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	<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=SURIAL"/>
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	<updated>2026-04-16T19:25:47Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.12</generator>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotting_Citadel_arbalester&amp;diff=256040</id>
		<title>Rotting Citadel arbalester</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotting_Citadel_arbalester&amp;diff=256040"/>
		<updated>2026-04-14T22:45:03Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Hunting strategies */ clarified that they do sweep, but rarely.&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 = 58&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 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 = 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 = Heavy crossbow&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 312&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 = Sweep&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 = 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 = 272&lt;br /&gt;
| Ranged = 261&lt;br /&gt;
| Bolt = 251&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 185&lt;br /&gt;
| CleTD = 202&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 173&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 224&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 224&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 = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A rusted conical helmet, wrapped in a band of buff and blue, sits above the empty eye sockets of a skull draped in the rotting remains of a rotting Citadel arbalester&#039;s face.  Residual juices drip from the head of the arbalester and down a ragged surcoat of buff and blue cinched with a tattered leather belt buckled with a rusted shield stamped with a large letter &amp;quot;E.&amp;quot;  A quiver hangs from the belt, flush with feathered bolts and within easy reach of the arbalester&#039;s gloved hands.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
It&#039;s well advised to somehow prevent arbalesters from firing at all unless you are absolutely certain they cannot hit you. Besides having a very short roundtime between shots (about 3 seconds), their arrows flare fire, so even a near-miss is potentially lethal, and successful shots hit the eyes often enough it&#039;s possible they are aiming for them. Stunning, inducing [[Roundtime|RT]] (e.g. [[Slow (504)]], [[Pious Trial (1602)]], etc), and removing an arm are all good options.&lt;br /&gt;
&lt;br /&gt;
They can sweep but don&#039;t do it very often.&lt;br /&gt;
&lt;br /&gt;
[[Vibration Chant (1002)]] works particularly well; their heavy crossbows, by virtue of crumbling once the arbalester is dead, will disappear into the shadows if chanted out of their hands, at which point they are limited to swinging at you with a fist which is essentially harmless. They will sometimes still sweep, keep that in mind if using this strategy.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Arbalesters can set their arrows on fire, which can then result in flares:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A rotting Citadel arbalester pulls a linen-wrapped bolt and a piece of flint from her quiver.  She strikes the flint against the bolt&#039;s metal tip and the linen is immediately set ablaze!&lt;br /&gt;
A rotting Citadel arbalester cocks her arbalest and loads it with a wooden burning bolt.&lt;br /&gt;
A rotting Citadel arbalester fires a wooden burning bolt at you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +312 vs DS: +306 with AvD: +22 + d100 roll: +96 = +124&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hits for 4 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Tap to the arm pricks some interest but not much else.&lt;br /&gt;
&amp;amp;nbsp;** As a rotting Citadel arbalester&#039;s burning bolt hits you, it emits a burst of flame! **&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 20 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Flames incinerate muscle tissue in neck exposing the trachea.  More than you ever wanted to see.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You are stunned for 4 rounds!&lt;br /&gt;
The burning bolt burns away into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 56&lt;br /&gt;
|levelm1 = 57&lt;br /&gt;
|level = 58&lt;br /&gt;
|levelp1 = 59&lt;br /&gt;
|levelp2 = 60&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Decaying_Citadel_guardsman&amp;diff=256039</id>
		<title>Decaying Citadel guardsman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Decaying_Citadel_guardsman&amp;diff=256039"/>
		<updated>2026-04-14T22:42:48Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &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 = 56&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 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 = 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 = Hammer of Kai&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 327&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 = Charge&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Trip&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 = 303&lt;br /&gt;
| Ranged = 216&lt;br /&gt;
| Bolt = 259&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 168&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 197&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 194&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 = 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;
Blazing white balefire fills the eye sockets of the &#039;&#039;&#039;Citadel guardsman&#039;&#039;&#039;, who is dressed in the deteriorating remains of a once resplendent uniform of buff and blue.  The taut, sinewy flesh stretched over the guardsman&#039;s exposed face and hands is riddled with gaping holes that reveal the desiccated remains of muscle and cartilage.  Gripped firmly in hands of exposed bone and flesh is an immaculate Hammer of Kai, which is aflame in a radiant white fire that burns along its blade.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
For some reason, they cannot be swept, even by a rogue who has mastered Sweep. Trying will result in roundtime and may leave the hunter in a kneeling position.&lt;br /&gt;
&lt;br /&gt;
Since they shake off stuns easily, removing a leg and then their weapon arm may be a good idea.&lt;br /&gt;
&lt;br /&gt;
Their only threat is the rather hard hitting Hammer of Kai that they hold, especially if it is a red steel one. Singing it out of their hands with [[Vibration Chant (1002)]] is a good answer to them: Their usual weapon will roll into the shadows and disappear, though red steel hammers of kai will simply drop to the floor, so be ready to pick them up and stow them or put them in a disk. Red steel hammers of kai can still shatter on a high enough warding roll; if you intend to sell them, keep that in mind.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Although their default weapon is a tarnished and rusted [[Hammer of Kai]], sometimes they spawn with a polished red steel Hammer of Kai, which has [[plasma critical table|plasma flares]].  Most other creatures will readily snatch up this weapon if it is left on the ground; for this reason, and because they nominally sell for 1500 silvers at the pawnshop, it is a good idea to bring in a [[Floating Disk (511)|disk]] in which to stash them.  These red Hammers also have a special maneuver attack:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!&lt;br /&gt;
&lt;br /&gt;
One of the brilliant white motes heads right for you!&lt;br /&gt;
You struggle as you try to avoid a mote of radiant white energy, falling to the floor just as it hits you with a searing blast!&lt;br /&gt;
&lt;br /&gt;
... 75 points of damage!&lt;br /&gt;
Muscle and bone blasted to pieces by searing wave of energy!&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;
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!&lt;br /&gt;
&lt;br /&gt;
One of the brilliant white motes heads right for you!&lt;br /&gt;
A mote of radiant white energy passes harmlessly by you!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A decaying Citadel guardsman marches into the room shouting, &amp;quot;The Citadel will not fall, you troll scum!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman paces anxiously back and forth muttering, &amp;quot;Mother&#039;s mercy, when will those drums cease?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman hefts his red steel Hammer of Kai, readying himself for battle.&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman kneels and murmurs a short prayer before rising back to her feet.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 54&lt;br /&gt;
|levelm1 = 55&lt;br /&gt;
|level = 56&lt;br /&gt;
|levelp1 = 57&lt;br /&gt;
|levelp2 = 58&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Floating_Disk_(511)&amp;diff=256005</id>
		<title>Floating Disk (511)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Floating_Disk_(511)&amp;diff=256005"/>
		<updated>2026-04-14T03:13:06Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: clarified / corrected air lore: non-wizards DO get the benefit of it, at half ranks, and not when casting disk at others.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = FLOATDISK&lt;br /&gt;
 | type = Utility &lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | subtype = Container&lt;br /&gt;
 | components = None&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{Major elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&#039;&#039;&#039;Floating Disk&#039;&#039;&#039; can hold objects for a character and will follow the character as he travels.&amp;lt;section end=description /&amp;gt;  It has a base item limit of 8 items (this includes items inside other items).  Players can increase the item limit by training in [[Elemental Lore, Air]].  Disks also have a hard weight limit of 500 pounds that cannot be increased.   Disk descriptions can be changed by holding a gem or through [[attunement]], as described below.&lt;br /&gt;
&lt;br /&gt;
Disk can be cast at others, but this will always produce a base item disk (a limit of 8 items). Air lore only applies if the disk is self-cast. If casting disk at yourself (a wizard casting it, or via a [[black crystal]], or any other way), the usual rules apply: If using a magic item or scroll, because this is a spell from a major list, half of the activator&#039;s lore ranks are applied.&lt;br /&gt;
&lt;br /&gt;
Locked treasure chests count as 1/3 (rounded up) for item count storage capacity. Character locked treasure chests do not receive this benefit. &lt;br /&gt;
&lt;br /&gt;
Unlike most spells, floating disk has an indefinite duration.  As long as the character remains logged in (and alive) the disk should remain.  If a player logs out or is disconnected, the disk will remain around for a few minutes in case the player is able to reconnect.  Upon [[death]], or if the player does not reconnect, the disk will vanish and all items will be deposited onto the ground.  Any items lost in this manner will not be replaced by staff and players are advised to never place precious items in a disk.&lt;br /&gt;
&lt;br /&gt;
[[AMBUSH (verb)|Ambushers]] sometimes use disks to signal that they are hunting in a stealthy fashion.  Thus, if one sees a disk and a creature in the same space, it is quite possible that there is a [[hidden]] ambusher there also.  Common courtesy may then suggest that one heeds this.&lt;br /&gt;
&lt;br /&gt;
This spell is commonly found in [[black crystal]]s.&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
*{{boldmono|[[INCANT]] 511}} to self-cast a disk.&lt;br /&gt;
*{{boldmono|[[PREP]] 511 {{!}} [[CAST]] {player} }}to give someone else a disk or use caster&#039;s name as target for a self-cast plain disk.&lt;br /&gt;
*{{boldmono|[[PREP]] 511 {{!}} [[CAST]] {gem} }} to self-cast a disk with a specific color.  This will consume the gem in the process.&lt;br /&gt;
&lt;br /&gt;
Disks can be {{boldmono|[[OPEN]]}}ed and {{boldmono|[[CLOSE]]}}d.  {{boldmono|[[TURN]]}}ing a disk will empty the entire contents onto the ground at once.  The spell can be ended via the {{boldmono|[[DISMISS]]}} verb.&lt;br /&gt;
&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
Training in [[Elemental Lore, Air]] increases a disk&#039;s capacity from the base of 8 items by seed 10 [[summation]] of ranks. &lt;br /&gt;
&amp;lt;section begin=Air_Lore_Disk_Capacity/&amp;gt;&lt;br /&gt;
{| {{prettytable|text-align:center;}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Air ranks||0||10||21||33||46||60||75||91||108||126||145||165||186||208||231&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total disk capacity||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;section end=Air_Lore_Disk_Capacity/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Changing Disk Descriptions ==&lt;br /&gt;
Wizards can cast on certain [[gem]]s or items held on their person while casting this spell to affect the description of the disk.  The gem will be lost.  If no gem or item is used a somewhat random description will be added to the disk, though a wizard&#039;s [[attunement]] has some effect on this.  If a wizard would like a plain disk (or has a disk customization unlocked) he should cast the spell at himself instead of just casting in an open manner. Non-wizards will always receive a disk with the plain description no matter the method used (wizard cast, black crystal, scroll, etc.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(&amp;lt;i&amp;gt;Theory: Without using gems, attuned wizards have a propensity to get certain disks.  To wit: air=translucent, fire=fiery red, water=icy blue, earth=earth brown, lightning=sparkling.  A randomly attuned wizard can get all five.&amp;lt;/i&amp;gt;)&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;200&amp;quot;|Spinels&lt;br /&gt;
|-&lt;br /&gt;
| blue spinel ||icy blue or frost white&lt;br /&gt;
|-&lt;br /&gt;
| pink spinel ||earth brown or granite&lt;br /&gt;
|-&lt;br /&gt;
| red spinel ||fiery red or scorched&lt;br /&gt;
|-&lt;br /&gt;
| violet spinel ||sparkling or iridescent&lt;br /&gt;
|-&lt;br /&gt;
| yellow spinel ||iridescent&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;125&amp;quot;|Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| aquamarine gem||aquamarine&lt;br /&gt;
|-&lt;br /&gt;
| banded sardonyx stone||lopsided or slim&lt;br /&gt;
|-&lt;br /&gt;
| blue lapis lazuli||blue&lt;br /&gt;
|-&lt;br /&gt;
| deep purple amethyst||deep purple&lt;br /&gt;
|-&lt;br /&gt;
| deep red carbuncle||red&lt;br /&gt;
|-&lt;br /&gt;
| golden amber||golden&lt;br /&gt;
|-&lt;br /&gt;
| mottled agate||mottled&lt;br /&gt;
|-&lt;br /&gt;
| pale blue moonstone||blue&lt;br /&gt;
|-&lt;br /&gt;
| piece of green jade||green&lt;br /&gt;
|-&lt;br /&gt;
| rose quartz||rose&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Zircons&lt;br /&gt;
|-&lt;br /&gt;
| brown||brown&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| green||green&lt;br /&gt;
|-&lt;br /&gt;
| yellow||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Tourmalines&lt;br /&gt;
|-&lt;br /&gt;
| black||black&lt;br /&gt;
|-&lt;br /&gt;
| blue||blue&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| green||green&lt;br /&gt;
|-&lt;br /&gt;
| pink||pink&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Pearls&lt;br /&gt;
|-&lt;br /&gt;
| tiny black pearl||black&lt;br /&gt;
|-&lt;br /&gt;
| tiny white pearl||white&lt;br /&gt;
|-&lt;br /&gt;
| grey pearl||grey&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot; align=&amp;quot;center&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;150&amp;quot;|Jaspers&lt;br /&gt;
|-&lt;br /&gt;
| black jasper||cracked or revolving&lt;br /&gt;
|-&lt;br /&gt;
| red jasper||revolving or spinning&lt;br /&gt;
|-&lt;br /&gt;
| yellow jasper||spinning or pulsating&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Topaz&lt;br /&gt;
|-&lt;br /&gt;
| blue topaz||blue&lt;br /&gt;
|-&lt;br /&gt;
| golden topaz||yellow&lt;br /&gt;
|-&lt;br /&gt;
| pink topaz||pink&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Sapphires&lt;br /&gt;
|-&lt;br /&gt;
| clear||clear&lt;br /&gt;
|-&lt;br /&gt;
| violet||violet&lt;br /&gt;
|-&lt;br /&gt;
| yellow||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;100&amp;quot;|Diamonds&lt;br /&gt;
|-&lt;br /&gt;
| uncut diamond||white&lt;br /&gt;
|-&lt;br /&gt;
| yellow diamond||yellow&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; width=&amp;quot;75&amp;quot;|Corals&lt;br /&gt;
|-&lt;br /&gt;
| black||black&lt;br /&gt;
|-&lt;br /&gt;
| blue||blue&lt;br /&gt;
|-&lt;br /&gt;
| red||red&lt;br /&gt;
|}&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
;Not Used&lt;br /&gt;
{| width=100%&lt;br /&gt;
|- valign=top&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*amethyst&lt;br /&gt;
:*bright chrysoberyl gem&lt;br /&gt;
:*carnelian quartz&lt;br /&gt;
:*dark red-green bloodstone&lt;br /&gt;
:*dragonseye sapphire&lt;br /&gt;
:*fire opal&lt;br /&gt;
:*fiery jacinth&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*golden beryl gem&lt;br /&gt;
:*green malachite stone&lt;br /&gt;
:*green garnet&lt;br /&gt;
:*lavender shimmarglin sapphire&lt;br /&gt;
:*orange imperial topaz&lt;br /&gt;
:*pale water sapphire&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*periwinkle feystone&lt;br /&gt;
:*piece of citrine quartz&lt;br /&gt;
:*pink rhodocrosite stone&lt;br /&gt;
:*polished jet stone&lt;br /&gt;
:*quartz crystal&lt;br /&gt;
:*rock crystal&lt;br /&gt;
:*shimmertine shard&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
| width = 25% |&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
:*silvery moonstone&lt;br /&gt;
:*smoky glimaerstone&lt;br /&gt;
:*spiderweb obsidian&lt;br /&gt;
:*spiderweb turquoise&lt;br /&gt;
:*star diopside&lt;br /&gt;
:*star sapphire&lt;br /&gt;
:*turquoise stone&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=16 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Whites&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Grey&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Granite&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Black&lt;br /&gt;
!style=&amp;quot;background:purple;font-size: 80%&amp;quot;|Purple&lt;br /&gt;
!style=&amp;quot;background:violet;font-size: 80%&amp;quot;|Violet&lt;br /&gt;
!style=&amp;quot;background:Red;font-size: 80%&amp;quot;|Red &lt;br /&gt;
!style=&amp;quot;background:#FF1493;font-size: 80%&amp;quot;|Pink&lt;br /&gt;
!style=&amp;quot;background:#FBCCE7;font-size: 80%&amp;quot;|Rose&lt;br /&gt;
!style=&amp;quot;background:orange;font-size: 80%&amp;quot;|Orange&lt;br /&gt;
!style=&amp;quot;background:gold;font-size: 80%&amp;quot;|Golden&lt;br /&gt;
!style=&amp;quot;background:yellow;font-size: 80%&amp;quot;|Yellow &lt;br /&gt;
!style=&amp;quot;background:Aquamarine;font-size: 80%&amp;quot;|Aquamarine &lt;br /&gt;
!style=&amp;quot;background:Green;font-size: 80%&amp;quot;|Green&lt;br /&gt;
!style=&amp;quot;background:Blue;font-size: 80%&amp;quot;|Blue &lt;br /&gt;
!style=&amp;quot;background:#6D351A;font-size: 80%&amp;quot;|Browns&lt;br /&gt;
|-&lt;br /&gt;
|colspan=16 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;height:15px&amp;quot; |&lt;br /&gt;
&#039;&#039;&#039;Other Effects&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Cracked&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Iridescent &lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Pulsating&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Revolving&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Scorched &lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Sparkling&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Lopsided&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Spinning&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Mottled&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Slim&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Translucent&lt;br /&gt;
!style=&amp;quot;background:Grey;font-size: 80%&amp;quot;|Clear&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
!style=&amp;quot;background:Grey;&amp;quot;|&lt;br /&gt;
|}{{top}}&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Initial cast:&lt;br /&gt;
&amp;lt;pre{{Log2}}&amp;gt;&lt;br /&gt;
A small circular container suddenly appears and floats rather serenely over to you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Wearing off:&lt;br /&gt;
&amp;lt;pre{{Log2}}&amp;gt;&lt;br /&gt;
The &amp;lt;color&amp;gt; &amp;lt;person&amp;gt;&#039;s disk disintegrates, dropping everything on the ground.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:black crystal}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Custom Floating Disk]]&lt;br /&gt;
*[[Antique Brass Lantern]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#511 Major Elemental Spell Circle: Floating Disk], on Play.net&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Decaying_Citadel_guardsman&amp;diff=255934</id>
		<title>Decaying Citadel guardsman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Decaying_Citadel_guardsman&amp;diff=255934"/>
		<updated>2026-04-12T20:43:22Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Hunting strategies */ Added a note about using vib chant against them.&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 = 56&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 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 = 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 = Hammer of Kai&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 327&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 = Charge&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Trip&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 = 303&lt;br /&gt;
| Ranged = 216&lt;br /&gt;
| Bolt = 259&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 168&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 197&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 194&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 = 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;
Blazing white balefire fills the eye sockets of the &#039;&#039;&#039;Citadel guardsman&#039;&#039;&#039;, who is dressed in the deteriorating remains of a once resplendent uniform of buff and blue.  The taut, sinewy flesh stretched over the guardsman&#039;s exposed face and hands is riddled with gaping holes that reveal the desiccated remains of muscle and cartilage.  Gripped firmly in hands of exposed bone and flesh is an immaculate Hammer of Kai, which is aflame in a radiant white fire that burns along its blade.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
For some reason, they cannot be swept, even by a rogue who has mastered Sweep. Trying will result in roundtime and may leave the hunter in a kneeling position.&lt;br /&gt;
&lt;br /&gt;
Since they shake off stuns easily, removing a leg and then their weapon arm may be a good idea.&lt;br /&gt;
&lt;br /&gt;
Their only threat is the rather hard hitting Hammer of Kai that they hold, especially if it is a red steel one. Singing it out of their hands with [[Vibration Chant (1002)]] is a good answer to them: Their usual weapon will roll into the shadows and disappear, though red steel hammers of kai will simply drop to the floor, so be ready to pick them up and stow them or put them in a disk. Red steel hammers of kai can still shatter on a high enough warding roll; if your intent it to sell them, keep that in mind.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Although their default weapon is a tarnished and rusted [[Hammer of Kai]], sometimes they spawn with a polished red steel Hammer of Kai, which has [[plasma critical table|plasma flares]].  Most other creatures will readily snatch up this weapon if it is left on the ground; for this reason, and because they nominally sell for 1500 silvers at the pawnshop, it is a good idea to bring in a [[Floating Disk (511)|disk]] in which to stash them.  These red Hammers also have a special maneuver attack:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!&lt;br /&gt;
&lt;br /&gt;
One of the brilliant white motes heads right for you!&lt;br /&gt;
You struggle as you try to avoid a mote of radiant white energy, falling to the floor just as it hits you with a searing blast!&lt;br /&gt;
&lt;br /&gt;
... 75 points of damage!&lt;br /&gt;
Muscle and bone blasted to pieces by searing wave of energy!&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;
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!&lt;br /&gt;
&lt;br /&gt;
One of the brilliant white motes heads right for you!&lt;br /&gt;
A mote of radiant white energy passes harmlessly by you!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A decaying Citadel guardsman marches into the room shouting, &amp;quot;The Citadel will not fall, you troll scum!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman paces anxiously back and forth muttering, &amp;quot;Mother&#039;s mercy, when will those drums cease?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman hefts his red steel Hammer of Kai, readying himself for battle.&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman kneels and murmurs a short prayer before rising back to her feet.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 54&lt;br /&gt;
|levelm1 = 55&lt;br /&gt;
|level = 56&lt;br /&gt;
|levelp1 = 57&lt;br /&gt;
|levelp2 = 58&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vibration_Chant_(1002)&amp;diff=255933</id>
		<title>Vibration Chant (1002)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vibration_Chant_(1002)&amp;diff=255933"/>
		<updated>2026-04-12T20:41:26Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added the concept of &amp;#039;crumbly items will roll away instead of being dropped&amp;#039;, with an example.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = VIBCHANT&lt;br /&gt;
 | duration = Instant&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]], Disabling&lt;br /&gt;
 | target = Single target&lt;br /&gt;
 | interval = One-shot&lt;br /&gt;
 | dtype = [[Hitpoint]] (if item explodes)&lt;br /&gt;
 | status = Stun is possible&lt;br /&gt;
 | ctype = [[Impact critical table|Impact]]&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Vibration Chant&#039;&#039;&#039; direct&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Directs&amp;lt;/includeonly&amp;gt; a [[bard]]&#039;s voice at an object that a player [[character]] or [[creature]] is holding in order to attempt to vibrate the item out of the wielder&#039;s hand.&amp;lt;section end=description /&amp;gt;  A [[warding]] check is made to see if the item is dropped. With endrolls of 150 or greater total item destruction will result. When this shattering  occurs it will also inflict [[Impact critical table|critical damage]] to the target.&lt;br /&gt;
&lt;br /&gt;
This spellsong can be very useful in disabling creatures by getting rid of their weapons and/or shields for a very small [[mana]] cost.&lt;br /&gt;
&lt;br /&gt;
If the item that is dropped is &#039;crumbly&#039; (crumbles or decays immediately if interacted with once the creature that held it dies; many newer creatures have crumbly gear), then instead of falling to the ground on a warding roll between 101 and 150, it&#039;ll roll away and disappear, which is rather convenient: That stops the creature (or another one in the area) from picking it up. If that is not possible, you may have to pick it up yourself to ensure the creature doesn&#039;t pick it back up again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: It is not possible to shatter enchanted weapons.&#039;&#039;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
&lt;br /&gt;
Training in [[Mental Lore, Manipulation]] increases the chance to cause the target&#039;s weapon/shield to explode by reducing the endroll minimum.  The minimum number of ranks to receive this benefit is one. With lore training there is a minimum endroll reduction bonus of 2 plus an additional reduction based on lore ranks. For ranks 1 to 5 the reduction is 1.2 per rank, ranks 6 to 10 (0.8 per rank), ranks 11 to 15 (0.6 per rank). The bonus for ranks &amp;gt;15 has not been sufficiently tested. &lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
5 ranks will reduce the minimum ER required to shatter an item from ER 150 to ER 142.&lt;br /&gt;
&lt;br /&gt;
:{{mono|2 base + (5 * 1.2 per rank) &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 8 total reduction}}&lt;br /&gt;
&lt;br /&gt;
10 ranks will reduce the minimum ER from 150 to 138.&lt;br /&gt;
&lt;br /&gt;
:{{mono|2 base + (5 * 1.2) + (5 * 0.8) &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 12 total reduction}}&lt;br /&gt;
&lt;br /&gt;
If the target is stunned, there is a flat reduction of 20 to the minimum ER threshold for shattering an item. This is in addition to any lore bonus. As an example, with 5 lore ranks the minimum endroll for shattering an item when the target is stunned is ER 122.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
;Shaking item loose&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You change your tune slightly, adding the element for Vibration Chant to your song...&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
You weave another verse into your harmony, directing the sound of your voice at a skeleton.&lt;br /&gt;
CS: +46 - TD: +3 + CvA: +25 + d100: +66 == +134&lt;br /&gt;
Warding failed!&lt;br /&gt;
You focus your voice on the skeleton&#039;s dagger, shaking its grip on it until the dagger falls to the ground.&lt;br /&gt;
Sing Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Item disappears&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You change your tune slightly, adding the element for Vibration Chant to your song...&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
You weave another verse into your harmony, directing the sound of your voice at a rotting Citadel arbalester.&lt;br /&gt;
  CS: +236 - TD: +185 + CvA: +8 + d100: +80 == +139&lt;br /&gt;
  Warding failed!&lt;br /&gt;
You focus your voice on the Citadel arbalester&#039;s oak and steel arbalest, shaking her grip on it until the arbalest falls to the ground and into the shadows!&lt;br /&gt;
Sing Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Shattering item w/critical damage&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You change your tune slightly, adding the element for Vibration Chant to your song...&lt;br /&gt;
Your spellsong is ready.&lt;br /&gt;
You weave another verse into your harmony, directing the sound of your voice at a fanged goblin.&lt;br /&gt;
CS: +46 - TD: +6 + CvA: +11 + d100: +93 == +144&lt;br /&gt;
Warding failed!&lt;br /&gt;
You focus your voice on a fanged goblin&#039;s handaxe with perfect resonance, causing it to shatter into thousands of tiny pieces!&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
Strong blow breaks neck!&lt;br /&gt;
The fanged goblin falls to the ground, kicks several times and dies.&lt;br /&gt;
Sing Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1002 Bard Base Spell Circle: Vibration Chant], on Play.net&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotting_Citadel_arbalester&amp;diff=255932</id>
		<title>Rotting Citadel arbalester</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotting_Citadel_arbalester&amp;diff=255932"/>
		<updated>2026-04-12T20:37:14Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Hunting strategies */&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 = 58&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 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 = 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 = Heavy crossbow&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 312&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 = Sweep&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 = 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 = 272&lt;br /&gt;
| Ranged = 261&lt;br /&gt;
| Bolt = 251&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 185&lt;br /&gt;
| CleTD = 202&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 173&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 224&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 224&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 = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A rusted conical helmet, wrapped in a band of buff and blue, sits above the empty eye sockets of a skull draped in the rotting remains of a rotting Citadel arbalester&#039;s face.  Residual juices drip from the head of the arbalester and down a ragged surcoat of buff and blue cinched with a tattered leather belt buckled with a rusted shield stamped with a large letter &amp;quot;E.&amp;quot;  A quiver hangs from the belt, flush with feathered bolts and within easy reach of the arbalester&#039;s gloved hands.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
It&#039;s well advised to somehow prevent arbalesters from firing at all unless you are absolutely certain they cannot hit you. Besides having a very short roundtime between shots (about 3 seconds), successful shots hit the eyes often enough it&#039;s possible they are aiming for them. Stunning, inducing [[Roundtime|RT]] (e.g. [[Slow (504)]], [[Pious Trial (1602)]], etc), and removing an arm are all good options.&lt;br /&gt;
&lt;br /&gt;
[[Vibration Chant (1002)]] works particularly well; their heavy crossbows, by virtue of crumbling once the arbalester is dead, will disappear into the shadows if chanted out of their hands, and they are essentially harmless at that point.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Arbalesters can set their arrows on fire, which can then result in flares:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A rotting Citadel arbalester pulls a linen-wrapped bolt and a piece of flint from her quiver.  She strikes the flint against the bolt&#039;s metal tip and the linen is immediately set ablaze!&lt;br /&gt;
A rotting Citadel arbalester cocks her arbalest and loads it with a wooden burning bolt.&lt;br /&gt;
