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	<updated>2026-04-04T12:28:19Z</updated>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Greater_construct&amp;diff=150054</id>
		<title>Greater construct</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greater_construct&amp;diff=150054"/>
		<updated>2021-06-16T00:18:51Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (500), natural armor ASG 20 full plate equivalent, log2 creature description, stomp (attack), treasure (coins,gems), reorganized hunting strategy and other info sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 96&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Golem&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Magical &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Old Ta&#039;Faendryl&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes&amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 435 - 443&lt;br /&gt;
| PA2 = Arm&lt;br /&gt;
| PAB = 449&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Crush&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Tandem Dispel&lt;br /&gt;
| MN3 = Team Swat&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 299 - 344&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 366 - 387&lt;br /&gt;
| EmpTD = 358 - 379&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 398&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  Antimagic aura&amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ? &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The white granite-like features of the greater construct hold no hints of the giant creature&#039;s intentions or motivations.  Its alabaster skin made more of the hardest rock than any living tissue makes the construct a formidable opponent for any who dare to trifle with it.  Massing more than ten giantmen, it is a mountain of rock when in motion and very little, man or animal can oppose its desired path of travel once it is in motion.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&#039;&#039;&#039;Antimagic Aura&#039;&#039;&#039;&lt;br /&gt;
*Greater constructs are shielded by a powerful golden aura that prevents magic from reaching them. While incredibly powerful, this aura has its limits, and will become overwhelmed and fade out after absorbing too many physical blows or too many magical spells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The shimmering gold aura surrounding the greater construct fades and goes out.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardiness&#039;&#039;&#039;&lt;br /&gt;
*Greater constructs are immune to [[stun|stuns]], the [[Symbol of Sleep]] (and possibly all sleep), and will survive deadly [[critical]] blows that would prove fatal for most living beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Implosion&#039;&#039;&#039;&lt;br /&gt;
*Greater constructs are immune to [[Implosion (720)]], and opening a void in the room with one can be deadly to the caster:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A greater construct is slowly drawn into the air, toward the center of the void. However, his weight proves to be too much for the void&#039;s grasp, and he crashes back down to the ground. Unfortunately, you were in his landing spot!&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
Strong blow to your right hand breaks it!&lt;br /&gt;
You are stunned for 2 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disabling&#039;&#039;&#039;&lt;br /&gt;
*Despite their formidable defenses, the right arm and either leg of a greater construct will leave it unable to perform even the simplest action.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&#039;&#039;&#039;Maneuvers (Solo)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Greater constructs have a [[bearhug]]-like [[Creature maneuver|maneuver]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A greater construct swings its arms together in an attempt to trap you! Encircled by the two massive arms, you are unable to slip out and are crushed between them.&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Good blow to your left leg!&lt;br /&gt;
You are stunned for 3 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maneuvers (team attacks)&#039;&#039;&#039;&lt;br /&gt;
*When multiple constructs are in the same room, they are even more deadly. In pairs, they can use a tandem dispel, and in even larger groups, they can violently swat you around.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A greater construct slams against you sending you reeling against the other constructs who bat you away in turn.&amp;lt;br&amp;gt;&lt;br /&gt;
... 20 points of damage!&lt;br /&gt;
Good blow to your right leg!&lt;br /&gt;
You are stunned for 3 rounds!&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
Strong shot to your head messes up the brain fatally.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preventing Dragging&#039;&#039;&#039;&lt;br /&gt;
*Whenever they can, greater constructs will prevent characters from dragging items or dead bodies. Aside from killing the construct, this can be mitigated by severing both of its arms, immobilizing it (such as with [[War_Cries#Carn.27s_Cry|Carn&#039;s Cry]]), or goading it into another room, such as through the use of [[Divert]] or by sanctifying the current room and hoping its subsequent boredom causes it to walk away.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A greater construct reaches over and grasps you by the neck preventing you from being dragged anywhere.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Golem Golem on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 94&lt;br /&gt;
|levelm1 = 95&lt;br /&gt;
|level = 96&lt;br /&gt;
|levelp1 = 97&lt;br /&gt;
|levelp2 = 98&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bolt_spell&amp;diff=149253</id>
		<title>Bolt spell</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bolt_spell&amp;diff=149253"/>
		<updated>2021-06-02T16:44:21Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Armor ASG naming standardization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A bolt spell is any attack spell that is based on the caster&#039;s [[Spell Aiming]] skill.  These spells benefit from a more offensive stance, but only result in a three (3) second [[cast roundtime]], rather than a true three (3) second [[roundtime]] (RT). There are two types of bolt spells: true bolt spells and ball spells.  Bolt spells may be [[CHANNEL]]ed for a higher chance of hitting a vital area and subjects the attack to less [[critical randomization]]. The 3 second hard RT imposed by CHANNELing cannot be mitigated by any haste effect. &lt;br /&gt;
&lt;br /&gt;
==Lore Ranks and Damage Factor Bonuses==&lt;br /&gt;
&lt;br /&gt;
The [[Damage Factor]]s (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained. For the following spells the DF increase is 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100.&lt;br /&gt;
&lt;br /&gt;
*[[Fire Spirit (111)]]&lt;br /&gt;
*[[Web (118)]]&lt;br /&gt;
*[[Holy Bolt (306)]] ([[Undead]] only)&lt;br /&gt;
*[[Hand of Tonis (505)]]&lt;br /&gt;
*[[Hurl Boulder (510)]]&lt;br /&gt;
*[[Disintegrate (705)]]&lt;br /&gt;
*[[Balefire (713)]]&lt;br /&gt;
*[[Minor Water (903)]]&lt;br /&gt;
*[[Minor Fire (906)]]&lt;br /&gt;
*[[Major Cold (907)]]&lt;br /&gt;
*[[Major Fire (908)]]&lt;br /&gt;
*[[Empathic Assault (1110)]]&lt;br /&gt;
*[[Telekinesis (1206)]]&lt;br /&gt;
*[[Minor Cold (1709)]]&lt;br /&gt;
&lt;br /&gt;
For the following spells the damage factor increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.&lt;br /&gt;
&lt;br /&gt;
*[[Minor Shock (901)]]&lt;br /&gt;
*[[Minor Acid (904)]]&lt;br /&gt;
*[[Major Shock (910)]]&lt;br /&gt;
*[[Minor Steam (1707)]]&lt;br /&gt;
*[[Major Acid (1710)]]&lt;br /&gt;
&lt;br /&gt;
==Ball Spells==&lt;br /&gt;
&lt;br /&gt;
Ball spells are a subgroup of bolt spells that do less damage on a single target but have the ability to perform additional splash damage on several creatures (including the original target) due to explosion of the ball upon impact.&lt;br /&gt;
&lt;br /&gt;
There are four steps to determine the number of targets struck by a ball spell.&lt;br /&gt;
&lt;br /&gt;
;Step 1&lt;br /&gt;
&lt;br /&gt;
A random number &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; is generated between 0 and 8, with lower numbers more likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
;Step 2&lt;br /&gt;
&lt;br /&gt;
Based on the caster&#039;s ranks in the appropriate Lore, a bonus is added to the initial &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; value (see table below).&lt;br /&gt;
&lt;br /&gt;
The skills taken into account are:&lt;br /&gt;
*[[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]] for [[Balefire (713)]]&lt;br /&gt;
*[[Elemental Lore, Water]] for [[Major Cold (907)]]&lt;br /&gt;
*[[Elemental Lore, Fire]] for [[Major Fire (908)]]&lt;br /&gt;
*[[Elemental Lore, Earth]] for [[Major Acid (1710)]] (Water lore will &#039;&#039;not&#039;&#039; work for Major Acid.)&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Lore rank thresholds/Potential targets&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|Lore ranks||1||2||4||7||11||16||22||29||37||46||56&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|Potential targets||1||2||3||4||5||6||7||8||9||10||11&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|Lore ranks||67||79||92||106||121||137||154||172||191||211||232&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|Potential targets||12||13||14||15||16||17||18||19||20||21||22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact bonus from lore is &amp;lt;code&amp;gt;BONUS = [1 + sqrt((8 * Lore Ranks) - 7))]/2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;Step 3&lt;br /&gt;
&lt;br /&gt;
Another random number &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; is generated between 0 and &amp;lt;code&amp;gt;(X + BONUS)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;Step 4&lt;br /&gt;
&lt;br /&gt;
The caster&#039;s training in [[Multi-Opponent Combat]] (MOC) is added to &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The final number of targets struck by the splash effect is the smaller of &amp;lt;code&amp;gt;(X + BONUS)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;(Y + MOC Ranks)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
For those who prefer a more intuitive explanation, the appropriate lore determines the minimum size of the explosion caused by the spell whereas MOC determines how well you can place the explosion such that it hits the most targets.  (A practical example: &#039;&#039;water balloons&#039;&#039;.  The appropriate Lore skill determines what &#039;&#039;size&#039;&#039; water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)&lt;br /&gt;
&lt;br /&gt;
==Damage Factors==&lt;br /&gt;
*&#039;&#039;&#039;Bold&#039;&#039;&#039; indicates highest value, [[Minor Shock (901)]] has lowest DF value against all armor types&lt;br /&gt;
*&#039;&#039;&#039;V&#039;&#039;&#039; indicates varies with associated spell cast&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}} &lt;br /&gt;
 !Spell&lt;br /&gt;
 !Mana Cost&lt;br /&gt;
 !Cloth&lt;br /&gt;
 !Leather&lt;br /&gt;
 !Scale&lt;br /&gt;
 !Chain&lt;br /&gt;
 !Plate&lt;br /&gt;
 !Splash&lt;br /&gt;
 !Lore DF Bonus&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Fire Spirit (111)]]&lt;br /&gt;
 |11&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.270&lt;br /&gt;
 |0.256&lt;br /&gt;
 |0.244&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Summoning|Summoning]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Web (118)]]&lt;br /&gt;
 |9&lt;br /&gt;
 |0.520&lt;br /&gt;
 |0.420&lt;br /&gt;
 |0.330&lt;br /&gt;
 |0.300&lt;br /&gt;
 |0.210&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Summoning|Summoning]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](L)*&lt;br /&gt;
 |6&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.283&lt;br /&gt;
 |0.242&lt;br /&gt;
 |0.173&lt;br /&gt;
 |No&lt;br /&gt;
 |No&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](U)*&lt;br /&gt;
 |6&lt;br /&gt;
 |&#039;&#039;&#039;0.750&lt;br /&gt;
 |0.500&lt;br /&gt;
 |0.405&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.265&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Religion|Religion]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](Evoke)&lt;br /&gt;
 |6&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.410&lt;br /&gt;
 |0.310&lt;br /&gt;
 |0.290&lt;br /&gt;
 |0.270&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Religion|Religion]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hand of Tonis (505)]]&lt;br /&gt;
 |5&lt;br /&gt;
 |0.520&lt;br /&gt;
 |0.420&lt;br /&gt;
 |0.330&lt;br /&gt;
 |0.300&lt;br /&gt;
 |0.210&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hurl Boulder (510)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |0.710&lt;br /&gt;
 |0.520&lt;br /&gt;
 |&#039;&#039;&#039;0.460&lt;br /&gt;
 |&#039;&#039;&#039;0.435&lt;br /&gt;
 |&#039;&#039;&#039;0.440&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Cone of Elements (518)]]&lt;br /&gt;
 |18&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; (special)&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Disintegrate (705)]]&lt;br /&gt;
 |5&lt;br /&gt;
 |0.525&lt;br /&gt;
 |0.383&lt;br /&gt;
 |0.314&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.197&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Sorcerous Lore, Necromancy|Necromancy]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Balefire (713)]]&lt;br /&gt;
 |13&lt;br /&gt;
 |0.435&lt;br /&gt;
 |0.360&lt;br /&gt;
 |0.325&lt;br /&gt;
 |0.310&lt;br /&gt;
 |0.295&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Sorcerous Lore, Demonology|Demonology]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Shock (901)]]&lt;br /&gt;
 |1&lt;br /&gt;
 |0.149&lt;br /&gt;
 |0.133&lt;br /&gt;
 |0.111&lt;br /&gt;
 |0.122&lt;br /&gt;
 |0.128&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Water (903)]]&lt;br /&gt;
 |3&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.283&lt;br /&gt;
 |0.242&lt;br /&gt;
 |0.173&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; (Water)&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Acid (904)]]&lt;br /&gt;
 |4&lt;br /&gt;
 |0.525&lt;br /&gt;
 |0.383&lt;br /&gt;
 |0.314&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.197&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Fire (906)]]&lt;br /&gt;
 |6&lt;br /&gt;
 |0.667&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.323&lt;br /&gt;
 |0.303&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Cold (907)]]&lt;br /&gt;
 |7&lt;br /&gt;
 |0.445&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.245&lt;br /&gt;
 |0.217&lt;br /&gt;
 |0.208&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Fire (908)]]&lt;br /&gt;
 |8&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.270&lt;br /&gt;
 |0.256&lt;br /&gt;
 |0.244&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Shock (910)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |&#039;&#039;&#039;0.750&lt;br /&gt;
 |&#039;&#039;&#039;0.555&lt;br /&gt;
 |0.433&lt;br /&gt;
 |0.415&lt;br /&gt;
 |0.433&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Empathic Assault (1110)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |0.680&lt;br /&gt;
 |0.490&lt;br /&gt;
 |0.365&lt;br /&gt;
 |0.280&lt;br /&gt;
 |0.205&lt;br /&gt;
 |No&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |6&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.410&lt;br /&gt;
 |0.310&lt;br /&gt;
 |0.290&lt;br /&gt;
 |0.270&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |7&lt;br /&gt;
 |0.625&lt;br /&gt;
 |0.425&lt;br /&gt;
 |0.325&lt;br /&gt;
 |0.320&lt;br /&gt;
 |0.290&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |8&lt;br /&gt;
 |0.650&lt;br /&gt;
 |0.450&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.340&lt;br /&gt;
 |0.310&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |9&lt;br /&gt;
 |0.675&lt;br /&gt;
 |0.475&lt;br /&gt;
 |0.375&lt;br /&gt;
 |0.360&lt;br /&gt;
 |0.330&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |10&lt;br /&gt;
 |0.700&lt;br /&gt;
 |0.500&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.375&lt;br /&gt;
 |0.350&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Steam (1707)]]&lt;br /&gt;
 |4&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.550&lt;br /&gt;
 |0.385&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.267&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Cold (1709)]] ***&lt;br /&gt;
 |3&lt;br /&gt;
 |0.667&lt;br /&gt;
 |0.460&lt;br /&gt;
 |0.385&lt;br /&gt;
 |0.375&lt;br /&gt;
 |0.355&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Acid (1710)]]&lt;br /&gt;
 |6&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.275&lt;br /&gt;
 |0.370&lt;br /&gt;
 |0.196&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
|}&lt;br /&gt;
: *&amp;lt;i&amp;gt;(L) is living targets and (U) is undead targets.&amp;lt;/i&amp;gt;&lt;br /&gt;
: **&amp;lt;i&amp;gt;can be cast with a variable amount of mana, denoted in the Mana Cost column&amp;lt;/i&amp;gt;&lt;br /&gt;
: ***&amp;lt;i&amp;gt;requires a cast of 512 to start, and 10 ranks of [[Elemental Lore, Water|Water]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AvDs ==&lt;br /&gt;
* &#039;&#039;&#039;V&#039;&#039;&#039; denotes a variable AvD. Actual AvDs are determined by the spell used with [[Cone of Elements (518)]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
 !Spell&lt;br /&gt;
 !Cloth&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Leather&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Scale&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Chain&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Plate&lt;br /&gt;
 |- align=center&lt;br /&gt;
 ! [[AsG]]&lt;br /&gt;
 !1&lt;br /&gt;
 !&lt;br /&gt;
 !5&lt;br /&gt;
 !6&lt;br /&gt;
 !7&lt;br /&gt;
 !8&lt;br /&gt;
 !&lt;br /&gt;
 !9&lt;br /&gt;
 !10&lt;br /&gt;
 !11&lt;br /&gt;
 !12&lt;br /&gt;
 !&lt;br /&gt;
 !13&lt;br /&gt;
 !14&lt;br /&gt;
 !15&lt;br /&gt;
 !16&lt;br /&gt;
 !&lt;br /&gt;
 !17&lt;br /&gt;
 !18&lt;br /&gt;
 !19&lt;br /&gt;
 !20&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Fire Spirit (111)]]&lt;br /&gt;
 |70&lt;br /&gt;
 |&lt;br /&gt;
 |60&lt;br /&gt;
 |59&lt;br /&gt;
 |58&lt;br /&gt;
 |57&lt;br /&gt;
 |&lt;br /&gt;
 |50&lt;br /&gt;
 |48&lt;br /&gt;
 |46&lt;br /&gt;
 |44&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |41&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |28&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Web (118)]]&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |43&lt;br /&gt;
 |42&lt;br /&gt;
 |41&lt;br /&gt;
 |&lt;br /&gt;
 |39&lt;br /&gt;
 |37&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |&lt;br /&gt;
 |52&lt;br /&gt;
 |46&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](L)*&lt;br /&gt;
 |30&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |29&lt;br /&gt;
 |28&lt;br /&gt;
 |27&lt;br /&gt;
 |&lt;br /&gt;
 |29&lt;br /&gt;
 |27&lt;br /&gt;
 |25&lt;br /&gt;
 |23&lt;br /&gt;
 |&lt;br /&gt;
 |31&lt;br /&gt;
 |27&lt;br /&gt;
 |23&lt;br /&gt;
 |19&lt;br /&gt;
 |&lt;br /&gt;
 |25&lt;br /&gt;
 |19&lt;br /&gt;
 |13&lt;br /&gt;
 |7&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](U)*&lt;br /&gt;
 |40&lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |36&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |&lt;br /&gt;
 |32&lt;br /&gt;
 |26&lt;br /&gt;
 |20&lt;br /&gt;
 |14&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hand of Tonis (505)]]&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |43&lt;br /&gt;
 |42&lt;br /&gt;
 |41&lt;br /&gt;
 |&lt;br /&gt;
 |39&lt;br /&gt;
 |37&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |&lt;br /&gt;
 |52&lt;br /&gt;
 |46&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hurl Boulder (510)]]&lt;br /&gt;
 |40&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |39&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |38&lt;br /&gt;
 |36&lt;br /&gt;
 |34&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |28&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |28&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Cone of Elements (518)]]&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Disintegrate (705)]]&lt;br /&gt;
 |40 &lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |36&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |&lt;br /&gt;
 |32&lt;br /&gt;
 |26&lt;br /&gt;
 |20&lt;br /&gt;
 |14&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Balefire (713)]]&lt;br /&gt;
 |65&lt;br /&gt;
 |&lt;br /&gt;
 |55&lt;br /&gt;
 |54&lt;br /&gt;
 |53&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |43&lt;br /&gt;
 |41&lt;br /&gt;
 |39&lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |34&lt;br /&gt;
 |30&lt;br /&gt;
 |26&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |24&lt;br /&gt;
 |18&lt;br /&gt;
 |12&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Shock (901)]]&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |25&lt;br /&gt;
 |24&lt;br /&gt;
 |23&lt;br /&gt;
 |22&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |28&lt;br /&gt;
 |26&lt;br /&gt;
 |24&lt;br /&gt;
 |&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |21&lt;br /&gt;
 |&lt;br /&gt;
 |36&lt;br /&gt;
 |30&lt;br /&gt;
 |24&lt;br /&gt;
 |18&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Water (903)]]&lt;br /&gt;
 |30&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |29&lt;br /&gt;
 |28&lt;br /&gt;
 |27 &lt;br /&gt;
 |&lt;br /&gt;
 |29&lt;br /&gt;
 |27&lt;br /&gt;
 |25&lt;br /&gt;
 |23&lt;br /&gt;
 |&lt;br /&gt;
 |31&lt;br /&gt;
 |27&lt;br /&gt;
 |23&lt;br /&gt;
 |19&lt;br /&gt;
 |&lt;br /&gt;
 |25&lt;br /&gt;
 |19&lt;br /&gt;
 |13&lt;br /&gt;
 |7&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Acid (904)]]&lt;br /&gt;
 |40 &lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |36&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |&lt;br /&gt;
 |32&lt;br /&gt;
 |26&lt;br /&gt;
 |20&lt;br /&gt;
 |14&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Fire (906)]]&lt;br /&gt;
 |55&lt;br /&gt;
 |&lt;br /&gt;
 |37&lt;br /&gt;
 |36&lt;br /&gt;
 |35&lt;br /&gt;
 |34&lt;br /&gt;
 |&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |27&lt;br /&gt;
 |&lt;br /&gt;
 |42&lt;br /&gt;
 |38&lt;br /&gt;
 |34&lt;br /&gt;
 |30&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |38&lt;br /&gt;
 |32&lt;br /&gt;
 |26&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Cold (907)]]&lt;br /&gt;
 |65&lt;br /&gt;
 |&lt;br /&gt;
 |55&lt;br /&gt;
 |54&lt;br /&gt;
 |53&lt;br /&gt;
 |52 &lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |43&lt;br /&gt;
 |41&lt;br /&gt;
 |39 &lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |28&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |29&lt;br /&gt;
 |23&lt;br /&gt;
 |17&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Fire (908)]]&lt;br /&gt;
 |70&lt;br /&gt;
 |&lt;br /&gt;
 |60&lt;br /&gt;
 |59&lt;br /&gt;
 |58&lt;br /&gt;
 |57&lt;br /&gt;
 |&lt;br /&gt;
 |50&lt;br /&gt;
 |48&lt;br /&gt;
 |46&lt;br /&gt;
 |44&lt;br /&gt;
 | &lt;br /&gt;
 |45&lt;br /&gt;
 |41&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |28&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Shock (910)]]&lt;br /&gt;
 |50&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |39&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |43&lt;br /&gt;
 |41&lt;br /&gt;
 |39&lt;br /&gt;
 |&lt;br /&gt;
 |48&lt;br /&gt;
 |44&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |&lt;br /&gt;
 |51&lt;br /&gt;
 |45&lt;br /&gt;
 |39&lt;br /&gt;
 |33&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Empathic Assault (1110)]]&lt;br /&gt;
 |55&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |44&lt;br /&gt;
 |43&lt;br /&gt;
 |42&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |28&lt;br /&gt;
 |26&lt;br /&gt;
 |24&lt;br /&gt;
 |&lt;br /&gt;
 |15&lt;br /&gt;
 |11&lt;br /&gt;
 |7&lt;br /&gt;
 |3&lt;br /&gt;
 |&lt;br /&gt;
 |7&lt;br /&gt;
 |1&lt;br /&gt;
 |(-5)&lt;br /&gt;
 |(-11)&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |43&lt;br /&gt;
 |42&lt;br /&gt;
 |41&lt;br /&gt;
 |&lt;br /&gt;
 |39&lt;br /&gt;
 |37&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |&lt;br /&gt;
 |52&lt;br /&gt;
 |46&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Steam (1707)]]&lt;br /&gt;
 |70&lt;br /&gt;
 |&lt;br /&gt;
 |60&lt;br /&gt;
 |59&lt;br /&gt;
 |58&lt;br /&gt;
 |57&lt;br /&gt;
 |&lt;br /&gt;
 |50&lt;br /&gt;
 |48&lt;br /&gt;
 |46&lt;br /&gt;
 |44&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |41&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |28&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Cold (1709)]]&lt;br /&gt;
 |45&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |39&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |28&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |24&lt;br /&gt;
 |18&lt;br /&gt;
 |12&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Acid (1710)]]&lt;br /&gt;
 |65&lt;br /&gt;
 |&lt;br /&gt;
 |55&lt;br /&gt;
 |54&lt;br /&gt;
 |53&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |43&lt;br /&gt;
 |41&lt;br /&gt;
 |39&lt;br /&gt;
 |&lt;br /&gt;
 |42&lt;br /&gt;
 |38&lt;br /&gt;
 |34&lt;br /&gt;
 |30&lt;br /&gt;
 |&lt;br /&gt;
 |33&lt;br /&gt;
 |27&lt;br /&gt;
 |21&lt;br /&gt;
 |15&lt;br /&gt;
 |}&lt;br /&gt;
: *&amp;lt;i&amp;gt;(L) is living targets and (U) is undead targets.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Considerations==&lt;br /&gt;
&lt;br /&gt;
Analysis of the ball spells&#039; splash situation leads to the conclusion that having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the &amp;quot;possible&amp;quot; range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.&lt;br /&gt;
:Players might regard this as the effective spell-casting equivalent of [[MSTRIKE (verb)|MSTRIKE]].&lt;br /&gt;
&lt;br /&gt;
Given that all of the Lore skills that affect splashes are [[seed]] 1 progressions, the rate at which additional targets are added is quite quick.  A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the &amp;quot;possible&amp;quot; target pool--and guarantees that at least four (4) targets will always have the capability to be splashed (&amp;quot;possible&amp;quot; roll will be 0-8 with +4 added).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Attack strength#Bolt_Spells|Attack strength (Bolt Spells)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mountain_troll&amp;diff=149185</id>
		<title>Mountain troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mountain_troll&amp;diff=149185"/>
		<updated>2021-05-31T16:14:37Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Military pick, AS boosters (howl, snarl), equipment configurations, AS boost messaging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Mountain_troll.jpg&lt;br /&gt;
| level = 17&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Hidden Vale&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Shores of Lough Ne&#039;Halin&lt;br /&gt;
| area3 = Troll Lair&lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 200&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Flail&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 190&lt;br /&gt;
| PA3 = Military pick&lt;br /&gt;
| PAC = 190&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Attack strength]] boost (howl) &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = +10&lt;br /&gt;
| AB2 = [[Attack strength]] boost (snarl)&lt;br /&gt;
| ABB = 2x level&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 73 - 175&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 90&lt;br /&gt;
| UDF = 113&lt;br /&gt;
| BarTD = 58&lt;br /&gt;
| CleTD = 66&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 36&lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 58&lt;br /&gt;
| MnETD = 58&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 66&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|[[Health]] regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = troll toe&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the mountain troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Mountain trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A mountain troll&#039;s flesh wounds regenerate some.&lt;br /&gt;
