
|Erithian bows with sweeping grace, like a hawk gliding on the wind.&lt;br /&gt;
 |-	&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Erithian poetry lectures (saved post)]]&lt;br /&gt;
*[[Erithi poetry (saved post)]]&lt;br /&gt;
*[[Erithian clothing documentation (saved post)]]&lt;br /&gt;
*[[Erithi traditions (saved post)]]&lt;br /&gt;
*[[Erithi Skyfire (saved post)]]&lt;br /&gt;
*[[A History of the Ferroniere (saved post)#Elothrai|A History of the Ferroniere (saved post)]]&lt;br /&gt;
*[[Erithi Theatre Masks (saved post)]]&lt;br /&gt;
*[[Erithi Tea Ceremony (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/erithians.asp Races: Erithian], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Races and Cultures]]&lt;br /&gt;
{{Erithians}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Erithian&amp;diff=20874</id>
		<title>Erithian</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Erithian&amp;diff=20874"/>
		<updated>2010-08-11T22:57:38Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Race-specific verbs */ Added stretching section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{race&lt;br /&gt;
| decay = 13 minutes&lt;br /&gt;
| regen = 1 per 4 min&lt;br /&gt;
| height =  5.5&#039; to 6.5&#039;, max 7&#039;&lt;br /&gt;
| weight = 75 to 215 lbs.&lt;br /&gt;
| language = Common, Erithian}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Erithians&#039;&#039;&#039; were a race that came from another continent.&lt;br /&gt;
&lt;br /&gt;
==Political Structure==&lt;br /&gt;
The Erithi government system, which was officially set into law some six hundred years ago by the noted scholar [[Ertaia Selem]], was not technically matriarchal -- though many outsiders mistook it for such -- as it was based on age and wisdom rather than bloodlines.&lt;br /&gt;
&lt;br /&gt;
The Erithi have not developed an advanced political structure, having really had no need for one, and the decision-making of the local town councils is the extent of government influence in everyday life.  Although there is a central council of representatives from the outlying villages in [[Eloth-Ra]], its control over the region is not strict.&lt;br /&gt;
&lt;br /&gt;
The Erithi tend to be peaceful and not prone to internal conflicts, perhaps because of their lack of enemies other than the creatures of the wilds and the environment, so their political troubles are few, simple, and local.  In the year 5028, [[Maemi Kurieiko]], was appointed as the matriarch.&lt;br /&gt;
&lt;br /&gt;
== Erithian Statistics ==&lt;br /&gt;
{{Race stats&lt;br /&gt;
|str  = -5|con  = 10|dex  = 0|agi  = 0|dis  = 5|aur  = 0|log  = 5|int  = 0|wis  = 0|inf  = 10&lt;br /&gt;
|Bstr  = 23|Bcon  = 20|Bdex  = 25|Bagi  = 20|Bdis  = 18|Baur  = 25|Blog  = 12|Bint  = 15|Bwis  = 20|Binf  = 33&lt;br /&gt;
|Cstr  = 18|Ccon  = 20|Cdex  = 10|Cagi  = 15|Cdis  = 28|Caur  = 15|Clog  = 27|Cint  = 25|Cwis  = 30|Cinf  = 23&lt;br /&gt;
|Estr  = 8|Econ  = 20|Edex  = 15|Eagi  = 15|Edis  = 28|Eaur  = 20|Elog  = 27|Eint  = 20|Ewis  = 30|Einf  = 28&lt;br /&gt;
|Pstr  = 23|Pcon  = 20|Pdex  = 25|Pagi  = 20|Pdis  = 18|Paur  = 25|Plog  = 12|Pint  = 15|Pwis  = 20|Pinf  = 33&lt;br /&gt;
|RAstr  = 23|RAcon  = 20|RAdex  = 30|RAagi  = 20|RAdis  = 23|RAaur  = 15|RAlog  = 17|RAint  = 25|RAwis  = 25|RAinf  = 13&lt;br /&gt;
|ROstr  = 23|ROcon  = 20|ROdex  = 25|ROagi  = 30|ROdis  = 23|ROaur  = 15|ROlog  = 22|ROint  = 25|ROwis  = 10|ROinf  = 18&lt;br /&gt;
|Sstr   = 8|Scon   = 15|Sdex   = 20|Sagi   = 15|Sdis   = 28|Saur   = 30|Slog   = 27|Sint   = 20|Swis   = 25|Sinf  = 23&lt;br /&gt;
|WAstr  = 28|WAcon  = 25|WAdex  = 25|WAagi  = 25|WAdis  = 23|WAaur  = 15|WAlog  = 12|WAint  = 20|WAwis  = 15|WAinf  = 23&lt;br /&gt;
|WIstr  = 8|WIcon  = 15|WIdex  = 25|WIagi  = 15|WIdis  = 23|WIaur  = 30|WIlog  = 27|WIint  = 25|WIwis  = 20|WIinf  = 23&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Spirit Regeneration Rate == &lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|On Node&lt;br /&gt;
|2 per 4&lt;br /&gt;
|-&lt;br /&gt;
|Off Node&lt;br /&gt;
| 1 per 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Race-specific verbs==&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[WAIT (verb)|WAIT]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|WAIT:&lt;br /&gt;
|You stand perfectly still, like a slender reed on a windless day.&amp;lt;br&amp;gt;Erithian stands perfectly still and unwavering.&lt;br /&gt;
|-&lt;br /&gt;
|WAIT &amp;lt;person&amp;gt;: &lt;br /&gt;
|You still yourself, waiting patiently for &amp;lt;person&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
|WAIT &amp;lt;self&amp;gt;:&lt;br /&gt;
|You patiently wait, measuring each beat of passing time.&amp;lt;br&amp;gt;Erithian patiently waits, a serene look on his face.&lt;br /&gt;
|-&lt;br /&gt;
|WAIT &amp;lt;object&amp;gt;:&lt;br /&gt;
|You patiently observe &amp;lt;object&amp;gt;.&amp;lt;br&amp;gt;Erithian takes keen note of &amp;lt;object&amp;gt;, observing it patiently.&lt;br /&gt;
|-&lt;br /&gt;
|WAIT &amp;lt;creature&amp;gt;: &lt;br /&gt;
|You still yourself, carefully watching &amp;lt;creature&amp;gt;&#039;s actions.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[POSE (verb)|POSE]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|POSE:&lt;br /&gt;
|You steady your breathing and slowly stretch out each of your limbs in turn, preparing ourself for activity.&lt;br /&gt;
|-&lt;br /&gt;
|POSE &amp;lt;object&amp;gt;:&lt;br /&gt;
|With fluid grace, you lean in to examine &amp;lt;object&amp;gt;, your every move exact and intentioned.&lt;br /&gt;
|-&lt;br /&gt;
|POSE &amp;lt;creature&amp;gt;:&lt;br /&gt;
|You adopt a serene, yet observant, pose as you study &amp;lt;creature&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[PONDER (verb)|PONDER]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|PONDER&lt;br /&gt;
|You pause in a moment of thoughtful contemplation.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;person&amp;gt;:&lt;br /&gt;
|You pause for a moment to study &amp;lt;person&amp;gt;, your gaze dwelling upon her features.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;self&amp;gt;:&lt;br /&gt;
|You close your eyes for a moment and slip into a brief contemplative trance. You reflect upon your circumstances and recent past, searching for any lessons you might learn from them.&amp;lt;br&amp;gt;Erithian closes his eyes and a serene expression overtakes his.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;creature&amp;gt;:&lt;br /&gt;
|You pause for a moment to study &amp;lt;creature&amp;gt;, observing its movements to become more familiar with its habits.&amp;lt;br&amp;gt;Erithian pauses for a moment to study &amp;lt;creature&amp;gt;, his movements slowly coming to mirror the &amp;lt;creature&amp;gt;&#039;s.&lt;br /&gt;
|-&lt;br /&gt;
|PONDER &amp;lt;object&amp;gt;:&lt;br /&gt;
|You pause for a moment to study &amp;lt;object&amp;gt;, observing the most prominent characteristics.&amp;lt;br&amp;gt;Erithian pauses for a moment to study &amp;lt;object&amp;gt;, his expression one of thoughtful observation.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[STRETCH (verb)|STRETCH]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|STRETCH &amp;lt;style&amp;gt;:&lt;br /&gt;
|Where style is one of the following:&lt;br /&gt;
&lt;br /&gt;
UP - Interlocking your fingers, you slowly extend your arms up over your head in a long, satisfying stretch.&lt;br /&gt;
&lt;br /&gt;
DOWN - Bending forward at the waist, you reach down with your hands and gently stretch your fingers towards your feet.&lt;br /&gt;
&lt;br /&gt;
LEFT - Slowly turning your shoulders to the left, you stretch the muscles in your lower back.&lt;br /&gt;
&lt;br /&gt;
RIGHT - Slowly turning your shoulders to the right, you stretch the muscles in your lower back.&lt;br /&gt;
&lt;br /&gt;
FORWARD - Stretching your arms out in front of you, you rotate your shoulders forward and roll your neck in an attempt to loosen the tension in your neck and shoulders.&lt;br /&gt;
&lt;br /&gt;
BACK - Raising your arms slightly, you arch your back and gently let your head rock back in a relaxing stretch.&lt;br /&gt;
&lt;br /&gt;
MOUNTAIN (standing only)- Gracefully bending at the waist, you place your palms and wrists on the ground in front of you, extending the pose forward until your body forms a perfect mountain peak&lt;br /&gt;
&lt;br /&gt;
TREE (standing only) - Extending your arms straight up over your head, you draw one leg up towards the center of your body, balancing lightly on your remaining leg.&lt;br /&gt;
&lt;br /&gt;
HAWK (sitting only) - You fold your left leg beneath you, extending your right leg behind you fully. Raising your arms overhead you arch your back, easing the tension in your spine.&lt;br /&gt;
&lt;br /&gt;
DIAMOND (sitting only) - Drawing your legs together in front of you, you position your heels and toes against each other, forming a diamond.&lt;br /&gt;
&lt;br /&gt;
WAVE (prone only) - You fold your hands deliberately over your chest and then arch your back until your neck and spine form a perfect arch. Elevating your legs evenly, you perform the precise wave posture.&lt;br /&gt;
&lt;br /&gt;
MOON (prone only) - Balancing on your stomach you extend your arms above and behind you, grasping your ankles. Drawing your limbs upward, your body forms a complete circle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Erithian poetry lectures (saved post)]]&lt;br /&gt;
*[[Erithi poetry (saved post)]]&lt;br /&gt;
*[[Erithian clothing documentation (saved post)]]&lt;br /&gt;
*[[Erithi traditions (saved post)]]&lt;br /&gt;
*[[Erithi Skyfire (saved post)]]&lt;br /&gt;
*[[A History of the Ferroniere (saved post)#Elothrai|A History of the Ferroniere (saved post)]]&lt;br /&gt;
*[[Erithi Theatre Masks (saved post)]]&lt;br /&gt;
*[[Erithi Tea Ceremony (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/races/erithians.asp Races: Erithian], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Races and Cultures]]&lt;br /&gt;
{{Erithians}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Paladin&amp;diff=33743</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Paladin&amp;diff=33743"/>
		<updated>2010-07-27T00:31:42Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession |&lt;br /&gt;
name = Paladin |&lt;br /&gt;
type = [[Spiritual]] [[Semi]] |&lt;br /&gt;
circles = [[Minor Spiritual]], [[Paladin Base]]|&lt;br /&gt;
prime = [[Wisdom]] [[Strength]]|&lt;br /&gt;
mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 3 / 3 | TWCranks = 2&lt;br /&gt;
  | AUcost  = 3 / 0 | AUranks  = 3&lt;br /&gt;
  | SUcost  = 3 / 0 | SUranks  = 2&lt;br /&gt;
  | CMcost  = 5 / 4 | CMranks  = 2&lt;br /&gt;
  | OHEcost = 3 / 1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3 / 1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 4 / 2 | THWranks = 2&lt;br /&gt;
  | RWcost  = 6 / 2 | RWranks  = 2&lt;br /&gt;
  | TWcost  = 5 / 1 | TWranks  = 2&lt;br /&gt;
  | PWcost  = 5 / 2 | PWranks  = 2&lt;br /&gt;
  | BRLcost = 4 / 1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 4 / 5 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 5 / 2 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 3 / 0 | PFranks  = 2&lt;br /&gt;
  | DODcost = 5 / 3 | DODranks = 2&lt;br /&gt;
  | SRcost  = 0 / 27 | SRranks  = 2&lt;br /&gt;
  | AScost  = 0 / 5 | ASranks  = 1&lt;br /&gt;
  | MIUcost = 0 / 6 | MIUranks = 1&lt;br /&gt;
  | SAcost  = 5 / 20 | SAranks  = 1&lt;br /&gt;
  | HPcost  = 0 / 5 | HPranks  = 2&lt;br /&gt;
  | EMCcost = 0 / 15 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0 / 15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 6 | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 20 | ELranks  = 1&lt;br /&gt;
  | SpLcost = 0 / 7 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0 / 18 | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20 | MLranks  = 1&lt;br /&gt;
  | SURcost = 2 / 2 | SURranks = 2&lt;br /&gt;
  | DTcost  = 2 / 5 | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4 | PLranks  = 2&lt;br /&gt;
  | SHcost  = 4 / 4 | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3 / 0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2 / 0 | SWIranks = 2&lt;br /&gt;
  | FAcost  = 1 / 1 | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3 | TRAranks = 2&lt;br /&gt;
  | PPcost  = 4 / 4 | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers List ==&lt;br /&gt;
Paladins have the ability to train in the following [[combat maneuvers]].&lt;br /&gt;
&lt;br /&gt;
* [[Combat Movement]]&lt;br /&gt;
* [[Combat Focus]]&lt;br /&gt;
* [[Combat Mastery]]&lt;br /&gt;
* [[Shield Bash]]&lt;br /&gt;
* [[Disarm Weapon]]&lt;br /&gt;
* [[Feint]]&lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Precision]]&lt;br /&gt;
* [[Subdual Strike]]&lt;br /&gt;
* [[Specialization]]&lt;br /&gt;
* [[Multi-Fire]]&lt;br /&gt;
* [[Crowd Press]]&lt;br /&gt;
* [[Combat Toughness]]&lt;br /&gt;
* [[Truehand]]&lt;br /&gt;
* [[Bull Rush]]&lt;br /&gt;
* [[Surge of Strength]]&lt;br /&gt;
* [[Trip]]&lt;br /&gt;
* [[Cunning Defense]]&lt;br /&gt;
&lt;br /&gt;
==Paladin Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Paladin Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Paladin&#039;&#039;&#039; ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Professions}}&lt;br /&gt;
[[Category: Professions]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=39819</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=39819"/>
		<updated>2010-07-27T00:30:43Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession |&lt;br /&gt;
name = Sorcerer |&lt;br /&gt;
type = [[Elemental]]/[[Spiritual]] [[Pure]] |&lt;br /&gt;
circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]] |&lt;br /&gt;
prime = [[Aura]], [[Wisdom]] |&lt;br /&gt;
mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/2 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/7 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/7 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; are [[pure]] spell casters affluent in both [[elemental]] and [[spiritual]] [[magic]]. They also possess knowledge of an ancient, arcane [[spell circle|circle]] of magic which can only be explained as a &#039;hybrid&#039; of both types. The two primary foci of sorcerous magic are [[Sorcerous Lore, Demonology|Demonology]] and [[Sorcerous Lore, Necromancy|Necromancy]], though it also commands the manipulation of [[essence]] and a number of [[illusion]]s. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on [[combat system|combat-oriented]] magic. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.&lt;br /&gt;
&lt;br /&gt;
=== Related Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]&lt;br /&gt;
&lt;br /&gt;
== [[Race]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Stat|Statistics]] ==&lt;br /&gt;
&lt;br /&gt;
== [[Skills]] ==&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
&lt;br /&gt;
Though sorcerers are primarily focused on magic, most will still hunt to earn [[experience]], [[fame]], and [[treasure]]. Due to the physical nature of combat, minimums of certain skills are trained during the earlier [[level]]s (0-30) of the sorcerer&#039;s career.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Training this skill is required to obtain [[hitpoint]]s. Even though pures tend to survive by &#039;&#039;not&#039;&#039; getting hit, it is still recommended that they achieve their maximum amount of hit points. Depending upon race, this is typically between 20 and 25 ranks, usually trained as soon as possible. Once a sorcerer has achieved their maximum hit points, there is little reason to continue training this skill at all.&lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:The amount a sorcerer should train this skill depends upon which type of armor the player selects for their character. Most commonly sorcerers are seen with robes or soft leather armor. Heavier armors provide better protection, but also carry a percentage of spell failure. Whatever the choice, it is highly recommended that the character be considered &#039;fully trained&#039; for their armor. This will eliminate any movement and maneuver penalties, as well as reduce the amount of spell failure to the lowest possible percentage.&lt;br /&gt;
&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:Most will opt to defend their sorcerer with a [[runestaff]] which does not require weapon training to be used as a defensive tool. Thus it is the minority who choose otherwise, usually selecting one of the weapon skill types ([[Edged Weapons|edged]], [[Blunt Weapons|blunt]], [[Two-Handed Weapons|two-handed]], [[Ranged Weapons|ranged]], [[Thrown Weapons|thrown]], [[Polearm Weapons|polearm]], or [[Brawling|hand-to-hand combat]]) to dedicate themselves to. Those who choose a one-handed weapon type most likely train Shield Use as well. Due to the fact that sorcerers can only train once per level in the weapon types, they experience a large disparity in [[attack strength]] when compared to their [[square]] counterparts. Unfortunately, creature defenses will reflect the abilities of those &#039;&#039;most&#039;&#039; capable, which results in a very challenging progression for weapon-wielding sorcerers past level fifty. The expenditure of training points on weapon skills is not without its benefits, though. Sorcerers skilled with weapons possess an additional form of attack to supplement their magic, or replace it if their [[mana]] supply is low or they have sustained an injury which prevents them from casting. Additionally, those skilled with weapons also experience [[defensive strength]]s greater than what is capable from a runestaff and/or spells alone.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Reserved for those who have chosen to utilize a one-handed weapon or are dissatisfied with the defense offered by runestaves (especially in more offensive [[stance]]s). Between 0.5&amp;amp;times; and 1&amp;amp;times; ranks per level is recommended for either of these purposes.&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Though expensive, this skill can actually help sorcerers in a few areas. First, [[area of effect]] spells (such as [[Implosion]]) will affect more opponents more often with proficiency in this skill. Secondly, [[ball spell]]s can &#039;splash&#039; more additional targets. Lastly, MOC affords the character increased defenses against [[force on force]] mechanics, when being swarmed by multiple foes. All benefits considered, this skill is more of a bonus than something a sorcerer should dedicate themselves to. &lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
&lt;br /&gt;
Being a [[pure]] profession, sorcerers typically concentrate the majority of their training points on their magical skills. Those who choose to defend themselves with a [[runestaff]] will generally obtain one rank per level of each type of magical skill for the course of their character&#039;s career. This strategy also helps bolster the general magical capabilities of their character. It is quite common for sorcerers to be converting their physical training points to be used on magical skills.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Easily the most important skill for a sorcerer. The majority of a sorcerer&#039;s attack spells are [[warding]] based, and spell ranks are the most influential factor in [[casting strength]]. Anything less than 2 ranks per level is considered foolish, many opt for more. It is possible to train up to 3 ranks per level, though the cost is prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Another important skill, ranks in this skill equal to or less than the character&#039;s level increases their maximum mana capacity by three. Ranks exceeding one&#039;s level will only garner one additional mana capacity. Each rank will also increase the rate at which mana is regenerated naturally. Though it is a significant cost for a small benefit to train ranks in excess of one&#039;s level, some don&#039;t mind the expenditure. 2&amp;amp;times; per level is particularly common among lower level ranges, though most average 1&amp;amp;times; once their mana supply reaches a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]] and [[Magic Item Use]]&lt;br /&gt;
:Both staple magical skills for the sorcerer. One rank per level in both of these skills is expected. In addition to being cheap skills for the runestaff, each rank adds to the success and duration of magic activated from [[scroll]]s and [[magic items]] respectively. Both skills are large factors in the success of the [[Scroll Infusion]] spell as well. MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]].&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] and [[Elemental Mana Control]]&lt;br /&gt;
:1&amp;amp;times; per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of [[SEND (verb)|sharing mana]] and increased mana regeneration, these skills are significant factors in several sorcerer spells. Most notably, the mana cost of focused [[Implosion]] is reduced by training in MCs. The amount of mana returned by [[Dark Catalyst]], success of both [[Animate Dead]] and [[Planar Shift]], and the ability to share mana with [[minor demon]]s are all increased by these skills. Significant amounts of MCs have been known to reduce the amount of mana required when performing [[Scroll Infusion]] as well.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Adds directly to the power of a sorcerer&#039;s focused [[Energy Maelstrom]], and [[Implosion]] spells. Those with less than 2&amp;amp;times; per level in this skill will have severe penalties to their [[casting strength]] when using the targeted version of [[Limb Disruption]]. Also the primary factor when determining the [[attack strength]] of one&#039;s [[bolt]]s. Though sorcerers have direct access to only two bolt spells ([[Fire Spirit]] and potentially [[Web]]), it can be a reliable form of attack against foes whose [[target defense]] is difficult to overcome. Can be considered a cheap magical skill in the sense that the majority of its cost is in physical training points, which sorcerers often have an excess of. Between 1&amp;amp;times; and 2&amp;amp;times; per level is typical.&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Demonology]]&lt;br /&gt;