A rotting Citadel arbalester fires a wooden burning bolt at you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +312 vs DS: +306 with AvD: +22 + d100 roll: +96 = +124&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hits for 4 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Tap to the arm pricks some interest but not much else.&lt;br /&gt;
&amp;amp;nbsp;** As a rotting Citadel arbalester&#039;s burning bolt hits you, it emits a burst of flame! **&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 20 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Flames incinerate muscle tissue in neck exposing the trachea.  More than you ever wanted to see.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You are stunned for 4 rounds!&lt;br /&gt;
The burning bolt burns away into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 56&lt;br /&gt;
|levelm1 = 57&lt;br /&gt;
|level = 58&lt;br /&gt;
|levelp1 = 59&lt;br /&gt;
|levelp2 = 60&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Putrefied_Citadel_herald&amp;diff=255931</id>
		<title>Putrefied Citadel herald</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Putrefied_Citadel_herald&amp;diff=255931"/>
		<updated>2026-04-12T20:35:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Hunting strategies */&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 = 60&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 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 = 240&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 = Runestaff&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 302&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = Fire Spirit (111)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 298 - 318&lt;br /&gt;
| BT2 = Web Bolt (118)&lt;br /&gt;
| BTB = 290&lt;br /&gt;
| WD1 = Bind (214)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 273 - 279&lt;br /&gt;
| WD2 = Interference (212)&lt;br /&gt;
| WDB = ?&lt;br /&gt;
| WD3 = Searing Light (135)&lt;br /&gt;
| WDC = 270&lt;br /&gt;
| WD4 = Silence (210)&lt;br /&gt;
| WDD = 273&lt;br /&gt;
| WD5 = Unbalance (110)&lt;br /&gt;
| WDE = ?&lt;br /&gt;
| WD6 = Wither (1115)&lt;br /&gt;
| WDF = 285&lt;br /&gt;
| WD7 = Divine Wrath (335)&lt;br /&gt;
| WDG = 273&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 = Web (118)&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 = 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 = 303&lt;br /&gt;
| Ranged = 279&lt;br /&gt;
| Bolt = 239&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 232&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 242&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 280&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 283&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 276&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Fasthr&#039;s Reward (115)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Lesser Shroud (120)&lt;br /&gt;
| DSP3 = Prayer of Protection (303)&lt;br /&gt;
| DSP4 = Spirit Shield (202)&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;Maggots crawl and writhe in the eye sockets of a putrefied Citadel herald.  Replete in immaculate costume, the herald stands stiffly with an expression of disdain on her withered face of grey putrified skin.  A large signet ring graces one of her two large wrinkled hands patiently folded one over the other.  A polished, leather scroll case hangs at the herald&#039;s side, embossed with a large letter &amp;quot;E.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Their spells are the obvious threat (unless they pick up a red steel hammer of kai, which they will if it is there), so once you&#039;ve dealt with that, they can be ignored. They are much more dangerous when mixed with other citadel denizens, due to their ability to cast web and unbalance.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
Putrefied Citadel herald are capable of casting all three versions of [[Web (118)]], making it wise to {{boldmono|[[LOOK (verb)|LOOK]]}} before exiting a room they&#039;re in to ensure they haven&#039;t cast the area version.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
A putrefied Citadel herald dismissively states, &amp;quot;The Citadel fall? Indulge in your fantasies elsewhere.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
While webbed:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=325px}}&amp;gt;&lt;br /&gt;
A putrefied Citadel herald glares ahead and softly says, &amp;quot;Your paltry festival magic trick will not hold me, barbarian.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 58&lt;br /&gt;
|levelm1 = 59&lt;br /&gt;
|level = 60&lt;br /&gt;
|levelp1 = 61&lt;br /&gt;
|levelp2 = 62&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ranged_Weapons&amp;diff=255917</id>
		<title>Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ranged_Weapons&amp;diff=255917"/>
		<updated>2026-04-11T12:47:34Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: The page oversimplified by stating that cocking always takes 2 seconds (for hand xbows cocking is 1 second).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, which include bows and crossbows, are used to launch ammunition at enemies from a distance.&lt;br /&gt;
&lt;br /&gt;
When held in the &#039;&#039;&#039;left hand&#039;&#039;&#039;, missile weapons function normally as ranged weapons. However, in a pinch the user may switch the weapon to the right hand, where it may be used as a melee weapon. In this situation, the user&#039;s [[Defensive Strength]] will be also calculated based on the appropriate melee weapon skill instead of ranged weapons skill.&lt;br /&gt;
&lt;br /&gt;
To use a ranged weapon, the user should have a bundle of ammunition (arrows for bows, or bolts for crossbows) in their inventory. Use the {{boldmono|[[READY]]}} command to select the ammunition (for example: {{boldmono|READY AMMO MY ARROWS}}). Most ammo bundles have infinite uses, so this only needs to be done once. Then use the {{boldmono|[[FIRE]]}} command to attack.&lt;br /&gt;
&lt;br /&gt;
Bows have a firing [[roundtime]] determined by the base roundtime subtracted by one&#039;s [[strength]] bonus divided by ten.  So, in order to get a 3 second RT using a long bow, the archer needs a strength bonus of 40. The strength bonus takes into account spells, [[enhancive]]s, and [[Surge of Strength]].  Sniping (shooting a target from hiding) and aiming (using the [[AIM (verb)|aim]] verb with the option of anything but random) each add one second to the shooter&#039;s roundtime.  These are cumulative, so a shot with a long bow from hiding that is aiming at the left eye will incur a nine second roundtime when shooting without any strength bonus. The minimum firing roundtime is 3 seconds, including if sniping/aiming.&lt;br /&gt;
&lt;br /&gt;
Crossbows have a fixed roundtime of 4 seconds for hand/light crossbows and 5 seconds for heavy crossbows, not affected by strength and regardless of aiming or sniping. Crossbows may be {{boldmono|[[COCK]]}}ed prior to firing, which immediately takes 2 seconds of roundtime (1 second for a hand crossbow) but will reduce the subsequent firing roundtime by that amount. (For example, a light crossbow can cock for 2 seconds then fire in 2 seconds.)&lt;br /&gt;
&lt;br /&gt;
== Max Ranks and Training Point costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 4/2&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 9/3&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 14/3&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 4/1&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 6/2&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 3/1&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 3/1&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 14/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 2/1&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 14/3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Damage Factors and Attack versus Defense ==&lt;br /&gt;
&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table short bow}}&lt;br /&gt;
{{Weapon table composite bow}}&lt;br /&gt;
{{weapon table long bow}}&lt;br /&gt;
{{Weapon table hand crossbow}}&lt;br /&gt;
{{Weapon table light crossbow}}&lt;br /&gt;
{{Weapon table heavy crossbow}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
&lt;br /&gt;
==Arrow/Bolt Tips==&lt;br /&gt;
&lt;br /&gt;
As per the recent archery updates, you may now add different arrow/bolt tip types to your bundles to adjust how they perform under different circumstances. &lt;br /&gt;
&lt;br /&gt;
In order to do so, you must have 400 ranks in the [[Fletching|fletching skill]]. Hold 10 of the tip type you wish to add in the LEFT HAND and a bundle of the bolt/arrows you wish to modify in the RIGHT HAND. Type FLETCH TIP and it will ask you if you wish to confirm, warning you that all changes are permanent and the damage type will be changed from its current type to the new type. Type FLETCH TIP once more to continue.&lt;br /&gt;
&lt;br /&gt;
A table outlining the four arrow/bolt tip types and how they adjust your arrow or bolt:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Tip&lt;br /&gt;
!DF Bonus/Penalty &lt;br /&gt;
!AvD Bonus/Penalty&lt;br /&gt;
!Damage Type&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Broadhead (Default)&#039;&#039;&#039;&lt;br /&gt;
|.000 &lt;br /&gt;
|0&lt;br /&gt;
| [[Puncture critical table|Puncture]] (66%)/[[Slash critical table|Slash]] (33%)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Blunt&#039;&#039;&#039;&lt;br /&gt;
| -.050&lt;br /&gt;
| +10&lt;br /&gt;
| [[Unbalance critical table|Unbalance]]&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Bodkin Point&#039;&#039;&#039;&lt;br /&gt;
| See below&lt;br /&gt;
| +5 vs Chain/Plate&lt;br /&gt;
| [[Puncture critical table|Puncture]] (66%)/[[Slash critical table|Slash]] (33%)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Crescent&#039;&#039;&#039;&lt;br /&gt;
|.000&lt;br /&gt;
| 0&lt;br /&gt;
| [[Slash critical table|Slash]] (83%)/[[Puncture critical table|Puncture]] (16%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In the case of the bodkin point, the exact [[Damage Factor|DF]] changes are as follows: Cloth -0.050, Leather -0.025, Scale -0.010 Chain +0.025, Plate +0.015&lt;br /&gt;
&lt;br /&gt;
As you can see, this makes the bodkin point superior to a normal arrow tip against chain and plate, but worse against scale and lower.&lt;br /&gt;
&lt;br /&gt;
== Attack Strength ==&lt;br /&gt;
&lt;br /&gt;
Ranged [[Attack Strength]] (AS) is calculated using the formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;margin-left:2em; margin-top:1em; margin-bottom:1em; padding-left:0; padding-top:0; padding-bottom:0; border:none; background:none&amp;quot;&amp;gt;&lt;br /&gt;
Ranged AS =   DEX Bonus&lt;br /&gt;
            + Ranged Weapons Skill Bonus&lt;br /&gt;
            + [(Perception Ranks - 40) / 4]&lt;br /&gt;
            + [(Ambush Ranks - 40) / 4]&lt;br /&gt;
            + Weapon Enchantment&lt;br /&gt;
            + Crossbow Kneeling Bonus&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is then multiplied by [[STANCE]].&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*DEX Bonus is directly calculated from the character&#039;s [[Dexterity]]&lt;br /&gt;
*Perception only gives additional AS up to 2x ranks per level, even if a character can train more ranks or uses skill enhancive items. For example, at level 50, up to 102 ranks in Perception will count towards ranged AS.&lt;br /&gt;
*The bonus from Ambush can exceed 2x with enhancives.&lt;br /&gt;
*The -40 to ranks in the formula never results in a negative number. The bonus does not start till you have 40 ranks in either skill.&lt;br /&gt;
*Weapon Enchantment - &#039;&#039;&#039;The entire enchant comes from the bow/crossbow itself&#039;&#039;&#039;. Prior to the ranged changes, the enchant on the arrow stacked with the enchant on the bow up to 10x. Except in the case of special quivers and bows, this is no longer the case.&lt;br /&gt;
*While firing a light or heavy crossbow, kneeling or lying down adds +30 AS. This bonus does not apply to the hand crossbow.&lt;br /&gt;
&lt;br /&gt;
Those with 500 ranks in [[Fletching|fletching]] can give their bundle of ammo +5 [[AvD]] for 100 shots, once per hour. To do this, hold the ammo bundle you wish to modify in your RIGHT HAND and type FLETCH MASTER.&lt;br /&gt;
&lt;br /&gt;
== Critical Weighting ==&lt;br /&gt;
&lt;br /&gt;
Critical weighting is applied to ranged attacks using the formula: trunc((INT + WIS) / 6).&amp;lt;ref&amp;gt;GM Naijin, [https://discordapp.com/channels/226045346399256576/532373273816858636/692608410356809738 &amp;quot;Conversation About Statistics-Related CER&amp;quot;], &#039;&#039;GemStone IV Discord#Mechanics&#039;&#039;, 2020-03-26T05:35:00Z&amp;lt;/ref&amp;gt; The following table shows the aforementioned relationship.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
:{| {{prettytable|1=text-align:center; width:100%; margin-left:0px;}}&lt;br /&gt;
!align=right style=&amp;quot;width:240px;&amp;quot;|[[Intuition]] + [[Wisdom]] Bonus||0||6||12||18||24||30||36||42||48||54||60||66||72||78||84||90||96&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Critical Weighting&lt;br /&gt;
|0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Aiming ==&lt;br /&gt;
&lt;br /&gt;
The chance to hit the left or right eye of a target is capped at 75%.&amp;lt;ref&amp;gt;GM Naijin, [https://discordapp.com/channels/226045346399256576/532373273816858636/696456495122087970 &amp;quot;Conversation About Aiming Ranged Weapons&amp;quot;], &#039;&#039;GemStone IV Discord#Mechanics&#039;&#039;, 2020-04-05T20:29:00Z&amp;lt;/ref&amp;gt; Characters can achieve this through skill alone before level cap against like-level creatures with normal conditions.&lt;br /&gt;
&lt;br /&gt;
For more granular breakdown and specific evaluation, see the aiming formula: [[Aiming Success]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[The Art of the Bow (guide)|The Art of the Bow: Guide]]&lt;br /&gt;
*[[Starchitin&#039;s rogue sniper guide]]&lt;br /&gt;
*[[Puncture critical table]]&lt;br /&gt;
*[[Sighting]]&lt;br /&gt;
*[[List of woods]]&lt;br /&gt;
*[https://docs.google.com/document/d/1Z6rt_HxSgSrmAoOwhVKmlgjG5vvSkHRn8c6CConnS7U/edit 2020 Archery Update]&lt;br /&gt;
*[https://docs.google.com/spreadsheets/d/1vXaTvjynMs0yMzKWQBzWD3PExKSzvUo2De-XyPkbBGc/edit#gid=0 Combined AvD/DF of Ammo Tips]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[http://www.play.net/gs4/info/armory/missileweapons.asp Missile Weapons], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Weapons/view Officials folder]&lt;br /&gt;
*[https://web.archive.org/web/20150416033124/http://www.archeryhaven.com/gs4.html The Archery Haven guide], on Archeryhaven.com (web archive)&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Weapon Skills]]&lt;br /&gt;
[[Category:Weapons| ]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Rumor_Woods&amp;diff=255904</id>
		<title>Category:Rumor Woods</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Rumor_Woods&amp;diff=255904"/>
		<updated>2026-04-11T01:10:54Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Portal or Travel Info */ It&amp;#039;s &amp;#039;EVENT TRANSPORT RUMOR&amp;#039; and not &amp;#039;Q T R&amp;#039; anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Rumor Woods will begin Friday, April 10th at 9pm Eastern and close on Sunday, May 3rd at 11:45pm Eastern.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Shop List is available at the [[Rumor Woods/shop listing 2026 part 1|Rumor Woods Shop List Part 1]] and [[Rumor Woods/shop listing 2026 part 2|Part 2]].&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;The 2026 Teasers and Announcements for this event can be found at [[Rumor_Woods/2026_saved_posts|Rumor Woods 2026 Information]].&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[Image:RumorWoods2026_1920x1080.jpg|right|550x550px|Rumor Woods - Tourney of the Scorpion vs. the Jerboa|alt=A glossy ebon scorpion faces off against a sand-colored jerboa in a desert scene.]]&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Rumor Woods&#039;&#039;&#039; is a recurring pay event that was first run in June 2019 and introduced [[mount]]s to Gemstone along with jousting.  Similar to [[Duskruin Arena]], the majority of transactions are handled without [[merchant]] interaction.  The event offers many character customization options.  In addition, players can play games, buy mounts, customize them, and buy gear for themselves or their mounts.  The event grounds include portions of the original [[:Category: Summit Academy|Summit Academy]] grounds.  To read some of the history of Rumor Woods, visit [[Stories of Rumor Woods]].&lt;br /&gt;
&lt;br /&gt;
==Run Dates==&lt;br /&gt;
: {| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dates&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Ticket Sales End&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Event Closes&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Offerings&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Shop Listings&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Special Offerings&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Saved Posts&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | April 10 - May 3, 2026&lt;br /&gt;
| &lt;br /&gt;
| May 3, 11:45pm Eastern&lt;br /&gt;
| Jousting, Fox Hunt, Pixie Hunt&lt;br /&gt;
| [[Rumor Woods/shop listing 2026 part 1|Shop listing, part 1]] and [[Rumor Woods/shop listing 2026 part 2|part 2]]&lt;br /&gt;
| -&lt;br /&gt;
| [[Rumor Woods/2026 saved posts|Announcements &amp;amp; Teasers]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
: {| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-previousruns&amp;quot;&lt;br /&gt;
|+ style=white-space:nowrap | For a list of previous run dates, shop lists, and saved posts, click &amp;lt;span class=&amp;quot;mw-customtoggle-previousruns&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;here&amp;lt;/span&amp;gt;.&lt;br /&gt;
|- &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Dates&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Offerings&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Shop Listings&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Special Offerings&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Saved Posts&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | April 11 - May 4, 2025&lt;br /&gt;
| Jousting, Fox Hunt, Pixie Hunt&lt;br /&gt;
| [[Rumor Woods/shop listing 2025 part 1|Shop List, part 1]]&amp;lt;br&amp;gt;[[Rumor Woods/shop listing 2025 part 2|Shop List, part 2]]&lt;br /&gt;
| &lt;br /&gt;
| [[Rumor Woods/2025 saved posts|Saved posts]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | April 19 - May 5, 2024&lt;br /&gt;
| Jousting, Fox Hunt, Pixie Hunt&lt;br /&gt;
| [[Rumor Woods/shop listing 2024 part 1|Shop List, part 1]]&amp;lt;br&amp;gt;[[Rumor Woods/shop listing 2024 part 2|Shop List, part 2]]&lt;br /&gt;
| &lt;br /&gt;
| [[Rumor Woods/2024 saved posts|Saved posts]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | June 16 - June 30, 2023&lt;br /&gt;
| Jousting, Fox Hunt, Pixie Hunt&lt;br /&gt;
| [[Rumor Woods/shop listing 2023 part 1|Shop List, part 1]]&amp;lt;br&amp;gt;[[Rumor Woods/shop listing 2023 part 2|Shop List, part 2]]&lt;br /&gt;
| &lt;br /&gt;
| [[Rumor Woods/2023 saved posts|Saved posts]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | June 10 - June 26, 2022&lt;br /&gt;
| Jousting, Fox Hunt, Pixie Hunt&lt;br /&gt;
| [[Rumor Woods/shop listing 2022|Shop List]]&lt;br /&gt;
| Raikhen Auction&lt;br /&gt;
| [[Rumor Woods/2022 saved posts|Saved posts]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | June 11 - June 27, 2021&lt;br /&gt;
| Jousting, Fox Hunt, Pixie Hunt&lt;br /&gt;
| [[Rumor Woods/shop listing 2021|Shop List]]&lt;br /&gt;
| &lt;br /&gt;
| [[Rumor Woods/2021 saved posts|Saved posts]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | June 19 - June 30, 2020&lt;br /&gt;
| Jousting, Fox Hunt&lt;br /&gt;
| [[Rumor Woods/shop listing 2020|Shop List]]&lt;br /&gt;
| &lt;br /&gt;
| [[Rumor Woods/2020 saved posts|Saved posts]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; style=&amp;quot;white-space: nowrap;&amp;quot; | June 1 - June 16, 2019&lt;br /&gt;
| Jousting&lt;br /&gt;
| [[Rumor Woods/shop listing 2019|Shop List]]&lt;br /&gt;
| &lt;br /&gt;
| [[Rumor Woods/2019 saved posts|Saved posts]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Activities==&lt;br /&gt;
* [[Jousting]] - Those who are interested in jousting must first choose which side they will ride for.  They will then don traditional jousting gear, saddle up on their steed of choice, and prepare for battle!  Jousting wins will be tallied toward your faction’s total, and once the event ends, those aligned with the winning side will receive not only bragging rights, but new [[Title system#Rumor Woods|titles]] as well!&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
Image:RumorWoods2026_1920x1080.jpg|Rumor Woods - Tourney of the Scorpion vs. the Jerboa|alt=A glossy ebon scorpion faces off against a sand-colored jerboa in a desert scene.&lt;br /&gt;
Image:RumorWoods2025_1920x1080.jpg|2025 - Rumor Woods: Bee vs. Bear|alt=An armored knight rides a powerful warhorse through a snowy forest, bearing a green shield emblazoned with golden bees. He raises it defensively against an opposing knight clad in purple, who charges atop a snarling polar bear. Swarming bees hover in the misty background.&lt;br /&gt;
Image:RumorWoods BeetleVsSpider 1920x1080.jpg|2024 - Rumor Woods: Beetle vs. Spider|alt=A red mechanical beetle and a blue mechanical spider face off atop a mechanical clock which mysteriously displays 13:00. Along the left side three mechanical beetles make a border, and three mechanical spiders mimic on the right side. A banner at the bottom reads &amp;quot;Fryc &amp;amp; Shives Laboratories Presents.&amp;quot;&lt;br /&gt;
Image:RumorWood TheRoltonVsTheWolf 1920x1080.jpg|2023 - Rumor Woods: The Rolton vs. the Wolf|alt=Four roltons make their way across a forest, each wearing different expressions. The one in the forefront eyes a mushroom on a downed tree with curiosity, with the one behind it wearing an indignant expression. The two in the back appear glib. A wolf lies in wait beneath the downed tree, poised for attack.&lt;br /&gt;
Image:Battle of the Unicorn and the Dragon.jpg|2022 - Rumor Woods: Battle of the Unicorn and the Dragon|alt=A silver-haired unicorn faces off against a wastesdragon, a large-bodied lizard. The lizard stands atop a rock with its mouth agape. The artwork features heavy lines with colors similar to a watered down ink painting.&lt;br /&gt;
Image:RW2021.png|2021 - Rumor Woods: Battle of the Stag and the Lion|alt=Heavy linework and vibrant colors bring life to this image of an antlered stag mid-attack against a lion poised with a paw to swipe with its maw open and ready to bite.&lt;br /&gt;
Image:RW2020.jpg|2020 - Rumor Woods: Battle of the Coney and the Tortoise|alt=A large tortoise emerges from roiling waves with its neck outstretched as it attempts to snap at a coney jumping backwards out of its way.&lt;br /&gt;
Image:Rumorwoods.jpg|2019 - Rumor Woods: Battle of the Serpent and the Phoenix|alt=An armored knight bears a lance in hand and rides atop a caparisoned in blue and gold as onlookers in the stand cheer.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
* [[Fox Hunt]] - The Fox Hunt is a quick chase to find the cunning fox. Adventurers have 90 seconds to track down the fox to be awarded currency and other prizes! Finding other fauna in Rumor Woods will also come with rewards! Some lucky hunters will be awarded a special &#039;&#039;&#039;bugle&#039;&#039;&#039; that can be used to summon a [[fox pet|pet fox]] (initial release 2020).&lt;br /&gt;
* [[Pixie Hunt]] - Added in 2021. The Pixie Hunt is similar to the original Fox Hunt, but you need to track down a pixie instead. Some lucky hunters will be awarded a special &#039;&#039;&#039;bell&#039;&#039;&#039; that can be used to summon a [[lamb pet|pet lamb]].&lt;br /&gt;
&lt;br /&gt;
Use {{boldmono|EVENT STATS RUMOR}} to view character-specific stats for Rumor Woods activities.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===[[Currency]]===&lt;br /&gt;
The featured currency for Rumor Woods is [[raikhen]] which is used to purchase mounts, mount accessories, and various other goods and/or automated services.  It can be earned through jousting, the fox hunt, and the new pixie hunt.  Accumulated raikhen can be viewed via {{boldmono|TICKET BALANCE}}.&lt;br /&gt;
&lt;br /&gt;
===Shopping===&lt;br /&gt;
Rumor Woods grounds feature various exclusive items and finds, including mounts, mount-related gear and customizations, weapons, armor, crafting items, and more!  Character customizations are available on the grounds of the Summit Academy, which includes Sylinar&#039;s Spire.&lt;br /&gt;
&lt;br /&gt;
===[[Mount]]s===&lt;br /&gt;
* Types:&lt;br /&gt;
** [[Horse mount|Horse]] - Released June 2019&lt;br /&gt;
** [[Tortoise mount|Tortoise]] - Released June 2020&lt;br /&gt;
** [[Deer mount|Deer]] - Released June 2021&lt;br /&gt;
** [[Lizard mount|Lizard]] - Released June 2022&lt;br /&gt;
** [[Rolton mount | Rolton]] - Released June 2023&lt;br /&gt;
** [[Beetle mount|Beetle]] - Released April 2024&lt;br /&gt;
** [[Spider mount|Spider]] - Released April 2024&lt;br /&gt;
** [[Bear mount|Bear]] - Released April 2025&lt;br /&gt;
** [[Scorpion mount|Scorpion]] - Released April 2026&lt;br /&gt;
* Mount customizations&lt;br /&gt;
* Mount-related equipment&lt;br /&gt;
&lt;br /&gt;
===Character Customizations===&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Note: All customizations are premade only.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
1000 Raikhen each!&lt;br /&gt;
* [[PREPARE (verb)#Custom Spell Prep|Spell prep customizations]] - Both individual and full spell circles&lt;br /&gt;
** List of [[Rumor Woods/2024 custom spell preps|custom spell prep options]]&lt;br /&gt;
** List of [[Rumor Woods/2024 advanced spell customizations|spell customization options]], as well as [[Rumor Woods/2024 bolt spell customizations|bolt customization options]] - customize the effects of certain spells&lt;br /&gt;
* [[SWEAR (verb)#Swear Mine (customized_swears)|Swears]]&lt;br /&gt;
** List of [[Rumor Woods/2024 custom swears|custom swears]]&lt;br /&gt;
* [[Custom logphrases|Log on/off messaging]]&lt;br /&gt;
** List of [[Rumor Woods/2024 logphrase customizations|custom logon/off options]]&lt;br /&gt;
* [[Death&#039;s Sting#Death Messaging|Death messaging]]&lt;br /&gt;
** List of [[Rumor Woods/2024 death customizations|death messaging options]]&lt;br /&gt;
* [[SIGNATURE (verb)|Signature verbs]]&lt;br /&gt;
** List of [[Rumor Woods/2024 signature verbs|signature verbs]]&lt;br /&gt;
* [[Character feature|Feature options]] - Including body type (exclusive)&lt;br /&gt;
** List of [[Rumor Woods/2025 feature customizations|feature alteration options]]&lt;br /&gt;
* [[Urchin Guide#Urchin Movement Messaging|Urchin Guide Movement Messaging]]&lt;br /&gt;
** List of [[Rumor Woods/2024 urchin guide customizations|urchin guide movement messaging options]]&lt;br /&gt;
&lt;br /&gt;
===Additional Items/Services===&lt;br /&gt;
* [[Weight reduction]] for containers&lt;br /&gt;
* [[Enhancive hider|Enhancive hiding jewelry]]&lt;br /&gt;
&lt;br /&gt;
===[[Dabbler]]===&lt;br /&gt;
A &#039;&#039;&#039;perky bearded dabbler&#039;&#039;&#039; is located inside of [[RWShop:The Brass Ring|The Brass Ring]] and charges in raikhen for [[item property removal]] services.&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Pricing===&lt;br /&gt;
Entry to Rumor Woods can be gained by purchasing a marker from the &#039;&#039;&#039;[[SimuCoin | Simucoin store]]&#039;&#039;&#039;.  Entries can be used for jousting, fox hunt, or pixie hunt.&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Simucoin Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Object&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| Rumor Woods Entries (250 uses) || 25,000 || 250 entries into Rumor Woods || A Circular Vaalin Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| Rumor Woods Entries (100 uses) || 10,000 || 100 entries into Rumor Woods || A Circular Laje Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| Rumor Woods Entries (50 uses) || 5,000 || 50 entries into Rumor Woods || A Circular Golden Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| Rumor Woods Entries (25 uses) || 2,500 || 25 entries into Rumor Woods || A Circular Silver Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| Rumor Woods Entries (10 uses) || 1,000 || 10 entries into Rumor Woods || A Circular Bronze Sunburst Marker&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| Rumor Woods Entries (1 uses) || 100 || 1 entry into Rumor Woods (jousting, fox hunt) || A Circular Tin Sunburst Marker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Portal or Travel Info===&lt;br /&gt;
Use {{boldmono|EVENT TRANSPORT RUMOR}} in order to transport to Sylinar&#039;s Spire, Courtyard.  From there, you can access the entire Rumor Woods pay event area, which includes access to portions of the original [[:Category: Summit Academy|Summit Academy]] grounds.&lt;br /&gt;
&lt;br /&gt;
===Refund Policy===&lt;br /&gt;
{{:Pay events refund policy}}&lt;br /&gt;
&lt;br /&gt;
==={{boldmono|QUEST}} Help===&lt;br /&gt;
Use {{boldmono|QUEST HELP RUMOR}} in order to obtain updated information regarding Rumor Woods.&lt;br /&gt;
&lt;br /&gt;
===[[Title System|Titles]]===&lt;br /&gt;
Participants may qualify for various titles depending on activity and threshold completed.&lt;br /&gt;
&amp;lt;section begin=rwtitles /&amp;gt;&lt;br /&gt;
{| &amp;lt;noinclude&amp;gt;class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-titles&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | To view the lists of potential titles, click &amp;lt;span class=&amp;quot;mw-customtoggle-titles&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;here&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | &#039;&#039;&#039;[[Jousting]] Titles&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Event titles|jousting}}&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | &#039;&#039;&#039;[[Fox Hunt]] Titles&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Event titles|foxhunt}}&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | &#039;&#039;&#039;[[Pixie Hunt]] Titles&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Event titles|pixiehunt}}&lt;br /&gt;
|}&amp;lt;section end=rwtitles /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Rumor Woods/Areas of interest|Areas of Interest]]===&lt;br /&gt;
Rumor Woods has a vast array of interesting areas to visit, rest, and potentially [[roleplay]] at.&lt;br /&gt;
&lt;br /&gt;
===[[Stories of Rumor Woods]]===&lt;br /&gt;
Rumor Woods has lore added to it every year.  Whether it is the release of a document, the sharing of a tale, or an expansion of the areas lore, there is always a story to tell at Rumor Woods.&lt;br /&gt;
&lt;br /&gt;
===[[TownCrier]] Articles===&lt;br /&gt;
* Town Crier [[Rumor Woods Teasers Archive by The TownCrier|Rumor Woods Teaser Archive]]&lt;br /&gt;
&lt;br /&gt;
==Artwork Archive==&lt;br /&gt;
* [[:Category:Rumor Woods artwork#Yearly Promotional Artwork|Promotional Artwork]]&lt;br /&gt;
* [[:Category:Rumor Woods artwork#Maps|ASCII map screenshots &amp;amp; Player-created maps]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Pay events]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Abyran&amp;diff=255897</id>
		<title>Abyran</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Abyran&amp;diff=255897"/>
		<updated>2026-04-10T22:33:47Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: typo: abryran&amp;#039;ra -&amp;gt; abyran&amp;#039;ra.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;abyran&#039;&#039;&#039; is a  [[demon archetype]] which originates from the [[Lorae&#039;tyr]] [[valence]]. There are three sub-types, &#039;&#039;&#039;abyran&#039;a&#039;&#039;&#039;, &#039;&#039;&#039;abyran&#039;sa&#039;&#039;&#039;, and &#039;&#039;&#039;abyran&#039;ra&#039;&#039;&#039;. The abyran&#039;a and abyran&#039;sa are classified as [[minor demon]]s and can be summoned through the use of [[Minor Summoning (725)]]. The abyran&#039;ra is a [[lesser demon]], and cannot be summoned by players at this time. A [[lithe black abyran&#039;ra]] has been the most common demon to pierce the veil when a sorcerer has a major failure for 740 [[Planar Shift]].&lt;br /&gt;
&lt;br /&gt;
=== Physical Description ===&lt;br /&gt;
&lt;br /&gt;
The abyran are a species half-snake half-humanoids. Above the waist they have humanoid torsos, which blend into the scaly shaft and long tail of a snake. The skin of their torso can range in color, but is often some gradation of purple. The scaled portion of their body changes color to match their surroundings when endangered or excited. Their faces are mostly humanoid, but without hair or ears. They have unblinking, pupilless eyes, and have short protrusions on top their heads, which seem to move of their own volition. Their thin-lipped mouths contain a pair of menacing fangs, and long, thin tongues. The tongues of the abyran&#039;sa and abyran&#039;ra are forked, providing a sibilant quality to their speech. Like snakes, the abyran occasionally shed their skin. &lt;br /&gt;
&lt;br /&gt;
The features of the abyran&#039;ra are significantly different from the other sub-types. The most obvious being the protrusions of the head, which are instead a wreath of independently writhing serpents. In addition, the skin of the abyran&#039;ra is generally a darker hue, usually black. Finally, the ends of its fingers are vicious scythe-like talons.&lt;br /&gt;
&lt;br /&gt;
=== Society and Behavior ===&lt;br /&gt;
&lt;br /&gt;
The abyran have an advanced society, easily the most advanced within Lorae&#039;tyr. They have a caste system, comprised of a civilian/labor class (abyran&#039;a), a priest class (abyran&#039;sa), and a warrior class (abyran&#039;ra). The abyran are constantly constructing intricate temples of stone, each with multiple sections which all share a central overlapping point (imagine a clover leaf). Due to the unpredictable time-shifting of the valence, portions of the temple are always in disrepair, though this manner of construction ensures that at least one segment remains standing. The abyran appear to hold snakes in high regard, and have been witnessed prostrating themselves to even the smallest serpents, sometimes statues of serpents.&lt;br /&gt;