A mountain troll&#039;s back begins to regenerate.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mountain trolls have two [[attack strength]] boosters preceded by either a howl (+10 AS) and/or a snarl (2x level AS). The snarl messaging does not always result in an AS increase. It is possible for both these AS boosts to stack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A mountain troll snarls menacingly as he advances!&lt;br /&gt;
&lt;br /&gt;
A mountain troll throws his head back and howls!&lt;br /&gt;
A mountain troll swings a flail at you!&lt;br /&gt;
  AS: +234 vs DS: +334 with AvD: +44 + d100 roll: +49 = -7&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mountain trolls spawn in different equipment configurations.&lt;br /&gt;
*Military pick, augmented breastplate, visored helm. ([[Hidden Vale]])&lt;br /&gt;
*Flail, brigandine armor, leather helm. ([[Hidden Vale]])&lt;br /&gt;
*Flail, brigandine armor ([[Shores of Lough Ne&#039;Halin]])&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The mountain troll presence in [[Noralgar Forest]], which is related to [[Castle Anwyn]] and the [[Vvrael]] quest, might be based on their [[Rolemaster]] bestiary description. In this [[ICE age|I.C.E. Age]] context there was a &amp;quot;Great Corruption&amp;quot; and a &amp;quot;Black Deceiver&amp;quot; who had hidden a gemstone deep in his vaults, where [[Terate]] had the first Stone of Virtue in a chest under Castle Anwyn. The Black Deceiver had a false prophet who told the mountain trolls they would be redeemed by &amp;quot;[[seeker|seeking]] out the highest mountain peak in the world&amp;quot;, where there would be this &amp;quot;large gemstone&amp;quot; which if crushed would make the trolls forgiven. In the Vvrael quest context this would correspond to [[Mount Aenatumgana]], the [[Eye of the Drake]] (dragonsbreath sapphire), and the weeping [[Lorminstra]] at the door of the Drake&#039;s Shrine saying &amp;quot;I forgive you, my child...&amp;quot; Trolls more generally come from Scandinavian folklore, such as with changeling myths which are analogous to the fey, and Noralgar might be a pseudo-anagram of Ragnorak fitting the quest&#039;s apocalypse subtexts.&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1381 Mountain troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 15&lt;br /&gt;
|levelm1 = 16&lt;br /&gt;
|level = 17&lt;br /&gt;
|levelp1 = 18&lt;br /&gt;
|levelp2 = 19&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=149182</id>
		<title>Hill troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=149182"/>
		<updated>2021-05-31T15:37:45Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Hill_troll_Colored.jpg&lt;br /&gt;
| level =  16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Hidden Vale&lt;br /&gt;
| area3 = Old Mine Road&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Two-handed sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 182 - 214&lt;br /&gt;
| PA2 = War mattock&lt;br /&gt;
| PAB = 182 - 214&lt;br /&gt;
| PA3 = War hammer&lt;br /&gt;
| PAC = 182 - 214&lt;br /&gt;
| PA4 = Spear&lt;br /&gt;
| PAD = 182 - 214&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Attack strength]] boost (bellow)&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  25&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = [[Attack strength]] boost - (snarl)&lt;br /&gt;
| ABB = 2x level&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 118 - 204 &lt;br /&gt;
| Ranged = 108&lt;br /&gt;
| Bolt = 130 - 160&lt;br /&gt;
| UDF = 133&lt;br /&gt;
| BarTD = 55&lt;br /&gt;
| CleTD = 63&lt;br /&gt;
| EmpTD = 63&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 59&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 55&lt;br /&gt;
| MnETD = 55&lt;br /&gt;
| MjSTD = 63&lt;br /&gt;
| MnSTD = 63&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|[[Health]] regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = a troll beard&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the hill troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Hill trolls are particularly susceptible to [[Fire critical table|fire]] attacks, even when compared to other trolls.  Using fire flaring weapons or fire based spells when hunting them will make them easy prey for just about any character.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Hill trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll&#039;s flesh wounds regenerate some.&lt;br /&gt;
A hill troll&#039;s left leg regenerates and looks much better.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hill trolls spawn in several different equipment configurations.&lt;br /&gt;
*Twohanded sword and full leather. (Badlands ravine near the [[Abandoned Inn]])&lt;br /&gt;
*War mattock and leather breastplate. (Badlands ravine near the Abandoned Inn )&lt;br /&gt;
*Spear and wooden shield. (Badlands gully, near the [[Colossus]]). Their natural armor is ASG 11 studded leather equivalent&lt;br /&gt;
*Spear and studded leather. (outside the [[Abandoned Inn]])&lt;br /&gt;
*Twohanded sword and augmented breastplate. (outside the [[Abandoned Inn]]) &lt;br /&gt;
*War hammer, studded leather and reinforced shield. (The Slope, [[Old Mine Road]])&lt;br /&gt;
*Cudgel, full leather ([[Hidden Vale]])&lt;br /&gt;
&lt;br /&gt;
Hill trolls have two [[attack strength]] boosters preceded by either a bellow (+25 AS) and/or a snarl (2x level AS). The snarl messaging does not always result in an AS increase.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll throws his head back and bellows!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;  &lt;br /&gt;
 &lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1494 Hill troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=149181</id>
		<title>Hill troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=149181"/>
		<updated>2021-05-31T15:36:49Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Two AS boosters (bellow and snarl) with messaging, UDF, cleric|MjS|MnS TDs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Hill_troll_Colored.jpg&lt;br /&gt;
| level =  16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Hidden Vale&lt;br /&gt;
| area3 = Old Mine Road&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Two-handed sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 182 - 214&lt;br /&gt;
| PA2 = War mattock&lt;br /&gt;
| PAB = 182 - 214&lt;br /&gt;
| PA3 = War hammer&lt;br /&gt;
| PAC = 182 - 214&lt;br /&gt;
| PA4 = Spear&lt;br /&gt;
| PAD = 182 - 214&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Attack strength]] boost (bellow)&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  25&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = [[Attack strength]] boost - snarl&lt;br /&gt;
| ABB = 2x level&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 118 - 204 &lt;br /&gt;
| Ranged = 108&lt;br /&gt;
| Bolt = 130 - 160&lt;br /&gt;
| UDF = 133&lt;br /&gt;
| BarTD = 55&lt;br /&gt;
| CleTD = 63&lt;br /&gt;
| EmpTD = 63&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 59&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 55&lt;br /&gt;
| MnETD = 55&lt;br /&gt;
| MjSTD = 63&lt;br /&gt;
| MnSTD = 63&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|[[Health]] regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = a troll beard&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the hill troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Hill trolls are particularly susceptible to [[Fire critical table|fire]] attacks, even when compared to other trolls.  Using fire flaring weapons or fire based spells when hunting them will make them easy prey for just about any character.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Hill trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll&#039;s flesh wounds regenerate some.&lt;br /&gt;
A hill troll&#039;s left leg regenerates and looks much better.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hill trolls spawn in several different equipment configurations.&lt;br /&gt;
*Twohanded sword and full leather. (Badlands ravine near the [[Abandoned Inn]])&lt;br /&gt;
*War mattock and leather breastplate. (Badlands ravine near the Abandoned Inn )&lt;br /&gt;
*Spear and wooden shield. (Badlands gully, near the [[Colossus]]). Their natural armor is ASG 11 studded leather equivalent&lt;br /&gt;
*Spear and studded leather. (outside the [[Abandoned Inn]])&lt;br /&gt;
*Twohanded sword and augmented breastplate. (outside the [[Abandoned Inn]]) &lt;br /&gt;
*War hammer, studded leather and reinforced shield. (The Slope, [[Old Mine Road]])&lt;br /&gt;
*Cudgel, full leather ([[Hidden Vale]])&lt;br /&gt;
&lt;br /&gt;
Hill trolls have two [[attack strength]] boosters preceded by either a bellow (+25 AS) and/or a snarl (2x level AS). The snarl messaging does not always result in an AS increase.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll throws his head back and bellows!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;  &lt;br /&gt;
 &lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1494 Hill troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_troll&amp;diff=149180</id>
		<title>Forest troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_troll&amp;diff=149180"/>
		<updated>2021-05-31T15:26:49Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: MjS|MnS | MjE|MnE TDs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Forest_Troll_Colored.jpg&lt;br /&gt;
| level =  14&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 =  Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area3 =  Upper Trollfang&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area4 =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Cudgel  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 173&lt;br /&gt;
| PA2 = Scimitar  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAB = 173&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = ?&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Attack strength]] boost (howl)&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  +10&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = [[Attack strength]] boost (snarl)&lt;br /&gt;
| ABB = 2x level&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 58&lt;br /&gt;
| Ranged = 45&lt;br /&gt;
| Bolt = 70&lt;br /&gt;
| UDF = 195&lt;br /&gt;
| BarTD = 49&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 57&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 53&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 42 - 49&lt;br /&gt;
| MnETD = 42 - 49&lt;br /&gt;
| MjSTD = 42 - 57&lt;br /&gt;
| MnSTD = 42 - 57&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Troll Regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[small troll tooth]]&lt;br /&gt;
 | skin = a troll hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the forest troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
High damage, low defense. Susceptible to fire damage&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Forest trolls have two [[attack strength]] boosters preceded by either a howl (+10 AS) and/or a snarl (2x level AS). The snarl messaging does not always result in an AS increase.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A forest troll throws his head back and howls!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A forest troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1528 Forest troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 12&lt;br /&gt;
|levelm1 = 13&lt;br /&gt;
|level = 14&lt;br /&gt;
|levelp1 = 15&lt;br /&gt;
|levelp2 = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_troll&amp;diff=149179</id>
		<title>Forest troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_troll&amp;diff=149179"/>
		<updated>2021-05-31T15:19:26Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: UDF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Forest_Troll_Colored.jpg&lt;br /&gt;
| level =  14&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 =  Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area3 =  Upper Trollfang&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area4 =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Cudgel  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 173&lt;br /&gt;
| PA2 = Scimitar  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAB = 173&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = ?&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Attack strength]] boost (howl)&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  +10&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = [[Attack strength]] boost (snarl)&lt;br /&gt;
| ABB = 2x level&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 58&lt;br /&gt;
| Ranged = 45&lt;br /&gt;
| Bolt = 70&lt;br /&gt;
| UDF = 195&lt;br /&gt;
| BarTD = 49&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 57&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 53&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 49&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Troll Regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[small troll tooth]]&lt;br /&gt;
 | skin = a troll hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the forest troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
High damage, low defense. Susceptible to fire damage&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Forest trolls have two [[attack strength]] boosters preceded by either a howl (+10 AS) and/or a snarl (2x level AS). The snarl messaging does not always result in an AS increase.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A forest troll throws his head back and howls!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A forest troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1528 Forest troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 12&lt;br /&gt;
|levelm1 = 13&lt;br /&gt;
|level = 14&lt;br /&gt;
|levelp1 = 15&lt;br /&gt;
|levelp2 = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_troll&amp;diff=149178</id>
		<title>Forest troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_troll&amp;diff=149178"/>
		<updated>2021-05-31T15:17:58Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Spirit Warding II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Forest_Troll_Colored.jpg&lt;br /&gt;
| level =  14&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 =  Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area3 =  Upper Trollfang&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area4 =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Cudgel  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 173&lt;br /&gt;
| PA2 = Scimitar  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAB = 173&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = ?&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Attack strength]] boost (howl)&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  +10&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = [[Attack strength]] boost (snarl)&lt;br /&gt;
| ABB = 2x level&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 58&lt;br /&gt;
| Ranged = 45&lt;br /&gt;
| Bolt = 70&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 49&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 57&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 53&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 49&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Troll Regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[small troll tooth]]&lt;br /&gt;
 | skin = a troll hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the forest troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
High damage, low defense. Susceptible to fire damage&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Forest trolls have two [[attack strength]] boosters preceded by either a howl (+10 AS) and/or a snarl (2x level AS). The snarl messaging does not always result in an AS increase.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A forest troll throws his head back and howls!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A forest troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1528 Forest troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 12&lt;br /&gt;
|levelm1 = 13&lt;br /&gt;
|level = 14&lt;br /&gt;
|levelp1 = 15&lt;br /&gt;
|levelp2 = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Forest_troll&amp;diff=149177</id>
		<title>Forest troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Forest_troll&amp;diff=149177"/>
		<updated>2021-05-31T15:12:51Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Log2 creature description, various equipment configurations (more info to follow), two AS boosters, AS boost messaging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Forest_Troll_Colored.jpg&lt;br /&gt;
| level =  14&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 =  Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area3 =  Upper Trollfang&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area4 =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Cudgel  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 173&lt;br /&gt;
| PA2 = Scimitar  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAB = 173&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = ?&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Attack strength]] boost (howl)&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  +10&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = [[Attack strength]] boost (snarl)&lt;br /&gt;
| ABB = 2x level&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 58&lt;br /&gt;
| Ranged = 45&lt;br /&gt;
| Bolt = 70&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 49&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 57&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 53&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 49&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Troll Regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[small troll tooth]]&lt;br /&gt;
 | skin = a troll hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the forest troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
High damage, low defense. Susceptible to fire damage&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Forest trolls have two [[attack strength]] boosters preceded by either a howl (+10 AS) and/or a snarl (2x level AS). The snarl messaging does not always result in an AS increase.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A forest troll throws his head back and howls!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A forest troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1528 Forest troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 12&lt;br /&gt;
|levelm1 = 13&lt;br /&gt;
|level = 14&lt;br /&gt;
|levelp1 = 15&lt;br /&gt;
|levelp2 = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cave_bear&amp;diff=149170</id>
		<title>Cave bear</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cave_bear&amp;diff=149170"/>
		<updated>2021-05-31T13:17:44Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 12 brig equivalent, log2 creature description, bite attack, defense (melee, bolt, udf), MjE TD, no treasure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 21&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Bear&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Hidden Vale &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Troll Lair&lt;br /&gt;
| area3 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 227&lt;br /&gt;
| PA2 = Bite&lt;br /&gt;
| PAB = 225&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = -&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = -&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 108 - 163&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 96&lt;br /&gt;
| UDF = 174&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 69&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 63&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 63&lt;br /&gt;
| MnETD = 63&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 63&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = bear claw&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The cave bear is one of the smaller breeds of bear, her dark coloration enabling her to conceal herself well in the shadows of cave depths.  She is also one of the fiercest bears, readily defending her chosen territory against all comers.  The cave bear has especially large paws, well-padded to handle the sharp outcroppings and stalagmites of the cave surfaces, but with extremely sharp claws honed on the rough surfaces.  Keen eyesight in low light conditions gives the cave bear an advantage over her intended prey in the caves.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1355 Cave bear on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 19&lt;br /&gt;
|levelm1 = 20&lt;br /&gt;
|level = 21&lt;br /&gt;
|levelp1 = 22&lt;br /&gt;
|levelp2 = 23&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotting_krolvin_pirate&amp;diff=149157</id>
		<title>Rotting krolvin pirate</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotting_krolvin_pirate&amp;diff=149157"/>
		<updated>2021-05-31T00:00:55Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Log2 creature description, their gaffs are 2H tridents and the boarding axes are handaxes, MjE|MnE MjS|MnSTDs, other info trip maneuver example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 18&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Krolvin&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Citadel&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Handaxe&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 173&lt;br /&gt;
| PA2 = Trident&lt;br /&gt;
| PAB = 173&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Trip&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 11 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 95 - 116&lt;br /&gt;
| Ranged = 64&lt;br /&gt;
| Bolt = 57 - 60&lt;br /&gt;
| UDF = 122&lt;br /&gt;
| BarTD = 54&lt;br /&gt;
| CleTD = 54&lt;br /&gt;
| EmpTD = 56&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 54&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 51 - 60&lt;br /&gt;
| MnETD = 51 - 60&lt;br /&gt;
| MjSTD = 51 - 60&lt;br /&gt;
| MnSTD = 51 - 60&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Gnarled white hair drapes in locks over the krolvin pirate&#039;s face, which is fixed in a constant murderous leer.  The pirate&#039;s puffy grayish-blue skin is slashed and punctured with what must have been mortal wounds, but the foul creature before you pays the ancient injuries no heed as she seeks to continue her plundering ways well beyond the grave.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a rotting krolvin pirate&#039;s trip maneuver.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With a fluid whirl, a rotting krolvin pirate plants a corroded long-handled gaff firmly into the ground near you and jerks the weapon sharply sideways.&lt;br /&gt;
[SMR result: -17 (Open d100: 36)]&lt;br /&gt;
You deftly avoid the stroke.  The long-handled gaff flies harmlessly aside.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their gaffs are trident-based polearms which they wield with two hands.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;After a careful inspection you determine that a corroded long-handled gaff is a trident and requires skill in polearms to use effectively.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their boarding axes are handaxe-based.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;After a careful inspection you determine that a weathered boarding axe is a handaxe and requires skill in edged weapons to use effectively.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 16&lt;br /&gt;
|levelm1 = 17&lt;br /&gt;
|level = 18&lt;br /&gt;
|levelp1 = 19&lt;br /&gt;
|levelp2 = 20&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spectral_warrior&amp;diff=149149</id>
		<title>Spectral warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spectral_warrior&amp;diff=149149"/>
		<updated>2021-05-30T21:05:25Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Log2 creature description, various weapon/armor combinations, updated to attack|defense attributes2,  melee DS, MjE|MnE TDs, AS boost, immune to unbalance&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Spectral_warrior.jpg&lt;br /&gt;
| level = 34 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ghost &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Citadel &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt; &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 230&lt;br /&gt;
| PA2 = Flail&lt;br /&gt;
| PAB = 250&lt;br /&gt;
| PA3 = Broadsword&lt;br /&gt;
| PAC = 250&lt;br /&gt;
| PA4 = Halberd&lt;br /&gt;
| PAD = 250&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Disarm&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[Attack strength]] boost&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = 2x level&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 161 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 169&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 102&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 94 - 109&lt;br /&gt;
| MnETD = 94 - 109&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 102&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 = Immune to [[Unbalance]]&amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The spectral warrior shimmers for an instant, seemingly half real and half phantom, his semi-ethereal armor faintly gleaming as it moves.  A gaunt face stares out from beneath the ghostly helm, his eyes swirling pits of blackness that seek out living foes, hatefully wishing to resign others to his own horrible fate.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Spectral Warriors can be insanely easy or an extreme pain in the rear, due to their ability to [[Disarm Weapon|disarm]], their tendency to &amp;quot;phase out&amp;quot; when attacked, and the heavy armor they wear (brig, chain, or plate).&lt;br /&gt;
&lt;br /&gt;
If you can hunt without a weapon or runestaff in your hand, it is advisable that you do so to avoid their disarming and the twenty second [[roundtime]] that comes with it. If that is not possible, use a cheap weapon with [[Elemental Blade (411)]] cast on it or some other weapon you will not miss if lost. Many an adventurer has lost a prized weapon to this beast.&lt;br /&gt;
&lt;br /&gt;
The spectral warrior&#039;s ability to &amp;quot;phase out&amp;quot; is always triggered by either a spell or physical attack that is targeted at them, wasting your [[mana]] and/or sticking you in roundtime while they avoid your attack and remain unattackable until they phase back in. This ability can be nullified by casting [[Phase (704)]] at them, which will keep them rooted in the physical realm, saving you from wasting mana or swings when they suddenly disappear on you.&lt;br /&gt;
&lt;br /&gt;
Heavy weapons and warding spells work well against spectral warriors while light weapons, ranged weapons, and most bolt spells are not recommended due to their heavy armor.&lt;br /&gt;
&lt;br /&gt;
Occasionally, spectral warriors will swing significantly harder than normal for one swing. This attack is immediately preceded by the messaging: &amp;lt;pre{{log2|margin-right=350px}}}&amp;gt;A spectral warrior&#039;s eyes pulse, becoming black, swirling voids!&amp;lt;/pre&amp;gt;&lt;br /&gt;
The AS increase is equal to 2x the spectral warrior&#039;s level. The base AS increase is +68.&lt;br /&gt;
&lt;br /&gt;
*Base AS (+250)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral warrior swings a rusted broadsword at you!&lt;br /&gt;
  AS: +250 vs DS: +348 with AvD: +35 + d100 roll: +28 = -35&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Boosted AS (+318)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral warrior&#039;s eyes pulse, becoming black, swirling voids!&lt;br /&gt;
&lt;br /&gt;
A spectral warrior swings a rusted broadsword at you!&lt;br /&gt;
  AS: +318 vs DS: +348 with AvD: +35 + d100 roll: +57 = +62&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
