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	<entry>
		<id>https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=267064</id>
		<title>Traveler&#039;s Song (1020)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=267064"/>
		<updated>2026-10-18T00:24:35Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added link to the full breakdown of all zones and how they interact with Traveler&amp;#039;s Song.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = TRAVELSONG&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Teleportion&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
By harnessing elemental forces, a [[Bard]] singing the &#039;&#039;&#039;Traveler&#039;s Song&#039;&#039;&#039; can travel back to the comforting safety of an inn.  However, on a failure, the bard and the bard&#039;s group may be transported to a dangerous local area.  A failure will also result in a loss of [[mana]] and head and neck injuries upon arrival.  By playing a [[musical instrument]], a bard can reduce the chance of a negative outcome.  Traveler&#039;s Song will work anywhere a [[gold ring]] is usable. &lt;br /&gt;
&lt;br /&gt;
Traveler&#039;s Song can be anchored to your favorite inn.  This may not work in all rooms within the inn.  Only one inn may be set as your anchor, so keep this in mind if you travel! &lt;br /&gt;
&lt;br /&gt;
To anchor: &amp;lt;br&amp;gt;&lt;br /&gt;
{{boldmono|PREP 1020}}, then sing a song that tells of the place, its environs, the bard&#039;s objective and so forth.&amp;lt;br&amp;gt;&lt;br /&gt;
The proper process and song concludes with a message denoting success.&lt;br /&gt;
&lt;br /&gt;
==Traveling Between Realms==&lt;br /&gt;
A bard may travel to their anchored inn, even if it is located in a different realm, as long as it&#039;s within the same [[Teleportation review (saved posts)| teleportation zone]]. To do this, use {{boldmono|EVOKE}}. Similar to [[Transference (225)]], if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be [[Teleportation review (saved posts)| Chrono-locked]] upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.&lt;br /&gt;
&lt;br /&gt;
==Travel Methods==&lt;br /&gt;
If you do not have a local anchor present in your current realm, then {{boldmono|SING}} (or {{boldmono|CAST}}) will take you to a random inn in your realm.&lt;br /&gt;
&lt;br /&gt;
If you do have an anchor in the realm, you will end up at that inn.&lt;br /&gt;
&lt;br /&gt;
If you {{boldmono|EVOKE}} Traveler&#039;s Song, and you have an anchor that is in the same teleport zone, you will go to your anchor even if it is not in the same realm. For example, if you set an anchor in Solhaven, and you {{boldmono|EVOKE}} whilst at the Birthing Sands at the top of Mount Aenatumgana all the way in the very north of the continent, you will travel straight to the Solhaven inn you anchored.&lt;br /&gt;
&lt;br /&gt;
==Anchoring Messaging==&lt;br /&gt;
:Successful anchoring:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant&#039;s hand then releases and sinks into the ground below.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=375px}}&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Success = MIN(95,&lt;br /&gt;
 &#039;&#039;&#039;          [Bard spellsong ranks * 2] +&lt;br /&gt;
 &#039;&#039;&#039;          [10 if anchored in the same realm] +&lt;br /&gt;
 &#039;&#039;&#039;          [If playing an instrument: Your PLAY SKILL rank: 0-20]&#039;&#039;&#039; &#039;&#039;(if one-handed, half the bonus)&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;          [seed 1 [[summation]] of (EMC + MMC)] +&lt;br /&gt;
 &#039;&#039;&#039;          [MAX(0, DIS bonus]) +&lt;br /&gt;
 &#039;&#039;&#039;          [d100] &amp;gt; 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Penalties for not being able to think clearly (typically head wound, which range from -90 to -10).&lt;br /&gt;
&amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travel After Effects ==&lt;br /&gt;
There is a small chance that after traveling the bard will get dizzy or become thirsty. It&#039;ll take a minute or so before these effects will appear after arriving.&lt;br /&gt;
&lt;br /&gt;
Thirst will prevent singing any bard spell songs (and prevents renewing as well). Thirst must be remedied by drinking something - alcohol is recommended, but water will also work.&lt;br /&gt;
&lt;br /&gt;
Dizziness will incur a sequence of RT inducing effects which lasts up to a minute, and may make you fall down. You may or may not be able to sneak e.g. a Song of Peace in between bouts of dizziness; do not run into a dangerous area immediately after landing. Dizziness will fade on its own.&lt;br /&gt;
&lt;br /&gt;
Training in bard spell songs will decrease the likelihood of suffering these ill-effects.  This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]&lt;br /&gt;
&lt;br /&gt;
;Thirst Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel a bit thirsty.&amp;lt;/pre&amp;gt;&lt;br /&gt;
The thirsty messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
;Dizzy Messaging&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel horribly dizzy and suddenly squeamish!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
The floor suddenly shifts underneath you!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
The world spins around you at an odd downward angle.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Everything you look at is slightly out of focus.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
The world returns to its normal, seemingly motionless state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
The dizzy messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
== Special Realms ==&lt;br /&gt;
=== From Darkstone to Liabo ===&lt;br /&gt;
You can&#039;t {{boldmono|EVOKE}} out of Darkstone.&lt;br /&gt;
&lt;br /&gt;
When singing anywhere from [[Darkstone Castle]], you end up on the moon of [[Liabo]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;[Liabo, Lunar Awakening]&lt;br /&gt;
Glittering white dust and sand coat the alien landscape.  Mountainous rocky walls close off the options of any travel beyond this point.  A magical portal leads outward.&lt;br /&gt;
Obvious paths: out&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some reason you can breathe just fine here, you do not need [[Purify Air]]. Taking the path &#039;&#039;out&#039;&#039; gets you back to some safe location in or near Wehnimer&#039;s Landing, usually Town Square.&lt;br /&gt;
&lt;br /&gt;
WARNING: You cannot drag corpses out of the Lunar Awakening; everybody must walk out on their own. If you sing a corpse to the Awakening you must then exit the awakening on your own, find a healer and an empath, bring them to Darkstone Castle, sing your group back to the Awakening, and raise them on the surface of the moon. A priest of [[Zelia]] is recommended for such adventurous rescue shenanigans.&lt;br /&gt;
&lt;br /&gt;
=== The Birthing Sands and The Rift ===&lt;br /&gt;
The sands are anchorable, but is a bit of a special place: You cannot {{boldmono|EVOKE}} to the sands. However, the sands are in the same realm as Pinefar, so you can {{boldmono|SING}} Traveler&#039;s Song inside the Pinefar region (anywhere north of climbing out of the nightmare gorge), and this will teleport you randomly to either the Nine of Cups (the bar of the Pinefar Post), or the sands. This works both ways: If you walk one compass direction away from the sands itself, you can sing Traveler&#039;s Song, and randomly you will taken back to the sands, or to the Nine of Cups. You can {{boldmono|EVOKE}} out of the sands too. Hence, it is wise to set an anchor in the Thirsty Penguin or some other bar in Icemule Trace itself: In the pinefar zone you can &#039;&#039;&#039;SING&#039;&#039;&#039; to teleport to the sands or Pinefar post, and {{boldmono|EVOKE}} to get back to icemule.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t {{boldmono|EVOKE}} out of the rift. Singing out of the rift is possible and always takes you back to the sands, but this does count as a cross-realm teleport; you can be navved, and you should wear a gold ring. If you do get navved, the navigator guild will toss you out, chrono-locked (you can&#039;t teleport again or they will guaranteed catch you), onto plane 5. Sheer-Fear inducing undead roam plane 5, so this might be hazardous to your health.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Custom Traveler&#039;s Song]]&lt;br /&gt;
*[[Traveler&#039;s Song Travel Zones]]&lt;br /&gt;
[[Category:Transport]]&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Traveler%27s_Song_Travel_Zones&amp;diff=267063</id>
		<title>Traveler&#039;s Song Travel Zones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Traveler%27s_Song_Travel_Zones&amp;diff=267063"/>
		<updated>2026-10-18T00:23:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Created page with &amp;quot;Traveler&amp;#039;s Song (1020) guide: A breakdown of all realm boundaries, and all inns that are relevant.  == West of the dragonspine ==  This is the largest teleportation zone in accessible Elanthia, covering essentially everything from the top of Mount Aenatumgana to Solhaven&amp;#039;s Bonespear tower.  This zone consists of many regions:  ==== Wehnimer&amp;#039;s Landing and Environs ====  This realm is very large:  * Wehnimer&amp;#039;s Landing itself, including the catacombs below it and Burrow...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Traveler&#039;s Song (1020)]] guide: A breakdown of all realm boundaries, and all inns that are relevant.&lt;br /&gt;
&lt;br /&gt;
== West of the dragonspine ==&lt;br /&gt;
&lt;br /&gt;
This is the largest teleportation zone in accessible Elanthia, covering essentially everything from the top of Mount Aenatumgana to Solhaven&#039;s Bonespear tower.&lt;br /&gt;
&lt;br /&gt;
This zone consists of many regions:&lt;br /&gt;
&lt;br /&gt;
==== Wehnimer&#039;s Landing and Environs ====&lt;br /&gt;
&lt;br /&gt;
This realm is very large:&lt;br /&gt;
&lt;br /&gt;
* Wehnimer&#039;s Landing itself, including the catacombs below it and Burrow Way.&lt;br /&gt;
* The Coastal Cliffs.&lt;br /&gt;
* All of the graveyard except the Shadow Valley.&lt;br /&gt;
* All of the Lysierian Hills.&lt;br /&gt;
* All of the Mine Road area, including the Spider Temple.&lt;br /&gt;
* All of Wehntoph (minotaurs), Thanatoph (including the bowels), Cavernhold, Danjirland.&lt;br /&gt;
* Upper Trollfang, up to the vornavis trail (up to Lich ID 1294).&lt;br /&gt;
* Small segments of Darkstone: The old path to it just outside the gates, as well as most of the bleaklands just outside the new location of Darkstone (up to Lich ID 34493).&lt;br /&gt;
* The landing version of the Red Forest.&lt;br /&gt;
* The Glatoph glacier, up to the icemule path (up to Lich ID 2558).&lt;br /&gt;
* The vipershroud forest, up to the bridge over the Locksmehr river (Lich ID 1191).&lt;br /&gt;
&lt;br /&gt;
... and such a large area has plenty of inns you can land/anchor in:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 14497      || Brewery, Vat Room || in Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 8910       || Brewery, Entry Hall || in Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 1263       || Frith&#039;s Inn, Main Saloon || in Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 1262       || Frith&#039;s Inn, Parlour || in Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 1194       || Raging Thrak Inn, Dining Room || in Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 1259       || Raging Thrak Inn, Trophy Room || in Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 1195       || Raging Thrak Inn, Barroom || in Wehnimer&#039;s Landing&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 3619       || Wayside Inn, Dining Room || just outside Landing&#039;s north gate&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 23836      || Baile Dragan, The Wyrm&#039;s Rest || outside the Landing&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 26104      || The Blue Phoenix Pub || Hendoran Outpost, outside the Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Failure tends to teleport you to the bar in the Reiver village. You can order a drink here, but reivers will also appear.&lt;br /&gt;
&lt;br /&gt;
A few rooms in this realm cannot be teleported out of:&lt;br /&gt;
&lt;br /&gt;
* Top of the colossus in the badlands (Lich ID 6853).&lt;br /&gt;
* Abandoned Workshop in the Hanging Inn (Lich ID 6928).&lt;br /&gt;
* Shrine at Glatoph Glacier (Lich ID 7866).&lt;br /&gt;
* Inside the tree between the Landing and Zul Logoth (Lich ID 30523).&lt;br /&gt;
* The Grave in the Temple of Love in the Trollfang (Lich ID 8507).&lt;br /&gt;
&lt;br /&gt;
==== Central Caravansary ====&lt;br /&gt;
&lt;br /&gt;
This is a smaller realm representing the road between the Landing and Solhaven. It has no inns (so, you cannot sing/cast Traveller&#039;s Song here, but you can evoke it). It ranges from Lich ID 1392 to 1295, and includes the northern caravansary post itself.&lt;br /&gt;
&lt;br /&gt;
==== Solhaven ====&lt;br /&gt;
This realm encompasses Solhaven and most of its various hunting areas:&lt;br /&gt;
&lt;br /&gt;
* Solhaven, the town itself.&lt;br /&gt;
* Vornavis caravansary.&lt;br /&gt;
* All of trail to the coast.&lt;br /&gt;
* The coast itself, and the north beach.&lt;br /&gt;
* The trail to the landing up to and including the bridge over the river Cairnfang (Lich ID 1412 to 1392).&lt;br /&gt;
* All of the foggy vally, including the shan ruined estate, and bonespear tower.&lt;br /&gt;
&lt;br /&gt;
Solhaven has plenty of inns:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 5715       || Solhaven Inn, Taproom || in Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 14104      || Captain&#039;s Rest, Common Room || in Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 629        || Spirits of the Delta || in Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 5717       || The Tentacled Tavern, Barroom || in Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 9380       || Trading Post, Common Room || Peasant Holdings just outside Solhaven&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 14308      || The Inn of the Krawling Kraken || seedy south side of Solhaven&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Icemule Trail ====&lt;br /&gt;
&lt;br /&gt;
This realm encompasses the trail between the Landing and Icemule Trace. It has no inns (so, you cannot sing/cast Traveller&#039;s Song here, but you can evoke it). It ranges from just beyond the Glatoph glacier (Lich ID 2557) and goes up to nearly Icemule Trace itself (Lich ID 2498). [[Verb:LOCATION|LOCATION]] reports you are on the &#039;icemule trail&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Icemule ====&lt;br /&gt;
&lt;br /&gt;
This realm encompasses the town of Icemule Trace itself as well as most of its environs.&lt;br /&gt;
&lt;br /&gt;
It has only a single inn for Traveler&#039;s Song: The Thirsty Penguin Bar (Lich ID 3426).&lt;br /&gt;
&lt;br /&gt;
It includes:&lt;br /&gt;
* All of Icemule Trace, out the north gate, the Temple of Hope.&lt;br /&gt;
* All of the Abandoned Farm, Snowflake vale, Icemule Pioneer Cemetery, and the Frozen Bramble.&lt;br /&gt;
* All of Frozen Battlefield and the Ice Plains.&lt;br /&gt;
* All of the Crawling Shore.&lt;br /&gt;
* All of Moonsedge.&lt;br /&gt;
* All of Olbin Pass, Northern Mountains, Quiet Forest - everything up and including the Nightmare Gorge (up to Lich ID 2795).&lt;br /&gt;
&lt;br /&gt;
All of Vardar Lodge, and the entirety of the Den of Rot cannot be teleported out of.&lt;br /&gt;
&lt;br /&gt;
==== Pinefar ====&lt;br /&gt;
&lt;br /&gt;
This realm encompasses the Pinefar trading post as well as the top of the world ([[Mount Aenatumgana]]).&lt;br /&gt;
