<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SPYRIDONM4</id>
	<title>GemStone IV Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://gswiki.play.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SPYRIDONM4"/>
	<link rel="alternate" type="text/html" href="https://gswiki.play.net/Special:Contributions/SPYRIDONM4"/>
	<updated>2026-05-14T14:47:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Writhing_icy_bush&amp;diff=255265</id>
		<title>Writhing icy bush</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Writhing_icy_bush&amp;diff=255265"/>
		<updated>2026-03-25T16:57:27Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM4: Remove stub, log2 creature description, creature assess, HP 360, armor ASG 12 natural brig, stinger attack, melee DS, UDF, TD (Sor, MnE, MnS), combat messaging, other information (appearance, spawning, entering, leaving, death, decay) , other 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 = &lt;br /&gt;
| level = 36&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 = Bush&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&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 = Frozen Bramble&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 = 360&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 = small glistening thorn&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 260&lt;br /&gt;
| PA2 = Stinger (attack)&lt;br /&gt;
| PAB = 220&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 = thorn fling&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 = 162 244&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 226 280&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 117 to 147&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 123 to 153&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 111 to 141&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 = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = crystallized blue berry&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = blood-stained leaf&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
;Description&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;When planting a garden or a yard, often one will plant these to prevent unwanted guests and prying eyes.  If that was the case for these, they apparently have taken their job a bit too seriously.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The icy bush is medium in size and about three feet high in its current state.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Writhing icy bushes are immune to cold elemental damage.&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
;[[Stinger (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A writhing icy bush spits a thorn towards you!&lt;br /&gt;
  AS: +216 vs DS: +798 with AvD: +29 + d100 roll: +99 = -454&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Multi-thorn thrown attack&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;[SMR result: -215 (Open d100: 28, Penalty: 10)]&lt;br /&gt;
A writhing icy bush spins and flings a slew of pointed thorns towards you.  With grace and panache, you perform a perfect pirouette and waltz out of danger!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical icy bush.&lt;br /&gt;
It appears to be in good shape.&lt;br /&gt;
It has nothing at this time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A writhing icy bush ambles in.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A writhing icy bush hops in and plants its roots.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A writhing icy bush uproots itself and hops east.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;You hear a sound like a child weeping as a white glow separates itself from the icy bush&#039;s body and rises into the heavens.&lt;br /&gt;
A writhing icy bush collapses to the ground, shakes one last time and dies.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A dead icy bush collapses in on itself and turns to mulch.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search (success)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;You tentatively rummage through the icy bush in an attempt to find something of value.&lt;br /&gt;
A crystallized blue berry falls from the icy bush.  You quickly grab it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Search (failure)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;You plunge your hand into the icy bush and fish around, but only end up empty-handed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A writhing icy bush sinks its roots in deeply and prepares itself for the possible coming conflict.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A writhing icy bush moves slowly about, its roots searching thirstily for lifegiving water.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 34&lt;br /&gt;
|levelm1 = 35&lt;br /&gt;
|level = 36&lt;br /&gt;
|levelp1 = 37&lt;br /&gt;
|levelp2 = 38&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM4</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Blackened_decaying_tumbleweed&amp;diff=255222</id>