The [[Citadel Garrison]], where spectral warriors are now found, was once where [[greater orc]]s and [[large ogre]]s roamed.  When the warriors moved in, they forced out the previous inhabitants of the Garrison who relocated to the [[Citadel Armory]].  The sudden change to their hunting grounds caused a shock to many novice adventurers who thought they would be facing relatively easy foes only to be cut down by these ethereal beings that seemingly appeared out of nowhere.&lt;br /&gt;
&lt;br /&gt;
Example of a spectral warriors phasing ability:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Just as you move to attack, the spectral warrior vanishes into nothingness with a hollow laugh!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This actually makes them disappear entirely, until they re-appear:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Ethereal wisps coalesce into a spectral warrior!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spectral warriors spawn in a few different equipment configurations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;She had a rusted broadsword, some rotting brigandine armor, a battered steel shield.&lt;br /&gt;
She has some rusted steel half plate (worn) and a tarnished flail.&lt;br /&gt;
He has an old pitted halberd and some dented augmented chain (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 32&lt;br /&gt;
|levelm1 = 33&lt;br /&gt;
|level = 34&lt;br /&gt;
|levelp1 = 35&lt;br /&gt;
|levelp2 = 36&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blood_eagle&amp;diff=149142</id>
		<title>Blood eagle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blood_eagle&amp;diff=149142"/>
		<updated>2021-05-30T17:25:07Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 1 none, log2 creature description, attacks (claw, bite, pound), carry and drop maneuver, MjE, MnE TDs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Blood_Eagle_Colored.jpg&lt;br /&gt;
| level = 7&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Bird &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Avian&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = River&#039;s Rest Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = The Citadel&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 120&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 100&lt;br /&gt;
| PA2 = Bite&lt;br /&gt;
| PAB = ?&lt;br /&gt;
| PA3 = Pound&lt;br /&gt;
| PAC = ?&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Carry and drop prey while in flight&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 38&lt;br /&gt;
| Ranged = 17&lt;br /&gt;
| Bolt = 24&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 21&lt;br /&gt;
| EmpTD = 21&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 21&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 21&lt;br /&gt;
| MnETD = 21&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a blood red eagle feather&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With a body length of nearly 3 feet and a wingspan of 8 feet, the blood eagle is without a doubt the largest eagle you&#039;ve ever seen.  The body is covered with brown and black feathers and its powerful wings raise dust whenever the eagle nears ground.  Large black eyes gleam with intelligence and claws sharp enough to rip apart a bear give this creature a distinctively threatening appearance.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Between the years 5101 and 5103, blood eagles were the Unofficial method of entering the town of [[River&#039;s Rest]] for characters that arrived with no coins (to pay the drawbridge toll) and no crystal amulets (to return to Wehnimer&#039;s Landing.) This was accomplished via the blood eagles&#039; maneuver attack, in which the eagle would dive at an adventurer and send him or her crashing into the Citadel&#039;s ravine. Before this time, blood eagles were known to drop silver coins when slain, but the town guru of the time, Bradach, changed the creatures so they no longer dropped coins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
With blinding speed, a blood eagle swoops around behind you and hooks its claws into you!  With a great flap of its wings, the blood eagle carries you off into the air!&lt;br /&gt;
&lt;br /&gt;
The air whooshes by you at great speed, then suddenly stops as you hit the ground with a &amp;quot;THUD!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Nasty blow to your right arm!&lt;br /&gt;
You are stunned for 1 round!&lt;br /&gt;
&lt;br /&gt;
[Ravine Bottom]&lt;br /&gt;
You are at the very bottom of a ravine.  Above you looms an odd structure with ropes and pulleys and lots of things that do complex stuff.  It looks as if the only way out of here is up the southern wall.&lt;br /&gt;
Obvious paths: none&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Eagle Eagle on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 5&lt;br /&gt;
|levelm1 = 6&lt;br /&gt;
|level = 7&lt;br /&gt;
|levelp1 = 8&lt;br /&gt;
|levelp2 = 9&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Night_golem&amp;diff=149141</id>
		<title>Night golem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Night_golem&amp;diff=149141"/>
		<updated>2021-05-30T17:09:24Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 12 brig equivalent, log2 creature description, pound attack, defenses (melee, bolt, udf), MjE|MnE TDs, other info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Night_golem.jpg&lt;br /&gt;
| level = 5&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Golem&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Citadel&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 65&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 96&lt;br /&gt;
| PA2 = Pound&lt;br /&gt;
| PAB = 86&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 11 - 72&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 5&lt;br /&gt;
| UDF = 77 - 117&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 15&lt;br /&gt;
| MnETD = 15&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = night golem finger&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Formed by the alchemists of the Citadel in their service to the Council of Twelve, these 4&#039; tall golems appear to be made of coalesced night sky.  Looking closely, you can see stars twinkling within their short, massive bodies.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Night golems are resistant but not invulnerable to [[puncture critical table|puncture]] damage.&lt;br /&gt;
&lt;br /&gt;
Spawn messaging:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Pinpricks of light dance on the edge of your vision.  Your eyes are drawn to it, and you see a night black form coalesce around them, forming a small night golem which glares malevolently ahead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1401 Night golem on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 3&lt;br /&gt;
|levelm1 = 4&lt;br /&gt;
|level = 5&lt;br /&gt;
|levelp1 = 6&lt;br /&gt;
|levelp2 = 7&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Brown_spinner&amp;diff=149137</id>
		<title>Brown spinner</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Brown_spinner&amp;diff=149137"/>
		<updated>2021-05-30T16:23:57Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (90), natural armor ASG 1 none, log2 creature description, attacks (claw, pincer), web,  defenses (melee, bolt, udf), Mje|MnE TDs, other info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Brown_Spinner_Colored.jpg&lt;br /&gt;
| level = 9 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Arachnid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Arachnid &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Citadel &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 90&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 107 - 119&lt;br /&gt;
| PA2 = Pincer (attack)&lt;br /&gt;
| PAB = 95 - 107&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Web&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 79 - 151 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 60&lt;br /&gt;
| UDF = 78 - 160&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 27&lt;br /&gt;
| MnETD = 27&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = brown spinner leg&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;This servant of the [[The Huntress|huntress]] is both guardian and warrior for its mistress.  Its brown coloring and smaller size makes it seem less dangerous than other, larger spiders.  However, the fine brown hair on its body is probably used to seek out hidden spies, and its spinnaret to immobilize them.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
An example of a brown spinner&#039;s web attack.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A brown spinner rises on its legs, tucking its abdomen beneath itself to aim its spinneret at you!&lt;br /&gt;
[SMR result: -50 (Open d100: 26)]&lt;br /&gt;
You dodge the webbing with such amazing finesse that you inspire all of those around you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 7&lt;br /&gt;
|levelm1 = 8 &lt;br /&gt;
|level = 9&lt;br /&gt;
|levelp1 = 10&lt;br /&gt;
|levelp2 = 11&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Crocodile&amp;diff=149095</id>
		<title>Crocodile</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Crocodile&amp;diff=149095"/>
		<updated>2021-05-29T17:53:11Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 16 hauberk equivalent, log2 creature description, melee|bolt DS, no treasure. Other info: the Thurfel&amp;#039;s Keep crocs are level 6 not level 9  and have other differen properties than their marshtown and citadel counterparts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Crocodile_Colored.jpg&lt;br /&gt;
| level = 9&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Reptilian &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Marshtown&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = The Citadel&lt;br /&gt;
| area3 = Thurfel&#039;s Keep&lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 90 &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Charge (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 137&lt;br /&gt;
| PA2 = Bite&lt;br /&gt;
| PAB = 127&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Disease (on hit)&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = 27&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 51 - 80&lt;br /&gt;
| Ranged = 45&lt;br /&gt;
| Bolt = 40&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 33&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = -11-27&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 27&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 27&lt;br /&gt;
| MjSTD = 27&lt;br /&gt;
| MnSTD = 27&lt;br /&gt;
| MnMTD = 27&lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = a crocodile snout&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A large scaled lizard, with a wide gaping mouth full of sharp teeth, it has short powerful legs barely long enough to lift the beast off the ground.  The crocodile also has a long powerful tail that looks rather dangerous.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Crocodiles can be found in three locations: [[Marshtown]], [[The Citadel]] and [[Thurfel&#039;s Keep]]. Although there descriptions are the same (as shown above) the crocs in Thurfel&#039;s are level 6 not level 9. Other notable differences include 130 [[HP]]s, [[Charge (attack)]] 70 [[AS]], [[Bite]] 80 AS, and 18 base [[TD]].&lt;br /&gt;
&lt;br /&gt;
The level 6 Thurfel&#039;s Keep crocodiles spawn in several different colors. &lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; a striped blue crocodile&lt;br /&gt;
&amp;lt;li&amp;gt; a speckled tangerine crocodile&lt;br /&gt;
&amp;lt;li&amp;gt; a brilliant red crocodile&lt;br /&gt;
&amp;lt;li&amp;gt; a striped blue crocodile&lt;br /&gt;
&amp;lt;li&amp;gt; a florid mauve crocodile&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Crocodile Crocodile on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 7&lt;br /&gt;
|levelm1 = 8&lt;br /&gt;
|level = 9&lt;br /&gt;
|levelp1 = 10&lt;br /&gt;
|levelp2 = 11&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:Crocodile&amp;diff=149094</id>
		<title>Talk:Crocodile</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:Crocodile&amp;diff=149094"/>
		<updated>2021-05-29T17:53:02Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Level 9 and level 6 crocs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Charge AS already listed conflicts with info I JUST gathered from an uninjured, unspelled crocodile in the Citadel.  I don&#039;t know if the info currently there is different due to the croc they got the AS from being injured, under the influance of a spell, a different different location, or a change in the creatures coding (or something else that doesn&#039;t come to mind).  At any rate, I&#039;m going to go ahead and change the Charge AS to mine for the following reasons: 1. it&#039;s more recent info 2. it&#039;s higher 3. I KNOW there were no spell effects, altered room conditions, or injuries altering the number I have. --OM1E5GA&lt;br /&gt;
&lt;br /&gt;
- If the numbers are relatively close, it could be a result of the fact that critters do vary in level a bit from the base (+/- 2 or 3 if memory serves) so the one you saw might have been one of the vary-up ones. [[User:GREYCROISSANT|GREYCROISSANT]] 20:36, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
--I&#039;d thought of that, but the value that was there originally was 70, which I replaced with 137.  A 67 point difference seems to be way too much to be accounted for by that, esp since I saw 137 with several crocs since I made the change.  The more I think about it, the more I&#039;m convinced that either the AS was pumped up since that number was originally posted or the croc they got it from was injured already or something... unless the room conditions in the Citadel and Thurfel&#039;s Keep differ so wildly as to make a 67 point differance to their AS.  [[User:OM1E5GA|OM1E5GA]] 20:57, 23 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The crocodiles in [[Marshtown]] and [[The Citadel]] are level 9 with 90 HPs, 137 charge AS, 127 bite AS and 27 TD. The variously colored crocodiles in [[Thurfel&#039;s Keep]] are level 6 with 130 HPs, 70 charge AS, 80 bite AS and 18 TD which explains the 67 AS difference. Crocs in all three locations have natural armor ASG 16 hauberk equivalent protection and are similarly [[DESCRIBE (verb)|DESCRIBED]].  Riltus - [[User:SPYRIDONM3|SPYRIDONM3]] ([[User talk:SPYRIDONM3|talk]]) 12:53, 29 May 2021 (CDT)&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Corrupt_Essence_(703)&amp;diff=149084</id>
		<title>Corrupt Essence (703)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Corrupt_Essence_(703)&amp;diff=149084"/>
		<updated>2021-05-29T15:53:13Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Corrected TD pushdown and creature level formulas. Use wisdom bonus by itself, not (wisdom bonus - 1)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;AOE/Multi-target spells underwent a revamp in December 2020.  Until this article is updated, be sure to read the [[Area of effect/saved posts|saved posts]]&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spell &lt;br /&gt;
 | mnemonic = CESSENCE&lt;br /&gt;
 | duration = 15 sec&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | target = Single or Ungrouped&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | status = Unable to cast&lt;br /&gt;
 | ctype = None&lt;br /&gt;
 | navigation = {{Sorcerer base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The &#039;&#039;&#039;Corrupt Essence&#039;&#039;&#039; spell causes a &amp;quot;blood red haze&amp;quot; to surround the target, leaving them unable to [[CAST (verb)|cast]] a spell for fifteen seconds. Any attempts at casting will drain the appropriate amount of mana, but the spell will be blocked. It will also keep creatures from using [[magic item]]s for the duration. Beware, this will not prevent a target from preparing a spell. If they prepare a spell it may still be cast once the duration has expired.&lt;br /&gt;
&lt;br /&gt;
Corrupt Essence will not stop certain spell-like effects from [[SMR|creature maneuvers]], such as some variants of Major Elemental Wave.&lt;br /&gt;
&lt;br /&gt;
This spell has a [[Target Defense]] (TD) pushdown taking into account the caster&#039;s [[Wisdom]] bonus and the [[level]] difference, making it more difficult to resist.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;{{math|TD Pushdown {{=}} [[Wisdom]] Bonus + (Caster&#039;s Level - Creature&#039;s Level)}}&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
There is also an [[open cast]], group friendly version of Corrupt Essence based on combined Elemental and Spiritual Mana Control ranks.&lt;br /&gt;
&lt;br /&gt;
The observed pushdown can also be used to determine a creature&#039;s exact level:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;{{math|Creature Level {{=}} Caster Level + (Wisdom Bonus - TD Pushdown}}&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
{{usage-open|s=703|2=.  Requires at least 20 of a single, or 25 combined (15 of one, 10 of another) Mana Control ranks}}&lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
Training in [[Elemental Mana Control]] and [[Spiritual Mana Control]] increases the number of targets available in the open cast version of the spell. Every 20 effective mana control ranks allows the spell to affect 1 additional target. To calculate effective mana control ranks, take the higher skill (either EMC or SMC) in full and add half the other skill. (If they are equal, then one contributes full and one contributes half.)&lt;br /&gt;
&lt;br /&gt;
Wisdom and level adjustments apply normally in the open cast version of the spell.  The open cast version of the spell is not friendly to other characters outside the caster&#039;s group.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;{{math|# of targets {{=}} 1 + (max(EMC, SMC) + min(EMC, SMC) / 2) / 20}}&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;This chart assumes equal ranks trained in EMC and SMC&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Mana Control ranks (each)||14||27||40||54||67||80||94||107||120||134||147||160||174||187||200||213||227||240&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|# of open cast targets||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect start&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;You feel weakened as a blood red haze forms around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Attempt to cast while effect is active&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;As you focus on your magic, your vision swims with a swirling haze of crimson.  A sharp, blinding pain explodes outward from your mind and radiates in throbbing waves across your skin, causing you to falter.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Effect end&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;The blood red haze dissipates from around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:gnarled yew wand}}&lt;br /&gt;
&lt;br /&gt;
==Similar Spells==&lt;br /&gt;
&lt;br /&gt;
Other spells and abilities that stop spellcasting include:&lt;br /&gt;
*[[Silence (210)]]&lt;br /&gt;
*[[Sounds (607)]]&lt;br /&gt;
*[[Song of Noise (1017)]]&lt;br /&gt;
*[[Mystic Impedance (1708)]]&lt;br /&gt;
*CMAN [[Cutthroat]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Panther&amp;diff=149059</id>
		<title>Panther</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Panther&amp;diff=149059"/>
		<updated>2021-05-28T23:46:18Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (140), natural armor ASG 6 full leather equivalent, log2 creature description, melee|bolt DS, MjE|MnE TDs, no treasure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 15&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Feline &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Marshtown&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 140&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 174&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 174&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 79 - 125&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 85&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 33 - 51&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 39 - 45&lt;br /&gt;
| MnETD = 39 - 45&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = 45&lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a panther pelt&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The panther is a large, black cat with a slender body and long tail.  Often approaching and striking silently, he affords his prey little warning.  Powerful jaws bite and sharp claws rend as the panther attempts to secure enough food for another day.  Even when satiated, though, the panther enjoys killing just for the pleasure of it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Panthera Panther on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 13&lt;br /&gt;
|levelm1 = 14&lt;br /&gt;
|level = 15&lt;br /&gt;
|levelp1 = 16&lt;br /&gt;
|levelp2 = 17&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotting_woodsman&amp;diff=149058</id>
		<title>Rotting woodsman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotting_woodsman&amp;diff=149058"/>
		<updated>2021-05-28T23:11:46Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 1 none, log2 creature description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 23&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Marshtown &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 260&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Battle axe&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 202&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 154&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 158&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 69&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 74&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 76&lt;br /&gt;
| MnETD = 77&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 72&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The rotting woodsman staggers about through the forests she once knew in life, now unable to obtain rest.  Putrid flesh drips from her exposed bones, and only ragged patches of hair remain on her thick skull.  Despite the lack of solid muscle, the rotting woodsman swings her axe with enormous power, felling the living as she once felled the immense trees of the forest.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Rotting woodsmen are immune to [[stun]]s. They have a chance to inflict [[diseased|disease]] on a successful hit (8 hp/round, dissipates 8/round) without a [[CS]]/[[TD]] roll.&lt;br /&gt;
&lt;br /&gt;
==Other information== &lt;br /&gt;
&lt;br /&gt;
Room messaging:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A rotting woodsman tries to push a drooping eye back into its rotting socket.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 21&lt;br /&gt;
|levelm1 = 22&lt;br /&gt;
|level = 23&lt;br /&gt;
|levelp1 = 24&lt;br /&gt;
|levelp2 = 25&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wood_wight&amp;diff=149057</id>
		<title>Wood wight</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wood_wight&amp;diff=149057"/>
		<updated>2021-05-28T23:11:37Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 1 none, log2 creature description, warding CS, melee DS, treasure(coins, items, gems, boxes), other info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 20&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Wight&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Marshtown&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 170&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 156&lt;br /&gt;
| PA2 = Closed fist&lt;br /&gt;
| PAB = 166&lt;br /&gt;
| PA3 = Pound&lt;br /&gt;
| PAC = 146&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Mind Jolt (706)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 123&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Gas cloud]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 73&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 72&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 66&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 61&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 62&lt;br /&gt;
| MnETD = 63&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 60&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a wight scalp&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The wood wight stalks the forest, searching for  decaying and not-so-decaying flesh.  Perhaps once a powerful  human ranger, the wood wight is still powerful, but its tattered clothing is covered with mold, fungus and moss.  The wood wight shambles about, mercilessly attacking anything living.  Its cold, grey eyes and clammy fingers  wield magic and weaponry with equal skill.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
A wood wight&#039;s initial casts of [[Earthen Fury (917)]] and [[Gas cloud]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wood wight chants an evil incantation.&lt;br /&gt;
A wood wight gestures at you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
The earth cracks beneath you, releasing a column of frigid air!&lt;br /&gt;
[SMR result: -70 (Open d100: 13)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wood wight chants an evil incantation.&lt;br /&gt;
A wood wight gestures at you!&lt;br /&gt;
You notice a gas cloud begin to form above you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Wight Wight on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 18&lt;br /&gt;
|levelm1 = 19&lt;br /&gt;
|level = 20&lt;br /&gt;
|levelp1 = 21&lt;br /&gt;
|levelp2 = 22&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mountain_troll&amp;diff=149045</id>
		<title>Mountain troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mountain_troll&amp;diff=149045"/>
		<updated>2021-05-28T20:40:26Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Log2 creature description, AS boost, regeneration, bolt DS, UDF, MjE|MnE TDs, spirit warding II&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Mountain_troll.jpg&lt;br /&gt;
| level = 17&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Hidden Vale&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Shores of Lough Ne&#039;Halin&lt;br /&gt;
| area3 = Troll Lair&lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 200&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Flail&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 190 - 224&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Attack strength]] boost&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = 34&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 73&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 90&lt;br /&gt;
| UDF = 113&lt;br /&gt;
| BarTD = 58&lt;br /&gt;
| CleTD = 66&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 36&lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 58&lt;br /&gt;
| MnETD = 58&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 66&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|[[Health]] regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = troll toe&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the mountain troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Mountain trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A mountain troll&#039;s flesh wounds regenerate some.&lt;br /&gt;
A mountain troll&#039;s back begins to regenerate.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mountain trolls gain an attack strength boost of +34 (not coincidentally twice their base level).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A mountain troll snarls menacingly as he advances!&lt;br /&gt;
&lt;br /&gt;
A mountain troll swings a flail at you!&lt;br /&gt;