&lt;br /&gt;
Pinefar has 2 inns: The Nine of Cups cafe and bar inside the Pinefar trading post (Lich ID 2778), and the Birthing Sands, beyond the Drake&#039;s Shrine and the entry to the rift(Lich ID 2635).&lt;br /&gt;
&lt;br /&gt;
Failure in this area will cause you to teleport to the wilds in front of Pinefar (the Bluff on the Northern Slopes, Lich ID 2768).&lt;br /&gt;
&lt;br /&gt;
The realm starts immediately after climing out of the Nightmare Gorge (Lich ID 2768), and includes all of Aenatumgana, all of Koar&#039;s temple, and the birthing sands.&lt;br /&gt;
&lt;br /&gt;
==== Locksmehr Trail and Khazar&#039;s Hold ====&lt;br /&gt;
&lt;br /&gt;
This realm encompasses the trail between the Landing and Zul Logoth. It has no inns (so, you cannot sing/cast Traveller&#039;s Song here, but you can evoke it). It ranges from the bridge over the river Locksmehr (Lich ID 1190) to the Khazar&#039;s Hold outpost, just before the entrance to the mine carts (up to Lich ID 1014).&lt;br /&gt;
&lt;br /&gt;
It is possible the tavern at Khazar&#039;s Hold is meant to be an anchorable location: Attempting to anchor in this tavern results in a game bug message.&lt;br /&gt;
&lt;br /&gt;
==== Special: The Rift ====&lt;br /&gt;
&lt;br /&gt;
You cannot &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of the rift. Singing Traveller&#039;s Song will teleport you to the Birthing Sands, but this counts as a cross-realm teleport and therefore means you can get navved.&lt;br /&gt;
&lt;br /&gt;
This applies to all 5 planes as well as the scatter.&lt;br /&gt;
&lt;br /&gt;
==== Special: Darkstone ====&lt;br /&gt;
&lt;br /&gt;
You cannot &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of darkstone. Singing Traveller&#039;s Song will teleport you to the moon. You can exit the moon and end up in Wehnimer&#039;s Landing. This area starts in the final 2 areas in the bleaklands on approach to the drawbridge (Lich ID 34516 is the first room in darkstone).&lt;br /&gt;
&lt;br /&gt;
If you sing a corpse to the moon, they cannot exit it. Go back to town, find a cleric and a healer, travel with them to room 34516, then sing your group back to the moon so the corpse can be attended to.&lt;br /&gt;
&lt;br /&gt;
==== Special: The Shadow Valley ====&lt;br /&gt;
&lt;br /&gt;
This area encompasses the valley itself as well as the mine shaft and dark shaft that surround it.&lt;br /&gt;
&lt;br /&gt;
Traveller&#039;s Song is of no use in this area: It has no inns, and cannot be evoked out of either.&lt;br /&gt;
&lt;br /&gt;
==== Special: Broken Lands ====&lt;br /&gt;
&lt;br /&gt;
Traveller&#039;s Song is of no use in this area: It has no inns, and cannot be evoked out of either. &lt;br /&gt;
&lt;br /&gt;
==== Special: Sanctum of Scales ====&lt;br /&gt;
&lt;br /&gt;
Traveller&#039;s Song is of no use in this area: It has no inns, and cannot be evoked out of either. &lt;br /&gt;
&lt;br /&gt;
== Zul Logoth ==&lt;br /&gt;
&lt;br /&gt;
This is a small teleportation zone in the middle of the two major zones of the realms. It has only a single realm in it: Zul Logoth itself.&lt;br /&gt;
&lt;br /&gt;
There&#039;s only one inn: The Bawdy Bard Inn, Tavern (Lich ID 16849).&lt;br /&gt;
&lt;br /&gt;
The edges of the realm actually encompasses both mine cart rides and 2 rooms on the other side, but, unfortunately, the carts themselves and the 2 rooms before them cannot be teleported out of (Lich IDs 1013, 1266, 992, and 1261), so you cannot use Traveler&#039;s Song to skip a mine cart ride, unlike [[Spirit Guide (130)]] which can be used to skip the west mine cart ride.&lt;br /&gt;
&lt;br /&gt;
The realm includes the town of Zul Logoth itself, all of Li&#039;Aerion, all of stormpeak, all of the czeroth subterrain, the labyrinth, and The Hive.&lt;br /&gt;
&lt;br /&gt;
== East of the dragonspine (the Elven Nations) ==&lt;br /&gt;
&lt;br /&gt;
==== Zhindel&#039;s Post ====&lt;br /&gt;
&lt;br /&gt;
This realm encompasses only Zhindel&#039;s Post (Lich ID 991 to 973). It has no inns, but you can evoke out.&lt;br /&gt;
&lt;br /&gt;
It is possible the tavern at Zhindel&#039;s Post is meant to be an anchorable location: Attempting to anchor in this tavern results in a game bug message.&lt;br /&gt;
&lt;br /&gt;
==== Cysaegir and Whistler&#039;s Pass ====&lt;br /&gt;
&lt;br /&gt;
Even though Cysaegir is a major town and has plenty of inns and taverns, this realm does not contain any inns that work with Traveler&#039;s Song. Hence, singing Traveler&#039;s Song does not work, but you can evoke out of the realm. This means the closest inn to Zul Logoth from the east is in Ta&#039;Illistim.&lt;br /&gt;
&lt;br /&gt;
This realm starts from just past Zhindel&#039;s Post (lich ID 972 and 971), includes all of Cysaegir, all of Whistler&#039;s Pass, and a small part of the Sapphire gate map (Lich IDs 776-780).&lt;br /&gt;
&lt;br /&gt;
==== Ta&#039;Illistim ====&lt;br /&gt;
&lt;br /&gt;
This realm encompasses the city of Ta&#039;Illistim and its immediate environs:&lt;br /&gt;
&lt;br /&gt;
* It starts just beyond Whistler&#039;s Pass (Lich ID 775 and onwards).&lt;br /&gt;
* Includes all of the Gossamer Valley.&lt;br /&gt;
* Dark Forest and all of Maaghara Tower.&lt;br /&gt;
* All of the Skull Temple (Temple Wyneb) and the Griffin&#039;s Keen.&lt;br /&gt;
* All of Seethe Naedal and the Maernstrike Caverns.&lt;br /&gt;
* Sylvarraend.&lt;br /&gt;
* The environs around Sylvarraend: Wraithenmist, Orcswold, Yegharren Plain, Yegharren Valley, and the Black Moor (even though the moor blocks [[Transference (225)]].&lt;br /&gt;
* All of Gyldemar Forest, including just beyond the swim to Old Ta&#039;Faendryl (up to 10835), but not Old Ta&#039;Faendryl itself.&lt;br /&gt;
* The north part of Aradhul Road, not including the river and the bridge (up to Lich ID 16726 and 16723).&lt;br /&gt;
&lt;br /&gt;
The elven city has plenty of inns:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 15608       || The Feystone Inn, Tavern || in Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 13311       || The Pig and Whistle || in Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 10071       || Hagatha&#039;s Brew and Barley || in Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 13256       || The Lost Home, Patio || in Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 599         || Shimmarglin Inn, Tavern || in Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 146         || Moonglae Inn, Kitchen || in Ta&#039;Illistim&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Failure teleports you to the Ghost Town Town Center in the Wraithenmist (Lich ID 1782).&lt;br /&gt;
&lt;br /&gt;
The docks of the Lake Fear ferry to Ta&#039;Vaalor as well as the ferry itself (Lich ID 10117, 10118, 13977, 10119) cannot be teleported out of.&lt;br /&gt;
&lt;br /&gt;
==== Ta&#039;Vaalor ====&lt;br /&gt;
&lt;br /&gt;
The Citadel of Ta&#039;Vaalor is protected against many forms of teleportation magic. Hence, you cannot sing yourself to Ta&#039;Vaalor, but the realm does have an inn: Lilly&#039;s Tavern in Ravelin. Both the Patio and the Terrace (Lich ID 13927 and 13964).&lt;br /&gt;
&lt;br /&gt;
The realm includes:&lt;br /&gt;
* The city of Ta&#039;Vaalor, and all its environs.&lt;br /&gt;
* Ravelin and Sorcerer&#039;s Isle.&lt;br /&gt;
* Aradhul Road up to just before the climb up the rock (up to Lich ID 16746).&lt;br /&gt;
&lt;br /&gt;
==== Aradhul Road ====&lt;br /&gt;
&lt;br /&gt;
This small realm includes the road on the south side of the Aradhul river from past the rock (Lich ID 16745) as well as the river and the bridge itself. It has no inns, but you can evoke out. The river itself cannot be teleported out of.&lt;br /&gt;
&lt;br /&gt;
==== SPECIAL: Old Ta&#039;Faendryl ====&lt;br /&gt;
&lt;br /&gt;
Includes all of Old Ta&#039;Faendryl.&lt;br /&gt;
&lt;br /&gt;
Traveller&#039;s Song is of no use in this area: It has no inns, and cannot be evoked out of either.&lt;br /&gt;
&lt;br /&gt;
The sentinels (Lich ID 10835) is in the Ta&#039;Illistim realm; this is the closest area to OTF itself you can sing yourself out of. No inn exists on the OTF side of the muddy swim; you cannot use Traveler&#039;s Song to skip the swim.&lt;br /&gt;
&lt;br /&gt;
== River&#039;s Rest ==&lt;br /&gt;
&lt;br /&gt;
This zone contains only one realm: River&#039;s Rest and all its environs:&lt;br /&gt;
&lt;br /&gt;
* The town itself&lt;br /&gt;
* the Citadel&lt;br /&gt;
* All of maelstrom bay, even in or under the water, the ruined tower, the carrack, Oteska&#039;s Haven, and Marsh Keep.&lt;br /&gt;
&lt;br /&gt;
It has two inns:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 10956      || River&#039;s Rest Inn, Lobby || in River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 10951      || Targon&#039;s Tavern, Tap Room || in River&#039;s Rest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Teras Isle ==&lt;br /&gt;
&lt;br /&gt;
This zone contains only one realm: Teras Isle and all its environs:&lt;br /&gt;
&lt;br /&gt;
* Kharam Dzu (the town), including its abandoned mines.&lt;br /&gt;
* the Eye of V&#039;Tull.&lt;br /&gt;
* The Fhorian Village.&lt;br /&gt;
* All of Nelemar.&lt;br /&gt;
* All of the F&#039;eyrie.&lt;br /&gt;
&lt;br /&gt;
The Temple of Luukos cannot be teleported out of with Traveler&#039;s Song.&lt;br /&gt;
&lt;br /&gt;
As can be expected for a dwarven stronghold, it has multiple inns:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 1842       || Golden Helm, Lobby || in Kharam Dzu&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 12505      || Golden Helm, Bar || in Kharam Dzu&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 1934       || Adventurers&#039; Rest, Foyer || in Kharam Dzu&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 12492      || Brewery, Burlitok&#039;s Showcase || in Kharam Dzu&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Failure will place you in the middle of the Fhorian Village (Lich ID 2075).&lt;br /&gt;
&lt;br /&gt;
== Four Winds Isle ==&lt;br /&gt;
&lt;br /&gt;
This zone contains only one realm: Four Winds Isle and all its environs, including the town of Mist Harbor and the Monsoon jungle.&lt;br /&gt;
&lt;br /&gt;
It has two inns:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 18258      || Stumbling Pebble Bar II || in Mist Harbor&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 17600      || Scuttlebug Tavern || in Mist Harbor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kraken&#039;s Fall ==&lt;br /&gt;
&lt;br /&gt;
This zone contains only one realm: Kraken&#039;s Fall and its environs:&lt;br /&gt;
&lt;br /&gt;
* the town itself.&lt;br /&gt;
* the entire Atoll and Temple.&lt;br /&gt;
* Widowmaker&#039;s Road.&lt;br /&gt;
&lt;br /&gt;
It has two inns:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich room ID&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Location&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 28905      || The Sea Hag&#039;s Roost, Tavern || in Kraken&#039;s Fall&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 29012      || The Captain&#039;s Cup, Entry || in Kraken&#039;s Fall&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=266432</id>
		<title>Illoke elder</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=266432"/>
		<updated>2026-10-12T11:21:58Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Moved the hint that they mass dispel from jarl to elder.&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 = 86 &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 = Giant &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;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp (attack) &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +339&lt;br /&gt;
| PA2 = Sledgehammer&lt;br /&gt;
| PAB = +408&lt;br /&gt;
| PA3 = War mattock&lt;br /&gt;
| PAC = +425&lt;br /&gt;
| PA4 = Rock (hurled)&lt;br /&gt;
| PAD = +423&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 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 = Major Elemental Wave (435) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Disjunction (530)&lt;br /&gt;
| OS3 = Sandstorm (914)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 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 = +305 &lt;br /&gt;
| Ranged = +285-309&lt;br /&gt;
| Bolt = +202&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = radiant crimson essence shard&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;
The enormous form of the &#039;&#039;&#039;Illoke elder&#039;&#039;&#039; occupies a large section of the area, over twenty feet at his full height.  He carries himself with an air of confident superiority, casting a hate-filled gaze around him.  Thick and rough grey skin covers him from head to toe, providing protection against all but the strongest of blows.  A deep crimson symbol of Illoke is chiseled into his forehead, bathing his face in a lurid illumination.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* The Illoke elders&#039; weapons (an enormous stalagmite; technically a [[War mattock|war mattock]], or a Giant granite sledgehammer; technically a [[Maul|maul]]) have [[Impact critical table|vibration flares]], and are probably crit weighted.&lt;br /&gt;
* Illoke elders have the spell [[Transference (225)]].  The spell does take up the normal amount of roundtime upon casting for them.&lt;br /&gt;
* Illoke elders can mass dispel:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
An Illoke elder summons the wrath of his god as he gestures at you!&lt;br /&gt;
&lt;br /&gt;
A shifting, prismatic aura coalesces around you, then vanishes in a brilliant flash!&lt;br /&gt;
&lt;br /&gt;
The brilliant luminescence fades from around you.&lt;br /&gt;
The silvery luminescence fades from around you.&lt;br /&gt;
You feel your extra strength departing.&lt;br /&gt;
The bright luminescence fades from around you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The room range of the Illoke creatures&#039; version of Transference is solely comprised of the whole of the Thanatoph Bowels. (Quoted from GM Mestys)&lt;br /&gt;
* The Illoke creatures&#039; Stone Fist spell is primarily based around the standard maneuver roll. Spells such as [[Mobility (618)]], [[Prayer (313)]], and [[Dauntless (1606)]] will benefit you. Ranks in [[Combat Maneuvers]], [[Perception]], and [[Physical Fitness]] will also be of assistance. The [[Dexterity]] and [[Agility]] stats also play a role. (Quoted from [[GameMaster|GM]] Mestys)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039; Illoke Elder Stone Fist is currently BUGGED and using warrior berserk to try to break free will result in false success, wasted stamina, and you will still be bound anyway. Possibly this is the case with other stun breakers. Warriors who are of the Kroderine Soul persuasion can &amp;quot;correctly&amp;quot; break out of stone fists using &#039;&#039;&#039;FEAT DISPEL MAGIC&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
An example of an Illoke elder&#039;s Stone Fist:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder invokes the power of his god, the symbol on his forehead glowing brightly.&lt;br /&gt;
&lt;br /&gt;
An Illoke elder summons the wrath of his god as he gestures at you!&lt;br /&gt;
A massive stone hand appears in the air before you!&lt;br /&gt;
You almost avoid the massive hand, but it catches you between its rough, stony fingers, squeezing you in its powerful grip!&lt;br /&gt;
&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Good blow to your right arm!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
   An Illoke elder looks weakened!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Illoke elders can shake stuns and be hostile (be it a physical attack, spellcast, or maneuver) in a single action.&lt;br /&gt;