:Demonology benefits five sorcerer spells. It increases the weight limit of [[Phase]], increases retribution success with [[Cloak of Shadows]], reduces [[Torment|Torment&#039;s]] spell preparation restriction, increases [[Minor Summoning|Minor Summoning&#039;s]] success rate and capabilities of the demon, and increases cross-realms success rates and same-realm passenger capacity in [[Planar Shift]].&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Necromancy]]&lt;br /&gt;
:Necromancy benefits five sorcerer spells. It increases hitpoint return of [[Blood Burst]], increases chance of limb animation in [[Limb Disruption]], increases [[Pain|Pain&#039;s]] damage and incapacitation potential, increases the damage done by a [[Disease]], and increases [[Maximum Animatable Level]] as well as success of [[Animate Dead]].&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]]&lt;br /&gt;
:Elemental lore benefits the spell [[Dark Catalyst]]. The exact formula is unknown but the different flavors of elemental lore increase the damage and severity of critical hits of the corresponding types as shown in this table:&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Air]]&lt;br /&gt;
|Electricity&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Earth]]&lt;br /&gt;
|Impact&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Fire]]&lt;br /&gt;
|Heat&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Lore, Water]]&lt;br /&gt;
|Cold&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== General Skills ===&lt;br /&gt;
&lt;br /&gt;
There are a variety of secondary skills to train, each benefitting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:Certain locations require these skills in order to be traversed. Having some proficiency in both early on can save time and injury down the road. &lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:This skill helps in addition to Survival on attempts to [[forage]] items. The more ranks in perception the easier it becomes to find herbs.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Training in this skill will help increase chances of success in foraging.  It also helps in reducing damage taken in frigid weather conditions such as those found in some of the [[Icemule Trace]] hunting areas. &lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
&lt;br /&gt;
== [[Spell]] and Ability Highlights ==&lt;br /&gt;
&lt;br /&gt;
;[[Sacrifice]]&lt;br /&gt;
:Turn the life force of your [[creature|enemies]] into usable [[mana]].&lt;br /&gt;
&lt;br /&gt;
;[[Illusions]]&lt;br /&gt;
:A [[guild skill]] teaching visual manipulation of essence.&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate (705)]]&lt;br /&gt;
:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items.&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of Shadows (712)]]&lt;br /&gt;
:A standard defensive spell with the ability to retaliate against an attacker when its wearer is incapacitated. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
;[[Scroll Infusion (714)]]&lt;br /&gt;
:The unique ability to unlock and [[recharge]] [[scroll]]s. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by [[Wizard|other magical professions]].&lt;br /&gt;
&lt;br /&gt;
;[[Curse (715)]]&lt;br /&gt;
:Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.&lt;br /&gt;
&lt;br /&gt;
;[[Implosion (720)]]&lt;br /&gt;
:One of the most destructive magics known to all of [[Elanthia]], a miniature [http://en.wikipedia.org/wiki/Gravitational_singularity singularity] is created, causing widespread destruction and a general sucking effect.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Summoning (725)]]&lt;br /&gt;
:Historically, the art of [[demonic summoning|summoning]] [[demon|extraplanar creatures]] is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of [[minor demon]]s which can perform a myriad of utility functions for their master.&lt;br /&gt;
&lt;br /&gt;
;[[Animate Dead (730)]]&lt;br /&gt;
:Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of [[undead]] creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one&#039;s [[creature|foes]] for attack or utility purposes, as well as fallen [[character|comrades]] to expedite rescues.&lt;br /&gt;
&lt;br /&gt;
;[[Planar Shift (740)]]&lt;br /&gt;
:By [[SENSE (verb)|sensing]] the surrounding flows and recording their unique pattern into a [[Rune book|book]], a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective [[rune]]s and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately [[teleport|transport]] a traveller great distances.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Sorcerer Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||25||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rogue&amp;diff=37081</id>
		<title>Rogue</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rogue&amp;diff=37081"/>
		<updated>2010-07-27T00:26:53Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession |&lt;br /&gt;
type = [[Square]] |&lt;br /&gt;
circles = [[Minor Elemental]], [[Minor Spiritual]]|&lt;br /&gt;
prime = [[Dexterity]], [[Agility]]|&lt;br /&gt;
mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 2/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 4/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 4/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 2/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 6/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 3/1 | RWranks = 2&lt;br /&gt;
  | TWcost = 2/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 7/2 | PWranks = 2&lt;br /&gt;
  | BRLcost = 3/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 2/2 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 10/3 | MOCranks = 1&lt;br /&gt;
  | PFcost = 3/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 2/1 | DODranks = 3&lt;br /&gt;
  | AScost = 0/7 | ASranks = 1&lt;br /&gt;
  | MIUcost = 0/8 | MIUranks = 1&lt;br /&gt;
  | SAcost = 4/22 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/9 | HPranks = 1&lt;br /&gt;
  | EMCcost = 0/10 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/10 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/67 | SRranks = 1&lt;br /&gt;
  | ELcost = 0/15 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/15 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/30 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/40 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 1/1 | DTranks = 3&lt;br /&gt;
  | PLcost = 1/1 | PLranks = 3&lt;br /&gt;
  | SHcost = 1/1 | SHranks = 3&lt;br /&gt;
  | PERcost = 0/1 | PERranks = 3&lt;br /&gt;
  | CLIcost = 1/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 1/2 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 1/0 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Rogue&#039;&#039;&#039; profession is a profession dedicated to the stealthy, discrete, and otherwise unlawful, or marginally unlawful pursuits.  Rogues primarily train in [[Picking Locks]], [[Pickpocketing]], [[Ambushing]], and [[Stalking and Hiding]], as they&#039;ve low point costs in training in these skills.  Additionally, rogues can train the most in many of these skills or, in the case of the [[SENSE (verb)]] and Pickpocketing, they have a tool that isn&#039;t available to any other profession in [[GemStone]].&lt;br /&gt;
&lt;br /&gt;
== Training plans ==&lt;br /&gt;
Rogues are expected to train in the following skills:&lt;br /&gt;
*Twice per level in the following skills (Often called 2&amp;amp;times; training):&lt;br /&gt;
:A one-handed weapon skill ([[Edged Weapons]], [[Blunt Weapons]] or [[Brawling]]), [[Dodging]], [[Ambushing]], [[Perception]], and [[Stalking and Hiding]]&lt;br /&gt;
*Once, alternating twice every other level (or 1.5&amp;amp;times; training):&lt;br /&gt;
:[[Shield Use]] and [[Combat Maneuvers]]&lt;br /&gt;
*Once per level (or 1&amp;amp;times; training):&lt;br /&gt;
:[[Physical Training]] and [[Armor Use]]&lt;br /&gt;
&lt;br /&gt;
A character that uses [[Two Weapon Combat]] or decides to train in [[Two-handed Weapons]] is suggested to train more in Dodging to make up for the loss of a shield.  It is not recommended to train in [[Polearm Weapons]] as a two-handed polearm weapon cannot be used while ambushing.  [[Ranged Weapons]] is a very viable training path for rogues, however, such a training path would be very different than the one listed above.&lt;br /&gt;
&lt;br /&gt;
== Rogue Profession Highlights ==&lt;br /&gt;
The attractiveness of the rogue profession is in their ability to hide and ambush enemies, steal, pick locks, disarm traps, and cast minor spells.  They&#039;re skilled at combat without magical aid and have many combat maneuvers to increase their effectiveness in battle.  In addition, due to their ability to hide, they can avoid most damage in combat by simply keeping unseen.  When hunting, many rogues delight in the ability to strike first, [[stunned|stunning]], if not killing, their target, thus reducing the possibility of retaliation.&lt;br /&gt;
&lt;br /&gt;
=== Variety ===&lt;br /&gt;
One of the biggest strengths of the rogue profession is the ability to vary their training paths widely.  There are rogues that focus strongly on magical skills to aid them in combat or in their locksmithing endeavors, as well as rogues that focus on the aspects of combat or locksmithing, or some combination thereof.  The low [[training point]] costs of many of their [[skill]]s allows for a minor focus in many of them, or a major focus in a few.&lt;br /&gt;
&lt;br /&gt;
Rogues can excel in the use of every weapon type, with the exception of [[Polearm Weapons]] due to the inability to [[ambush (verb)|ambush]] when using a two-handed polearm.  [[Ranged Weapons|Archery]] is common due to the low costs of training in [[Ambushing]] and [[Perception]], two skills that increase [[attack strength]] with ranged weapons, thus eliminating much the need to train in [[Combat Maneuvers]].  [[Two Weapon Combat]] is good for a rogue due to the increased damage potential and the possibility that if the first attack misses (due to low attack strength or the enemy dodges the attack) the second attack carries another chance to hit, and therefore stun, the target.  [[Two-Handed Weapons]], while a costly skill, makes a rogue quite deadly in the ambush.  A character&#039;s aim is diminished with larger weapons, but a hit will deal significantly more damage, almost always resulting in the enemy&#039;s death or dismemberment with a severe chunk of [[health point]]s lost.  [[Brawling]], [[Blunt Weapons]], [[Edged Weapons]], and [[Thrown Weapons]] can be combined with either Two Weapon Combat or [[Shield Use]], though the Thrown Weapons skill does not work too well with Two Weapon Combat, and usually requires another combat skill, such as Edged Weapons, to be effective, thus making it an unpopular choice among any character.&lt;br /&gt;
&lt;br /&gt;
== Rogue Exclusive Combat Maneuvers ==&lt;br /&gt;
Rogues are the only profession that can train in the following [[combat maneuvers]]:&lt;br /&gt;
*[[Cutthroat]]&lt;br /&gt;
*[[Dust Shroud]]&lt;br /&gt;
*[[Divert]]&lt;br /&gt;
*[[Groin Kick]]&lt;br /&gt;
*[[Silent strike]] - A popular choice among assassins.&lt;br /&gt;
*[[Subdue]]&lt;br /&gt;
*[[Sucker Punch]]&lt;br /&gt;
*[[Vanish]]&lt;br /&gt;
&lt;br /&gt;
==Rogue Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Rogue Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Rogue&#039;&#039;&#039;   ||25||20||25||30||20||15||20||25||10||15&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Rogue Guild]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://home.comcast.net/~cabri/rogueguild.htm Midgar&#039;s Rogue Guild Erudition]&lt;br /&gt;
&lt;br /&gt;
{{Rogue}}&lt;br /&gt;
{{Professions}}&lt;br /&gt;
[[Category:Professions]][[Category:Rogue]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cleric&amp;diff=15899</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cleric&amp;diff=15899"/>
		<updated>2010-07-27T00:26:05Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| type = [[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Spiritual]]&amp;lt;br&amp;gt;[[Major Spiritual]]&amp;lt;br&amp;gt;[[Cleric Base]]&lt;br /&gt;
| prime = [[Wisdom]], [[Intuition]]&lt;br /&gt;
| mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 9/9   | TWCranks = 1&lt;br /&gt;
  | AUcost = 8/0    | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0   | SUranks = 1&lt;br /&gt;
  | CMcost = 10/6   | CMranks = 1&lt;br /&gt;
  | OHEcost = 4/2   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 4/2   | OHBranks = 1&lt;br /&gt;
  | THWcost = 10/3  | THWranks = 1&lt;br /&gt;
  | RWcost = 9/3    | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3    | TWranks = 1&lt;br /&gt;
  | PWcost = 11/3   | PWranks = 1&lt;br /&gt;
  | BRLcost = 6/1   | BRLranks = 1&lt;br /&gt;
  | AMBcost = 12/12 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/8  | MOCranks = 1&lt;br /&gt;
  | PFcost = 7/0    | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/2    | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2   | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/2    | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4    | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/12  | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/12  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3   | SMCranks = 3&lt;br /&gt;
  | SRcost = 0/8    | SRranks = 3&lt;br /&gt;
  | ELcost = 0/20   | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/6   | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/10  | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/20   | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2   | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6    | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4    | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4    | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0   | SWIranks = 1&lt;br /&gt;
  | FAcost = 1/1    | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3   | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3    | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039; are one of the four [[pure]] [[spell]]-casting [[profession]]s in [[GemStone IV]], and are arguably the masters of the spiritual realms.  Drawing heavily upon the power of the [[Arkati]] or Greater Spirits that they serve, clerics in Gemstone are very versatile spellcasters with a variety of offensive, defensive, and utility spells at their disposal.  Considering the differing natures of their patrons, clerics also have a wide variety of skills available to them at reasonable training costs.&lt;br /&gt;
&lt;br /&gt;
Clerics joining battle in the name of their patrons do so in many ways, although the commonest methods are by use of [[warding]] and [[bolt]] spells.  In the past, clerics were primarily physical combatants that used disabling spells to augment their combat abilities, but the addition of the [[Paladin]] class has turned this into a [[mutant]] path called the [[Melee Cleric]].  Now, the power and variety of attack spells available to the cleric allow for a pure-casting build, with the [[Warding Cleric]] as the extreme end that relies solely on extensive spell-training for a potent [[casting strength]].&lt;br /&gt;
&lt;br /&gt;
While not fulfilling the traditional role of healer (a role assumed by the [[Empath]]s), clerics are able to restore life by use of the [[Well of Life (308)|Well of Life]] and [[Raise Dead (318)|Raise Dead]] spells.  With this power, combined with the ability to find corpses (and other adventurers) by means of the [[Locate Person (116)|Locate Person]] spell and then to ‘fog’ to them by the [[Transference (225)|Transference]] spell, clerics are very helpful and useful rescuers.  These four ‘core spells’ make up the initial training plan for the [[Rescuing Cleric]] archetype.&lt;br /&gt;
&lt;br /&gt;
== Stat Placement and Race Selection ==&lt;br /&gt;
&lt;br /&gt;
Considering the versatility of the class, there are many [[statistic]]s that are important to a cleric, but the most important as far as [[training point]]s are concerned are [[Wisdom]] and [[Intuition]], as they yield double training points due to being [[prime requisite|primary stats]] for the cleric [[profession]].  Additionally, [[wisdom]] is the statistic that effects [[casting strength]] for all three spheres of magic clerics have access to.  [[Aura]] effects the amount of [[spirit point]]s that a cleric has available when [[Raise Dead (318)|raising the dead]].&lt;br /&gt;
&lt;br /&gt;
While no statistic is unimportant, certain others have a more profound impact depending on training path.  For a [[Melee Cleric]], [[Strength]] is of vital importance, as it is used to calculate [[attack strength]].  Similarly, a cleric that uses [[bolt spell]]s will want to have a high [[Dexterity]].  [[Strength]] and [[Constitution]] are used to determine how much a character can hold without becoming [[encumbrance|encumbered]].  [[Agility]] is used to determine [[defensive strength]], which makes a character harder to hit in combat.&lt;br /&gt;
&lt;br /&gt;
Choice of [[race]] is encouraged to be a decision based on role-playing, but various races offer some mechanical advantage.  Races with lower bonuses to [[Aura]] (such as [[Dwarf|dwarves]] and [[Giantman|Giants]]) have a slightly faster rate of [[spirit point]] return compared to those with larger bonuses (such as [[Elf|elves]] and [[Dark elf|dark elves]]), although this advantage is mitigated by the ability to use the [[MEDITAT (verb)|MEDITATE]] verb to restore [[health]], [[mana]], and [[spirit point]]s more quickly.&lt;br /&gt;
&lt;br /&gt;
== General Training Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Clerics are pure spellcasters, and such are encouraged to train in magic-related skills.  It was for this reason that the concept of [[Runestaff]] defense, allowing a magical character to focus on magical skills without being entirely unable to defend themselves.  While there are many other options for defense ([[Brawling]], shields, among others), for a cleric that uses a runestaff, heavy training in magical skills (at least 8 ranks per level) is required.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
These are the skills that are used when calculating [[Runestaff]] defense.  In general, they are skills a cleric would want to train in anyhow, and thus perform a double service.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]]&lt;br /&gt;
:[[Arcane Symbols]] is the skill used to read and invoke scrolls.  It is not possible to read a spell of higher level than your number of ranks in Arcane Symbols, and further skill increases both your chance of successfully invoking the spell and the duration of a spell cast off a scroll.  Additionally, the spell [[Living Spell (208)|Living Spell]] uses the caster&#039;s Arcane Symbols skill when determining if the spell is successfully transferred.  It is an inexpensive and useful skill, and frequently taken to aid [[Runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Magic Item Use]]&lt;br /&gt;
:Similar in nature to Arcane Symbols, [[Magic Item Use]] allows the use of magic items.  Increased skill allows greater success rates in activation, which is especially useful when using wands (particularly [[aquamarine wand]]s that have been [[Holy Blade (304)|blessed]]) as a form of attack.  It is often trained for the same reason as Arcane Symbols.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:[[Spell Aiming]] is one of the attack methods available to clerics, by use of [[Holy Bolt (306)|Holy Bolt]], [[Fire Spirit (111)|Fire Spirit]], [[Web (118)|Web]], or various wands.  Conventional wisdom suggests that if one intends to train in Spell Aiming at all, double training is necessary to reap sufficient benefit.  A useful skill, and also aids [[runestaff]] defense at a moderate cost.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:The [[Harness Power]] skill determines the amount of [[mana]] available to a cleric.  Every rank in Harness Power up to the current level of the character provides 3 mana, while additional ranks provide only 1.  This is recalculated whenever a level is gained, so over-training at low-levels when mana is scarce for hunting can be recouped by less-frequent training later on.&lt;br /&gt;
&lt;br /&gt;
;[[Spirit Mana Control]]&lt;br /&gt;