&lt;br /&gt;
The abyran&#039;ra are powerful enough to use potent magic, both destructive and defensive. They have also been observed taking part in rituals which do nothing but display their power. Abyran&#039;ra possess a particular fetish of violently removing the spinal columns of their slain enemies. They can then sharpen them into a bladed whip, and the set them aflame. Additionally, they clearly possess some sense of loyalty to their kin, because when they encounter a summoned abyran&#039;a or abyran&#039;sa, they will attempt to break the sorcerer&#039;s control over it. If they succeed, the sorcerer will lose the demon and incur a significant stun, but if they lose, the abyran&#039;ra will be stunned instead. This is primarily fended off through training in Demonology.&lt;br /&gt;
&lt;br /&gt;
=== Mechanical Benefits and Flaws ===&lt;br /&gt;
&lt;br /&gt;
The abyran are moderate at [[Minor Summoning (725)#Holding Coins|holding coins]], and possess adequate [[Minor Summoning (725)#Mana Sharing|mana capacities]]. They can [[Minor Summoning (725)#Carrying Items|hold]] two objects, and inflict poison upon thieves they [[Minor Summoning (725)#Guard &amp;amp; Cease|catch]] in their master&#039;s pockets. The abyran&#039;sa are unique in that only they are able to [[Minor Summoning (725)#Interfere|break]] existing sanctuaries, whereas other demons can only interfere with the creation of new ones.&lt;br /&gt;
&lt;br /&gt;
=== Roleplaying Verbs ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;POINT&#039;&#039; - You crook your finger meaningfully at the abyran&#039;sa. Its serpentine face registers a brief flash of hatred before it approaches and draws up before you with its eyes averted in a show of humility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;PUSH&#039;&#039; - You push an outstretched hand towards the ground in front of the smoky amber abyran&#039;sa. It slowly and begrudgingly lowers itself into a prone position, glaring at you with unmistakable loathing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SLAP&#039;&#039; - You step forward and give the abyran&#039;sa a stinging backhanded slap across the face. It draws quickly backwards, balancing on the tip of its tail and hissing warnings at you in a harsh alien tongue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;NOD&#039;&#039; - You give the abyran&#039;sa a quick nod.  It approaches and flows gracefully about you, shadowing your every move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;WAVE&#039;&#039; - You wave your hand across the abyran&#039;sa&#039;s form. It emits a short hiss and begins to change colors, blending into the nearby surroundings with uncanny effectiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SNAP&#039;&#039; - You snap your fingers briskly at the abyran&#039;sa. It takes up a clearly guarded posture, claws and tail swinging easily about its compressed form.&lt;br /&gt;
&lt;br /&gt;
Unlike most demons, NONE of these verbs work on the illusioned version of the Abyran.&lt;br /&gt;
&lt;br /&gt;
=== Possible Adjectives ===&lt;br /&gt;
&lt;br /&gt;
Abyran summoned by Minor Summoning may have the following appearances. The description of each will follow this format: &amp;quot;a/an {descriptor} {color} abyran&#039;{subtype},&amp;quot; with the options possible displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Descriptor&lt;br /&gt;
!Color&lt;br /&gt;
|-&lt;br /&gt;
|anfractuous&lt;br /&gt;
|coppery&lt;br /&gt;
|-&lt;br /&gt;
|coiling&lt;br /&gt;
|dark blue&lt;br /&gt;
|-&lt;br /&gt;
|dull&lt;br /&gt;
|dark green&lt;br /&gt;
|-&lt;br /&gt;
|flexuous&lt;br /&gt;
|dark indigo&lt;br /&gt;
|-&lt;br /&gt;
|large-fanged&lt;br /&gt;
|dark ochre&lt;br /&gt;
|-&lt;br /&gt;
|lithe&lt;br /&gt;
|dark russet&lt;br /&gt;
|-&lt;br /&gt;
|oval-eyed&lt;br /&gt;
|dark umber&lt;br /&gt;
|-&lt;br /&gt;
|scarred&lt;br /&gt;
|deep blue&lt;br /&gt;
|-&lt;br /&gt;
|serpentine&lt;br /&gt;
|deep grey&lt;br /&gt;
|-&lt;br /&gt;
|short&lt;br /&gt;
|deep maroon&lt;br /&gt;
|-&lt;br /&gt;
|short-armed&lt;br /&gt;
|deep ochre&lt;br /&gt;
|-&lt;br /&gt;
|sinuous&lt;br /&gt;
|deep purple&lt;br /&gt;
|-&lt;br /&gt;
|thick-bodied&lt;br /&gt;
|deep red&lt;br /&gt;
|-&lt;br /&gt;
|wide-scaled&lt;br /&gt;
|dingy blue&lt;br /&gt;
|-&lt;br /&gt;
|winding&lt;br /&gt;
|dingy orange&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dingy red&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull brown&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull green&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull indigo&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull maroon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull orange&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|dull violet&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|mottled green&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|mottled ochre&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|mottled tan&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|mottled violet&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted beige&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted blue&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted coppery&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted indigo&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|muted ochre&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|smoky amber&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|smoky blue&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|smoky green&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|smoky ochre&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Illusion Possibilities ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Illusions&lt;br /&gt;
|-&lt;br /&gt;
|a cloaked figure&lt;br /&gt;
|-&lt;br /&gt;
|a coat-wrapped figure&lt;br /&gt;
|-&lt;br /&gt;
|a cowled figure&lt;br /&gt;
|-&lt;br /&gt;
|a dark-mantled figure&lt;br /&gt;
|-&lt;br /&gt;
|a robed figure&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Sorcerers With These Uncommon Runes ===&lt;br /&gt;
*Berkana (Abyran&#039;sa)&lt;br /&gt;
*Cataclysmx (Abyran&#039;sa)&lt;br /&gt;
*Dergoatean (Abyran )&lt;br /&gt;
*Desorceri (Abyran&#039;sa)&lt;br /&gt;
*Hesha (Abyran)&lt;br /&gt;
*Iaz (Abyran&#039;sa)&lt;br /&gt;
*Isola (Abyran&#039;sa)&lt;br /&gt;
*Kaldonis (Abyran&#039;sa)&lt;br /&gt;
*Krolnivar (Abyran)&lt;br /&gt;
*Licel (Abyran)&lt;br /&gt;
*Lylia (Abyran&#039;sa)&lt;br /&gt;
*Malisai (Abyran&#039;sa)&lt;br /&gt;
*Melikor (Abyran&#039;sa)&lt;br /&gt;
*Querthose (Abyran; Abyran&#039;sa)&lt;br /&gt;
*Radamanthys (Abyran&#039;sa)&lt;br /&gt;
*Rozy (Abyran&#039;sa)&lt;br /&gt;
*Ryynish (Abyran)&lt;br /&gt;
*Stralan (Abyran)&lt;br /&gt;
*Stralan (Abyran&#039;sa)&lt;br /&gt;
*Vaewyn (Abyran)&lt;br /&gt;
*Vulterith (Abyran&#039;sa)&lt;br /&gt;
*Yactaevia (Abyran)&lt;br /&gt;
&lt;br /&gt;
===Abyran&#039;ra===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A wreath of thirteen black serpents ring the abyran&#039;ra&#039;s head, bestowing it a full crown of the twisting vipers as they writhe back and forth in an undulating, hypnotic fashion. Its pale, lidless eyes are devoid of pupils -- merely rippling with faint hints of color every few moments. Twin pairs of fangs peek out from beneath its thin lips, and the smoothness of its skin fades away into sleek scales below its abdomen, its lower body tapering into a massive, sinuous tail like that of a snake&#039;s. Its elongated, spindly fingers end in scythe-like black talons, their razored edges gleaming with the faintest light as they weave sinuous patterns in swift, slicing arcs.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra scythes its talons back and forth as it hisses a sibilant invocation.&lt;br /&gt;
A spiky mottled black abyran&#039;ra raises its hands above its head as luminescent slivers of incarnadine slither across its palms!&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra slithers in and gathers its coils about itself.&lt;br /&gt;
A spiky mottled black abyran&#039;ra slithers in, the ebon serpents atop its head writhing menacingly.&lt;br /&gt;
A spiky mottled black abyran&#039;ra slithers in, its pupiless eyes surveying the area.&lt;br /&gt;
A spiky mottled black abyran&#039;ra slithers in, swaying hypnotically back and forth on its sinuous coils.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra dips its head up and down, jerking from side to side as it lets loose a flowing hiss.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra tries to sink its curved fangs into you!&lt;br /&gt;
AS: +590 vs DS: +351 with AvD: +32 + d100 roll: +80 = +351&lt;br /&gt;
   ... and hits for 109 points of damage!&lt;br /&gt;
   Neck skewered, sliding past the throat and spine! That looks painful.&lt;br /&gt;
You are stunned for 7 rounds!&lt;br /&gt;
&lt;br /&gt;
The serpents upon a spiky mottled black abyran&#039;ra&#039;s head writhe and undulate in exultation!&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra descends upon your corpse, its talons moving in swift, sweeping arcs across your back as its forked tongue darts in and out quickly.&lt;br /&gt;
&lt;br /&gt;
After a moment, the abyran&#039;ra plunges its hand into the base of your neck and rips out your spine in one fluid movement!&lt;br /&gt;
&lt;br /&gt;
The mottled black abyran&#039;ra rises up on its coils and runs its scythe-like talons over the blood-drenched spine in a sinuous fashion, a faint webwork of incarnadine energy lacing across its surface. After a moment, it begins to grow longer and longer, its bony protrusions melding into razored blades that wreath it on all sides. With one swift, sharp CRACK of the whip-like bone, the blood drenching the bladed spine bursts into flames -- the rippling scarlet hue cast by the blaze washing over the abyran&#039;ra&#039;s face in lurid waves.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra cracks its flaming elven spine, the razored bone-blades edging it blazing even higher with lurid crimson fire.&lt;br /&gt;
&lt;br /&gt;
A spiky mottled black abyran&#039;ra suddenly thrusts its hands forth, its spindly, serpentine fingers tracing a complex pattern in the air -- the intertwined sigils clearly visible as dark crimson light trails from the abyran&#039;ra&#039;s fingertips to form an undulating webwork of otherworldly beauty -- then it vanishes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Demons]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Darkness&amp;diff=255535</id>
		<title>Sign of Darkness</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Darkness&amp;diff=255535"/>
		<updated>2026-04-08T22:32:02Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
Teleports the user to a &amp;quot;safe point&amp;quot; or to the nearest Council chapter (whichever is closer), at the cost of 6 [[spirit|spirit points]].&lt;br /&gt;
&lt;br /&gt;
This sign will lead to punishment due to non-members seeing you, even if you are hidden, because they&#039;ll see the dark cloud that teleports you away.&lt;br /&gt;
&lt;br /&gt;
[[category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;br /&gt;
[[Category: Stubs]]&lt;br /&gt;
[[category: Transport]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Wracking&amp;diff=255534</id>
		<title>Sign of Wracking</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Wracking&amp;diff=255534"/>
		<updated>2026-04-08T22:30:35Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Wracking&#039;&#039;&#039; is attained at the 18th rank in the [[Council of Light]].  Upon invocation, it instantly replenishes all mana at a cost of 5 [[spirit points]].  It is widely considered a primary reason for joining the society, particularly among spell casting classes.  Because remaining spirit has no effect on the [[warding]] system (unlike the case with [[melee]], [[ranged]], and [[unarmed combat system]]), this sign is an integral aspect to the hunting tactics of some casters.&lt;br /&gt;
&lt;br /&gt;
Note that being low on spirit negatively affects DS, AS, and maneuver defense.&lt;br /&gt;
&lt;br /&gt;
Without [[aura]] enhancives, the sign cannot be used in the open in the view of non-members without punishment.&lt;br /&gt;
&lt;br /&gt;
[[category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Dissipation&amp;diff=255533</id>
		<title>Sign of Dissipation</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Dissipation&amp;diff=255533"/>
		<updated>2026-04-08T22:29:29Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed duration and clarified when the cost is paid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Dissipation&#039;&#039;&#039; is the fourteenth sign in the [[Council of Light]].  At a cost of 1 spirit point, it adds +15 to your [[Target Defense]]. The sign lasts for 10 seconds per [[Level|level]] of your character. The cost is paid &#039;&#039;at the end&#039;&#039; of the duration of the sign, and this ability cannot be [[Verb:STOP|stopped]].&lt;br /&gt;
&lt;br /&gt;
[[Category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;br /&gt;
[[Category: Stubs]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Shields&amp;diff=255532</id>
		<title>Sign of Shields</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Shields&amp;diff=255532"/>
		<updated>2026-04-08T22:29:01Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed duration and clarified when the cost is paid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Shields&#039;&#039;&#039; is the thirteenth sign in the  [[Council of Light]]. At a cost of 1 spirit point, it adds +20 to [[defense strength]]. The sign lasts for 10 seconds per [[Level|level]] of your character. The cost is paid &#039;&#039;at the end&#039;&#039; of the duration of the sign, and this ability cannot be [[Verb:STOP|stopped]] early.&lt;br /&gt;
&lt;br /&gt;
[[Category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;br /&gt;
[[Category: Stubs]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Swords&amp;diff=255531</id>
		<title>Sign of Swords</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Swords&amp;diff=255531"/>
		<updated>2026-04-08T22:28:26Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed duration and clarified when the cost is paid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Swords&#039;&#039;&#039; is the twelfth sign of the [[Council of Light]]. At a cost of 1 spirit, the sign adds +20 to [[Attack Strength]] (ranged, magical bolts, and melee), and also adds 20 [[UAF]]. The sign lasts for 10 seconds per [[Level|level]] of your character. The cost is paid &#039;&#039;at the end&#039;&#039; of the duration of the sign, and this ability cannot be [[Verb:STOP|stopped]] early.&lt;br /&gt;
&lt;br /&gt;
[[Category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;br /&gt;
[[Category: Stubs]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Deflection&amp;diff=255530</id>
		<title>Sign of Deflection</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Deflection&amp;diff=255530"/>
		<updated>2026-04-08T22:16:47Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed duration calculation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Deflection&#039;&#039;&#039; is the tenth [[Council of Light]] sign.  At a cost of three mana points, the user gains +20 to [[Bolt]] [[Defensive Strength]] for 10 seconds per [[Level|level]] of your character.&lt;br /&gt;
&lt;br /&gt;
[[category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Smiting&amp;diff=255529</id>
		<title>Sign of Smiting</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Smiting&amp;diff=255529"/>
		<updated>2026-04-08T22:16:02Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed duration calculation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Smiting&#039;&#039;&#039; is the eighth [[Council of Light]] sign.  At a cost of two mana points, the user gains +10 to [[Attack Strength]] for 10 seconds per [[Level|level]] of your character.&lt;br /&gt;
&lt;br /&gt;
[[category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Defending&amp;diff=255528</id>
		<title>Sign of Defending</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Defending&amp;diff=255528"/>
		<updated>2026-04-08T22:15:25Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed duration calculation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Defending&#039;&#039;&#039; is the seventh [[Council of Light]] sign.  At a cost of two mana points, the user gains +10 to [[Defensive Strength]] for 10 seconds per [[Level|level]] of your character.&lt;br /&gt;
&lt;br /&gt;
[[category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Thought&amp;diff=255527</id>
		<title>Sign of Thought</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Thought&amp;diff=255527"/>
		<updated>2026-04-08T22:14:55Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&lt;br /&gt;
The Sign of Thought does nothing. It used to activate the [[ESP|ESP system]] (the &#039;thoughnet&#039;), as if rubbing a [[crystal amulet]], but access to ESP is now inherent to all player characters.&lt;br /&gt;
&lt;br /&gt;
[[Category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Signs_of_Clotting_and_Staunching&amp;diff=255526</id>
		<title>Signs of Clotting and Staunching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Signs_of_Clotting_and_Staunching&amp;diff=255526"/>
		<updated>2026-04-08T22:13:10Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added duration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sign of Clotting&#039;&#039;&#039; and the more advanced &#039;&#039;&#039;Sign of Staunching&#039;&#039;&#039; both have the same effect, which is to halt any loss of [[health]] due to bleeding [[wound]]s. Both cost one [[mana point]] to activate, but the Sign of Staunching has double the duration of the Sign of Clotting.&lt;br /&gt;
&lt;br /&gt;
Sign of Clotting lasts for 10 seconds per [[Level|level]] of your character, Sign of Staunching lasts double as long.&lt;br /&gt;
&lt;br /&gt;
Signs of Clotting and Staunching lessen the damage of the Major Bleed status effect by 25%.&lt;br /&gt;
&lt;br /&gt;
The signs do not conflict with each other; having both up is thus possible, but has the same effect of just one of them being active. However, this can be still be useful; by staggering the 2 signs it is possible to cater to the situation where you would bleed to death while incapacitated, and a sign would end its duration while incapacitated.&lt;br /&gt;
&lt;br /&gt;
[[Category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Striking&amp;diff=255525</id>
		<title>Sign of Striking</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Striking&amp;diff=255525"/>
		<updated>2026-04-08T22:11:52Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: fixed incorrect duration.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Striking&#039;&#039;&#039; is the fourth [[Council of Light]] sign.  At a cost of one mana point, the user gains +5 to [[Attack Strength]] for 10 seconds per [[Level|level]] of your character.&lt;br /&gt;
&lt;br /&gt;
[[category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sign_of_Warding&amp;diff=255524</id>
		<title>Sign of Warding</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sign_of_Warding&amp;diff=255524"/>
		<updated>2026-04-08T22:11:09Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: fixed error: Page said it lasts 10 seconds per society level. it actually lasts 10 seconds per character level.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sign of Warding&#039;&#039;&#039; is the third [[Council of Light]] sign.  At a cost of one mana point, the user gains +5 to [[Defensive Strength]] for 10 seconds per [[Level|level]] of your character.&lt;br /&gt;
&lt;br /&gt;
[[category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Signs_of_Clotting_and_Staunching&amp;diff=255523</id>
		<title>Signs of Clotting and Staunching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Signs_of_Clotting_and_Staunching&amp;diff=255523"/>
		<updated>2026-04-08T22:08:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Council of Light navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sign of Clotting&#039;&#039;&#039; and the more advanced &#039;&#039;&#039;Sign of Staunching&#039;&#039;&#039; both have the same effect, which is to halt any loss of [[health]] due to bleeding [[wound]]s. Both cost one [[mana point]] to activate, but the Sign of Staunching has double the duration of the Sign of Clotting.&lt;br /&gt;
&lt;br /&gt;
Signs of Clotting and Staunching lessen the damage of the Major Bleed status effect by 25%.&lt;br /&gt;
&lt;br /&gt;
The signs do not conflict with each other; having both up is thus possible, but has the same effect of just one of them being active. However, this can be still be useful; by staggering the 2 signs it is possible to cater to the situation where you would bleed to death while incapacitated, and a sign would end its duration while incapacitated.&lt;br /&gt;
&lt;br /&gt;
[[Category: COL Signs]]&lt;br /&gt;
[[Category: Council of Light]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=First_Aid&amp;diff=255522</id>
		<title>First Aid</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=First_Aid&amp;diff=255522"/>
		<updated>2026-04-08T22:05:26Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;First Aid&#039;&#039;&#039; is a skill that is used in [[SKIN (verb)|skinning]] and [[TEND (verb)|tending]] wounds.  It is also taken into account when [[DIAGNOSE (verb)|diagnosing]] another character&#039;s injuries, [[APPRAISE (verb)|appraising]] skins, and using herbs.  It affects the [[roundtime]] incurred by the use of herbs, and aids in successfully piercing another character.&lt;br /&gt;
&lt;br /&gt;
First Aid is also taken into account when resisting certain poisons and diseases.&lt;br /&gt;
{{Skill|&lt;br /&gt;
  | Bardranks     = 2 | Bardcost     = 2/1&lt;br /&gt;
  | Clericranks   = 2 | Clericcost   = 1/1&lt;br /&gt;
  | Empathranks   = 3 | Empathcost   = 1/0&lt;br /&gt;
  | Monkranks     = 2 | Monkcost     = 1/2&lt;br /&gt;
  | Rangerranks   = 2 | Rangercost   = 2/1&lt;br /&gt;
  | Rogueranks    = 2 | Roguecost    = 1/2&lt;br /&gt;
  | Sorcererranks = 2 | Sorcerercost = 2/1&lt;br /&gt;
  | Warriorranks  = 2 | Warriorcost  = 1/2&lt;br /&gt;
  | Paladinranks  = 2 | Paladincost  = 1/1&lt;br /&gt;
  | Wizardranks   = 2 | Wizardcost   = 2/1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Roundtime Reduction in the Use of Herbs ==&lt;br /&gt;
Eating various herbs takes [[roundtime]], and is reduced by training in first aid at a rate of -1 roundtime per 20 skill bonus.  Thus, four ranks of first aid (which imparts a skill bonus of 20) provides the first -1 roundtime reduction, where 40 ranks (140 bonus) of first aid translate into a -7 roundtime reduction.&lt;br /&gt;
&lt;br /&gt;
The roundtime of eating herbs cannot be reduced below 3 via this mechanism. Under certain conditions, the roundtime of drinking a tincture can be reduced to 2 via this mechanism.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Wound/saved posts|Wound saved posts]]&lt;br /&gt;
*[[SKIN (verb)/saved posts|SKIN (verb) saved posts]]&lt;br /&gt;
*[http://www.play.net/gs4/info/skills.asp#firstaid First Aid], on Play.net&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sigil_of_Offense&amp;diff=255491</id>
		<title>Sigil of Offense</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sigil_of_Offense&amp;diff=255491"/>
		<updated>2026-04-07T01:07:46Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardians of Sunfist navigation}}&lt;br /&gt;
&#039;&#039;&#039;Sigil of Offense&#039;&#039;&#039; is the eighth sigil learned by [[Guardians of Sunfist]] members.  It will increase the user&#039;s [[AS|Attack Stength]] for five minutes.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;Sigil of Offense - By focusing on this sigil, you can call forth a guiding power that will make you hit harder and more accurately in combat. The cost to you for this ability is again 5 points of both mana and stamina. Go now, and make good use of what I have taught you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Detailed Benefits==&lt;br /&gt;
* +1 [[Attack strength|AS]] per rank in society (+20 max at mastery).&lt;br /&gt;
* 5 minute duration.&lt;br /&gt;
* Refreshable.&lt;br /&gt;
&lt;br /&gt;
==Mana/Stamina Costs==&lt;br /&gt;
* 5 [[Stamina]]&lt;br /&gt;
* 5 [[Mana]]&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Sigil beginning:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A faint blue glow surrounds your hands, subtly guiding your movements.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
A faint blue glow surrounds Sunfister&#039;s hands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sigil ending:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The faint blue glow fades from around your hands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
The faint blue glow fades from around Sunfister&#039;s hands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt; Note: Thanks goes to Belnia for all the information provided by her research.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guardians of Sunfist Sigils]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sigil_of_Minor_Bane&amp;diff=255490</id>
		<title>Sigil of Minor Bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sigil_of_Minor_Bane&amp;diff=255490"/>
		<updated>2026-04-07T01:06:20Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Removed the obsolete note that you don&amp;#039;t have to go to Teras if below level 20, because now you do.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardians of Sunfist navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sigil of Minor Bane&#039;&#039;&#039; is the fifth [[Guardians of Sunfist#Guardians of Sunfist Benefits|sigil]] learned by [[Guardians of Sunfist]] members.  This sigil grants temporary heavy damage weighting against hated enemies for 60 seconds.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;Sigil of Minor Bane, memorize it well. We all have our weaknesses, and our foes are no different. By invoking this sigil, you can temporarily attune yourself with your foes and then use that attunement to search for the weakest points in their defenses. While under its influence, you will be able to strike more accurately and deal additional damage to our hated enemies as if you were wielding heavily damage weighted weapon. The cost to you 3 points of both stamina and mana. Go now, and make good use of what I have taught you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Detailed Benefits==&lt;br /&gt;
* +5 [[Attack strength]]&lt;br /&gt;
* Temporary heavy [[damage weighting]]&lt;br /&gt;
** This effect only works on [[List of Guardians of Sunfist hated enemies|hated enemies]]&lt;br /&gt;
* 60 second duration&lt;br /&gt;
* Works with all weapon types and bolt attacks&lt;br /&gt;
* Refreshable&lt;br /&gt;
&lt;br /&gt;
Note: Minor Bane Sigil does NOT stack with Major Bane Sigil&lt;br /&gt;
&lt;br /&gt;
==Mana/Stamina Costs==&lt;br /&gt;
* 3 [[Stamina]]&lt;br /&gt;
* 3 [[Mana]]&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Sigil beginning:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;sigil of minor bane&amp;lt;br&amp;gt;&lt;br /&gt;
As you concentrate on your sigil, you become slightly more aware of your foes and the weakest spots in their defenses. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Sigil ending:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Your heightened awareness of your foes fades away. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
The promotion to this rank requires travelling to ALL accessible [[Guardians of Sunfist]] outposts. Expect to spend a significant amount of time and/or silver fulfilling this quest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guardians of Sunfist Sigils]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Loot_cap/saved_posts&amp;diff=255486</id>
		<title>Loot cap/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Loot_cap/saved_posts&amp;diff=255486"/>
		<updated>2026-04-06T21:31:40Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added the 2 major 2026 lootcap overhaul posts on discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{saved-post&lt;br /&gt;
| category = Combat, Magic, and Character Mechanics&lt;br /&gt;
| topic = Developer&#039;s Corner&lt;br /&gt;
| messagenum = [http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer&#039;s%20Corner/view/1944 1944]&lt;br /&gt;
| author = [[User:GS4-ESTILD|Senior GameMaster Estild]]&lt;br /&gt;
| date = 12/04/2020 07:11 PM CST&lt;br /&gt;
| subject = Treasure Update&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
On January 1st, 2021, we&#039;ll be making a significant update to treasure gain, specifically in reference to farming. Over the past several months, we&#039;ve been monitoring treasure gain across all characters and accounts to gather some metrics. We noticed some very specific issues where the top 5% treasure generating characters are earning significantly more than the bottom 95% of characters. As an even more significant example of the problem, one character earned more than the bottom 60% of all characters combined. This activity is detrimental to the gaming environment and causes problems for players who are otherwise not trying to abuse the system for personal gain. It&#039;s also a significant issue that causes silver value to be pointless for some characters while others are barely earning any. When we try to price items and services to be worthwhile, we have to factor in both groups and as shown with the raffle prices at the last Ebon Gate, it often causes us to have to unfairly penalize the players that are not making 100s of million silver each month. As such, we will be implementing a system that has soft and hard caps to the amount of treasure an account can earn. Because of the metrics we gathered, we are able to precisely implement this update so that it doesn&#039;t affect 95% of players. For the 5% that are affected, when the soft cap is reached, it will apply a penalty to treasure gain that increases as more and more treasure is gained, until the hard cap is reached. We do not plan to share many details of this system, other than what&#039;s already stated, to avoid potential abuse of it. We realize this update may be unpopular with some players, but we feel the remaining 95% of players are better served with these restrictions in place.&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Combat, Magic, and Character Mechanics&lt;br /&gt;
| topic = Developer&#039;s Corner&lt;br /&gt;
| messagenum = [http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer&#039;s%20Corner/view/2160 2160]&lt;br /&gt;
| author = [[User:GS4-ESTILD|Senior GameMaster Estild]]&lt;br /&gt;
| date = 01/16/2021 02:01 PM CST&lt;br /&gt;
| subject = Re: Treasure Update&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Two points of clarification:&lt;br /&gt;
&lt;br /&gt;
Paid event and quest areas are exempt. They&#039;re already restricted by access.&lt;br /&gt;
&lt;br /&gt;
It was discussed and we do agree, there&#039;s no potential for abuse to tell you when the penalties start. The soft cap doesn&#039;t start until 16m and even then, the penalty starts so low, it&#039;s pretty much impossible to notice. The hard cap is 35m. You can definitely go higher than that, since we don&#039;t attribute all treasure to the total (some players are already at 40m for this month).&lt;br /&gt;
&lt;br /&gt;
GameMaster Estild&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = development-announcements&lt;br /&gt;
| messagenum = [https://discord.com/channels/226045346399256576/796619793934319643/1461851041581633640 Discord link]&lt;br /&gt;
| author = [[User:GS4-ESTILD|Senior GameMaster Estild]]&lt;br /&gt;
| date = 16/01/2026 17:16 PM EST&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To kick off 2026, we are implementing significant updates to treasure and experience gain.  While we anticipate some changes will be more popular than others, these adjustments are necessary for the long-term health of the game.&lt;br /&gt;
&lt;br /&gt;
Treasure Updates&lt;br /&gt;
&lt;br /&gt;
To address the impact of automation and balance the economy - where the top 5% of earners currently account for 27% of all treasure generated - we are making the following changes:&lt;br /&gt;
&lt;br /&gt;
  &lt;br /&gt;
* Monthly Treasure Cap: The soft cap is being reduced from 15 million to 10 million.  Treasure gain is gradually reduced between 10 and 15 million, then set to 1% for any gain thereafter.  There no longer is a hard cap.  This resets monthly per account.&lt;br /&gt;
* Pawnshops: The maximum value for a single item is now 25,000 silver (down from 35,000).&lt;br /&gt;
* Cap Exemptions: Treasure from quests and paid events is no longer exempt from the cap.&lt;br /&gt;
* Gems: Certain gem rarities and values have been adjusted.&lt;br /&gt;
* Player Locksmith Pool: A fee is being added that is significantly lower than the NPC locksmith rate.  Additionally, F2P characters are no longer eligible to use the player locksmith pool.&lt;br /&gt;
* Treasure Boxes: Box drop rates are reduced by 2/3, but the output per box is increased 3x.  Finding a box will be more rewarding, and disarming/lockpicking experience will increase 3x to offset the lower frequency. Locksmith Mastery reps have also been reduced by 2/3.&lt;br /&gt;
* Locks and Keys: the drop rate of locks and keys have been tripled.&lt;br /&gt;
&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = #Mechanics&lt;br /&gt;
| topic = [Official] Loot and Experience Changes&lt;br /&gt;
| messagenum = [https://discord.com/channels/226045346399256576/1461872047062908929/1488708652138496060 Discord link]&lt;br /&gt;
| author = [[User:GS4-WYROM|Senior GameMaster Wyrom]]&lt;br /&gt;