  AS: +224 vs DS: +312 with AvD: +44 + d100 roll: +21 = -23&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The mountain troll presence in [[Noralgar Forest]], which is related to [[Castle Anwyn]] and the [[Vvrael]] quest, might be based on their [[Rolemaster]] bestiary description. In this [[ICE age|I.C.E. Age]] context there was a &amp;quot;Great Corruption&amp;quot; and a &amp;quot;Black Deceiver&amp;quot; who had hidden a gemstone deep in his vaults, where [[Terate]] had the first Stone of Virtue in a chest under Castle Anwyn. The Black Deceiver had a false prophet who told the mountain trolls they would be redeemed by &amp;quot;[[seeker|seeking]] out the highest mountain peak in the world&amp;quot;, where there would be this &amp;quot;large gemstone&amp;quot; which if crushed would make the trolls forgiven. In the Vvrael quest context this would correspond to [[Mount Aenatumgana]], the [[Eye of the Drake]] (dragonsbreath sapphire), and the weeping [[Lorminstra]] at the door of the Drake&#039;s Shrine saying &amp;quot;I forgive you, my child...&amp;quot; Trolls more generally come from Scandinavian folklore, such as with changeling myths which are analogous to the fey, and Noralgar might be a pseudo-anagram of Ragnorak fitting the quest&#039;s apocalypse subtexts.&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1381 Mountain troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 15&lt;br /&gt;
|levelm1 = 16&lt;br /&gt;
|level = 17&lt;br /&gt;
|levelp1 = 18&lt;br /&gt;
|levelp2 = 19&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Carceris&amp;diff=149013</id>
		<title>Carceris</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Carceris&amp;diff=149013"/>
		<updated>2021-05-27T23:09:57Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Misc offensive spell: Earthen Fury (917)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Carceris_Colored.jpg&lt;br /&gt;
| level = 25&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 160&lt;br /&gt;
| BT2 = Major Fire (908)&lt;br /&gt;
| BTB = 160&lt;br /&gt;
| BT3 = Major Shock (910)&lt;br /&gt;
| BTC = 160&lt;br /&gt;
| WD1 = ?&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 146&lt;br /&gt;
| WD2 =&lt;br /&gt;
| WDB =&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = Elemental Wave (410)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Earthen Fury (917)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 243&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 140 - 210&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 86&lt;br /&gt;
| CleTD =&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 96&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 96 - 101&lt;br /&gt;
| MnETD = 96 - 101&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Prismatic Guard (905)&lt;br /&gt;
| DSP4 = Mass Blur (911)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The carceris makes a peculiar rustling sound as she moves, reminiscent of dried up parchment. The carceris&#039;s ragged robes lift and swirl about her like animated tendrils, and bare bones protrude from similar tatters of skin hanging from her hands and hollow cheeks.  The specter bares yellowed teeth, the roots discolored a deep brown where they are anchored in the visible jawbones.  As she circles, constantly whispering a litany of magic, gooey pools of darkness which were once the horror&#039;s eyes weep rivulets of stain down the remnants of her face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
*Sorcerer Tactics:&lt;br /&gt;
**Use Corrupt Essence ([[703]]) to keep them from casting.  TD pushdown is very useful especially when combined with Voln approach below.&lt;br /&gt;
**Stun easily and easy criticals with Mana Disrupt ([[702]])&lt;br /&gt;
**Energy Maelstrom ([[710]]) can be utilized well in focused form to induce roundtime from knockdowns, death crits and stuns.  &amp;quot;Fire and forget&amp;quot; nature of storm rounds also allows for Corrupt Essence ([[703]]) to be more easily maintained for defense.&lt;br /&gt;
*Voln Addendum:&lt;br /&gt;
**[[Symbol of Diminishment]] can be useful to for TD drop if utilizing Mana Disrupt ([[702]]) strategy.&lt;br /&gt;
**[[Symbol of Supremacy]] as when fighting all undead.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a carceris&#039;s elemental wave.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A carceris gestures at you!&lt;br /&gt;
A wave of dark ethereal ripples moves outward from a carceris.&lt;br /&gt;
You are buffeted by the dark ethereal waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
Roundtime: 8 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An example of a carceris&#039;s earthen fury.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A carceris chants an utterly incomprehensible phrase.&lt;br /&gt;
A carceris gestures at you!&lt;br /&gt;
The ground beneath your feet begins to boil violently!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: -37 (Open d100: 19)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: 28 (Open d100: 64)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: 51 (Open d100: 87)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: 3 (Open d100: 39)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
Craggy debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: 39 (Open d100: 74)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
Fiery debris explodes from the ground beneath you!&lt;br /&gt;
[SMR result: -17 (Open d100: 18)]&lt;br /&gt;
You dodge out of the way!&lt;br /&gt;
The ground beneath you suddenly calms.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Carceris [[Ghostly pooka#Behind the Scenes|translates]] both as &amp;quot;[https://www.online-latin-dictionary.com/latin-english-dictionary.php?parola=carceris of the prison]&amp;quot; or &amp;quot;of the prisoner&amp;quot; in Latin. The name might also refer to the mythical fortress of [https://en.wikipedia.org/wiki/Caer_Sidi Caer Sidi] from the [[Spectral miner#Behind the Scenes|Middle Welsh]] poems in the [https://en.wikipedia.org/wiki/Book_of_Taliesin Book of Taliesin], which addresses &amp;quot;[https://en.wikipedia.org/wiki/Annwn Annwn]&amp;quot;, the Welsh word or the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] which was on an island of magical mists and filled with demons. The stories of Annwn are precursors of [https://en.wikipedia.org/wiki/Preiddeu_Annwfn Arthurian legend] involving Excalibur and the Holy Grail. The poem of Caer Sidi refers to Annwn by the names of several different fortresses and the &amp;quot;gate of the cold place&amp;quot;, where Castle Anwyn is [[Flows of essence#Nodes|unnaturally cold]] in most of its rooms.&lt;br /&gt;
&lt;br /&gt;
Caer Sidi is referenced elsewhere by Taliesin: &amp;quot;Perfect is my chair in Caer Sidi: Plague and age hurt not him who&#039;s in it.&amp;quot; This may be alluded to by the hidden [[Purgatory#Archaeology|throne of bones]], with the severed head on the pike referring to [https://en.wikipedia.org/wiki/Br%C3%A2n_the_Blessed Bran the Blessed] (also spelled as Vran meaning [[Wall of Darkness#Behind the Scenes|crow or raven]] and possibly related to the keeper of the Grail), whose head was severed and continued to speak in a land where time did not pass, following a war with [[Nonomino#Behind the Scenes|King Math]] involving a magical cauldron (the precursor of the grail) kept bubbling by nine pythonesses that brought the dead to life. &lt;br /&gt;
&lt;br /&gt;
The chair is more directly an allusion to the Siege Perilous belonging to the Grail Knight, the anointed successor of Joseph of Arimathea and thus future Grail King. Originally, this was Sir Gawain who in one story has a shield with a pentangle on it, the Seal of Solomon intended to thwart demonic forces. The mangled shields the carceris carry probably refer to Gawain having a broken shield at one point in some stories. The honor guard of heads on pikes refers narrowly to knights sitting in the chair who were not &amp;quot;Chosen&amp;quot;, but may refer to the bleeding lance whose nature Gawain asks about causing [[Muylari#(C) Other Subtexts|partial restoration]] of the lands, and the Welsh version of Perceval story treats the Grail as a dish with a severed head. This represents a purely non-Christian version of the Grail, rooted in a vengeance story rather than a cup of the Last Supper as with Galahad.&lt;br /&gt;
&lt;br /&gt;
Another possibility is that the chair of bone does belong to the Fisher King in the Grail castle, but the severed heads on pikes refer to the Third Continuation of the Perceval cycle. Sir Perceval smashes the shield of the wicked lord Partinal, then defeats him in combat to avenge the Fisher King. Partinal refuses to plead for mercy and submit to being a prisoner, so Perceval cuts his head off and brings both back to the Grail castle. The Fisher King is thus healed and mounts the head on a pike, recognizing Perceval as his nephew and heir to the throne of the Waste Forest.&lt;br /&gt;
&lt;br /&gt;
Castle Anwyn was where [[Terate]] grew up as a prince, was driven mad with a [[Vvrael]] related scroll, and was one of the places where a Stone of Virtue was discovered. It has many examples of writhing serpent imagery within it, and is located on an island in foggy [[Lough Ne&#039;halin]], which translates roughly as [[Mount Aenatumgana|&amp;quot;lake without salt.&amp;quot;]] The motivation for the use of a word meaning &amp;quot;of the prison&amp;quot; and &amp;quot;of the prisoner&amp;quot; is likely using the subtle word play regarding the etymology of the keep and dungeon, where the whole site is apparently based on [[Castle Anwyn#Behind the Scenes|St. Patrick&#039;s Purgatory]] in Lough Derg, with a cave underneath what is called the Prison Chapel. This was connected to the Chapel Perilous in the work of Jessie Weston, which is represented by chapel and crypt of the castle. There is also a version where Gawain is the knight who harrows Purgatory with Merlin and Arthur, whereas usually the descent into purgatory is associated with the knight [[Olbin Pass#Behind the Scenes|Owain]]. In the year after the Vvrael saga ended there was a situation where the scroll was found causing its reader Norandar to [[Spotted leaper#Behind the Scenes|physically transform]], and the queen unleashed demons on adventurers. They were intervened upon by [[Onar]], who was the kingdom&#039;s patron deity.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 23&lt;br /&gt;
|levelm1 = 24&lt;br /&gt;
|level = 25&lt;br /&gt;
|levelp1 = 26&lt;br /&gt;
|levelp2 = 27&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Greenwing_hornet&amp;diff=149004</id>
		<title>Greenwing hornet</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Greenwing_hornet&amp;diff=149004"/>
		<updated>2021-05-27T22:47:51Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (170), natural armor ASG 8 double leather equivalent, log2 creature description, melee|bolt DS, MjE|MnE TD, no treasure, other info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Greenwing_hornet_Colored.jpg&lt;br /&gt;
| level = 18&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Wasp &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Insect&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes&amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 170&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stinger (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 172&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Sting&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = Fatigue (lower AS/DS)&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 132&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 120&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 54&lt;br /&gt;
| MnETD = 54&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No &lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a hornet stinger&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;If it wasn&#039;t for the huge size of this hornet, you might even call it kinda cute.  The fuzzy body measures about 8 inches long and almost that big around.  The wings are moving so fast that it seems as though the hornet is surrounded with a faint green haze.  Darting here and there, with an agility astonishing in something this pudgy looking, it&#039;s enough to make one think twice before getting too close!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
The greenwing hornet has a sting maneuver that will cause fatigue which results in a loss of both attack and defensive strength.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With blinding speed, a greenwing hornet buzzes around behind you and stings you in a vulnerable spot!&lt;br /&gt;
&lt;br /&gt;
You begin to feel a strange fatigue, spreading throughout your body. &lt;br /&gt;
&lt;br /&gt;
Your body begins to respond normally again.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The nettle berries outside the bower will unpoison you, which is a joke because nettle berries are poisonous.&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Mythologically, bees are supposed to be able to travel back and forth from the underworld, like the [[moaning spirit]]s can implicitly. More narrowly, their presence in [[Castle Anwyn]] may be related to the Lady of the Lake, the sorcerous queen of Avalon (Annwn) whom Arthur received Excalibur. One of her rumored true dwelling places is Loch Arthur in Scotland, which is next to the village of Beeswing. This was named after a famous 19th century [[Ghostly pooka|mare]] from thoroughbred racing. The Lady of the Lake was the one who bewitched and imprisoned Merlin, whose enchanted tomb in pseudo-etymology is the root of [[Castle Anwyn#Behind the Scenes|Glastonbury Abbey]]. This would refer to the sorcerous queen mother of [[Terate]], who otherwise appears to be based on Morgan le Fay (mother of Owain), possible crossed to some extent with Morgause (witch-queen mother of Gawain and Mordred.)&lt;br /&gt;
&lt;br /&gt;
Castle Anwyn has subtle relations with [[Shadow Valley]], most explicitly seen in the presence of the [[moaning spirit]]s. Among these is the [[Ghostly pooka|pooka]]s, trickster shapeshifters in Celtic folklore, who usually take the form of horses in heavy chains. (Thus, they might simply refer to faeries as insect-like or warring with insects, such as the nineteenth century poetic allegory &amp;quot;The [[Castle Anwyn#Behind the Scenes|Fresh Water]] Siren&amp;quot; about the [[Giant fog beetle|great water beetle]] which could obliquely relate to the Lovecraftian [[Black Hel#Behind the Scenes|&amp;quot;Shadow out of Time&amp;quot;]] premise of the insect race following the end of mankind, or even the plates of Arthur Rackham which were featured in many of the related source stories.) The word &amp;quot;mare&amp;quot; descends from goblin-like creature in Germanic folklore that ride the chest of their victims giving them nightmares, and when they are shape-shifting they often take the form of wasps. The word &amp;quot;mare&amp;quot; actually comes from the Old English word for &amp;quot;incubus&amp;quot;, which are nightmare demons who sire cambions like Merlin, which is especially relevant because of [[Terate]]&#039;s [[Eye of the Drake#Behind the Scenes|half-demonic]] state in the Vvrael quest. The Greek demon of nightmares is the giant Ephialtes, whose name means &amp;quot;[[spotted leaper#Behind the Scenes|leaper]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Another more obscure motivation for the bees may be [[Mount Aenatumgana]], where &amp;quot;gana&amp;quot; likely refers to the attendants of Shiva. The analogous event of a demonic force going to the mountain to kill the gods is Arunasura, who could not be killed by any two or four legged creature. So the demon was ultimately destroyed by a vast swarm of [[Vaespilon#Behind the Scenes|hornets, wasps, bees,]] and so on. This is relevant because Shiva is a later form of Indra, the slayer of the [[Castle Varunar|Vedic]] serpent demon Vritra, who appears to be the partial basis of the [[Shadow Valley]] story and may be the base of the word [[Vvrael]]. There was also a Cherokee myth of a large bird resembling a greenwing hornet that kidnapped children much like the faeries of Celtic folklore.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Hornet Hornet on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 16&lt;br /&gt;
|levelm1 = 17&lt;br /&gt;
|level = 18&lt;br /&gt;
|levelp1 = 19&lt;br /&gt;
|levelp2 = 20&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nonomino&amp;diff=148998</id>
		<title>Nonomino</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nonomino&amp;diff=148998"/>
		<updated>2021-05-27T21:41:03Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (190), natural armor ASG 6 full leather equivalent, updated log2 creature description, melee|bolt DS, MjE TD, prayer of protection, treasure (coins, items, gems, boxes)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Nonomino.jpg&lt;br /&gt;
| level = 23&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ball and chain&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 160&lt;br /&gt;
| PA2 = Dagger&lt;br /&gt;
| PAB = 160&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Blind (311)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 139&lt;br /&gt;
| WD2 = ?&lt;br /&gt;
| WDB = 133&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 243&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 223&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 74 &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 85 - 98&lt;br /&gt;
| MnETD = 85 - 98&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Warding I (101)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Warding II (107)&lt;br /&gt;
| DSP3 = Prayer of Protection (303)&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A creature of sublime beauty, the nonomino floats just above the ground in a pulsing sphere of unearthly light.  As you watch, he abruptly turns his head to stare, as cracks distend across his visage and the glorious mantle peels away to reveal disease and decay.  The incarnation constantly molts his epidermis, regenerating it moments later in a hideous parody of the struggle between life and death.  Frozen by the hypnotic horror of his appearance, you almost fail to notice the nonomino&#039;s fluid movement, and the adept dance of his hands as he summons his theurgical arsenal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Nonominos are a class of [https://en.wikipedia.org/wiki/Nonomino mathematical objects] with &amp;quot;nine cells&amp;quot;, often serpentine in shape, used in puzzles reminiscent of Sudoku or Tetris. This strange name for a creature might be an [[Carceris#Behind the Scenes|oblique allusion]] to medieval Welsh folklore where [https://en.wikipedia.org/wiki/Br%C3%A2n_the_Blessed Bran the Blessed] wages war with the Irish King Math, involving a [https://en.wikipedia.org/wiki/Pair_Dadeni magical cauldron] that brings the dead to life, which is kept bubbling with the breath of nine pythonesses. The [[Wall of Darkness#Behind the Scenes|mortally wounded Bran]] tells the survivors to sever his head, which continues to speak in [https://en.wikipedia.org/wiki/Annwn Annwn], the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] where time does not pass and food and drink are plenty. [[Castle Anwyn]] has a throne room of bones with a head on a pike and possesses magical foods which heal and [[Nettle berry|unpoison]] player characters. The same magic cauldron appears in another Welsh poem where [[Terate|King Arthur]] goes to Annwn, which is considered an early basis for the Holy Grail.&lt;br /&gt;
&lt;br /&gt;
Another more esoteric motivation for including a reference to higher mathematics is the possibility of influence by H.P. Lovecraft&#039;s [http://www.hplovecraft.com/writings/texts/fiction/dwh.aspx &amp;quot;The Dreams in the Witch House&amp;quot;], which involves these same premises as [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] and [http://www.hplovecraft.com/writings/texts/fiction/dq.aspx &amp;quot;The Dream-Quest of Unknown Kadath&amp;quot;] which are important for [[The Broken Lands]]. In this story there is a student of advanced mathematics and physics who discovers that the subjects are intimately related to folklore and forbidden knowledge, where the intuitive understanding and perception of it allows the ability to project oneself into higher realities. This is influenced in the Lovecraft circle by the pseudo-historical work of Margaret Murray, where faeries are a surviving [[fenghai#Behind the Scenes|primitive race]] underground. Murray had become fixated on faerie lore and its relation to Arthurian legend while convalescing in [[Castle Anwyn#Behind the Scenes|Glastonbury]] which is often identified with Annwn. This is related to the [[Dybbuk#Behind the Scenes|mezuzah]] in the castle barracks, which is arguably also a reference to another pseudo-historical movement, British Israelism which asserts Hebrews and Phoenicians colonized Ireland as the medieval monks had used the [[Castle Anwyn#Behind the Scenes|same words]] to identify the Celtic gods.&lt;br /&gt;
&lt;br /&gt;
==Historical Information==&lt;br /&gt;
Previous creature description.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A creature of sublime beauty, the nonomino floats just above the ground in a pulsing sphere of unearthly light.  Careful scrutiny of the creature will show cracks distending across his visage and mantle peeling away to reveal disease and decay.  The incarnation constantly molts his epidermis, regenerating it moments later in a hideous parody of the struggle between life and death.  Surprisingly, this horror&#039;s movements are very fluid and the adept dance of his hands as he summons his theurgical arsenal is hypnotic.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 21&lt;br /&gt;
|levelm1 = 22&lt;br /&gt;
|level = 23&lt;br /&gt;
|levelp1 = 24&lt;br /&gt;
|levelp2 = 25&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Carceris&amp;diff=148989</id>
		<title>Carceris</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Carceris&amp;diff=148989"/>
		<updated>2021-05-27T19:54:43Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Other info - ewave example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Carceris_Colored.jpg&lt;br /&gt;
| level = 25&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 160&lt;br /&gt;
| BT2 = Major Fire (908)&lt;br /&gt;
| BTB = 160&lt;br /&gt;
| BT3 = Major Shock (910)&lt;br /&gt;
| BTC = 160&lt;br /&gt;
| WD1 = ?&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 146&lt;br /&gt;
| WD2 =&lt;br /&gt;
| WDB =&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = Elemental Wave (410)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 243&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 140 - 210&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 86&lt;br /&gt;
| CleTD =&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 96&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 96 - 101&lt;br /&gt;
| MnETD = 96 - 101&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Prismatic Guard (905)&lt;br /&gt;
| DSP4 = Mass Blur (911)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The carceris makes a peculiar rustling sound as she moves, reminiscent of dried up parchment. The carceris&#039;s ragged robes lift and swirl about her like animated tendrils, and bare bones protrude from similar tatters of skin hanging from her hands and hollow cheeks.  The specter bares yellowed teeth, the roots discolored a deep brown where they are anchored in the visible jawbones.  As she circles, constantly whispering a litany of magic, gooey pools of darkness which were once the horror&#039;s eyes weep rivulets of stain down the remnants of her face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
*Sorcerer Tactics:&lt;br /&gt;
**Use Corrupt Essence ([[703]]) to keep them from casting.  TD pushdown is very useful especially when combined with Voln approach below.&lt;br /&gt;
**Stun easily and easy criticals with Mana Disrupt ([[702]])&lt;br /&gt;
**Energy Maelstrom ([[710]]) can be utilized well in focused form to induce roundtime from knockdowns, death crits and stuns.  &amp;quot;Fire and forget&amp;quot; nature of storm rounds also allows for Corrupt Essence ([[703]]) to be more easily maintained for defense.&lt;br /&gt;
*Voln Addendum:&lt;br /&gt;
**[[Symbol of Diminishment]] can be useful to for TD drop if utilizing Mana Disrupt ([[702]]) strategy.&lt;br /&gt;
**[[Symbol of Supremacy]] as when fighting all undead.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a carceris&#039;s elemental wave.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A carceris gestures at you!&lt;br /&gt;
A wave of dark ethereal ripples moves outward from a carceris.&lt;br /&gt;
You are buffeted by the dark ethereal waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
Roundtime: 8 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Carceris [[Ghostly pooka#Behind the Scenes|translates]] both as &amp;quot;[https://www.online-latin-dictionary.com/latin-english-dictionary.php?parola=carceris of the prison]&amp;quot; or &amp;quot;of the prisoner&amp;quot; in Latin. The name might also refer to the mythical fortress of [https://en.wikipedia.org/wiki/Caer_Sidi Caer Sidi] from the [[Spectral miner#Behind the Scenes|Middle Welsh]] poems in the [https://en.wikipedia.org/wiki/Book_of_Taliesin Book of Taliesin], which addresses &amp;quot;[https://en.wikipedia.org/wiki/Annwn Annwn]&amp;quot;, the Welsh word or the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] which was on an island of magical mists and filled with demons. The stories of Annwn are precursors of [https://en.wikipedia.org/wiki/Preiddeu_Annwfn Arthurian legend] involving Excalibur and the Holy Grail. The poem of Caer Sidi refers to Annwn by the names of several different fortresses and the &amp;quot;gate of the cold place&amp;quot;, where Castle Anwyn is [[Flows of essence#Nodes|unnaturally cold]] in most of its rooms.&lt;br /&gt;
&lt;br /&gt;
Caer Sidi is referenced elsewhere by Taliesin: &amp;quot;Perfect is my chair in Caer Sidi: Plague and age hurt not him who&#039;s in it.&amp;quot; This may be alluded to by the hidden [[Purgatory#Archaeology|throne of bones]], with the severed head on the pike referring to [https://en.wikipedia.org/wiki/Br%C3%A2n_the_Blessed Bran the Blessed] (also spelled as Vran meaning [[Wall of Darkness#Behind the Scenes|crow or raven]] and possibly related to the keeper of the Grail), whose head was severed and continued to speak in a land where time did not pass, following a war with [[Nonomino#Behind the Scenes|King Math]] involving a magical cauldron (the precursor of the grail) kept bubbling by nine pythonesses that brought the dead to life. &lt;br /&gt;
&lt;br /&gt;
The chair is more directly an allusion to the Siege Perilous belonging to the Grail Knight, the anointed successor of Joseph of Arimathea and thus future Grail King. Originally, this was Sir Gawain who in one story has a shield with a pentangle on it, the Seal of Solomon intended to thwart demonic forces. The mangled shields the carceris carry probably refer to Gawain having a broken shield at one point in some stories. The honor guard of heads on pikes refers narrowly to knights sitting in the chair who were not &amp;quot;Chosen&amp;quot;, but may refer to the bleeding lance whose nature Gawain asks about causing [[Muylari#(C) Other Subtexts|partial restoration]] of the lands, and the Welsh version of Perceval story treats the Grail as a dish with a severed head. This represents a purely non-Christian version of the Grail, rooted in a vengeance story rather than a cup of the Last Supper as with Galahad.&lt;br /&gt;
&lt;br /&gt;
Another possibility is that the chair of bone does belong to the Fisher King in the Grail castle, but the severed heads on pikes refer to the Third Continuation of the Perceval cycle. Sir Perceval smashes the shield of the wicked lord Partinal, then defeats him in combat to avenge the Fisher King. Partinal refuses to plead for mercy and submit to being a prisoner, so Perceval cuts his head off and brings both back to the Grail castle. The Fisher King is thus healed and mounts the head on a pike, recognizing Perceval as his nephew and heir to the throne of the Waste Forest.&lt;br /&gt;