:[[Spiritual Mana Control]] has several impacts on clerics, the first of which is governing the efficiency of transferring mana to another that has trained in Spirit Mana Control.  The second use of this spell is in determining whether a cast of [[Raise Dead (318)|Raise Dead]] will be effective, as a percentage chance based on skill (not ranks) of Spirit Mana Control.  For this reason, [[Rescuing Cleric]]s especially recommend having at least 24 ranks prior to attempting to cast Raise Dead, to prevent a failure resulting in the corpse dying again.  Spirit Mana Control also aids a cleric in mana recovery, providing one additional mana point returned per 10 ranks of SMC.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:Considered a means of customizing a cleric, the [[Spiritual Lore]]s of [[Spiritual Lore, Blessings|Blessings]], [[Spiritual Lore, Religion|Religion]], and [[Spiritual Lore, Summoning|Spirit Summoning]] provide a cleric&#039;s spells with more power and versatility.  Many clerics choose to single train in this skill due to the cost, although some make it a point to gain the required ranks for the fourth tier of [[Holy Receptacle (325)|Holy Receptacle]] to be able to make Chrism gems as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:For those that snear at those that hide behind &amp;quot;[[Runestaff|Twigs]],&amp;quot; the way of the holy warrior is not fully closed.  Weapon skills provide a means of attack when out of mana, or in areas that magic will not work.  Due to the pre-[[Paladin]] role of the cleric as a holy warrior (and enabling the [[Melee Cleric]]), the [[Cleric Base|cleric spell]] [[Benediction (307)|Benediction]] and the [[Major Spiritual]] spells [[Bravery (211)|Bravery]] and [[Heroism (215)|Heroism]] bolster the sword arm of the cleric.&lt;br /&gt;
&lt;br /&gt;
:Most clerics that train in weapon skills will do so 1x per level, every level.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:An alternative to the [[Runestaff]], a shield provides consistent defense which is increased with training in the [[Shield Use]] skill.  Those that rely on a shield for defense generally train in it 1x per level.  Shields provide more defense in an offensive stance than a weapon or runestaff does, although more defensive stances provide more defense with a shield, as well.&lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:Of all the [[pure]] classes, Clerics have the lowest costs for both [[training points]] and spell hindrance associated with heavy armor.  At low levels, most clerics advocate the 8 ranks in [[Armor Use]] necessary to minimize the [[Combat Maneuvers|maneuver]] penalty for double leather.  Later, however, some clerics recommend moving to heavier armor such as leather breastplate, brigandine, or even chain mail for the additional protection.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Training]]&lt;br /&gt;
:[[Physical Training]] determines amount of [[hit point]]s a character has, up to racial maximum plus [[Constitution]] bonus.  Most clerics will train this skill until health maxes out, although it does provide faster [[hitpoint]] regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Skills ===&lt;br /&gt;
While training in skills of combat and magic are a major part of skill training, they in no way encompass the entirety of a training plan.  Secondary skills allow a character to navigate the world of Elanthia, and provide a mechanical basis for fleshing out a character beyond a mere hunting/raising automaton.  There are many possible skills a cleric may choose to branch into ([[Thrown Weapons]] for a dart player, for example), and a few of the more common ones are detailed here.&lt;br /&gt;
&lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in [[First Aid]] is a skill of major import to [[Rescuing Cleric]]s, who can use the skill to [[TEND (verb)|TEND]] the wounds of the fallen (or themselves) when an [[Empath]] is not at hand.  Further, the skill is used to determine skill in skinning, foraging for herbs, and reduces roundtime when eating herbs.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:The [[climbing]] and [[swimming]] skills allow a character to navigate safely some of the rougher terrain in Elanthia, from Climbing the Graveyard gate near Wehnimer&#039;s Landing to swimming into the Cavern of the Ages.  In general, the difficulty for such a climb or swim is based on the difficulty of the creatures to be found past it.  5-10 ranks of each skill by level 20 is generally sufficient, depending on encumbrance, and 20-30 is normally enough for the higher level hunting grounds.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:The [[Perception]] skill is one with a myriad of uses, from spotting hidden paths to foraging to detecting thieves.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Primarily of use to the [[Melee Cleric]], training in [[Combat Maneuvers]] provides a holy warrior with a few additional [[Maneuver|tricks]] to use in battle.  It also gives the cleric a better chance to resist maneuver-based attacks, a notorius weakness for pures.  An expensive skill, but worth it in some circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Spell Training ===&lt;br /&gt;
As [[pure]] spellcasters, the brunt of a cleric&#039;s power comes from spells, and spell power comes from training in [[Spell Research]].  Not only does this skill give a cleric access to new spells, it also increases the effectiveness of those they already possess (most often via increasing [[CS]] or spell duration).  While a cleric has three different spell circles to choose from ([[Minor Spiritual]], [[Major Spiritual]], and [[Cleric Base]]), they all fal under the blanket of [[Spell Research]] for the purpose of determining [[training point]] cost.  In general, most clerics will train between 2x and 3x per level in this skill.&lt;br /&gt;
&lt;br /&gt;
==== Minor Spiritual (MnS) ====&lt;br /&gt;
The [[Minor Spiritual]] circle is the most commonly available spell circle in [[GemStone IV]], as it is obtainable by the [[Warrior]], [[Rogue]], [[Ranger]], [[Paladin]], [[Empath]], [[Sorcerer]], and Cleric professions.  Important spells in this circle include:&lt;br /&gt;
*[[Spirit Warding I (101)]] - Bolsters defense against [[warding spell|warding]] and [[bolt spell]]s.&lt;br /&gt;
*[[Spirit Barrier (102)]] - Provides a significant bonus to DS, but impairs physical AS.&lt;br /&gt;
*[[Spirit Defense (103)]] - Frequently called a &amp;quot;powerful look&amp;quot;, this spell provides a bonus to DS.  The benefit from this spell increases with more ranks in this circle.&lt;br /&gt;
*[[Spirit Warding II (107)]] - A more potent version of [[Spirit Warding I (101)|].&lt;br /&gt;
*[[Fire Spirit (111)]] - One of the three [[bolt spell]]s available to Clerics.  Similar to [[Major Fire (908)]].&lt;br /&gt;
*[[Locate Person (116)]] - As the name implies, this spell allows the Cleric a glimpse of the location of a character within the same realm.  Note that this spell is not effective on hidden, invisible or [[Unpresence (204)|Unpresenced]] characters.&lt;br /&gt;
*[[Lesser Shroud (120)]] - A more potent form of [[Spirit Defense (103)|Spirit Defense]], that becomes more powerful with training.&lt;br /&gt;
*[[Spirit Guide (130)]] - This spell instantly transports the cleric&#039;s group to one of several possible locations, usually safe ones.  This spell can induce vertigo, however, which potentially incapacitates the caster afterward.&lt;br /&gt;
&lt;br /&gt;
==== Major Spiritual (MjS) ====&lt;br /&gt;
More utilitarian or combat-focused than the defensive [[Minor Spiritual]] Circle, the [[Major Spiritual]] spells are nonetheless considered more potent.  This list is restricted to Clerics and [[Empath]]s.&lt;br /&gt;
*[[Spirit Shield (202)]] - A defensive spell that increases strength with training in this circle.  Often referred to as a &amp;quot;dim aura&amp;quot; or just &amp;quot;dims&amp;quot;.&lt;br /&gt;
*[[Living Spell (208)]] - Allows the Cleric to steal a prepared spell from a target, on a successful [[warding]] and if the cleric is sufficiently skilled in [[Arcane Symbols]].  Creatures that are not part of the [[BCS]] are immune.&lt;br /&gt;
*[[Bravery (211)]] - Bolsters the Cleric&#039;s AS and provides a TD boost against fear-based spells.&lt;br /&gt;
*[[Interference (212)]] - Diminishes the combat abilities of the target on a successful [[warding]], reducing AS, CS, TD, and DS.&lt;br /&gt;
*[[Minor Sanctuary (213)]] - Creates an area of calm, resulting in an area where attacks, some spells, and thievery cannot take place.  Most creatures will not enter a sanctuary, although some can break one.&lt;br /&gt;
*[[Bind (214)]] - A potent disabling spell that prevents the target from moving for the duration, resulting in a lowered DS.&lt;br /&gt;
*[[Heroism (215)]] - Bolsters the Cleric&#039;s AS and increases [[health]] and [[mana]] regeneration rates.&lt;br /&gt;
*[[Mass Interference (217)]] - As [[Interference (212)|Interference]], but is cast upon all targets in the room (including other players if not in the caster&#039;s group!).&lt;br /&gt;
*[[Spell Shield (219)]] - Provides a DS bonus against [[bolt spell]]s and increases spiritual TD.&lt;br /&gt;
*[[Major Sanctuary (220)]] - Takes the caster and his group to a place of sanctuary.  Excellent for [[Rescuing Cleric]]s.&lt;br /&gt;
*[[Transference (225)]] - Transports the Cleric to the location of any [[Locate Person (116)|locatable]] character, providing they are not in an area where teleportation is blocked.&lt;br /&gt;
*[[Spirit Slayer (240)]] - Briefly augments a cleric&#039;s offensive power by conjuring an invisible spirit that may recast an offensive or utility spell cast by the cleric, but with a bonus to CS or AS.&lt;br /&gt;
&lt;br /&gt;
==== Cleric Base ====&lt;br /&gt;
The most potent circle available to a Cleric, the [[Cleric Base|Cleric]] Spell Circle contains a mix of combat, defensive, and utility spells.  As it contains spells unique to the Cleric [[profession]], it is sometimes considered the &amp;quot;defining&amp;quot; list for clerics.  Most spell-wielding clerics will at least 1x this spell circle to maximize their [[casting strength]].&lt;br /&gt;
*[[Smite (302)]] - Basic [[warding]] attack spell.  Depending on the [[CONVERT (verb)|CONVERT]] status of the cleric, this spell is either more effective against Living or Undead targets.&lt;br /&gt;
*[[Prayer of Protection (303)]] - Provides a bonus to DS that increases with training in this circle.&lt;br /&gt;
*[[Holy Blade (304)]] - Allows physical weapons to damage Undead.  With 40 or more ranks in this spell circle, weapons blessed by this spell may cause random holy water criticals.&lt;br /&gt;
*[[Preservation (305)]] - Prolongs the amount of time a dead character has before being forced to depart.&lt;br /&gt;
*[[Holy Bolt (306)]] - One of a Cleric&#039;s three [[bolt spell]]s.  Acts as [[Minor Water (903)]] against living targets and [[Minor Acid (904)]] against Undead.  This same spell is contained within an [[aquamarine wand]] that has been [[Holy Blade (304)|blessed]].&lt;br /&gt;
*[[Benediction (307)]] - Provides a bonus to both AS and DS to all members of a cleric&#039;s group.&lt;br /&gt;
*[[Well of Life (308)]] - Permits the cleric to link to a corpse in preparation to cast [[Raise Dead (318)]], or to transfer [[spirit points]] to another character.  Either use incurs a timer during which the spell cannot be used again.&lt;br /&gt;
*[[Warding Sphere (310)]] - Provides a bonus to DS and TD to all members of the cleric&#039;s group.&lt;br /&gt;
*[[Fervent Reproach (312)]] -  Moderate-powered CS-based attack spell.  Has the possibility to recover a small amount of [[health]] and [[mana]], along with a temporary [[Wisdom]] bonus.  Does purely concussion damage, so cannot cause critical kills.  Of use to those that skin, however, as it allows higher quality pelts.&lt;br /&gt;
*[[Prayer (313)]] - Provides a bonus to TD and DS, as well as some maneuver defense.  DS bonuses increase with more spell ranks.&lt;br /&gt;
*[[Censure (316)]] - Multi-targeting short duration CS-based disabling spell.  Characters of the same [[CONVERT (verb)|CONVERT]] status as the caster are immune, unless specifically targeted.  Not friendly to other characters outside the cleric&#039;s group.&lt;br /&gt;
*[[Divine Fury (317)]] - High-powered CS-based attack spell.  Does plasma-based damage, with additional flares based on the [[CONVERT (verb)|CONVERT]] status of the cleric.  Causes frequent stuns and critical kills.&lt;br /&gt;
*[[Raise Dead (318)]] - Restores life to a fallen character, at the cost of the cleric&#039;s [[spirit points]].  The amount of spirit points drained is based on the maximum spirit of the corpse, as well as the number of ranks of this circle the cleric possesses.&lt;br /&gt;
*[[Divine Wrath (319)]] - A showy, multiple-target CS-based attack spell.  Causes damage in waves (up to 3, depending on [[Spiritual Mana Control]] ranks) shortly after casting.  After usage of the spell, the cleric must wait an amount of time based on the amount of damage done before being able to cast it again.&lt;br /&gt;
*[[Holy Receptacle (325)]] - Blesses an [[orb gem|orb]]-quality gem with the ability to hold either a certain number of charges of a spell or a special power.  Higher valued stones can hold more charges of a given spell, or more powerful blessings.&lt;br /&gt;
*[[Prayer of Commune (330)]] - The cleric uses his or her connection to the gods to call upon them for an audience.  In practice, it sends out a message to GameMasters that the cleric seeks audience, and it is at the discretion of the GameMasters to determine what response, if any, is appropriate.  Clerics are reminded to use discretion when casting this spell, as the whims of the Gods are not always what one might expect.&lt;br /&gt;
*[[Miracle (350)]] - The newest addition to the cleric spell list, this spell actually allows a cleric to raise him or herself, using the BESEECH command. Without lores, it can only be used once every 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Defense Methods ===&lt;br /&gt;
All clerics need a way to defend themselves. The main choices for physical defense are shield alone, brawl with shield, runestaff and two-handed weapon. The cleric spells are the most important for magical defense and 1x in cleric spells should be regarded as core training.&lt;br /&gt;
&lt;br /&gt;
The different defense choices provide substantially different amounts of defense. The comparison below splits this into two parts, the defense that is obtained from the configuration alone, and the defense that is added to that by training. The comparison assumes that the cleric has moderately good stats and that there is a contribution of 20 from stats to evade, 7 to block and 7 to parry DS. It assumes 4x equipment. Offensive and defensive stance values are given. The same training point cost is assumed for the comparison of shield without brawl (1x shield) and shield with brawl (5 ranks shield to every 13 ranks brawl). Armor is ignored so there is an additional +20 available to all defense from armor enchant and a small loss to be taken from the dodge DS if armor goes above soft leather. &lt;br /&gt;
&lt;br /&gt;
;Configuration&lt;br /&gt;
:Small shield without brawl melee  57/51  ranged 111/55&lt;br /&gt;
:Tower shield without brawl melee  46/42  ranged 125/61 &lt;br /&gt;
:Small shield with brawl    melee 114/51  ranged  61/55&lt;br /&gt;
:Tower shield with brawl    melee 103/42  ranged  75/61&lt;br /&gt;
:Runestaff                  melee  96/20  ranged  64/24&lt;br /&gt;
:Two handed weapon          melee  86/17  ranged  29/21&lt;br /&gt;
&lt;br /&gt;
;Training (per 13 levels)&lt;br /&gt;
:Small shield without brawl melee  7/4  ranged 10/5&lt;br /&gt;
:Tower shield without brawl melee 11/6  ranged 18/9 &lt;br /&gt;
:Small shield with brawl    melee 12/5  ranged  4/2&lt;br /&gt;
:Tower shield with brawl    melee 13/6  ranged  7/4&lt;br /&gt;
:Runestaff                  melee 14/4  ranged  7/2 &lt;br /&gt;
:Two handed weapon          melee 13/4  ranged  0/0&lt;br /&gt;
&lt;br /&gt;
Runestaff defense assumes a spell heavy training plan, with the training points from not training brawl and shield used for magic ranks. A typical runestaff user would have less spells and up to 16 melee DS per 13 levels. Similarly the shield and brawl combination can gain increased defense at the cost of spending extra training points on it. &lt;br /&gt;
&lt;br /&gt;
== Class-Specific Verbs ==&lt;br /&gt;
Because of the nature of the cleric, as a spiritual link between mortals and [[Arkati]], clerics are empowered with certain abilities not given to most.  While mostly of a mechanical nature, certain verbs have different or augmented usage for a cleric.&lt;br /&gt;
&lt;br /&gt;
;APPRAISE&lt;br /&gt;
:By [[APPRAIS (verb)|appraising]] a corpse, the cleric may determine:&lt;br /&gt;
:#The amount of spirit the corpse has, which is a factor in how many [[spirit point]]s will be taken away when using [[Well of Life (308)|Well of Life]] or [[Raise Dead (318)|Raise Dead]]&lt;br /&gt;
:#Whether a corpse is currently preserved against decay, how long remains in the preservation, and if it is by the [[Preservation (305)|Preservation]] spell or by the [[Order of Voln]]&#039;s [[Symbol of Preservation]]&lt;br /&gt;
:#If a corpse is currently linked to another cleric via [[Well of Life (308)|Well of Life]]&lt;br /&gt;
&lt;br /&gt;
;BLESS&lt;br /&gt;
:A [[Holy Receptacle (325)|Holy Receptacle]] is a merely a [[gems|stone]] until it is [[BLESS (verb)|BLESS]]ed by a cleric.  Through use of this verb, a cleric can imbed some of their spells into a gem, or grant it other powers.  This verb also allows a cleric to determine the nature of the power placed inside such a stone, if similar-looking gems are used.&lt;br /&gt;
&lt;br /&gt;
;MEDITATE&lt;br /&gt;
:To provide a cleric (or [[Empath]] or [[Savant]]) the ability to recover their vital forces more quickly, the gods grant them the ability to [[MEDITAT (verb)|MEDITATE]].  Use of this power causes the cleric to kneel and enter a meditative trance during which regeneration of [[health]], [[spirit points]], [[mana]], and [[stamina]] is accelerated.  This trance is tenuous, and can be easily broken by most activities or the actions of outside parties.&lt;br /&gt;
&lt;br /&gt;
;SENSE&lt;br /&gt;
:The [[SENSE (verb)|SENSE]] verb is one used by several professions, with differing results.  For a cleric, SENSE informs the cleric if an [[Arkati]] or Greater Spirit has a particularly strong presence in the area.  This verb is most useful when used with the [[Prayer of Commune (330)|Prayer of Commune]] and [[Intercession|Tier 5]] of the [[Holy Receptacle (325)|Holy Receptacle]] spell, as well as the unlocked [[Iasha white ora weapons]].&lt;br /&gt;
&lt;br /&gt;
;UNLINK&lt;br /&gt;
:The [[UNLINK (verb)|UNLINK]] verb allows a cleric to sever the link formed via casting [[Well of Life (308)|Well of Life]] at a corpse.  Most often used when a cleric accidentally links to the wrong corpse, or when the corpse requests that the cleric in question not raise them - often in preference to another cleric.  This verb can also be used by the corpse to prevent unwilling resurrection.&lt;br /&gt;
&lt;br /&gt;
==Cleric Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Cleric Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Cleric&#039;&#039;&#039;  ||20||20||10||15||25||15||25||25||30||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/clerics.asp Professions: Clerics], on Play.net.&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7 Cleric Base Spell Circle], on Play.net&lt;br /&gt;
&lt;br /&gt;
{{Clerics}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Empath&amp;diff=19994</id>
		<title>Empath</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Empath&amp;diff=19994"/>
		<updated>2010-07-27T00:25:09Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession |&lt;br /&gt;
name = Empath |&lt;br /&gt;
type = [[Spiritual]]/[[Mental]] [[Pure]] |&lt;br /&gt;
circles = [[Minor Spiritual]], [[Major Spiritual]], [[Empath Base]] |&lt;br /&gt;
prime = [[Wisdom]], [[Influence]] |&lt;br /&gt;
mana = [[Wisdom]], [[Influence]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  = 15 / 0  | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 2   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 2   | OHBranks = 1&lt;br /&gt;
  | THWcost = 13 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 9 / 3   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 15 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 2 / 0   | PFranks  = 3&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 2   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 2   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 3 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 12  | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0 / 3   | MMCranks = 2&lt;br /&gt;
  | SMCcost = 0 / 3   | SMCranks = 2&lt;br /&gt;
  | ELcost  = 0 / 20  | ELranks  = 1&lt;br /&gt;
  | SpLcost = 0 / 6   | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0 / 12  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 6   | MLranks  = 2&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 2&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 1 / 0   | FAranks  = 3&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The [[Empath]] [[profession]] is a [[hybrid]] [[pure]] spellcasting profession, drawing on both the [[Mental]] and [[Spiritual]] [[sphere]]s of [[magic]], and possessing the natural ability to [[TRANSFER (verb)|transfer]] wounds from other adventurers.&lt;br /&gt;
&lt;br /&gt;
Empaths have access to the [[Minor Spiritual]], [[Major Spiritual]] and [[Empath Base]] [[spell circle]]s, the latter consisting primarily of spells designed to heal [[wound]]s and [[scar]]s on the empath&#039;s own body.&lt;br /&gt;
&lt;br /&gt;
== Training Styles ==&lt;br /&gt;
;Pure healing&lt;br /&gt;
The first of the three common training styles of Empaths is the healer style. This style emphasizes training in skills which enable the empath to better heal or perform rescues, rather than to do combat. Depending on how much devotion is put towards this training style, the empath may be entirely incapable of combat or defending him or herself in a combat situation. Othertimes, the empath may be combat ready, but not excellent in such situations.&lt;br /&gt;
&lt;br /&gt;
Important skills for the healer training style:&lt;br /&gt;