| date = 31/03/2026 09:16 PM EST&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Just checking in here at the end of the month. We are going through the data and we’ll need to make some adjustments. While the optics are likely there are a lot less silvers now, the reality is, these changes barely moved the needle. The bottom 95% made more silvers and the top 5% was right on track of where things were before the changes. The only different is the top 1% didn’t quite hit over 32mil anymore.&lt;br /&gt;
&lt;br /&gt;
I certainty realize this isn’t the best solution. We turned a lot of knobs his time and we dove right into it. And it wasn’t enough. So we need to restrategize and come up with a plan that works. We’re not going to simply roll this back, but we aren’t going to keep the current implementation either.&lt;br /&gt;
&lt;br /&gt;
The goal isn’t to create a fair market where we try to dismiss players who put in the work to earn while giving more to the people who don’t put in the effort. It’s to make sure we can keep silvers worthwhile and to keep providing value to them without hyper inflating all prices to match top earners.&lt;br /&gt;
&lt;br /&gt;
We’ll announce something soon, I can’t give an exact date, because we are going to analyze the data beyond big number too big. We put a lot of effort into this. I give back as much as I can to the GS economy. I sacrifice a lot of time to make sure enjoyable events can happen with silver and I continue to fight for CLAIM to exist, because I find it very important.&lt;br /&gt;
&lt;br /&gt;
We’ll be in touch soon. Not :rsn:, just soon as we can.&lt;br /&gt;
&lt;br /&gt;
…&lt;br /&gt;
As for the Fash item, they won’t stack, but we’ll figure out how we want to work that in. Accounting (not Chris in Billing) will have to get over it.&lt;br /&gt;
&lt;br /&gt;
I also know this is always hard to believe, but there are thousands of unique players who play GS. The average playtime is a little over an hour. And that is removing anyone who just logs in and out for login rewards. So there is a big pool of players not represented here.&lt;br /&gt;
&lt;br /&gt;
That’s part of the data we need to examine. Most 1%ers are well over 20mil. We think we know what’s happening, we’ll need to determine if a loophole, an oversight, or GMA.&lt;br /&gt;
The bottom 95% didn’t really make less in March. The median was actually higher.&lt;br /&gt;
&lt;br /&gt;
We moved the needle hundreds of millions. Not billions like the goal was. I do think part of it is people get down and out by the negativity and might think they are impacted. Lot of herd negativity can happen. Just like real life, most people are undecided where they land, and will follow the lead.&lt;br /&gt;
I’ve never used Lich, but I do think something people are using are also reporting very high number recordings from some script. Might be something to look into from those script maintainers.&lt;br /&gt;
&lt;br /&gt;
Right now, 94 people hit loot cap this month. There are 1,782 people who did not. And there are a lot of zero earners we don’t include.&lt;br /&gt;
&lt;br /&gt;
Loot cap is account based.&lt;br /&gt;
&lt;br /&gt;
But the last few messages sound more like, hey these are really good changes for the whole game. But like I mentioned, we’re going to go over the numbers and restrategize. Make sure our goals are clear and we’re designing the game with those goals in mind.&lt;br /&gt;
&lt;br /&gt;
Maybe we’ll sell bridges for big silver sinks too.&lt;br /&gt;
&lt;br /&gt;
I know that 94 accounts had less fun with loot cap in March.&lt;br /&gt;
&lt;br /&gt;
This is a game, the aim is fun.&lt;br /&gt;
&lt;br /&gt;
To answer some questions that went silent in here. The goal is also not to make things like trading, purifying, chisels, etc worthless. We just need to strike a balance. I really want to be able to continue to offer everything I can for silver. I am your biggest advocate. I just want to get it under control in some way.&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Loot_cap&amp;diff=255485</id>
		<title>Loot cap</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Loot_cap&amp;diff=255485"/>
		<updated>2026-04-06T21:21:52Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Moving the copy of Wyrom&amp;#039;s notes on the treasure system on 1/16/2026 to &amp;#039;saved posts&amp;#039; where it belongs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{side box|&amp;quot;We noticed some very specific issues where the top 5% treasure generating characters are earning significantly more than the bottom 95% of characters. As an even more significant example of the problem, one character earned more than the bottom 60% of all characters combined.&amp;quot;&amp;lt;br /&amp;gt; --GameMaster Estild on December 4, 2020}}On January 1st, 2021, staff implemented the &#039;&#039;&#039;loot cap&#039;&#039;&#039; that had previously been announced, making a significant update to [[treasure]] gain. The primary stated motivation was to lessen the gap between the highest treasure-generating characters and the lowest treasure-generating characters.  &lt;br /&gt;
&lt;br /&gt;
The loot cap system was updated effected 1/16/26.&lt;br /&gt;
&lt;br /&gt;
Soft and hard caps exist to limit the amount of treasure an &#039;&#039;&#039;account&#039;&#039;&#039; can earn in a given month. The amounts are set to primarily impact the top 5% of income earners.  The soft cap begins at &#039;&#039;&#039;10 million&#039;&#039;&#039; with very low impact to treasure generated and progresses slowly to the hard cap at &#039;&#039;&#039;15 million&#039;&#039;&#039; in a month.  Impacts can gradually be felt while generating new silver/treasure when hunting, whereby individual return slowly decreases past the soft cap until the hard cap is achieved.  If an account has hit the hard cap, they are ineligible for the [[Legendary Feeder]]. &lt;br /&gt;
&lt;br /&gt;
The following activities are not subject to the loot cap:&lt;br /&gt;
* [[Pay events|Pay event]] and [[pay quest]] treasure generation (including gear finds)&lt;br /&gt;
* Tips from lockpicking at the [[locksmith pool]]&lt;br /&gt;
* Money exchanged between characters and accounts&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following activities &#039;&#039;are&#039;&#039; subject to loot cap:&lt;br /&gt;
* Finding treasure and then not taking it with you&lt;br /&gt;
* Getting more for your loot when selling it due to trading ranks&lt;br /&gt;
* [[Purification Song (1004)|Purifying]] gems&lt;br /&gt;
&lt;br /&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;Purification Song applying to the loot cap is a guess based on GM Wyrom&#039;s [https://discord.com/channels/226045346399256576/1461872047062908929/1488728936400683128 comment on a discussion about the Loot Cap on discord].&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved_posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Treasure system]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Loot_cap&amp;diff=255484</id>
		<title>Loot cap</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Loot_cap&amp;diff=255484"/>
		<updated>2026-04-06T21:20:53Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed up a lot - this page had a dump of the 1/16/2026 updates but hadn&amp;#039;t applied them to the top paragraph.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{side box|&amp;quot;We noticed some very specific issues where the top 5% treasure generating characters are earning significantly more than the bottom 95% of characters. As an even more significant example of the problem, one character earned more than the bottom 60% of all characters combined.&amp;quot;&amp;lt;br /&amp;gt; --GameMaster Estild on December 4, 2020}}On January 1st, 2021, staff implemented the &#039;&#039;&#039;loot cap&#039;&#039;&#039; that had previously been announced, making a significant update to [[treasure]] gain. The primary stated motivation was to lessen the gap between the highest treasure-generating characters and the lowest treasure-generating characters.  &lt;br /&gt;
&lt;br /&gt;
The loot cap system was updated effected 1/16/26.&lt;br /&gt;
&lt;br /&gt;
Soft and hard caps exist to limit the amount of treasure an &#039;&#039;&#039;account&#039;&#039;&#039; can earn in a given month. The amounts are set to primarily impact the top 5% of income earners.  The soft cap begins at &#039;&#039;&#039;10 million&#039;&#039;&#039; with very low impact to treasure generated and progresses slowly to the hard cap at &#039;&#039;&#039;15 million&#039;&#039;&#039; in a month.  Impacts can gradually be felt while generating new silver/treasure when hunting, whereby individual return slowly decreases past the soft cap until the hard cap is achieved.  If an account has hit the hard cap, they are ineligible for the [[Legendary Feeder]]. &lt;br /&gt;
&lt;br /&gt;
The following activities are not subject to the loot cap:&lt;br /&gt;
* [[Pay events|Pay event]] and [[pay quest]] treasure generation (including gear finds)&lt;br /&gt;
* Tips from lockpicking at the [[locksmith pool]]&lt;br /&gt;
* Money exchanged between characters and accounts&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following activities &#039;&#039;are&#039;&#039; subject to loot cap:&lt;br /&gt;
* Finding treasure and then not taking it with you&lt;br /&gt;
* Getting more for your loot when selling it due to trading ranks&lt;br /&gt;
* [[Purification Song (1004)|Purifying]] gems&lt;br /&gt;
&lt;br /&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;Purification Song applying to the loot cap is a guess based on GM Wyrom&#039;s [https://discord.com/channels/226045346399256576/1461872047062908929/1488728936400683128 comment on a discussion about the Loot Cap on discord].&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Revisions regarding Loot Cap effective 1/16/26&lt;br /&gt;
&lt;br /&gt;
To address the impact of automation and balance the economy - where the top 5% of earners currently account for 27% of all treasure generated - we are making the following changes:&lt;br /&gt;
&lt;br /&gt;
* Monthly Treasure Cap: The soft cap is being reduced from 15 million to 10 million.  Treasure gain is gradually reduced between 10 and 15 million, then set to 1% for any gain thereafter.  There no longer is a hard cap.  This resets monthly per account.&lt;br /&gt;
** Pawnshops: The maximum value for a single item is now 25,000 silver (down from 35,000).&lt;br /&gt;
** Cap Exemptions: Treasure from quests and paid events is no longer exempt from the cap.&lt;br /&gt;
** Gems: Certain gem rarities and values have been adjusted.&lt;br /&gt;
** Player Locksmith Pool: A fee is being added that is significantly lower than the NPC locksmith rate.  Additionally, F2P characters are no longer eligible to use the player locksmith pool.&lt;br /&gt;
** Treasure Boxes: Box drop rates are reduced by 2/3, but the output per box is increased 3x.  Finding a box will be more rewarding, and disarming/lockpicking experience will increase 3x to offset the lower frequency. Locksmith Mastery reps have also been reduced by 2/3.&lt;br /&gt;
** Locks and Keys: the drop rate of locks and keys have been tripled.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved_posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Treasure system]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Loot_cap&amp;diff=255481</id>
		<title>Loot cap</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Loot_cap&amp;diff=255481"/>
		<updated>2026-04-06T20:58:53Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added a note on trading ranks and finding loot but leaving it in the field.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{side box|&amp;quot;We noticed some very specific issues where the top 5% treasure generating characters are earning significantly more than the bottom 95% of characters. As an even more significant example of the problem, one character earned more than the bottom 60% of all characters combined.&amp;quot;&amp;lt;br /&amp;gt; --GameMaster Estild on December 4, 2020}}On January 1st, 2021, staff implemented the &#039;&#039;&#039;loot cap&#039;&#039;&#039; that had previously been announced, making a significant update to [[treasure]] gain. The primary stated motivation was to lessen the gap between the highest treasure-generating characters and the lowest treasure-generating characters.  &lt;br /&gt;
&lt;br /&gt;
Soft and hard caps were implemented to limit the amount of treasure an &#039;&#039;&#039;account&#039;&#039;&#039; can earn in a given month. The amounts were set to primarily impact the top 5% of income earners.  The soft cap begins at &#039;&#039;&#039;16 million&#039;&#039;&#039; with very low impact to treasure generated and progresses slowly to the hard cap at &#039;&#039;&#039;35 million&#039;&#039;&#039; in a month.  Impacts can gradually be felt while generating new silver/treasure when hunting, whereby individual return slowly decreases past the soft cap until the hard cap is achieved.  If an account has hit the hard cap, they are ineligible for the [[Legendary Feeder]]. &lt;br /&gt;
&lt;br /&gt;
The following activities are not subject to the loot cap:&lt;br /&gt;
* [[Pay events|Pay event]] and [[pay quest]] treasure generation (including gear finds)&lt;br /&gt;
* Tips from lockpicking at the [[locksmith pool]]&lt;br /&gt;
* [[Purification Song (1004)|Purifying]] gems&lt;br /&gt;
* Money exchanged between characters and accounts&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following activities &#039;&#039;are&#039;&#039; subject to loot cap:&lt;br /&gt;
* Finding treasure and then not taking it with you&lt;br /&gt;
* Getting more for your loot when selling it due to trading ranks&lt;br /&gt;
&lt;br /&gt;
Revisions regarding Loot Cap effective 1/16/26&lt;br /&gt;
&lt;br /&gt;
To address the impact of automation and balance the economy - where the top 5% of earners currently account for 27% of all treasure generated - we are making the following changes:&lt;br /&gt;
&lt;br /&gt;
* Monthly Treasure Cap: The soft cap is being reduced from 15 million to 10 million.  Treasure gain is gradually reduced between 10 and 15 million, then set to 1% for any gain thereafter.  There no longer is a hard cap.  This resets monthly per account.&lt;br /&gt;
** Pawnshops: The maximum value for a single item is now 25,000 silver (down from 35,000).&lt;br /&gt;
** Cap Exemptions: Treasure from quests and paid events is no longer exempt from the cap.&lt;br /&gt;
** Gems: Certain gem rarities and values have been adjusted.&lt;br /&gt;
** Player Locksmith Pool: A fee is being added that is significantly lower than the NPC locksmith rate.  Additionally, F2P characters are no longer eligible to use the player locksmith pool.&lt;br /&gt;
** Treasure Boxes: Box drop rates are reduced by 2/3, but the output per box is increased 3x.  Finding a box will be more rewarding, and disarming/lockpicking experience will increase 3x to offset the lower frequency. Locksmith Mastery reps have also been reduced by 2/3.&lt;br /&gt;
** Locks and Keys: the drop rate of locks and keys have been tripled.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved_posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Treasure system]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Recall&amp;diff=255468</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=255468"/>
		<updated>2026-04-06T00:01:33Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Page now fixed - apparently SymRecall does nothing unless you naturally decay or get NPC rezzed.&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 by an NPC town cleric, a non-paladin, non-cleric, 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;
If raised by a paladin or cleric, there is no benefit to using Symbol of Recall.&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>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Resurrection_Updates_(saved_post)&amp;diff=255467</id>
		<title>Resurrection Updates (saved post)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Resurrection_Updates_(saved_post)&amp;diff=255467"/>
		<updated>2026-04-05T23:59:42Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Resurrection Updates 2025==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Professions&lt;br /&gt;
| topic = Cleric, Paladin&lt;br /&gt;
| messagenum = [https://discord.com/channels/226045346399256576/1380191581575057408/1380191581575057408]&lt;br /&gt;
| author = GS4-Estild&lt;br /&gt;
| date = 06/05/2025&lt;br /&gt;
| subject = Resurrection Updates&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The following updates have been implemented for resurrections:&lt;br /&gt;
&lt;br /&gt;
* [[Raise Dead (318)]] and [[Divine Word (1640)]] will provide the newly resurrected character with a spell up and restore up to 20 non-native spells that were active at the time of death. This benefit is only triggered when a cleric or paladin character performs the resurrection.&lt;br /&gt;
** Divine Word (1640) previously did this, but would then remove the spells after 10 minutes. The spells are no longer removed when the battle resurrection effect ends.&lt;br /&gt;
* Due to Divine Word (1640) no longer being unique with a spell up, it will now offer a new buff to the target called Sacred Purpose. Sacred Purpose grants +25 AS, +25 DS, +15 CS, and +15 TD for 3 minutes.&lt;br /&gt;
* [[Symbol of Recall]] remains unchanged and still has similar functionality. It will continue to be a net benefit for when a corpse decays.&lt;br /&gt;
* The Long-Term Experience (LTE) reward daily limit for receiving healing and resurrections from another character has been increased from 250 to 1,000.&lt;br /&gt;
* In addition, a bug was fixed for resurrection LTE which was causing it to be incorrectly attributed to the lockpicking pool daily limit.&lt;br /&gt;
* The experience awarded to clerics and paladins for resurrections has doubled, with the typical range going from 250-700 to 500-1400 experience.&lt;br /&gt;
* Characters that are resurrected by a cleric or paladin character may receive a Resurrection Experience Multiplier.&lt;br /&gt;
** The REM is a new type of RPA that is tracked differently than normal RPAs, but does not stack. If a character has a normal RPA, it will always apply first.&lt;br /&gt;
** The REM is a 2x multiplier for 1,000 experience points.&lt;br /&gt;
** Multiple applications of the REM do not stack, but can reset the total to 1,000.&lt;br /&gt;
** A REM is only applied if the character has had less than 5 recent deaths. This is the same &amp;quot;Recent Deaths&amp;quot; that shows up in EXP and is used for Death&#039;s Sting calculations. A recent death is any death within the last 30 days and 50k earned experience (including Ascension).&lt;br /&gt;
** REM will show up with the same messaging as a RPA under the EXP verb.&lt;br /&gt;
* DEPART will now cause a character to return to life with 1 health and no stamina or mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A word of caution&#039;&#039;&#039;: please do not try to abuse the Resurrection Experience Multiplier bonus. This is intended to reward players waiting for a resurrection and interacting with other players. Every death and resurrection is logged in great detail and we will be monitoring it for abuse. We do not need to catch you in the act to discover it. Intentionally killing or letting characters die so they can be resurrected to earn the REM is Game Mechanics Abuse and a violation of POLICY.&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Symbol_of_Recall&amp;diff=255466</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=255466"/>
		<updated>2026-04-05T23:58:18Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: This page was a complete lie but I don&amp;#039;t really know how to fix it: As per Estild, there is some benefit to symrecall but it&amp;#039;s no longer what this page said it was (a respell; now everybody gets this). I&amp;#039;ve left a note and otherwise not modified it.&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;
&#039;&#039;&#039;NOTE: All raises now get this benefit; since the [[Resurrection Updates (saved post)|Resurrection Updates of 2025]] Symbol of Recall has (as per GM Estild) still some purpose but it&#039;s no longer the spellup&#039;&#039;&#039;.&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>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Divine_Word_(1640)&amp;diff=255465</id>
		<title>Divine Word (1640)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Divine_Word_(1640)&amp;diff=255465"/>
		<updated>2026-04-05T23:48:54Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed this page to take into account the 2025-06-05 update to resurrections on discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = DWORD&lt;br /&gt;
 | custdur = {{spellbox instant | }}&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Raise Dead&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = a [[death|corpse]]&lt;br /&gt;
 | availability = any dead player character&lt;br /&gt;
 | navigation = {{Paladin base navigation|type=Utility}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Divine Word&#039;&#039;&#039; grants a paladin the ability to raise the dead at a base of once per day.  Although ineffective with [[chrism]]s, this spell makes for a very effective battle resurrection.  The paladin and target must be in the same [[group mechanics|group]] or the spell will have no effect.  Uses per day reset at midnight game time (ET).&lt;br /&gt;
&lt;br /&gt;
The corpse is resurrected in a defensive [[stance]], [[prone]], with 5 seconds of stun and [[roundtime]]; the caster will incur 15 seconds of stun and [[roundtime]].  The target will initially be returned with full [[hitpoint|health]], [[spirit]], [[stamina]], and [[mana]]; the caster will not initially lose any spirit.  Although all injuries will remain, actions are not hindered by rank 1 or 2 [[wound]]s and neither will they bleed, but rank 3 injuries are not bypassed by this spell.  Upon being revived, the target receives one [[Verb:MANA#Mana_Spellup|&#039;spellup&#039;]] - one cast of all known stackable buff spells, along with up to 20 non-native spells that were active at the time of death.&lt;br /&gt;
&lt;br /&gt;
Because there is only the group-version of [[Mass Blur (911)]] and the casting paladin must be a member of the deceased&#039;s group to cast Divine Word, paladins can often get a free shot of Blurs when the dead are brought back to life; this often works with [[Mass Colors (611)]] as well.&lt;br /&gt;
&lt;br /&gt;
The corpse also gains a buff called  &#039;&#039;Sacred Purpose&#039;&#039;. Sacred Purpose grants +25 AS, +25 DS, +15 CS, and +15 TD for 3 minutes. The corpse also gets Long-Term Experience and a small experience boost similar to [[Raise Dead (318)|clerical raises]].&lt;br /&gt;
&lt;br /&gt;
The paladin gains 500-1400 experience for a successful raise, depending on the level gap between Paladin and corpse. (lower level paladin vs higher level corpse would be more experience).&lt;br /&gt;
&lt;br /&gt;
==Mana Control Benefit==&lt;br /&gt;
There is a percentage chance equal to 100% minus the caster&#039;s [[Spiritual Mana Control]] skill that the resurrection attempt will severely injure the caster, possibly resulting in the caster&#039;s death. It is recommended that the caster have 102 skill (24 ranks) in SMC before attempting to raise the dead, although one more rank for a total of 25 ranks will unlock the first tier of [[multicast]]ing and [[MANA (verb)#Mana Spellup|mana spellup]].&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases the number of times the paladin is able to raise the dead in a given day; each 20 lore ranks grants an additional raise per day.  The {{boldmono|SPELL}} command will tell you how many uses you have left.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Religion ranks||0||20||40||60||80||100||120||140&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Casts per day||1||2||3||4||5||6||7||8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unlinking==&lt;br /&gt;
Divine Word will remain active on both the target and caster for ten minutes; its remaining duration is visible via {{boldmono|[[spell active|SPELL ACTIVE]]}}.  At any time, the target and the caster can {{boldmono|[[UNLINK]]}} or {{boldmono|[[STOP|STOP 1640]]}} to prematurely end the spell&#039;s effects; unlinking is wholly independent between the two characters, and either of them unlinking will have no effect at all upon the other, contrary to the case of how it works with [[Raise Dead (318)]].  Once Divine Word wears off, so too do its benefits.  &lt;br /&gt;
&lt;br /&gt;
The recently deceased will find themselves in a very poor condition more typical of recent resurrection: 25 health, 1 spirit, 1 stamina, and 1 mana.  Naturally they will again be hindered by any remaining injuries, and they will bleed normally.  If [[Symbol of Recall]] was active when the character was raised, it will have it&#039;s favor restored.&lt;br /&gt;
&lt;br /&gt;
The caster, on the other hand, will suffer 30 seconds of roundtime, and be required to pay their debt of spirit.  The cost is 75% of the target&#039;s maximum, which can be determined by {{boldmono|[[APPRAISE]]}} on the corpse (before Divine Word is cast).  For example, if the corpse has 10 spirit points, the caster would need 8 actual spirit points to complete the resurrection (and survive).  Not having enough spirit will result in [[spirit death]].&lt;br /&gt;
&lt;br /&gt;
==Explaining Divine Word To The Dead==&lt;br /&gt;
Many players are not familiar with the mechanics of Divine Word, particularly since it received a substantial overhaul improving its capabilities around August 2014.  While linking them to this article is a reasonable option, it can be more pertinent to explain the spell more or less precisely and accurately to them yourself.  However, one then risks making an error or omission, and it can be safer to use a script.  Regardless of how one explains Divine Word to a prospective target, it is generally a good idea to do so if they are unfamiliar with it.&lt;br /&gt;
&lt;br /&gt;
The following text can be composed into a basic script to ensure fidelity of mechanics, as repeating it frequently may be prone to minor omissions.  Although the amount of text is lengthy, in fact it omits some issues particular to field application, where it might reasonably be assumed that the subject is hunting with the paladin and is thus familiar with the spell (or when the time to explain it would be in any case cumbersome).  It is available in [[Lich (software)|Lich]] as ;1640rant, which is in the repository for download.  &lt;br /&gt;
&lt;br /&gt;
Because Divine Word has numerous mechanical effects, it is suggested to convey the below information as [[Verb:WHISPER|out of character whispers]].  It is further suggested to place well-timed pauses between the paragraphs when delivering it, to ensure time for the subject to pick up on the finer points as well as a matter of courtesy to not flood them with too much text instantaneously.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Divine Word is a paladin&#039;s resurrection spell.  For 15 minutes, you&#039;ll have full spirit, stamina, mana, health, and all the spells that were active when you died.  Your wounds will not bleed, nor will you be hindered by rank 1 or rank 2 wounds (including your ability to cast spells, etc).  However, paladins are not skilled to apply chrisms.&lt;br /&gt;
&lt;br /&gt;
These effects will last for the full ten minutes or until *you* {{boldmono|UNLINK}} (no relation with the paladin {{boldmono|UNLINKing}}).  You can check the remaining duration for Divine Word under {{boldmono|SPELL ACTIVE}}.  The idea is you can eat herbs to heal your wounds or, ideally, go hunt quickly and get fried.&lt;br /&gt;
&lt;br /&gt;
Once Divine Word falls, you will go to 1 spirit, 1 mana, 1 stamina, and 25 health.&lt;br /&gt;
&lt;br /&gt;
So don&#039;t forget to spellup under Divine Word&#039;s effects before you lose all your mana!  You could also send any available mana to someone else right before Divine Word ends, or use it to cast spells at someone else.  (The Order of Voln&#039;s Symbol of Recall have its favor restored if it was used prior to a 1640 raise.)&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Paladin spell updates (saved posts)]]&lt;br /&gt;
*[[Custom resurrection]]&lt;br /&gt;
*[[Resurrection Updates (saved post)]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Raise_Dead_(318)&amp;diff=255463</id>
		<title>Raise Dead (318)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Raise_Dead_(318)&amp;diff=255463"/>
		<updated>2026-04-05T23:43:42Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
| mnemonic = RAISEDEAD&lt;br /&gt;
| custdur = {{spellbox instant | }}&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Raise Dead&lt;br /&gt;
| skill = None&lt;br /&gt;
| components = a [[death|corpse]]&lt;br /&gt;
| availability = any dead player character&lt;br /&gt;
| navigation = {{Cleric base navigation|type=Utility}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The &#039;&#039;&#039;Raise Dead&#039;&#039;&#039; spell allows a [[Cleric]] to resurrect a [[death|dead]] adventurer. When used successfully it can result in significant [[experience]] gain for the [[Cleric]], from a minimum of 500 up to approximately 1400 points. Exact amount gained depends on the level difference: A level 18 cleric raising a level 100 adventurer will gain ~1400 points, if the situation is reversed, the cleric would gain the minimum of 500.&lt;br /&gt;
&lt;br /&gt;
It will also grant the target some amount of the experience the cleric received as [[Experience_pool#Long-term_Experience|long-term experience]], up to a cap of 1000 LTE per day for the receiver (LTE cap is shared with LTE for being [[Empathic transfer|healed]]). In addition, if the target has fewer than 5 recent deaths, the target will gain a Resurrection Experience Multiplier (a bit like an [[RPA|exp multiplier bonus]] but tracked separately): Their next 1000 experience is doubled. Dying repeatedly merely restores this counter back to 1000 experience. Dying for the sake of obtaining the REM is considered abuse.&lt;br /&gt;
&lt;br /&gt;
The chance of success is equal to your [[Spiritual Mana Control]] skill as a percentage. Excluding enhancives, this means you need 24 ranks of Spiritual Mana Control in order to ensure you cannot fail.&lt;br /&gt;
&lt;br /&gt;
Upon being revived, the target receives one [[Verb:MANA#Mana_Spellup|&#039;spellup&#039;]] - one cast of all known stackable buff spells, along with up to 20 non-native spells that were active at the time of death. Unless the caster is not a cleric or paladin (for example, someone pouring a Dragon&#039;s Blood Porter in a corpse on Teras Isle), then no such spellup is received.&lt;br /&gt;
&lt;br /&gt;
== Linking ==&lt;br /&gt;
The first step is establishing a spiritual link to the body by casting [[Well of Life (308)|Well of Life]] at the corpse.  After 15 seconds of [[roundtime]] (and any desired rites or rituals), the Cleric may cast Raise Dead at the body.  The Cleric will sustain heavy roundtime (35-45 seconds), and both the Cleric and the recently resurrected will be [[stunned]].  Failure to cast Well of Life before casting Raise Dead (as well as casting Raise Dead on oneself) will cause a spiritual backlash and a significant stun.&lt;br /&gt;
&lt;br /&gt;
After the resurrection the Cleric remains linked to the person.  If, for any reason, during this time the person dies again the Cleric receives this message:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You have a foreboding sense of darkness enveloping your soul as you realize XXX has died while both of you are still soul linked!&amp;lt;br&amp;gt;&lt;br /&gt;
You can sense the tugging of XXX&#039;s soul clinging on to life, pulling you headlong into the long dark.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes every ounce of spiritual energy you have to sever the link and claw yourself back to the world of the living!&amp;lt;br&amp;gt;&lt;br /&gt;
You feel empty and torpid, unable to focus your spiritual self.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once this occurs the Cleric temporarily loses the ability to resurrect the dead for one hour.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
A prudent cleric makes sure the corpse is not [[bleeding]] prior to casting the spell; most people that are dead have a good reason for being so, and failure to fix this (by calling upon the services of an [[empath]], use of {{boldmono|[[POUR (verb)|POUR]]}}able [[herbs]], or simply {{boldmono|[[TEND (verb)|TEND]]}}ing the wounds with the [[First Aid]] skill) could result in the newly-arisen meeting a second death - before the link between cleric and client drops.  If that happens, the cleric will be unable to use [[Well of Life (308)]], and therefore be unable to cast Raise Dead successfully, for one hour.&lt;br /&gt;
&lt;br /&gt;
== Costs ==&lt;br /&gt;
Casting Raise Dead will drain the caster of [[spirit points]], based upon the maximum spirit of the target and the degree of training in the [[Cleric Base]] Spells the cleric possesses. Overtraining DOES trigger these benefits.&lt;br /&gt;
*At 18 ranks, the spell is &#039;&#039;&#039;Raise Dead&#039;&#039;&#039; and costs 75% of the target&#039;s maximum spirit, and restores them to 1 health and spirit.&lt;br /&gt;
*At 25 ranks, the spell is &#039;&#039;&#039;Life Restoration&#039;&#039;&#039; and costs 50% of the target&#039;s maximum spirit.  This stronger version of &#039;&#039;&#039;Raise Dead&#039;&#039;&#039; grants the newly-arisen 10% of maximum health and spirit. This will also cost the cleric 25 mana.&lt;br /&gt;
*At 40 ranks, the spell is &#039;&#039;&#039;Resurrection&#039;&#039;&#039; and costs 25% of the target&#039;s maximum spirit, and restores the target to 50% of maximum health.  This will also cost the cleric 40 mana.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast Raise Dead with insufficient spirit usually results in a [[spirit death]] for the [[cleric]] involved. It is recommended to {{boldmono|[[APPRAISE]]}} the target to see how much spirit they have and make sure you&#039;re ready to take the spirit loss.&lt;br /&gt;