		<title>Blackened decaying tumbleweed</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Blackened_decaying_tumbleweed&amp;diff=255222"/>
		<updated>2026-03-25T08:31:43Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM4: Remove stub, log2 creature description, creature assess, HP 380, armor ASG 12 natural brig, stinger attack, melee DS, UDF, TD (Sor, MnE, MnS), combat messaging, other information (appearance, spawning, entering, leaving, death, decay) , other 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 = &lt;br /&gt;
| level = 39&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 = Tumbleweed&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Plantlife&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 = Frozen Bramble&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 = 380&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 = 201 252&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 = Tumbleweed roll&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 = 265&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 250&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 130 to 160&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 137 to 167 &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 123 to 153&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 = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = crystallized black thorn&lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = desiccated stem&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
;Description&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Not exactly the best representative of its Species, let alone its Genus, none-the-less, the inclusion of this particular tumbleweed would make a fine addition to anyone&#039;s tumbleweed collection.  Just for its uniqueness if nothing else.  Of course unlike most tumbleweed, this one might object to being collected, VIGOUROUSLY.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Assess&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The decaying tumbleweed is medium in size and about three feet high in its current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
;[[Stinger (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A blackened decaying tumbleweed stabs at you with its stinger!&lt;br /&gt;
  AS: +201 vs DS: +777 with AvD: +29 + d100 roll: +24 = -523&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Roll Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;[SMR result: -224 (Open d100: 15)]&lt;br /&gt;
With a quick leap to the side, you narrowly avoid being struck as the tumbleweed carries past!  The tumbleweed comes to a sudden stop and twirls a moment before stopping to face the direction it came from!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
You see a fairly typical decaying tumbleweed.&lt;br /&gt;
It appears to be in good shape.&lt;br /&gt;
It has nothing at this time.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Bits of foliage fall from a blackened decaying tumbleweed as it rolls in!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A blackened decaying tumbleweed spins in kicking up snow as it arrives!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A blackened decaying tumbleweed rolls west.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;You hear a sound like a child weeping as a white glow separates itself from the decaying tumbleweed&#039;s body and rises into the heavens.&lt;br /&gt;
A blackened decaying tumbleweed twists unnaturally as it decomposes into itself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Decay&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A dead and rotted decaying tumbleweed rolls quietly out of sight.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A blackened decaying tumbleweed bounce up and down smashing its bottom into an even more corrupted mess than it already was.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A blackened decaying tumbleweed spins rapidly in place in hopes possibly of not allowing damage to build up on any one side.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A blackened decaying tumbleweed draws in on itself.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 37&lt;br /&gt;
|levelm1 = 38&lt;br /&gt;
|level = 39&lt;br /&gt;
|levelp1 = 40&lt;br /&gt;
|levelp2 = 41&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SPYRIDONM4</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Return&amp;diff=255121</id>
		<title>Symbol of Return</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Return&amp;diff=255121"/>