&lt;br /&gt;
* Training [[First Aid]] 2 or 3 times per level&lt;br /&gt;
* Training in [[Mental Lore, Transformation]] 1 time per level or more&lt;br /&gt;
* Training [[Harness Power]] 1 or more times per level for increased [[mana]]&lt;br /&gt;
* Training heavily in spells to reach [[Transference (225)]] and [[Spirit Guide (130)]] early&lt;br /&gt;
* Training in [[Physical Fitness]] 2 or even 3 times per level to increase maximum health early on, after which Physical Fitness training slows to 1x or ceases entirely&lt;br /&gt;
&lt;br /&gt;
;Pure casting&lt;br /&gt;
The second common training style is the pure caster. These empaths will most likely be able to heal as well, but are less suited for it, and instead have increased combat abilities in the magical field. These empaths will most likely use [[Bone Shatter (1106)]], [[Empathic Assault (1110)]] or [[Fire Spirit (111)]] as their primary attack spells, and usually will wield a runestaff.&lt;br /&gt;
&lt;br /&gt;
Important skills for the pure caster training style:&lt;br /&gt;
&lt;br /&gt;
* Training in core magical skills to increase [[runestaff]] defense&lt;br /&gt;
* Training in [[Mental Lore, Manipulation]] to increase the effectiveness of [[Bone Shatter (1106)]].&lt;br /&gt;
* Training in [[Spell Aiming]] to increase [[bolt AS]] for [[Empathic Assault (1110)]] and [[Fire Spirit (111)]]&lt;br /&gt;
* Further lore training in either Mental Lores for [[Empathic Assault (1110)]], or [[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]&lt;br /&gt;
* Maintaining 1x [[Empath Base|Empath spell]] training to boost Empath Spell [[CS]]&lt;br /&gt;
&lt;br /&gt;
;Weapon swinging&lt;br /&gt;
The final common training style is that semi style weapon swinger. These empaths will rely heavily on weapons, oftentimes specializing in heavier types such as [[polearms]] or [[two handed weapons]] (see [[Tsalim&#039;s two-handed empath guide (saved post)|Tsalim&#039;s two-handed empath guide]]). This weapon combat may or may not be supplemented with offensive magic spells. Training in peripheral magical skills is usually kept to a minimum to spend more on skills that will aid in combat. This style is most often the least effective healers, however, they are not bad at it, just not as good as the other types.&lt;br /&gt;
&lt;br /&gt;
Important skills for the semi swinger training style:&lt;br /&gt;
&lt;br /&gt;
* Training 1 time per level in a weapon skill of choice&lt;br /&gt;
* Depending on chosen weapon style, training in [[Shield Use]] may also be an option&lt;br /&gt;
* Maintaining a 1 time per level training in Empath spells to increase offensive [[AS]] from Empath spells&lt;br /&gt;
* Training heavily in the [[Major Spiritual]] circle early on, to learn [[Bravery (211)]] and [[Heroism (215)]] quickly&lt;br /&gt;
* Training to fit into higher armors is an option for this training style, due to the less regular use of spells&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
;[[TRANSFER (verb)|TRANSFER]]&lt;br /&gt;
:Empaths naturally gain the unique ability to transfer wounds from others to themselves as they level, so that they can then heal them.&lt;br /&gt;
&lt;br /&gt;
;[[Heal (1101)]], [[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]],&lt;br /&gt;
;[[Limb Scar Repair (1111)]], [[System Scar Repair (1112)]], [[Head Scar Repair (1113)]], and [[Organ Scar Repair (1114)]]&lt;br /&gt;
:These nine spells offer Empaths the unique ability to heal any physical wound or scar or blood loss that they may incur.  Training in [[Spiritual Lore, Blessings]] gives a chance for a scar to be healed when a minor wound is cured. Note that moderate and major wounds and scars cost an extra 5 mana (and 5 spell training ranks) to heal, and healing them simply reduces their severity.&lt;br /&gt;
&lt;br /&gt;
;[[Heal/Harm (1101)]]&lt;br /&gt;
:When cast at a target, the Heal spell turns into a damage spell, drawing blood from the target.  This is a boon for low-level empaths or as a finishing spell.&lt;br /&gt;
&lt;br /&gt;
;[[Bone Shatter (1106)]]&lt;br /&gt;
:The primary hunting spell of most empaths, this spell offers high crit death potential, high damage rates, and an instant death effect increased by training in [[Mental Lore, Manipulation]].  At lower levels there is a massive [[TD]] pushdown which aids the less experiences empath.  Boneshatter wands, [[slender ivory wand]]s, can be made through [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
;[[Empathic Assault (1110)]]&lt;br /&gt;
:This spell is made lethal with training in various Mental lores.  The initial attack is a bolt, and the subsequent waves are TD-based.&lt;br /&gt;
&lt;br /&gt;
;[[Wither (1115)]]&lt;br /&gt;
:Wither is a particularly lethal spell.  It attacks an area of the target until it is destroyed.  If it manages to wither the first area, it will move to an adjacent area if the spell has not yet expired.&lt;br /&gt;
&lt;br /&gt;
;[[Troll&#039;s Blood (1125)]]&lt;br /&gt;
:A strong spell which gives benefits to both the caster and his or her party. At every 20 second interval, which can be reduced by training, the caster and his or her party will have some blood loss healed, a single minor wound healed (but only on every other interval) and if stunned, have a chance to break the stun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Empath Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Empath Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Empath&#039;&#039;&#039;  ||10||20||15||15||25||20||25||20||30||25&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Empath design direction (saved post)|Empath Design Direction - 11/14/2007]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Professions]][[Category:Empath]]&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bard&amp;diff=13272</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bard&amp;diff=13272"/>
		<updated>2010-07-27T00:24:20Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| name = Bard&lt;br /&gt;
| type = [[Elemental]]/[[Mental]] [[Semi]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Bard Base]]&lt;br /&gt;
| prime = [[Influence]], [[Aura]]&lt;br /&gt;
| mana = [[Influence]], [[Aura]]&lt;br /&gt;
  | TWCcost = 3/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 5/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 8/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 3/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 4/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 7/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 4/2 | RWranks = 2&lt;br /&gt;
  | TWcost = 3/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 6/1 | PWranks = 2&lt;br /&gt;
  | BRLcost = 3/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 4/4 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 7/3 | MOCranks = 1&lt;br /&gt;
  | PFcost = 4/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 6/6 | DODranks = 2&lt;br /&gt;
  | AScost = 0/4 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/4 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/10 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/5 | HPranks = 2&lt;br /&gt;
  | EMCcost = 0/6 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/6 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/12 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/17 | SRranks = 2&lt;br /&gt;
  | ELcost = 0/8 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/20 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/18 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/8 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/3 | DTranks = 2&lt;br /&gt;
  | PLcost = 2/1 | PLranks = 2&lt;br /&gt;
  | SHcost = 3/2 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/2 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/1 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bards&#039;&#039;&#039; are a profession of singers, dancers, and performers that specialize in the magic created by the sound of music.  Bardic magic is elemental and mental in nature, and bards are [[semi]] professions that are effective in both the use of magic and the use of weaponry.&lt;br /&gt;
&lt;br /&gt;
Bards have the ability to perform [[loresinging]], which can divine the special properties of items.  In some cases, loresongs may bring out a story from a particular item, often called a [[loresong]] itself.&lt;br /&gt;
&lt;br /&gt;
==Bard Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Bard Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Bard&#039;&#039;&#039;    ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Warrior&amp;diff=45365</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Warrior&amp;diff=45365"/>
		<updated>2010-07-27T00:23:14Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession |&lt;br /&gt;
type = [[Square]] |&lt;br /&gt;
circles = [[Minor Elemental]], [[Minor Spiritual]]|&lt;br /&gt;
prime = [[Constitution]], [[Strength]]|&lt;br /&gt;
mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 2 / 2 | TWCranks = 2&lt;br /&gt;
  | AUcost  = 2 / 0 | AUranks  = 3&lt;br /&gt;
  | SUcost  = 2 / 0 | SUranks  = 3&lt;br /&gt;
  | CMcost  = 4 / 3 | CMranks  = 2&lt;br /&gt;
  | OHEcost = 2 / 1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 2 / 1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 3 / 1 | THWranks = 2&lt;br /&gt;
  | RWcost  = 2 / 1 | RWranks  = 2&lt;br /&gt;
  | TWcost  = 2 / 1 | TWranks  = 2&lt;br /&gt;
  | PWcost  = 3 / 1 | PWranks  = 2&lt;br /&gt;
  | BRLcost = 2 / 1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 3 / 4 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 4 / 3 | MOCranks = 2&lt;br /&gt;
  | PFcost  = 2 / 0 | PFranks  = 3&lt;br /&gt;
  | DODcost = 4 / 2 | DODranks = 3&lt;br /&gt;
  | SRcost  = 0 / 120 | SRranks  = 1&lt;br /&gt;
  | AScost  = 0 / 7 | ASranks  = 1&lt;br /&gt;
  | MIUcost = 0 / 8 | MIUranks = 1&lt;br /&gt;
  | SAcost  = 5 / 25 | SAranks  = 1&lt;br /&gt;
  | HPcost  = 0 / 10 | HPranks  = 1&lt;br /&gt;
  | EMCcost = 0 / 10 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0 / 15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 10 | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 15 | ELranks  = 1&lt;br /&gt;
  | SpLcost = 0 / 15 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 30 | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 40 | MLranks  = 1&lt;br /&gt;
  | SURcost = 1 / 3 | SURranks = 2&lt;br /&gt;
  | DTcost  = 2 / 4 | DTranks  = 2&lt;br /&gt;
  | PLcost  = 2 / 3 | PLranks  = 2&lt;br /&gt;
  | SHcost  = 3 / 2 | SHranks  = 2&lt;br /&gt;
  | PERcost = 0 / 3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3 / 0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2 / 0 | SWIranks = 2&lt;br /&gt;
  | FAcost  = 1 / 2 | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 4 | TRAranks = 2&lt;br /&gt;
  | PPcost  = 2 / 3 | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are the most physical and direct of professions in [[Elanthia]].  They&#039;ve very little magical skills, normally, relying on heavy armor and big weapons.  Warriors are capable of specializing in any weapon type easily, but most tend to prefer the use of [[Two-Handed Weapons]] or [[Polearm Weapons]] due to the high [[damage factor]]s of these weapons, or, in the case of the [[claidhmore]], has special properties that make them particularily deadly in combat.&amp;lt;ref&amp;gt;Profession list, [http://www.play.net/gs4/info/professions/warriors.asp Play.net]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warriors have access to [[Combat Maneuvers]] that no other profession has available such as [[Weapon Bonding]] and [[Berserk]].  These two [[Combat Maneuvers]] (or [[guild skill]], in the case of Berserk) are highly useful to a warrior of nearly any training path and is highly recommended to invest in.&lt;br /&gt;
&lt;br /&gt;
Due to physically oriented training plans that most possess, Warrior are the most likely profession to achieve damage reduction, or [[redux]]. This, in tandem with their ease in equiping heavy armors, allows them to take much more punishment than the other professions in the game.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers List ==&lt;br /&gt;
Warriors also have the ability to train in the following [[combat maneuvers]]:&lt;br /&gt;
&lt;br /&gt;
* [[Bearhug]] &lt;br /&gt;
* [[Berserk]] (Warrior exclusive/Achievable through the Guild)&lt;br /&gt;
* [[Block Mastery]] (Warrior exclusive)&lt;br /&gt;
* [[Bull Rush]] &lt;br /&gt;
* [[Charge]]&lt;br /&gt;
* [[Combat Movement]]&lt;br /&gt;
* [[Combat Focus]] &lt;br /&gt;
* [[Combat Mastery]] (Achievable through the Guild)&lt;br /&gt;
* [[Combat Mobility]]&lt;br /&gt;
* [[Combat Toughness]]&lt;br /&gt;
* [[Coup de Grace]] &lt;br /&gt;
* [[Crowd Press]] &lt;br /&gt;
* [[Cunning Defense]]&lt;br /&gt;
* [[Dirtkick]]&lt;br /&gt;
* [[Disarm Weapon]] (Achievable through the Guild)&lt;br /&gt;
* [[Feint]] (Achievable through the Guild)&lt;br /&gt;
* [[Hamstring]] &lt;br /&gt;
* [[Haymaker]] (Warrior exclusive)&lt;br /&gt;
* [[Headbutt]] &lt;br /&gt;
* [[Mighty Blow]] (Warrior exclusive)&lt;br /&gt;
* [[Multi-Fire]] &lt;br /&gt;
* [[Parry Mastery]] (Warrior exclusive)&lt;br /&gt;
* [[Precision]]&lt;br /&gt;
* [[Quickstrike]] &lt;br /&gt;
* [[Shield Bash]] &lt;br /&gt;
* [[Shield Charge]]&lt;br /&gt;
* [[Side by Side]]&lt;br /&gt;
* [[Specialization]]&lt;br /&gt;
* [[Spin Attack]] (Achievable through the Guild)&lt;br /&gt;
* [[Staggering Blow]] (Warrior exclusive)&lt;br /&gt;
* [[Stun Maneuvers]]&lt;br /&gt;
* [[Subdual Strike]]&lt;br /&gt;
* [[Sunder Shield]] (Warrior exclusive)&lt;br /&gt;
* [[Surge of Strength]]&lt;br /&gt;
* [[Tackle]] (Warrior exclusive/Achievable through the Guild)&lt;br /&gt;
* [[Trip]]&lt;br /&gt;
* [[Truehand]] &lt;br /&gt;
* [[Twin Hammerfists]] (Warrior exclusive)&lt;br /&gt;
* [[Weapon Bonding]] (Warrior exclusive)&lt;br /&gt;
&lt;br /&gt;
== Armor Specialization ==&lt;br /&gt;
Warriors have the most choices for [[Armor Specialization|Armor Specializations]], and are the only class that can add Damage Resistance to [[Armor|armor]] through their specializations.  The three Damage Specializations require [[Specialized armor fitting|specialized armor fittings]] from the Warrior Guild.  All of the following Armor Specializations are Warrior exclusive:&lt;br /&gt;
&lt;br /&gt;
* [[Crush Protection]]&lt;br /&gt;
* [[Slash Protection]]&lt;br /&gt;
* [[Puncture Protection]]&lt;br /&gt;
* [[Armor Support]]&lt;br /&gt;
* [[Armor Reinforcement]]&lt;br /&gt;
&lt;br /&gt;
== Guild Skills ==&lt;br /&gt;
Additionally, the [[Warrior Guild]] allows training in six skills.  They are:&lt;br /&gt;
&lt;br /&gt;
* [[Disarm Weapon]]&lt;br /&gt;
* [[Berserk]]&lt;br /&gt;
* [[Warrior Tricks]]&lt;br /&gt;
* [[Tackle]] &lt;br /&gt;
* [[War Cries]]&lt;br /&gt;
* [[Batter Barriers]]&lt;br /&gt;
&lt;br /&gt;
War Cries and Batter Barriers are entirely unique to the guild, as are many of the less-mechanically-useful skills learned in Warrior Tricks.  Choosing to train a guild skill is a tradeoff, as mastering a guild skill takes a significant time investment, and the warrior must remain active in the guild to use it.  Once mastered, though, a master is more proficient than a character with all 5 ranks from the Combat Maneuver List would be, and has not used any Combat Maneuver Points.&lt;br /&gt;
&lt;br /&gt;
== Guard and Protect ==&lt;br /&gt;
&lt;br /&gt;
Warriors have access to the unique combat verbs GUARD and PROTECT. These skills can be used to help defend another player or a non-player character. In either case, the warrior takes a position to defend the charge from an incoming attack, looking to either guard with a shield or protect with a parried weapon.  A warrior must choose to either guard or protect only a single target, and each target may only have one guard and one protector.&lt;br /&gt;
&lt;br /&gt;
GUARD uses the block system, and PROTECT the parry system.  In each case, the warrior has a chance to stop the incoming attack with 50% his or her normal ability.  When guarding or protecting, the warrior suffers a 25% penalty to his or her own ability to block or parry incoming attacks.  GUARD and PROTECT have no affect on DS for the warrior or the defended target.&amp;lt;ref&amp;gt;Release Announcement, [http://www.play.net/gs4/events/event.asp?fid=1040&amp;amp;ID=16510&amp;amp;release=Y Play.net]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is worth noting that if two warriors with approximately the same defensive skills GUARD and/or PROTECT each other, they each receive a net increase in their defensive ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Warrior Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Warrior Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Warrior&#039;&#039;&#039; ||30||25||25||25||20||15||10||20||15||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Professions}}&lt;br /&gt;
[[Category:Professions]][[Category:Warrior]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wizard&amp;diff=46070</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wizard&amp;diff=46070"/>
		<updated>2010-07-27T00:21:47Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{featured-article}}&lt;br /&gt;
{{profession |&lt;br /&gt;
name = Wizard |&lt;br /&gt;
type = [[Elemental]] [[pure]] |&lt;br /&gt;
circles = [[Minor Elemental]], [[Major Elemental]], [[Wizard Base]] |&lt;br /&gt;
prime = [[Aura]], [[Logic]] |&lt;br /&gt;
mana = [[Aura]]&lt;br /&gt;
  | TWCcost = 12 / 12 | TWCranks = 1&lt;br /&gt;
  | AUcost  =  14 / 0 | AUranks  = 1&lt;br /&gt;
  | SUcost  = 13 / 0  | SUranks  = 1&lt;br /&gt;
  | CMcost  = 12 / 8  | CMranks  = 1&lt;br /&gt;
  | OHEcost = 6 / 1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6 / 1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 14 / 3  | THWranks = 1&lt;br /&gt;
  | RWcost  = 14 / 3  | RWranks  = 1&lt;br /&gt;
  | TWcost  = 8 / 2   | TWranks  = 1&lt;br /&gt;
  | PWcost  = 14 / 3  | PWranks  = 1&lt;br /&gt;
  | BRLcost = 10 / 2  | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15 / 10 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15 / 10 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 8 / 0   | PFranks  = 1&lt;br /&gt;
  | DODcost = 20 / 20 | DODranks = 1&lt;br /&gt;
  | SRcost  = 0 / 8   | SRranks  = 3&lt;br /&gt;
  | AScost  = 0 / 1   | ASranks  = 2&lt;br /&gt;
  | MIUcost = 0 / 1   | MIUranks = 2&lt;br /&gt;
  | SAcost  = 2 / 1   | SAranks  = 2&lt;br /&gt;
  | HPcost  = 0 / 4   | HPranks  = 3&lt;br /&gt;
  | EMCcost = 0 / 4   | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0 / 15  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 15  | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 6   | ELranks  = 2&lt;br /&gt;
  | SpLcost = 0 / 20  | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0 / 10  | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20  | MLranks  = 1&lt;br /&gt;
  | SURcost = 3 / 2   | SURranks = 1&lt;br /&gt;
  | DTcost  = 2 / 6   | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4   | PLranks  = 2&lt;br /&gt;
  | SHcost  = 5 / 4   | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4 / 0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3 / 0   | SWIranks = 1&lt;br /&gt;
  | FAcost  = 2 / 1   | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3   | TRAranks = 2&lt;br /&gt;
  | PPcost  = 3 / 3   | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
{{otheruses4|the Wizard profession|the front end|Wizard (front end)}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wizards&#039;&#039;&#039; are one of four [[pure]] [[profession]]s in [[GemStone]], and are considered to be masters of the [[sphere]] of [[elemental|elemental magic]].  Wizardly offensive spells are primarily represented by [[bolt spell]]s of a particular elemental energy, and are complemented by a wide array of defensive magics and utility spells.  A common [[mutant]] Wizard sub-type is the [[War Mage]], which relies on [[Haste (506)|hasted]] physical attacks in combination with various utility spells.&lt;br /&gt;
&lt;br /&gt;
Wizards can [[enchant]] weapons and armor by means of the [[Enchant Item (925)]] spell to give bonuses to attack or defense, respectively.  Wizards can also [[imbed]] their spells into certain imbedable items by means of the [[Create Magic Item (420)]] spell, and [[recharge]] some of these items by means of the [[Charge Item (517)]] spell to keep their magic strong.&lt;br /&gt;
&lt;br /&gt;
Finally, Wizards are able to summon a magical [[familiar]] by means of the [[Call Familiar (920)]] spell, which they can use for various non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
== Stat Placement and Race Selection ==&lt;br /&gt;
&lt;br /&gt;
The most important [[statistic]]s for a Wizard are [[Aura]] and [[Logic]], as they provide double the training points as the other stats.  In addition, Aura determines the bonus for some elemental spells and the amount of mana a character starts with.  [[Dexterity]] is an important statistic for any Wizard as it adds an AS bonus to bolt spells.  The other statistics are less important, but should not be &amp;quot;tanked&amp;quot; as that can result in serious penalties.  [[Strength]] in particular can be important if you want to be able to carry treasure back from a hunt without being encumbered, an issue that [[Constitution]] also factors into somewhat.  A higher Strength statistic will also let a wizard hold heavier armors unencumbered while enchanting, and is essential for the [[War Mage]] subtype as it factors directly into their AS with weapons.&lt;br /&gt;
&lt;br /&gt;