* If two Illoke elders are in the same room, they can summon a roa&#039;ter:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder turns to face an Illoke elder, intoning a rumbling chant.  The two figures raise their hands together, touching palms, and a sudden tremor shakes the area!&lt;br /&gt;
&lt;br /&gt;
You feel a rumble come from beneath your feet.&lt;br /&gt;
Dirt and rock explode from the floor beneath you as a roa&#039;ter erupts from underground and crashes onto the surface!&lt;br /&gt;
Rocks and dirt pelt you as you are thrown into the air!&lt;br /&gt;
[SMR result: 51 (Open d100: 57, Bonus: 100)]&lt;br /&gt;
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 84&lt;br /&gt;
|levelm1 = 85&lt;br /&gt;
|level = 86&lt;br /&gt;
|levelp1 = 87&lt;br /&gt;
|levelp2 = 88&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=Illoke_jarl&amp;diff=266431</id>
		<title>Illoke jarl</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_jarl&amp;diff=266431"/>
		<updated>2026-10-12T11:19:50Z</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 = 89&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 = Giant &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = 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 = 600&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 = Fist &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 371&lt;br /&gt;
| PA2 = War hammer&lt;br /&gt;
| PAB = 422&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 = Divine Strike (1615)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 363 - 375&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Spirit Strike (117)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Mstrike&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 = 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 = 270&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 336&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 373&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 = Divine Shield&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Fasthr&#039;s Reward&lt;br /&gt;
| DSP3 = Lesser Shroud&lt;br /&gt;
| DSP4 = Song of Unravelling (1013)&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 = radiant crimson essence shard&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The hulking frame of the Illoke jarl towers high overhead, ready to obliterate any who would intrude upon his territory.  Craggy, deep grey skin sheathes him in a natural armor, with little hindrance to his movements.  A pair of piercing black eyes stare out with contempt, barely distinguishable against his dark complexion.  In contrast, a shimmering crimson symbol of Illoke is chiseled deep into his forehead, radiating a dull red glow.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Jarls, along with most other stone creatures, should be on the ground before landing the killing blow.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Their weapon (&#039;&#039;A heavy black stone hammer&#039;&#039; or &#039;&#039;A slate grey stone hammer&#039;&#039;) is a [[War hammer|war hammer]] (TODO confirm: And probably has crit weighting and/or vibration flares).&lt;br /&gt;
* The Illoke jarl can summon a stone fist to crush its opponents.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
An Illoke jarl summons the wrath of his god while pointing at you!&lt;br /&gt;
A massive stone hand appears in the air before you!&lt;br /&gt;
The huge grey fist wraps around you before you can move to avoid it! The massive hand clasps you tightly in a crushing grip, and your brain seems to scream as you feel your bones snapping!&lt;br /&gt;
&lt;br /&gt;
... 40 points of damage!&lt;br /&gt;
Your right arm torn from your shoulder by the blow!&lt;br /&gt;
You are stunned for 8 rounds!&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
Strong blow to your left hand!&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Nasty blow to your back!&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Nasty blow to your chest!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Illoke jarls can shake stuns and be hostile (be it a phsyical attack, spellcast, or maneuver) in a single action.&lt;br /&gt;
&lt;br /&gt;
===Observed Spell Effects===&lt;br /&gt;
* An Illoke jarl loses the flickering energy surrounding him.&lt;br /&gt;
* The white light leaves an Illoke jarl.  The very powerful look leaves an Illoke jarl.&lt;br /&gt;
* The warm glow fades from around an Illoke jarl.&lt;br /&gt;
* The dull golden nimbus fades from around an Illoke jarl.&lt;br /&gt;
* An Illoke jarl appears less battle-ready as a soft glow dissipates from around his form.&lt;br /&gt;
* An Illoke jarl seems to lose some focus as his eyes narrow and shift momentarily to one side.&lt;br /&gt;
* The dim celadon wisps about an Illoke jarl&#039;s hands flare up once more and fade completely away.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 87&lt;br /&gt;
|levelm1 = 88&lt;br /&gt;
|level = 89&lt;br /&gt;
|levelp1 = 90&lt;br /&gt;
|levelp2 = 91&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=Illoke_elder&amp;diff=266430</id>
		<title>Illoke elder</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=266430"/>
		<updated>2026-10-12T11:19:02Z</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 = 86 &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 = Giant &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;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp (attack) &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +339&lt;br /&gt;
| PA2 = Sledgehammer&lt;br /&gt;
| PAB = +408&lt;br /&gt;
| PA3 = War mattock&lt;br /&gt;
| PAC = +425&lt;br /&gt;
| PA4 = Rock (hurled)&lt;br /&gt;
| PAD = +423&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 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 = Major Elemental Wave (435) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Disjunction (530)&lt;br /&gt;
| OS3 = Sandstorm (914)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 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 = +305 &lt;br /&gt;
| Ranged = +285-309&lt;br /&gt;
| Bolt = +202&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = radiant crimson essence shard&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;
The enormous form of the &#039;&#039;&#039;Illoke elder&#039;&#039;&#039; occupies a large section of the area, over twenty feet at his full height.  He carries himself with an air of confident superiority, casting a hate-filled gaze around him.  Thick and rough grey skin covers him from head to toe, providing protection against all but the strongest of blows.  A deep crimson symbol of Illoke is chiseled into his forehead, bathing his face in a lurid illumination.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* The Illoke elders&#039; weapons (an enormous stalagmite; technically a [[War mattock|war mattock]], or a Giant granite sledgehammer; technically a [[Maul|maul]]) have [[Impact critical table|vibration flares]], and are probably crit weighted.&lt;br /&gt;
* Illoke elders have the spell [[Transference (225)]].  The spell does take up the normal amount of roundtime upon casting for them.&lt;br /&gt;
* The room range of the Illoke creatures&#039; version of Transference is solely comprised of the whole of the Thanatoph Bowels. (Quoted from GM Mestys)&lt;br /&gt;
* The Illoke creatures&#039; Stone Fist spell is primarily based around the standard maneuver roll. Spells such as [[Mobility (618)]], [[Prayer (313)]], and [[Dauntless (1606)]] will benefit you. Ranks in [[Combat Maneuvers]], [[Perception]], and [[Physical Fitness]] will also be of assistance. The [[Dexterity]] and [[Agility]] stats also play a role. (Quoted from [[GameMaster|GM]] Mestys)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039; Illoke Elder Stone Fist is currently BUGGED and using warrior berserk to try to break free will result in false success, wasted stamina, and you will still be bound anyway. Possibly this is the case with other stun breakers. Warriors who are of the Kroderine Soul persuasion can &amp;quot;correctly&amp;quot; break out of stone fists using &#039;&#039;&#039;FEAT DISPEL MAGIC&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
An example of an Illoke elder&#039;s Stone Fist:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder invokes the power of his god, the symbol on his forehead glowing brightly.&lt;br /&gt;
&lt;br /&gt;
An Illoke elder summons the wrath of his god as he gestures at you!&lt;br /&gt;
A massive stone hand appears in the air before you!&lt;br /&gt;
You almost avoid the massive hand, but it catches you between its rough, stony fingers, squeezing you in its powerful grip!&lt;br /&gt;
&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Good blow to your right arm!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
   An Illoke elder looks weakened!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Illoke elders can shake stuns and be hostile (be it a physical attack, spellcast, or maneuver) in a single action.&lt;br /&gt;
* If two Illoke elders are in the same room, they can summon a roa&#039;ter:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder turns to face an Illoke elder, intoning a rumbling chant.  The two figures raise their hands together, touching palms, and a sudden tremor shakes the area!&lt;br /&gt;
&lt;br /&gt;
You feel a rumble come from beneath your feet.&lt;br /&gt;
Dirt and rock explode from the floor beneath you as a roa&#039;ter erupts from underground and crashes onto the surface!&lt;br /&gt;
Rocks and dirt pelt you as you are thrown into the air!&lt;br /&gt;
[SMR result: 51 (Open d100: 57, Bonus: 100)]&lt;br /&gt;
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 84&lt;br /&gt;
|levelm1 = 85&lt;br /&gt;
|level = 86&lt;br /&gt;
|levelp1 = 87&lt;br /&gt;
|levelp2 = 88&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=Illoke_elder&amp;diff=266429</id>
		<title>Illoke elder</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=266429"/>
		<updated>2026-10-12T11:16:43Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Other information */&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 = 86 &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 = Giant &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;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp (attack) &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +339&lt;br /&gt;
| PA2 = Sledgehammer&lt;br /&gt;
| PAB = +408&lt;br /&gt;
| PA3 = Stalagmite&lt;br /&gt;
| PAC = +425&lt;br /&gt;
| PA4 = Rock (hurled)&lt;br /&gt;
| PAD = +423&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 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 = Major Elemental Wave (435) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Disjunction (530)&lt;br /&gt;
| OS3 = Sandstorm (914)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 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 = +305 &lt;br /&gt;
| Ranged = +285-309&lt;br /&gt;
| Bolt = +202&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = radiant crimson essence shard&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;
The enormous form of the &#039;&#039;&#039;Illoke elder&#039;&#039;&#039; occupies a large section of the area, over twenty feet at his full height.  He carries himself with an air of confident superiority, casting a hate-filled gaze around him.  Thick and rough grey skin covers him from head to toe, providing protection against all but the strongest of blows.  A deep crimson symbol of Illoke is chiseled into his forehead, bathing his face in a lurid illumination.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* The Illoke elders&#039; weapons (an enormous stalagmite; technically a [[War mattock|war mattock]]) have [[Impact critical table|vibration flares]], and are probably crit weighted.&lt;br /&gt;
* Illoke elders have the spell [[Transference (225)]].  The spell does take up the normal amount of roundtime upon casting for them.&lt;br /&gt;
* The room range of the Illoke creatures&#039; version of Transference is solely comprised of the whole of the Thanatoph Bowels. (Quoted from GM Mestys)&lt;br /&gt;
* The Illoke creatures&#039; Stone Fist spell is primarily based around the standard maneuver roll. Spells such as [[Mobility (618)]], [[Prayer (313)]], and [[Dauntless (1606)]] will benefit you. Ranks in [[Combat Maneuvers]], [[Perception]], and [[Physical Fitness]] will also be of assistance. The [[Dexterity]] and [[Agility]] stats also play a role. (Quoted from [[GameMaster|GM]] Mestys)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039; Illoke Elder Stone Fist is currently BUGGED and using warrior berserk to try to break free will result in false success, wasted stamina, and you will still be bound anyway. Possibly this is the case with other stun breakers. Warriors who are of the Kroderine Soul persuasion can &amp;quot;correctly&amp;quot; break out of stone fists using &#039;&#039;&#039;FEAT DISPEL MAGIC&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
An example of an Illoke elder&#039;s Stone Fist:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder invokes the power of his god, the symbol on his forehead glowing brightly.&lt;br /&gt;
&lt;br /&gt;
An Illoke elder summons the wrath of his god as he gestures at you!&lt;br /&gt;
A massive stone hand appears in the air before you!&lt;br /&gt;
You almost avoid the massive hand, but it catches you between its rough, stony fingers, squeezing you in its powerful grip!&lt;br /&gt;
&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Good blow to your right arm!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
   An Illoke elder looks weakened!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Illoke elders can shake stuns and be hostile (be it a physical attack, spellcast, or maneuver) in a single action.&lt;br /&gt;
* If two Illoke elders are in the same room, they can summon a roa&#039;ter:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder turns to face an Illoke elder, intoning a rumbling chant.  The two figures raise their hands together, touching palms, and a sudden tremor shakes the area!&lt;br /&gt;
&lt;br /&gt;
You feel a rumble come from beneath your feet.&lt;br /&gt;
Dirt and rock explode from the floor beneath you as a roa&#039;ter erupts from underground and crashes onto the surface!&lt;br /&gt;
Rocks and dirt pelt you as you are thrown into the air!&lt;br /&gt;
[SMR result: 51 (Open d100: 57, Bonus: 100)]&lt;br /&gt;
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 84&lt;br /&gt;
|levelm1 = 85&lt;br /&gt;
|level = 86&lt;br /&gt;
|levelp1 = 87&lt;br /&gt;
|levelp2 = 88&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=Illoke_jarl&amp;diff=266428</id>
		<title>Illoke jarl</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_jarl&amp;diff=266428"/>
		<updated>2026-10-12T11:15:58Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added: Their weapon is coded as a war mattock. Removed: That they mass-dispel: The log attached as &amp;#039;proof&amp;#039; is an elder, not a jarl, and I&amp;#039;ve never observed them doing this (Elders on the other hand...)&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 = 89&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 = Giant &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = 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 = 600&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 = Fist &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 371&lt;br /&gt;
| PA2 = War hammer&lt;br /&gt;