&lt;br /&gt;
;Spirit Loss Chart&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Their Spirit||1||2||3||4||5||6||7||8||9||10||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|18 ranks||0||1||2||3||3||4||5||6||6||7||8||9||9&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|25 ranks||0||1||1||2||2||3||3||4||4||5||5||6||6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|40 ranks||0||0||0||1||1||1||1||2||2||2||2||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Chrism]] Raising ==&lt;br /&gt;
Using a chrism gem on the body, activated by {{boldmono|WAVING}} it at the body, along with Raise Dead will allow the deader to retain some, even up to all, of his or her experience that he or she had when dying.  The base chrism gem raise will allow the body to retain 50% of their experience, and every seed increase in Blessing lore after that retains an additional 5%, up to 100% at 65 Blessing lore ranks.  The base lore required to create a chrism gem used in raising is: 25 ranks [[Spiritual Lore, Religion]]; 10 ranks of [[Spiritual Lore, Blessings]]; and 15 ranks of [[Spiritual Lore, Summoning]]. (This can be achieved at level 25 with 2x training in lores.)&lt;br /&gt;
&lt;br /&gt;
Clerics with a [[F2P subscription]] cannot use a chrism without first purchasing a Resurrection Pass.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
{{Spells-Arkati-LST}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[SERVICE (verb)]]&lt;br /&gt;
*[[Custom resurrection]]&lt;br /&gt;
*[[Resurrection Updates (saved post)]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Resurrection_Updates_(saved_post)&amp;diff=255462</id>
		<title>Resurrection Updates (saved post)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Resurrection_Updates_(saved_post)&amp;diff=255462"/>
		<updated>2026-04-05T23:42:00Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Created a copy of Estild&amp;#039;s discord post about the resurrection updates. I&amp;#039;m also fixing wiki pages on 318, 1640, and Sym Recall.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
==Resurrection Updates 2025==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Professions&lt;br /&gt;
| topic = Cleric, Paladin&lt;br /&gt;
| messagenum = [https://discord.com/channels/226045346399256576/1380191581575057408/1380191581575057408]&lt;br /&gt;
| author = GS4-Estild&lt;br /&gt;
| date = 06/05/2025&lt;br /&gt;
| subject = Resurrection Updates&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The following updates have been implemented for resurrections:&lt;br /&gt;
&lt;br /&gt;
* [[Raise Dead (318)]] and [[Divine Word (1640)]] will provide the newly resurrected character with a spell up and restore up to 20 non-native spells that were active at the time of death. This benefit is only triggered when a cleric or paladin character performs the resurrection.&lt;br /&gt;
** Divine Word (1640) previously did this, but would then remove the spells after 10 minutes. The spells are no longer removed when the battle resurrection effect ends.&lt;br /&gt;
* Due to Divine Word (1640) no longer being unique with a spell up, it will now offer a new buff to the target called Sacred Purpose. Sacred Purpose grants +25 AS, +25 DS, +15 CS, and +15 TD for 3 minutes.&lt;br /&gt;
* Symbol of Recall remains unchanged and still has similar functionality. It will continue to be a net benefit for when a corpse decays.&lt;br /&gt;
* The Long-Term Experience (LTE) reward daily limit for receiving healing and resurrections from another character has been increased from 250 to 1,000.&lt;br /&gt;
* In addition, a bug was fixed for resurrection LTE which was causing it to be incorrectly attributed to the lockpicking pool daily limit.&lt;br /&gt;
* The experience awarded to clerics and paladins for resurrections has doubled, with the typical range going from 250-700 to 500-1400 experience.&lt;br /&gt;
* Characters that are resurrected by a cleric or paladin character may receive a Resurrection Experience Multiplier.&lt;br /&gt;
** The REM is a new type of RPA that is tracked differently than normal RPAs, but does not stack. If a character has a normal RPA, it will always apply first.&lt;br /&gt;
** The REM is a 2x multiplier for 1,000 experience points.&lt;br /&gt;
** Multiple applications of the REM do not stack, but can reset the total to 1,000.&lt;br /&gt;
** A REM is only applied if the character has had less than 5 recent deaths. This is the same &amp;quot;Recent Deaths&amp;quot; that shows up in EXP and is used for Death&#039;s Sting calculations. A recent death is any death within the last 30 days and 50k earned experience (including Ascension).&lt;br /&gt;
** REM will show up with the same messaging as a RPA under the EXP verb.&lt;br /&gt;
* DEPART will now cause a character to return to life with 1 health and no stamina or mana.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A word of caution&#039;&#039;&#039;: please do not try to abuse the Resurrection Experience Multiplier bonus. This is intended to reward players waiting for a resurrection and interacting with other players. Every death and resurrection is logged in great detail and we will be monitoring it for abuse. We do not need to catch you in the act to discover it. Intentionally killing or letting characters die so they can be resurrected to earn the REM is Game Mechanics Abuse and a violation of POLICY.&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Raise_Dead_(318)&amp;diff=255461</id>
		<title>Raise Dead (318)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Raise_Dead_(318)&amp;diff=255461"/>
		<updated>2026-04-05T23:36:28Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed this page to take into account the 2025-06-05 update to resurrections on discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
| mnemonic = RAISEDEAD&lt;br /&gt;
| custdur = {{spellbox instant | }}&lt;br /&gt;
| type = Utility&lt;br /&gt;
| subtype = Raise Dead&lt;br /&gt;
| skill = None&lt;br /&gt;
| components = a [[death|corpse]]&lt;br /&gt;
| availability = any dead player character&lt;br /&gt;
| navigation = {{Cleric base navigation|type=Utility}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
The &#039;&#039;&#039;Raise Dead&#039;&#039;&#039; spell allows a [[Cleric]] to resurrect a [[death|dead]] adventurer. When used successfully it can result in significant [[experience]] gain for the [[Cleric]], from a minimum of 500 up to approximately 1400 points. Exact amount gained depends on the level difference: A level 18 cleric raising a level 100 adventurer will gain ~1400 points, if the situation is reversed, the cleric would gain the minimum of 500.&lt;br /&gt;
&lt;br /&gt;
It will also grant the target some amount of the experience the cleric received as [[Experience_pool#Long-term_Experience|long-term experience]], up to a cap of 1000 LTE per day for the receiver (LTE cap is shared with LTE for being [[Empathic transfer|healed]]). In addition, if the target has fewer than 5 recent deaths, the target will gain a Resurrection Experience Multiplier (a bit like an [[RPA|exp multiplier bonus]] but tracked separately): Their next 1000 experience is doubled. Dying repeatedly merely restores this counter back to 1000 experience. Dying for the sake of obtaining the REM is considered abuse.&lt;br /&gt;
&lt;br /&gt;
The chance of success is equal to your [[Spiritual Mana Control]] skill as a percentage. Excluding enhancives, this means you need 24 ranks of Spiritual Mana Control in order to ensure you cannot fail.&lt;br /&gt;
&lt;br /&gt;
Upon being revived, the target receives one [[Verb:MANA#Mana_Spellup|&#039;spellup&#039;]] - one cast of all known stackable buff spells. Unless the caster is not a cleric or paladin (for example, someone pouring a Dragon&#039;s Blood Porter in a corpse on Teras Isle), then no such spellup is received.&lt;br /&gt;
&lt;br /&gt;
== Linking ==&lt;br /&gt;
The first step is establishing a spiritual link to the body by casting [[Well of Life (308)|Well of Life]] at the corpse.  After 15 seconds of [[roundtime]] (and any desired rites or rituals), the Cleric may cast Raise Dead at the body.  The Cleric will sustain heavy roundtime (35-45 seconds), and both the Cleric and the recently resurrected will be [[stunned]].  Failure to cast Well of Life before casting Raise Dead (as well as casting Raise Dead on oneself) will cause a spiritual backlash and a significant stun.&lt;br /&gt;
&lt;br /&gt;
After the resurrection the Cleric remains linked to the person.  If, for any reason, during this time the person dies again the Cleric receives this message:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You have a foreboding sense of darkness enveloping your soul as you realize XXX has died while both of you are still soul linked!&amp;lt;br&amp;gt;&lt;br /&gt;
You can sense the tugging of XXX&#039;s soul clinging on to life, pulling you headlong into the long dark.&amp;lt;br&amp;gt;&lt;br /&gt;
It takes every ounce of spiritual energy you have to sever the link and claw yourself back to the world of the living!&amp;lt;br&amp;gt;&lt;br /&gt;
You feel empty and torpid, unable to focus your spiritual self.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once this occurs the Cleric temporarily loses the ability to resurrect the dead for one hour.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
A prudent cleric makes sure the corpse is not [[bleeding]] prior to casting the spell; most people that are dead have a good reason for being so, and failure to fix this (by calling upon the services of an [[empath]], use of {{boldmono|[[POUR (verb)|POUR]]}}able [[herbs]], or simply {{boldmono|[[TEND (verb)|TEND]]}}ing the wounds with the [[First Aid]] skill) could result in the newly-arisen meeting a second death - before the link between cleric and client drops.  If that happens, the cleric will be unable to use [[Well of Life (308)]], and therefore be unable to cast Raise Dead successfully, for one hour.&lt;br /&gt;
&lt;br /&gt;
== Costs ==&lt;br /&gt;
Casting Raise Dead will drain the caster of [[spirit points]], based upon the maximum spirit of the target and the degree of training in the [[Cleric Base]] Spells the cleric possesses. Overtraining DOES trigger these benefits.&lt;br /&gt;
*At 18 ranks, the spell is &#039;&#039;&#039;Raise Dead&#039;&#039;&#039; and costs 75% of the target&#039;s maximum spirit, and restores them to 1 health and spirit.&lt;br /&gt;
*At 25 ranks, the spell is &#039;&#039;&#039;Life Restoration&#039;&#039;&#039; and costs 50% of the target&#039;s maximum spirit.  This stronger version of &#039;&#039;&#039;Raise Dead&#039;&#039;&#039; grants the newly-arisen 10% of maximum health and spirit. This will also cost the cleric 25 mana.&lt;br /&gt;
*At 40 ranks, the spell is &#039;&#039;&#039;Resurrection&#039;&#039;&#039; and costs 25% of the target&#039;s maximum spirit, and restores the target to 50% of maximum health.  This will also cost the cleric 40 mana.&lt;br /&gt;
&lt;br /&gt;
Attempting to cast Raise Dead with insufficient spirit usually results in a [[spirit death]] for the [[cleric]] involved. It is recommended to {{boldmono|[[APPRAISE]]}} the target to see how much spirit they have and make sure you&#039;re ready to take the spirit loss.&lt;br /&gt;
&lt;br /&gt;
;Spirit Loss Chart&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;center&amp;quot;|Their Spirit||1||2||3||4||5||6||7||8||9||10||11||12||13&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|18 ranks||0||1||2||3||3||4||5||6||6||7||8||9||9&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|25 ranks||0||1||1||2||2||3||3||4||4||5||5||6||6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|40 ranks||0||0||0||1||1||1||1||2||2||2||2||3||3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Chrism]] Raising ==&lt;br /&gt;
Using a chrism gem on the body, activated by {{boldmono|WAVING}} it at the body, along with Raise Dead will allow the deader to retain some, even up to all, of his or her experience that he or she had when dying.  The base chrism gem raise will allow the body to retain 50% of their experience, and every seed increase in Blessing lore after that retains an additional 5%, up to 100% at 65 Blessing lore ranks.  The base lore required to create a chrism gem used in raising is: 25 ranks [[Spiritual Lore, Religion]]; 10 ranks of [[Spiritual Lore, Blessings]]; and 15 ranks of [[Spiritual Lore, Summoning]]. (This can be achieved at level 25 with 2x training in lores.)&lt;br /&gt;
&lt;br /&gt;
Clerics with a [[F2P subscription]] cannot use a chrism without first purchasing a Resurrection Pass.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
{{Spells-Arkati-LST}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[SERVICE (verb)]]&lt;br /&gt;
*[[Custom resurrection]]&lt;br /&gt;
*[[Resurrection Updates (saved post)]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Experience&amp;diff=255415</id>
		<title>Experience</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Experience&amp;diff=255415"/>
		<updated>2026-04-04T15:34:07Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: clarified how experience leads to TPs and how the formulas work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Experience&#039;&#039;&#039; is the way that progress toward advancement in [[level]]s is measured.  A [[character]] gains experience, or &amp;quot;learns&amp;quot;, in a variety of ways and based on a number of factors.  In 2016 the experience system was updated to include a separate [[#Long-term Experience|long-term experience pool]], and [[#Offline Experience Absorption|offline absorption]].  This page is intended to be an overview of the experience system.  Please see the main articles linked just below some sections for additional details.&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==EXPERIENCE (verb)==&lt;br /&gt;
The {{boldmono|EXPERIENCE}} verb (commonly abbreviated to &#039;EXP&#039;) is used to display a character&#039;s accumulated experience, [[training point]]s, [[fame]], and other information.&lt;br /&gt;
&lt;br /&gt;
{{#section:Verb:EXPERIENCE|verb}}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Exp until lvl&amp;quot; label changes to &amp;quot;Exp to next TP&amp;quot; at level 100.&lt;br /&gt;
&lt;br /&gt;
==Experience Pools==&lt;br /&gt;
{{Main|Experience pool}}&lt;br /&gt;
{{#section:Experience pool|Exp page}}&lt;br /&gt;
{{#section:Experience pool|Ascension}}&lt;br /&gt;
{{top}}&lt;br /&gt;
==Gift of Lumnis==&lt;br /&gt;
{{main|Gift of Lumnis}}&lt;br /&gt;
{{#section:Gift of Lumnis|Exp page}}&lt;br /&gt;
==Offline Experience Absorption==&lt;br /&gt;
Characters on paid subscription accounts will continue to absorb field experience at a reduced rate when not logged in.  Point-based and global experience modifiers ([[Gift of Lumnis]], [[Roleplaying award]]s, [[Death&#039;s Sting]], [[F2P]], etc.) will apply to the offline absorption amounts, time-based experience modifiers ([[experience boost]]s) will not. The rate for offline absorption is a flat 15 exp per 10 minutes.  &lt;br /&gt;
&lt;br /&gt;
This feature can be toggled on and off using {{boldmono|[[FLAG]] OFFLINEEXP ON/OFF}}.&lt;br /&gt;
&lt;br /&gt;
==Experience vs Training Points==&lt;br /&gt;
&lt;br /&gt;
The primary reason to gain experience is to [[Level|level up]]. Levelling up has many effects, including: Gaining [[Training point|Training Points (TPs)]]. Once level 100 is reached, experience no longer leads to a new level. However, experience is still useful: You gain 1 MTP and 1 PTP for every 2500 experience gained. You can use these to train skills, but all skills are capped at 101, 202, or 303 ranks depending on your [[Category:Professions|profession]]. Once you&#039;ve trained everything you wanted to, experience no longer has any purpose. Adjust your experience pool settings to shift all or most of your experience to [[Ascension]] before you get to that point.&lt;br /&gt;
&lt;br /&gt;
Before reaching the level cap, you gain TPs as you gain experience. For example, if you&#039;re level 55, it takes 90000 experience to gain a level. If your stats are such that you gain 52 PTP in level 55:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;90000 / 52 = 1730.76923077&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You gain 1 PTP at 91731 experience into level 52, another PTP at 93462, and so on, with the final PTP being granted as you level up to level 53.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve converted PTP to MTP or vice versa, if you gain a TP of the kind you&#039;ve converted to, you automatically &#039;unconvert&#039; 1 point. In other words, if you&#039;ve converted PTP to MTP and you gain 1 MTP, you actually gain no MTP and instead gain 2 PTP. This &#039;unconversion&#039; is applied automatically.&lt;br /&gt;
&lt;br /&gt;
==Experience Per Level==&lt;br /&gt;
&amp;lt;span class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-1&amp;quot;&amp;gt; &lt;br /&gt;
[&amp;lt;span class=&amp;quot;mw-customtoggle-1 mw-customtoggle-2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click to view GS3/GS4 level comparison  table&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;&amp;lt;span class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-2&amp;quot;&amp;gt;[&amp;lt;span class=&amp;quot;mw-customtoggle-1 mw-customtoggle-2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click to view GS4 levels only&amp;lt;/span&amp;gt;] &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible&amp;quot; id=&amp;quot;mw-customcollapsible-1&amp;quot;&amp;gt;&amp;lt;section begin=level chart /&amp;gt;&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; font-weight:bold; background-color:lightblue;&amp;quot; | Levels by Experience&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | Experience&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | Level&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | Total Experience Required&lt;br /&gt;
|-&lt;br /&gt;
| 2500&lt;br /&gt;
| 1&lt;br /&gt;
| 2500&lt;br /&gt;
|-&lt;br /&gt;
| 5000&lt;br /&gt;
| 2&lt;br /&gt;
| 2500&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 3&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
| 17500&lt;br /&gt;
| 4&lt;br /&gt;
| 7500&lt;br /&gt;
|-&lt;br /&gt;
| 27500&lt;br /&gt;
| 5&lt;br /&gt;
| 10000&lt;br /&gt;
|-&lt;br /&gt;
| 40000&lt;br /&gt;
| 6&lt;br /&gt;
| 12500&lt;br /&gt;
|-&lt;br /&gt;
| 55000&lt;br /&gt;
| 7&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| 72500&lt;br /&gt;
| 8&lt;br /&gt;
| 17500&lt;br /&gt;
|-&lt;br /&gt;
| 92500&lt;br /&gt;
| 9&lt;br /&gt;
| 20000&lt;br /&gt;
|-&lt;br /&gt;
| 115000&lt;br /&gt;
| 10&lt;br /&gt;
| 22500&lt;br /&gt;
|-&lt;br /&gt;
| 140000&lt;br /&gt;
| 11&lt;br /&gt;
| 25000&lt;br /&gt;
|-&lt;br /&gt;
| 167000&lt;br /&gt;
| 12&lt;br /&gt;
| 27500&lt;br /&gt;
|-&lt;br /&gt;
| 197500&lt;br /&gt;
| 13&lt;br /&gt;
| 30000&lt;br /&gt;
|-&lt;br /&gt;
| 230000&lt;br /&gt;
| 14&lt;br /&gt;
| 32500&lt;br /&gt;
|-&lt;br /&gt;
| 265000&lt;br /&gt;
| 15&lt;br /&gt;
| 35000&lt;br /&gt;
|-&lt;br /&gt;
| 302000&lt;br /&gt;
| 16&lt;br /&gt;
| 37000&lt;br /&gt;
|-&lt;br /&gt;
| 341000&lt;br /&gt;
| 17&lt;br /&gt;
| 39000&lt;br /&gt;
|-&lt;br /&gt;
| 382000&lt;br /&gt;
| 18&lt;br /&gt;
| 41000&lt;br /&gt;
|-&lt;br /&gt;
| 425000&lt;br /&gt;
| 19&lt;br /&gt;
| 43000&lt;br /&gt;
|-&lt;br /&gt;
| 470000&lt;br /&gt;
| 20&lt;br /&gt;
| 45000&lt;br /&gt;
|-&lt;br /&gt;
| 517000&lt;br /&gt;
| 21&lt;br /&gt;
| 47000&lt;br /&gt;
|-&lt;br /&gt;
| 566000&lt;br /&gt;
| 22&lt;br /&gt;
| 49000&lt;br /&gt;
|-&lt;br /&gt;
| 617000&lt;br /&gt;
| 23&lt;br /&gt;
| 51000&lt;br /&gt;
|-&lt;br /&gt;
| 670000&lt;br /&gt;
| 24&lt;br /&gt;
| 53000&lt;br /&gt;
|-&lt;br /&gt;
| 725000&lt;br /&gt;
| 25&lt;br /&gt;
| 55000&lt;br /&gt;
|-&lt;br /&gt;
| 781500&lt;br /&gt;
| 26&lt;br /&gt;
| 56500&lt;br /&gt;
|-&lt;br /&gt;
| 839500&lt;br /&gt;
| 27&lt;br /&gt;
| 58000&lt;br /&gt;
|-&lt;br /&gt;
| 899000&lt;br /&gt;
| 28&lt;br /&gt;
| 59500&lt;br /&gt;
|-&lt;br /&gt;
| 960000&lt;br /&gt;
| 29&lt;br /&gt;
| 61000&lt;br /&gt;
|-&lt;br /&gt;
| 1022500&lt;br /&gt;
| 30&lt;br /&gt;
| 62500&lt;br /&gt;
|-&lt;br /&gt;
| 1086500&lt;br /&gt;
| 31&lt;br /&gt;
| 64000&lt;br /&gt;
|-&lt;br /&gt;
| 1152000&lt;br /&gt;
| 32&lt;br /&gt;
| 65500&lt;br /&gt;
|-&lt;br /&gt;
| 1219000&lt;br /&gt;
| 33&lt;br /&gt;
| 67000&lt;br /&gt;
|-&lt;br /&gt;
| 1287500&lt;br /&gt;
| 34&lt;br /&gt;
| 68500&lt;br /&gt;
|-&lt;br /&gt;
| 1357500&lt;br /&gt;
| 35&lt;br /&gt;
| 70000&lt;br /&gt;
|-&lt;br /&gt;
| 1429000&lt;br /&gt;
| 36&lt;br /&gt;
| 71500&lt;br /&gt;
|-&lt;br /&gt;
| 1502000&lt;br /&gt;
| 37&lt;br /&gt;
| 73000&lt;br /&gt;
|-&lt;br /&gt;
| 1576500&lt;br /&gt;
| 38&lt;br /&gt;
| 74500&lt;br /&gt;
|-&lt;br /&gt;
| 1652500&lt;br /&gt;
| 39&lt;br /&gt;
| 76000&lt;br /&gt;
|-&lt;br /&gt;
| 1730000&lt;br /&gt;
| 40&lt;br /&gt;
| 77500&lt;br /&gt;
|-&lt;br /&gt;
| 1808500&lt;br /&gt;
| 41&lt;br /&gt;
| 78500&lt;br /&gt;
|-&lt;br /&gt;
| 1888000&lt;br /&gt;
| 42&lt;br /&gt;
| 79500&lt;br /&gt;
|-&lt;br /&gt;
| 1968500&lt;br /&gt;
| 43&lt;br /&gt;
| 80500&lt;br /&gt;
|-&lt;br /&gt;
| 2050000&lt;br /&gt;
| 44&lt;br /&gt;
| 81500&lt;br /&gt;
|-&lt;br /&gt;
| 2132500&lt;br /&gt;
| 45&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
| 2216000&lt;br /&gt;
| 46&lt;br /&gt;
| 83500&lt;br /&gt;
|-&lt;br /&gt;
| 2300500&lt;br /&gt;
| 47&lt;br /&gt;
| 84500&lt;br /&gt;
|-&lt;br /&gt;
| 2386000&lt;br /&gt;
| 48&lt;br /&gt;
| 85500&lt;br /&gt;
|-&lt;br /&gt;
| 2472500&lt;br /&gt;
| 49&lt;br /&gt;
| 86500&lt;br /&gt;
|-&lt;br /&gt;
| 2560000&lt;br /&gt;
| 50&lt;br /&gt;
| 87500&lt;br /&gt;
|-&lt;br /&gt;
| 2648000&lt;br /&gt;
| 51&lt;br /&gt;
| 88000&lt;br /&gt;
|-&lt;br /&gt;
| 2736500&lt;br /&gt;
| 52&lt;br /&gt;
| 88500&lt;br /&gt;
|-&lt;br /&gt;
| 2825500&lt;br /&gt;
| 53&lt;br /&gt;
| 89000&lt;br /&gt;
|-&lt;br /&gt;
| 2915000&lt;br /&gt;
| 54&lt;br /&gt;
| 89500&lt;br /&gt;
|-&lt;br /&gt;
| 3005000&lt;br /&gt;
| 55&lt;br /&gt;
| 90000&lt;br /&gt;
|-&lt;br /&gt;
| 3095500&lt;br /&gt;
| 56&lt;br /&gt;
| 90500&lt;br /&gt;
|-&lt;br /&gt;
| 3186500&lt;br /&gt;
| 57&lt;br /&gt;
| 91000&lt;br /&gt;
|-&lt;br /&gt;
| 3278000&lt;br /&gt;
| 58&lt;br /&gt;
| 91500&lt;br /&gt;
|-&lt;br /&gt;
| 3370000&lt;br /&gt;
| 59&lt;br /&gt;
| 92000&lt;br /&gt;
|-&lt;br /&gt;
| 3462500&lt;br /&gt;
| 60&lt;br /&gt;
| 92500&lt;br /&gt;
|-&lt;br /&gt;
| 3555500&lt;br /&gt;
| 61&lt;br /&gt;
| 93000&lt;br /&gt;
|-&lt;br /&gt;
| 3649000&lt;br /&gt;
| 62&lt;br /&gt;
| 93500&lt;br /&gt;
|-&lt;br /&gt;
| 3743000&lt;br /&gt;
| 63&lt;br /&gt;
| 94000&lt;br /&gt;
|-&lt;br /&gt;
| 3837500&lt;br /&gt;
| 64&lt;br /&gt;
| 94500&lt;br /&gt;
|-&lt;br /&gt;
| 3932500&lt;br /&gt;
| 65&lt;br /&gt;
| 95000&lt;br /&gt;
|-&lt;br /&gt;
| 4028000&lt;br /&gt;
| 66&lt;br /&gt;
| 95500&lt;br /&gt;
|-&lt;br /&gt;
| 4124000&lt;br /&gt;
| 67&lt;br /&gt;
| 96000&lt;br /&gt;
|-&lt;br /&gt;
| 4220500&lt;br /&gt;
| 68&lt;br /&gt;
| 96500&lt;br /&gt;
|-&lt;br /&gt;
| 4317500&lt;br /&gt;
| 69&lt;br /&gt;
| 97000&lt;br /&gt;
|-&lt;br /&gt;
| 4415000&lt;br /&gt;
| 70&lt;br /&gt;
| 97500&lt;br /&gt;
|-&lt;br /&gt;
| 4513000&lt;br /&gt;
| 71&lt;br /&gt;
| 98000&lt;br /&gt;
|-&lt;br /&gt;
| 4611500&lt;br /&gt;
| 72&lt;br /&gt;
| 98500&lt;br /&gt;
|-&lt;br /&gt;
| 4710500&lt;br /&gt;
| 73&lt;br /&gt;
| 99000&lt;br /&gt;
|-&lt;br /&gt;
| 4810000&lt;br /&gt;
| 74&lt;br /&gt;
| 99500&lt;br /&gt;
|-&lt;br /&gt;
| 4910000&lt;br /&gt;
| 75&lt;br /&gt;
| 100000&lt;br /&gt;
|-&lt;br /&gt;
| 5010500&lt;br /&gt;
| 76&lt;br /&gt;
| 100500&lt;br /&gt;
|-&lt;br /&gt;
| 5111500&lt;br /&gt;
| 77&lt;br /&gt;
| 101000&lt;br /&gt;
|-&lt;br /&gt;
| 5213000&lt;br /&gt;
| 78&lt;br /&gt;
| 101500&lt;br /&gt;
|-&lt;br /&gt;
| 5315000&lt;br /&gt;
| 79&lt;br /&gt;
| 102000&lt;br /&gt;
|-&lt;br /&gt;
| 5417500&lt;br /&gt;
| 80&lt;br /&gt;
| 102500&lt;br /&gt;
|-&lt;br /&gt;
| 5520500&lt;br /&gt;
| 81&lt;br /&gt;
| 103000&lt;br /&gt;
|-&lt;br /&gt;
| 5624000&lt;br /&gt;
| 82&lt;br /&gt;
| 103500&lt;br /&gt;
|-&lt;br /&gt;
| 5728000&lt;br /&gt;
| 83&lt;br /&gt;
| 104000&lt;br /&gt;
|-&lt;br /&gt;
| 5832500&lt;br /&gt;
| 84&lt;br /&gt;
| 104500&lt;br /&gt;
|-&lt;br /&gt;
| 5937500&lt;br /&gt;
| 85&lt;br /&gt;
| 105000&lt;br /&gt;
|-&lt;br /&gt;
| 6043000&lt;br /&gt;
| 86&lt;br /&gt;
| 105500&lt;br /&gt;
|-&lt;br /&gt;
| 6149000&lt;br /&gt;
| 87&lt;br /&gt;
| 106000&lt;br /&gt;
|-&lt;br /&gt;
| 6255500&lt;br /&gt;
| 88&lt;br /&gt;
| 106500&lt;br /&gt;
|-&lt;br /&gt;
| 6362500&lt;br /&gt;
| 89&lt;br /&gt;
| 107000&lt;br /&gt;
|-&lt;br /&gt;
| 6470000&lt;br /&gt;
| 90&lt;br /&gt;
| 107500&lt;br /&gt;
|-&lt;br /&gt;
| 6578000&lt;br /&gt;
| 91&lt;br /&gt;
| 108000&lt;br /&gt;
|-&lt;br /&gt;
| 6686500&lt;br /&gt;
| 92&lt;br /&gt;
| 108500&lt;br /&gt;
|-&lt;br /&gt;
| 6795500&lt;br /&gt;
| 93&lt;br /&gt;
| 109000&lt;br /&gt;
|-&lt;br /&gt;
| 6905000&lt;br /&gt;
| 94&lt;br /&gt;
| 109500&lt;br /&gt;
|-&lt;br /&gt;
| 7015000&lt;br /&gt;
| 95&lt;br /&gt;
| 110000&lt;br /&gt;
|-&lt;br /&gt;
| 7125500&lt;br /&gt;
| 96&lt;br /&gt;
| 110500&lt;br /&gt;
|-&lt;br /&gt;
| 7236500&lt;br /&gt;
| 97&lt;br /&gt;
| 111000&lt;br /&gt;
|-&lt;br /&gt;
| 7348000&lt;br /&gt;
| 98&lt;br /&gt;
| 111500&lt;br /&gt;
|-&lt;br /&gt;
| 7460000&lt;br /&gt;
| 99&lt;br /&gt;
| 112000&lt;br /&gt;
|-&lt;br /&gt;
| 7572500&lt;br /&gt;
| 100&lt;br /&gt;
| 112500&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | Total&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 100&lt;br /&gt;
| style=&amp;quot;font-weight:bold;&amp;quot; | 7572500&lt;br /&gt;
|} &amp;lt;section end=level chart /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-2&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;vertical-align: text-top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:lightblue&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | GemStone III&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | GS4&lt;br /&gt;
|-&lt;br /&gt;
! Experience||Level||Exp Required||Avg. Hours||Level||Exp Required||Avg. Hours&lt;br /&gt;
|-&lt;br /&gt;
| 2500||||||||1||2500||2.5&lt;br /&gt;
|-&lt;br /&gt;
| 5000||||||||2||2500||2.5&lt;br /&gt;
|-&lt;br /&gt;
| 10000||1||10000||10||3||5000||5&lt;br /&gt;
|-&lt;br /&gt;
| 17500||||||||4||7500||7.5&lt;br /&gt;
|-&lt;br /&gt;
| 20000||2||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 27500||||||||5||10000||10&lt;br /&gt;
|-&lt;br /&gt;
| 30000||3||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 40000||4||10000||10||6||12500||12.5&lt;br /&gt;
|-&lt;br /&gt;
| 50000||5||10000||10||||||&lt;br /&gt;
|-&lt;br /&gt;
| 55000||||||||7||15000||15&lt;br /&gt;
|-&lt;br /&gt;
| 70000||6||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 72500||||||||8||17500||17.5&lt;br /&gt;
|-&lt;br /&gt;
| 90000||7||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 92500||||||||9||20000||20&lt;br /&gt;
|-&lt;br /&gt;
| 110000||8||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 115000||||||||10||22500||22.5&lt;br /&gt;
|-&lt;br /&gt;
| 130000||9||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 140000||||||||11||25000||25&lt;br /&gt;
|-&lt;br /&gt;
| 150000||10||20000||20||||||&lt;br /&gt;
|-&lt;br /&gt;
| 167000||||||||12||27500||27.5&lt;br /&gt;
|-&lt;br /&gt;
| 180000||11||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 197500||||||||13||30000||30&lt;br /&gt;
|-&lt;br /&gt;
| 210000||12||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 230000||||||||14||32500||32.5&lt;br /&gt;
|-&lt;br /&gt;
| 240000||13||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 265000||||||||15||35000||35&lt;br /&gt;
|-&lt;br /&gt;
| 270000||14||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 300000||15||30000||30||||||&lt;br /&gt;
|-&lt;br /&gt;
| 302000||||||||16||37000||37&lt;br /&gt;
|-&lt;br /&gt;
| 340000||16||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 341000||||||||17||39000||39&lt;br /&gt;
|-&lt;br /&gt;
| 380000||17||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 382000||||||||18||41000||41&lt;br /&gt;
|-&lt;br /&gt;
| 420000||18||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 425000||||||||19||43000||43&lt;br /&gt;
|-&lt;br /&gt;
| 460000||19||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 470000||||||||20||45000||45&lt;br /&gt;
|-&lt;br /&gt;
| 500000||20||40000||40||||||&lt;br /&gt;
|-&lt;br /&gt;
| 517000||||||||21||47000||47&lt;br /&gt;
|-&lt;br /&gt;
| 550000||21||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 566000||||||||22||49000||49&lt;br /&gt;
|-&lt;br /&gt;
| 600000||22||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 617000||||||||23||51000||51&lt;br /&gt;
|-&lt;br /&gt;
| 650000||23||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 670000||||||||24||53000||53&lt;br /&gt;
|-&lt;br /&gt;
| 700000||24||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 725000||||||||25||55000||55&lt;br /&gt;
|-&lt;br /&gt;
| 750000||25||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 781500||||||||26||56500||56.5&lt;br /&gt;
|-&lt;br /&gt;
| 800000||26||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 839500||||||||27||58000||58&lt;br /&gt;
|-&lt;br /&gt;
| 850000||27||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 899000||||||||28||59500||59.5&lt;br /&gt;
|-&lt;br /&gt;
| 900000||28||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 950000||29||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 960000||||||||29||61000||61&lt;br /&gt;
|-&lt;br /&gt;
| 1000000||30||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1022500||||||||30||62500||62.5&lt;br /&gt;
|-&lt;br /&gt;
| 1050000||31||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1086500||||||||31||64000||64&lt;br /&gt;
|-&lt;br /&gt;
| 1100000||32||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1150000||33||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1152000||||||||32||65500||65.5&lt;br /&gt;
|-&lt;br /&gt;
| 1200000||34||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1219000||||||||33||67000||67&lt;br /&gt;
|-&lt;br /&gt;
| 1250000||35||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1287500||||||||34||68500||68.5&lt;br /&gt;
|-&lt;br /&gt;
| 1300000||36||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1350000||37||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1357500||||||||35||70000||70&lt;br /&gt;
|-&lt;br /&gt;
| 1400000||38||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1429000||||||||36||71500||71.5&lt;br /&gt;
|-&lt;br /&gt;
| 1450000||39||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1500000||40||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1502000||||||||37||73000||73&lt;br /&gt;
|-&lt;br /&gt;
| 1550000||41||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1576500||||||||38||74500||74.5&lt;br /&gt;
|-&lt;br /&gt;
| 1600000||42||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1650000||43||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1652500||||||||39||76000||76&lt;br /&gt;
|-&lt;br /&gt;
| 1700000||44||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1730000||||||||40||77500||77.5&lt;br /&gt;
|-&lt;br /&gt;
| 1750000||45||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1800000||46||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1808500||||||||41||78500||78.5&lt;br /&gt;
|-&lt;br /&gt;
| 1850000||47||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1888000||||||||42||79500||79.5&lt;br /&gt;
|-&lt;br /&gt;
| 1900000||48||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1950000||49||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 1968500||||||||43||80500||80.5&lt;br /&gt;
|-&lt;br /&gt;
| 2000000||50||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2050000||51||50000||50||44||81500||81.5&lt;br /&gt;
|-&lt;br /&gt;
| 2100000||52||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2132500||||||||45||82500||82.5&lt;br /&gt;
|-&lt;br /&gt;
| 2150000||53||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2200000||54||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2216000||||||||46||83500||83.5&lt;br /&gt;
|-&lt;br /&gt;
| 2250000||55||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2300000||56||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2300500||||||||47||84500||84.5&lt;br /&gt;
|-&lt;br /&gt;
| 2350000||57||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2386000||||||||48||85500||85.5&lt;br /&gt;
|-&lt;br /&gt;
| 2400000||58||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2450000||59||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2472500||||||||49||86500||86.5&lt;br /&gt;
|-&lt;br /&gt;
| 2500000||60||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2550000||61||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2560000||||||||50||87500||87.5&lt;br /&gt;
|-&lt;br /&gt;
| 2600000||62||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2648000||||||||51||88000||88&lt;br /&gt;
|-&lt;br /&gt;
| 2650000||63||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2700000||64||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2736500||||||||52||88500||88.5&lt;br /&gt;
|-&lt;br /&gt;
| 2750000||65||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2800000||66||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2825500||||||||53||89000||89&lt;br /&gt;
|-&lt;br /&gt;
| 2850000||67||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2900000||68||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 2915000||||||||54||89500||89.5&lt;br /&gt;
|-&lt;br /&gt;
| 2950000||69||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3000000||70||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3005000||||||||55||90000||90&lt;br /&gt;
|-&lt;br /&gt;
| 3050000||71||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3095500||||||||56||90500||90.5&lt;br /&gt;
|-&lt;br /&gt;
| 3100000||72||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3150000||73||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3186500||||||||57||91000||91&lt;br /&gt;
|-&lt;br /&gt;
| 3200000||74||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3250000||75||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3278000||||||||58||91500||91.5&lt;br /&gt;
|-&lt;br /&gt;