Statistical placement should be optimized for either growth, training points, or a balance of the two.  As most players will not reach level one-hundred, a balance of the two is best.  Wizards primarily rely on mental training points, and thus high statistical placement of mental statistics is desirable.   Most wizards convert a large amount of physical training points to mental training points during the course of their training, but the GemStone training system is currently set up to optimize conversion of points. ([[War Mage]]s tend to convert much lower numbers of points, but will probably still find it necessary.)&lt;br /&gt;
&lt;br /&gt;
Race selection is a fairly non-mechanical decision.  Though some races receive more appropriate bonuses (i.e. [[Dark elf|dark elves]] and [[halfling]]s) there is no single race that is superior over the others.  Choose whichever one best fits the character. [[War Mage]]s tend to choose races with a [[Strength]] bonus, while caster wizards tend to choose one with a [[Dexterity]] bonus.&lt;br /&gt;
&lt;br /&gt;
== General Training Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Wizards are expected to train primarily in magical skills and, of course, spells.  The magical skills which apply to Wizardry are Arcane Symbols, Magic Item Use, Spell Aiming, Harness Power, Elemental Mana Control, and the four Elemental Lores.  Magical skills and spells are key for wizards who use a runestaff, which requires at least eight total magical skill ranks per level to be an effective form of defense.  Wizards may also choose to train in shield, armor, and weapon use, depending on the specific type of Wizard you want to play.  Both weapon and shield serve primarily a defensive purpose for most Wizards, though some choose to focus on more martial skills and supplement them with spells.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]]&lt;br /&gt;
:Most Wizards recommend singling in this for life, possibly doubling in it if one is interested in being an Enchanter.  It helps with reading and casting spells from scrolls.  Though scrolls aren&#039;t particularly useful in the middle of combat, they&#039;re very useful for casting utility and defensive spells outside of battle.  This skill also serves as a cheap way to improve [[Runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Magic Item Use]]&lt;br /&gt;
:This skill is particularly useful for using wands in a Wizard&#039;s early life.  Magical items sometimes also require certain skill to activate.  Singling in MIU for life is usually recommended, though a Wizard serious about Enchanting might consider doubling in it.  MIU is another cheap skill to increase [[Runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:This is a caster Wizard&#039;s primary attack skill, and most [[War Mage]]s also find it important as a backup. It determines accuracy with aimed bolt spells, and therefore should always be doubled in for life.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Training in this provides three mana for each training up to level.  Training beyond that only provides a single extra mana point per rank.  Because of this, most Wizards train up to their level, and beyond that when they feel the need for more mana (especially at the lower levels).  Some Wizards enjoy the extra mana, however, and find it well worth the cost to double in it. [[War Mage]]s tend to single train, but not exceed that.&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Mana Control]]&lt;br /&gt;
:This skill determines how effective one will be in sharing elemental mana with other casters.  Twenty-four ranks will give maximum efficiency in sharing mana, but most Wizards will 1x for life.  Also, training in EMC increases a Wizard&#039;s mana regeneration rate, both on and off node.  Again, serious Enchanters may train more in EMC to benefit their casting.&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lores]]&lt;br /&gt;
:This skill can define a Wizard by determining which element they will specialize in.  Lores result in a small (.001) increase in the respective bolt&#039;s Damage Factor, as well as resulting in varying effects on different elemental spells.  It has been made clear that staff expectations are for Wizards to 1x in Elemental Lores, and future implementations are likely to be based on this expectation.&lt;br /&gt;
&lt;br /&gt;
;[[Weapon|Weapon Skills]]&lt;br /&gt;
:Since Edged Weapons are the cheapest to train in, most Wizards who choose to use a weapon will 1x in that for life.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Training]]&lt;br /&gt;
:Training 1x in this for life is the basic defensive training for any Wizard that chooses not to use a [[Runestaff]].&lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:Most Wizards will recommend training four ranks to wear Full Leathers with no maneuver hindrance.  Other wizards recommend enough ranks to wear Double Leathers, though there is always a casting hindrance for armors in an AsG above full leather.  Opinions vary over whether the extra protection is worth the spell hindrance and extra training cost.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Training]]&lt;br /&gt;
:Train in this sparingly until reaching maximum health (which is based on Race and Con bonus), generally at about 20-25 ranks.  Afterwards, most Wizards will stop training in it entirely, though it does still provide some benefit regarding the length of stuns and severity of criticals.&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]]&lt;br /&gt;
:Handy for any Wizard who wants to share mana with spiritual casters such as [[Empath]]s or [[Cleric]]s.  Doesn&#039;t directly affect any Wizard abilities.  Twenty-four ranks will provide the most efficiency for mana sharing.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:These skills become more important with time, particularly Climbing.  Generally, thirty ranks of each will get you everywhere you want to go, but having that many ranks is unnecessary until much later in life.  Five ranks in each by level 20 should suffice for some time.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]] and [[First Aid]]&lt;br /&gt;
:If one chooses to train in these, their primary application is usually the ability to remove pelts from creatures during hunts.  First Aid also reduces roundtime from eating herbs, while Survival can diminish the effects of certain adverse environmental conditions (particularly in the frigid north).&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:Most players get at least 24 ranks or so to allow them to find certain hidden paths that are scattered throughout the land and will allow you access to certain hunting grounds.  Otherwise, this is a fairly unimportant skill, unless you want it for a different reason (i.e. Lockpicking).&lt;br /&gt;
&lt;br /&gt;
;Other Skills&lt;br /&gt;
:Just because a skill isn&#039;t mentioned here doesn&#039;t mean it&#039;s entirely useless.  The only skills that serve no purpose are the non-Elemental lores.  All the other skills can be trained in and garner some ability. Wizards can pick boxes rather well, or train in [[Combat Maneuvers]] to [[disarm]] their opponents (or gain additional AS and DS bonuses with weapons), or better defend against Disarming.&lt;br /&gt;
&lt;br /&gt;
== Spell Training ==&lt;br /&gt;
Most wizards recommend anything between 2x and 3x training in Spell Research.  Wizards have three Spell Circles available to them: Major Elemental Spells, Minor Elemental Spells, and Wizard Spells.  All three have important spells and how one decides to progress through the lists is a personal choice.&lt;br /&gt;
&lt;br /&gt;
=== [[Minor Elemental]] ===&lt;br /&gt;
This circle is one of the most widely available spell circles.  However, it provides a lot of defensive and utility spells that will be important for a Wizard.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Defense I (401)]]&lt;br /&gt;
:*[[Elemental Defense II (406)]]&lt;br /&gt;
:*[[Elemental Defense III (414)]]&lt;br /&gt;
::Getting these at their respective levels will help keep defenses high.  Since the gap between 406 and 414 is rather large, you may want to drop off training after 406 in order to focus on the other two circles.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Wave (410)]]&lt;br /&gt;
::An excellent set-up spell, it tends to knock down everyone in the room that is NOT joined to the caster&#039;s group and give them round time before they can stand back up.  Useful, but not vital and can be acquired after 10th level with no adverse consequences.&lt;br /&gt;
&lt;br /&gt;
:*[[Mass Elemental Defense (419)]]&lt;br /&gt;
::A spell truly for the masses, is the equivalent of casting Elemental Defense III at each member of the caster&#039;s [[group]].  It will make you friends, but is not necessary at level 19. In common usage, this spell is often referred to as &amp;quot;guards&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Targetting (425)]]&lt;br /&gt;
::Highly recommended as soon as one reaches level twenty-five because of the bonus it adds to AS and CS.  It aids considerably in hunting.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Barrier (430)]]&lt;br /&gt;
::Though handy, the extra defense is not strictly necessary until later.  One can wait until well after level 30 to acquire this spell.&lt;br /&gt;
&lt;br /&gt;
=== [[Major Elemental]] ===&lt;br /&gt;
This circle provides several key utility and defensive spells, as well as a few important offensive ones.&lt;br /&gt;
&lt;br /&gt;
:*[[Thurfel&#039;s Ward (503)]]&lt;br /&gt;
::A cheap and powerful defensive spell that should be acquired as soon as possible. The color of the specks of light is based on one&#039;s [[Attunement]].&lt;br /&gt;
&lt;br /&gt;
:*[[Hand of Tonis (505)]]&lt;br /&gt;
::Not key for its level, the spell deserves mentioning because of its incredible utility as soon as one acquires twenty ranks of [[Elemental Lore, Air|Elemental Lore: Air]].  With twenty ranks of Lore the spell becomes a Bolt attack that uses [[Unbalance]] crits, which have a very high knockdown and stun chance. It can also be used (without lores being required) to dissipate cloud-type attack spells.&lt;br /&gt;
&lt;br /&gt;
:*[[Haste (506)]]&lt;br /&gt;
::Not particularly key for most wizards, the spell is still very useful.  It can be used to reduce roundtimes caused by healing herbs, standing up, and anything else that creates a physical roundtime. It becomes supremely effective once the caster has twenty-four ranks of [[Elemental Lore, Air|Elemental Lore: Air]] and at least twenty-seven [[Major Elemental]] spell ranks.  After that, it is possible for the target (usually the caster themself, of course) to swing a sword with an RT of 1 second, the spell effectively acting as a damage multiplier.&lt;br /&gt;
&lt;br /&gt;
::The use of this spell as a combat enhancer is the defining characteristic of the [[War Mage]] subtype of wizards, who generally rely on the use of weapons for a majority of their offensive power, rather than using magical attacks.&lt;br /&gt;
&lt;br /&gt;
:*[[Strength (509)]]&lt;br /&gt;
::Also not particularly key for its level for most wizards, the spell is still very useful.  Most Wizards find it helps tremendously with their carrying capacity. [[War Mage]]s often find it essential, as they use it for its offensive boost with their weapons.&lt;br /&gt;
&lt;br /&gt;
:*[[Floating Disk (511)]]&lt;br /&gt;
::One of the most sought after spells from other classes, this disk is used to hold items so that they do not encumber the owner.  Again, not vital at its level, but another important spell.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Focus (513)]]&lt;br /&gt;
::This is the first bolt AS boosting spell a wizard can learn.  It should be acquired as soon as possible. It does cause a penalty with weapon-based attacks, but at this point only [[War Mage]]s (who tend to avoid this spell like the plague) are likely to find that to be a hindrance.&lt;br /&gt;
&lt;br /&gt;
:*[[Mana Leech (516)]]&lt;br /&gt;
::Mana Leech is quite possibly the most important spell to get as soon as it is available, for caster wizards.  It&#039;s the best mana returning spell in the game, and key for a casting Wizard as soon as they reach level sixteen.  It will ensure that one has enough mana to make a hunt last long enough to fill the head with Field Experience.&lt;br /&gt;
&lt;br /&gt;
:*[[Cone of Lightning (518)]]&lt;br /&gt;
::Not a vital spell at its level, this is still one of the most powerful spells a Wizard can cast.  It hits every creature in the room with Major Shock (910).  It&#039;s an old spell, and very useful for destroying swarms of creatures during invasions.  Great to show off with.  Caution should be observed, however, when this spell is used in invasions.  Certain creatures can reflect the Cone back at the caster and all player characters in the room.  &lt;br /&gt;
&lt;br /&gt;
:*[[Meteor Swarm (525)]]&lt;br /&gt;
::Not a particularly useful spell, this is one of the most devastating spells available.  It summons meteors into the room it&#039;s cast in as well as surrounding rooms.  The meteors can deal damage to players, creatures, and even the caster. Casting the spell sends a warning to Game Masters due to its potential abuse.  Needless to say, the spell shouldn&#039;t be used often, if at all.&lt;br /&gt;
&lt;br /&gt;
=== [[Wizard Base]] ===&lt;br /&gt;
This circle contains the majority of a Wizard&#039;s offensive power in the form of [[bolt spell]]s.  It also has some of the more profession defining spells such as [[Call Familiar (920)]] and [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
:*[[Minor Shock (901)]]&lt;br /&gt;
:*[[Minor Water (903)]]&lt;br /&gt;
:*[[Minor Acid (904)]]&lt;br /&gt;
:*[[Minor Fire (906)]]&lt;br /&gt;
:*[[Major Shock (910)]]&lt;br /&gt;
::Bolt spells deal damage to a single enemy based on Spell Aiming ranks and Dexterity bonus.  Most Wizards use [[Minor Acid (904)]] as their primary bolt until higher levels or against specific creatures. [[Minor Fire (906)]] is particularly useful against the undead and in the [[Icemule Trace]] and [[Glacier]] areas. These are the spells commonly found in iron, silver, aquamarine, crystal, and golden wands.&lt;br /&gt;
&lt;br /&gt;
:*[[Major Cold (907)]]&lt;br /&gt;
:*[[Major Fire (908)]]&lt;br /&gt;
::Ball spells tend to deal less damage than Bolt spells, but they have the advantage of being able to cause multiple flares beyond the first hit.  These flares can hit multiple creatures in the room, which makes Ball spells ideal for crowd control.  Most Wizards prefer to use [[Major Fire (908)]] because of it&#039;s higher damage. [[Major Cold (907)]] is the spell found in blue wands.&lt;br /&gt;
&lt;br /&gt;
:*[[Mass Blur (911)]]&lt;br /&gt;
::One of the more popular spells among other classes, Mass Blurs affects everyone joined to the caster. It&#039;s not vital for a Wizard, but it does make you popular, and helps boost your defenses further.&lt;br /&gt;
&lt;br /&gt;
:*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
::An excellent defensive spell, this spell will make hunting significantly easier.  Acquire it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:*[[Call Familiar (920)]] &lt;br /&gt;
::Call Familiar allows a player to summon an animal to serve as an ally.  Wizards who are [[Attunement|attuned]] to a particular [[element]] have the opportunity to summon a [[wyrdling]] in addition to the typical mundane animal.  Though [[familiar]]s cannot perform any combat actions, they can deliver messages, watch rooms, carry an item, and find other players.  Call Familiar is considered to be a defining spell of the Wizard profession.&lt;br /&gt;
&lt;br /&gt;
:*[[Enchant Item (925)]]&lt;br /&gt;
::Enchant Item allows a player to enchant weapons, shields and armor, increating the bonus to [[Attack strength|AS]] for weapons or [[Defensive Strength|DS]] for shields and armor.  Enchant Item is limited to increasing the bonus of items to a maximum of plus fifty (+50), with each complete enchantment increasing the bonus of the item by five (5). (However, enchantments above thirty-five (+35) are exceedingly rare and difficult under the current limitations.)  Typically trained Wizards who learn this spell at level twenty-five (25) are considered capable of using Enchant Item to bring items to a bonus of plus twenty (+20). Enchant Item is generally considered a defining spell of the Wizard profession.&lt;br /&gt;
&lt;br /&gt;
:*[[Familiar Gate (930)]]&lt;br /&gt;
::Familiar Gate allows a player to create a gate between their own location and that of their familiar.  While the gate remains open, any player may pass through it to travel between the two locations.  The gate remains open for a short period of time, typically a few seconds, or until the player who created it passes through.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
Although very few wizards train in combat maneuvers, wizards still have access to the following CMAN&#039;s:&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Wizard Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Wizard&#039;&#039;&#039;  ||10||15||25||15||20||30||25||25||20||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Wizard}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ranger&amp;diff=35981</id>
		<title>Ranger</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ranger&amp;diff=35981"/>
		<updated>2010-07-27T00:20:11Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: Added a table with the profession GI&amp;#039;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession |&lt;br /&gt;
name = Ranger |&lt;br /&gt;
type = [[Spiritual]] [[Semi]] |&lt;br /&gt;
circles = [[Minor Spiritual]], [[Ranger Base]] |&lt;br /&gt;
prime = [[Dexterity]], [[Intuition]] |&lt;br /&gt;
mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 3/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 5/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 6/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 3/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 4/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 6/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 3/1 | RWranks = 2&lt;br /&gt;
  | TWcost = 3/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 7/2 | PWranks = 2&lt;br /&gt;
  | BRLcost = 4/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 3/2 | AMBranks = 2&lt;br /&gt;
  | MOCcost = 10/4 | MOCranks = 1&lt;br /&gt;
  | PFcost = 4/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 7/5 | DODranks = 2&lt;br /&gt;
  | AScost = 0/5 | ASranks = 1&lt;br /&gt;
  | MIUcost = 0/5 | MIUranks = 1&lt;br /&gt;
  | SAcost = 5/15 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/5 | HPranks = 2&lt;br /&gt;
  | EMCcost = 0/15 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/5 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/17 | SRranks = 1&lt;br /&gt;
  | ELcost = 0/20 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/10 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/18 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 1/1 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/4 | DTranks = 2&lt;br /&gt;
  | PLcost = 2/3 | PLranks = 2&lt;br /&gt;
  | SHcost = 2/1 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/2 | PERranks = 2&lt;br /&gt;
  | CLIcost = 2/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Rangers are one of the three semi class professions in [[GemStone IV]]. They draw on the spiritual sphere for magic and focus heavily on nature. A ranger is a jack-of-all-trades, having skill costs that allow a character to excel at almost any endeavor whether they be physically or magically focused, although not all at one time. They are less physical than [[Paladin]]s and less magical than [[Bard]]s, putting them squarely in the middle of the semi class.&lt;br /&gt;
&lt;br /&gt;
Rangers can be compared to [[rogue]]s in hunting style, but rely more on magic to set up an ambush rather than combat maneuvers. Rangers often use a hidden ambush style, using virtually any style of weapon. Archery is one of the most popular ranger styles with several variants. The ranger spell circle is by far one of the most versatile in the game, ranging from highly focused combat spells to practical utility spells, all of which foster a general roleplay idea. The pinnacle of these spells is considered to be Animal Companion, which is unique in its class, providing combat, utility, and RP functions that last for the entirety of the character&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
== Combat Maneuvers List ==&lt;br /&gt;
Rangers have the ability to train in the following [[combat maneuvers]]. None of them are exclusive to the ranger profession.&lt;br /&gt;
&lt;br /&gt;
* [[Combat Movement]]&lt;br /&gt;
* [[Combat Focus]]&lt;br /&gt;
* [[Combat Mastery]]&lt;br /&gt;
* [[Shadow Mastery]]&lt;br /&gt;
* [[Dirtkick]]&lt;br /&gt;
* [[Shield Bash]]&lt;br /&gt;
* [[Disarm Weapon]]&lt;br /&gt;
* [[Sweep]]&lt;br /&gt;
* [[Feint]]&lt;br /&gt;
* [[Hamstring]]&lt;br /&gt;
* [[Precision]]&lt;br /&gt;
* [[Garrote]]&lt;br /&gt;
* [[Subdual Strike]]&lt;br /&gt;
* [[Multi-Fire]]&lt;br /&gt;
* [[Side by Side]]&lt;br /&gt;
* [[Trip]]&lt;br /&gt;
* [[Cunning Defense]]&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
;SENSE&lt;br /&gt;
:The [[SENSE]] verb is one used by several professions, with differing results. Rangers are stewards and students of nature, and as such have the ability to detect more information about the world around them than do other classes. A ranger can SENSE the &amp;quot;nature&amp;quot; of their environs, providing the ranger with useful data about available Animal Companions, climate, and terrain; the latter two are mostly of interest to those attempting to [[FORAGE]].&lt;br /&gt;