		<updated>2026-03-22T17:36:29Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM4: Added Q and A to landing task&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 25&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Symbol of Return&#039;&#039;&#039;, governed by Lady [[Lumnis]], is obtained at the twenty fifth step of the [[Order of Voln]]. Invoking this symbol will cause the player and all group members to be instantly transported (aka fogged) to one of several Voln anchor locations depending upon the member&#039;s location at the time of use. This is one-way travel only that cannot be targeted. In certain locations, such as [[:File:WL-graveyard.gif|Shadow Valley]] and [[Old Ta&#039;Faendryl]] there are group restrictions and only the member will be transported. &lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&lt;br /&gt;
Symbol of Return&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Caution should be used when typing this symbol. If abbreviated to Sym of Ret the member will invoke Symbol of Retribution instead of Symbol of Return.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
First Person (returning to [[Wehnimer&#039;s Landing]] Voln monastery courtyard):&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;gt;symbol of return&lt;br /&gt;
Your surroundings blur into a white fog . . .&lt;br /&gt;
&lt;br /&gt;
[Courtyard]&lt;br /&gt;
&lt;br /&gt;
A well maintained and healthy garden occupies the entirety of the courtyard.  The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling.  In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water.  A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor.  You also see a mottled grey hedgehog, some ambrominas leaf, some woth flower, a large fel tree and a polished marble bench with some stuff on it.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Third Person:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;Name&amp;gt; blurs into a white fog and vanishes!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Return Locations==&lt;br /&gt;
&lt;br /&gt;
*Voln monastery ([[Wehnimer&#039;s Landing]] area)&lt;br /&gt;
*Liabo Plaza ([[Solhaven]] area)&lt;br /&gt;
*Tower Ruins (Solhaven trail area)&lt;br /&gt;
*Voln ([[Icemule Trace]] area)&lt;br /&gt;
*Temple ([[Teras Isle]] area)&lt;br /&gt;
*Ledge ([[:File:WL-graveyard.gif|Shadow Valley]]) area&lt;br /&gt;
*Glacier Chasm (Glatoph Icemule trail) (Lich: 2557)&lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Symbol of Return favor cost is based on the member&#039;s level (not Voln rank). See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. Each use has a relative favor cost of 10x [[Symbol of Protection]]. In other words, 1 activation of Sym of Return uses the same amount of favor as 10 activations of Sym of Protection.&lt;br /&gt;
&lt;br /&gt;
===[[Favor]] Required to Obtain Symbol of Return ===&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Formula: &amp;lt;tt&amp;gt;2400 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 40) &amp;amp;divide; 3 )&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 15 member: &amp;lt;tt&amp;gt;2400 + ((15 &amp;amp;times; 15 &amp;amp;times; 40) &amp;amp;divide; 3) = 5400 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Ex. level 20 member: &amp;lt;tt&amp;gt;2400 + ((20 &amp;amp;times; 20 &amp;amp;times; 40) &amp;amp;divide; 3) = 7733 favor&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monk&#039;s Teaching and Instruction Highlights==&lt;br /&gt;
*[[Lumnis]] showed us how to protect our mind and spirit with the [[Symbol of Transcendence]], and now she has taught us how to return safely to our homes.&lt;br /&gt;
*Lumnis gave us the power to return us and our group to a place of safety here within the walls of the brotherhood.&lt;br /&gt;
&lt;br /&gt;
==[[Wehnimer&#039;s Landing]] Task ==&lt;br /&gt;
To gain [[Lumnis]]&#039; blessing, one must proceed to the black sands beach area (Lich ID: 7626) and locate the hermit who will ask three questions. Success will depend on answering each question correctly. More detail is available here: https://web.archive.org/web/20201010055726/https://sites.google.com/site/loresinging/voln-for-dummies/voln-landing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border: none; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
If you would like spoilers, click on expand to view the currently documented questions and answers.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; Does the Order of Voln have a secret agenda?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; No&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; The Order was first made up of only one race. Which was it?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; Giantmen&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; What was the site of the first monastery of our order?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; Tafali&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; Which lord is master of the Mana?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; Koar&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; Whom does the Order of Voln honor?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; Liabo&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; Whom does Voln serve?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; Lorminstra&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; The Order of Voln is dedicated to freeing what?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; Undead&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; What was the name of the man that visited Lord Fasthr and his men and helped them in their fight?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; Voln&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; How many steps are there on the path to enlightenment?&amp;lt;br&amp;gt;&#039;&#039;A:&#039;&#039; 26&lt;br /&gt;