&lt;br /&gt;
Castle Anwyn was where [[Terate]] grew up as a prince, was driven mad with a [[Vvrael]] related scroll, and was one of the places where a Stone of Virtue was discovered. It has many examples of writhing serpent imagery within it, and is located on an island in foggy [[Lough Ne&#039;halin]], which translates roughly as [[Mount Aenatumgana|&amp;quot;lake without salt.&amp;quot;]] The motivation for the use of a word meaning &amp;quot;of the prison&amp;quot; and &amp;quot;of the prisoner&amp;quot; is likely using the subtle word play regarding the etymology of the keep and dungeon, where the whole site is apparently based on [[Castle Anwyn#Behind the Scenes|St. Patrick&#039;s Purgatory]] in Lough Derg, with a cave underneath what is called the Prison Chapel. This was connected to the Chapel Perilous in the work of Jessie Weston, which is represented by chapel and crypt of the castle. There is also a version where Gawain is the knight who harrows Purgatory with Merlin and Arthur, whereas usually the descent into purgatory is associated with the knight [[Olbin Pass#Behind the Scenes|Owain]]. In the year after the Vvrael saga ended there was a situation where the scroll was found causing its reader Norandar to [[Spotted leaper#Behind the Scenes|physically transform]], and the queen unleashed demons on adventurers. They were intervened upon by [[Onar]], who was the kingdom&#039;s patron deity.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 23&lt;br /&gt;
|levelm1 = 24&lt;br /&gt;
|level = 25&lt;br /&gt;
|levelp1 = 26&lt;br /&gt;
|levelp2 = 27&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Carceris&amp;diff=148988</id>
		<title>Carceris</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Carceris&amp;diff=148988"/>
		<updated>2021-05-27T19:51:57Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Elemental wave (410)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Carceris_Colored.jpg&lt;br /&gt;
| level = 25&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 160&lt;br /&gt;
| BT2 = Major Fire (908)&lt;br /&gt;
| BTB = 160&lt;br /&gt;
| BT3 = Major Shock (910)&lt;br /&gt;
| BTC = 160&lt;br /&gt;
| WD1 = ?&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 146&lt;br /&gt;
| WD2 =&lt;br /&gt;
| WDB =&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = Elemental Wave (410)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 243&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 140 - 210&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 86&lt;br /&gt;
| CleTD =&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 96&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 96 - 101&lt;br /&gt;
| MnETD = 96 - 101&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Prismatic Guard (905)&lt;br /&gt;
| DSP4 = Mass Blur (911)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The carceris makes a peculiar rustling sound as she moves, reminiscent of dried up parchment. The carceris&#039;s ragged robes lift and swirl about her like animated tendrils, and bare bones protrude from similar tatters of skin hanging from her hands and hollow cheeks.  The specter bares yellowed teeth, the roots discolored a deep brown where they are anchored in the visible jawbones.  As she circles, constantly whispering a litany of magic, gooey pools of darkness which were once the horror&#039;s eyes weep rivulets of stain down the remnants of her face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
*Sorcerer Tactics:&lt;br /&gt;
**Use Corrupt Essence ([[703]]) to keep them from casting.  TD pushdown is very useful especially when combined with Voln approach below.&lt;br /&gt;
**Stun easily and easy criticals with Mana Disrupt ([[702]])&lt;br /&gt;
**Energy Maelstrom ([[710]]) can be utilized well in focused form to induce roundtime from knockdowns, death crits and stuns.  &amp;quot;Fire and forget&amp;quot; nature of storm rounds also allows for Corrupt Essence ([[703]]) to be more easily maintained for defense.&lt;br /&gt;
*Voln Addendum:&lt;br /&gt;
**[[Symbol of Diminishment]] can be useful to for TD drop if utilizing Mana Disrupt ([[702]]) strategy.&lt;br /&gt;
**[[Symbol of Supremacy]] as when fighting all undead.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a carceris&#039;s elemental wave.&lt;br /&gt;
A carceris gestures at you!&lt;br /&gt;
A wave of dark ethereal ripples moves outward from a carceris.&lt;br /&gt;
You are buffeted by the dark ethereal waves, and knocked to the ground.&lt;br /&gt;
You are pinned in place, unable to move.&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Carceris [[Ghostly pooka#Behind the Scenes|translates]] both as &amp;quot;[https://www.online-latin-dictionary.com/latin-english-dictionary.php?parola=carceris of the prison]&amp;quot; or &amp;quot;of the prisoner&amp;quot; in Latin. The name might also refer to the mythical fortress of [https://en.wikipedia.org/wiki/Caer_Sidi Caer Sidi] from the [[Spectral miner#Behind the Scenes|Middle Welsh]] poems in the [https://en.wikipedia.org/wiki/Book_of_Taliesin Book of Taliesin], which addresses &amp;quot;[https://en.wikipedia.org/wiki/Annwn Annwn]&amp;quot;, the Welsh word or the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] which was on an island of magical mists and filled with demons. The stories of Annwn are precursors of [https://en.wikipedia.org/wiki/Preiddeu_Annwfn Arthurian legend] involving Excalibur and the Holy Grail. The poem of Caer Sidi refers to Annwn by the names of several different fortresses and the &amp;quot;gate of the cold place&amp;quot;, where Castle Anwyn is [[Flows of essence#Nodes|unnaturally cold]] in most of its rooms.&lt;br /&gt;
&lt;br /&gt;
Caer Sidi is referenced elsewhere by Taliesin: &amp;quot;Perfect is my chair in Caer Sidi: Plague and age hurt not him who&#039;s in it.&amp;quot; This may be alluded to by the hidden [[Purgatory#Archaeology|throne of bones]], with the severed head on the pike referring to [https://en.wikipedia.org/wiki/Br%C3%A2n_the_Blessed Bran the Blessed] (also spelled as Vran meaning [[Wall of Darkness#Behind the Scenes|crow or raven]] and possibly related to the keeper of the Grail), whose head was severed and continued to speak in a land where time did not pass, following a war with [[Nonomino#Behind the Scenes|King Math]] involving a magical cauldron (the precursor of the grail) kept bubbling by nine pythonesses that brought the dead to life. &lt;br /&gt;
&lt;br /&gt;
The chair is more directly an allusion to the Siege Perilous belonging to the Grail Knight, the anointed successor of Joseph of Arimathea and thus future Grail King. Originally, this was Sir Gawain who in one story has a shield with a pentangle on it, the Seal of Solomon intended to thwart demonic forces. The mangled shields the carceris carry probably refer to Gawain having a broken shield at one point in some stories. The honor guard of heads on pikes refers narrowly to knights sitting in the chair who were not &amp;quot;Chosen&amp;quot;, but may refer to the bleeding lance whose nature Gawain asks about causing [[Muylari#(C) Other Subtexts|partial restoration]] of the lands, and the Welsh version of Perceval story treats the Grail as a dish with a severed head. This represents a purely non-Christian version of the Grail, rooted in a vengeance story rather than a cup of the Last Supper as with Galahad.&lt;br /&gt;
&lt;br /&gt;
Another possibility is that the chair of bone does belong to the Fisher King in the Grail castle, but the severed heads on pikes refer to the Third Continuation of the Perceval cycle. Sir Perceval smashes the shield of the wicked lord Partinal, then defeats him in combat to avenge the Fisher King. Partinal refuses to plead for mercy and submit to being a prisoner, so Perceval cuts his head off and brings both back to the Grail castle. The Fisher King is thus healed and mounts the head on a pike, recognizing Perceval as his nephew and heir to the throne of the Waste Forest.&lt;br /&gt;
&lt;br /&gt;
Castle Anwyn was where [[Terate]] grew up as a prince, was driven mad with a [[Vvrael]] related scroll, and was one of the places where a Stone of Virtue was discovered. It has many examples of writhing serpent imagery within it, and is located on an island in foggy [[Lough Ne&#039;halin]], which translates roughly as [[Mount Aenatumgana|&amp;quot;lake without salt.&amp;quot;]] The motivation for the use of a word meaning &amp;quot;of the prison&amp;quot; and &amp;quot;of the prisoner&amp;quot; is likely using the subtle word play regarding the etymology of the keep and dungeon, where the whole site is apparently based on [[Castle Anwyn#Behind the Scenes|St. Patrick&#039;s Purgatory]] in Lough Derg, with a cave underneath what is called the Prison Chapel. This was connected to the Chapel Perilous in the work of Jessie Weston, which is represented by chapel and crypt of the castle. There is also a version where Gawain is the knight who harrows Purgatory with Merlin and Arthur, whereas usually the descent into purgatory is associated with the knight [[Olbin Pass#Behind the Scenes|Owain]]. In the year after the Vvrael saga ended there was a situation where the scroll was found causing its reader Norandar to [[Spotted leaper#Behind the Scenes|physically transform]], and the queen unleashed demons on adventurers. They were intervened upon by [[Onar]], who was the kingdom&#039;s patron deity.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 23&lt;br /&gt;
|levelm1 = 24&lt;br /&gt;
|level = 25&lt;br /&gt;
|levelp1 = 26&lt;br /&gt;
|levelp2 = 27&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Carceris&amp;diff=148984</id>
		<title>Carceris</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Carceris&amp;diff=148984"/>
		<updated>2021-05-27T19:47:41Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (210)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Carceris_Colored.jpg&lt;br /&gt;
| level = 25&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 160&lt;br /&gt;
| BT2 = Major Fire (908)&lt;br /&gt;
| BTB = 160&lt;br /&gt;
| BT3 = Major Shock (910)&lt;br /&gt;
| BTC = 160&lt;br /&gt;
| WD1 = ?&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 146&lt;br /&gt;
| WD2 =&lt;br /&gt;
| WDB =&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 243&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 140 - 210&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 86&lt;br /&gt;
| CleTD =&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 96&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 96 - 101&lt;br /&gt;
| MnETD = 96 - 101&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Prismatic Guard (905)&lt;br /&gt;
| DSP4 = Mass Blur (911)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The carceris makes a peculiar rustling sound as she moves, reminiscent of dried up parchment. The carceris&#039;s ragged robes lift and swirl about her like animated tendrils, and bare bones protrude from similar tatters of skin hanging from her hands and hollow cheeks.  The specter bares yellowed teeth, the roots discolored a deep brown where they are anchored in the visible jawbones.  As she circles, constantly whispering a litany of magic, gooey pools of darkness which were once the horror&#039;s eyes weep rivulets of stain down the remnants of her face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
*Sorcerer Tactics:&lt;br /&gt;
**Use Corrupt Essence ([[703]]) to keep them from casting.  TD pushdown is very useful especially when combined with Voln approach below.&lt;br /&gt;
**Stun easily and easy criticals with Mana Disrupt ([[702]])&lt;br /&gt;
**Energy Maelstrom ([[710]]) can be utilized well in focused form to induce roundtime from knockdowns, death crits and stuns.  &amp;quot;Fire and forget&amp;quot; nature of storm rounds also allows for Corrupt Essence ([[703]]) to be more easily maintained for defense.&lt;br /&gt;
*Voln Addendum:&lt;br /&gt;
**[[Symbol of Diminishment]] can be useful to for TD drop if utilizing Mana Disrupt ([[702]]) strategy.&lt;br /&gt;
**[[Symbol of Supremacy]] as when fighting all undead.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Carceris [[Ghostly pooka#Behind the Scenes|translates]] both as &amp;quot;[https://www.online-latin-dictionary.com/latin-english-dictionary.php?parola=carceris of the prison]&amp;quot; or &amp;quot;of the prisoner&amp;quot; in Latin. The name might also refer to the mythical fortress of [https://en.wikipedia.org/wiki/Caer_Sidi Caer Sidi] from the [[Spectral miner#Behind the Scenes|Middle Welsh]] poems in the [https://en.wikipedia.org/wiki/Book_of_Taliesin Book of Taliesin], which addresses &amp;quot;[https://en.wikipedia.org/wiki/Annwn Annwn]&amp;quot;, the Welsh word or the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] which was on an island of magical mists and filled with demons. The stories of Annwn are precursors of [https://en.wikipedia.org/wiki/Preiddeu_Annwfn Arthurian legend] involving Excalibur and the Holy Grail. The poem of Caer Sidi refers to Annwn by the names of several different fortresses and the &amp;quot;gate of the cold place&amp;quot;, where Castle Anwyn is [[Flows of essence#Nodes|unnaturally cold]] in most of its rooms.&lt;br /&gt;
&lt;br /&gt;
Caer Sidi is referenced elsewhere by Taliesin: &amp;quot;Perfect is my chair in Caer Sidi: Plague and age hurt not him who&#039;s in it.&amp;quot; This may be alluded to by the hidden [[Purgatory#Archaeology|throne of bones]], with the severed head on the pike referring to [https://en.wikipedia.org/wiki/Br%C3%A2n_the_Blessed Bran the Blessed] (also spelled as Vran meaning [[Wall of Darkness#Behind the Scenes|crow or raven]] and possibly related to the keeper of the Grail), whose head was severed and continued to speak in a land where time did not pass, following a war with [[Nonomino#Behind the Scenes|King Math]] involving a magical cauldron (the precursor of the grail) kept bubbling by nine pythonesses that brought the dead to life. &lt;br /&gt;
&lt;br /&gt;
The chair is more directly an allusion to the Siege Perilous belonging to the Grail Knight, the anointed successor of Joseph of Arimathea and thus future Grail King. Originally, this was Sir Gawain who in one story has a shield with a pentangle on it, the Seal of Solomon intended to thwart demonic forces. The mangled shields the carceris carry probably refer to Gawain having a broken shield at one point in some stories. The honor guard of heads on pikes refers narrowly to knights sitting in the chair who were not &amp;quot;Chosen&amp;quot;, but may refer to the bleeding lance whose nature Gawain asks about causing [[Muylari#(C) Other Subtexts|partial restoration]] of the lands, and the Welsh version of Perceval story treats the Grail as a dish with a severed head. This represents a purely non-Christian version of the Grail, rooted in a vengeance story rather than a cup of the Last Supper as with Galahad.&lt;br /&gt;
&lt;br /&gt;
Another possibility is that the chair of bone does belong to the Fisher King in the Grail castle, but the severed heads on pikes refer to the Third Continuation of the Perceval cycle. Sir Perceval smashes the shield of the wicked lord Partinal, then defeats him in combat to avenge the Fisher King. Partinal refuses to plead for mercy and submit to being a prisoner, so Perceval cuts his head off and brings both back to the Grail castle. The Fisher King is thus healed and mounts the head on a pike, recognizing Perceval as his nephew and heir to the throne of the Waste Forest.&lt;br /&gt;
&lt;br /&gt;
Castle Anwyn was where [[Terate]] grew up as a prince, was driven mad with a [[Vvrael]] related scroll, and was one of the places where a Stone of Virtue was discovered. It has many examples of writhing serpent imagery within it, and is located on an island in foggy [[Lough Ne&#039;halin]], which translates roughly as [[Mount Aenatumgana|&amp;quot;lake without salt.&amp;quot;]] The motivation for the use of a word meaning &amp;quot;of the prison&amp;quot; and &amp;quot;of the prisoner&amp;quot; is likely using the subtle word play regarding the etymology of the keep and dungeon, where the whole site is apparently based on [[Castle Anwyn#Behind the Scenes|St. Patrick&#039;s Purgatory]] in Lough Derg, with a cave underneath what is called the Prison Chapel. This was connected to the Chapel Perilous in the work of Jessie Weston, which is represented by chapel and crypt of the castle. There is also a version where Gawain is the knight who harrows Purgatory with Merlin and Arthur, whereas usually the descent into purgatory is associated with the knight [[Olbin Pass#Behind the Scenes|Owain]]. In the year after the Vvrael saga ended there was a situation where the scroll was found causing its reader Norandar to [[Spotted leaper#Behind the Scenes|physically transform]], and the queen unleashed demons on adventurers. They were intervened upon by [[Onar]], who was the kingdom&#039;s patron deity.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 23&lt;br /&gt;
|levelm1 = 24&lt;br /&gt;
|level = 25&lt;br /&gt;
|levelp1 = 26&lt;br /&gt;
|levelp2 = 27&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Carceris&amp;diff=148965</id>
		<title>Carceris</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Carceris&amp;diff=148965"/>
		<updated>2021-05-27T16:03:55Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Carceris_Colored.jpg&lt;br /&gt;
| level = 25&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 160&lt;br /&gt;
| BT2 = Major Fire (908)&lt;br /&gt;
| BTB = 160&lt;br /&gt;
| BT3 = Major Shock (910)&lt;br /&gt;
| BTC = 160&lt;br /&gt;
| WD1 = ?&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 146&lt;br /&gt;
| WD2 =&lt;br /&gt;
| WDB =&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 243&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 140 - 210&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 86&lt;br /&gt;
| CleTD =&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 96&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 96 - 101&lt;br /&gt;
| MnETD = 96 - 101&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Prismatic Guard (905)&lt;br /&gt;
| DSP4 = Mass Blur (911)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The carceris makes a peculiar rustling sound as she moves, reminiscent of dried up parchment. The carceris&#039;s ragged robes lift and swirl about her like animated tendrils, and bare bones protrude from similar tatters of skin hanging from her hands and hollow cheeks.  The specter bares yellowed teeth, the roots discolored a deep brown where they are anchored in the visible jawbones.  As she circles, constantly whispering a litany of magic, gooey pools of darkness which were once the horror&#039;s eyes weep rivulets of stain down the remnants of her face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
*Sorcerer Tactics:&lt;br /&gt;
**Use Corrupt Essence ([[703]]) to keep them from casting.  TD pushdown is very useful especially when combined with Voln approach below.&lt;br /&gt;
**Stun easily and easy criticals with Mana Disrupt ([[702]])&lt;br /&gt;
**Energy Maelstrom ([[710]]) can be utilized well in focused form to induce roundtime from knockdowns, death crits and stuns.  &amp;quot;Fire and forget&amp;quot; nature of storm rounds also allows for Corrupt Essence ([[703]]) to be more easily maintained for defense.&lt;br /&gt;
*Voln Addendum:&lt;br /&gt;
**[[Symbol of Diminishment]] can be useful to for TD drop if utilizing Mana Disrupt ([[702]]) strategy.&lt;br /&gt;
**[[Symbol of Supremacy]] as when fighting all undead.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Carceris [[Ghostly pooka#Behind the Scenes|translates]] both as &amp;quot;[https://www.online-latin-dictionary.com/latin-english-dictionary.php?parola=carceris of the prison]&amp;quot; or &amp;quot;of the prisoner&amp;quot; in Latin. The name might also refer to the mythical fortress of [https://en.wikipedia.org/wiki/Caer_Sidi Caer Sidi] from the [[Spectral miner#Behind the Scenes|Middle Welsh]] poems in the [https://en.wikipedia.org/wiki/Book_of_Taliesin Book of Taliesin], which addresses &amp;quot;[https://en.wikipedia.org/wiki/Annwn Annwn]&amp;quot;, the Welsh word or the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] which was on an island of magical mists and filled with demons. The stories of Annwn are precursors of [https://en.wikipedia.org/wiki/Preiddeu_Annwfn Arthurian legend] involving Excalibur and the Holy Grail. The poem of Caer Sidi refers to Annwn by the names of several different fortresses and the &amp;quot;gate of the cold place&amp;quot;, where Castle Anwyn is [[Flows of essence#Nodes|unnaturally cold]] in most of its rooms.&lt;br /&gt;
&lt;br /&gt;
Caer Sidi is referenced elsewhere by Taliesin: &amp;quot;Perfect is my chair in Caer Sidi: Plague and age hurt not him who&#039;s in it.&amp;quot; This may be alluded to by the hidden [[Purgatory#Archaeology|throne of bones]], with the severed head on the pike referring to [https://en.wikipedia.org/wiki/Br%C3%A2n_the_Blessed Bran the Blessed] (also spelled as Vran meaning [[Wall of Darkness#Behind the Scenes|crow or raven]] and possibly related to the keeper of the Grail), whose head was severed and continued to speak in a land where time did not pass, following a war with [[Nonomino#Behind the Scenes|King Math]] involving a magical cauldron (the precursor of the grail) kept bubbling by nine pythonesses that brought the dead to life. &lt;br /&gt;
&lt;br /&gt;
The chair is more directly an allusion to the Siege Perilous belonging to the Grail Knight, the anointed successor of Joseph of Arimathea and thus future Grail King. Originally, this was Sir Gawain who in one story has a shield with a pentangle on it, the Seal of Solomon intended to thwart demonic forces. The mangled shields the carceris carry probably refer to Gawain having a broken shield at one point in some stories. The honor guard of heads on pikes refers narrowly to knights sitting in the chair who were not &amp;quot;Chosen&amp;quot;, but may refer to the bleeding lance whose nature Gawain asks about causing [[Muylari#(C) Other Subtexts|partial restoration]] of the lands, and the Welsh version of Perceval story treats the Grail as a dish with a severed head. This represents a purely non-Christian version of the Grail, rooted in a vengeance story rather than a cup of the Last Supper as with Galahad.&lt;br /&gt;
&lt;br /&gt;
Another possibility is that the chair of bone does belong to the Fisher King in the Grail castle, but the severed heads on pikes refer to the Third Continuation of the Perceval cycle. Sir Perceval smashes the shield of the wicked lord Partinal, then defeats him in combat to avenge the Fisher King. Partinal refuses to plead for mercy and submit to being a prisoner, so Perceval cuts his head off and brings both back to the Grail castle. The Fisher King is thus healed and mounts the head on a pike, recognizing Perceval as his nephew and heir to the throne of the Waste Forest.&lt;br /&gt;
&lt;br /&gt;
Castle Anwyn was where [[Terate]] grew up as a prince, was driven mad with a [[Vvrael]] related scroll, and was one of the places where a Stone of Virtue was discovered. It has many examples of writhing serpent imagery within it, and is located on an island in foggy [[Lough Ne&#039;halin]], which translates roughly as [[Mount Aenatumgana|&amp;quot;lake without salt.&amp;quot;]] The motivation for the use of a word meaning &amp;quot;of the prison&amp;quot; and &amp;quot;of the prisoner&amp;quot; is likely using the subtle word play regarding the etymology of the keep and dungeon, where the whole site is apparently based on [[Castle Anwyn#Behind the Scenes|St. Patrick&#039;s Purgatory]] in Lough Derg, with a cave underneath what is called the Prison Chapel. This was connected to the Chapel Perilous in the work of Jessie Weston, which is represented by chapel and crypt of the castle. There is also a version where Gawain is the knight who harrows Purgatory with Merlin and Arthur, whereas usually the descent into purgatory is associated with the knight [[Olbin Pass#Behind the Scenes|Owain]]. In the year after the Vvrael saga ended there was a situation where the scroll was found causing its reader Norandar to [[Spotted leaper#Behind the Scenes|physically transform]], and the queen unleashed demons on adventurers. They were intervened upon by [[Onar]], who was the kingdom&#039;s patron deity.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 23&lt;br /&gt;
|levelm1 = 24&lt;br /&gt;
|level = 25&lt;br /&gt;
|levelp1 = 26&lt;br /&gt;
|levelp2 = 27&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Carceris&amp;diff=148964</id>
		<title>Carceris</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Carceris&amp;diff=148964"/>
		<updated>2021-05-27T16:02:33Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Armor ASG 6 full leather, log2 creature description, attacks (major fire, major cold, major shock), melee|bolt DS, MjE TD, defensive spells, treasure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Carceris_Colored.jpg&lt;br /&gt;
| level = 25&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Castle Anwyn&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 160&lt;br /&gt;
| BT2 = Major Fire (908)&lt;br /&gt;
| BTB = 160&lt;br /&gt;
| BT3 = Major Shock (910)&lt;br /&gt;
| BTC = 160&lt;br /&gt;
| WD1 = ?&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 146&lt;br /&gt;
| WD2 =&lt;br /&gt;
| WDB =&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = -&lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 243&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 140 = 210&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 86&lt;br /&gt;
| CleTD =&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 96&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 96 - 101&lt;br /&gt;
| MnETD = 96 - 101&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I (401)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II (406)&lt;br /&gt;
| DSP3 = Prismatic Guard (905)&lt;br /&gt;
| DSP4 = Mass Blur (911)&lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The carceris makes a peculiar rustling sound as she moves, reminiscent of dried up parchment. The carceris&#039;s ragged robes lift and swirl about her like animated tendrils, and bare bones protrude from similar tatters of skin hanging from her hands and hollow cheeks.  The specter bares yellowed teeth, the roots discolored a deep brown where they are anchored in the visible jawbones.  As she circles, constantly whispering a litany of magic, gooey pools of darkness which were once the horror&#039;s eyes weep rivulets of stain down the remnants of her face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
*Sorcerer Tactics:&lt;br /&gt;
**Use Corrupt Essence ([[703]]) to keep them from casting.  TD pushdown is very useful especially when combined with Voln approach below.&lt;br /&gt;
**Stun easily and easy criticals with Mana Disrupt ([[702]])&lt;br /&gt;
**Energy Maelstrom ([[710]]) can be utilized well in focused form to induce roundtime from knockdowns, death crits and stuns.  &amp;quot;Fire and forget&amp;quot; nature of storm rounds also allows for Corrupt Essence ([[703]]) to be more easily maintained for defense.&lt;br /&gt;
*Voln Addendum:&lt;br /&gt;
**[[Symbol of Diminishment]] can be useful to for TD drop if utilizing Mana Disrupt ([[702]]) strategy.&lt;br /&gt;
**[[Symbol of Supremacy]] as when fighting all undead.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Carceris [[Ghostly pooka#Behind the Scenes|translates]] both as &amp;quot;[https://www.online-latin-dictionary.com/latin-english-dictionary.php?parola=carceris of the prison]&amp;quot; or &amp;quot;of the prisoner&amp;quot; in Latin. The name might also refer to the mythical fortress of [https://en.wikipedia.org/wiki/Caer_Sidi Caer Sidi] from the [[Spectral miner#Behind the Scenes|Middle Welsh]] poems in the [https://en.wikipedia.org/wiki/Book_of_Taliesin Book of Taliesin], which addresses &amp;quot;[https://en.wikipedia.org/wiki/Annwn Annwn]&amp;quot;, the Welsh word or the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] which was on an island of magical mists and filled with demons. The stories of Annwn are precursors of [https://en.wikipedia.org/wiki/Preiddeu_Annwfn Arthurian legend] involving Excalibur and the Holy Grail. The poem of Caer Sidi refers to Annwn by the names of several different fortresses and the &amp;quot;gate of the cold place&amp;quot;, where Castle Anwyn is [[Flows of essence#Nodes|unnaturally cold]] in most of its rooms.&lt;br /&gt;
&lt;br /&gt;