| 3300000||76||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3350000||77||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3370000||||||||59||92000||92&lt;br /&gt;
|-&lt;br /&gt;
| 3400000||78||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3450000||79||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3462500||||||||60||92500||92.5&lt;br /&gt;
|-&lt;br /&gt;
| 3500000||80||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3550000||81||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3555500||||||||61||93000||93&lt;br /&gt;
|-&lt;br /&gt;
| 3600000||82||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3649000||||||||62||93500||93.5&lt;br /&gt;
|-&lt;br /&gt;
| 3650000||83||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3700000||84||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3743000||||||||63||94000||94&lt;br /&gt;
|-&lt;br /&gt;
| 3750000||85||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3800000||86||50000||50||||||&lt;br /&gt;
|}&lt;br /&gt;
|style=&amp;quot;vertical-align: text-top&amp;quot;|&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:lightblue&amp;quot;&lt;br /&gt;
| &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | GemStone III&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | GS4&lt;br /&gt;
|-&lt;br /&gt;
! Experience||Level||Exp Required||Avg. Hours||Level||Exp Required||Avg. Hours&lt;br /&gt;
|-&lt;br /&gt;
| 3837500||||||||64||94500||94.5&lt;br /&gt;
|-&lt;br /&gt;
| 3850000||87||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3900000||88||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 3932500||||||||65||95000||95&lt;br /&gt;
|-&lt;br /&gt;
| 3950000||89||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4000000||90||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4028000||||||||66||95500||95.5&lt;br /&gt;
|-&lt;br /&gt;
| 4050000||91||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4100000||92||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4124000||||||||67||96000||96&lt;br /&gt;
|-&lt;br /&gt;
| 4150000||93||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4200000||94||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4220500||||||||68||96500||96.5&lt;br /&gt;
|-&lt;br /&gt;
| 4250000||95||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4300000||96||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4317500||||||||69||97000||97&lt;br /&gt;
|-&lt;br /&gt;
| 4350000||97||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4400000||98||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4415000||||||||70||97500||97.5&lt;br /&gt;
|-&lt;br /&gt;
| 4450000||99||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4500000||100||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4513000||||||||71||98000||98&lt;br /&gt;
|-&lt;br /&gt;
| 4550000||101||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4600000||102||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4611500||||||||72||98500||98.5&lt;br /&gt;
|-&lt;br /&gt;
| 4650000||103||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4700000||104||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4710500||||||||73||99000||99&lt;br /&gt;
|-&lt;br /&gt;
| 4750000||105||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4800000||106||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4810000||||||||74||99500||99.5&lt;br /&gt;
|-&lt;br /&gt;
| 4850000||107||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4900000||108||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 4910000||||||||75||100000||100&lt;br /&gt;
|-&lt;br /&gt;
| 4950000||109||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5000000||110||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5010500||||||||76||100500||100.5&lt;br /&gt;
|-&lt;br /&gt;
| 5050000||111||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5100000||112||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5111500||||||||77||101000||101&lt;br /&gt;
|-&lt;br /&gt;
| 5150000||113||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5200000||114||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5213000||||||||78||101500||101.5&lt;br /&gt;
|-&lt;br /&gt;
| 5250000||115||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5300000||116||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5315000||||||||79||102000||102&lt;br /&gt;
|-&lt;br /&gt;
| 5350000||117||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5400000||118||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5417500||||||||80||102500||102.5&lt;br /&gt;
|-&lt;br /&gt;
| 5450000||119||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5500000||120||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5520500||||||||81||103000||103&lt;br /&gt;
|-&lt;br /&gt;
| 5550000||121||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5600000||122||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5624000||||||||82||103500||103.5&lt;br /&gt;
|-&lt;br /&gt;
| 5650000||123||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5700000||124||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5728000||||||||83||104000||104&lt;br /&gt;
|-&lt;br /&gt;
| 5750000||125||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5800000||126||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5832500||||||||84||104500||104.5&lt;br /&gt;
|-&lt;br /&gt;
| 5850000||127||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5900000||128||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 5937500||||||||85||105000||105&lt;br /&gt;
|-&lt;br /&gt;
| 5950000||129||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6000000||130||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6043000||||||||86||105500||105.5&lt;br /&gt;
|-&lt;br /&gt;
| 6050000||131||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6100000||132||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6149000||||||||87||106000||106&lt;br /&gt;
|-&lt;br /&gt;
| 6150000||133||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6200000||134||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6250000||135||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6255500||||||||88||106500||106.5&lt;br /&gt;
|-&lt;br /&gt;
| 6300000||136||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6350000||137||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6362500||||||||89||107000||107&lt;br /&gt;
|-&lt;br /&gt;
| 6400000||138||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6450000||139||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6470000||||||||90||107500||107.5&lt;br /&gt;
|-&lt;br /&gt;
| 6500000||140||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6550000||141||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6578000||||||||91||108000||108&lt;br /&gt;
|-&lt;br /&gt;
| 6600000||142||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6650000||143||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6686500||||||||92||108500||108.5&lt;br /&gt;
|-&lt;br /&gt;
| 6700000||144||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6750000||145||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6795500||||||||93||109000||109&lt;br /&gt;
|-&lt;br /&gt;
| 6800000||146||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6850000||147||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6900000||148||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 6905000||||||||94||109500||109.5&lt;br /&gt;
|-&lt;br /&gt;
| 6950000||149||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7000000||150||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7015000||||||||95||110000||110&lt;br /&gt;
|-&lt;br /&gt;
| 7050000||151||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7100000||152||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7125500||||||||96||110500||110.5&lt;br /&gt;
|-&lt;br /&gt;
| 7150000||153||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7200000||154||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7236500||||||||97||111000||111&lt;br /&gt;
|-&lt;br /&gt;
| 7250000||155||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7300000||156||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7348000||||||||98||111500||111.5&lt;br /&gt;
|-&lt;br /&gt;
| 7350000||157||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7400000||158||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7450000||159||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7460000||||||||99||112000||112&lt;br /&gt;
|-&lt;br /&gt;
| 7500000||160||50000||50||||||&lt;br /&gt;
|-&lt;br /&gt;
| 7572500||||||||100||112500||112.5&lt;br /&gt;
|-&lt;br /&gt;
||||||||||||||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Total Avg||&#039;&#039;&#039;100||&#039;&#039;&#039;4500000||&#039;&#039;&#039;4500||&#039;&#039;&#039;100||&#039;&#039;&#039;7572500||&#039;&#039;&#039;7572.5&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;Table adapted by Nilandia from the original Play.net chart&amp;lt;/small&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Experience boost]]&lt;br /&gt;
* [[Instant mind clearer]]&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[/saved post archive|Saved post archive]]&lt;br /&gt;
* [https://web.archive.org/web/20130127081421/http://www.nilandia.com/training/experience.htm Nilandia&#039;s site]&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;br /&gt;
[[Category: Experience| ]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Training_point&amp;diff=255414</id>
		<title>Training point</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Training_point&amp;diff=255414"/>
		<updated>2026-04-04T15:32:10Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Clarified that the maximum TPs a level is theoretical (as all stats at 100 is, as far as I know, not possible), and that only base stats count (not enhancives or tattoos and such).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training points are points characters acquire as they gain experience.  A character uses the training points to train up in their various [[skills]].&lt;br /&gt;
&lt;br /&gt;
There are two types of training points.  Mental training points and physical training points.  They are calculated by the following formula:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=50%}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;MTPs = 25 + [([[LOG]] + [[INT]] + [[WIS]] + [[INF]] + (([[AUR]] + [[DIS]]) &amp;amp;divide; 2)) &amp;amp;divide; 20]&amp;lt;br&amp;gt;PTPs = 25 + [([[STR]] + [[CON]] + [[DEX]] + [[AGI]] + (([[AUR]] + [[DIS]]) &amp;amp;divide; 2)) &amp;amp;divide; 20]&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
:&#039;&#039;Note: A character&#039;s prime requisites are doubled for the above formulas. Base stats are used; do not apply any [[Enhancive item|enhancives]], [[Mystic Tattoo|monk tattoos]], etc.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character maxed out in their stats could, therefore, have a maximum of 50 TPs of each type per level.  If two of the stats are prime requisites of the character&#039;s class, the maximum TPs that can be obtained are 60.  For example, a rogue has two physical stats as the prime requisites: dexterity and agility.  Therefore, a rogue can have a maximum of 60 PTPs and 50 MTPs in a given level.&lt;br /&gt;
&lt;br /&gt;
In practice it is not possible to design a character such that all stats hit 100 before the level cap. Hence, it is not actually possible to get the max 110 TPs a level, but you can get close near level 100.&lt;br /&gt;
&lt;br /&gt;
After reaching level 100, characters continue to gain TPs (provided they have not shifted all of their experience to the [[Ascension Skill System]]). The rate of gain is 1 PTP and 1 MTP per 2,500 experience. &lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[https://github.com/Hymore246/GS4-Character-Planner Hymore&#039;s GSIV Character Planner]&lt;br /&gt;
*[[Training Spreadsheet|Kithus&#039;s Updated (2022) Training Spreadsheet]]&lt;br /&gt;
*[https://web.archive.org/web/20190605204233/https://gs4chart.cfapps.io/ Stat/TP Growth Calculator]&lt;br /&gt;
&lt;br /&gt;
[[category:New Player]]&lt;br /&gt;
[[Category: Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stone_troll&amp;diff=255352</id>
		<title>Stone troll</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stone_troll&amp;diff=255352"/>
		<updated>2026-04-02T23:21:50Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Closed a &amp;lt;pre&amp;gt; block; before the whole page was rendered in monospaced font.&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 = stone_troll.jpg&lt;br /&gt;
| level = 55&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 = Thanatoph&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 = 400&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 = Thrown&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 321&lt;br /&gt;
| PA2 = War hammer&lt;br /&gt;
| PAB = 321&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 = Unbalance&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 214&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 = Ground slap&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = Quake&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = Ground stomp&lt;br /&gt;
| ABB = Knockdown&lt;br /&gt;
| AB3 = Stone spit&lt;br /&gt;
| ABC = Crush Damage&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 = 120 - 302&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 183 - 195&lt;br /&gt;
| CleTD = 206&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 165&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 228&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 204&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 = small troll tooth&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;&lt;br /&gt;
Towering above you, the stone troll is an ugly, brutish looking creature.  Its marbled grey skin is covered with pocks and divots.  This lumpy grotesque troll grins maniacally at you, sending cracks and fissures across its face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Stone Trolls are completely immune to fire damage, and are not effected by the Bone Shatter spell.&lt;br /&gt;
==Other information==&lt;br /&gt;
Stone Valley is not a bad place for group hunts. However, stone trolls can be extremely difficult to hunt solo, as they heal rapidly (meaning that if you don&#039;t kill them in one hit, they&#039;re probably going to recover swiftly and undo all of your hard work), they recover quickly from stuns, and they like to use [[Unbalance (110)]] when they&#039;re down, knocking you off your feet and into RT. Complicating stone troll hunts are the stone giants who, like storm giants, use lightning as a weapon (frying your nervous system and possibly killing you), and the wind, which can blow you off of Thanatoph, injuring or (again) slaying you.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1397 Stone troll on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 53&lt;br /&gt;
|levelm1 = 54&lt;br /&gt;
|level = 55&lt;br /&gt;
|levelp1 = 56&lt;br /&gt;
|levelp2 = 57&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Massive_black_boar&amp;diff=255351</id>
		<title>Massive black boar</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Massive_black_boar&amp;diff=255351"/>
		<updated>2026-04-02T22:06:43Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Removed a reference to Mind Jolt, given that its status as effectively non-existing, it is no longer a relevant hunting strategy.&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 = Massive_black_boar.jpg&lt;br /&gt;
| level = 59&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 = Suine&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 = Blighted Forest&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = Red Forest&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 = 400&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 = 335&lt;br /&gt;
| PA2 = Impale (attack)&lt;br /&gt;
| PAB = 292&lt;br /&gt;
| PA3 = Bite (attack)&lt;br /&gt;
| PAC = 312&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 = 200 &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 194 - 215&lt;br /&gt;
| CleTD = 223 &lt;br /&gt;
| EmpTD = 208 - 229 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = 190 - 202&lt;br /&gt;
| SorTD = 234 &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 246 &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 220 &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 = None&lt;br /&gt;
 | skin = a heavy grey tusk&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The black boar snorts loudly and scrapes at the ground, peering around with his close-set, bloodshot eyes in hopes of finding something he can gore into a bloody pulp or pound into the earth.  His body is covered with coarse, black hair, and dull grey tusks protrude from each side of his gaping mouth.  A good ten feet long from dripping snout to curly tail and weighing more than a ton, the black boar moves with surprising speed and dexterity as he bears down, squealing furiously, on his intended prey.  The murderous glint in the boar&#039;s eyes betrays an intelligence much greater than his mundane kin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Black boars are completely immune to stuns.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Boars have a [[charge (attack)|charge]] ([[crush critical table|crush]]/[[unbalance critical table|unbalance]]), an [[impale (attack)|impale]] ([[puncture critical table|puncture]]/[[crush critical table|crush]]/[[unbalance critical table|unbalance]]) and a [[bite (attack)|bite]] ([[puncture critical table|puncture]]/[[crush critical table|crush]]/[[slash critical table|slash]]) attack.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Wild_boar Boar on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 57&lt;br /&gt;
|levelm1 = 58&lt;br /&gt;
|level = 59&lt;br /&gt;
|levelp1 = 60&lt;br /&gt;
|levelp2 = 61&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Moaning_spirit&amp;diff=255322</id>
		<title>Moaning spirit</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Moaning_spirit&amp;diff=255322"/>
		<updated>2026-03-31T12:03:51Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Clarified that their &amp;#039;special attack&amp;#039; only happens when you&amp;#039;re not standing up.&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 = Moaning_spirit.jpg&lt;br /&gt;
| level = 28 &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 = Castle Anwyn&lt;br /&gt;
| area2 = The Graveyard &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 = 225&lt;br /&gt;
| roundtime = ?&amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes&lt;br /&gt;
| physical =&lt;br /&gt;
  {{Creature ability|[[Closed fist]]|+198 to +228 [[Attack Strength|AS]]}}&lt;br /&gt;
{{Creature ability|[[Claw]]|+198 to +228 [[Attack Strength|AS]]}}&lt;br /&gt;
| ability = &lt;br /&gt;
  {{creature ability|[[Call Wind (912)]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |+167 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |+148 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |+148 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Ranger Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Sorcerer Base]] |+97 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Wizard Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Cleric Base]] |+91 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |+93 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |+100 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |+101 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |+93 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |+93 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Mental]] |&amp;lt;N/A&amp;gt;  [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Mental]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = star ruby&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Intense hatred for those living drives the moaning spirit to traverse the bounds of space to attack its enemies.  Crying out in constant pain, it marshals magic, claw and fist against its foes, destroying relentlessly to sate the desires of the forces that bind it, then returning whence it came to await the intrusion of another living creature.  Its semi-transparent countenance is passably humanoid, save for the eagle-like claws replacing what would normally be the human&#039;s feet.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Casting [[Corrupt Essence (703)]] efficiently blocks their ability to cast more dangerous spells.&lt;br /&gt;
&lt;br /&gt;
You may not want to kneel when near them - even if you&#039;re used to do that for e.g. aiming crossbows or skinning the hounds that also frequent the area.&lt;br /&gt;
&lt;br /&gt;
==Alchemy Types==&lt;br /&gt;
Alchemists seeking glimmering blue essence dust will find the moaning spirit to be a very accommodating hunt.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Moaning spirits have a special attack they can perform but only when you&#039;re not standing up. Combined with their Call Wind spell, it can be deadly, as it automatically hits with no way to dodge or block it:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
PR&amp;gt;&lt;br /&gt;
The spirit wails a sad, eerie song!&lt;br /&gt;
The moaning spirit swings a suddenly quite solid arm at you! Powerless to move out of the way, you can do little but flinch and pray.&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
Strong blow breaks your neck!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Special messages:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A moaning spirit gets a glint in its eye!&lt;br /&gt;
A moaning spirit begins to chant an eerie tune!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Arrival:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
A wailing and screaming can be heard, as if off in the distance.&lt;br /&gt;
Suddenly, a rift in the dimensional fabric appears and a moaning spirit struggles through!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Searched:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
A moaning spirit is cut short in mid-wail, sent back to the ethereal plane where it belongs!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The moaning spirits were originally designed for the valley before the leap into [[Shadow Valley]]. They are based on the apparitions in [http://www.hplovecraft.com/writings/texts/fiction/mo.aspx &amp;quot;The Mound&amp;quot;] ghost-written by H.P. Lovecraft, who would suddenly become solid or dematerialize, taking trespassers below ground with them with impossible time paradoxes. Their description refers to Captain Lawton having his feet cut off by a telepathic [[Uthex Kathiasas|immortalized]] race who performed sadistic experiments on lesser life forms, followed by a chieftain named Grey Eagle warning them to leave the mound alone because of the [[Muylari|serpent demon]]. This refers to the [[Purgatory#Archaeology|Great Old One]] Yig, and Lawton also babbles about [[Bandur Etrevion#Behind the Scenes|Nyarlathotep]]. This race briefly worshipped the toad god [[myklian|Tsathoggua]], until they were almost destroyed by [[magru|shoggoths]]. These were a hideous buried secret in the ruins of some ill-known reptilian race these Old Ones (the humanoid K&#039;n-yans) conquered and hybridized into slavery long ago. The entrance to this place is a crevice below [[The Graveyard]] corresponding to the underworld of the Old Ones, which was sealed off because of surface daemons except for natural fissures. Old Ones here refers to the telepathic race with undead slaves, rather than beings like Yig and Cthulhu, who were the incomprehensibly terrible  sleeping gods they offered [[Purgatory#Archaeology|human sacrifices]]. &lt;br /&gt;
&lt;br /&gt;
The [[Giant albino tomb spider#Behind the Scenes|reptilians]] had the (red-litten) [[Uthex Kathiasas|material]] form of the [[Traag#Behind the Scenes|vaults of Zin]], but were not the Elder Things with green-lit shoggoths, who destroyed the [[The Temple of Darkness|trans-temporal]] telepathic Great Race of Yith. (Though the premise of [[The Temple of Darkness#Behind the Scenes|visions across time]] is [[Makiri#Behind the Scenes|represented]].) The powdered chalk (an emulsified paste of the dispersed bone residue) of the mine [[Muylari#Behind the Scenes|reflects]] the fungous [[Magru#Behind the Scenes|magru]] tunnels, as well as the [[Night mare#Behind the Scenes|black sludge pond]] with the [[Maleskari#Behind the Scenes|piles of bones]] and the [[Traag#Behind the Scenes|bone pit]] of the Dark Grotto. The mine is coated with black mud or ooze remnants, implying it was flooded with the doom when the Terrorite was awoken. This can be interpreted as a cross-reference to the shoggoths below Yoth from &amp;quot;The Mound&amp;quot; and [[Ghostly pooka#Behind the Scenes|&amp;quot;the colour&amp;quot;]] from [http://www.hplovecraft.com/writings/texts/fiction/cs.aspx &amp;quot;The Colour Out of Space&amp;quot;]. (The &amp;quot;black rivers of pitch&amp;quot; on Yuggoth is from [http://www.hplovecraft.com/writings/texts/fiction/wid.aspx &amp;quot;The Whisperer in Darkness&amp;quot;], which also refers to Yig, Yoth, N&#039;kai, Tsathoggua, and the K&#039;n-yans.) Their presence in what was once part of the [[Lysierian Hills]] is significant because the [[magru]] were [[Lesser vruul#Behind the Scenes|first made]] when [[The Monastery|the area]] was [[The Dark Path|controlled]] by [[Kadaena]]. It is possible the underground portal of the Shadow Valley [[A Popular History of Shadow Valley|story]] is the [[A Popular History of the Broken Lands|gateway]] to [[The Broken Lands]], as both feature sleeping major demons. The &amp;quot;moaning spirit&amp;quot; and [[death dirge|dirges]] aspect may come instead from [http://www.gutenberg.org/files/932/932-h/932-h.htm &amp;quot;The Fall of the House of Usher&amp;quot;] with its [[Jaron Galarn|buried alive]] and [[A hermit|other]] [[Myklian#Behind the Scenes|overlapping]] motifs.&lt;br /&gt;
&lt;br /&gt;
Moaning spirits are also found in [[Castle Anwyn]], an addition to the Lysierian Hills for the [[Vvrael]] saga. This involves a great deal of serpent imagery, a demonic summoning chamber with a fissure into the darkness, burial mounds, fairy folklore, and a perpetual shroud of unnatural fog. [https://en.wikipedia.org/wiki/Annwn Annwn] is the [https://en.wikipedia.org/wiki/Celtic_Otherworld Celtic Otherworld] which was often entered through burial mounds, which in medieval poems were guarded by [[Muylari#Behind the Scenes|wyrms]] like that of Shadow Valley below The Graveyard. The [[ghostly pooka]]s and possibly [[spectral miner]]s were influenced by Welsh folklore as well. The [[carceris#Behind the Scenes|carceris]] and [[Nonomino#Behind the Scenes|nonominos]] appear to be allusions to medieval poems involving Annwn. It was a land where time did not pass and was filled with fantastic demonic creatures. In context the moaning spirits likely refer to the [[Castle Anwyn#Behind the Scenes|bainsidhe]] (banshees), which were invasion creatures, whose wailing follows the recent death of a [[Terate|family member]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Spirit Spirit on Wikipedia]&lt;br /&gt;
{{top}}&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 26&lt;br /&gt;
|levelm1 = 27&lt;br /&gt;
|level = 28&lt;br /&gt;
|levelp1 = 29&lt;br /&gt;
|levelp2 = 30&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Polearm_Weapons&amp;diff=255313</id>
		<title>Polearm Weapons</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Polearm_Weapons&amp;diff=255313"/>
		<updated>2026-03-30T20:13:25Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training in the &#039;&#039;&#039;Polearm Weapons&#039;&#039;&#039; skill supports the use of polearm weapons such as spears, halberds, and lances in melee combat.  Polearm weapons come in both one- and two-handed varieties, and the use of two-handed polearms provides a small bonus to the wielder&#039;s [[defensive strength]] (+15 DS). Polearm weapons along with [[Two-Handed Weapons]] tend to be the largest and heaviest-hitting weapon types. As such, they are also by and large the slowest.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 6/1&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 11/3&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 14/3&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 6/2&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/2&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 7/2&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 7/2&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 14/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 3/1&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 14/3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Special Features ==&lt;br /&gt;
Polearms are unique in construction from most other weapons, and as such, they&#039;ve a few features to them that are not available to most other weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tripping&#039;&#039;&#039;&lt;br /&gt;
:Characters with at least fifteen (15) ranks of the Polearm Weapons skill can make use of the {{boldmono|[[TRIP (verb)|TRIP]]}} verb if they have a two-handed polearm in their right hand.  Effectiveness of TRIP can be increased by training in Combat Maneuvers and gaining ranks in the [[Trip]] maneuver.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambushing&#039;&#039;&#039;&lt;br /&gt;
:Two-handed polearms cannot be used to ambush from hiding - the character will only remove themselves from hiding and attack visibly. One-handed polearms are useable for hidden ambushing purposes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Two-handed vs. One-handed Use&#039;&#039;&#039;&lt;br /&gt;
:Most polearms are two-handed weapons, however, some are one-handed, and others are switchable. Pilums are one-handed, while, spears and tridents are switchable between one-handed and two-handed use.  Use of the {{boldmono|[[GRIP (verb)|GRIP]]}} verb can toggle spear- and trident-based polearms from one-handed to two-handed and back again.&lt;br /&gt;
&lt;br /&gt;
==Damage Factors and AvDs==&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table pilum}}&lt;br /&gt;
{{Weapon table spear}}&lt;br /&gt;
{{Weapon table spear 2}}&lt;br /&gt;
{{Weapon table trident}}&lt;br /&gt;
{{Weapon table trident 2}}&lt;br /&gt;
{{Weapon table halberd}}&lt;br /&gt;
{{Weapon table naginata}}&lt;br /&gt;
{{Weapon table jeddart-axe}}&lt;br /&gt;
{{Weapon table hammer-of-Kai}}&lt;br /&gt;
{{Weapon table awl-pike}}&lt;br /&gt;
{{Weapon table lance}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Polearm Parry DS Formula==&lt;br /&gt;
One-hand [[Grip]] polearms use the standard one-hand weapon [[parry]] [[DS]] formula.&lt;br /&gt;
&lt;br /&gt;
===One-hand Grip Parry DS Formula===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;((Weapon ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus &amp;amp;divide; 2)) &amp;amp;times; stance modifier) + Stance Bonus (see [[#Stance Bonus Table|table]])&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stance Modifier Table (One-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0.20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.30&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.40&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.50&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.60&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.70&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stance BonusTable (One-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;50&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Two-hand Grip Parry DS Formula===&lt;br /&gt;
&lt;br /&gt;
Polearms gripped with 2 hands receive an additional DS bonus (see [[#Polearm Bonus Table|table]]). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;((Weapon Ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus)) &amp;amp;times; stance modifier) + Polearm bonus&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Example With Two-hand Grip Polearm====&lt;br /&gt;
 &lt;br /&gt;
Weapon ranks 80, STR bonus 24, DEX bonus 28, weapon enchant bonus 25&lt;br /&gt;
 &lt;br /&gt;
Offensive Parry DS (stance modifier .27):&lt;br /&gt;
 &lt;br /&gt;
:&amp;lt;tt&amp;gt;((80 + 6 + 7 + 25) &amp;amp;times; .27) + 15 (OFF polearm bonus) = +46 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defensive Parry DS (stance modifier .94):&lt;br /&gt;
 &lt;br /&gt;
:&amp;lt;tt&amp;gt;((80 + 6 + 7 + 25) &amp;amp;times; .94) + 80 (DEF polearm bonus) = +190 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
====Stance Modifier Table (Two-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0.27&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.41&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.54&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.68&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.81&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.94&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polearm Bonus Table====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;54&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;67&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
====Additional Notes====&lt;br /&gt;
&lt;br /&gt;
Holding an item in the off hand incurs a severe parry DS penalty with two-hand grip polearms. The amount of DS retained is 1/2 the one hand polearm DS. This includes half of the one hand pole enchant DS bonus. You also lose the entire two-hand polearm bonus. You still receive the full stance/2 bonus.&lt;br /&gt;
&lt;br /&gt;
The parry DS formula for two-hand polearms with an item in the off hand is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((Weapon ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus &amp;amp;divide; 2)) &amp;amp;times; stance modifier) &amp;amp;divide; 2] + 1H Polearm stance Bonus (see [[#Stance Bonus Table|table]])&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Example with item in off hand (DEF stance):&lt;br /&gt;
&lt;br /&gt;