*&#039;&#039;&#039;Q:&#039;&#039;&#039; The name of the founder of the Order of Voln.&amp;lt;br&amp;gt;  &#039;&#039;A:&#039;&#039; Fasthr&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Return to monk to receive symbol (Lich ID: 18189)&lt;br /&gt;
&lt;br /&gt;
== [[Ta&#039;Vaalor]] Task ==&lt;br /&gt;
*https://web.archive.org/web/20201010055727/https://sites.google.com/site/loresinging/voln-for-dummies/voln-vaalor&lt;br /&gt;
*Return to monk to receive symbol (Lich ID 25947)&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;br /&gt;
[[category:Transport]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM4</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Recall&amp;diff=254780</id>
		<title>Symbol of Recall</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Symbol_of_Recall&amp;diff=254780"/>
		<updated>2026-03-16T00:52:30Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM4: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
&#039;&#039;&#039;Step 10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Symbol of Recall&#039;&#039;&#039;, governed by Lady [[Lorminstra]], is obtained at the tenth step of the [[Order of Voln]]. Use of this symbol is restricted to characters who are [[Death|dead]]. It will call upon Lorminstra for a boon when you are restored to life after resurrection or a natural decay. These benefits will not be received if a member voluntarily [[DEPART (verb)|departs]].&lt;br /&gt;
&lt;br /&gt;
Upon returning to life, you will be returned some measure of your native and non-native spells. This happens in different ways. For native spells, you will receive one free cast of all spells known to you similar to one cast of {{boldmono|[[MANA SPELLUP]]}}. For non-native spells, you will receive a restoration of up to 10-20 foreign spells that were present on you at the time of death, using whatever duration and magnitude they possessed prior to your death. &lt;br /&gt;
&lt;br /&gt;
==Spell Active Display==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;spell active&amp;lt;br&amp;gt;&lt;br /&gt;
You currently have the following active spells:&amp;lt;br&amp;gt;&lt;br /&gt;
Symbol of Recall .................0:09:55&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Favor Cost==&lt;br /&gt;
&lt;br /&gt;
[[Favor]] cost is based on the member&#039;s level. See [[Favor#Symbol Use Favor Cost|Table]] for specific examples. It has a relative favor cost of 4x [[Symbol of Protection]].&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
While dead (before resurrection or decay)&amp;lt;br&amp;gt;&lt;br /&gt;
Type: Symbol of Recall&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Will only function while dead.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
===First Person View===&lt;br /&gt;
&lt;br /&gt;
====Initial Activation While Deceased====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;sym of recall&amp;lt;br&amp;gt;&lt;br /&gt;
You focus on recalling magical assistance that will be of use when you rise again, and feel the power of Lorminstra suffusing your spirit.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Respelling Start====&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Magical assistance is recalled to you as you feel the power of Lorminstra waxing!&amp;lt;br&amp;gt;&lt;br /&gt;
You become solid again.&amp;lt;br&amp;gt;&lt;br /&gt;
You recall a piece of your own magic as the power of Lorminstra continues to wax within you...&amp;lt;br&amp;gt;&lt;br /&gt;
You feel your skin grow tight all across your body and your complexion takes on a leathery quality.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt;You recall a piece of your own magic as the power of Lorminstra continues to wax within you...&amp;lt;br&amp;gt;&lt;br /&gt;
Opening your mind&#039;s eye to the progression of time, a myriad of possible future events fills your consciousness.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Respelling End====&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;You feel the power of Lorminstra wane away.&amp;lt;/div&amp;gt;&lt;br /&gt;
----------------------------&lt;br /&gt;
===Third Person View===&lt;br /&gt;
&lt;br /&gt;
====Respelling Start====&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&amp;lt;CHARACTER&amp;gt; is suddenly surrounded by a vivid white light as magic gathers around him!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Respelling End====&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;The vivid white light surrounding &amp;lt;CHARACTER&amp;gt; wanes away.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Obtaining Symbol of Recall ==&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