Caer Sidi is referenced elsewhere by Taliesin: &amp;quot;Perfect is my chair in Caer Sidi: Plague and age hurt not him who&#039;s in it.&amp;quot; This may be alluded to by the hidden [[Purgatory#Archaeology|throne of bones]], with the severed head on the pike referring to [https://en.wikipedia.org/wiki/Br%C3%A2n_the_Blessed Bran the Blessed] (also spelled as Vran meaning [[Wall of Darkness#Behind the Scenes|crow or raven]] and possibly related to the keeper of the Grail), whose head was severed and continued to speak in a land where time did not pass, following a war with [[Nonomino#Behind the Scenes|King Math]] involving a magical cauldron (the precursor of the grail) kept bubbling by nine pythonesses that brought the dead to life. &lt;br /&gt;
&lt;br /&gt;
The chair is more directly an allusion to the Siege Perilous belonging to the Grail Knight, the anointed successor of Joseph of Arimathea and thus future Grail King. Originally, this was Sir Gawain who in one story has a shield with a pentangle on it, the Seal of Solomon intended to thwart demonic forces. The mangled shields the carceris carry probably refer to Gawain having a broken shield at one point in some stories. The honor guard of heads on pikes refers narrowly to knights sitting in the chair who were not &amp;quot;Chosen&amp;quot;, but may refer to the bleeding lance whose nature Gawain asks about causing [[Muylari#(C) Other Subtexts|partial restoration]] of the lands, and the Welsh version of Perceval story treats the Grail as a dish with a severed head. This represents a purely non-Christian version of the Grail, rooted in a vengeance story rather than a cup of the Last Supper as with Galahad.&lt;br /&gt;
&lt;br /&gt;
Another possibility is that the chair of bone does belong to the Fisher King in the Grail castle, but the severed heads on pikes refer to the Third Continuation of the Perceval cycle. Sir Perceval smashes the shield of the wicked lord Partinal, then defeats him in combat to avenge the Fisher King. Partinal refuses to plead for mercy and submit to being a prisoner, so Perceval cuts his head off and brings both back to the Grail castle. The Fisher King is thus healed and mounts the head on a pike, recognizing Perceval as his nephew and heir to the throne of the Waste Forest.&lt;br /&gt;
&lt;br /&gt;
Castle Anwyn was where [[Terate]] grew up as a prince, was driven mad with a [[Vvrael]] related scroll, and was one of the places where a Stone of Virtue was discovered. It has many examples of writhing serpent imagery within it, and is located on an island in foggy [[Lough Ne&#039;halin]], which translates roughly as [[Mount Aenatumgana|&amp;quot;lake without salt.&amp;quot;]] The motivation for the use of a word meaning &amp;quot;of the prison&amp;quot; and &amp;quot;of the prisoner&amp;quot; is likely using the subtle word play regarding the etymology of the keep and dungeon, where the whole site is apparently based on [[Castle Anwyn#Behind the Scenes|St. Patrick&#039;s Purgatory]] in Lough Derg, with a cave underneath what is called the Prison Chapel. This was connected to the Chapel Perilous in the work of Jessie Weston, which is represented by chapel and crypt of the castle. There is also a version where Gawain is the knight who harrows Purgatory with Merlin and Arthur, whereas usually the descent into purgatory is associated with the knight [[Olbin Pass#Behind the Scenes|Owain]]. In the year after the Vvrael saga ended there was a situation where the scroll was found causing its reader Norandar to [[Spotted leaper#Behind the Scenes|physically transform]], and the queen unleashed demons on adventurers. They were intervened upon by [[Onar]], who was the kingdom&#039;s patron deity.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 23&lt;br /&gt;
|levelm1 = 24&lt;br /&gt;
|level = 25&lt;br /&gt;
|levelp1 = 26&lt;br /&gt;
|levelp2 = 27&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=War_troll&amp;diff=148963</id>
		<title>War troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=War_troll&amp;diff=148963"/>
		<updated>2021-05-27T13:35:40Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = war_troll.jpg&lt;br /&gt;
| level = 18&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Old Mine Road&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 230&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Two-handed sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 175 - 211&lt;br /&gt;
| PA2 = War hammer&lt;br /&gt;
| PAB = 175 - 211&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Attack strength]] boost&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = 36&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 50 - 66&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 53&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 69&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 61 - 69&lt;br /&gt;
| MnETD = 61 - 69&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|[[Health]] regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a troll heart&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the war troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
War trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A war troll&#039;s flesh wounds regenerate slowly.&lt;br /&gt;
A war troll&#039;s head regenerates and looks fully healed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War troll equipment configurations.&lt;br /&gt;
*Twohanded sword, studded leather and leather helm. (The Slope, [[Old Mine Road]])&lt;br /&gt;
*War hammer, chain hauberk and wooden shield. ([[Danjirland]])&lt;br /&gt;
&lt;br /&gt;
War trolls gain an attack strength boost of +36 AS (not coincidentally twice their base level). The boosted AS is applied to the next two melee attacks.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A war troll snarls menacingly as he advances!&lt;br /&gt;
&lt;br /&gt;
A war troll swings a twohanded sword at you!&lt;br /&gt;
  AS: +211 vs DS: +350 with AvD: +44 + d100 roll: +18 = -77&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A war troll swings a twohanded sword at you!&lt;br /&gt;
  AS: +211 vs DS: +350 with AvD: +44 + d100 roll: +41 = -54&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The snarl messaging will always precede the AS boosted attacks but frequently there is no boost subsequent to the snarl messaging. &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1534 War troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 16&lt;br /&gt;
|levelm1 = 17&lt;br /&gt;
|level = 18&lt;br /&gt;
|levelp1 = 19&lt;br /&gt;
|levelp2 = 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=148962</id>
		<title>Hill troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=148962"/>
		<updated>2021-05-27T13:32:15Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Hill_troll_Colored.jpg&lt;br /&gt;
| level =  16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Hidden Vale&lt;br /&gt;
| area3 = Old Mine Road&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Two-handed sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 182 - 214&lt;br /&gt;
| PA2 = War mattock&lt;br /&gt;
| PAB = 182 - 214&lt;br /&gt;
| PA3 = War hammer&lt;br /&gt;
| PAC = 182 - 214&lt;br /&gt;
| PA4 = Spear&lt;br /&gt;
| PAD = 182 - 214&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Attack strength]] boost&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  32&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 118 - 204 &lt;br /&gt;
| Ranged = 108&lt;br /&gt;
| Bolt = 130 - 160&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 55&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 63&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 59&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 55&lt;br /&gt;
| MnETD = 55&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|[[Health]] regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = a troll beard&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the hill troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Hill trolls are particularly susceptible to [[Fire critical table|fire]] attacks, even when compared to other trolls.  Using fire flaring weapons or fire based spells when hunting them will make them easy prey for just about any character.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Hill trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll&#039;s flesh wounds regenerate some.&lt;br /&gt;
A hill troll&#039;s left leg regenerates and looks much better.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hill trolls spawn in several different equipment configurations.&lt;br /&gt;
*Twohanded sword and full leather. (Badlands ravine near the [[Abandoned Inn]])&lt;br /&gt;
*War mattock and leather breastplate. (Badlands ravine near the Abandoned Inn )&lt;br /&gt;
*Spear and wooden shield. (Badlands gully, near the [[Colossus]]). Their natural armor is ASG 11 studded leather equivalent&lt;br /&gt;
*Spear and studded leather. (outside the [[Abandoned Inn]])&lt;br /&gt;
*Twohanded sword and augmented breastplate. (outside the [[Abandoned Inn]]) &lt;br /&gt;
*War hammer, studded leather and reinforced shield. (The Slope, [[Old Mine Road]])&lt;br /&gt;
&lt;br /&gt;
Hill trolls gain an attack strength boost of +32 AS (not coincidentally twice their base level).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;&lt;br /&gt;
This messaging will always precede an AS boosted attack but frequently there is no boost subsequent to the snarl messaging.   &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1494 Hill troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=148961</id>
		<title>Hill troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=148961"/>
		<updated>2021-05-27T13:29:00Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Special ability AS boost, unique special ability health regen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Hill_troll_Colored.jpg&lt;br /&gt;
| level =  16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Hidden Vale&lt;br /&gt;
| area3 = Old Mine Road&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Two-handed sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 182 - 214&lt;br /&gt;
| PA2 = War mattock&lt;br /&gt;
| PAB = 182 - 214&lt;br /&gt;
| PA3 = War hammer&lt;br /&gt;
| PAC = 182 - 214&lt;br /&gt;
| PA4 = Spear&lt;br /&gt;
| PAD = 182 - 214&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Attack strength]] boost&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  32&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 118 - 204 &lt;br /&gt;
| Ranged = 108&lt;br /&gt;
| Bolt = 130 - 160&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 55&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 63&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 59&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 55&lt;br /&gt;
| MnETD = 55&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 = &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|[[Health]] regeneration}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability &lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = a troll beard&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the hill troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Hill trolls are particularly susceptible to [[Fire critical table|fire]] attacks, even when compared to other trolls.  Using fire flaring weapons or fire based spells when hunting them will make them easy prey for just about any character.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Hill trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll&#039;s flesh wounds regenerate some.&lt;br /&gt;
A hill troll&#039;s left leg regenerates and looks much better.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hill trolls spawn in several different equipment configurations.&lt;br /&gt;
*Twohanded sword and full leather. (Badlands ravine near the [[Abandoned Inn]])&lt;br /&gt;
*War mattock and leather breastplate. (Badlands ravine near the Abandoned Inn )&lt;br /&gt;
*Spear and wooden shield. (Badlands gully, near the [[Colossus]]). Their natural armor is ASG 11 studded leather equivalent&lt;br /&gt;
*Spear and studded leather. (outside the [[Abandoned Inn]])&lt;br /&gt;
*Twohanded sword and augmented breastplate. (outside the [[Abandoned Inn]]) &lt;br /&gt;
*War hammer, studded leather and reinforced shield. (The Slope, [[Old Mine Road]])&lt;br /&gt;
&lt;br /&gt;
Hill trolls gain an attack strength boost of +32 AS (not coincidentally twice their base level).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;&lt;br /&gt;
This messaging will always precede an AS boosted attack but frequently there is no boost subsequent to the snarl messaging.   &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1494 Hill troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=War_troll&amp;diff=148959</id>
		<title>War troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=War_troll&amp;diff=148959"/>
		<updated>2021-05-27T12:52:05Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Log2 creature description, two-handed sword, AS boost, health regeneration, Spirit Warding II, bolt DS, other info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = war_troll.jpg&lt;br /&gt;
| level = 18&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Old Mine Road&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 230&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Two-handed sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 175 - 211&lt;br /&gt;
| PA2 = War hammer&lt;br /&gt;
| PAB = 175 - 211&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Attack strength]] boost&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = 36&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 50 - 66&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 53&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 69&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 61 - 69&lt;br /&gt;
| MnETD = 61 - 69&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 = [[Health]] regeneration&amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a troll heart&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the war troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
War trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A war troll&#039;s flesh wounds regenerate slowly.&lt;br /&gt;
A war troll&#039;s head regenerates and looks fully healed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War troll equipment configurations.&lt;br /&gt;
*Twohanded sword, studded leather and leather helm. (The Slope, [[Old Mine Road]])&lt;br /&gt;
*War hammer, chain hauberk and wooden shield. ([[Danjirland]])&lt;br /&gt;
&lt;br /&gt;
War trolls gain an attack strength boost of +36 AS (not coincidentally twice their base level). The boosted AS is applied to the next two melee attacks.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A war troll snarls menacingly as he advances!&lt;br /&gt;
&lt;br /&gt;
A war troll swings a twohanded sword at you!&lt;br /&gt;
  AS: +211 vs DS: +350 with AvD: +44 + d100 roll: +18 = -77&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
A war troll swings a twohanded sword at you!&lt;br /&gt;
  AS: +211 vs DS: +350 with AvD: +44 + d100 roll: +41 = -54&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The snarl messaging will always precede the AS boosted attacks but frequently there is no boost subsequent to the snarl messaging. &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1534 War troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 16&lt;br /&gt;
|levelm1 = 17&lt;br /&gt;
|level = 18&lt;br /&gt;
|levelp1 = 19&lt;br /&gt;
|levelp2 = 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ghost_wolf&amp;diff=148958</id>
		<title>Ghost wolf</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ghost_wolf&amp;diff=148958"/>
		<updated>2021-05-27T11:44:05Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Removed unique special abilities template, fixed treasure display&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Ghost_Wolf_Colored.jpg&lt;br /&gt;
| level = 16 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Canine &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Icemule Environs&lt;br /&gt;
| area2 = Plains of Bone&lt;br /&gt;
| area3 = Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt; &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 150&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 143&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 143&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 101 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 84&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 48&lt;br /&gt;
| CleTD = 48&lt;br /&gt;
| EmpTD = 48&lt;br /&gt;
| PalTD = 48&lt;br /&gt;
| RanTD = 48&lt;br /&gt;
| SorTD = 48&lt;br /&gt;
| WizTD = 48&lt;br /&gt;
| MjETD = 48&lt;br /&gt;
| MnETD = 48&lt;br /&gt;
| MjSTD = 48&lt;br /&gt;
| MnSTD = 48&lt;br /&gt;
| MnMTD = 48 &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A transparent, flickering, light-grey canine, the ghost wolf is the captured spirit of a member of the wolf packs that used to roam the lands.  The ghost wolf uses its snapping jaws and rending claws to best advantage.  As it did in life, the ghost wolf prefers to hunt with other members of its species, carefully watching its prey through bright yellow eyes, darting in to bite, then rushing away while another ghost wolf attacks from the rear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Ghost wolves were removed from [[The Citadel]] in [[River&#039;s Rest]] on 09/09/08 (See: [[River&#039;s Rest hunting expansion (saved post)]]).  They can no longer be found in River&#039;s Rest.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the area of the Icemule Environs that the ghost wolves inhabit is directly adjacent to the [[kobold]] / [[rabid squirrel]] / [[rolton]] area and they do sometimes wander over there. When this happens there are often deaths, due to the vast skill differential with hunters in that area.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Wolf Wolf on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Tackle&amp;diff=148957</id>
		<title>Tackle</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Tackle&amp;diff=148957"/>
		<updated>2021-05-27T10:36:43Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Added mountain ogre&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = tackle&lt;br /&gt;
  |type = Setup&lt;br /&gt;
  |roundtime = 2s&lt;br /&gt;
  |stamina = 7&lt;br /&gt;
  |targets = Right leg, and left leg&lt;br /&gt;
  |offensivegear = Arm accessory, or armor covering the arms&lt;br /&gt;
  |requirements = None&lt;br /&gt;
  |attributes = Bulky Item Penalty&amp;lt;br&amp;gt;Flares/Spikes Enabled&amp;lt;br&amp;gt;Hostile&amp;lt;br&amp;gt;Initiator Stance Penalty&amp;lt;br&amp;gt;Shield Defensive Bonus&amp;lt;br&amp;gt;Racial Size Modifiers&amp;lt;br&amp;gt;Target Stance Bonus&lt;br /&gt;
  |availableto = [[Warrior]]s&lt;br /&gt;
  |availablein = Combat Maneuvers&lt;br /&gt;
  |availablein2 = Guild Skills&lt;br /&gt;
}}&lt;br /&gt;
{{PSMcosts&lt;br /&gt;
  |sq1 = 2|se1 = -|pu1 = -&lt;br /&gt;
  |sq2 = 4&lt;br /&gt;
  |sq3 = 6&lt;br /&gt;
  |sq4 = 8&lt;br /&gt;
  |sq5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Hurl yourself at a target and attempt to knock them down.&lt;br /&gt;
  |additionalinfo = When a tackle is successful, the target will also receive a [[roundtime]] penalty and possibly [[hitpoint]] damage. The target&#039;s minimum RT penalty is 5 sec. at endroll 101 to a maximum of 20 sec. at endroll 202. Added HP damage only occurs with endrolls of 200 and greater. The minimum HP damage at endroll 200 is 3 and increases to a maximum of 50 at endroll 340.  &lt;br /&gt;
&lt;br /&gt;
The tackle maneuver can also be trained in the [[Warrior Guild]].&lt;br /&gt;
&lt;br /&gt;
===Creatures that use this maneuver===&lt;br /&gt;
*[[Plains orc warrior]]&lt;br /&gt;
*[[Plains orc chieftain]]&lt;br /&gt;
*[[Arachne acolyte]]&lt;br /&gt;
*[[Deranged sentry]]&lt;br /&gt;
*[[Krolvin corsair]]&lt;br /&gt;
*[[Massive grahnk]]&lt;br /&gt;
*[[Rock troll zombie]]&lt;br /&gt;
*[[Vvrael destroyer]]&lt;br /&gt;
*[[Mountain ogre]]&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Roll result: 254 (open d100: 57) Bonus: 5]&lt;br /&gt;
You hurl yourself at a vourkha and connect!&lt;br /&gt;
You hammer a vourkha to the ground. 21 hits! You jump to your feet.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
[Roll result: 149 (open d100: 40)]&lt;br /&gt;
An Arachne acolyte hurls itself at you and connects!&lt;br /&gt;
An Arachne acolyte pins you to the ground!&lt;br /&gt;
&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[List of combat maneuvers by profession]]&lt;br /&gt;
*[[Research:Tackle|RT and Added Damage tables]]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Warrior Guild Skills]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mountain_ogre&amp;diff=148956</id>
		<title>Mountain ogre</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mountain_ogre&amp;diff=148956"/>
		<updated>2021-05-27T10:36:31Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Added tackle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ogre&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Danjirland&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Old Mine Road&lt;br /&gt;
| area3 = Temple of Hope&lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = War mattock&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 173 &lt;br /&gt;
| PA2 = Broadsword&lt;br /&gt;
| PAB = 173&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Tackle&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 111 - 149&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 136&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 48&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 48&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 48&lt;br /&gt;
| MnETD = 48&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = an ogre nose&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Nearly as big as a large boulder and as thick as the rock in one, the mountain ogre spends the majority of its time pounding around, killing, eating and sleeping, not necessarily in order of importance.  Its skin is a blotchy mix of light brown and slate grey, much of which is hidden by its long, matted dirt-brown hair.  A huge, protruding lower lip hides the pointed rending teeth of the mountain ogre, and its claws are kept nicely sharpened by constant dragging over the hard rock surfaces.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Mountain ogres spawn in several different equipment configurations depending on location.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;He has some brigandine armor (worn), a broadsword and a wooden shield.&lt;br /&gt;
She has a cudgel and some full leather (worn).&lt;br /&gt;
She has some unevenly stitched pale leathers (worn) and a crude pine mattock.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Old Mine Road|Liath Bheinn]], [[Danjirland]] and [[Temple of Hope]], respectively. Pale leathers are ASG 8 doubles.&lt;br /&gt;
&lt;br /&gt;
Mountain ogres will not only tackle adventurers but sometimes other creatures in the room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A mountain ogre rushes towards a great brown bear!&lt;br /&gt;
[SMR result: 108 (Open d100: 24, Penalty: 10)]&lt;br /&gt;
A mountain ogre hurls himself at a great brown bear and connects!&lt;br /&gt;
A mountain ogre pins a great brown bear to the ground and quickly jumps to his feet!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1496 Mountain ogre on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=148950</id>
		<title>Hill troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Hill_troll&amp;diff=148950"/>
		<updated>2021-05-27T02:09:09Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Log2 creature description, multiple weapons added, various equipment configurations listed, melee DS, spirit warding II, AS boost, MjE TD, health regen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Hill_troll_Colored.jpg&lt;br /&gt;
| level =  16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area =  Wehnimer&#039;s Environs&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Hidden Vale&lt;br /&gt;
| area3 = Old Mine Road&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 210&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Two-handed sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 182 - 214&lt;br /&gt;
| PA2 = War mattock&lt;br /&gt;
| PAB = 182 - 214&lt;br /&gt;
| PA3 = War hammer&lt;br /&gt;
| PAC = 182 - 214&lt;br /&gt;
| PA4 = Spear&lt;br /&gt;
| PAD = 182 - 214&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = various&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 118 - 204 &lt;br /&gt;
| Ranged = 108&lt;br /&gt;
| Bolt = 130 - 160&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 55&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 63&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 59&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 55&lt;br /&gt;
| MnETD = 55&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = a troll beard&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Huge and dangerous, the hill troll towers above even a tall giantman.  Grey skin so thick that it serves quite well as armor covers most of the troll, with tufts of thick hair sprouting here and there like weeds between cracked stones.  A hideous grin splits its face displaying fangs crusted with dried blood and less guessable matter.  No light of intellect glows in its narrow piggish eyes.  The lust for slaughter and thirst for blood are what drive this hulkish beast&#039;s existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Hill trolls are particularly susceptible to [[Fire critical table|fire]] attacks, even when compared to other trolls.  Using fire flaring weapons or fire based spells when hunting them will make them easy prey for just about any character.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Hill trolls like many other members of the [[troll family creatures]] are able to regenerate missing or injured body parts and lost [[health]].&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll&#039;s flesh wounds regenerate some.&lt;br /&gt;
A hill troll&#039;s left leg regenerates and looks much better.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hill trolls spawn in several different equipment configurations.&lt;br /&gt;
*Twohanded sword and full leather. (Badlands ravine near the [[Abandoned Inn]])&lt;br /&gt;
*War mattock and leather breastplate. (Badlands ravine near the Abandoned Inn )&lt;br /&gt;
*Spear and wooden shield. (Badlands gully, near the [[Colossus]]). Their natural armor is ASG 11 studded leather equivalent&lt;br /&gt;
*Spear and studded leather. (outside the [[Abandoned Inn]])&lt;br /&gt;
*Twohanded sword and augmented breastplate. (outside the [[Abandoned Inn]]) &lt;br /&gt;
*War hammer, studded leather and reinforced shield. (The Slope, [[Old Mine Road]])&lt;br /&gt;
&lt;br /&gt;
Hill trolls gain an attack strength boost of +32 AS (not coincidentally twice their base level).&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A hill troll snarls menacingly as he advances!&amp;lt;/pre&amp;gt;&lt;br /&gt;
This messaging will always precede an AS boosted attack but frequently there is no boost subsequent to the snarl messaging.   &lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1494 Hill troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nedum_vereri&amp;diff=148932</id>