| PAB = 422&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 = Divine Strike (1615)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 363 - 375&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Spirit Strike (117)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Mstrike&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 = 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 = 270&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 336&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 373&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 = Divine Shield&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Fasthr&#039;s Reward&lt;br /&gt;
| DSP3 = Lesser Shroud&lt;br /&gt;
| DSP4 = Song of Unravelling (1013)&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 = radiant crimson essence shard&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The hulking frame of the Illoke jarl towers high overhead, ready to obliterate any who would intrude upon his territory.  Craggy, deep grey skin sheathes him in a natural armor, with little hindrance to his movements.  A pair of piercing black eyes stare out with contempt, barely distinguishable against his dark complexion.  In contrast, a shimmering crimson symbol of Illoke is chiseled deep into his forehead, radiating a dull red glow.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Jarls, along with most other stone creatures, should be on the ground before landing the killing blow.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Their weapon (A Heavy black stone hammer) is a [[War hammer|war hammer]] (TODO confirm: And probably has crit weighting and/or vibration flares).&lt;br /&gt;
* The Illoke jarl can summon a stone fist to crush its opponents.&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
An Illoke jarl summons the wrath of his god while pointing at you!&lt;br /&gt;
A massive stone hand appears in the air before you!&lt;br /&gt;
The huge grey fist wraps around you before you can move to avoid it! The massive hand clasps you tightly in a crushing grip, and your brain seems to scream as you feel your bones snapping!&lt;br /&gt;
&lt;br /&gt;
... 40 points of damage!&lt;br /&gt;
Your right arm torn from your shoulder by the blow!&lt;br /&gt;
You are stunned for 8 rounds!&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
Strong blow to your left hand!&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Nasty blow to your back!&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Nasty blow to your chest!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Illoke jarls can shake stuns and be hostile (be it a phsyical attack, spellcast, or maneuver) in a single action.&lt;br /&gt;
&lt;br /&gt;
===Observed Spell Effects===&lt;br /&gt;
* An Illoke jarl loses the flickering energy surrounding him.&lt;br /&gt;
* The white light leaves an Illoke jarl.  The very powerful look leaves an Illoke jarl.&lt;br /&gt;
* The warm glow fades from around an Illoke jarl.&lt;br /&gt;
* The dull golden nimbus fades from around an Illoke jarl.&lt;br /&gt;
* An Illoke jarl appears less battle-ready as a soft glow dissipates from around his form.&lt;br /&gt;
* An Illoke jarl seems to lose some focus as his eyes narrow and shift momentarily to one side.&lt;br /&gt;
* The dim celadon wisps about an Illoke jarl&#039;s hands flare up once more and fade completely away.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 87&lt;br /&gt;
|levelm1 = 88&lt;br /&gt;
|level = 89&lt;br /&gt;
|levelp1 = 90&lt;br /&gt;
|levelp2 = 91&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=Locate_Person_(116)&amp;diff=265952</id>
		<title>Locate Person (116)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Locate_Person_(116)&amp;diff=265952"/>
		<updated>2026-10-08T02:08:01Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Messaging */ added Sailor&amp;#039;s Grief messaging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = LOCATE&lt;br /&gt;
 | duration = Instantaneous&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Scrying&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = any [[player character]]&lt;br /&gt;
 | availability = All&lt;br /&gt;
 | navigation = {{minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Locate Person&#039;&#039;&#039; may&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;May&amp;lt;/includeonly&amp;gt; be cast on any [[player character]] and and will give a brief vision of where they are, provided they are in the open and within the same [[realm]]. The spell&#039;s range can be extended through Spiritual Lore (see below: [[#Lore Benefits|Lore Benefits]]).&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When cast within the spell&#039;s effective range, this spell returns text as if someone in the same room as the target used the {{boldmono|[[LOOK]]}} verb, as it shows the room title, description, individuals present, creatures and items present, and the obvious exits of the room.  In addition, everyone in the target character&#039;s room will see the text: &amp;quot;Suddenly you have the strangest feeling that you are being watched.  The feeling fades as quickly as it came.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If the person being located is outside the spell&#039;s range, the target will not sense the spell, and the caster will receive an unique out of range message based on the realm the target is within.&lt;br /&gt;
&lt;br /&gt;
Casting the spell on hidden or invisible targets will return a message along the lines of, &amp;quot;What were you referring to?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Certain rooms and the spell [[Unpresence (204)]] prevent a target from being located, but the spell returns a different message (blocked by an &amp;quot;unseen force&amp;quot;) versus if the target was out-of-range or hidden.  The entire area beyond the rolaren gate near [[Icemule Trace]] is one such area, as are all [[warcamp]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you know your geography, this should help you find someone pretty quickly. This spell sometimes fails to work in certain locations, due to magical instabilities in that area.&#039;&#039;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Lore Benefits ==&lt;br /&gt;
&lt;br /&gt;
[[Spiritual Lore, Summoning]] allows the caster to locate more distant targets.&lt;br /&gt;
*At 30 ranks, the caster can view targets in adjacent realms&lt;br /&gt;
*At 60 ranks, the caster can view targets in near-adjacent realms&lt;br /&gt;
*At 90 ranks, the caster can view targets in far realms&lt;br /&gt;
&lt;br /&gt;
(An example of adjacent realms is Wehnimer&#039;s Landing to Shadow Valley; near-adjacent is Wehnimer&#039;s Landing to Icemule Trace; and far is Wehnimer&#039;s Landing to Ta&#039;Illistim. Targets in the [[Elemental Confluence]] are considered out-of-range for any caster not inside the same confluence, regardless of lore training; messaging will indicate the realm from which they entered.)&lt;br /&gt;
&lt;br /&gt;
In addition, at 30 ranks of Summoning lore, if the caster is present in a room where someone is located, they are able to trace back the magic and identify the origin if they cast the spell with no target within 30 seconds.&lt;br /&gt;
&lt;br /&gt;
== Blocked Areas ==&lt;br /&gt;
&lt;br /&gt;
*[[Glaes Caverns]]&lt;br /&gt;
*[[Maaghara Tower]]&lt;br /&gt;
*[[Stronghold|Thanatoph Bowels]]&lt;br /&gt;
*[[Warcamp]]s&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
These visions are shown if the target is too far away and the caster cannot see the exact room.&lt;br /&gt;
{|class=&amp;quot;alternating&amp;quot; cellpadding=4&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!Location||Message&lt;br /&gt;
|-&lt;br /&gt;
|[[Broken Lands]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Patterned as if by an enormous jeweler&#039;s hammer, the landscape is riddled with vast craters and jagged rocks.&lt;br /&gt;
Dark structures, alien and malignant in design, are patrolled by the haunted cries of jackals and the clacking of enormous beetles.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Cysaegir]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Dragonflies, damselflies, and bees dance upon the flower-laden winds of a city that is cradled within the trees.&lt;br /&gt;
The spray of a nearby waterfall creates a prismatic rainbow in the gentle mists that caress the vibrant foliage near a pebble-edged brook.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Icemule Trace]] or Trail&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Cradled to the bosom of a glacier, the small city, filled with quaint little cottages, people bustling about their business eagerly, and the aroma of fresh-baked bread hanging in the air, is not dampened in the least by the endless leagues of snow that blanket it.&lt;br /&gt;
Farms, shrines, and graveyards mark the countryside, their abandoned structures only slightly paler than the ice that they rest within.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Kraken&#039;s Fall]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Dark storm clouds encompass a single tropical island in its eye.  Ships cresting the horizon are racing against the wind to reach landfall to avoid its wrath.  In its center, the waters beneath the ships glitter like a bright blue sapphire.&lt;br /&gt;
&lt;br /&gt;
A vast port city sprawls out against an island in the middle of a dark ocean.  Clean white sails display prominently over several vessels of varying sizes on the water nearby.  Diverse tropical foliage encroaches on the walled edges of the settlement, its wild density occupying any place left untouched by civilization.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Mist Harbor]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Surrounded by mists on all sides, a small island is enclosed by glittering sapphire blue waters which are teeming with life.&lt;br /&gt;
Deep in the dark green of the tropical landmass, the foliage ripples like waves as the wind batters at it from all four directions.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Old Ta&#039;Faendryl]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Tangled vines and creeping grasses mar the edges of an enormous, ruined city, denoting where nature has attempted to take back what is hers.&lt;br /&gt;
Winged beasts creep within the shadows of the aging forest and shy away from the glowing windows of a small cottage that rests off the beaten path.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Pinefar]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Resting amongst the clouds, a rustic trading post looks down upon the bitter winds and the biting ice of the valleys and gorges below with a cheery glow.&lt;br /&gt;
A tiny ring of homes is nestled in the few trees that survive the thin climate, their chimneys trickling warmth and merriment.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Reim]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Long tendrils of rainbow-colored ethereal light emerge from a howling blizzard.  Just beneath them, a shadowy mass of land can be seen through the top of the ongoing storm.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[The Rift]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Pulsating like the heartbeat of the world, the mist-shrouded ground stretches in confusing circles that are hard to track.&lt;br /&gt;
Strange images, haunted and perverse, tantalize the edges of your vision and spiral away into the breath of darkness.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[River&#039;s Rest]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Surrounded by the vibrancy of the jungle on many sides, the small town is comprised of ruined bridges and roughened veneer.&lt;br /&gt;
Distant sails, many black and tattered, top vessels of ill-repute as they turn to port upon a glittering sea.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadow Valley]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Spectral shapes dance upon a twisted and shadowy landscape.&lt;br /&gt;
Strange mists obscure everything and only the dull red glow of eerie, equine eyes illuminates the way.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Solhaven]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Glittering like a thousand tears falling from the cliffs, the waterfall is fed to the north by a river that kisses the land and to the south by an enormous, deep blue bay.&lt;br /&gt;
Fishing boats and lobster pots speckle the tranquil waters that lick the edges of a sprawling sea port and its nearby shanty cousin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Illistim]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Nestled beneath the gaze of glacial peaks is a sapphire city that glitters and sparkles amongst tall grasses, which trickle away into an enormous pass.&lt;br /&gt;
Speckling the countryside are observatories, manors, and shrines that gleam only slightly less majestically than their larger counterparts within the glowing metropolis.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Ta&#039;Vaalor]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Imposing crenellation, remarkable in design, tops the high walls of a fortress city that boasts four imposing gates.&lt;br /&gt;
To the north of the militant stronghold is an enormous lake that randomly ripples or swirls, its surface glittering like the tears of the fallen.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Teras Isle]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Ash rains down upon a dwarven settlement, creating banks of grey that mute colors and sounds.&lt;br /&gt;
An enormous statue stands at the junction of two streets, its metallic features illuminated by a nearby lava tube.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sailor&#039;s Grief]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Sparks of prismatic color reflect off of waterfalls choked by tangling vines.  A sense of vast distance overwhelms you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;white-space:nowrap&amp;quot;|[[Wehnimer&#039;s Landing]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;High walls surround a sprawling frontier-style town that is set back from the woods on the east and coastal cliffs on the west.&lt;br /&gt;
Ivory markers wink in and out of the lush greenery of the forest.  The foliage ends abruptly at an expansive cemetery, its gates tall and imposing.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Trail:[[Solhaven]] or [[Zul Logoth]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Clouds race past, carrying the waters of the world within their insubstantial forms, which glisten, translucent and frail, against the hue of the sky.&lt;br /&gt;
Lightly, they touch upon mountain peaks, open seas, volcanic craters, twisting rivers, resplendent cities, and tangled jungles before moving on into the distance.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Zul Logoth]]&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;Toadstool-illuminated walls rise smoothly from cool, stone floors to create twisting tunnels that bend this way and that and are speckled with glittering prizes.&lt;br /&gt;
A rapidly moving mine cart surges past, its wheels rattling loudly upon the iron tracks, and a bright yellow canary chases after it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Griffin]] (mid-flight)&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;All you see is the blur of the countryside as you soar along.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Minor Spiritual/saved posts#Locate Person (116)|Saved posts]]&lt;br /&gt;
*[[Vision (1217)]]&lt;br /&gt;
*[[Symbol of Sight]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=The_Rift&amp;diff=265645</id>
		<title>The Rift</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=The_Rift&amp;diff=265645"/>