Weapon ranks 80, STR bonus 24, DEX bonus 28, weapon enchant bonus 25, stance modifier 0.7&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[((80 + 6 + 7 + 25) &amp;amp;times; 0.70) &amp;amp;divide; 2] + 50 = +91 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This character&#039;s defensive stance parry DS dropped from 190 to 91 by holding an item in the off-hand.&lt;br /&gt;
&lt;br /&gt;
[[Ranged]] attacks ([[Thrown Weapons]], [[arrow]]s/bolts and [[bolt]] spells) bypass all polearm parry DS including the stance bonus.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage Type Ratios==&lt;br /&gt;
&lt;br /&gt;
This table contains the polearm weapon [[critical]] [[#category:damage types|damage type]] percentages for successful attacks (based on player research). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;background: #DDD;&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Slash %&lt;br /&gt;
!Crush %&lt;br /&gt;
!Puncture%&lt;br /&gt;
|- align=center&lt;br /&gt;
|Pilum&lt;br /&gt;
|17&lt;br /&gt;
|0&lt;br /&gt;
|83&lt;br /&gt;
|- align=center&lt;br /&gt;
|Spear&lt;br /&gt;
|17&lt;br /&gt;
|0&lt;br /&gt;
|83&lt;br /&gt;
|- align=center&lt;br /&gt;
|Trident&lt;br /&gt;
|33&lt;br /&gt;
|0&lt;br /&gt;
|67&lt;br /&gt;
|- align=center&lt;br /&gt;
|Halberd&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Naginata&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Jeddart-axe&lt;br /&gt;
|50.0&lt;br /&gt;
|50.0&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Hammer of Kai&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Awl-pike&lt;br /&gt;
|0&lt;br /&gt;
|13&lt;br /&gt;
|87&lt;br /&gt;
|- align=center&lt;br /&gt;
|Lance&lt;br /&gt;
|0&lt;br /&gt;
|33&lt;br /&gt;
|67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Jeddart-axes and Hammers of Kai are not applicable for Skullcrusher flourish requiring over 50% crush damage.&amp;lt;ref&amp;gt;[https://discord.com/channels/226045346399256576/1335284901745922058/1345200806416224398 Discord Flourish discussion Jan 2025]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Polearm guide]]&lt;br /&gt;
*[[Forging]]&lt;br /&gt;
*[[Damage factor]]&lt;br /&gt;
*[[Material]]&lt;br /&gt;
* http://www.play.net/gs4/info/armory/polearms.asp&lt;br /&gt;
* http://www.play.net/gs4/info/skills.asp&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Polearms%20Discussion/view Polearms Discussion Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Weapon Skills]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Polearm_Weapons&amp;diff=255312</id>
		<title>Polearm Weapons</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Polearm_Weapons&amp;diff=255312"/>
		<updated>2026-03-30T20:11:55Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Parry formula when using a 2H pole while holding something in the off hand had unbalanced parens.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training in the &#039;&#039;&#039;Polearm Weapons&#039;&#039;&#039; skill supports the use of polearm weapons such as spears, halberds, and lances in melee combat.  Polearm weapons come in both one- and two-handed varieties, and the use of two-handed polearms provides a small bonus to the wielder&#039;s [[defensive strength]] (+15 DS). Polearm weapons along with [[Two-Handed Weapons]] tend to be the largest and heaviest-hitting weapon types. As such, they are also by and large the slowest.&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 2 || Bardcost     = 6/1&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 11/3&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 14/3&lt;br /&gt;
  | Monkranks     = 2 || Monkcost     = 6/2&lt;br /&gt;
  | Paladinranks  = 2 || Paladincost  = 5/2&lt;br /&gt;
  | Rangerranks   = 2 || Rangercost   = 7/2&lt;br /&gt;
  | Rogueranks    = 2 || Roguecost    = 7/2&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 14/3&lt;br /&gt;
  | Warriorranks  = 2 || Warriorcost  = 3/1&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 14/3&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Special Features ==&lt;br /&gt;
Polearms are unique in construction from most other weapons, and as such, they&#039;ve a few features to them that are not available to most other weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tripping&#039;&#039;&#039;&lt;br /&gt;
:Characters with at least fifteen (15) ranks of the Polearm Weapons skill can make use of the {{boldmono|[[TRIP (verb)|TRIP]]}} verb if they have a two-handed polearm in their right hand.  Effectiveness of TRIP can be increased by training in Combat Maneuvers and gaining ranks in the [[Trip]] maneuver.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambushing&#039;&#039;&#039;&lt;br /&gt;
:Two-handed polearms cannot be used to ambush from hiding - the character will only remove themselves from hiding and attack visibly. One-handed polearms are useable for hidden ambushing purposes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Two-handed vs. One-handed Use&#039;&#039;&#039;&lt;br /&gt;
:Most polearms are two-handed weapons, however, some are one-handed, and others are switchable. Pilums are one-handed, while, spears and tridents are switchable between one-handed and two-handed use.  Use of the {{boldmono|[[GRIP (verb)|GRIP]]}} verb can toggle spear- and trident-based polearms from one-handed to two-handed and back again.&lt;br /&gt;
&lt;br /&gt;
==Damage Factors and AvDs==&lt;br /&gt;
{{Weapon table start}}&lt;br /&gt;
{{Weapon table pilum}}&lt;br /&gt;
{{Weapon table spear}}&lt;br /&gt;
{{Weapon table spear 2}}&lt;br /&gt;
{{Weapon table trident}}&lt;br /&gt;
{{Weapon table trident 2}}&lt;br /&gt;
{{Weapon table halberd}}&lt;br /&gt;
{{Weapon table naginata}}&lt;br /&gt;
{{Weapon table jeddart-axe}}&lt;br /&gt;
{{Weapon table hammer-of-Kai}}&lt;br /&gt;
{{Weapon table awl-pike}}&lt;br /&gt;
{{Weapon table lance}}&lt;br /&gt;
{{Weapon table end}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Polearm Parry DS Formula==&lt;br /&gt;
One-hand [[Grip]] polearms use the standard one-hand weapon [[parry]] [[DS]] formula.&lt;br /&gt;
&lt;br /&gt;
===One-hand Grip Parry DS Formula===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;((Weapon ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus &amp;amp;divide; 2)) &amp;amp;times; stance modifier) + Stance Bonus (see [[#Stance Bonus Table|table]])&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Stance Modifier Table (One-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0.20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.30&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.40&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.50&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.60&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.70&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Stance BonusTable (One-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;30&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;40&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;50&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Two-hand Grip Parry DS Formula===&lt;br /&gt;
&lt;br /&gt;
Polearms gripped with 2 hands receive an additional DS bonus (see [[#Polearm Bonus Table|table]]). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;((Weapon Ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus)) &amp;amp;times; stance modifier) + Polearm bonus&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Example With Two-hand Grip Polearm====&lt;br /&gt;
 &lt;br /&gt;
Weapon ranks 80, STR bonus 24, DEX bonus 28, weapon enchant bonus 25&lt;br /&gt;
 &lt;br /&gt;
Offensive Parry DS (stance modifier .27):&lt;br /&gt;
 &lt;br /&gt;
:&amp;lt;tt&amp;gt;((80 + 6 + 7 + 25) &amp;amp;times; .27) + 15 (OFF polearm bonus) = +46 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Defensive Parry DS (stance modifier .94):&lt;br /&gt;
 &lt;br /&gt;
:&amp;lt;tt&amp;gt;((80 + 6 + 7 + 25) &amp;amp;times; .94) + 80 (DEF polearm bonus) = +190 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
====Stance Modifier Table (Two-hand Grip)====&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!MODIFIER&lt;br /&gt;
|&amp;lt;center&amp;gt;0.27&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.41&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.54&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.68&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.81&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0.94&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Polearm Bonus Table====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;STANCE&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;OFF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;ADV&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;FOR&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;NEU&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;GUA&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;&amp;lt;center&amp;gt;DEF&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!DS Bonus&lt;br /&gt;
|&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;28&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;41&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;54&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;67&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;80&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
====Additional Notes====&lt;br /&gt;
&lt;br /&gt;
Holding an item in the off hand incurs a severe parry DS penalty with two-hand grip polearms. The amount of DS retained is 1/2 the one hand polearm DS. This includes half of the one hand pole enchant DS bonus. You also lose the entire two-hand polearm bonus. You still receive the full stance/2 bonus.&lt;br /&gt;
&lt;br /&gt;
The parry DS formula for two-hand polearms with an item in the off hand is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[((Weapon ranks + (STR bonus &amp;amp;divide; 4) + (DEX bonus &amp;amp;divide; 4) + (enchant bonus &amp;amp;divide; 2)) &amp;amp;times; stance modifier) &amp;amp;divide; 2] + Stance Bonus (see [[#Stance Bonus Table|table]])&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Perform the operations one at a time, working from left to right, and truncate after each step.&amp;lt;/small&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Example with item in off hand (DEF stance):&lt;br /&gt;
&lt;br /&gt;
Weapon ranks 80, STR bonus 24, DEX bonus 28, weapon enchant bonus 25, stance modifier 0.7&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;tt&amp;gt;[(80 + 6 + 7 + 25) &amp;amp;times; 0.70) &amp;amp;divide; 2] + 50 = +91 DS&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This character&#039;s defensive stance parry DS dropped from 190 to 91 by holding an item in the off-hand.&lt;br /&gt;
&lt;br /&gt;
[[Ranged]] attacks ([[Thrown Weapons]], [[arrow]]s/bolts and [[bolt]] spells) bypass all polearm parry DS including the stance bonus.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Damage Type Ratios==&lt;br /&gt;
&lt;br /&gt;
This table contains the polearm weapon [[critical]] [[#category:damage types|damage type]] percentages for successful attacks (based on player research). &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style = &amp;quot;background: #DDD;&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Slash %&lt;br /&gt;
!Crush %&lt;br /&gt;
!Puncture%&lt;br /&gt;
|- align=center&lt;br /&gt;
|Pilum&lt;br /&gt;
|17&lt;br /&gt;
|0&lt;br /&gt;
|83&lt;br /&gt;
|- align=center&lt;br /&gt;
|Spear&lt;br /&gt;
|17&lt;br /&gt;
|0&lt;br /&gt;
|83&lt;br /&gt;
|- align=center&lt;br /&gt;
|Trident&lt;br /&gt;
|33&lt;br /&gt;
|0&lt;br /&gt;
|67&lt;br /&gt;
|- align=center&lt;br /&gt;
|Halberd&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Naginata&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|33.3&lt;br /&gt;
|- align=center&lt;br /&gt;
|Jeddart-axe&lt;br /&gt;
|50.0&lt;br /&gt;
|50.0&lt;br /&gt;
|0&lt;br /&gt;
|- align=center&lt;br /&gt;
|Hammer of Kai&lt;br /&gt;
|0&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|- align=center&lt;br /&gt;
|Awl-pike&lt;br /&gt;
|0&lt;br /&gt;
|13&lt;br /&gt;
|87&lt;br /&gt;
|- align=center&lt;br /&gt;
|Lance&lt;br /&gt;
|0&lt;br /&gt;
|33&lt;br /&gt;
|67&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Jeddart-axes and Hammers of Kai are not applicable for Skullcrusher flourish requiring over 50% crush damage.&amp;lt;ref&amp;gt;[https://discord.com/channels/226045346399256576/1335284901745922058/1345200806416224398 Discord Flourish discussion Jan 2025]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Polearm guide]]&lt;br /&gt;
*[[Forging]]&lt;br /&gt;
*[[Damage factor]]&lt;br /&gt;
*[[Material]]&lt;br /&gt;
* http://www.play.net/gs4/info/armory/polearms.asp&lt;br /&gt;
* http://www.play.net/gs4/info/skills.asp&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Polearms%20Discussion/view Polearms Discussion Officials folder]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons| ]]&lt;br /&gt;
[[Category:Weapon Skills]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=255301</id>
		<title>Elemental Blade (411)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Blade_(411)&amp;diff=255301"/>
		<updated>2026-03-29T13:49:10Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added a section on why you&amp;#039;d want to eblade and how you can remove one.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = ELEMBLADE&lt;br /&gt;
 | base_dur = {{mono|20 + (MnE ranks &amp;amp;times; 3)}} swings&lt;br /&gt;
 | add_dur = None&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = [[Enchant|Enchantment]], [[Flares]]&lt;br /&gt;
 | enhancement = +20&lt;br /&gt;
 | requirements = Non-Scripted, Non-Flaring&lt;br /&gt;
 | availability = Any normal weapon&lt;br /&gt;
 | navigation = {{minor elemental navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Elemental Blade&#039;&#039;&#039; (commonly referred to as &amp;quot;&#039;&#039;&#039;eblade&#039;&#039;&#039;&amp;quot;) provides&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Provides&amp;lt;/includeonly&amp;gt; a plain weapon or [[runestaff]] with a +20 bonus to enchantment and one of 5 types of [[elemental]] [[flare]]s: air, earth, fire, water, or lightning &amp;lt;noinclude&amp;gt;([[#Element Identification|see below]] for identification means)&amp;lt;/noinclude&amp;gt;.&amp;lt;section end=description /&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Weapons and staves must be completely free of most [[item properties]], including other flares and [[script]]s (functional or non-functional).  However, Elemental Blade may be cast on [[fletching|master-fletched]] arrows (which have an innate +5 bonus above the material&#039;s bonus), and [[invar]]-based items (innate +2 bonus) at the base version of the spell.  [[Weighting]] on a weapon will reduce the effectiveness of Elemental Blade, including reduction to the AS bonus, flare potency, and/or charges, and any weapon that assesses at heavy weighting or higher will not be able to be ebladed at all. Elemental Blade &#039;&#039;can&#039;&#039; be cast on [[bless]]ed items.&lt;br /&gt;
&lt;br /&gt;
Training in an [[#Lore Benefits|Elemental Lore]] specific to a desired flare will allow a caster to eblade enchanted weapons.  Furthermore, [[attunement|attuned]] casters receive the benefits of the flares always matching the caster&#039;s attunement (as opposed to receiving a random element with random attunement), and, when properly trained in the corresponding Elemental Lore of that attunement, the flare damage imposed receiving a minor boost to critical weighting.&lt;br /&gt;
&lt;br /&gt;
Duration:&lt;br /&gt;
{{equation box&lt;br /&gt;
|{{math|# of swings &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 20 + (MnE ranks &amp;amp;times; 3)}} }}&lt;br /&gt;
&lt;br /&gt;
:[[Scroll]] or [[magical item]]:&lt;br /&gt;
::{{equation box&lt;br /&gt;
|{{math|# of swings &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 20 + (applicable [[Arcane Symbols]] or [[MIU]] ranks &amp;amp;times; 1.5)}} }}&lt;br /&gt;
&lt;br /&gt;
Charges will be depleted on both attacks and successful parries.  &lt;br /&gt;
&lt;br /&gt;
== Uses of eblade ==&lt;br /&gt;
&lt;br /&gt;
Eblade is commonly used to easily obtain a weapon with a certain flare in order to use it in hunting grounds that require it. For example, using weapons in the [[:Category:Gossamer Valley creatures|Gossamer Valley]] requires those weapons to be fire flaring: Two out of three creatures are immune to damage otherwise, and the Ice Elementals on [[:Category:Mount Aenatumgana creatures|Mount Aenatumgana]] will freeze non-fire-flaring weapons, causing injuries to your hands.&lt;br /&gt;
&lt;br /&gt;
In a pinch, using ebladed weapons is handy to still have a reasonably enchanted very cheap weapon when hunting risks losing the weapon, e.g. due to enemies that can disarm you.&lt;br /&gt;
&lt;br /&gt;
== Removing eblade ==&lt;br /&gt;
There are a few sources that can remove an eblade, which is useful if you&#039;re looking for a specific element (such as fire flares for hunting Mount Aenatumgana or Gossamer Valley):&lt;br /&gt;
&lt;br /&gt;
* You can sing [[Song_of_Unravelling_(1013)|Song of Unravelling]] at it. This will always remove the eblade, and costs 13 mana.&lt;br /&gt;
* You can cast any of the 3 dispels at it: [[Elemental_Dispel_(417)|Elemental Dispel]], [[Spirit_Dispel_(119)|Spirit Dispel]], or [[Mental_Dispel_(1218)|Mental Dispel]].&lt;br /&gt;
* Certain creatures have a chance to dispel an eblade when you hit them: [[Glacial morph|Glacial morphs]], for example.&lt;br /&gt;
* Use the weapon until it runs out of charges.&lt;br /&gt;
&lt;br /&gt;
== Element Identification ==&lt;br /&gt;
An ebladed weapon will be surrounded by a scintillating (white, brown, red, blue or silver) light. Use the [[LOOK]] verb to see this. E.g., LOOK my dagger &#039;&#039;&amp;lt;The dagger is surrounded by a scintillating &#039;&#039;&#039;red&#039;&#039;&#039; light&amp;gt;.&#039;&#039; Each color is symbolic of one the five attuneable elements.  &lt;br /&gt;
&lt;br /&gt;
Each element has an inherent [[:Category:Damage Types|damage type]] that can cause associated [[critical]] injuries. Casting [[Elemental Detection (405)]] at the weapon will give a message specifying the damage type. E.g.,  &#039;&#039;&amp;lt;You sense that the dagger has a magical enhancement of its ability to hit, and will deliver intermittent blasts of fire.&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
! Element||Color||Critical Damage type&lt;br /&gt;
|-&lt;br /&gt;
| Air||White||[[Vacuum critical table|Vacuum]]&lt;br /&gt;
|-&lt;br /&gt;
| Earth||Brown||[[Impact critical table|Impact/Vibration]]&lt;br /&gt;
|-&lt;br /&gt;
| Fire||Red||[[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| Water||Blue||[[Cold critical table|Cold/Ice]]&lt;br /&gt;
|-&lt;br /&gt;
| Lightning||Silver||[[Electrical critical table|Lightning/Electric]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lore Benefit ==&lt;br /&gt;
&lt;br /&gt;
Training in any [[Elemental Lore]] (only one lore is considered) allows Elemental Blade to be cast on enchanted weapons, with otherwise the same restrictions.  The threshold of an enchanted weapon that can be ebladed is based on a seed 3 [[summation]] per +1 of the enchant.&lt;br /&gt;
:*If the caster is randomly attuned, the cast will only work if the cast&#039;s random element matches with an element that the caster has adequate training for.  &lt;br /&gt;
:*If the caster is attuned to an element they are not appropriately trained for, the caster will have to attune random and depend on trial and error to get the right element.  &lt;br /&gt;
:*If the caster is attuned to an element they are appropriately trained for, the caster will always get the flares desired and the weapon will receive a minor boost to the critical weighting from the flares.&lt;br /&gt;
&lt;br /&gt;
For example, if a caster is fire attuned, but does not have appropriate training in Fire Lore, but does have a high number of Air Lore ranks, they will need to{{mono| ATTUNE RANDOM}}, and the weapon will only accept lightning or air flares.&lt;br /&gt;
&lt;br /&gt;
For casters attuned to lightning, it will use their [[Elemental Lore, Air]] or [[Elemental Lore, Water|Water]] (which ever is higher) to calculate their respective lore ranks to determine the enchant bonus for which the spell may be used.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center;}}&lt;br /&gt;
!align=right style=&amp;quot;white-space:nowrap&amp;quot;|Appropriate Elemental Lore ranks||3||7||12||18||25||33||42||52||63||75&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Enchant that can be ebladed||+1||+2||+3||+4||+5||+6||+7||+8||+9||+10&lt;br /&gt;
|-&lt;br /&gt;
|colspan=11|&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Appropriate Elemental Lore ranks||88||102||117||133||150||168||187||207||228||250&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Enchant that can be ebladed||+11||+12||+13||+14||+15||+16||+17||+18||+19||+20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Use with [[Chromatic Circle (502)]]===&lt;br /&gt;
Chromatic Circle (502) will cause targets to be surrounded by an element and training in an Elemental Lore will cause targets to incur a [[DS]] penalty to successive weapon attacks when the weapon&#039;s flare damage type matches the magic element surrounding the target AND the caster has ranks in that lore.  Upon activation, the target will remain vulnerable for a duration of 15 seconds OR 2 attacks, whichever comes first (see [[Chromatic_Circle_(502)#Lore_Benefit|Chromatic Circle]] spell page for full lore requirements).  This use is of particular interest to [[war mage]]s.&lt;br /&gt;
&lt;br /&gt;
{{AR2}}&lt;br /&gt;
{{:scintillating prismatic oil}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Blessing and eblading arrows (guide)]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Blade_.28411.29|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Deed_acquisition&amp;diff=255295</id>
		<title>Deed acquisition</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Deed_acquisition&amp;diff=255295"/>
		<updated>2026-03-28T11:31:42Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Gem multiplier is 4x/10x, not 3x. Also the page mentions the details on the cost formula in vaalor but doesn&amp;#039;t actually mention this in the Ta&amp;#039;Vaalor section; fixed that.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Deed]]s can be purchased in all cities in Elanthia. They can be purchased by solving puzzles (each location has its own puzzle) and paying in gems, coins (accepted by most puzzles) and sometimes alchemy products or other treasure items. &lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
Here is a summary of the locations of the deed puzzles in the lands and how to solve them.&lt;br /&gt;
&lt;br /&gt;
=== [[Icemule]] ===&lt;br /&gt;
&lt;br /&gt;
Just outside the temple doors there is a ice flow. &#039;&#039;&#039;Search flow&#039;&#039;&#039; to reveal a door. &#039;&#039;&#039;Go door&#039;&#039;&#039; and then &#039;&#039;&#039;close door&#039;&#039;&#039; once inside. &#039;&#039;&#039;Pull chain&#039;&#039;&#039; and a drawer slides into view. Now &#039;&#039;&#039;open drawer&#039;&#039;&#039; and put your offering(s) inside. Then &#039;&#039;&#039;close drawer&#039;&#039;&#039; to complete the ritual. If you don&#039;t &#039;&#039;&#039;open door&#039;&#039;&#039; before attempting to go through it you will walk right into it causing a loud thud which people will hear outside. If you want to make multiple offerings, you can &#039;&#039;&#039;open door&#039;&#039;&#039; and then &#039;&#039;&#039;close door&#039;&#039;&#039; to restart the ritual without even leaving. Just remember to &#039;&#039;&#039;open door&#039;&#039;&#039; again before leaving. Once you are out, no need in attempting to close the door, as it is hidden once again.&lt;br /&gt;
&lt;br /&gt;
Seems &#039;&#039;&#039;Gems AND Wands&#039;&#039;&#039; recieve extra value in Icemule, and someone mentioned &#039;&#039;&#039;Lockpicks&#039;&#039;&#039; can be used in Icemule.&lt;br /&gt;
&lt;br /&gt;
Very young adventurers with few deeds can use &#039;&#039;&#039;broadswords&#039;&#039;&#039; which can be found by hunting thyrils outside the south gate of Icemule.&lt;br /&gt;
&lt;br /&gt;
=== [[Mist Harbor]] ===&lt;br /&gt;
&lt;br /&gt;
Go to the Western Harbor cemetery on Fishmonger Way and look for a door in a cliff.&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname = Cavern, Altar Room&lt;br /&gt;
|desc = Vaulted and wide open, the cavern is illuminated by the numerous torches that are hung in large wrought iron rings anchored to the smooth stone walls.  High in the distant ceiling is a wide hole that allows sunlight to cast its golden glow upon a smooth round stone altar that has been placed in the center of the chamber.  Overlapping thick azure rugs ring the room&#039;s single piece of furniture, their faces decorated with interlocking whorls and geometric shapes.  You also see a merry mountain spirit that is flying around and a willow-thin human priest.&lt;br /&gt;
|rnum = 28620&lt;br /&gt;
|exits = north, east, southeast, south, west&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Log of Discussion with Priest&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Moving quietly to your side, the priest whispers to you, &amp;quot;I know all manner of things about this place.  If you wish me to share my knowledge, then simply ask me about NORTH winds, SOUTH winds, EAST winds, WEST winds, or just the WINDS in general.  I also know about the FEATHER, the ALTAR, and the POT.&amp;quot;  Nodding once, he moves away to give you some privacy.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about north winds&lt;br /&gt;
Smiling, Fyodar says, &amp;quot;The altar that sits in that portion of the cavern is dedicated to the northern winds, which are the cold, fierce winds that are born of the element water.  There&#039;s an urn there that you&#039;ll want to POUR over the basin that holds your offering.  Once that is done, you&#039;ll want to share your breath to freeze the pieces and then LIGHT the brazier to evaporate it all.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about south winds&lt;br /&gt;
Gazing at the distant ceiling, Fyodar distractedly says, &amp;quot;The altar that sits there is dedicated to the southern winds, which are the winds that bring us heat because they are born of the element fire.  If you wish to make an offering there, then you must SPRINKLE the OIL over the basin and LIGHT it on fire.  Share your breath, too, for that is the touch that makes your offering pure.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about east winds&lt;br /&gt;
Pondering, Fyodar says, &amp;quot;Well, I believe that altar is given to the winds of the east, which is tied to spices and the element of air.  When making an offering there, you may want to LIGHT some INCENSE and EXHALE its fumes over the BASIN.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about west winds&lt;br /&gt;
Nodding several times, almost as if distracted, Fyodar finally says, &amp;quot;The alter erected over there is given to the west winds, which are the winds of life and tied to the element of earth.  You will want to TAKE some soil from the VESSEL and pack it in around your offering.  Then you shall need to POUR some water and watch what happens.  The key here is to share your internal breath with your offering.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about winds&lt;br /&gt;
&amp;quot;Bountiful winds,&amp;quot; the priest quietly says in response to your query.  &amp;quot;Without the wind there would be nothing to carry the seed, nothing to push ships across the seas, and nothing to cool faces in the heat.  There are four winds, you know, and I know all about them.  NORTH, EAST, WEST, and SOUTH, just ask me about them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about feather&lt;br /&gt;
&amp;quot;Ah, yes,&amp;quot; Fyodar says quietly, &amp;quot;The feather is a guide.  When you pray it rises to your destination and you must follow it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about altar&lt;br /&gt;
Glancing at the altar, Fyodar says, &amp;quot;It is the missing piece from above.  Once, long ago, it tumbled from the ceiling and left us a clear view of the sky.  Through that opening, the winds grace us with their daily breath.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;ask priest about pot&lt;br /&gt;
Smiling, Fyodar says, &amp;quot;One may have to SPRINKLE a pot over a BRAZIER or BASIN, though some you may have to POUR over them.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
=== [[River&#039;s Rest]] ===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;Spring Rest&#039;&#039; just outside the Sanctuary (the room with the pillars, room #10854). &#039;&#039;&#039;Kneel&#039;&#039;&#039;, &#039;&#039;&#039;look in pool&#039;&#039;&#039; (an inviting message should appear), &#039;&#039;&#039;look in pool&#039;&#039;&#039; again (another inviting message should appear), &#039;&#039;&#039;touch pool&#039;&#039;&#039;, &#039;&#039;&#039;put&#039;&#039;&#039; your shells, gems or silvers into the pool, &#039;&#039;&#039;touch pool&#039;&#039;&#039; again. &lt;br /&gt;
&lt;br /&gt;
If you put in items of sufficient value, you should be transported to the &#039;&#039;Garden of Life&#039;&#039;. Once there, &#039;&#039;&#039;touch flower&#039;&#039;&#039;, &#039;&#039;&#039;get seed&#039;&#039;&#039; (make sure the seed is in your right hand) and &#039;&#039;&#039;plant seed&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Only [[:Category: River&#039;s Rest gems|local River&#039;s Rest gems]] (including shells) count for triple their value in the deed cost calculation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Solhaven]] ===&lt;br /&gt;
&lt;br /&gt;
Go to Lorminstra&#039;s temple on Liabo street.  Enter the temple and find a curtain. Go curtain and close curtain.  Kneel and place offering in the brazier.  Light the brazier.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Illistim]] ===&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
| roomname = Hall of Patrons, Rotunda&lt;br /&gt;
| rnum = 745&lt;br /&gt;
| desc = Eight arches supported by gold-veined marble columns encircle this large rotunda.  A forged chandelier hangs suspended from the lofty, domed ceiling, illuminating the room.  Six pedestals form a small circle beneath the chandelier, in the center of the rotunda.}}&lt;br /&gt;
OPEN the TOME on the pedestal and TURN the TOME to the PATRON of ILLISTIM, VAALOR, NALFEIN, ARDENAI, ASHRIM, LOENTHRA. Remember the image of the patron that appears on the page. Retrieve a taper from behind the silk-screened panel in the eastern room, light it with a candle, then find the meditation room dedicated to the patron. Place any offerings on the censer inside, then use the lit taper to light the censer and meditate.&lt;br /&gt;
&lt;br /&gt;
=== [[Ta&#039;Vaalor]] ===&lt;br /&gt;
&lt;br /&gt;
Deeds can be acquired at the Garden of Ancients. &#039;&#039;&#039;Search vines&#039;&#039;&#039;, then &#039;&#039;&#039;go door&#039;&#039;&#039; to enter the niche. &#039;&#039;&#039;Close door&#039;&#039;&#039; once you are inside. &#039;&#039;&#039;Pull hemp&#039;&#039;&#039; and &#039;&#039;&#039;open drawer&#039;&#039;&#039;, place any offerings in the drawer, then &#039;&#039;&#039;close drawer&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The [[#Cost|cost formula]] applies to Ta&#039;Vaalor, but note that gems do not get a multiplier like it does in e.g. Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
=== [[Teras Isle]] ===&lt;br /&gt;
&lt;br /&gt;
Getting a deed on Teras Isle involves doing a puzzle. This puzzle can be overwhelmingly difficult and so here are some guiding hints and the final answer.&lt;br /&gt;
&lt;br /&gt;
Starting it...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-start&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Starting Point Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-start&amp;quot;&amp;gt;&lt;br /&gt;
:Thoroughly explore the temple in town and talk to the priestess you find there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The donation box...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint1&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint1&amp;quot;&amp;gt;&lt;br /&gt;
:The donation box keeps track of what you put in so just keep adding to it until you&#039;ve put in enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The skiff...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint2&amp;quot;&amp;gt;&lt;br /&gt;
:The skiff only works for one, and only the person who initiates it. Attempting to initiate it will cause it to return if it&#039;s not already there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Success versus failure...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-hint3&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Helpful Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-hint3&amp;quot;&amp;gt;&lt;br /&gt;
:If you&#039;ve done everything successfully you&#039;ll know within a few seconds of giving your offering. If you can&#039;t seem to give your offering there may already be one there that you can&#039;t see, so try &amp;quot;get bundle&amp;quot; to remove it and then put in yours.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is pretty hard...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-puzzle1&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Puzzle Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-puzzle1&amp;quot;&amp;gt;&lt;br /&gt;
:Numbers matter and several of the tiles have dual meaning as a result. Sound subtracts from sight.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still too hard...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-puzzle2&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand a Puzzle Hint&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-puzzle2&amp;quot;&amp;gt;&lt;br /&gt;