		<title>Nedum vereri</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nedum_vereri&amp;diff=148932"/>
		<updated>2021-05-26T20:30:10Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 6 full leather equivalent, updated log2 creature description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = nedum_vereri.jpg&lt;br /&gt;
| level = 18&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Ghost &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Temple of Hope&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Sentoph&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 160&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Morning star&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 161&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Calm (201)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 95&lt;br /&gt;
| WD2 = Repel (Fear)&lt;br /&gt;
| WDB = 95&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 100&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 87&lt;br /&gt;
| UDF = 118&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 54&lt;br /&gt;
| EmpTD = 54&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 87&lt;br /&gt;
| SorTD = 54&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 54&lt;br /&gt;
| MnETD = 54&lt;br /&gt;
| MjSTD = 54&lt;br /&gt;
| MnSTD = 54&lt;br /&gt;
| MnMTD = 54&lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Once a priestess, this woman&#039;s service to her deity has ended tragically with her binding to life after death.  Tattered robes hang from her form, and although she is lovely in spite of her glowing eyes, you cannot look upon her for long without feeling that you might run from her in fear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Nedum vereri have an unusual bodily regeneration, and will lose any bodily wounds on them upon their next turn. Hence, they cannot be legged or incapacitated. Upon removing a leg, the nedum vereri will be knocked to the ground, but then leap to her feet and lose any bodily damage upon her next turn. However, they can still be instantly killed by a critical blow as normal.&lt;br /&gt;
&lt;br /&gt;
The Temple of Love flips between being left and right biased. Sometimes they will be more likely to cluster by the bower, for example, and other times next to the chapel.&lt;br /&gt;
&lt;br /&gt;
Warding their CS based attacks is important, because they use them roughly every other attack. The layout of the Temple of Love especially makes it very easy to suddenly have three to five nedum vereri in the same room. When there are other hunters present, you might walk into a room with ten of them, drastically dropping your DS when they attack. Unless they walk out of the room, focused [[710|Energy Maelstrom (710)]] will always kill them, which is slower but more mana efficient than [[702|Mana Disruption (702)]] at lower levels.&lt;br /&gt;
&lt;br /&gt;
[[1106|Bone Shatter (1106)]] will work against them.&lt;br /&gt;
&lt;br /&gt;
==Adventurer&#039;s Guild Tasks==&lt;br /&gt;
Fortune seekers tasked with gem bounties can expect nedum vereri to carry corals and sapphires fairly frequently.  Infrequently, rubies (both star and uncut) may also be found.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
*Although Nedum vereri do not wear physical [[armor]], their skin provides protection equivalent to full leather AsG 6. Since there is no actual armor worn the [[CvA]] value is +25.&lt;br /&gt;
*Nedum vereri sometimes carry one-handed blunt weapons made out of magical materials (such as [[faenor]], [[rhimar]], and [[ora]].)&lt;br /&gt;
*Nedum vereri have a [[creature maneuver]] that works together with its warding-based attacks, which appears to lower its target&#039;s [[TD]]. (-40 TD)&lt;br /&gt;
*Nedum vereri only get a -10 TD bonus when the warding attack follows from being hit by their weapon.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A nedum vereri swings a morning star at you!&lt;br /&gt;
  AS: +161 vs DS: +175 with AvD: +34 + d100 roll: +99 = +119&lt;br /&gt;
  ... and hits for 11 points of damage!&lt;br /&gt;
Minor puncture to the abdomen.&lt;br /&gt;
  CS: +95 - TD: +152 + CvA: +19 + d100: +98 - -5 == +65 &#039;&#039;&#039;&#039;&#039;(+162 TD normally)&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
  Warded off!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Nedum vereri can drain a target&#039;s spirit upon failing a warding-based attack, as well as inflict hitpoint damage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The vereri says, &amp;quot;I would never harm you, Bardon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nedum vereri caresses your cheek with her icy hand!  You feel your resistance melt away!&lt;br /&gt;
  CS: +95 - TD: +53 + CvA: +14 + d100: +95 == +151&lt;br /&gt;
  Warding failed!&lt;br /&gt;
  ... and hits for 42 points of damage!&lt;br /&gt;
  You feel drained!&lt;br /&gt;
The vereri smiles as she consumes a little of your soul!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Nedum vereri can calm you.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The vereri says, &amp;quot;You have no reason to fear me, Bardon.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nedum vereri smiles soothingly at you.  You feel your resistance melt away!&lt;br /&gt;
  CS: +95 - TD: +122 + CvA: +19 + d100: +69 - -5 == +66&lt;br /&gt;
Warded off!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Nedum vereri can immobilize you with fear on a very low successful attack roll.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The vereri says, &amp;quot;Am I not beautiful, Bardon?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The nedum vereri looks expectantly at you.  You feel your resistance melt away!&lt;br /&gt;
  CS: +95 - TD: +105 + CvA: +25 + d100: +82 - -5 == +102&lt;br /&gt;
  Warding failed!&lt;br /&gt;
  The nedum vereri suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You are immobilized with sheer terror!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Nedum vereri will flirt rather than attack on occasion.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;The vereri leers, &amp;quot;Pray Lorminstra reaches you before I do, Bardon.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Nedum vereri will mock you if they kill you, but otherwise do not inflict additional damage.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;The vereri laughs triumphantly and says, &amp;quot;Rest in peace!&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
&amp;quot;Nedum vereri&amp;quot; is Latin, and it has a double meaning. &amp;quot;[https://www.online-latin-dictionary.com/latin-english-dictionary.php?parola=nedum Nedum]&amp;quot; is a conjunction meaning both &amp;quot;still less&amp;quot; and &amp;quot;much more&amp;quot;, while &amp;quot;vereri,&amp;quot; the passive infinitive form of &amp;quot;[https://www.online-latin-dictionary.com/latin-english-dictionary.php?lemma=VEREOR100 vereor],&amp;quot; means &amp;quot;to be revered/respected&amp;quot; or &amp;quot;to be feared.&amp;quot; Thus, their name means both &amp;quot;still less to be respected&amp;quot; (alluding to their mysterious fall from grace as priestesses) and &amp;quot;much more to be feared.&amp;quot; Their scripted messaging plays off the second meaning, with the priestesses soothing and calming you, saying you have no reason to fear them, yet they can transform into a grotesque form that causes you to bolt in terror, and when they ward you, it paralyzes you with fear. They are somewhat telepathic, knowing your name on sight. &lt;br /&gt;
&lt;br /&gt;
There was a castle that could be seen in the distance from the third floor of the Temple of Love. It was supposed to expand on the background of what cursed them, but the castle was never an accessible part of the game. &lt;br /&gt;
&lt;br /&gt;
The nedum vereri might be inspired by [[Terate#Behind the Scenes|Nycea]] from Clark Ashton Smith&#039;s [http://www.eldritchdark.com/writings/short-stories/63 &amp;quot;The End of the Story&amp;quot;], which is likely part of the basis of the [[Castle Anwyn]] storylines, which also has a bower. Nycea is a vampiric [https://en.wikipedia.org/wiki/Lamia lamia] with cold hands who keeps telling the seduced narrator to &amp;quot;have no fear&amp;quot; with her.&lt;br /&gt;
&lt;br /&gt;
==Historical Information==&lt;br /&gt;
&lt;br /&gt;
Previous article creature description.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Once a priestess, this woman&#039;s service to her deity has ended tragically with her binding to life after death.  Tattered robes hang from her form, and although she is lovely in spite of her glowing eyes, few can look upon her for long without feelings that they must run from her in fear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 16&lt;br /&gt;
|levelm1 = 17&lt;br /&gt;
|level = 18&lt;br /&gt;
|levelp1 = 19&lt;br /&gt;
|levelp2 = 20&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spectral_monk&amp;diff=148871</id>
		<title>Spectral monk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spectral_monk&amp;diff=148871"/>
		<updated>2021-05-25T13:26:36Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Armor ASG 8 double leather, log2 creature description, updated attack|defense to attributes2, scythe, melee DS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Spectral_monk.jpg&lt;br /&gt;
| level = 25 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Monastery &lt;br /&gt;
| area2 = Castle Varunar&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = &amp;lt;Not Known&amp;gt; &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 205&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Quarterstaff &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 227&lt;br /&gt;
| PA2 = Scythe&lt;br /&gt;
| PAB = 227&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Silence (210)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 136&lt;br /&gt;
| WD2 = Frenzy (216)&lt;br /&gt;
| WDB = 136&lt;br /&gt;
| WD3 = Blind (311)&lt;br /&gt;
| WDC = 142&lt;br /&gt;
| WD4 = Mind Jolt (706)&lt;br /&gt;
| WDD = 146&lt;br /&gt;
| OS1 = Bravery (211)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 225 - 235 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 100 - 132&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = 76 - 101&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 107&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 98&lt;br /&gt;
| MnETD = 98&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding I (101)&lt;br /&gt;
| DSP2 = Spirit Shield (202)&lt;br /&gt;
| DSP3 = Prismatic Guard (905)&lt;br /&gt;
| DSP4 = Prayer of Protection (303)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A tattered black cowl obscures the spectral monk&#039;s face.  Given the burning green eyes and foul stench he exudes, perhaps that is for the best.  Tattered rags cloak his shimmering pellucid form.  Its ghostly body flickers in and out of existance, as if only his desire to destroy keeps him bound to this plane.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
They have the ability to heal themselves and the [[monastic lich|monastic liches]], so you may want to kill them first. The upper level of the monastery is somewhat more dangerous than the lower level because of them. The spectral monks are actually more likely to hit you with warding spells.&lt;br /&gt;
==Other information==&lt;br /&gt;
Spectral monks disperse into the wind almost immediately once dead.  So it is best to search them immediately after killing.  They will decay at the start of what would have been their next round to perform an action.&lt;br /&gt;
&lt;br /&gt;
When they kill you they will sometimes claw into your forehead, which gives a rank 3 head wound and nerve damage:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
The spectral monk moans victoriously!&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk&#039;s eyes blaze with hate.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk claws an unholy symbol into your forehead!&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk pulls back his cowl a moment revealing nothing but a pair of blazing [[Lesser vruul|green eyes]] floating in the dark emptiness.&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A spectral monk shimmers with an eerie green light.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Behind the scenes==&lt;br /&gt;
It is difficult to parse much of any symbolic or intentional allusions out of [[The Monastery]], but it is possible the rare messaging the monks perform when you are dead refers to [http://books.eserver.org/fiction/poe/masque_of_the_red_death.html &amp;quot;The Masque of the Red Death&amp;quot;]. It is set inside a sealed abbey as a plague sweeps the outside world, here the [[Wars of Dominion]], while the nobles inside ignore their surroundings and hold masquerades with grotesque exaggerations of faces. (This would reflect the emotive faces in the lower level and the noblewoman statue. It is worth noting the masquerade rooms are spoken of as [[Uthex Kathiasas#Behind The Scenes|dreams]].) When an attendee dressed as a victim of the Red Death appears in the abbey, they discover to their horror there is nothing beneath its robes and everyone dies. In the story it is attacked with a dagger. While the spectral monks mostly carry black modwir staffs now, in the [[ICE age|I.C.E. Age]] their weapon [[Kelfour Edition volume III number VI|was daggers]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Monk Monk on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 23&lt;br /&gt;
|levelm1 = 24&lt;br /&gt;
|level = 25&lt;br /&gt;
|levelp1 = 26&lt;br /&gt;
|levelp2 = 27&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Monastic_lich&amp;diff=148870</id>
		<title>Monastic lich</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Monastic_lich&amp;diff=148870"/>
		<updated>2021-05-25T13:10:29Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Log2 creature description, melee|bolt DS, shakes off stuns&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Monastic_lich.jpg&lt;br /&gt;
| level = 27&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Monastery&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 220&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = claidhmore&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 180 - 255&lt;br /&gt;
| PA2 = kris&lt;br /&gt;
| PAB = 180 - 255&lt;br /&gt;
| PA3 = whip&lt;br /&gt;
| PAC = 180 - 255&lt;br /&gt;
| BT1 = Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 178 - 193&lt;br /&gt;
| WD1 = Blind (311)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 150&lt;br /&gt;
| WD2 = Cold Snap (512)&lt;br /&gt;
| WDB = 159 - 162&lt;br /&gt;
| WD3 = Silence (210)&lt;br /&gt;
| WDC = 150&lt;br /&gt;
| OS1 = Bravery (211)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Forget&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = Spell Stripping&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = AS Boost&lt;br /&gt;
| ABB = 45&lt;br /&gt;
| AB3 =Spirit Drain&lt;br /&gt;
| ABC = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 254 - 272&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 220&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 89-117&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 106 - 126&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 120&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 115&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Prayer of Protection (303)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Prismatic Guard (905)&lt;br /&gt;
| DSP3 = Spirit Shield (202)&lt;br /&gt;
| DSP4 = Spirit Warding I (101)&lt;br /&gt;
| DSP5 = Thurfel&#039;s Ward (503)&lt;br /&gt;
| SDA1 = Shake off [[Stun|stuns]]&amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|Summon [[Ki-lin]]}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Garbed in the tattered finery of his lost faith, this monastic lich is a decomposing humanoid of indiscernable heritage.  Standing as high as a human, his distinguishing features have skin wrapped about a thin skeletal frame.  Held together by nothing more than smouldering malice and some long forgotten curse, the monastic lich&#039;s flesh falls off in stinking bits as he shudders in agonizing ecstasy.  In the center of his chest is a ragged hole, as if his heart had been ripped from its body.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
The upstairs and downstairs of the Monastery are functionally separate areas. The monastic liches carry different equipment in the two sections, with the ones upstairs being more damage resistant. This equipment is cursed, and will crumble if touched, but only after the lich has been destroyed. The downstairs variants always carry a ceremonial kris and blackened shield. Upstairs, they wield wickedly barbed leather whips or occasionally rusty claidhmores, and will drop their weapon for a better alternative. They wear black ora bracers and black visors, which cannot be looted. Both wear tattered robes with magical CvA. There is a bug that rarely leaves the robes on the ground, but they register as not present if you try to touch them.&lt;br /&gt;
&lt;br /&gt;
The upstairs section has a higher generation rate, but includes spectral monks which are lower level. These have an occasional spell with a -30 TD pushdown and crowd rooms relatively quickly, making the upstairs slightly more dangerous. The monks will also emit a vile green energy, which heals themselves and nearby liches. The black ora bracers seem to provide protection from air damages but cannot be taken from searching.&lt;br /&gt;
&lt;br /&gt;
Most of the time, the monastic liches use a warding spell for their attack, though they will sometimes cast [[Major Cold (907)]]. When they do physically attack with a weapon, there is a chance their eyes will flash red, imparting a +45 AS boost without warning. If they successfully make contact with a physical attack, there is a warding roll with the chance of draining spirit. They will lose the ability to cast if &#039;&#039;either&#039;&#039; of their arms is sufficiently damaged. It will continue trying to cast regardless, though it is possible to get them to stop. If there are other hunters around who do not always defeat their warding attacks, there is a chance of ice patches forming in rooms which can knock you down. The [[PEER (verb)]] gives essentially total surveillance downstairs.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Any attacks made by a member of the [[Council of Light]] against a monastic lich will occasionally fail and result in roundtime. They are one of the few undead who are not immune to the spell [[Mind Jolt (706)]]. They have a special maneuver where they unstun themselves.&lt;br /&gt;
&lt;br /&gt;
Monastic liches have the ability to shake off stuns.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A monastic lich&#039;s hollow eye sockets flash with a blood red glow as he shakes off the stun!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monastic liches have the ability to summon [[ki-lin]] when they are under duress. [[Sheruvian monk]]s also have this ability:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A lich enters, muttering to itself.&lt;br /&gt;
&lt;br /&gt;
A monastic lich gestures arcanely. Suddenly, a rift appears in the air in front of you! Snorting and stamping, a &#039;&#039;&#039;lich&#039;&#039;&#039; thunders through the rift into the room!&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ki-lin&#039;s&#039;&#039;&#039; horn glows brightly for a moment.&lt;br /&gt;
&lt;br /&gt;
A ki-lin directs its pent-up magical energies at [name]!&lt;br /&gt;
  CS: +84 - TD: +99 + CvA: +12 + d100: +97 - -5 == +99 &lt;br /&gt;
  Warded off! &lt;br /&gt;
&lt;br /&gt;
The ki-lin looks a little dubious about its situation. The ki-lin gallops down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(Note: Typo was in the original, not a copying error. These are GSIII statistics.)&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
They have a chance of hitting you with a spirit drain warding on weapon contact:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A monastic lich swings a ceremonial kris at you!&lt;br /&gt;
  AS: +215 vs DS: +150 with AvD: +33 + d100 roll: +45 = +143&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Hit glances off your hip.&lt;br /&gt;
As the lich&#039;s blow lands home, a flash of ethereal light flows from the lich to you!&lt;br /&gt;
  CS: +150 - TD: +161 + CvA: +6 + d100: +12 - -5 == +12&lt;br /&gt;
  Warded off!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The monastic liches retain an ability that is essentially an open cast or mass effect version of the old sorcerer spell Forget. It will strip the prepared spells from anyone in the room, which can be avoided entirely be using the incant verb instead of cast. In spite of the messaging the effect at the moment cannot actually be warded off. The messaging on Forget (703) was &amp;quot;XXX blinks dazedly for a moment&amp;quot;, &amp;quot;XXX blinks a few times and seems more aware now&amp;quot;, and &amp;quot;You suddenly can&#039;t remember what you were thinking about a moment ago.&amp;quot; It prevented spell preparation until it wore off.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monastic lich glares about the room, his eyes glinting redly!&lt;br /&gt;
  CS: +150 - TD: +209 + CvA: -21 + d100: +84 - +5 == -1&lt;br /&gt;
  Warded off!&lt;br /&gt;
As the lich glares at you, your mind empties and your last thoughts escape you...&lt;br /&gt;
  CS: +150 - TD: +267 + CvA: +5 + d100: +100 - -5 == -7&lt;br /&gt;
  Warded off!&lt;br /&gt;
XXX blinks and looks about dazedly a moment.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The monastic liches have some subtle properties which are not obvious on the surface. While they will rarely summon a ki-lin when &amp;quot;under duress,&amp;quot; they slowly self-heal to some extent in terms of hitpoints. This is reflected in certain messaging which they only do when in a vulnerable position. This makes it considerably more difficult to keep them near death. If the lich is excessively damaged and unable to help itself, it will actually attempt to self-destruct, most likely the maneuver where it reaches inside its own chest or possibly raising its arms skyward. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monastic lich raises his skull and lifts his arms up and mutters something.&lt;br /&gt;
&lt;br /&gt;
A monastic lich puts his skeletal hand into the gaping hole in his chest!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The sacrifice will only work if they are left alone in the room. You will receive experience for the kill when they destroy themselves.&lt;br /&gt;
&lt;br /&gt;
When they kill you they will sometimes defile your body:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The monastic lich screams in evil ecstasy!&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A monastic lich cackles with glee while defiling your dead body!&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A monastic lich glares with malevolent intent.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The &amp;quot;long forgotten curse&amp;quot; was the Ritual of Black Eternity, a Level 30 Evil Cleric spell that involves making a phylactery. The spectral monks are likely the ones who failed the ritual. Monastic liches were exceedingly rare in [[Rolemaster]], because monks were what we would call semi-arms Elemental users. Necromancy was far outside their realm of expertise. It is one of the numerous supposedly &amp;quot;impossible&amp;quot; aspects of [[The Broken Lands]]. These were likely monks of Cay ([[Kai]]), or else that pantheon in general, who guarded the hidden portal struggling with the [[hooded figure]]s for centuries.&lt;br /&gt;
&lt;br /&gt;
The works of [[Uthex Kathiasas]] were not undead. The ritual was more likely learned from the hooded figures, or the unholy texts confiscated from the [[Marlu#The Broken Lands|Dark Shrine]]. Their story is intended to be tragic, because they ultimately succumbed to the very evil they were tasked to battle forever. They were most likely corrupted by exposure to dark knowledge from the Broken Lands. They might be an allusion to the monastic liches near [[Castle Anwyn|Ylourgne]] from Clark Ashton Smith&#039;s [[Bonespear Tower|Averoigne]] stories. The Misty Chamber itself probably refers to the Snake&#039;s Den from [http://www.hplovecraft.com/writings/texts/fiction/tgsk.aspx &amp;quot;Through the Gates of the Silver Key&amp;quot;] by H.P. Lovecraft.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[List of newsletters#The_Kulthea_Chronicle|Interview with GM Kygar]] - Kulthea Chronicle, Volume I Issue V (Fall 1994)&lt;br /&gt;
*[https://en.wikipedia.org/wiki/Lich Lich on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 25&lt;br /&gt;
|levelm1 = 26&lt;br /&gt;
|level = 27&lt;br /&gt;
|levelp1 = 28&lt;br /&gt;
|levelp2 = 29&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Albino_tomb_spider&amp;diff=148867</id>
		<title>Albino tomb spider</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Albino_tomb_spider&amp;diff=148867"/>
		<updated>2021-05-25T03:21:33Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 1 none, log2 creature description, claw, pincer, web, MjE|MnE TDs, no treasure, web maneuver example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =&lt;br /&gt;
| level =  8&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Arachnid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Arachnid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  The Graveyard&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 83&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 116&lt;br /&gt;
| PA2 = Pincer (attack)&lt;br /&gt;
| PAB = 116&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = ?&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Web&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 71 - 82&lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 47 - 56&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 24&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 24&lt;br /&gt;
| MnETD = 24&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = multi-faceted tomb spider eye&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Glowing an eerie, pale white, the tomb spider clambers through underground tunnels, grottos and caves in search of anything alive it can trap and consume.  Its long, thin forelegs reach out to grasp and drag potential food back to the glistening fangs, while its shorter, muscular back legs propel it forward with surprising speed.  Totally hairless, the tomb spider gazes around through the only bodily part that has any color--its oversized crimson eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of an albino tomb spider web maneuver.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;An albino tomb spider rises on its legs, tucking its abdomen beneath itself to aim its spinneret at you!&lt;br /&gt;
[SMR result: -16 (Open d100: 78)]&lt;br /&gt;
You dodge the webbing with such amazing finesse that you inspire all of those around you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Spider Spider on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 6&lt;br /&gt;
|levelm1 = 7&lt;br /&gt;
|level = 8&lt;br /&gt;
|levelp1 = 9&lt;br /&gt;
|levelp2 = 10&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:The Graveyard creatures]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Giant_albino_tomb_spider&amp;diff=148866</id>
		<title>Giant albino tomb spider</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Giant_albino_tomb_spider&amp;diff=148866"/>
		<updated>2021-05-25T03:08:56Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 12 Brig equivalent, log2 creature description, ensnare, bite, web, bolt DS, no treasure, web example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 30&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Arachnid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Arachnid&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Graveyard&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 350&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 222&lt;br /&gt;