Talk to the tenth monk on the [[path to enlightenment]] for instructions. Upon obtaining the requisite favor and completing the assigned task, the monk will teach the member the Symbol of Recall.&lt;br /&gt;
&lt;br /&gt;
===Favor Required to Obtain Symbol of Recall===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&#039;&#039;&#039;Formula: 900 + (( level&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; &amp;amp;times; 15 ) &amp;amp;divide; 3 )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ex. level 10 member: 900 + ((10 &amp;amp;times; 10 &amp;amp;times; 15) &amp;amp;divide; 3) = 1400 favor&lt;br /&gt;
&lt;br /&gt;
Ex. level 20 member: 900 + ((20 &amp;amp;times; 20 &amp;amp;times; 15) &amp;amp;divide; 3) = 2900 favor&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monk&#039;s Teaching and Instruction Highlights===&lt;br /&gt;
&lt;br /&gt;
*Through Lorminstra&#039;s teachings deceased members have learned how to recall spells upon returning to life.&lt;br /&gt;
*Members who voluntarily depart forfeit this ability.&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] Task ===&lt;br /&gt;
*Obtain an herb (acantha leaf, ambrominas leaf etc.)&lt;br /&gt;
*From town square central go E, E, E, S, S, E, Go Temple, Go Altar. (Lich ID 7523)&lt;br /&gt;
*Put leaf (or whichever herb you have) on altar.&lt;br /&gt;
*Pray&lt;br /&gt;
*Return to the monk to receive your symbol (Lich ID 18203)&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] Task ===&lt;br /&gt;
*Obtain an herb (acantha leaf, ambrominas leaf etc.)&lt;br /&gt;
*From Amaranth Gate go E, E, E, E, E, E, S, E, E, S, E, S, S, S, go structure, W (Lich room 10370)&lt;br /&gt;
*Put leaf on altar&lt;br /&gt;
*Pray&lt;br /&gt;
*Return to the monk to receive your symbol. (Lich room 25964)&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Order of Voln]]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Order of Voln]]&lt;br /&gt;
[[Category:Symbols]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM4</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Trident&amp;diff=70631</id>
		<title>Trident</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Trident&amp;diff=70631"/>
		<updated>2015-10-18T15:14:00Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM4: Added pitchfork&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;trident&#039;&#039;&#039; is a [[Polearms|pole arm]] weapon designed to be used either one-handed or two-handed (see the [[grip]] verb for switching functionality). It is a unique pole arm whose long haft is topped with not one, but three pointed spikes. &lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Alternate Names==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;fuscina&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;magari-yari&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;pitch fork&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;pitchfork&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;zinnor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
Use: One or two-handed&lt;br /&gt;
&lt;br /&gt;
{{weapon table start}}&lt;br /&gt;
{{weapon table trident}}&lt;br /&gt;
{{weapon table trident 2}}&lt;br /&gt;
{{weapon table end}}&lt;br /&gt;
&lt;br /&gt;
The standard trident has a weight of 12 lbs.&lt;br /&gt;
&lt;br /&gt;
Note: To edit this table go to [[Template:Weapon table trident]] for one-handed, or [[Template:Weapon table trident 2]] for two-handed.&lt;br /&gt;
&lt;br /&gt;
==Related Articles==&lt;br /&gt;
&lt;br /&gt;
*[[Polearms]]&lt;br /&gt;
*[[Polearm guide]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/polearms.asp#Trident Official Documentation &amp;gt;&amp;gt; Trident]&lt;br /&gt;
*http://en.wikipedia.org/wiki/Trident&lt;/div&gt;</summary>
		<author><name>SPYRIDONM4</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Pitchfork&amp;diff=70630</id>
		<title>Pitchfork</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Pitchfork&amp;diff=70630"/>
		<updated>2015-10-18T15:12:24Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM4: Redirected to trident&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Trident]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM4</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Redux&amp;diff=70176</id>
		<title>Redux</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Redux&amp;diff=70176"/>
		<updated>2015-10-15T18:03:29Z</updated>

		<summary type="html">&lt;p&gt;SPYRIDONM4: /* Redux Points */ corrected  redux threshold  formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Redux&#039;&#039;&#039;, also known as Total Damage Reduction, is the ability of a character to resist physical damage more effectively, resulting in less health loss, as well as reducing or even negating what should have inflicted a wound. This is not to be confused with [[Defensive Strength]] (DS), which reduces the endroll in the combat formula. Redux does not come into play until the character is successfully hit by an [[Attack strength|AS]]-based attack, at which point it will then reduce the ensuing damage correspondingly. &lt;br /&gt;