		<updated>2026-09-27T17:51:49Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Teleportation */ removing the advice to anchor 1020 to the birthing sands: That is actually a bad idea.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[The Rift]] is located past [[Drake&#039;s Shrine]] which is at the top of [[Aenatumgana]].  The Rift is a magical location -- a tear in dimensional space that was designed to contain the [[The Vvrael| Vvrael]]. There are rumors of numerous strange things inside the Rift.  Notably, there was a mechanical beast with lights for eyes that zooms past every once in a while (which is likely a modern car).  Also on the fifth plane was a location known as the Heart of The Rift, which is a large, irregularly-beating heart infested with worms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Your character must be level 66 or higher to enter the rift. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Indigenous creatures==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane One&lt;br /&gt;
*[[naisirc]] U-NC (75)&lt;br /&gt;
*[[raving lunatic]] (77)&lt;br /&gt;
*[[seraceris]] U-NC (78)&lt;br /&gt;
*[[Vvrael witch]] (80)&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane Two&lt;br /&gt;
*[[raving lunatic]] (77)&lt;br /&gt;
*[[csetairi]] (81)&lt;br /&gt;
*[[caedera]] (82)&lt;br /&gt;
*[[Vvrael warlock]] (84)&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane Three&lt;br /&gt;
*[[Vvrael warlock]] (84)&lt;br /&gt;
*[[aivren]] (86)&lt;br /&gt;
*[[n&#039;ecare]] U (87)&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane Four&lt;br /&gt;
*[[fallen crusader]] U-NC (97)&lt;br /&gt;
*[[glistening cerebralite]] (100)&lt;br /&gt;
*[[enormous rift crawler]] (103)&lt;br /&gt;
|width=20%|&#039;&#039;&#039;Plane Five&lt;br /&gt;
*[[n&#039;ecare]] U (87)&lt;br /&gt;
*[[lost soul]] U-NC (91)&lt;br /&gt;
*[[vaespilon]] U (93)&lt;br /&gt;
|}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;vertical-align:top&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;The Scatter (North Side)&lt;br /&gt;
*[[glistening cerebralite]] (100)&lt;br /&gt;
*[[darkly inked fetish master]] (104)&lt;br /&gt;
*[[murky soul siphon]] U (106)&lt;br /&gt;
*[[Vvrael destroyer]] (108)&lt;br /&gt;
|&#039;&#039;&#039;The Scatter (South Side)&lt;br /&gt;
*[[glistening cerebralite]] (100)&lt;br /&gt;
*[[darkly inked fetish master]] (104)&lt;br /&gt;
*[[murky soul siphon]] U (106)&lt;br /&gt;
*[[Vvrael destroyer]] (108)&lt;br /&gt;
*[[infernal lich]] U (110)&lt;br /&gt;
*[[frostborne lich]] U (110)&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;Note: U ([[Undead]]), NC ([[Non-corporeal]])&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Landmarks and other information==&lt;br /&gt;
[[Image:IMT-rift.png|thumb|right|Map of the Rift updated with scatter changes]]&lt;br /&gt;
[[Image:The_Rift_Scatter.png|thumb|right|Map of the Scatter]]&lt;br /&gt;
&lt;br /&gt;
Entering the Rift is done through the sphere at the south end of the Cavern of Ages. A drain of 1 to 2 spirit can occur upon entry for each group member, but no longer occurs while moving within the maze. To enter Plane 1, continually go north.  To enter Plane 2, continually go west.  To enter Plane 3, continually go east.  If a character has a movement style set, destinations from the sphere may be unpredictable.  Some players will choose to rest inside the sphere area while their spirit recovers.  &lt;br /&gt;
&lt;br /&gt;
Navigating within and exiting the Rift involves various moving objects.  There are doors and mirrors on Planes 1, 2, and 3 that will exit the Rift.  There are threads on Planes 1-4 that can be climbed to bring you to the next higher Plane.  Plane 4 is accessed by climbing the thread from 3.  Plane 5 is entered either by the maw on Plane 1 or by climbing the thread on Plane 4.  The thread on plane 5 leads back to plane 1.&lt;br /&gt;
&lt;br /&gt;
Exiting the Rift through a door or mirror while holding 10,000 silvers or more will result in all silvers being taken.  In exchange, your head will be filled with mana.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You feel the presence of the Great Drake folding you into himself.  Pleased that you have brought a tithe, the Great Drake restores your power unto you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are travelling voids on Planes 1 to 3 that will cause damaging wounds that can give lengthy stuns if a person or critter is in the room with it or in an adjacent room.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The air begins to thin rapidly.&lt;br /&gt;
&lt;br /&gt;
Air is sucked away from you!&lt;br /&gt;
 ... 1 point of damage!&lt;br /&gt;
 Fingernail explodes!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All spells (except Arcane circle) that cannot be learned by the player will be dispelled at random while inside the Rift.  Mana drains or gains also occur at random.&lt;br /&gt;
&lt;br /&gt;
Dead bodies on Plane 5 can be removed by putting them in the box, and turning the crank.  This turns all their wounds into scars and sends them directly to the Cavern of Ages.  Bodies on Plane 4 can be dragged through the chute, which takes them to Plane 2.  Bodies on Planes 1-3 can be dragged out through the doors.  Bodies in The Scatter must be dragged through the fissure, which will deposit them in a random location in the rift.  The person doing the dragging may or may not land at the same location.&lt;br /&gt;
&lt;br /&gt;
The air inside the Scatter is very cold and has a chance to injure occupants and leave an ice patch:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The temperature plummets precipitously, until every breath sits in your lungs like a block of ice.&lt;br /&gt;
The chill wind ravages &#039;s flesh!&lt;br /&gt;
 ... 10 points of damage!&lt;br /&gt;
 Person looks as if a hot foot would feel good about now!&lt;br /&gt;
The chill wind ravages &#039;s flesh!&lt;br /&gt;
 ... 10 points of damage!&lt;br /&gt;
 Ouch! What a stiff neck.&lt;br /&gt;
 He is stunned!&lt;br /&gt;
&lt;br /&gt;
A sudden wave of intense cold gnaws at your flesh!&lt;br /&gt;
 ... 5 points of damage!&lt;br /&gt;
 Chilly blast to the head. Where is that cap Mom knitted for you!?&lt;br /&gt;
&lt;br /&gt;
A frigid mist gathers around you and quickly spreads to cover much of the surrounding room. When the mist dissipates, you notice the floor has become an uninterrupted slick surface stretching in all directions.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The ice patch melts away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Teleportation ==&lt;br /&gt;
* [[Traveler&#039;s Song (1020)]] from within the rift will always take you to the Cavern of Ages (even if you evoke it and you have anchored elsewhere). Be aware that it&#039;s a cross-realm same-zone teleport, which means you can get navved, and the navigator&#039;s guild will toss you out in plane 5. Wear a ring, so that your chances of getting navved are managable.&lt;br /&gt;
* [[Cleric]]s&#039; [[nexus]] gems can be set to the Cavern of Ages and used to return there from within the Rift and the Scatter. &lt;br /&gt;
* Most teleport spells used within the rift will return casters to the Cavern of Ages instead of other random Rift areas.&lt;br /&gt;
&lt;br /&gt;
== [[:Category:The Rift gems|Gems]] ==&lt;br /&gt;
{|&lt;br /&gt;
| width = 33.3% valign = top |&lt;br /&gt;
*a swirling [[aetherstone]]&lt;br /&gt;
*a brilliant wyrm&#039;s-tooth [[amethyst]]&lt;br /&gt;
*a faceted black [[diamond]]&lt;br /&gt;
*a glossy black [[doomstone]]&lt;br /&gt;
*[[emerald#an eye-of-Koar emerald|an Eye-of-Koar emerald]]&lt;br /&gt;
*a brass [[fang]]&lt;br /&gt;
*a copper fang&lt;br /&gt;
*a gold fang&lt;br /&gt;
*an iron fang&lt;br /&gt;
*a mithril fang&lt;br /&gt;
| width = 33.3% valign = top |&lt;br /&gt;
*a platinum fang&lt;br /&gt;
*a silver fang&lt;br /&gt;
*a steel fang&lt;br /&gt;
*an urglaes fang&lt;br /&gt;
*a sanguine wyrm&#039;s-eye [[garnet]]&lt;br /&gt;
*an aster [[opal]]&lt;br /&gt;
*a murky shadowglass [[orb]]&lt;br /&gt;
*a golden firemote orb&lt;br /&gt;
*an oblivion [[quartz]]&lt;br /&gt;
*a blue star-shaped [[riftshard]]&lt;br /&gt;
| width = 33.3% valign = top |&lt;br /&gt;
*a pale violet [[riftstone]]&lt;br /&gt;
*a faceted midnight blue riftstone&lt;br /&gt;
*a sparkling emerald [[talon]]&lt;br /&gt;
*a deep blue sapphire talon&lt;br /&gt;
*a fiery ruby talon&lt;br /&gt;
*a glistening onyx talon&lt;br /&gt;
*a swirling purple [[thunderstone]]&lt;br /&gt;
*a small crystal-spoked [[wheel]]&lt;br /&gt;
*a multi-colored [[wyrdshard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following gems have special properties: shadowglass orbs, firemote orbs, urglaes fangs, faceted black diamonds, black doomstones, oblivion quartz, aster opals, faceted midnight blue riftstones and Eye-of-Koar emeralds.&lt;br /&gt;
&lt;br /&gt;
Eye-of-Koar emeralds are notable for their use as an exit from the Rift; when a character raises the emerald anywhere within the Rift, the emerald will be consumed and the character&#039;s group will be transported to [[Icemule Trace]]. &lt;br /&gt;
&lt;br /&gt;
==Herbs==&lt;br /&gt;
All foragables are found outside, except for slime.  Rooms will change outside/inside designation regularly.  There is ambient messaging for when the rooms change from outside/inside, but the easiest way is to look for the obvious exits.  If you see &amp;quot;exits&amp;quot;, you are in an inside room.  If you see &amp;quot;paths&amp;quot;, you are in an outside room.&lt;br /&gt;
&lt;br /&gt;
*discolored fleshbinder bud &#039;&#039;(cursed)&#039;&#039;&lt;br /&gt;
*oozing fleshsore bulb &#039;&#039;(cursed)&#039;&#039;&lt;br /&gt;
*mass of congealed slime &#039;&#039;(foraged in inside rooms)&#039;&#039;&lt;br /&gt;
*rotting bile green fleshbulb &#039;&#039;(cursed)&#039;&#039;&lt;br /&gt;
*slime-covered grave blossom&lt;br /&gt;
*twisted black mawflower&lt;br /&gt;
*withered deathblossom&lt;br /&gt;
&lt;br /&gt;
==Ambient messaging==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Suddenly, the shadows cloaking the area in darkness fray into nothing, releasing the light like a prisoner freed from a dank cell.&lt;br /&gt;
&lt;br /&gt;
A haze of shadow descends, cloaking the area in a twilight that obscures sight.&lt;br /&gt;
&lt;br /&gt;
A burst of ethereal light above your head brightens the area considerably.&lt;br /&gt;
&lt;br /&gt;
You feel a gentle breath of fresh air brush across your face.&lt;br /&gt;
&lt;br /&gt;
A blast of wind whips through the area!&lt;br /&gt;
&lt;br /&gt;
The air undulates with a dizzying intensity!&lt;br /&gt;
&lt;br /&gt;
A swirling breeze blows through the area!&lt;br /&gt;
&lt;br /&gt;
The air crackles with potent energy!&lt;br /&gt;
&lt;br /&gt;
A flurry of air blows by you!&lt;br /&gt;
&lt;br /&gt;
A strong gust of wind blows by you!&lt;br /&gt;
&lt;br /&gt;
The air ripples in sickening waves, distorting the surroundings!&lt;br /&gt;
&lt;br /&gt;
A spectral fog rolls through the area.&lt;br /&gt;
&lt;br /&gt;
Spectral bursts of energy erupt in the air!&lt;br /&gt;
&lt;br /&gt;
The ground shudders and shakes, jostling everything furiously!&lt;br /&gt;
&lt;br /&gt;
The atmosphere crackles and sparks of energy snap across the area!&lt;br /&gt;
&lt;br /&gt;
Black tendrils of anti-mana climb over you as you sense your mana being drained away!&lt;br /&gt;
&lt;br /&gt;
The ground roils tumultuously beneath your feet, jolting everything wildly!&lt;br /&gt;
&lt;br /&gt;
A fine red mist rolls through the area covering everything with a sticky red goo.&lt;br /&gt;
&lt;br /&gt;
Waves of black anti-mana wash through the area.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Rift expansion preview (saved post)]]&lt;br /&gt;
* [[Hunting areas/saved posts | Hunting Areas saved posts]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=421 The Rift], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Icemule Trace]]&lt;br /&gt;
[[Category:Icemule Trace Hunting Areas]]&lt;br /&gt;
[[Category:The Rift| ]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Silverback_orc&amp;diff=265585</id>
		<title>Silverback orc</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Silverback_orc&amp;diff=265585"/>
		<updated>2026-09-25T13:12:08Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Other information */  removed note that the silver ones sell well at the pawn; they are crumbly these days.&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 = silverback_orc.jpg&lt;br /&gt;
| level = 14&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Orc&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = High Plains&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 170&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Falchion&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 163&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &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 = 9&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 = 110 - 168&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 48 &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = 21 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 42 &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = 42&lt;br /&gt;
| MnETD = 42 - 48 &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Alchemy]] common&lt;br /&gt;
 | skin = a silverback orc knuckle&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Silver-flecked eyes match the garish silver stripe down the silverback orc&#039;s back.  It stands a hearty six feet tall, with pale white skin.  Were it not for the flecks of blood and bits of tattered flesh sticking to its skin, it mayhaps be attractive.  Or perhaps not.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
Silverback orcs carry both plain and silver falchions.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1474 Silverback orc on Play.net bestiary]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 12&lt;br /&gt;
|levelm1 = 13&lt;br /&gt;
|level = 14&lt;br /&gt;
|levelp1 = 15&lt;br /&gt;
|levelp2 = 16&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dexterity&amp;diff=265570</id>
		<title>Dexterity</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dexterity&amp;diff=265570"/>
		<updated>2026-09-24T15:39:43Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Systems and Skills Affected By Dexterity */ replaced &amp;#039;Spell Aiming&amp;#039; with &amp;#039;Bolt spells&amp;#039;, because.. more accurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ stat&lt;br /&gt;
|type=Physical&lt;br /&gt;
|prime=[[Rogue]], [[Ranger]]&lt;br /&gt;
| aelotoi=+5&lt;br /&gt;
| dwarf=-&lt;br /&gt;
| elf=+5&lt;br /&gt;
| delf=+10&lt;br /&gt;
| helf=+5&lt;br /&gt;
| sylvan=+10&lt;br /&gt;
| erithian=-&lt;br /&gt;
| bgnome=+10&lt;br /&gt;
| fgnome=+5&lt;br /&gt;
| giant=-5&lt;br /&gt;
| halfling=+15&lt;br /&gt;
| human=-&lt;br /&gt;
| hkrol=-&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dexterity&#039;&#039;&#039; measures a character&#039;s hand-eye coordination, balance, and aim.  A character&#039;s dexterity bonus adds directly to their ranged weapon [[attack strength]], including [[bolt spell]]s, and is a factor in determining [[melee]] [[roundtime]] reduction and [[critical weighting]].&lt;br /&gt;
&lt;br /&gt;
The amount of critical weighting added to melee attacks is:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;&amp;lt;b&amp;gt;Weighting: &amp;lt;/b&amp;gt;(DEX BONUS + (STR BONUS - (WEAPON SIZE FACTOR))) / 4&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Weapon Size Factor:&amp;lt;/b&amp;gt; Summation((Weapon Base Speed + 1) - 3 if open handed) * 2&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