| PA2 = Bite&lt;br /&gt;
| PAB = 212&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Web&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 93&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a sheer white spider mandible&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Glowing an eerie, pale white, the albino tomb spider clambers through underground tunnels, grottos and caves in search of anything alive it can trap and consume.  Its long, thin forelegs reach out to grasp and drag potential food back to the glistening fangs, while its shorter, muscular back legs propel it forward with surprising speed.  Totally hairless, the albino tomb spider gazes around through the only bodily part that has any color--its oversized crimson eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
An example of a giant albino tomb spider&#039;s web maneuver.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A giant albino tomb spider rises on its legs, tucking its abdomen beneath itself to aim its spinneret at you!&lt;br /&gt;
[SMR result: 41 (Open d100: 64)]&lt;br /&gt;
You dodge the webbing with such amazing finesse that you inspire all of those around you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The extension of the burial mound in [[The Graveyard]] appears to be rooted in [[Ghoul master#Behind the Scenes|allusions]] to H.P. Lovecraft stories. These spiders would correspond to the spiders who [https://books.google.ca/books?id=4_e65LJ7uRsC&amp;amp;pg=PA162&amp;amp;lpg=PA162&amp;amp;dq=almost+humans+lovecraft&amp;amp;source=bl&amp;amp;ots=LXZt2uXm0V&amp;amp;sig=zh5oQaKAcpAYUP1CxhiUgMLp8B4&amp;amp;hl=en&amp;amp;sa=X&amp;amp;redir_esc=y#v=onepage&amp;amp;q=almost%20humans%20lovecraft&amp;amp;f=false battled] the [[hooded figure#Behind the Scenes|almost humans]] from the [http://yog-blogsoth.blogspot.ca/2013/11/leng-spider.html Plateau of Leng]. It is a subtle link between [[Muylari#Behind the Scenes|Shadow Valley]] and [[Uthex Kathiasas#Behind the Scenes|The Broken Lands]]. Since the word [https://en.wikipedia.org/wiki/Vala_(Middle-earth) &amp;quot;Vala&amp;quot;] is used as a [[Jaron Galarn#Behind the Scenes|language game]] in the story, it is worth considering [https://en.wikipedia.org/wiki/Ungoliant Ungoliant] as a destroyer of trees, given the unexplained webs in Shadow Valley. In this context Bandur Etrevion reflects Morgoth, brother of Manwe, considering the Etrevions are [[Purgatory#The Graveyard|analogs]] of Set and Osiris.&lt;br /&gt;
&lt;br /&gt;
Their presence in the frigid cold and placement between the waking and dreaming worlds may refer [https://en.wikipedia.org/wiki/Clark_Ashton_Smith_deities#Atlach-Nacha Atlach-Nacha], the Spider God associate of Tsathoggua from the [https://en.wikipedia.org/wiki/Hyperborean_cycle Hyperborean cycle] who resided in the Arctic. This extension of the Lovecraft mythos is possibly [[Myklian#Behind the Scenes|relevant]] for the [[Marlu#Behind the Scenes|Dark Shrine]] in [[The Broken Lands]]. Similarly, Robert Howard&#039;s mythos calls the serpent god Set instead of Yig, with the [https://en.wikipedia.org/wiki/Serpent_Men serpent men] residing in Hyperborea after fleeing [[Moaning spirit#Behind the Scenes|Yoth]]. They were the ones who brought the toad idols out of [[Muylari#Behind the Scenes|N&#039;kai]], possibly tying them in the underlying subtexts to the [[myklian]].&lt;br /&gt;
&lt;br /&gt;
The thread may come from [http://www.eldritchdark.com/writings/short-stories/192/the-seven-geases &amp;quot;The Seven Geases&amp;quot;] (as in &amp;quot;geas curse&amp;quot;) by Clark Ashton Smith, where the protagonist is a human sacrifice following a progression of curses through the underworld. He is sent into the bowels of Mount Voormithadreth in the Arctic as a blood sacrifice to the toad-god Tsathoggua, who sends him to Atlach-Nacha, who sends him to the icy palace (with &amp;quot;mazy chambers&amp;quot; and &amp;quot;chill spirit of evil&amp;quot;) of the antehuman sorcerer Haon-Dor, witnessing dragons flitting below, and passing a terrible serpent with fangs guarding the stairs. Haon-Dor sends the hunter to be experimented upon by the serpent men below, and ultimately on the ascent back up he plummets into the darkness when the web strands break.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Spider Spider on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 28&lt;br /&gt;
|levelm1 = 29&lt;br /&gt;
|level = 30&lt;br /&gt;
|levelp1 = 31&lt;br /&gt;
|levelp2 = 32&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Steel_golem&amp;diff=148852</id>
		<title>Steel golem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Steel_golem&amp;diff=148852"/>
		<updated>2021-05-24T16:53:47Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = steel_golem.jpg&lt;br /&gt;
| level = 20&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Golem&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Glatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 178&lt;br /&gt;
| PA2 = Pound&lt;br /&gt;
| PAB = 188&lt;br /&gt;
| PA3 = Stomp&lt;br /&gt;
| PAC = 198&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Twin Hammerfists&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Foot slam&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = [[Prone]]&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 19N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 73 - 87&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 82&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 55 - 67&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 56 - 68&lt;br /&gt;
| MnETD = 57 - 69&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 60&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = crystal core (alchemy)&lt;br /&gt;
 | skin = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The squeal of rusty gears and the shriek of cracked pipes expelling steam is nearly deafening, but the sharp sound of a steel golem&#039;s claws rhythmically sharpening themselves against each other still grate distinctly throughout the area.  Thick plates of armor cover the golem, but nothing could hide the mass of mechanized motion underneath.  In a horrifying mimicry of life, a lining of sharp steel teeth are embedded within its large jaw, just underneath eye sockets that slowly expel a stream of black smoke.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
*An example of a steel golem&#039;s foot slam maneuver. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A steel golem lifts its huge foot up and slams it into the floor, shaking everything violently!&lt;br /&gt;
[SMR result: 101 (Open d100: 146)]&lt;br /&gt;
You lose your footing and fall to the floor!&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* [[Puncture]] resistant&lt;br /&gt;
* Drops [[crystal core]]s&lt;br /&gt;
&lt;br /&gt;
==Behind the scenes==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1486 Steel golem on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 18&lt;br /&gt;
|levelm1 = 19&lt;br /&gt;
|level = 20&lt;br /&gt;
|levelp1 = 21&lt;br /&gt;
|levelp2 = 22&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Steel_golem&amp;diff=148851</id>
		<title>Steel golem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Steel_golem&amp;diff=148851"/>
		<updated>2021-05-24T16:47:46Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 19 half plate equivalent, log2 creature description, stomp AS, bolt DS, foot slam knockdown maneuver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = steel_golem.jpg&lt;br /&gt;
| level = 20&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Golem&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Glatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 178&lt;br /&gt;
| PA2 = Pound&lt;br /&gt;
| PAB = 188&lt;br /&gt;
| PA3 = Stomp&lt;br /&gt;
| PAC = 198&lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Twin Hammerfists&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = Foot slam&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = [[Prone]]&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 19N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 73 - 87&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 82&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 55 - 67&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 56 - 68&lt;br /&gt;
| MnETD = 57 - 69&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 60&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = crystal core (alchemy)&lt;br /&gt;
 | skin = Yes&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The squeal of rusty gears and the shriek of cracked pipes expelling steam is nearly deafening, but the sharp sound of a steel golem&#039;s claws rhythmically sharpening themselves against each other still grate distinctly throughout the area.  Thick plates of armor cover the golem, but nothing could hide the mass of mechanized motion underneath.  In a horrifying mimicry of life, a lining of sharp steel teeth are embedded within its large jaw, just underneath eye sockets that slowly expel a stream of black smoke.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
*An example of a steel golem&#039;s foot slam maneuver. &lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A steel golem lifts its huge foot up and slams it into the floor, shaking everything violently!&lt;br /&gt;
[SMR result: 101 (Open d100: 146)]&lt;br /&gt;
You lose your footing and fall to the floor!&lt;br /&gt;
Roundtime: 2 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
* [[Puncture]] resistant&lt;br /&gt;
* Drops [[crystal core]]s&lt;br /&gt;
&lt;br /&gt;
==Behind the scenes==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1486 Steel golem on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 18&lt;br /&gt;
|levelm1 = 19&lt;br /&gt;
|level = 20&lt;br /&gt;
|levelp1 = 21&lt;br /&gt;
|levelp2 = 22&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Puma&amp;diff=148850</id>
		<title>Puma</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Puma&amp;diff=148850"/>
		<updated>2021-05-24T16:12:13Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Pounce maneuver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = puma.jpg&lt;br /&gt;
| level = 15&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Feline &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Abandoned Mine&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Shores of Lough Ne&#039;Halin&lt;br /&gt;
| area3 = Vornavian Coast&lt;br /&gt;
| area4 = Wehntoph&lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 140&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 171&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 163&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Pounce]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = [[Prone]]&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 146&lt;br /&gt;
| Ranged = 81 - 100&lt;br /&gt;
| Bolt = 85&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 51&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 48&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 39 - 51&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 45&lt;br /&gt;
| MnETD = 45&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = No&lt;br /&gt;
 | magic items = No&lt;br /&gt;
 | gems = No&lt;br /&gt;
 | boxes = No&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a puma hide&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The puma is a muscular and athletic animal.  Covered with a uniform coat of greyish-brown fur, her long, lithe body is equipped with powerful legs, displaying a proportionately greater difference in the length of the forelegs compared to the extenuated hind limbs.  The feline&#039;s head is topped with rounded ears, and a very long, balancing tail completes the puma&#039;s physique.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Low-level adventurers beware! Puma bites can transmit a deathly illness that causes victims to lose around 15 HP to start, declining only one point per round.&lt;br /&gt;
&lt;br /&gt;
Pumas will leap toward their targets in an attempt to knock them to the ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;[SMR result: -35 (Open d100: 37, Penalty: 6)]&lt;br /&gt;
A puma leaps towards you, but misses and sprawls to the ground!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Puma_(genus) Puma on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 13&lt;br /&gt;
|levelm1 = 14&lt;br /&gt;
|level = 15&lt;br /&gt;
|levelp1 = 16&lt;br /&gt;
|levelp2 = 17&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Thunder_troll&amp;diff=148849</id>
		<title>Thunder troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Thunder_troll&amp;diff=148849"/>
		<updated>2021-05-24T16:00:45Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (160), natural armor ASG 10 cuirbouilli  equivalent, log2 creature description, major shock (910), bolt DS, MjE TD,  treasure (coins, items, gems, boxes), other info (shake off stuns)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = thunder_troll.jpg&lt;br /&gt;
| level = 18&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Troll&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Element-based&lt;br /&gt;
| area = Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Wehntoph&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 160&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = War mattock&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 163&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Major Shock (910)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 117&lt;br /&gt;
| WD1 = Pain (711)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 98&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Gas cloud]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = [[AoE]]&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 102&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 91 - 116&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 41 - 68&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 49&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 53&lt;br /&gt;
| MnETD = 53&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II&lt;br /&gt;
| DSP3 = Spirit Defense&lt;br /&gt;
| DSP4 = Spirit Warding I&lt;br /&gt;
| DSP5 = Spirit Warding II&lt;br /&gt;
| SDA1 = Shake off [[Stun|stuns]]&amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a troll scalp&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Tall but sleek, the size of the thunder troll belies its quickness.  The &#039;&#039;&#039;thunder troll&#039;&#039;&#039; moves about surrounded by a raging tempest.  An upturned lip, protruding jaw and sunken, orange eyes impart an air of arrogance to this foul, rubbery creature.  Given to sudden fits of uncontrollable rage, a thunder troll has been known to spring from the forest and tear a seasoned warrior in half before the warrior can even cry out, then, surprisingly, turn and dart away, distracted, leaving small children unharmed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Thunder trolls may knock adventurers down when they rush into the room.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You are buffeted by a sudden gust of wind, as an angry thunder troll rushes in!&lt;br /&gt;
[SMR result: -19 (Open d100: 29)]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They can shake off stuns.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A thunder troll throws its head back and roars in anger, shaking off the stun!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They also have the ability to reflect [[Cone of Elements (518)]] lightning variation and potentially other lightning-based attacks upon their caster.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1384 Thunder troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 16&lt;br /&gt;
|levelm1 = 17&lt;br /&gt;
|level = 18&lt;br /&gt;
|levelp1 = 19&lt;br /&gt;
|levelp2 = 20&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wind_witch&amp;diff=148848</id>
		<title>Wind witch</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wind_witch&amp;diff=148848"/>
		<updated>2021-05-24T15:50:16Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (140), armor ASG 2 robes, log2 creature description, bolt DS,  MjE|MnE TDs, treasure (coins, items, gems, boxes), other info logs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = wind_witch.jpg&lt;br /&gt;
| level = 16&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Witch&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Element-based&lt;br /&gt;
| area = Foggy Valley&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Wehntoph&lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 140&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Dagger&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 161 &lt;br /&gt;
| PA2 = Knife&lt;br /&gt;
| PAB = 161&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Minor Shock (901)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 139&lt;br /&gt;
| BT2 = Major Shock (910)&lt;br /&gt;
| BTB = 139&lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Call Wind (912)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = &lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = [[Gas cloud]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = [[AoE]]&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 131&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 106 - 116&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 54 - 59&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 53&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 44 - 59 &lt;br /&gt;
| MnETD = 44 - 59&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Elemental Defense I&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense II&lt;br /&gt;
| DSP3 = Thurfel&#039;s Ward (503)&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 = Shake off [[Stun|stuns]]&amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a crooked witch nose&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Standing in the center of a swirling whorl of wind, the wind witch cackles evilly.  Dull grey eyes stare out at you from under an unruly mop of tangled grey hair.  The wind witch&#039;s bluish skin stands out against the tattered robes it wears.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
*The wind witch&#039;s razor-sharp wavy dagger occasionally emits [[Electrical critical table|lightning]] [[flare]]s. They can also drop their dagger to pick up another weapon from the ground.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wind witch drops its wavy dagger and snatches up a flamberge!&amp;lt;/pre&amp;gt;&lt;br /&gt;
*The wind witch can shake off stuns.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A wind witch cackles madly, shaking off the stun!&amp;lt;/pre&amp;gt;&lt;br /&gt;
*They also have the ability to reflect [[Cone of Elements (518)]] lightning variation and potentially other lightning-based attacks upon their caster. &lt;br /&gt;
*The wind witch will claw your eyes out if you are dead, leaving Rank 3 wounds on both eyes.&lt;br /&gt;
*The wind witch has the ability to dodge some melee attacks, in which the wind witch &amp;quot;vanishes into thin air&amp;quot; and &amp;quot;reappears&amp;quot; behind the character.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Just as you move to strike, the wind witch turns into a swirling whirlwind, and your attack goes right through the whirling wind!&lt;br /&gt;
&lt;br /&gt;
A second later, the whirlwind coalesces behind you into a wind witch!&lt;br /&gt;
Roundtime: 5 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[http://www.play.net/gs4/info/bestiary/creature.asp?creature=1388 Wind witch on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 14&lt;br /&gt;
|levelm1 = 15&lt;br /&gt;
|level = 16&lt;br /&gt;
|levelp1 = 17&lt;br /&gt;
|levelp2 = 18&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arachne_acolyte&amp;diff=148842</id>
		<title>Arachne acolyte</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arachne_acolyte&amp;diff=148842"/>
		<updated>2021-05-24T01:10:21Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: HPs (190), log2 creature description, spirit strike (117), defensive spells (101, 103, 106, 107)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Arachne_Acolyte_Colored.jpg&lt;br /&gt;
| level =  23&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Humanoid&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Spider Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 190&lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = War hammer&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 200 - 275&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = ?&lt;br /&gt;
| WD1 = Frenzy (216)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 118&lt;br /&gt;
| WD2 = Web (118)&lt;br /&gt;
| WDB = 118&lt;br /&gt;
| OS1 = Spirit Strike (117)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Disarm &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Tackle&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 180 - 220&lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = 114&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 67&lt;br /&gt;
| CleTD = 66&lt;br /&gt;
| EmpTD = 54&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = 67 - 72&lt;br /&gt;
| MjETD = 67 - 72&lt;br /&gt;
| MnETD = 73&lt;br /&gt;
| MjSTD = 76&lt;br /&gt;
| MnSTD = 66&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding I (101)&lt;br /&gt;
| DSP2 = Spirit Defense (103)&lt;br /&gt;
| DSP3 = Spirit Warding II (107)&lt;br /&gt;
| DSP4 = Spirit Fog (106)&lt;br /&gt;
| &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The Arachne acolyte&#039;s head is clean shaven and bald.  Where hair once grew, ornate tattoos of deep red hue decorate every visible bare body part. The Arachne acolytes are muscular but lean.  Long years of study and training has produced fanatical allegiance to Arachne.  Any semblance of humanity has long since been exorcised through torture and meditation.  Only the zealous duty of Arachne now compels their existence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Arachne acolytes can [[Disarm Weapon|disarm]] you of your weapon, which it may pick up and use against you in its next turn if you do not reach for it in time. Since disarm occasionally inflicts roundtime, players can potentially lose their weapons in this manner if they do not have a suitable spare.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Arachne acolytes appear to enter multiple states of &amp;quot;shock&amp;quot;, perhaps after attempting to cast a spell after running out of mana. This will stun the acolyte, inflict minor damage, and cause nerve damage. An example of this effect is shown below:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An Arachne acolyte appears to have sustained massive amounts of system shock!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Heavy shock gives the Arachne acolyte fits!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The Arachne acolyte is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Also the acolytes usually wear chain hauberk armor, so including their TD they will also have a -6 CvA from their armor making it harder to ward them with spells.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Arachne]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 21&lt;br /&gt;
|levelm1 = 22&lt;br /&gt;
|level = 23&lt;br /&gt;
|levelp1 = 24&lt;br /&gt;
|levelp2 = 25&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arachne_priest&amp;diff=148841</id>
		<title>Arachne priest</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arachne_priest&amp;diff=148841"/>
		<updated>2021-05-24T01:08:55Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM3: Natural armor ASG 1 none, log2 creature description, misc. offensive spells (215, 307), defensive spells (303, 310, 313)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Arachne_Priest_Colored.jpg&lt;br /&gt;
| level = 26&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Humanoid&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area =  Spider Temple&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = ? &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Broadsword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 219&lt;br /&gt;
| PA2 = Scimitar&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAB = 219&lt;br /&gt;
| PA3 = Short sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAC = 219&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Web (118)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 118&lt;br /&gt;
| OS1 = Spirit Strike (117)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Heroism (215)&lt;br /&gt;
| OS3 = Benediction (307)&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 189&lt;br /&gt;
| Ranged = 160 - 180&lt;br /&gt;
| Bolt =&lt;br /&gt;
| UDF =&lt;br /&gt;
| BarTD = 92&lt;br /&gt;
| CleTD = 102&lt;br /&gt;
| EmpTD = 95&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 108 - 115&lt;br /&gt;
| WizTD = 107&lt;br /&gt;
| MjETD = 107&lt;br /&gt;
| MnETD = 107&lt;br /&gt;
| MjSTD = 104&lt;br /&gt;
| MnSTD = 104&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Spirit Warding II (107)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spell Shield (219)&lt;br /&gt;
| DSP3 = Prayer of Protection (303)&lt;br /&gt;
| DSP4 = Warding Sphere (310)&lt;br /&gt;
| DSP5 = Prayer (313) &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glimmering blue essence shard]]&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The Arachne priest&#039;s lithe body is covered by heavy silk robes that also cowl most of the facial features.  A single visible image of a black spider over a crimson background is clearly emblazoned upon the backside.  Draped in their macabre attire, the Arachne priest goes about its zealous duties in worship of Arachne.  Upon close inspection, one can make out partial shapes of sigils formed by welts and mutilations on the hands and face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
[[Arachne]] priests and priestesses do not wear armor, so they are somewhat easier to hit.&lt;br /&gt;
&lt;br /&gt;
Be wary of hiding or stepping out of the room if it begins to prepare a spell (usually [[Web]]); if it cannot target you, then it will resort to casting the Area of Effect version of the spell, which can linger in the room for up to 5 minutes if the priest is not killed.&lt;br /&gt;
&lt;br /&gt;
Arachne priests and priestesses will occasionally enter a state of &amp;quot;shock&amp;quot; after casting a series of spells at one time. This may be a result of attempting to cast a spell while having no [[mana]]. This effect stuns the creature, inflicts a minor amount of [[hitpoint]] damage, and causes nerve damage:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
An Arachne priest appears to be in heavy shock!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Mild electric jolt sends the Arachne acolyte into spasms.&lt;br /&gt;
   The Arachne priest is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Also watch out, sometimes when the priests hit you their weapons will poison you.  Usually this is a very strong poison around 40 hp/tick and dissipate usually at 2 per.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Arachne priests and Arachne priestesses are the same creature for the purposes of the [[Adventurer&#039;s Guild]] bounty hunting. For example, you do not need to exclusively clear out Arachne priests to find a lost child.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Arachne]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 24&lt;br /&gt;
|levelm1 = 25&lt;br /&gt;
|level = 26&lt;br /&gt;
|levelp1 = 27&lt;br /&gt;
|levelp2 = 28&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM3</name></author>
	</entry>
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