&lt;br /&gt;
==Redux Points==&lt;br /&gt;
&lt;br /&gt;
Redux is initially achieved by training in physical [[skill]]s, and the total reduction is increased by additional training in these skills. Some skills provide more redux benefit than others, and are divided into primary, secondary, and tertiary skills. Primary skills effectively provide one &amp;quot;point&amp;quot; towards redux, secondary skills provide 0.4 points, and tertiary provide 0.3 points.&lt;br /&gt;
&lt;br /&gt;
The threshold for achieving redux is approximately (106 + (200/level) redux points. For example, a level 27 character with 113.4 redux points did not have sufficient points to gain redux but did with 113.5 points (106 + (200/27)).&lt;br /&gt;
&lt;br /&gt;
Character&#039;s will receive the following message when checking out of a local inn indicating that they do not have redux. If this message is not displayed then the character does have redux.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Current skills bonus is insufficient to gain DF reduction.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary Skill: 1.0 point per rank===&lt;br /&gt;
* [[Physical Fitness]]&lt;br /&gt;
&lt;br /&gt;
===Secondary Skills: 0.4 points per rank===&lt;br /&gt;
* [[Ambush]]&lt;br /&gt;
* [[Armor Use]]&lt;br /&gt;
* [[Combat Maneuvers]]&lt;br /&gt;
* [[Dodging]]&lt;br /&gt;
* [[Multi Opponent Combat]]&lt;br /&gt;
* [[Shield Use]]&lt;br /&gt;
* [[Two Weapon Combat]]&lt;br /&gt;
&lt;br /&gt;
===Tertiary Skills: 0.3 points per rank===&lt;br /&gt;
* [[Edged Weapons|One-Handed Edged Weapon Training]]&lt;br /&gt;
* [[Blunt Weapons|One-Handed Blunt Weapon Training]]&lt;br /&gt;
* [[Brawling|Brawling Weapon Training]]&lt;br /&gt;
* [[Polearm Weapons|Polearm Weapon Training]]&lt;br /&gt;
* [[Ranged Weapons|Ranged Weapon Training]]&lt;br /&gt;
* [[Thrown Weapons|Thrown Weapon Training]]&lt;br /&gt;
* [[Two-Handed Weapons|Two-Handed Weapon Training]]&lt;br /&gt;
&lt;br /&gt;
==Redux Factor==&lt;br /&gt;
There are three elements that determine a character&#039;s redux factor.&lt;br /&gt;
*Redux Points&lt;br /&gt;
*Character Level (RF increases with higher level)&lt;br /&gt;
*Spell Ranks (RF decreases when spell ranks known increases)&lt;br /&gt;
&lt;br /&gt;
An approximate redux factor can be calculated by using the coefficients and  constant of a quadratic equation in the standard form:&amp;lt;br&amp;gt;&lt;br /&gt;
:&amp;lt;tt&amp;gt;ax^2 + bx + c = 0&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;An understanding of this formula is not necessary to calculate the redux factor&#039;&#039;&#039;. The only requirements are determination of [[Raw damage|raw]] and [[critical]] damage values for a given attack. Averaging the results of multiple attack resolutions is recommended for greater accuracy. Avoid using damage [[Weighting|weighted]] weapons and damage padded armor since they will cause erroneous results.&lt;br /&gt;
&lt;br /&gt;
Where:&amp;lt;br&amp;gt;&lt;br /&gt;
:x = redux factor&lt;br /&gt;
:a = raw damage&lt;br /&gt;
:b = (raw damage * 2) + crit damage&lt;br /&gt;
:c = raw damage + crit damage + 0.5 - actual damage taken&lt;br /&gt;
&lt;br /&gt;
Note: Raw damage = (endroll - 100) * weapon [[damage factor]]&lt;br /&gt;
&lt;br /&gt;
Once the a, b, c values have been calculated, they can be entered into a quadratic equation calculator. &#039;&#039;&#039;The b value must be entered as a negative&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
An online calculator can be found at:&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.math.com/students/calculators/source/quadratic.htm&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You swing a gleaming rune-scribed [[maul]] at Drangell!&lt;br /&gt;
 AS: +803 vs DS: +520 with AvD: +41 + d100 roll: +68 = +392&lt;br /&gt;
 ... and hit for 91 points of damage!&lt;br /&gt;
 A mighty hit turns Drangell&#039;s insides to outsides!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon DF: .450 (perfect maul vs scale)&amp;lt;br&amp;gt;&lt;br /&gt;
Raw damage: 131.4 (292 * .450)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Critical table|Crit damage]]: 75 (R9 [[Crush critical table|crush]] - abdomen)&amp;lt;br&amp;gt;&lt;br /&gt;
Actual damage: 91&lt;br /&gt;
&lt;br /&gt;
a = 131.4 (raw damage)&amp;lt;br&amp;gt;&lt;br /&gt;
b = 337.8 (raw damage * 2) + crit damage (&#039;&#039;&#039;entered as negative&#039;&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
c = 115.9 (raw damage + crit damage + 0.5 - actual damage)&lt;br /&gt;
&lt;br /&gt;
Redux Factor: ~.408 (0.4077873841171237 is the X2 value from the online calculator).&lt;br /&gt;
&lt;br /&gt;
==Order of Operations==&lt;br /&gt;
This section contains a detailed explanation of the procedure (order of operations) used to calculate damage reduction (applies to [[Attack strength|AS]]-based attacks only).&lt;br /&gt;