:Rangers can also sense non-obvious paths, or exits from a room, unless they are not supposed to be findable. &lt;br /&gt;
:SENSE [[roundtime]] is determined by a ranger&#039;s [[level]]. It is calculated by 10 - (Level/10), with a minimum base roundtime of 5 seconds.&lt;br /&gt;
:[[Assume Aspect (650)|Assume Aspect]]&#039;s Aspect of the Yierka further reduces SENSE rondtime to a minimum base of 3 seconds.&lt;br /&gt;
:Only rangers who are at least level 30 and know at least [[Animal Companion (630)|Animal Companion]] can sense any present companion types.&lt;br /&gt;
&lt;br /&gt;
;[[Whispering Willow (605)]]&lt;br /&gt;
:A utility spell, Whispering Willow allows the caster to whisper to individuals who are not in the same room. With a set number of ranks in [[Spiritual Lore, Summoning]], the spell is maximized to allow the caster to whisper to anyone, almost anywhere in game.&lt;br /&gt;
;[[Camouflage (608)]]&lt;br /&gt;
:Designed for combat, Camouflage places the caster into hiding with no hard roundtime. It also imparts a +30 AS bonus to the caster until the ranger is revealed from hiding. While melee users only receive the bonus for the first ambush attempt, archers who are highly trained in [[Stalking and Hiding]] have the potential to remain hidden and continue reaping the benefits of the AS bonus. The maximum duration for the AS bonus is 10 minutes.&lt;br /&gt;
;[[Mass Colors (611)]]&lt;br /&gt;
:A defensive spell, Mass Colors is a group-version of [[Natural Colors (601)]]. Unfortunately, the two spells are considered identical and do not stack their respective bonuses.&lt;br /&gt;
;[[Imbue (614)]]&lt;br /&gt;
:Imbue allows the caster to prepare foraged plant material to be imbedded with a spell via [[Magic Item Create (420)|Magic Item Create]]. The most commonly imbued items are sticks (wands, rods), wiregrass (bracelets, anklets), and various tree barks (amulets).&lt;br /&gt;
;[[Spike Thorn (616)]]&lt;br /&gt;
:A maneuver-based attack spell, Spike Thorn was the primary identifying spell for rangers prior to the release of Animal Companion. Augmented by level, spell ranks, and Spiritual Lore, Summoning, it can provide a devastating and lethal attack against poorly prepared targets.&lt;br /&gt;
;[[Sneaking (617)]]&lt;br /&gt;
:When combined with Natural Colors or Mass Colors, Sneaking allows the silent movement type to be set. The ranger can walk from room to room without others present receiving any arrival or departure message, unless the others have enough [[Perception]] ranks to detect the ranger.&lt;br /&gt;
;[[Mobility (618)]]&lt;br /&gt;
:Not only does Mobility add DS to the caster, but it also adds phantom [[Dodge]] ranks based on the number of ranger spells known. It is highly useful versus maneuver-based attacks.&lt;br /&gt;
;[[Resist Nature (620)]]&lt;br /&gt;
:Resist Nature is the ranger&#039;s answer to [[wizard]]s&#039; [[Enchant Item (925)|Enchant Item]]. Using foraged and prepared ingredients, the caster can impart a temporary padding to cloth or leather armor that resists a very specific type of attack - heat, frost, steam, or nature. Only one form of resistance can be added to a piece of armor at any given time.&lt;br /&gt;
;[[Animal Companion (630)]]&lt;br /&gt;
:Regarded now as the identifying ranger circle spell, Animal Companion allows the ranger to form a permanent bond with a wild animal. Once formed, the bond can not be broken without rerolling. The companion can aid in combat, and its effectiveness is determined through an affinity process.&lt;br /&gt;
;[[Wall of Thorns (640)]]&lt;br /&gt;
:A defensive spell, Wall of Thorns is notable in that it adds an added opportunity for the spell to block prior to a physical attack engaging the caster through the EBP system. It also provides a DS bonus.&lt;br /&gt;
;[[Assume Aspect (650)]]&lt;br /&gt;
:The Assume Aspect grants the caster access to a wide variety of skill and other bonuses, each of which is based upon the traits of an animal. The drawback to its versatility is its high mana cost - and that each aspect can only be assumed for a two minute stretch before that individual aspect undergoes another two minute cool down before it can be re-assumed. One interesting feature of the spell is that it temporarily changes some of the caster&#039;s features to shape shift along with the aspect assumed.&lt;br /&gt;
:If anything, that rangers truly are jacks-of-all-trades is evidenced most by this spell. Its various bonuses range from defensive to offensive, depending on which skill or stat is boosted. Some aspects also further augment utility skills or further aid mechanics such as crossing icy patches, scaling cliffs, or using the SENSE or FORAGE verbs.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Spiritual]] Circle&lt;br /&gt;
:In addition to the ranger base spells, rangers have access to those in the minor spiritual circle. Comprised of many defensive and utility spells, it also enhances the diverse range of skills for rangers.&lt;br /&gt;
&lt;br /&gt;
== General Training Suggestions ==&lt;br /&gt;
&lt;br /&gt;
A versatile profession, rangers can train in myriad ways, creating characters ranging from the more physical to the more magical, from a hunter with a bow to a druid with a wand.  With the implementation of FixSkills and skill migration, rangers can also choose to gradually shift their training and skills in order to alter their hunting strategy.  &lt;br /&gt;
&lt;br /&gt;
With archery, for example, the [[attack strength]] for [[Ranged Weapons | ranged weapons]] increases with [[Perception | perception]] and [[Ambush | ambush]] skills, but only after forty ranks.  It is not unheard of for some rangers to gradually switch their weapon of choice from a sword to a bow -- to start out training in [[Edged Weapons | edged weapons]] while wielding a drake falchion or other commonly found blade and then to later migrate to training in [[Ranged Weapons | ranged weapons]] after taking up a bow and quiver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ranger Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Ranger Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;  ||25||20||30||20||20||15||15||25||25||10&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Professions}}&lt;br /&gt;
[[Category: Professions]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Statistic_growth_rate&amp;diff=41257</id>
		<title>Statistic growth rate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Statistic_growth_rate&amp;diff=41257"/>
		<updated>2010-07-27T00:09:21Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Definition of a statistic&amp;#039;s GI */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&#039;&#039;&#039;Statistic growth rates&#039;&#039;&#039; are fixed integers for a given race/profession combination which determine the rate at which a [[character]]&#039;s various [[stat]]s grow.  Each statistic growth rate determines an integer dependent on the current statistic value known as the &#039;&#039;&#039;Statistic Growth Interval (GI)&#039;&#039;&#039; which is the number of levels between statistic value increments.&lt;br /&gt;
&lt;br /&gt;
==Definition of a statistic&#039;s GI==&lt;br /&gt;
 &lt;br /&gt;
Let &#039;&#039;&#039;S&#039;&#039;&#039; be a statistic&#039;s current value&lt;br /&gt;
and &#039;&#039;&#039;R&#039;&#039;&#039; be that statistic&#039;s growth rate.  Then the &#039;&#039;&#039;GI&#039;&#039;&#039; for that statistic is found by dividing &#039;&#039;&#039;S&#039;&#039;&#039; by &#039;&#039;&#039;R&#039;&#039;&#039; and rounding the result down to the nearest&lt;br /&gt;
integer.  If &#039;&#039;&#039;S&#039;&#039;&#039; is less than &#039;&#039;&#039;R&#039;&#039;&#039;, and consequently &#039;&#039;&#039;S&#039;&#039;&#039; divided by &#039;&#039;&#039;R&#039;&#039;&#039; rounded down is 0, the GI for &#039;&#039;&#039;S&#039;&#039;&#039; is defined to be 1.  &lt;br /&gt;
In other words if G denotes the Growth Interval for S, then &#039;&#039;&#039;G:=max(trunc(S/R),1)&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If a character&#039;s next level is divisible by a statistic&#039;s current GI, then that statistic will increment by 1 when the character levels up.&#039;&#039;  Thought of another way, a statistic&#039;s GI is the &#039;&#039;interval of levels between that statistic&#039;s increase&#039;&#039;.  For instance, a statistic with a GI of 2&lt;br /&gt;
will increment at even levels, with an interval of 2 between increments.  A statistic with an GI of 3 will increment at levels divisible by 3,&lt;br /&gt;
with three levels between increments, etc.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039;  Suppose a level 45 character has Strength=61 with statistic growth rate of 30.  The GI for Strength is then trunc(61/30)=2.  Since the next level is 45+1=46, and 2 divides 46, upon reaching level 46 Stength will increase from 61 to 62. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039;  Let&#039;s generalize Example 1 a bit.  Suppose a character is level 0 with Strength=20 with statistic growth rate 30.  Initially,&lt;br /&gt;
Strength&#039;s GI is 1 and it will remain 1 until Strength reaches 60.  In particular, from levels 1-40 Strength will increment at every single level.  At level 40, Strength=60 and so Strength&#039;s GI is now trunc(60/30)=2.  The GI remains 2&lt;br /&gt;
until Strength=90.  So at levels 42, 44, 46, ..., 98, 100 Strength will increment.  Finally at level 100 Strength is 90, and thus has a GI of 3. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Example 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Level&#039;&#039;&lt;br /&gt;
! width=80px |  [[0-39]] || width=80px |  [[40-99]] || width=80px |  [[100]] ||&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Stat Value&#039;&#039;&#039;    ||20-59||60-89||90||&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;GI&#039;&#039;&#039;  ||1||2||3||&lt;br /&gt;
|- align = center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 3 (a neat trick):&#039;&#039;&#039; Suppose my Charisma&#039;s statistic growth rate is 10.  Suppose my level 0 Charisma is 89.  Initially my Charisma&#039;s GI is 8.&lt;br /&gt;
Thus at level 8 my Charisma will increment to 90.  Now my Charisma&#039;s GI is 9. Since my next level is 9, my Charisma will increment again to 91 once I reach level 9.  Suppose on the other hand my level 0 Charisma were 90.  Then the GI is 9 and my Charisma increments to 91 at level 9.&lt;br /&gt;
It&#039;s clearly advantageous to place an 89 in Charisma instead of a 90.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 4:&#039;&#039;&#039;  Let&#039;s look at a slight variant of Example 3.  Suppose at level 0 my Logic is 39, with a statistic growth rate of 20.  Initially&lt;br /&gt;
the GI is 1, so at level 1 my Logic increments to 40.  Now the GI is 2, and so at level 2 my Logic increments to 41.  Again, suppose&lt;br /&gt;
that instead I had placed my logic at 40.  Then the GI is initially 2 and at level 2 my Logic increments to 41.  &lt;br /&gt;
&lt;br /&gt;
Examples 3 and 4 illustrate the prudence in placing statistics at the maximum for a given GI, or in other words at an integer so&lt;br /&gt;
that the next time the statistic increases, the GI changes.  Another interesting observation is that levels which have high powers of 2&lt;br /&gt;
and 3 in their prime decomposition tend to see a lot of statistic increases, while levels which are prime will not see as many.  For instance, &lt;br /&gt;
upon reaching level 72=8 x 9=2x2x2x3x3, any stat with an GI of 2, 3, 4, 6, 8, 12, 18 will increase.  However, if you reach level 17, only &lt;br /&gt;
stats with an GI of 17 will increment.  &lt;br /&gt;
&lt;br /&gt;
Since the lowest statistic growth rate for any combination of race/profession is currently 5, statistic GI&#039;s must be integers between&lt;br /&gt;
1 and 19. &lt;br /&gt;
&lt;br /&gt;
==Remark on Terminology==&lt;br /&gt;
&lt;br /&gt;
The terminology used to describe statistical growth suffers from a lack of standardization.  Throughout Krakiipedia the use of the term&lt;br /&gt;
Statistic Growth Rate is consistent.  Early profession guides (such as Tavarion&#039;s Statistical Cleric Guide) and even the official website&lt;br /&gt;
tend not to distinguish between a statistic&#039;s current growth interval and its growth rate.  Therefor what Krakiipedia lists as&lt;br /&gt;
a growth rate is often called simply the statistic&#039;s growth interval.  The number we call the statistic&#039;s GI would then be called n*GI, &lt;br /&gt;
where the integer n is the number we computed in this article to find GI.  Below is an example using the Krakiipedia terminology and also older terminology.&lt;br /&gt;
&lt;br /&gt;
Krakiipedia:  A dwarven rogue has a Logic growth rate of 20.  Thus if the rogue&#039;s current Logic is 60, their GI is 3 and thus Logic will&lt;br /&gt;
increment when the rogue attains the next level divisible by 3.&lt;br /&gt;
&lt;br /&gt;
Older terminology:  A dwarven rogue has a Logic growth interval of 20.  Thus if the rogue&#039;s current Logic is 60, it has a 3*GI and so will&lt;br /&gt;
increment at the next level which is divisible by 3.  &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Table of Statistic Growth Rates by Profession==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Stat Growth Rates by Profession&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Bard&#039;&#039;&#039;    ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Cleric&#039;&#039;&#039;  ||20||20||10||15||25||15||25||25||30||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Empath&#039;&#039;&#039;  ||10||20||15||15||25||20||25||20||30||25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Paladin&#039;&#039;&#039; ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;  ||25||20||30||20||20||15||15||25||25||10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Rogue&#039;&#039;&#039;   ||25||20||25||30||20||15||20||25||10||15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||25||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Warrior&#039;&#039;&#039; ||30||25||25||25||20||15||10||20||15||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Wizard&#039;&#039;&#039;  ||10||15||25||15||20||30||25||25||20||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Stat Growth Rate racial modifiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Race&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Aelotoi&#039;&#039;&#039;    ||0||-2||3||3||2||0||0||2||0||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Burghal Gnome&#039;&#039;&#039;    ||-5||0||3||3||-3||-2||5||5||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Dark Elf&#039;&#039;&#039;    ||0||-2||5||5||-2||0||0||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Dwarf&#039;&#039;&#039;    ||5||5||-3||-5||3||0||0||0||3||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Elf&#039;&#039;&#039;    ||0||-5||5||3||-5||5||0||0||0||3&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Erithian&#039;&#039;&#039;    ||-2||0||0||0||3||0||2||0||0||3&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Forrest Gnome&#039;&#039;&#039;    ||-3||2||2||3||2||0||0||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Giantman&#039;&#039;&#039;    ||5||3||-2||-2||0||0||0||2||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Half Elf&#039;&#039;&#039;    ||2||0||2||2||-2||0||0||0||0||2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Half Krolvin&#039;&#039;&#039;    ||3||5||2||2||0||-2||-2||0||0||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Halfling&#039;&#039;&#039;    ||-5||5||5||5||-2||0||-2||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Human&#039;&#039;&#039;    ||2||2||0||0||0||0||0||2||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Sylvankind&#039;&#039;&#039;    ||-3||-2||5||5||-5||3||0||0||0||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[http://lostranger.tsoran.com/gs3/a-growth-gs4.php Web-Based Growth Calculator by LostRanger]]&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Statistic_growth_rate&amp;diff=41256</id>
		<title>Statistic growth rate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Statistic_growth_rate&amp;diff=41256"/>
		<updated>2010-07-27T00:07:05Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&#039;&#039;&#039;Statistic growth rates&#039;&#039;&#039; are fixed integers for a given race/profession combination which determine the rate at which a [[character]]&#039;s various [[stat]]s grow.  Each statistic growth rate determines an integer dependent on the current statistic value known as the &#039;&#039;&#039;Statistic Growth Interval (GI)&#039;&#039;&#039; which is the number of levels between statistic value increments.&lt;br /&gt;
&lt;br /&gt;
==Definition of a statistic&#039;s GI==&lt;br /&gt;
 &lt;br /&gt;
Let &#039;&#039;&#039;S&#039;&#039;&#039; be a statistic&lt;br /&gt;
and &#039;&#039;&#039;R&#039;&#039;&#039; be that statistic&#039;s growth rate.  Then the &#039;&#039;&#039;GI&#039;&#039;&#039; for that statistic is found by dividing &#039;&#039;&#039;S&#039;&#039;&#039; by &#039;&#039;&#039;R&#039;&#039;&#039; and rounding the result down to the nearest&lt;br /&gt;
integer.  If &#039;&#039;&#039;S&#039;&#039;&#039; is less than &#039;&#039;&#039;R&#039;&#039;&#039;, and consequently &#039;&#039;&#039;S&#039;&#039;&#039; divided by &#039;&#039;&#039;R&#039;&#039;&#039; rounded down is 0, the GI for &#039;&#039;&#039;S&#039;&#039;&#039; is defined to be 1.  &lt;br /&gt;
In other words if G denotes the Growth Interval for S, then &#039;&#039;&#039;G:=max(trunc(S/R),1)&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If a character&#039;s next level is divisible by a statistic&#039;s GI, then that statistic will increment by 1 when the character attains the next level.&#039;&#039;  Thought of another way, a statistic&#039;s GI is the &#039;&#039;interval of levels between that statistic&#039;s increase&#039;&#039;.  For instance, a statistic with a GI of 2&lt;br /&gt;
will increment at even levels, with an interval of 2 between increments.  A statistic with an GI of 3 will increment at levels divisible by 3,&lt;br /&gt;
with three levels between increments, etc.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039;  Suppose a level 45 character has Strength=61 with statistic growth rate of 30.  The GI for Strength is then trunc(61/30)=2.  Since the next level is 45+1=46, and 2 divides 46, upon reaching level 46 Stength will increase from 61 to 62. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039;  Let&#039;s generalize Example 1 a bit.  Suppose a character is level 0 with Strength=20 with statistic growth rate 30.  Initially,&lt;br /&gt;
Strength&#039;s GI is 1 and it will remain 1 until Strength reaches 60.  In particular, from levels 1-40 Strength will increment at every single level.  At level 40, Strength=60 and so Strength&#039;s GI is now trunc(60/30)=2.  The GI remains 2&lt;br /&gt;
until Strength=90.  So at levels 42, 44, 46, ..., 98, 100 Strength will increment.  Finally at level 100 Strength is 90, and thus has a GI of 3. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Example 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Level&#039;&#039;&lt;br /&gt;
! width=80px |  [[0-39]] || width=80px |  [[40-99]] || width=80px |  [[100]] ||&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Stat Value&#039;&#039;&#039;    ||20-59||60-89||90||&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;GI&#039;&#039;&#039;  ||1||2||3||&lt;br /&gt;
|- align = center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 3 (a neat trick):&#039;&#039;&#039; Suppose my Charisma&#039;s statistic growth rate is 10.  Suppose my level 0 Charisma is 89.  Initially my Charisma&#039;s GI is 8.&lt;br /&gt;
Thus at level 8 my Charisma will increment to 90.  Now my Charisma&#039;s GI is 9. Since my next level is 9, my Charisma will increment again to 91 once I reach level 9.  Suppose on the other hand my level 0 Charisma were 90.  Then the GI is 9 and my Charisma increments to 91 at level 9.&lt;br /&gt;
It&#039;s clearly advantageous to place an 89 in Charisma instead of a 90.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 4:&#039;&#039;&#039;  Let&#039;s look at a slight variant of Example 3.  Suppose at level 0 my Logic is 39, with a statistic growth rate of 20.  Initially&lt;br /&gt;
the GI is 1, so at level 1 my Logic increments to 40.  Now the GI is 2, and so at level 2 my Logic increments to 41.  Again, suppose&lt;br /&gt;
that instead I had placed my logic at 40.  Then the GI is initially 2 and at level 2 my Logic increments to 41.  &lt;br /&gt;
&lt;br /&gt;
Examples 3 and 4 illustrate the prudence in placing statistics at the maximum for a given GI, or in other words at an integer so&lt;br /&gt;
that the next time the statistic increases, the GI changes.  Another interesting observation is that levels which have high powers of 2&lt;br /&gt;
and 3 in their prime decomposition tend to see a lot of statistic increases, while levels which are prime will not see as many.  For instance, &lt;br /&gt;
upon reaching level 72=8 x 9=2x2x2x3x3, any stat with an GI of 2, 3, 4, 6, 8, 12, 18 will increase.  However, if you reach level 17, only &lt;br /&gt;
stats with an GI of 17 will increment.  &lt;br /&gt;
&lt;br /&gt;
Since the lowest statistic growth rate for any combination of race/profession is currently 5, statistic GI&#039;s must be integers between&lt;br /&gt;
1 and 19. &lt;br /&gt;
&lt;br /&gt;
==Remark on Terminology==&lt;br /&gt;
&lt;br /&gt;
The terminology used to describe statistical growth suffers from a lack of standardization.  Throughout Krakiipedia the use of the term&lt;br /&gt;