:Assign a number value to all the tiles (seven is 7, twenty is 20, thirty-three is 33, death is 40). Sound subtracts from sight. Make sure to take notice of what symbols each wheel has.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m done with this, give me the answer...&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;span class=&amp;quot;mw-customtoggle-answer&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;Click Here to Expand the Puzzle Answer&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-answer&amp;quot;&amp;gt;&lt;br /&gt;
:Assign a number value to all the tiles (seven is 7, twenty is 20, thirty-three is 33, death is 40). What&#039;s the value of the eye? Subtract the number of gongs from that. Make the wheels total that number and then give your offering.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Wehnimer&#039;s Landing]] ===&lt;br /&gt;
&lt;br /&gt;
There are multiple locations near Wehnimer&#039;s Landing where deeds can be acquired. &lt;br /&gt;
&lt;br /&gt;
==== Temple ====&lt;br /&gt;
&lt;br /&gt;
The first is at the Temple in Erebor Square (Room #4045). Once inside, &#039;&#039;&#039;go black arch&#039;&#039;&#039;, then &#039;&#039;&#039;go tapestry&#039;&#039;&#039;. &#039;&#039;&#039;Hit chime with mallet&#039;&#039;&#039; twice, then &#039;&#039;&#039;kneel&#039;&#039;&#039;, place any offerings of silvers or gems on the ground, then &#039;&#039;&#039;hit chime with mallet&#039;&#039;&#039; one last time. See [[#Cost|cost formula]] below.&lt;br /&gt;
&lt;br /&gt;
==== [[Hearthstone Manor]] ====&lt;br /&gt;
&lt;br /&gt;
Down the walkway in the herb garden is a wall covered in honeysuckle vines.  Search the vines to find a hidden door.  If the door is open, it is available.  Enter the door, close it, pull the rope, open the draw, stuff it with broken lockpicks, pawnshop fodder such as drake weapons, [[magical item]]s such as wands, and/or everything made via [[Alchemy]].  Close the drawer when there is enough stuff in it, but the quantity to spell level to character level requirement is unknown.  This is not a good method for getting deeds at high level as an incredible amount of magical items are required.&lt;br /&gt;
&lt;br /&gt;
==== [[Northern Caravansary]] ====&lt;br /&gt;
&lt;br /&gt;
There is a curtain in [[Small Wonders]] that functions similar to the Hearthstone Manor mechanism.  Close the curtain, fill the brazier with magical items, kneel and light the brazier.&lt;br /&gt;
&lt;br /&gt;
=== [[Zul Logoth]] ===&lt;br /&gt;
&lt;br /&gt;
Visit Brother [[Barnstel]], the herbalist (lich room #9505). &#039;&#039;&#039;Ask&#039;&#039;&#039; him about deeds and he will give you a password (&amp;quot;ygrutha sans&#039;ra&amp;quot;). Then &#039;&#039;&#039;go arch&#039;&#039;&#039;, &#039;&#039;&#039;go hall&#039;&#039;&#039; and &#039;&#039;&#039;say&#039;&#039;&#039; the password. The small door in the room will open and you will enter it automatically. &lt;br /&gt;
&lt;br /&gt;
You will be in a room with a series of murals and candles. You have to light two candles with a lighting stick that&#039;s in a cup on the first of two tables and put your offering in the bowl. The candles you light depend on your race and profession. These can be determined by examining the murals in the room, but they&#039;re also provided in the table below. &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
|+Candle descriptions&lt;br /&gt;
| &#039;&#039;&#039;Profession&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Colour&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Race&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Shape&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Bard&lt;br /&gt;
| yellow&lt;br /&gt;
| Aelotoi&lt;br /&gt;
| winged&lt;br /&gt;
|-&lt;br /&gt;
| Cleric&lt;br /&gt;
| orange&lt;br /&gt;
| Burghal Gnome&lt;br /&gt;
| petite&lt;br /&gt;
|-&lt;br /&gt;
| Empath&lt;br /&gt;
| purple&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| thin medium&lt;br /&gt;
|-&lt;br /&gt;
| Paladin&lt;br /&gt;
| grey&lt;br /&gt;
| Dwarf&lt;br /&gt;
| short thick&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| green&lt;br /&gt;
| Elf&lt;br /&gt;
| medium&lt;br /&gt;
|-&lt;br /&gt;
| Rogue&lt;br /&gt;
| black&lt;br /&gt;
| Erithian&lt;br /&gt;
| delicate tall&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer &lt;br /&gt;
| blue&lt;br /&gt;
| Forest Gnome&lt;br /&gt;
| small slender&lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| brown&lt;br /&gt;
| Giantman&lt;br /&gt;
| stocky tall&lt;br /&gt;
|-&lt;br /&gt;
| Wizard&lt;br /&gt;
| red&lt;br /&gt;
| Half-Elf&lt;br /&gt;
| slender tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Half-Krolvin&lt;br /&gt;
| sturdy tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Halfling&lt;br /&gt;
| round short&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Human&lt;br /&gt;
| tall&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Sylvan&lt;br /&gt;
| slim medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So, for example, if you are a dwarven warrior, you will GET STICK FROM CUP, LIGHT STICK, LIGHT BROWN CANDLE, LIGHT STICK, LIGHT SHORT CANDLE and then put your gems in the offering bowl. Lastly, look in the silver holder. There is a tall golden candle in the holder. LIGHT GOLD CANDLE. What happens next depends on whether or not Lorminstra is pleased or displeased.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; There are only nine profession murals and nine corresponding candles in this room, so if you are a monk--the tenth and most recently added profession--you cannot get deeds in Zul Logoth.&lt;br /&gt;
&lt;br /&gt;
== Cost ==&lt;br /&gt;
[[Silver coin]] formula for [[deed]] acquisition at the Black Altar in the [[Wehnimer&#039;s Landing]] temple:&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|1=Deed Cost (in silvers) = 101 + (GS3 level * 100) + (deeds&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; * 20)}}}}&lt;br /&gt;
&lt;br /&gt;
Since LEVEL, as used in this formula, is a holdover from GS3 it is necessary to convert GS4 experience to GS3 levels as shown in the table below.&amp;lt;br&amp;gt;&lt;br /&gt;
Note: DO NOT include Ascension experience&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+&#039;&#039;&#039;Experience --&amp;gt; Level Conversion&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| align=center|&#039;&#039;&#039;GS4 [[Experience]]&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
| align=center|&#039;&#039;&#039;GS3 [[Level]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 50,000&lt;br /&gt;
|&lt;br /&gt;
| {{math|Level {{=}} [[trunc]](GS4 Exp / 10,000}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;50,000 to 150,000&lt;br /&gt;
|&lt;br /&gt;
| {{math|Level {{=}} 5 + trunc(GS4 Exp - 50,000) / 20,000}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;150,000 to 300,000&lt;br /&gt;
|&lt;br /&gt;
| {{math|Level {{=}} 10 + trunc(GS4 Exp - 150,000) / 30,000}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;300,000 to 500,000&lt;br /&gt;
|&lt;br /&gt;
| {{math|Level {{=}} 15 + trunc(GS4 Exp - 300,000) / 40,000}}&lt;br /&gt;
|-&lt;br /&gt;
| &amp;gt;500,000&lt;br /&gt;
|&lt;br /&gt;
| {{math|Level {{=}} 20 + trunc(GS4 Exp - 500,000) / 50,000}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Example - Level 99 with 7,500,000 experience and 10 deeds&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|1=Deed Cost (in silvers) = 101 + (GS3 level 160 * 100) + (10 * 10 * 20) = 18,101 coins}}}}&lt;br /&gt;
&lt;br /&gt;
At the Wehnimer&#039;s Landing temple a more cost effective strategy is to use gems in lieu of coins to obtain deeds. There is an estimated 4x multiplier applied to a gem&#039;s appraised value when offered to the priestess, and a 10x multiplier for expensive gems.&lt;br /&gt;
&lt;br /&gt;
The gem bonus does not seem to apply (at least not as substantially) in [[Ta&#039;Vaalor]], but wands seem to apply to the 3x bonus, so they are a suggested substitute.&lt;br /&gt;
Using bank notes is possible but requires an additional cost of approximately 50% of the result of the formula above.&lt;br /&gt;
&lt;br /&gt;
[[GameMaster]] Xayle, July 9th 2012:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Xayle says, &amp;quot;The answer that I seem to be getting is this...&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;Different deed puzzles use different formulas.&amp;quot;&lt;br /&gt;
You nod.&lt;br /&gt;
Xayle says, &amp;quot;And this one isn&#039;t working on the formula you&#039;re using.&amp;quot;&lt;br /&gt;
You softly say, &amp;quot;I see.&amp;quot;&lt;br /&gt;
You softly say, &amp;quot;That would explain it.&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;I wish I could say more, but that would start straying into puzzle answering.&amp;quot;&lt;br /&gt;
Xayle says, &amp;quot;Which is a nono.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Ta&#039;Illistim deeds (script)]]&lt;br /&gt;
==See Also==&lt;br /&gt;
*[https://discord.com/channels/226045346399256576/1469359720807792907 Landing deed formula cracked]&lt;br /&gt;
&lt;br /&gt;
[[Category:Puzzles]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=255219</id>
		<title>Melee roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=255219"/>
		<updated>2026-03-24T16:35:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When fighting with a weapon, characters incur &#039;hard&#039; [[roundtime]], during which the can perform only a very limited set of actions, like speaking, looking at things, or changing where they will aim their next attack. While a number of factors can affect this roundtime, it is primarily based on the speed of the weapon&#039;s base, the character&#039;s [[Agility]] bonus, and their [[Dexterity]] bonus. &lt;br /&gt;
&lt;br /&gt;
==Base Weapon Speed==&lt;br /&gt;
All weapons have a &#039;&#039;&#039;base weapon speed&#039;&#039;&#039;, which is the standard [[roundtime]] before accounting any factors that may increase or decrease that number. All melee roundtime calculations start from the base weapon speed.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See &#039;&#039;&#039;[[Base weapon speed]] for a list of all the base weapon speeds, or the [[Edged Weapons]], [[Blunt Weapons]], [[Brawling]], [[Polearms]], and [[Two-Handed Weapons]] pages for a comparison just of those types of weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Two-Weapon Combat===&lt;br /&gt;
A character trained in [[Two Weapon Combat]] has the ability to attack with a weapon in each hand. These attacks happen simultaneously, and far faster than it would take to swing each weapon individually. When calculating the roundtime to swing two weapons at once, it is best to think of them as combining to make a single custom weapon base with its own base RT.&lt;br /&gt;
&lt;br /&gt;
Assuming the character&#039;s off-hand weapon is at least as fast and as light as their primary weapon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;TWCBaseSpeed = RightBaseSpeed + max(LeftBaseSpeed - 2, 0) + max(WeightPenalty, 0)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
WeightPenalty = min(LeftWeight - 2 - STROffset, 3)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
STROffset = trunc((STRBonus + 10)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that most characters can use a 3-pound weapon with a base speed of 2 in their off hand as if it were not there. Characters with a 25 strength bonus can use a 4-pound weapon without penalty, and characters with significantly more strength can use further heavier weapons. Every additional second of base speed or pound of weight beyond that limit increases the base roundtime by 1 second.&lt;br /&gt;
&lt;br /&gt;
This TWC base speed is used in all roundtime calculations, including the calculation of minimum weapon speed.&lt;br /&gt;
&lt;br /&gt;
==Minimum Weapon Speed==&lt;br /&gt;
A weapon&#039;s &#039;&#039;&#039;minimum speed&#039;&#039;&#039; is the lowest roundtime at which a weapon can be swung under normal circumstances. The minimum speed is derived from the weapon&#039;s base speed, and always falls between 3 and 5 seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Base Speed !! Minimum Speed&lt;br /&gt;
|-&lt;br /&gt;
| 1 second || 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 2 or 3 seconds || 4 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 4 seconds or more || 5 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aimed strikes===&lt;br /&gt;
Aiming an attack with the [[AMBUSH (verb)|{{boldmono|AMBUSH}} verb]] or [[AIM (verb)|{{boldmono|AIM}} verb]] increases the minimum roundtime of the attack by 1 in addition to the 3 second increase in roundtime.&lt;br /&gt;
&lt;br /&gt;
===How can the minimum be greater than the base?===&lt;br /&gt;
The interplay between minimum speed and base speed can at first seem contradictory for very fast weapons, such as the dagger with its base speed of 1. Despite a base speed of 1, a character would swing their dagger in 3 seconds. However, because the base speed is 2 seconds faster than the minimum speed, factors that increase roundtime are diminished. &lt;br /&gt;
&lt;br /&gt;
For example, if a character with no [[Armor Use|armor training]] were to wear a [[Armor|leather breastplate]], their roundtime would increase by 3 seconds. This is added to the dagger&#039;s base of 1, for a 4 second swing. If the dagger&#039;s base speed and minimum speed were both 3, the attack would have taken 6 seconds, not 4.&lt;br /&gt;
&lt;br /&gt;
===Going below the minimum===&lt;br /&gt;
While a character&#039;s training and statistics cannot decrease an attack below its normal minimum, there are a few ways to attack faster. The [[QSTRIKE (verb)|quickstrike ability]] and [[Quickstrike (combat maneuver)|combat maneuver]] provide a flat decrease to roundtime at a cost to the user&#039;s stamina. A [[warrior]]&#039;s [[Weapon Bonding|bonded weapon]] can decrease roundtime as an occasional &amp;quot;flare&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Two spells also help: a [[bard]]&#039;s [[Song of Tonis (1035)|Song of Tonis]] provides a roundtime reduction to the entire group, and the [[Celerity (506)|Celerity]] spell reduces roundtime for a single target (via free and automatic use of a quickstrike).&lt;br /&gt;
&lt;br /&gt;
==Calculating Actual Roundtime==&lt;br /&gt;
To find the actual roundtime an attack will take, start with the base roundtime, then account for armor, encumbrance, and the character&#039;s Agility and Dexterity bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;Roundtime = max(CalculatedRT, MinRT + AimMinRT)&lt;br /&gt;
CalculatedRT = BaseRT + ArmorRT + EncumbranceRT + AimRT - SpeedOffset&lt;br /&gt;
&lt;br /&gt;
ArmorRT = max(ArmorRTPenalty - round(ArmorSkill/20), 0)&lt;br /&gt;
&lt;br /&gt;
EncumbranceRT = ceil((PercentEncumbrance - 4)/5)&lt;br /&gt;
&lt;br /&gt;
AimRT = 3 if using {{mono|AMBUSH}} or {{mono|AIM}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
AimMinRT = 1 if using {{mono|AMBUSH}} or {{mono|AIM}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
SpeedOffset = round(max(AgiBonus + DexBonus, 0)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Works In Progress]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=255218</id>
		<title>Melee roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=255218"/>
		<updated>2026-03-24T16:34:43Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fixed another confused use of `min` where `max` was intended, and clarified that it&amp;#039;s about aiming, whether you do so via AMBUSH or AIM.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When fighting with a weapon, characters incur &#039;hard&#039; [[roundtime]], during which the can perform only a very limited set of actions, like speaking, looking at things, or changing where they will aim their next attack. While a number of factors can affect this roundtime, it is primarily based on the speed of the weapon&#039;s base, the character&#039;s [[Agility]] bonus, and their [[Dexterity]] bonus. &lt;br /&gt;
&lt;br /&gt;
==Base Weapon Speed==&lt;br /&gt;
All weapons have a &#039;&#039;&#039;base weapon speed&#039;&#039;&#039;, which is the standard [[roundtime]] before accounting any factors that may increase or decrease that number. All melee roundtime calculations start from the base weapon speed.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See &#039;&#039;&#039;[[Base weapon speed]] for a list of all the base weapon speeds, or the [[Edged Weapons]], [[Blunt Weapons]], [[Brawling]], [[Polearms]], and [[Two-Handed Weapons]] pages for a comparison just of those types of weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Two-Weapon Combat===&lt;br /&gt;
A character trained in [[Two Weapon Combat]] has the ability to attack with a weapon in each hand. These attacks happen simultaneously, and far faster than it would take to swing each weapon individually. When calculating the roundtime to swing two weapons at once, it is best to think of them as combining to make a single custom weapon base with its own base RT.&lt;br /&gt;
&lt;br /&gt;
Assuming the character&#039;s off-hand weapon is at least as fast and as light as their primary weapon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;TWCBaseSpeed = RightBaseSpeed + max(LeftBaseSpeed - 2, 0) + max(WeightPenalty, 0)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
WeightPenalty = min(LeftWeight - 2 - STROffset, 3)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
STROffset = trunc((STRBonus + 10)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that most characters can use a 3-pound weapon with a base speed of 2 in their off hand as if it were not there. Characters with a 25 strength bonus can use a 4-pound weapon without penalty, and characters with significantly more strength can use further heavier weapons. Every additional second of base speed or pound of weight beyond that limit increases the base roundtime by 1 second.&lt;br /&gt;
&lt;br /&gt;
This TWC base speed is used in all roundtime calculations, including the calculation of minimum weapon speed.&lt;br /&gt;
&lt;br /&gt;
==Minimum Weapon Speed==&lt;br /&gt;
A weapon&#039;s &#039;&#039;&#039;minimum speed&#039;&#039;&#039; is the lowest roundtime at which a weapon can be swung under normal circumstances. The minimum speed is derived from the weapon&#039;s base speed, and always falls between 3 and 5 seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Base Speed !! Minimum Speed&lt;br /&gt;
|-&lt;br /&gt;
| 1 second || 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 2 or 3 seconds || 4 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 4 seconds or more || 5 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aimed strikes===&lt;br /&gt;
Aiming an attack with the [[AMBUSH (verb)|{{boldmono|AMBUSH}} verb]] or [[AIM (verb)||{{boldmono}AIM}} verb]] increases the minimum roundtime of the attack by 1 in addition to the 3 second increase in roundtime.&lt;br /&gt;
&lt;br /&gt;
===How can the minimum be greater than the base?===&lt;br /&gt;
The interplay between minimum speed and base speed can at first seem contradictory for very fast weapons, such as the dagger with its base speed of 1. Despite a base speed of 1, a character would swing their dagger in 3 seconds. However, because the base speed is 2 seconds faster than the minimum speed, factors that increase roundtime are diminished. &lt;br /&gt;
&lt;br /&gt;
For example, if a character with no [[Armor Use|armor training]] were to wear a [[Armor|leather breastplate]], their roundtime would increase by 3 seconds. This is added to the dagger&#039;s base of 1, for a 4 second swing. If the dagger&#039;s base speed and minimum speed were both 3, the attack would have taken 6 seconds, not 4.&lt;br /&gt;
&lt;br /&gt;
===Going below the minimum===&lt;br /&gt;
While a character&#039;s training and statistics cannot decrease an attack below its normal minimum, there are a few ways to attack faster. The [[QSTRIKE (verb)|quickstrike ability]] and [[Quickstrike (combat maneuver)|combat maneuver]] provide a flat decrease to roundtime at a cost to the user&#039;s stamina. A [[warrior]]&#039;s [[Weapon Bonding|bonded weapon]] can decrease roundtime as an occasional &amp;quot;flare&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Two spells also help: a [[bard]]&#039;s [[Song of Tonis (1035)|Song of Tonis]] provides a roundtime reduction to the entire group, and the [[Celerity (506)|Celerity]] spell reduces roundtime for a single target (via free and automatic use of a quickstrike).&lt;br /&gt;
&lt;br /&gt;
==Calculating Actual Roundtime==&lt;br /&gt;
To find the actual roundtime an attack will take, start with the base roundtime, then account for armor, encumbrance, and the character&#039;s Agility and Dexterity bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;Roundtime = max(CalculatedRT, MinRT + AimMinRT)&lt;br /&gt;
CalculatedRT = BaseRT + ArmorRT + EncumbranceRT + AimRT - SpeedOffset&lt;br /&gt;
&lt;br /&gt;
ArmorRT = max(ArmorRTPenalty - round(ArmorSkill/20), 0)&lt;br /&gt;
&lt;br /&gt;
EncumbranceRT = ceil((PercentEncumbrance - 4)/5)&lt;br /&gt;
&lt;br /&gt;
AimRT = 3 if using {{mono|AMBUSH}} or {{mono|AIM}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
AimMinRT = 1 if using {{mono|AMBUSH}} or {{mono|AIM}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
SpeedOffset = round(max(AgiBonus + DexBonus, 0)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Works In Progress]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=255217</id>
		<title>Melee roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=255217"/>
		<updated>2026-03-24T16:31:43Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: And now fixing my own revert - what was _really_ intended is `max(AgiBonus + DexBonus, 0)` to indicate: negative Agi+Dex is ignored, positive Agi+Dex works. Also updated &amp;#039;ambush&amp;#039; to &amp;#039;Aim&amp;#039;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When fighting with a weapon, characters incur &#039;hard&#039; [[roundtime]], during which the can perform only a very limited set of actions, like speaking, looking at things, or changing where they will aim their next attack. While a number of factors can affect this roundtime, it is primarily based on the speed of the weapon&#039;s base, the character&#039;s [[Agility]] bonus, and their [[Dexterity]] bonus. &lt;br /&gt;
&lt;br /&gt;
==Base Weapon Speed==&lt;br /&gt;
All weapons have a &#039;&#039;&#039;base weapon speed&#039;&#039;&#039;, which is the standard [[roundtime]] before accounting any factors that may increase or decrease that number. All melee roundtime calculations start from the base weapon speed.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See &#039;&#039;&#039;[[Base weapon speed]] for a list of all the base weapon speeds, or the [[Edged Weapons]], [[Blunt Weapons]], [[Brawling]], [[Polearms]], and [[Two-Handed Weapons]] pages for a comparison just of those types of weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Two-Weapon Combat===&lt;br /&gt;
A character trained in [[Two Weapon Combat]] has the ability to attack with a weapon in each hand. These attacks happen simultaneously, and far faster than it would take to swing each weapon individually. When calculating the roundtime to swing two weapons at once, it is best to think of them as combining to make a single custom weapon base with its own base RT.&lt;br /&gt;
&lt;br /&gt;
Assuming the character&#039;s off-hand weapon is at least as fast and as light as their primary weapon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;TWCBaseSpeed = RightBaseSpeed + max(LeftBaseSpeed - 2, 0) + max(WeightPenalty, 0)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
WeightPenalty = min(LeftWeight - 2 - STROffset, 3)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
STROffset = trunc((STRBonus + 10)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that most characters can use a 3-pound weapon with a base speed of 2 in their off hand as if it were not there. Characters with a 25 strength bonus can use a 4-pound weapon without penalty, and characters with significantly more strength can use further heavier weapons. Every additional second of base speed or pound of weight beyond that limit increases the base roundtime by 1 second.&lt;br /&gt;
&lt;br /&gt;
This TWC base speed is used in all roundtime calculations, including the calculation of minimum weapon speed.&lt;br /&gt;
&lt;br /&gt;
==Minimum Weapon Speed==&lt;br /&gt;
A weapon&#039;s &#039;&#039;&#039;minimum speed&#039;&#039;&#039; is the lowest roundtime at which a weapon can be swung under normal circumstances. The minimum speed is derived from the weapon&#039;s base speed, and always falls between 3 and 5 seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Base Speed !! Minimum Speed&lt;br /&gt;
|-&lt;br /&gt;
| 1 second || 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 2 or 3 seconds || 4 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 4 seconds or more || 5 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aimed strikes===&lt;br /&gt;
Aiming an attack with the [[AMBUSH (verb)|{{boldmono|AMBUSH}} verb]] increases the minimum roundtime of the attack by 1 in addition to the 3 second increase in roundtime.&lt;br /&gt;
&lt;br /&gt;
===How can the minimum be greater than the base?===&lt;br /&gt;
The interplay between minimum speed and base speed can at first seem contradictory for very fast weapons, such as the dagger with its base speed of 1. Despite a base speed of 1, a character would swing their dagger in 3 seconds. However, because the base speed is 2 seconds faster than the minimum speed, factors that increase roundtime are diminished. &lt;br /&gt;
&lt;br /&gt;
For example, if a character with no [[Armor Use|armor training]] were to wear a [[Armor|leather breastplate]], their roundtime would increase by 3 seconds. This is added to the dagger&#039;s base of 1, for a 4 second swing. If the dagger&#039;s base speed and minimum speed were both 3, the attack would have taken 6 seconds, not 4.&lt;br /&gt;
&lt;br /&gt;
===Going below the minimum===&lt;br /&gt;
While a character&#039;s training and statistics cannot decrease an attack below its normal minimum, there are a few ways to attack faster. The [[QSTRIKE (verb)|quickstrike ability]] and [[Quickstrike (combat maneuver)|combat maneuver]] provide a flat decrease to roundtime at a cost to the user&#039;s stamina. A [[warrior]]&#039;s [[Weapon Bonding|bonded weapon]] can decrease roundtime as an occasional &amp;quot;flare&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Two spells also help: a [[bard]]&#039;s [[Song of Tonis (1035)|Song of Tonis]] provides a roundtime reduction to the entire group, and the [[Celerity (506)|Celerity]] spell reduces roundtime for a single target (via free and automatic use of a quickstrike).&lt;br /&gt;
&lt;br /&gt;
==Calculating Actual Roundtime==&lt;br /&gt;
To find the actual roundtime an attack will take, start with the base roundtime, then account for armor, encumbrance, and the character&#039;s Agility and Dexterity bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;Roundtime = max(CalculatedRT, MinRT + AimMinRT)&lt;br /&gt;
CalculatedRT = BaseRT + ArmorRT + EncumbranceRT + AimRT - SpeedOffset&lt;br /&gt;
&lt;br /&gt;
ArmorRT = min(ArmorRTPenalty - round(ArmorSkill/20), 0)&lt;br /&gt;
&lt;br /&gt;
EncumbranceRT = ceil((PercentEncumbrance - 4)/5)&lt;br /&gt;
&lt;br /&gt;
AimRT = 3 if using {{mono|AMBUSH}} or {{mono|AIM}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
AimMinRT = 1 if using {{mono|AMBUSH}} or {{mono|AIM}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
SpeedOffset = round(max(AgiBonus + DexBonus, 0)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Works In Progress]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=255216</id>
		<title>Melee roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=255216"/>
		<updated>2026-03-24T16:26:32Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Reverting an edit: The edit misunderstood a formula and broke it (`min(A, 0)` means: A, unless A is negative, then nevermind. Previous editor thought it meant the reverse). It also applied -1 to the min RTs but did not update the introductory paragraph, conflicting with what that said. If that second edit is correct, it should be put back and the intro paragraph needs to update (&amp;#039;from &amp;#039;always between 3 and 5&amp;#039; to &amp;#039;always between &amp;#039;2 and 5&amp;#039;, probably).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When fighting with a weapon, characters incur &#039;hard&#039; [[roundtime]], during which the can perform only a very limited set of actions, like speaking, looking at things, or changing where they will aim their next attack. While a number of factors can affect this roundtime, it is primarily based on the speed of the weapon&#039;s base, the character&#039;s [[Agility]] bonus, and their [[Dexterity]] bonus. &lt;br /&gt;
&lt;br /&gt;
==Base Weapon Speed==&lt;br /&gt;
All weapons have a &#039;&#039;&#039;base weapon speed&#039;&#039;&#039;, which is the standard [[roundtime]] before accounting any factors that may increase or decrease that number. All melee roundtime calculations start from the base weapon speed.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See &#039;&#039;&#039;[[Base weapon speed]] for a list of all the base weapon speeds, or the [[Edged Weapons]], [[Blunt Weapons]], [[Brawling]], [[Polearms]], and [[Two-Handed Weapons]] pages for a comparison just of those types of weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Two-Weapon Combat===&lt;br /&gt;
A character trained in [[Two Weapon Combat]] has the ability to attack with a weapon in each hand. These attacks happen simultaneously, and far faster than it would take to swing each weapon individually. When calculating the roundtime to swing two weapons at once, it is best to think of them as combining to make a single custom weapon base with its own base RT.&lt;br /&gt;
&lt;br /&gt;
Assuming the character&#039;s off-hand weapon is at least as fast and as light as their primary weapon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;TWCBaseSpeed = RightBaseSpeed + max(LeftBaseSpeed - 2, 0) + max(WeightPenalty, 0)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
WeightPenalty = min(LeftWeight - 2 - STROffset, 3)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
STROffset = trunc((STRBonus + 10)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that most characters can use a 3-pound weapon with a base speed of 2 in their off hand as if it were not there. Characters with a 25 strength bonus can use a 4-pound weapon without penalty, and characters with significantly more strength can use further heavier weapons. Every additional second of base speed or pound of weight beyond that limit increases the base roundtime by 1 second.&lt;br /&gt;
&lt;br /&gt;
This TWC base speed is used in all roundtime calculations, including the calculation of minimum weapon speed.&lt;br /&gt;
&lt;br /&gt;
==Minimum Weapon Speed==&lt;br /&gt;
A weapon&#039;s &#039;&#039;&#039;minimum speed&#039;&#039;&#039; is the lowest roundtime at which a weapon can be swung under normal circumstances. The minimum speed is derived from the weapon&#039;s base speed, and always falls between 3 and 5 seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Base Speed !! Minimum Speed&lt;br /&gt;
|-&lt;br /&gt;
| 1 second || 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 2 or 3 seconds || 4 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 4 seconds or more || 5 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aimed strikes===&lt;br /&gt;
Aiming an attack with the [[AMBUSH (verb)|{{boldmono|AMBUSH}} verb]] increases the minimum roundtime of the attack by 1 in addition to the 3 second increase in roundtime.&lt;br /&gt;
&lt;br /&gt;
===How can the minimum be greater than the base?===&lt;br /&gt;
The interplay between minimum speed and base speed can at first seem contradictory for very fast weapons, such as the dagger with its base speed of 1. Despite a base speed of 1, a character would swing their dagger in 3 seconds. However, because the base speed is 2 seconds faster than the minimum speed, factors that increase roundtime are diminished. &lt;br /&gt;
&lt;br /&gt;
For example, if a character with no [[Armor Use|armor training]] were to wear a [[Armor|leather breastplate]], their roundtime would increase by 3 seconds. This is added to the dagger&#039;s base of 1, for a 4 second swing. If the dagger&#039;s base speed and minimum speed were both 3, the attack would have taken 6 seconds, not 4.&lt;br /&gt;
&lt;br /&gt;
===Going below the minimum===&lt;br /&gt;
While a character&#039;s training and statistics cannot decrease an attack below its normal minimum, there are a few ways to attack faster. The [[QSTRIKE (verb)|quickstrike ability]] and [[Quickstrike (combat maneuver)|combat maneuver]] provide a flat decrease to roundtime at a cost to the user&#039;s stamina. A [[warrior]]&#039;s [[Weapon Bonding|bonded weapon]] can decrease roundtime as an occasional &amp;quot;flare&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Two spells also help: a [[bard]]&#039;s [[Song of Tonis (1035)|Song of Tonis]] provides a roundtime reduction to the entire group, and the [[Celerity (506)|Celerity]] spell reduces roundtime for a single target (via free and automatic use of a quickstrike).&lt;br /&gt;
&lt;br /&gt;
==Calculating Actual Roundtime==&lt;br /&gt;
To find the actual roundtime an attack will take, start with the base roundtime, then account for armor, encumbrance, and the character&#039;s Agility and Dexterity bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;Roundtime = min(CalculatedRT, MinRT + AmbushMinRT)&lt;br /&gt;
CalculatedRT = BaseRT + ArmorRT + EncumbranceRT + AmbushRT - SpeedOffset&lt;br /&gt;
&lt;br /&gt;
ArmorRT = min(ArmorRTPenalty - round(ArmorSkill/20), 0)&lt;br /&gt;
&lt;br /&gt;
EncumbranceRT = ceil((PercentEncumbrance - 4)/5)&lt;br /&gt;
&lt;br /&gt;
AmbushRT = 3 if using {{mono|AMBUSH}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
AmbushMinRT = 1 if using {{mono|AMBUSH}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
SpeedOffset = round(min(AgiBonus + DexBonus, 0)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Works In Progress]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
</feed>