&lt;br /&gt;
In the previous redux model, &#039;&#039;DFredux&#039;&#039;, the weapon [[damage factor]] (DF) was effectively reduced by a redux factor (RF) using the formula: .ceil((DF * (1-RF)) = DFr, where DFr is the reduced weapon DF and (DFr * endroll success margin) determined actual raw damage taken.  The critical rank with corresponding damage was based on the reduced raw damage but there was no critical damage reduction. It has remained an open question whether or not there is just 1 or 2 redux factors used in the current model (answer is 1) and the order of operations for reducing damage.&lt;br /&gt;
&lt;br /&gt;
The current model, &#039;&#039;Total Damage Reduction&#039;&#039;, consists of two parts. Part I functions similarly to DFredux:  the weapon damage factor is reduced by the redux factor and the resulting reduced [[raw damage]] determines the maximum [[critical]] rank. Part II includes an additional raw damage reduction plus critical damage reduction.&lt;br /&gt;
&lt;br /&gt;
===Part 1 (weapon damage factor reduction)===&lt;br /&gt;
&lt;br /&gt;
Formula for calculating the reduced weapon damage factor (designated DFr)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;DFr = .ceil((DF * (1-RF))&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, a [[broadsword]] has a normal damage factor of .200 vs plate armor. Against a character with RF .315 the broadsword&#039;s damage factor is reduced to .137&lt;br /&gt;
:&amp;lt;tt&amp;gt;.ceil((.200 * (1 - .315) = .137&amp;lt;/tt&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Part 2 (total damage reduction)===&lt;br /&gt;
&lt;br /&gt;
Formula for calculating total damage taken&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Total damage taken = (reduced raw damage + crit damage) - [[trunc]]((redux factor *(reduced raw dmg + crit dmg))&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Formula for calculating reduced raw damage taken&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;Reduced raw damage taken = round(DFr * (endroll - 100))&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You swing a gleaming rune-scribed [[maul]] at Drangell!&lt;br /&gt;
 AS: +803 vs DS: +520 with AvD: +41 + d100 roll: +68 = +392&lt;br /&gt;
 ... and &#039;&#039;&#039;hit for 91 points of damage&#039;&#039;&#039;!&lt;br /&gt;
 A mighty hit turns Drangell&#039;s insides to outsides!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon DF: .450 (perfect maul vs scale)&amp;lt;br&amp;gt;&lt;br /&gt;
Redux factor: .408&amp;lt;br&amp;gt;&lt;br /&gt;
Reduced weapon DF (DFr): .267 [.ceil((1 - .408) * 450)]&amp;lt;br&amp;gt;&lt;br /&gt;
Endroll - 100: 292&amp;lt;br&amp;gt;&lt;br /&gt;
Reduced raw damage: 78 [round(.267 * 292)]&amp;lt;br&amp;gt;&lt;br /&gt;
Critical damage: 75 (Rank 9 Crush, Abdomen)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Total damage taken = (78 + 75) - trunc(.408 * (78 + 75)) = &#039;&#039;&#039;91 total damage taken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weighting and Padding==&lt;br /&gt;
&lt;br /&gt;
*[[Critical weighting]]/padding is added to or subtracted from reduced raw damage. This adjusted value is used for maximum critical rank determination only. &lt;br /&gt;
&lt;br /&gt;
*[[Damage weighting]]/padding is added to or subtracted from the total calculated damage.&lt;br /&gt;
==Spell Penalty==&lt;br /&gt;
&lt;br /&gt;
Training in [[spell]]s will reduce a character&#039;s redux. This is a gradual reduction based on the number of spell ranks trained, but the exact formula is not currently known. There is some research which indicates that at one spell rank per level the penalty is approximately 34-38%. At two ranks per level the penalty is 100%.&lt;br /&gt;
&lt;br /&gt;
Example: A level 100 character with a redux factor of .360 decides to train 100 spell ranks. This character can expect that the spell penalty will lower their redux factor from .360 to approximately .225. With 200 spell ranks or greater they will lose their redux entirely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Training in magic skills other than spells has no effect on redux.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Redux Graph==&lt;br /&gt;
&lt;br /&gt;
It is not currently possible to determine the redux factor from redux points alone. The relationship is roughly logarithmic and somewhat level-dependent, as the following graph indicates:&lt;br /&gt;
&lt;br /&gt;
[[Image:Reduxlvls.JPG]]&lt;br /&gt;
&lt;br /&gt;
Note: Based on additional research the y-axis redux factor values are inaccurate. The relationship between redux points and redux factor is approximately 2/3rds of the these values.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Redux, and Things (saved post)]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Redux/view Officials folder]&lt;br /&gt;
[[category:Skills]]&lt;br /&gt;
[[category:Advanced Mechanics]]&lt;/div&gt;</summary>
		<author><name>SPYRIDONM4</name></author>
	</entry>
</feed>