Statistic Growth Rate is consistent.  Early profession guides (such as Tavarion&#039;s Statistical Cleric Guide) and even the official website&lt;br /&gt;
tend not to distinguish between a statistic&#039;s current growth interval and its growth rate.  Therefor what Krakiipedia lists as&lt;br /&gt;
a growth rate is often called simply the statistic&#039;s growth interval.  The number we call the statistic&#039;s GI would then be called n*GI, &lt;br /&gt;
where the integer n is the number we computed in this article to find GI.  Below is an example using the Krakiipedia terminology and also older terminology.&lt;br /&gt;
&lt;br /&gt;
Krakiipedia:  A dwarven rogue has a Logic growth rate of 20.  Thus if the rogue&#039;s current Logic is 60, their GI is 3 and thus Logic will&lt;br /&gt;
increment when the rogue attains the next level divisible by 3.&lt;br /&gt;
&lt;br /&gt;
Older terminology:  A dwarven rogue has a Logic growth interval of 20.  Thus if the rogue&#039;s current Logic is 60, it has a 3*GI and so will&lt;br /&gt;
increment at the next level which is divisible by 3.  &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Table of Statistic Growth Rates by Profession==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Stat Growth Rates by Profession&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Bard&#039;&#039;&#039;    ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Cleric&#039;&#039;&#039;  ||20||20||10||15||25||15||25||25||30||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Empath&#039;&#039;&#039;  ||10||20||15||15||25||20||25||20||30||25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Paladin&#039;&#039;&#039; ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;  ||25||20||30||20||20||15||15||25||25||10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Rogue&#039;&#039;&#039;   ||25||20||25||30||20||15||20||25||10||15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||25||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Warrior&#039;&#039;&#039; ||30||25||25||25||20||15||10||20||15||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Wizard&#039;&#039;&#039;  ||10||15||25||15||20||30||25||25||20||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Stat Growth Rate racial modifiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Race&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Aelotoi&#039;&#039;&#039;    ||0||-2||3||3||2||0||0||2||0||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Burghal Gnome&#039;&#039;&#039;    ||-5||0||3||3||-3||-2||5||5||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Dark Elf&#039;&#039;&#039;    ||0||-2||5||5||-2||0||0||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Dwarf&#039;&#039;&#039;    ||5||5||-3||-5||3||0||0||0||3||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Elf&#039;&#039;&#039;    ||0||-5||5||3||-5||5||0||0||0||3&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Erithian&#039;&#039;&#039;    ||-2||0||0||0||3||0||2||0||0||3&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Forrest Gnome&#039;&#039;&#039;    ||-3||2||2||3||2||0||0||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Giantman&#039;&#039;&#039;    ||5||3||-2||-2||0||0||0||2||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Half Elf&#039;&#039;&#039;    ||2||0||2||2||-2||0||0||0||0||2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Half Krolvin&#039;&#039;&#039;    ||3||5||2||2||0||-2||-2||0||0||-2&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Halfling&#039;&#039;&#039;    ||-5||5||5||5||-2||0||-2||0||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Human&#039;&#039;&#039;    ||2||2||0||0||0||0||0||2||0||0&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Sylvankind&#039;&#039;&#039;    ||-3||-2||5||5||-5||3||0||0||0||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[http://lostranger.tsoran.com/gs3/a-growth-gs4.php Web-Based Growth Calculator by LostRanger]]&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Presence_(402)&amp;diff=51040</id>
		<title>Talk:Presence (402)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Presence_(402)&amp;diff=51040"/>
		<updated>2009-12-14T02:36:15Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: Created page with &amp;#039;==Contradictory Statements==  In the article, on the one hand, it is stated that 402 helps with any task that involves Perception, such as searching.  The next paragraph states t…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Contradictory Statements==&lt;br /&gt;
&lt;br /&gt;
In the article, on the one hand, it is stated that 402 helps with any task that involves Perception, such as searching.  The next paragraph states that 402 does not help with searching.  Can someone clarify? [[User:SMO2099|S]] 21:36, 13 December 2009 (EST)&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Statistic_growth_rate&amp;diff=7170</id>
		<title>Talk:Statistic growth rate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Statistic_growth_rate&amp;diff=7170"/>
		<updated>2009-12-12T22:31:25Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Major Rewrite */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Major Rewrite==&lt;br /&gt;
&lt;br /&gt;
I rewrote the entire Statistic Growth Rate article.  I mostly did this because certain terms were not defined and the flow of logic was not as linear as it could have been.  &lt;br /&gt;
&lt;br /&gt;
I did take some major liberties.  While I was consistent in using the Krakiipedia term &amp;quot;Growth Rate&amp;quot;, I basically redefined in the article what is meant as a Growth Interval.  I did this primarily because (a) the old terminology was awkward (b) this is as good a place as any to try and introduce cleaner terms.  I very much hope that if you have any objections to my use of the term Growth Interval you give it some consideration.  I understand any reluctance to change terminology (I encounter it all the time in my academic field).  I would be happy to try and modify the article to keep it consistent with whatever standard Krakiipedia has or even keep it consistent with old terminology (once I get some time). [[User:SMO2099|S]] 14:00, 12 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve always used growth interval myself.  It sounds so much more smoother. [[User:DRIZZT-12|Adam]] &amp;lt;sup&amp;gt;[[User talk:DRIZZT-12|talk]]&amp;lt;/sup&amp;gt; 16:19, 12 December 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::My only contention with the way &amp;quot;growth interval&amp;quot; is traditionally used is that the number does not actually represent any interval.  I understand where the creators of the term were coming from, since given a traditional &amp;quot;growth interval&amp;quot; it&#039;s easy to calculate the actual interval of growth, but I think their choice of name was rather unfortunate.  [[User:SMO2099|S]] 17:31, 12 December 2009 (EST)&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Level&amp;diff=28672</id>
		<title>Level</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Level&amp;diff=28672"/>
		<updated>2009-12-12T19:08:34Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: Made a link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Levels&#039;&#039;&#039; are gained each time you gain the requisite amount of [[experience]] and dictate the number of ranks you can learn in any [[skill]].&lt;br /&gt;
&lt;br /&gt;
A [[character]] starts at level 0 and can reach level 100 (the cap).  [[Statistics]] also increase with level, based on their [[Statistic growth rate|growth rate]].  &lt;br /&gt;
&lt;br /&gt;
The experience needed to reach the next level is based on the character&#039;s current level.  &lt;br /&gt;
* The interval between levels increases 2500 for each of the first 15 levels (ie 12500 exp to get level 6, 15000 to get level 7)&lt;br /&gt;
* The interval between levels increases 2000 for each level between 16 and 25 (ie 53000 to get to level 24, 55000 to get to level 25)&lt;br /&gt;
* The interval between levels increases 1500 for each level between 26 and 40 &lt;br /&gt;
* The interval between levels increases 1000 for each level between 41 and 50&lt;br /&gt;
* The interval between levels increases 500 for each level between 51 and 100&lt;br /&gt;
&lt;br /&gt;
At level 100, each 2500 exp gained gains 1 Mental and 1 Physical [[Training Point]].&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Statistic_growth_rate&amp;diff=51184</id>
		<title>Talk:Statistic growth rate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Statistic_growth_rate&amp;diff=51184"/>
		<updated>2009-12-12T19:00:16Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: Created page with &amp;#039;==Major Rewrite==  I rewrote the entire Statistic Growth Rate article.  I mostly did this because certain terms were not defined and the flow of logic was not as linear as it cou…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Major Rewrite==&lt;br /&gt;
&lt;br /&gt;
I rewrote the entire Statistic Growth Rate article.  I mostly did this because certain terms were not defined and the flow of logic was not as linear as it could have been.  &lt;br /&gt;
&lt;br /&gt;
I did take some major liberties.  While I was consistent in using the Krakiipedia term &amp;quot;Growth Rate&amp;quot;, I basically redefined in the article what is meant as a Growth Interval.  I did this primarily because (a) the old terminology was awkward (b) this is as good a place as any to try and introduce cleaner terms.  I very much hope that if you have any objections to my use of the term Growth Interval you give it some consideration.  I understand any reluctance to change terminology (I encounter it all the time in my academic field).  I would be happy to try and modify the article to keep it consistent with whatever standard Krakiipedia has or even keep it consistent with old terminology (once I get some time). [[User:SMO2099|S]] 14:00, 12 December 2009 (EST)&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Statistic_growth_rate&amp;diff=41251</id>
		<title>Statistic growth rate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Statistic_growth_rate&amp;diff=41251"/>
		<updated>2009-12-12T18:50:22Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: Basically rewrote the entire article.  I was more than liberal in basically redefining what Growth Interval Means.  See Discussion page for more details.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Summary==&lt;br /&gt;
&#039;&#039;&#039;Statistic growth rates&#039;&#039;&#039; are fixed integers for a given race/profession combination which determine the rate at which a [[character]]&#039;s various [[stat]]s grow.  In particular, each statistic growth rate determine an integer dependent on the current statistic value known as the &#039;&#039;&#039;Statistic Growth Intervals (GI)&#039;&#039;&#039; which is the number of levels between statistic gains.  &lt;br /&gt;
&lt;br /&gt;
==Definition of a statistic&#039;s GI==&lt;br /&gt;
 &lt;br /&gt;
Let &#039;&#039;&#039;S&#039;&#039;&#039; be a statistic&lt;br /&gt;
and &#039;&#039;&#039;R&#039;&#039;&#039; be that statistic&#039;s growth rate.  Then the &#039;&#039;&#039;GI&#039;&#039;&#039; for that statistic is found by dividing &#039;&#039;&#039;S&#039;&#039;&#039; by &#039;&#039;&#039;R&#039;&#039;&#039; and rounding the result down to the nearest&lt;br /&gt;
integer.  If &#039;&#039;&#039;S&#039;&#039;&#039; is less than &#039;&#039;&#039;R&#039;&#039;&#039;, and consequently &#039;&#039;&#039;S&#039;&#039;&#039; divided by &#039;&#039;&#039;R&#039;&#039;&#039; rounded down is 0, the GI for &#039;&#039;&#039;S&#039;&#039;&#039; is defined to be 1.  &lt;br /&gt;
In other words if G denotes the Growth Interval for S, then &#039;&#039;&#039;G:=max(trunc(S/R),1)&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If a character&#039;s next level is divisible by a statistic&#039;s GI, then that statistic will increment by 1 when the character attains the next level.&#039;&#039;  Thought of another way, a statistic&#039;s GI is the &#039;&#039;interval of levels between that statistic&#039;s increase&#039;&#039;.  For instance, a statistic with a GI of 2&lt;br /&gt;
will increment at even levels, with an interval of 2 between increments.  A statistic with an GI of 3 will increment at levels divisible by 3,&lt;br /&gt;
with three levels between increments, etc.&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&#039;&#039;&#039;Example 1:&#039;&#039;&#039;  Suppose a level 45 character has Strength=61 with statistic growth rate of 30.  The GI for Strength is then trunc(61/30)=2.  Since the next level is 45+1=46, and 2 divides 46, upon reaching level 46 Stength will increase from 61 to 62. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 2:&#039;&#039;&#039;  Let&#039;s generalize Example 1 a bit.  Suppose a character is level 0 with Strength=20 with statistic growth rate 30.  Initially,&lt;br /&gt;
Strength&#039;s GI is 1 and it will remain 1 until Strength reaches 60.  In particular, from levels 1-40 Strength will increment at every single level.  At level 40, Strength=60 and so Strength&#039;s GI is now trunc(60/30)=2.  The GI remains 2&lt;br /&gt;
until Strength=90.  So at levels 42, 44, 46, ..., 98, 100 Strength will increment.  Finally at level 100 Strength is 90, and thus has a GI of 3. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Example 2&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Level&#039;&#039;&lt;br /&gt;
! width=80px |  [[0-39]] || width=80px |  [[40-99]] || width=80px |  [[100]] ||&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Stat Value&#039;&#039;&#039;    ||20-59||60-89||90||&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;GI&#039;&#039;&#039;  ||1||2||3||&lt;br /&gt;
|- align = center&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 3 (a neat trick):&#039;&#039;&#039; Suppose my Charisma&#039;s statistic growth rate is 10.  Suppose my level 0 Charisma is 89.  Initially my Charisma&#039;s GI is 8.&lt;br /&gt;
Thus at level 8 my Charisma will increment to 90.  Now my Charisma&#039;s GI is 9. Since my next level is 9, my Charisma will increment again to 91 once I reach level 9.  Suppose on the other hand my level 0 Charisma were 90.  Then the GI is 9 and my Charisma increments to 91 at level 9.&lt;br /&gt;
It&#039;s clearly advantageous to place an 89 in Charisma instead of a 90.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example 4:&#039;&#039;&#039;  Let&#039;s look at a slight variant of Example 3.  Suppose at level 0 my Logic is 39, with a statistic growth rate of 20.  Initially&lt;br /&gt;
the GI is 1, so at level 1 my Logic increments to 40.  Now the GI is 2, and so at level 2 my Logic increments to 41.  Again, suppose&lt;br /&gt;
that instead I had placed my logic at 40.  Then the GI is initially 2 and at level 2 my Logic increments to 41.  &lt;br /&gt;
&lt;br /&gt;
Examples 3 and 4 illustrate the prudence in placing statistics at the maximum for a given GI, or in other words at an integer so&lt;br /&gt;
that the next time the statistic increases, the GI changes.  Another interesting observation is that levels which have high powers of 2&lt;br /&gt;
and 3 in their prime decomposition tend to see a lot of statistic increases, while levels which are prime will not see as many.  For instance, &lt;br /&gt;
upon reaching level 72=8 x 9=2x2x2x3x3, any stat with an GI of 2, 3, 4, 6, 8, 12, 18 will increase.  However, if you reach level 17, only &lt;br /&gt;
stats with an GI of 17 will increment.  &lt;br /&gt;
&lt;br /&gt;
Since the lowest statistic growth rate for any combination of race/profession is currently 5, statistic GI&#039;s must be integers between&lt;br /&gt;
1 and 19. &lt;br /&gt;
&lt;br /&gt;
==Remark on Terminology==&lt;br /&gt;
&lt;br /&gt;
The terminology used to describe statistical growth suffers from a lack of standardization.  Throughout Krakiipedia the use of the term&lt;br /&gt;
Statistic Growth Rate is consistent.  Early profession guides (such as Tavarion&#039;s Statistical Cleric Guide) and even the official website&lt;br /&gt;
tend not to distinguish between a statistic&#039;s current growth interval and its growth rate.  Therefor what Krakiipedia lists as&lt;br /&gt;
a growth rate is often called simply the statistic&#039;s growth interval.  The number we call the statistic&#039;s GI would then be called n*GI, &lt;br /&gt;
where the integer n is the number we computed in this article to find GI.  Below is an example using the Krakiipedia terminology and also older terminology.&lt;br /&gt;
&lt;br /&gt;
Krakiipedia:  A dwarven rogue has a Logic growth rate of 20.  Thus if the rogue&#039;s current Logic is 60, their GI is 3 and thus Logic will&lt;br /&gt;
increment when the rogue attains the next level divisible by 3.&lt;br /&gt;
&lt;br /&gt;
Older terminology:  A dwarven rogue has a Logic growth interval of 20.  Thus if the rogue&#039;s current Logic is 60, it has a 3*GI and so will&lt;br /&gt;
increment at the next level which is divisible by 3.  &lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
==Table of Statisc Growth Rates by Profession==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Stat Growth Rates by Profession&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Bard&#039;&#039;&#039;    ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Cleric&#039;&#039;&#039;  ||20||20||10||15||25||15||25||25||30||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Empath&#039;&#039;&#039;  ||10||20||15||15||25||20||25||20||30||25&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Paladin&#039;&#039;&#039; ||25||20||25||20||15||25||10||15||20||30&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Ranger&#039;&#039;&#039;  ||25||20||30||20||20||15||15||25||25||10&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Rogue&#039;&#039;&#039;   ||25||20||25||30||20||15||20||25||10||15&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||25||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Warrior&#039;&#039;&#039; ||30||25||25||25||20||15||10||20||15||20&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Wizard&#039;&#039;&#039;  ||10||15||25||15||20||30||25||25||20||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
[[Category:Basic Mechanics]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=7391</id>
		<title>User:SMO2099</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=7391"/>
		<updated>2009-12-12T14:44:03Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Shawn is an intermitten player of GemStone since 1997.  He spends most his time studying mathematics (with interests in representation theory of finite groups with a non-specialist interest in foundations and the theory of computation).  When not doing either of these he likes to bicycle tour.&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=47223</id>
		<title>User:SMO2099</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=47223"/>
		<updated>2007-03-25T17:24:02Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The player of Talisee is an intermitten GemStone player, since mid 1997.  When not studying mathematics, he enjoys cycle touring and ultralight backpacking.  The summer of 2005 he walked 265km of the Swiss Alpenpassroute, a Northeast to Southwest trail that covers the entirty of Switzerland.  In the winter of the same year he rode his bicycle from northern California to Los Angeles, and has plans for a trip across the continental United States, or perhaps Canada.&lt;br /&gt;
&lt;br /&gt;
Hon kan tala lite svenska, och just nu bor hon i Uppsala, Sverige.  Här pluggar hon matematik.&lt;br /&gt;
&lt;br /&gt;
Auch, er spricht am bischen Deutsch.  Deutsch und Schwedish sind sehr gleich!&lt;br /&gt;
&lt;br /&gt;
== Max Ranks and Training Point costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 3/1&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 4/2&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 6/2&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 3/1&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 3/1&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 2/1&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 6/2&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 2/1&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 6/1&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{prettytable&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=47222</id>
		<title>User:SMO2099</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=47222"/>
		<updated>2007-03-25T17:19:32Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The player of Talisee is an intermitten GemStone player, since mid 1997.  When not studying mathematics, he enjoys cycle touring and ultralight backpacking.  The summer of 2005 he walked 265km of the Swiss Alpenpassroute, a Northeast to Southwest trail that covers the entirty of Switzerland.  In the winter of the same year he rode his bicycle from northern California to Los Angeles, and has plans for a trip across the continental United States, or perhaps Canada.&lt;br /&gt;
&lt;br /&gt;
Hon kan tala lite svenska, och just nu bor hon i Uppsala, Sverige.  Här pluggar hon matematik.&lt;br /&gt;
&lt;br /&gt;
Auch, er spricht am bischen Deutsch.  Deutsch und Schwedish sind sehr gleich!&lt;br /&gt;
&lt;br /&gt;
== Max Ranks and Training Point costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 3/1&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 4/2&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 6/2&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 3/1&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 3/1&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 2/1&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 6/2&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 2/1&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 6/1&lt;br /&gt;