The weapon penalty offset from strength cannot go ABOVE 0&amp;lt;br&amp;gt;Weighting added cannot go BELOW 0&amp;lt;br&amp;gt;the &amp;quot;open hand&amp;quot; from using a two-handed weapon / polearm DOES apply in the above weapon factor formula&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1. Example for a halfling with max stats using a spear gripped 2-handed (6 second weapon):&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=60%}}&amp;gt;DEX Bonus: 40&amp;lt;br&amp;gt;STR Bonus: 10&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Weapon Size Factor: &amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;Summation(6 + (1 - 3)) * 2&amp;lt;br&amp;gt;Summation(4) * 2&amp;lt;br&amp;gt;(4 + 3 + 2 + 1) * 2 = 20&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Weighting: &amp;lt;/b&amp;gt;(40 + (10 - 20)) / 4&amp;lt;br&amp;gt;(40 + (-10)) / 4 = 30 / 4 = 7 CER&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dexterity is a prime requisite of the [[rogue]] and [[ranger]]  [[profession]].&lt;br /&gt;
&lt;br /&gt;
== Systems and Skills Affected By Dexterity ==&lt;br /&gt;
{| width=67%&lt;br /&gt;
|- valign=top&lt;br /&gt;
| width = 40% |&lt;br /&gt;
*[[Ambushing]]&lt;br /&gt;
*[[Parry]]&lt;br /&gt;
*[[Shield Use]]/[[Block]]&lt;br /&gt;
*Staying on the ledge in [[Thanatoph]]&lt;br /&gt;
*[[Ranged Weapons]]&lt;br /&gt;
*[[Thrown Weapons]]&lt;br /&gt;
*[[Two Weapon Combat]]&lt;br /&gt;
*The Attack Strength of [[Bolt spells]]&lt;br /&gt;
*[[Rogue Gambits#Stealth|RGAMBITS Stealth]]&lt;br /&gt;
*[[Tattoo (verb)|Mystic Tattoo]] success for [[Monks]]&lt;br /&gt;
| width = 40% |&lt;br /&gt;
*[[Disarming Traps]]&lt;br /&gt;
*[[Picking Locks]]&lt;br /&gt;
*[[Pickpocketing]]&lt;br /&gt;
*[[SKIN (verb)|Skinning]]&lt;br /&gt;
*[[Stalking and Hiding|Provides a bonus against detection while hidden]]&lt;br /&gt;
*Defense against [[SMRv2|standard maneuver roll v2]] (secondary stat)&lt;br /&gt;
*Defense against [[Spike Thorn (616)]]&lt;br /&gt;
*Defense against [[Grasp of the Grave (709)]]&lt;br /&gt;
*Defense against [[Call Wind (912)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/stats.asp#dexterity Stats: Dexterity], on Play.net&lt;br /&gt;
*[https://discordapp.com/channels/226045346399256576/532373273816858636/692610848052609126 Discord Conversation where the formula was revealed by staff]&lt;br /&gt;
&lt;br /&gt;
{{Statistic}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Repel_(Fear)&amp;diff=265538</id>
		<title>Repel (Fear)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Repel_(Fear)&amp;diff=265538"/>
		<updated>2026-09-24T00:44:56Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added the 5sec RT induced by the &amp;#039;run away&amp;#039; effect, and added that &amp;#039;out&amp;#039; does not count as an &amp;#039;obvious exit&amp;#039; for the purposes of this spell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Repel (fear)&lt;br /&gt;
 | mnemonic = &#039;&#039;none&#039;&#039; (creature only)&lt;br /&gt;
 | number = &#039;&#039;none&#039;&#039; (creature only)&lt;br /&gt;
 | duration = instantaneous&lt;br /&gt;
 | add_dur = ?&lt;br /&gt;
 | span = ?&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | status = Immobilized&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | cast_rt = ?&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&#039;&#039;&#039;Fear&#039;&#039;&#039; is a spiritual warding spell cast primarily by undead that causes the target to be struck by an immediate fear of the caster. This causes the target to run away in fear, or even be immobilized by it.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the endresult of the warding roll is 101 to 150, you run away in an arbitrary compass direction (but not &#039;&#039;out&#039;&#039;) with a 5 second RT (not all casters of this spell induce the RT). On a warding roll of 151 or higher you become immobilized for an extremely long time (a minute or more). Nothing happens if you ward it off.&lt;br /&gt;
&lt;br /&gt;
If there are no obvious (compass + up/down) directions in the room you are in, any warding failure will immobilize you, and it will still last a very long time. For example, [[Eidolon]] on the roof of bonespear tower are thus extremely dangerous. You should probably not fight an eidolon up there unless you are guaranteed to ward off this spell. Similarly, there are a few rooms in the Temple of Love without any compass exits (or only &#039;&#039;out&#039;&#039; which isn&#039;t an obvious exit for the purposes of this spell); getting feared by a [[Nedum Vereri]] will likely result in your demise even if you barely fail the warding roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NB: This is not [[Sheer fear]] - that is a completely different &#039;undead are scary&#039; effect.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Warded off:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A death dirge gestures at you!&lt;br /&gt;
  CS: +53 - TD: +51 + CvA: +18 + d100: +21 == +41&lt;br /&gt;
  Warded off!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warding failure between 101 and 150:&lt;br /&gt;
&lt;br /&gt;
You run away immediately are not otherwise affected (no roundtime is induced, for example), and you can move back to the area with the caster if you want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A death dirge  gestures at you!&lt;br /&gt;
  CS: +53 - TD: +51 + CvA: +18 + d100: +93 == +113&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The death dirge suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You bolt southeastward!&lt;br /&gt;
[Wormwood Slough, Mound]&lt;br /&gt;
The ground rises from the surrounding swampland in a mound here near the overgrown creek bank.  You also see a greater spider and a black scimitar.&lt;br /&gt;
Obvious paths: north, northeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warding failure between 151 or higher will immobilize:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A wraith gestures at you!&lt;br /&gt;
  CS: +99 - TD: +51 + CvA: +18 + d100: +87 == +153&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The wraith suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You are immobilized with sheer terror!&lt;br /&gt;
I&amp;gt; w&lt;br /&gt;
You don&#039;t seem to be able to move to do that.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warding failure below 151, but in an area without any compass exits (&#039;&#039;Obvious exits: none&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
The nedum vereri looks expectantly at you.  You feel your resistance melt away!&lt;br /&gt;
  CS: +95 - TD: +71 + CvA: +12 + d100: +90 == +126&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The nedum vereri suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You are immobilized with sheer terror!&lt;br /&gt;
I&amp;gt; stance def&lt;br /&gt;
You don&#039;t seem to be able to move to do that.&lt;br /&gt;
I&amp;gt; look&lt;br /&gt;
[Temple, Altar]&lt;br /&gt;
The old altar sits overlooking the sanctuary.  From here, the shadows seem deeper, the silence more ominous, as if the sonorous breathing of a majestic life had suddenly ceased, leaving you alone and afraid.  Set into the wall behind the altar is a massive glass window, not yet broken, although a creeping dark stain has spread over it, turning the colors an unwholesome red-black.  Some marble stairs lead down into darkness, providing an alternative to going back to the sanctuary itself.  You also see a nedum vereri.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=265455</id>
		<title>Beginner&#039;s guide to playing a warrior</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_a_warrior&amp;diff=265455"/>
		<updated>2026-09-22T02:41:43Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Primary Statistics */ the guide mentioned that dexterity is for &amp;#039;defense and speed&amp;#039;, which doesn&amp;#039;t make much sense, dex does very little for defense. In contrast, it said agility was for &amp;#039;speed&amp;#039;. It is, but that one _does_ affect defense quite a bit. Swapped the notes around.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing a Warrior&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2026-07-08&lt;br /&gt;
|topic=Warriors&lt;br /&gt;
}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The Warrior profession is both popular and easy to jump into for a beginning player. A warrior fights with weapons and is armored, lightly at first and progressively to full plate. &lt;br /&gt;
&lt;br /&gt;
Most new players will start with a weapon and shield then pick their play style as you are introduced to the game. What makes a Warrior particularly attractive is that they have among the best all around fighting capabilities for diverse situations. They are easily proficient with multiple weapon types, sometimes two or three, and have opportunities to be diverse in their training paths. &lt;br /&gt;
&lt;br /&gt;
It is encouraged that you check out the [[New Players&#039; Guide]] and [[A beginner&#039;s guide to combat]] prior to proceeding with this profession guide. &lt;br /&gt;
&lt;br /&gt;
If you ever get lost or need help we implore you to find a [[Silverwood Manor]] location in your respective town and ring the bell. You should get assistance from a [[Mentor]].&lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
You will need to choose your gender, race, and statistics to begin followed by assigning your training points and then you are brought into the world of [[Elanthia]]. We&#039;ll attempt to detail what is most common for starting players throughout this guide, but other paths can be successful. &lt;br /&gt;
&lt;br /&gt;
===Primary Statistics===&lt;br /&gt;
All stats have growth patterns in Gemstone IV that incrementally increase as you level to 100, the games level maximum. There is advancement beyond level 100 in that you continue to generate [[training points]] to expand your skill set with [[Ascension]].&lt;br /&gt;
&lt;br /&gt;
Warriors require a decent range of statistics. It is recommended you strive for balance, but [[Strength]] (attack), [[Dexterity]] (speed), [[Agility]] (defense/speed) and [[Constitution]] (toughness) are primary combat contributors.&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to go entirely wrong, but being a successful warrior both early and late into your career are factors over time, so a gradual increase in stat growth is recommended or you will plateau for long periods of time. When setting stats or looking at level 0 stats in-game INFO START can be reviewed after creation. Careful not to set them all to 100, but 60-80s are not horrible decisions and can be fixed later with expensive [[Fixstat]] methods.&lt;br /&gt;
&lt;br /&gt;
===Race===&lt;br /&gt;
The most common warrior races are [[Giantmen]], [[Dwarves]], [[Human]], and [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Giantmen are the strongest race in Elanthia. Dwarves are both strong and sturdy. Humans are the most balanced and have few weaknesses. Elves are fast and agile.&lt;br /&gt;
&lt;br /&gt;
==Skill selection==&lt;br /&gt;
Based on certain statistics you generate [[training points]] of the physical and mental variety. As Warriors are relatively easy to play you should have enough to cover the basics as you learn without much concern so jump right in. I have detailed a few core skills and additional training recommendations below to get you started.&lt;br /&gt;
&lt;br /&gt;
===Core skills===&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
|Necessary to firstly attain full [[Hitpoint]]s and defense [[Creature maneuver|maneuver]] attacks. It also contributes to damage [[redux]] for warriors in the mid-game. You should eventually train 3x in this skill as your career progresses for additional benefits.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1 or 2/1&lt;br /&gt;
|[[Weapons]]&lt;br /&gt;
|One handed edge (OHE) and two-handed weapons (THW) are the most common. Polearms are particularly devastating. &lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Combat Maneuvers]]&lt;br /&gt;
|CM contributes to special combat moves, attack strength bonus, and defense of similar moves and is a warrior must.&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Armor Use]]&lt;br /&gt;
|Training in armor is required to wear heavier armor properly and maneuver with less hindrance. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
|33/11&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|These points form the core of your training as a warrior and should put you on the path to success.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Additional training===&lt;br /&gt;
The way to use the rest of the points will depend on the player.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Cost (PTP/MTP)&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Skill&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Reasoning&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Shield Use]]&lt;br /&gt;
|If you have chosen a one handed weapon you should couple it with a shield use training.&lt;br /&gt;
|-&lt;br /&gt;
|*1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Dodging]]&lt;br /&gt;
|1x with shield, 2x if you are using a two-handed weapon.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
|Creature maneuver defense in offensive stance. Up to 30 ranks to start.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|4/3&lt;br /&gt;
|[[Multi-Opponent Combat]]&lt;br /&gt;
|MOC assists in dealing with defending against multiple opponents (FoF) and multi-strike capabilities for engaging. 30, 55, and 90 ranks are milestones.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
|Required to reach certain areas. You may stop at 20-25 ranks and assess use later.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
|Helps tend wounds for survival and skin creatures in the wild.&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Survival]]&lt;br /&gt;
|Helps in certain areas against weather conditions and skinning creatures.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
Warriors have flexibility in how they spend remaining training points, but several skills offer strong foundational value. Shield Use should be trained at 2x if using a one‑handed weapon, while Dodge is typically 1x with a shield or 2x for two‑handed weapon users. Perception at 1x (up to ~30 ranks) helps with maneuver defense. Multi‑Opponent Combat provides crowd control and multi‑strike capability, with early milestones at 30, 55, and 90 ranks. Climbing and Swimming can begin at 20–25 ranks and be revisited later as area requirements increase. First Aid and Survival both support wound tending, skinning, and environmental resistance. Ambush can be added later for aimed attacks.&lt;br /&gt;
&lt;br /&gt;
[[Dodge]] contributes directly to physical DS: two‑handed warriors commonly train 2x per level, while shield users stay near 1x due to shield‑size dodge penalties. Physical Fitness is almost universally trained at 3x in the end game because of its broad defensive benefits. Damage reduction [[Redux]] begins to show meaningful impact around level 42 as physical skills mature. Armor Use may also be trained heavily—full plate requires 130 ranks for zero RT, and additional ranks up to 330 reduce [[action penalty]] and [[spell hindrance]] for smoother maneuver and casting performance in high‑end areas.&lt;br /&gt;
&lt;br /&gt;
By late game, several training benchmarks become standard. Climbing and Swimming usually reach 30 ranks as a functional minimum, though 40–50 ranks provide safer movement in areas like the Rift, Scatter, and elemental planes; some zones such as [[Sailor&#039;s Grief]] for both or parts of the [[Hinterwilds]] for climbing help with 60 or more ranks. [[Multi Opponent Combat]] follows milestone progression after the initial 5 ranks, with major breakpoints at 30/55/90/135/180 depending on preferred [[Category:Assault skills}assault]]s and combat style.&lt;br /&gt;
&lt;br /&gt;
Your style will evolve, and as you gain a deeper understanding of these concepts, you’ll be able to revisit these and understand them with more clarity, allowing you to choose the best path for yourself. Very few mistakes are truly permanent, so experiment freely. This guide is intended to help you reach about level 15, but it’s valuable to explore these ideas early on as you build proficiency and expertise when later game components are mentioned.&lt;br /&gt;
&lt;br /&gt;
==Town selection==&lt;br /&gt;
As you begin your journey you have three primary city options. [[Icemule Trace]], [[Ta&#039;Vaalor]], and [[Wehnimer&#039;s Landing]]. There are some expanded options for [[Premium]] subscribers that include [[Solhaven]].&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve arrived the wisp will show up to help you and introduce you to the concepts in the [[New Players&#039; Guide]] that we suggested you read first, but it&#039;s a great time to revisit that section now to refresh. You are probably having a better understanding at this point of what it all meant by now.&lt;br /&gt;
&lt;br /&gt;
After this familiarize yourself with the local Inn. In the case of [[Wehnimer&#039;s Landing]] it&#039;s the [[Raging Thrak]], but both [[Ta&#039;Vaalor]] and [[Icemule Trace]] have similar NPCs that expand on some additional basics and grant an XP award. Check the beginner&#039;s guide to those cities for additional help.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve visited the town, the Inn, and have wandered around you are likely about 2nd level and ready to take your next steps or get a job running messages at the Town/City Hall until you reach 3rd level. &lt;br /&gt;
&lt;br /&gt;
When you are ready to venture beyond the cities walls be sure to remember where the Town Square is so when you get wounded, require a cleric for blessing weaponry, or when you get killed you&#039;ll probably end up there. &lt;br /&gt;
&lt;br /&gt;
==Explore==&lt;br /&gt;
With the implementation of the [[Adventurer&#039;s Guild]] the staff there is always a good gauge of your level of skill as they give you missions within about 5 levels of your training. You also receive a badge that as you complete missions has a mechanical bonus you can customize through the Taskmaster. When you have reached level 3 or so this is probably the best place to start as it directs you around the area on various assignments. Warriors tend to build [[strength]], primary weapon bonus, and later [[combat maneuvers]] to the badge maximum. This is your introduction to [[Enhancive item | enhancive items]].&lt;br /&gt;
&lt;br /&gt;
Maps are going to be important because you probably won&#039;t have a good grasp of where to finish these tasks initially. Most commonly they can be found for each region in the respective [[List of hunting areas |Hunting Areas]]. You&#039;ll become more confident as you venture out more routinely with knowing your surroundings. Originally done by Zepath and followed by Tsoran map makers have a long tradition in [[Elanthia]]. Rozy is one of the current prolific map makers along with Allereli, Alosaka and numerous other contributors.&lt;br /&gt;
&lt;br /&gt;
Before venturing too far you should gain some favor with [[Lorminstra]] in the form of [[Deed | deeds]]. Ask local adventurers for advice on how to attain them if you need so. They can be arranged with coins or gems depending on the location usually at the temple. You will need these if you are struck dead in the wilds to minimize the additional hurt of recovering, if you do.&lt;br /&gt;
&lt;br /&gt;
Now you are ready for combat beyond the sprite. Before doing so make your final preparations by checking all your backpacks/containers, your gear (weapons, armor, shield), ensure you have [[Herb | herbs]] (ephlox moss, aloeas stem, pothinir grass, and acantha leaf or equivalents are must haves), then be sure you are not encumbered.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished your preparations you can go at it alone or find others who are on similar missions. [[Adventurer&#039;s Guild]] tasks can be shared with up to 5 players. You will probably make mistakes, but to understand and learn from them we&#039;ve included [[A beginner&#039;s guide to combat]] if you care to truly understand what you are doing in advance or after you&#039;ve made some mistakes.&lt;br /&gt;
&lt;br /&gt;
==Arm yourself==&lt;br /&gt;
&lt;br /&gt;
By now you know your way around your starting city and you&#039;ve probably engaged the local denizens that the [[Adventurer&#039;s Guild]] or locals have directed you to cull their numbers. &lt;br /&gt;
&lt;br /&gt;
You&#039;ve also probably raised enough funds to purchase a weapon and some armor the armory, the weaponsmith or maybe a wandering merchant, or other adventurers.&lt;br /&gt;
&lt;br /&gt;
Warriors tend to focus on full body armor types. The first you will likely wear is double leathers at 6 ranks of armor training. This is attainable as early as level 1 by training in armor use 3x at both level 0 and 1.&lt;br /&gt;
&lt;br /&gt;
Brigandine armor at rank 27 in armor use will be your next step as you build in training. Warriors do want to build to 130 armor use ranks for full plate in their career, but it tends to be around level 52 so for the purpose of a new player you will spend a large part of your career in either double leather or brigandine as you progress early on.&lt;br /&gt;
&lt;br /&gt;
Hauberk at rank 70 in armor is next followed by full plate armor at 130 armor use ranks. These do go a bit beyond this guide and you should have the proper understanding of your role as you approach them. You can reference [[Armor Use]] for breakpoints of each armor type using the [[Roundtime]] and [[Action Penalty]] category for the minimums. &lt;br /&gt;
&lt;br /&gt;
5th level is a good time to purchase your first magical weapon of the skill type you&#039;ve chosen. Most often it will be of a metal called [[Mithril]] or [[Ora]]. Occasionally you might choose elemental flaring weaponry such as [[drakar]], [[rhimar]], or others and sometimes you find such weaponry and armory adventuring in the wild or through other adventurers and merchanting.&lt;br /&gt;
&lt;br /&gt;
These all tend to +5 AS ([[attack strength]]) in the case of mithril or +10 AS for ora and later weapons similarly that increase your combat prowess to about +20 Attack strength/defense strength at [[Vultite]]. In the case of each type you need to be half the level of the enchant so for a +20 weapon you must be level 10. We tend to call them 1x, 2x, 3x, and 4x with 10x being the general game maximum. This is your standard weaponry and can serve you all the way through your career.&lt;br /&gt;
&lt;br /&gt;
Depending on weapon skill choices you can start to access [[Weapon Technique]] along with your Guild trainings. You will unlock these at 10, 25, 50 and 75 ranks for each respective weapon skill. &lt;br /&gt;
&lt;br /&gt;
Warriors of near level +/-5 should be able to engage against creature DS ([[defensive strength]]) modifiers for combat through our readily available AS ([[attack strength]]) or CMAN and [[Warrior Guild]] counters, such as feint, bull rush, shield bash, etc. Warriors are weak against CS ([[casting strength]]) through our low TD ([[target defense]]). &lt;br /&gt;
&lt;br /&gt;
Choose creatures accordingly that suit your understanding and capabilities. As you become confident, Warriors are among the most robust professions in Gemstone IV.&lt;br /&gt;
&lt;br /&gt;
==Additional Training &amp;amp; Combat Maneuvers==&lt;br /&gt;
As you begin to engage in the nuances of combat and have trained a handful of times you will have access to CMANs through your [[Combat Maneuvers]] training. In addition, [[Armor Use]], [[Shield Use]]and [[Combat Maneuvers]] allocate you points to assign to customization in combat. These are accessed through ARMOR, SHIELD and CMAN in game.&lt;br /&gt;
&lt;br /&gt;
Core CMANs for Warriors vary, but [[Specialization]] because of it&#039;s passive [[attack strength]] and [[Weapon Bonding]] are common as weapon choice allows. &lt;br /&gt;
&lt;br /&gt;
If you are a shield user you gain SHIELD options from shield use training and options. [[Shield Focus]] based on the type you have chosen and [[Shield Bash]] to begin are good considerations.&lt;br /&gt;
&lt;br /&gt;
ARMOR is the last of these martial character options and you gain them from armor use training every 20 ranks. This can be bestowed by better trained warriors up to rank 5 in your local town square normally so you aren&#039;t rushed into this. [[Armor support]] is currently the most popular, but mileage varies.&lt;br /&gt;
&lt;br /&gt;
FEAT will also show options such as [[Kroderine Soul]], [[Covert Arts]] and [[Guard]], [[Protect]] options as they become available.&lt;br /&gt;
&lt;br /&gt;
At this point your dedication to your craft should start to show. COMBAT is a good reference point for seeing if you will do well in combat situations or against [[creatures]] in their [[hunting areas]].&lt;br /&gt;
&lt;br /&gt;
==Societies==&lt;br /&gt;
There are currently 3 societies within Gemstone IV that bestow mechanical benefits on their members and are tier based. Around level 3 you are able to join one of your choice so we&#039;ve detailed them below. The [[New Players&#039; Guide]] references them all. For the sake of this guide we&#039;ve detailed joining one of them and their direct benefits to Warriors. &lt;br /&gt;
&lt;br /&gt;
[[Order of Voln]] - good auxillery skills including group fog escape, undead travel grounds, lifekeep while dead, increase of spiritual defenses, and combat helpful to defeating undead. The source of power for Voln is through accumulation of slain undead in the form of Favor.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Guardians of Sunfist]] - neutral / sworn enemies of trolls, ogres, etc. that add heavy hitting and defensive capabilities and also providing access to warcamps to engage in sworn enemies that are pop up hunting grounds. The main source of power is stamina use for this society.&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
[[Council of Light]] - evil soul powers that can stop bleeding, increase powers, and defensive capabilities at the cost of mana and spirit.&lt;br /&gt;
&lt;br /&gt;
==Warrior Guild==&lt;br /&gt;
You&#039;ve survived to level 15. It&#039;s time to join the guild!&lt;br /&gt;
&lt;br /&gt;
Be sure to review that you didn&#039;t train in redundant skills through CMANs.&lt;br /&gt;
&lt;br /&gt;
The guild offers training in [[Berserk]], [[Warcries]], [[Warrior Tricks]], [[Disarm]], and [[Tackle]] to rank 63. Rank 5 CMANs are equivalent to 50 ranks in any guild profession so there is an advantage to Warrior Guild training if you are willing to invest.&lt;br /&gt;
&lt;br /&gt;
==Closing out the basics==&lt;br /&gt;
Now that you understand the general perimeters of being a warrior, fought your first creatures, died, adapted your tactics, equipped yourself, and started down a path in a society it&#039;s probably time to find a mentor and expand on your basic knowledge.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Warrior]] (main article)&lt;br /&gt;
*[[A beginner&#039;s guide to combat]] (An exceptional and concise tour of combat in GSIV.)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[[Player Guide Contest]]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warriors.asp Warrior profession on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/warrior_guild.asp Warrior guild on Play.net]&lt;br /&gt;
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Cleric_Potions&amp;diff=265389</id>
		<title>Category:Cleric Potions</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Cleric_Potions&amp;diff=265389"/>
		<updated>2026-09-18T21:49:44Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Neutralize Curse is no longer 309 - it&amp;#039;s 1716.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Rank 1-14===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 01&lt;br /&gt;
 |   align=right| 13&lt;br /&gt;
 |   [[light blue potion]]&lt;br /&gt;
 |   boil, simmer&lt;br /&gt;
 |   cast [[Spirit Warding I (101)|spirit warding I]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 101&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 05&lt;br /&gt;
 |   align=right| 16&lt;br /&gt;
 |   [[swirling grey potion]]&lt;br /&gt;
 |   boil, simmer&lt;br /&gt;
 |   cast [[Spirit Barrier (102)|spirit barrier]]&lt;br /&gt;
 |   align=right| 4&lt;br /&gt;
 |   align=right| 102&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 07&lt;br /&gt;
 |   align=right| 19&lt;br /&gt;
 |   [[dimly glowing golden potion]]&lt;br /&gt;
 |   boil, simmer&lt;br /&gt;
 |   cast [[Spirit Shield (202)|spirit shield]]&lt;br /&gt;
 |   align=right| 4&lt;br /&gt;
 |   align=right| 202&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 08&lt;br /&gt;
 |   align=right| 20&lt;br /&gt;
 |   [[luminous ruddy potion]]&lt;br /&gt;
 |   boil, simmer&lt;br /&gt;
 |   cast [[Spirit Defense (103)|spirit defense]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 103&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 10&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   [[minor exorcism oil]]&lt;br /&gt;
 |   boil&lt;br /&gt;
 |   AS undead bane &lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 10&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   [[minor repelling oil]]&lt;br /&gt;
 |   boil&lt;br /&gt;
 |   DS boost vs undead &lt;br /&gt;
 |   align=right| 3&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 11&lt;br /&gt;
 |   align=right| 24&lt;br /&gt;
 |   [[pale sky-blue potion]]&lt;br /&gt;
 |   boil, simmer&lt;br /&gt;
 |   cast [[Disease Resist (104)|disease resistance]]&lt;br /&gt;
 |   align=right| 4&lt;br /&gt;
 |   align=right| 104&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 14&lt;br /&gt;
 |   align=right| 27&lt;br /&gt;
 |   [[pale sea-green potion]]&lt;br /&gt;
 |   boil, simmer&lt;br /&gt;
 |   cast [[Poison Resist (105)|poison resistance]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 105&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rank 15-29===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 19&lt;br /&gt;
 |   align=right| 34&lt;br /&gt;
 |   [[minor holy oil]]&lt;br /&gt;
 |   boil, simmer&lt;br /&gt;
 |   cast [[Bless (304)|bless]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 304&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 20&lt;br /&gt;
 |   align=right| 34&lt;br /&gt;
 |   [[deep blue potion]]&lt;br /&gt;
 |   boil, simmer&lt;br /&gt;
 |   cast [[Spirit Warding II|spirit warding II]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 107&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 25&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   [[minor spirit-well potion|effervescent white potion]]&lt;br /&gt;
 |   boil, simmer, infuse&lt;br /&gt;
 |   minor spirit-well potion &lt;br /&gt;
 |   align=right| 2&lt;br /&gt;
 |   align=right| 308&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Rank 30-44===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 30&lt;br /&gt;
 |   align=right| 46&lt;br /&gt;
 |   [[scintillating lilac potion]]&lt;br /&gt;
 |   boil, simmer, infuse&lt;br /&gt;
 |   cast [[Purify Air (207)|purify air]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 207&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 32&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   [[lesser wisdom potion]]&lt;br /&gt;
 |   boil, infuse&lt;br /&gt;
 |   +5 to [[wisdom]] stat&lt;br /&gt;
 |   align=right| 2&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 35&lt;br /&gt;
 |   align=right| 52&lt;br /&gt;
 |   [[sparkling aquamarine potion]]&lt;br /&gt;