|}}&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Redux&amp;diff=36140</id>
		<title>Redux</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Redux&amp;diff=36140"/>
		<updated>2007-03-16T20:40:21Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: fixed polearm link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Redux&#039;&#039;&#039;, also known as Damage Reduction, is the ability of a character to resist physical damage more effectively, resulting in less health loss, as well as reducing or even negating what should have inflicted a wounds. This is not to be confused with [[Defensive Strength]] (DS), which reduces the endroll in the combat formula. Redux does not come into play until the character is successfully hit by an AS based attack, at which point it will then reduce the ensuing damage correspondingly. &lt;br /&gt;
&lt;br /&gt;
Redux is initially achieved by training in physical [[skill]]s, and the total reduction is increased by additional training in these skills. Some skills provide more redux benefit than others, and are divided into primary, secondary, and tertiary skills. Primary skills effectively provide one &amp;quot;point&amp;quot; towards redux, secondary skills provide 0.4 points, and tertiary provide 0.3 points. The threshold for achieving redux is approximately 109 redux points, however, at lower levels, this threshold is higher.&lt;br /&gt;
&lt;br /&gt;
The skills that benefit redux are as follows:&lt;br /&gt;
&lt;br /&gt;
Primary Skills:&lt;br /&gt;
* [[Physical Fitness]]&lt;br /&gt;
&lt;br /&gt;
Secondary Skills:&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Armor Use]]&lt;br /&gt;
* [[Combat Maneuvers]]&lt;br /&gt;
* [[Dodging]]&lt;br /&gt;
* [[Multi Opponent Combat]]&lt;br /&gt;
* [[Shield Use]]&lt;br /&gt;
* [[Two Weapon Combat]]&lt;br /&gt;
&lt;br /&gt;
Tertiary Skills:&lt;br /&gt;
* [[Edged Weapons|One-Handed Edged Weapon Training]]&lt;br /&gt;
* [[Blunt Weapons|One-Handed Blunt Weapon Training]]&lt;br /&gt;
* [[Brawling|Brawling Weapon Training]]&lt;br /&gt;
* [[Polearm Weapons|Polearm Weapon Training]]&lt;br /&gt;
* [[Ranged Weapons|Ranged Weapon Training]]&lt;br /&gt;
* [[Thrown Weapons|Thrown Weapon Training]]&lt;br /&gt;
* [[Two-Handed Weapons|Two-Handed Weapon Training]]&lt;br /&gt;
&lt;br /&gt;
It is also known that training in [[spell]]s will reduce how much redux a character has. Anything over two spells per level will make redux impossible.&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=47221</id>
		<title>User:SMO2099</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=47221"/>
		<updated>2007-02-26T06:59:02Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The player of Talisee is an intermitten GemStone player, since mid 1997.  When not studying mathematics, he enjoys cycle touring and ultralight backpacking.  The summer of 2005 he walked 265km of the Swiss Alpenpassroute, a Northeast to Southwest trail that covers the entirty of Switzerland.  In the winter of the same year he rode his bicycle from northern California to Los Angeles, and has plans for a trip across the continental United States, or perhaps Canada.&lt;br /&gt;
&lt;br /&gt;
Hon kan tala lite svenska, och just nu bor hon i Uppsala, Sverige.  Här pluggar hon matematik.&lt;br /&gt;
&lt;br /&gt;
Auch, er spricht am bischen Deutsch.  Deutsch und Schwedish sind sehr gleich!&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wizard&amp;diff=46020</id>
		<title>Wizard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wizard&amp;diff=46020"/>
		<updated>2006-01-14T22:51:03Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: Cleared up some language.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession |&lt;br /&gt;
name = Wizard |&lt;br /&gt;
type = [[Elemental]] [[pure]] |&lt;br /&gt;
circles = [[Minor Elemental]], [[Major Elemental]], [[Wizard Base]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wizards are one of Gemstone&#039;s [[pure]] spellcasters.  They are considered to be masters of the Sphere of [[Elemental Magic]].  Wizard offensive spells are primarily implemented as [[Bolt Spells]] of a particular [[Element]].  Wizards have a wide array of defensive magics and utility spells as well.  Wizards can [[Enchant]] weapons and armor by means of the [[Enchant Item (925)]] spell to give bonuses to attack or defense, respectively.  Wizards can also [[Imbed]] their spells into certain [[imbedable]] items by means of the [[Create Magic Item (420)]] spell, and [[recharge]] some of these items by means of the [[Charge Item (517)]] spell to keep their magic strong.  Finally, Wizards are able to summon a magical [[Familiar]] by means of the [[Call Familiar (920)]] spell, which they can use for various non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
== Stat Placement and Race Selection ==&lt;br /&gt;
&lt;br /&gt;
The most important [[Attributes]] for a Wizard are [[Aura]] and [[Logic]], as they provide double the training points as the other stats.  In addition, Aura determines the bonus for some Elemental Spells and the amount of mana a character starts with.  Dexterity is an important statistic for any Wizard as it adds an AS bonus to bolt spells.  The other statistics are less important, but should not be &amp;quot;tanked&amp;quot; as that can result in serious penalties.  Strength in particular can be important if you want to be able to carry treasure back from a hunt without being encumbered, an issue that Constitution also factors into somewhat.  A higher Strength statistic will also let a wizard hold heavier armors unencumbered while enchanting.&lt;br /&gt;
&lt;br /&gt;
Statistical placement should be optimized for either growth, training points, or a balance of the two.  As most players will not reach level one-hundred, a balance of the two is best.  Wizards primarily rely on Mental training points, and thus high statistical placement of Mental statistics is desirable.   Most wizards convert a large amount of Physical training points to Mental training points during the course of their training, but the GemStone training system is currently set up to optimize conversion of points.&lt;br /&gt;
&lt;br /&gt;
Race selection is a fairly non-mechanical decision.  Though some races receive more appropriate bonuses (i.e. Dark Elves and Halflings) there is no single race that is superior over the others.  Choose whichever one best fits the character.&lt;br /&gt;
&lt;br /&gt;
== General Training Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Wizards are expected to train primarily in magical skills and, of course, spells.  The magical skills which apply to Wizardry are Arcane Symbols, Magic Item Use, Spell Aiming, Harness Power, Elemental Mana Control, and the four Elemental Lores.  Magical skills and spells are key for wizards who use a runestaff, which requires at least eight total magical skill ranks per level to be an effective form of defense.  Wizards may also choose to train in shield, armor, and weapon use, depending on the specific type of Wizard you want to play.  Both weapon and shield serve primarily a defensive purpose for most Wizards, though some choose to focus on more martial skills and supplement them with spells.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]]&lt;br /&gt;
:Most Wizards recommend singling in this for life, possibly doubling in it if one is interested in being an Enchanter.  It helps with reading and casting spells from scrolls.  Though scrolls aren&#039;t particularly useful in the middle of combat, they&#039;re very useful for casting utility and defensive spells outside of battle.  This skill also serves as a cheap way to improve [[Runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Magic Item Use]]&lt;br /&gt;
:This skill is particularly useful for using wands in a Wizard&#039;s early life.  Magical items sometimes also require certain skill to activate.  Singling in MIU for life is usually recommended, though a Wizard serious about Enchanting might consider doubling in it.  MIU is another cheap skill to increase [[Runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:This is a Wizard&#039;s primary attack skill. It determines accuracy with aimed bolt spells, and therefore should always be doubled in for life.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Training in this provides three mana for each training up to level.  Training beyond that only provides a single extra mana point per rank.  Because of this, most Wizards train up to their level, and beyond that when they feel the need for more mana (especially at the lower levels).  Some Wizards enjoy the extra mana, however, and find it well worth the cost to double in it.&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Mana Control]]&lt;br /&gt;
:This skill determines how effective one will be in sharing elemental mana with other casters.  Twenty-four ranks will give maximum efficiency in sharing mana, but most Wizards will 1x for life.  Again, serious Enchanters may train more in EMC to benefit their casting.&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lores]]&lt;br /&gt;
:This skill can define a Wizard by determining which element they will specialize in.  Lores result in a small (.001) increase in the respective bolt&#039;s Damage Factor, as well as resulting in varying effects on different elemental spells.  It has been made clear that staff expectations are for Wizards to 1x in Elemental Lores, and future implementations are likely to be based on this expectation.&lt;br /&gt;
&lt;br /&gt;
;[[Weapon Skills]]&lt;br /&gt;
:Since Edged Weapons are the cheapest to train in, most Wizards who choose to use a weapon will 1x in that for life.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Training]]&lt;br /&gt;
:Training 1x in this for life is the basic defensive training for any Wizard that chooses not to use a [[Runestaff]].&lt;br /&gt;
&lt;br /&gt;
;[[Armor Training]]&lt;br /&gt;
:Most Wizards will recommend training four ranks to wear Full Leathers with no maneuver hindrance.  Other wizards recommend enough ranks to wear Double Leathers, though there is always a casting hinderance for armors in an ASG above full leather.  Opinions vary over whether the extra protection is worth the spell hindrance and extra training cost.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Training]]&lt;br /&gt;
:Train in this sparingly until reaching maximum health (which is based on Race and Con bonus).  Afterwards, most Wizards will stop training in it entirely, though it does still provide some benefit regarding the length of stuns and severity of criticals.&lt;br /&gt;
&lt;br /&gt;
== Secondary Skills ==&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]]&lt;br /&gt;
:Handy for any Wizard who wants to share mana with spiritual casters such as Empaths or Clerics.  Doesn&#039;t directly affect any Wizard abilities.  Twenty-four ranks will provide the most efficiency for mana sharing.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:These skills become more important with time, particularly Climbing.  Generally, thirty ranks of each will get you everywhere you want to go, but having that many ranks is unnecessary until much later in life.  Five ranks in each by level 20 should suffice for some time.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]] and [[First Aid]]&lt;br /&gt;
:If one chooses to train in these, their primary application is usually the ability to remove pelts from creatures during hunts.  First Aid also reduces roundtime from eating herbs, while Survival can diminish the effects of certain adverse environmental conditions (particularly in the frigid north).&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:Most players get at least 24 ranks or so to allow them to find certain hidden paths that are scattered throughout the land and will allow you access to certain hunting grounds.  Otherwise, this is a fairly unimportant skill, unless you want it for a different reason (i.e. Lockpicking).&lt;br /&gt;
&lt;br /&gt;
;Other Skills&lt;br /&gt;
:Just because a skill isn&#039;t mentioned here doesn&#039;t mean it&#039;s entirely useless.  The only skills that serve no purpose are the non-Elemental lores.  All the other skills can be trained in and garner some ability. Wizards can pick boxes rather well, or train in [[Combat Maneuvers]] to [[disarm]] their opponents, or better defend against Disarming.&lt;br /&gt;
&lt;br /&gt;
== Spell Training ==&lt;br /&gt;
Most wizards recommend anything between 2x and 3x training in Spell Research.  Wizards have three Spell Circles available to them: Major Elemental Spells, Minor Elemental Spells, and Wizard Spells.  All three have important spells and how one decides to progress through the lists is a personal choice.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Elemental]]&lt;br /&gt;
This circle is one of the most widely available spell circles.  However, it provides a lot of defensive and utility spells that will be important for a Wizard. There are certain key spells that I found particularly important.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Defense I (401)]]&lt;br /&gt;
:*[[Elemental Defense II (406)]]&lt;br /&gt;
:*[[Elemental Defense III (414)]]&lt;br /&gt;
:Getting these at their respective levels will help keep defenses high.  Since the gap between 406 and 414 is rather large, you may want to drop off training after 406 in order to focus on the other two circles.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Wave (410)]]&lt;br /&gt;
:An excellent set-up spell, it tends to knock down everyone in the room that is NOT joined to the caster&#039;s group and give them round time before they can stand back up.  Useful, but not vital and can be acquired after 10th level with no adverse consequences.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Targetting (425)]]&lt;br /&gt;
:Highly recommended as soon as one reaches level twenty-five because of the bonus it adds to AS and CS.  It aids&lt;br /&gt;
considerably in hunting.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Barrier (430)]]&lt;br /&gt;
:Though handy, the extra defense is not strictly necessary until later.  One can wait until well after level 30 to acquire this spell.&lt;br /&gt;
&lt;br /&gt;
;[[Major Elemental]]&lt;br /&gt;
This circle provides several key utility and defensive spells, as well as a few important offensive ones.&lt;br /&gt;
&lt;br /&gt;
:*[[Thurfel&#039;s Ward (503)]]&lt;br /&gt;
:A cheap and powerful defensive spell that should be acquired as soon as possible. The color of the specks of light is based on one&#039;s [[Attunement]].&lt;br /&gt;
&lt;br /&gt;
:*[[Hand of Tonis (505)]]&lt;br /&gt;
:Not key for it&#039;s level, the spell deserves mentioning because of it&#039;s incredible utility as soon as one acquires twenty ranks of Elemental Lore: Air.  With twenty ranks of Lore the spell becomes a Bolt attack that uses Unbalance crits, which have a very high knockdown and stun chance.&lt;br /&gt;
&lt;br /&gt;
:*[[Strength (509)]]&lt;br /&gt;
:Also not particularly key for it&#039;s level, the spell is still very useful.  Most Wizards find it helps tremendously with their carrying capacity, though several War Mages also use it for it&#039;s offensive boost with their weapons.&lt;br /&gt;
&lt;br /&gt;
:*[[Floating Disk (511)]]&lt;br /&gt;
:One of the most sought after spells from other classes, this disk is used to hold items so that they do not encumber the owner.  Again, not vital at it&#039;s level, but another important spell.&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Focus (513)]]&lt;br /&gt;
:This is the first bolt AS boosting spell a wizard can learn.  It should be acquired as soon as possible. It does cause a penalty with weapon-based attacks, but at this point only War Mages are likely to find that to be a hindrance.&lt;br /&gt;
&lt;br /&gt;
:*[[Mana Leech (516)]]&lt;br /&gt;
:Mana Leech is quite possibly the most important spell to get as soon as it&#039;s available.  It&#039;s the best mana returning spell in the game, and key for a Wizard as soon as they reach level sixteen.  It will ensure that one has enough mana to make a hunt last long enough to fill the head with Field Experience.&lt;br /&gt;
&lt;br /&gt;
:*[[Cone of Lightning (518)]]&lt;br /&gt;
:Not a vital spell at it&#039;s level, this is still one of the most powerful spells a Wizard can cast.  It hits every creature in the room with Major Shock (910).  It&#039;s an old spell, and very useful for destroying swarms of creatures during invasions.  Great to show off with.  Caution should be observed, however, when this spell is used in invasions.  Certain creatures can reflect the Cone back at the caster and all player characters in the room.  &lt;br /&gt;
&lt;br /&gt;
:*[[Meteor Swarm (525)]]&lt;br /&gt;
:Not a particularly useful spell, this is one of the most devastating spells available.  It summons meteors into the room it&#039;s cast in as well as surrounding rooms.  The meteors can deal damage to players, creatures, and even the caster. Casting the spell sends a warning to Game Masters due to it&#039;s potential abuse.  Needless to say, the spell shouldn&#039;t be used often, if at all. &lt;br /&gt;
&lt;br /&gt;
;[[Wizard Base]]&lt;br /&gt;
This circle contains the majority of a Wizard&#039;s offensive power in the form of [[Bolt Spells]].  It also has some of the more profession defining spells such as [[Call Familiar (920)]] and [[Enchant Item (925)]].&lt;br /&gt;
&lt;br /&gt;
:*[[Minor Shock (901)]]&lt;br /&gt;
:*[[Minor Water (903)]]&lt;br /&gt;
:*[[Minor Acid (904)]]&lt;br /&gt;
:*[[Minor Fire (906)]]&lt;br /&gt;
:*[[Major Shock (910)]]&lt;br /&gt;
:*[[Hurl Boulder (510)]]&lt;br /&gt;
:Bolt spells deal damage to a single enemy based on Spell Aiming ranks and Dexterity bonus.  Most Wizards use [[Minor Acid (904)]] as their primary bolt until higher levels or against specific creatures.&lt;br /&gt;
&lt;br /&gt;
:*[[Major Cold (907)]]&lt;br /&gt;
:*[[Major Fire (908)]]&lt;br /&gt;
:Ball spells tend to deal less damage than Bolt spells, but they have the advantage of being able to cause multiple flares beyond the first hit.  These flares can hit multiple creatures in the room, which makes Ball spells ideal for crowd control.  Most Wizards prefer to use [[Major Fire (908)]] because of it&#039;s higher damage.&lt;br /&gt;
&lt;br /&gt;
:*[[Mass Blur (911)]]&lt;br /&gt;
:One of the more popular spells among other classes, Mass Blurs affects everyone joined to the caster. It&#039;s not vital for a Wizard, but it does make you popular, and helps boost your defenses further.&lt;br /&gt;
&lt;br /&gt;
:*[[Melgorehn&#039;s Aura (913)]]&lt;br /&gt;
:An excellent defensive spell, this spell will make hunting significantly easier.  Acquire it as soon as possible.&lt;br /&gt;
&lt;br /&gt;
:*[[Call Familiar (920)]] &lt;br /&gt;
:Call Familiar allows a player to summon an animal to serve as an ally.  Wizards who are [[Attunement|attuned]] to a particular [[element]] have the opportunity to summon a [[wyrdling]] in addition to the typical mundane animal.  Though [[Familiar]]s cannot perform any combat actions, they can deliver messages, watch rooms, carry an item, and find other players.  Call Familiar is considered to be a defining spell of the Wizard profession.&lt;br /&gt;
&lt;br /&gt;
:*[[Familiar Gate (930)]]&lt;br /&gt;
:Familiar Gate allows a player to create a gate between their own location and that of their familiar.  While the gate remains open, any player may pass through it to travel between the two locations.  The gate remains open for a short period of time, typically a few seconds, or until the player who created it passes through.&lt;br /&gt;
&lt;br /&gt;
:*[[Enchant Item (925)]]&lt;br /&gt;
:Enchant Item allows a player to enchant weapons, shields and armor, increating the bonus to [[Attack Strength|AS]] for weapons or [[Defensive Strength|DS]] for shields and armor.  Enchant Item is limited to increasing the bonus of items to a maximum of plus thirty-five (+35) or [[Enchantment terminology|7x]], with each complete enchantment increasing the bonus of the item by five (5).  Typically trained Wizards who learn this spell at level twenty-five (25) are considered capable of using Enchant Item to bring items to a bonus of plus twenty (+20) or [[Enchantment terminology|4x]].  Enchant Item is generally considered a defining spell of the Wizard profession.&lt;br /&gt;
&lt;br /&gt;
[[Category:Professions]]&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=47220</id>
		<title>User:SMO2099</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:SMO2099&amp;diff=47220"/>
		<updated>2006-01-14T22:19:38Z</updated>

		<summary type="html">&lt;p&gt;SMO2099: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
&lt;br /&gt;
The player of Talisee is an intermitten GemStone player, since mid 1997.  When not studying mathematics, he enjoys cycle touring and ultralight backpacking.  This summer he walked 265km of the Swiss Alpenpassroute, a Northeast to Southwest trail that covers the entirity of Switzerland.  Last winter he rode his bicycle from northern California to Los Angeles, and has plans for a trip across the continental United States, or perhaps Canada.&lt;br /&gt;
&lt;br /&gt;
Hon kan tala lite svenska, och just nu bor hon i Uppsala, Sverige.  Här pluggar hon matematik.&lt;br /&gt;
&lt;br /&gt;
Auch, er spricht am bischen Deutsch.  Deutsch und Schwedish sind sehr gleich.&lt;/div&gt;</summary>
		<author><name>SMO2099</name></author>
	</entry>
</feed>