 |   boil, simmer, infuse&lt;br /&gt;
 |   cast [[Water Walking (112)|water walking]]&lt;br /&gt;
 |   align=right| 4&lt;br /&gt;
 |   align=right| 112&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 38&lt;br /&gt;
 |   align=right| 56&lt;br /&gt;
 |   [[dimly glowing sky-blue potion]]&lt;br /&gt;
 |   boil, simmer, infuse&lt;br /&gt;
 |   cast [[Undisease (113)|undisease]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 113&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 39&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   [[anointing oil]]&lt;br /&gt;
 |   boil, simmer, infuse&lt;br /&gt;
 |   pourable oil to create [[Well of Life | 308]] spiritual link&lt;br /&gt;
 |   align=right| 4&lt;br /&gt;
 |   align=right| 308&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 41&lt;br /&gt;
 |   align=right| 60&lt;br /&gt;
 |   [[dimly glowing sea-green potion]]&lt;br /&gt;
 |   boil, simmer, infuse&lt;br /&gt;
 |   cast [[Unpoison (114)|unpoison]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 114&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Rank 45-63===&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Rank&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Max&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Result Name&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Skills Used&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Uses&lt;br /&gt;
!style=&amp;quot;background:#555555; color:#BBBBBB; border:#555555&amp;quot;|Spell&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 50&lt;br /&gt;
 |   align=right| 63&lt;br /&gt;
 |   [[milky blue oil]]&lt;br /&gt;
 |   boil, simmer, infuse, channel&lt;br /&gt;
 |   cast [[Minor Sanctuary (213)|minor sanctuary]] &amp;lt;small&amp;gt;(sprinkle)&amp;lt;/small&amp;gt;&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 213&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 51&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   [[sparkling white potion]]&lt;br /&gt;
 |   boil, simmer, infuse, channel&lt;br /&gt;
 |   major spirit-well&lt;br /&gt;
 |   align=right| 2&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 54&lt;br /&gt;
 |   align=right| 63&lt;br /&gt;
 |   [[pure potion]]&lt;br /&gt;
 |   boil, refract&lt;br /&gt;
 |   cast [[heroism]], [[bravery]], [[304|bless]], [[1716|neutralize curse]]&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| 215, 211, 304, 1716&lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| 62&lt;br /&gt;
 |   align=right| 63&lt;br /&gt;
 |   [[greater wisdom potion]]&lt;br /&gt;
 |   simmer, refract, infuse&lt;br /&gt;
 |   +10 to [[wisdom]] stat&lt;br /&gt;
 |   align=right| 2&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   [[greater exorcism oil]]&lt;br /&gt;
 |   boil, refract&lt;br /&gt;
 |   AS undead bane &lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |-&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |   [[greater repelling oil]]&lt;br /&gt;
 |   channel, simmer&lt;br /&gt;
 |   DS boost vs undead &lt;br /&gt;
 |   align=right| 3&lt;br /&gt;
 |   align=right| &lt;br /&gt;
 |}&lt;br /&gt;
{{Alchemy navigation}}&lt;br /&gt;
[[category:Alchemy Formulas]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Monstrous_direwolf&amp;diff=265066</id>
		<title>Monstrous direwolf</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Monstrous_direwolf&amp;diff=265066"/>
		<updated>2026-09-14T13:42:32Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Restoring the aspects of user CLARGH&amp;#039;s edit that were intended and appropriate.&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 = 67&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Canine&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = 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 = Red Forest&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 = Bite (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 365&lt;br /&gt;
| PA2 = Claw (attack)&lt;br /&gt;
| PAB = 355&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[Pounce (attack)|Pounce]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = [[Lunge (attack)|Lunge]]&lt;br /&gt;
| ABA = Prone&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 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 = 281 - 305&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 243&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 240&lt;br /&gt;
| CleTD = 271&lt;br /&gt;
| EmpTD =261 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 272 - 284&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 298&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 267&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = TD boost&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 = No&lt;br /&gt;
 | skin = Red eye&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The monstrous direwolf is a huge powerful beast with baleful red eyes that seem to bore through to the very soul. Impressively large bone deposits protrude across the breadth of the beast&#039;s back and neck. Large teeth that seem too big even for the massive maw can easily be seen even when the powerful jaws are closed. Mist, or perhaps tendrils of smoke, occasionally drift up from the flaring nostrils. Sharp eyes, and a sense of smell to match, and a cunning said to rival demons make a direwolf something to avoid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
The &amp;quot;bony protrusions&amp;quot; on the direwolf can deflect attacks from hitting in much the same way as if it held a shield.&lt;br /&gt;
&lt;br /&gt;
They have a +50 TD boost maneuver that sometimes triggers, and a +68 AS boost that occurs semi-frequently giving their claws +433 AS.&lt;br /&gt;
&lt;br /&gt;
The bears have several maneuvers that can lock you into RT and force your stance down.&lt;br /&gt;
&lt;br /&gt;
They can attack twice in one round by mauling you if they knock you down first.&lt;br /&gt;
&lt;br /&gt;
The wolves will sometimes attack the [[direbear|direbears]] instead of you. &lt;br /&gt;
&lt;br /&gt;
;Knockdown Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf leaps on you, knocking you painfully to the ground!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Invisible force gives you a rabbit punch.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;DS Penalty Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf focuses his glare on you and looses an eerie, bone-chilling howl! &#039;&#039;&#039;(steep DS penalty)&#039;&#039;&#039;&lt;br /&gt;
You quake uncontrollably, convulsing with terrified shivers!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Lunges&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf lunges at your throat!&lt;br /&gt;
The direwolf grabs your neck in her mouth and shakes her head back and forth viciously!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Throat nearly crushed.  You gurgle as you gasp for air.&lt;br /&gt;
   You are stunned for 6 rounds!&lt;br /&gt;
Your vocal cords are painfully crushed!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf lunges at your leg!&lt;br /&gt;
The direwolf grabs your leg in her mouth and shakes her head back and forth viciously!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Strike punctures thigh and shatters femur!&lt;br /&gt;
You fall screaming to the ground grasping your mangled left leg!&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Disease&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf claws at you! &lt;br /&gt;
  AS: +365 vs DS: +156 with AvD: +35 + d100 roll: +17 = +261&lt;br /&gt;
   ... and hits for 47 points of damage!&lt;br /&gt;
   Hard slash to belly severs a few nerve endings.&lt;br /&gt;
   You are stunned for 3 rounds!&lt;br /&gt;
You suddenly feel deathly ill as your body is wracked by a virulent disease! &#039;&#039;&#039;(23 damage/round, 5 dissipation/round)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Other Messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf stalks in!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf lumbers in with a vicious snarl!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s eyes suddenly emanate a bright red glow! &#039;&#039;&#039;(TD boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s eyes glow bright red! &#039;&#039;&#039;(AS boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s foams at the mouth! &#039;&#039;&#039;(mauling/two simulaneous attacks)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attack is deflected harmlessly away by the direwolf&#039;s bony protrusions.&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf drools with ravenous hunger!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf snorts the ground hungrily.&lt;br /&gt;
&lt;br /&gt;
Large droplets of spittle fall from a monstrous direwolf&#039;s mouth in anticipation of her upcoming meal.&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf rolls over and dies.&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf falls to the ground and dies.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A monstrous direwolf stares at you hungrily, foam frothing heavily upon her lips.  The direwolf&#039;s eyes gleem with excitement as she spies your right arm.  With a swift and sudden movement, the direwolf sinks her large, canine teeth into your right arm and with a quick head jerk, severs the limb from your body.  Content with her new found snack, the direwolf shreds and voraciously consumes every ounce of flesh, leaving only a bare bone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Dire_wolf Dire wolf on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 65&lt;br /&gt;
|levelm1 = 66&lt;br /&gt;
|level = 67&lt;br /&gt;
|levelp1 = 68&lt;br /&gt;
|levelp2 = 69&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Monstrous_direwolf&amp;diff=265065</id>
		<title>Monstrous direwolf</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Monstrous_direwolf&amp;diff=265065"/>
		<updated>2026-09-14T13:41:21Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Undo revision 265052 by CLARGH (talk) - broke all the formatting.&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 = 67&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Canine&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = 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 = Red Forest&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 = Bite (attack)&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 365&lt;br /&gt;
| PA2 = Claw (attack)&lt;br /&gt;
| PAB = 355&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[Pounce (attack)|Pounce]]&amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| AB2 = [[Lunge (attack)|Lunge]]&lt;br /&gt;
| ABA = Prone&amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 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 = 281 - 305&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 243&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 240&lt;br /&gt;
| CleTD = 271&lt;br /&gt;
| EmpTD =261 &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 272 - 284&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 298&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 267&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = TD boost&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 = No&lt;br /&gt;
 | skin = Red eye&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The monstrous direwolf is a huge powerful beast with baleful red eyes that seem to bore through to the very soul. Impressively large bone deposits protrude across the breadth of the beast&#039;s back and neck. Large teeth that seem too big even for the massive maw can easily be seen even when the powerful jaws are closed. Mist, or perhaps tendrils of smoke, occasionally drift up from the flaring nostrils. Sharp eyes, and a sense of smell to match, and a cunning said to rival demons make a direwolf something to avoid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
The &amp;quot;bony protrusions&amp;quot; on the direwolf can deflect attacks from hitting in much the same way as the special &amp;quot;protrusions&amp;quot; messaging on [[myklian]].&lt;br /&gt;
&lt;br /&gt;
They have a +50 TD boost maneuver that sometimes triggers, and a +68 AS boost that occurs semi-frequently giving their claws +433 AS.&lt;br /&gt;
&lt;br /&gt;
The bears have several maneuvers that can lock you into RT and force your stance down. The [[warped tree spirit|warped tree spirits]] have [[sheer fear]].&lt;br /&gt;
&lt;br /&gt;
They can attack twice in one round by mauling you if they knock you down first.&lt;br /&gt;
&lt;br /&gt;
The wolves will sometimes attack the [[direbear|direbears]] instead of you. &lt;br /&gt;
&lt;br /&gt;
;Knockdown Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf leaps on you, knocking you painfully to the ground!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Invisible force gives you a rabbit punch.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;DS Penalty Maneuver&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf focuses his glare on you and looses an eerie, bone-chilling howl! &#039;&#039;&#039;(steep DS penalty)&#039;&#039;&#039;&lt;br /&gt;
You quake uncontrollably, convulsing with terrified shivers!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Lunges&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf lunges at your throat!&lt;br /&gt;
The direwolf grabs your neck in her mouth and shakes her head back and forth viciously!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Throat nearly crushed.  You gurgle as you gasp for air.&lt;br /&gt;
   You are stunned for 6 rounds!&lt;br /&gt;
Your vocal cords are painfully crushed!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf lunges at your leg!&lt;br /&gt;
The direwolf grabs your leg in her mouth and shakes her head back and forth viciously!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Strike punctures thigh and shatters femur!&lt;br /&gt;
You fall screaming to the ground grasping your mangled left leg!&lt;br /&gt;
   You are stunned for 10 rounds!&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Disease&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf claws at you! &lt;br /&gt;
  AS: +365 vs DS: +156 with AvD: +35 + d100 roll: +17 = +261&lt;br /&gt;
   ... and hits for 47 points of damage!&lt;br /&gt;
   Hard slash to belly severs a few nerve endings.&lt;br /&gt;
   You are stunned for 3 rounds!&lt;br /&gt;
You suddenly feel deathly ill as your body is wracked by a virulent disease! &#039;&#039;&#039;(23 damage/round, 5 dissipation/round)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Other Messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A monstrous direwolf stalks in!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf lumbers in with a vicious snarl!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s eyes suddenly emanate a bright red glow! &#039;&#039;&#039;(TD boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s eyes glow bright red! &#039;&#039;&#039;(AS boost)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf&#039;s foams at the mouth! &#039;&#039;&#039;(mauling/two simulaneous attacks)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The attack is deflected harmlessly away by the direwolf&#039;s bony protrusions.&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf drools with ravenous hunger!&lt;br /&gt;
&lt;br /&gt;
A monstrous direwolf snorts the ground hungrily.&lt;br /&gt;
&lt;br /&gt;
Large droplets of spittle fall from a monstrous direwolf&#039;s mouth in anticipation of her upcoming meal.&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf rolls over and dies.&lt;br /&gt;
&lt;br /&gt;
The monstrous direwolf falls to the ground and dies.&lt;br /&gt;
&lt;br /&gt;
DEAD&amp;gt;&lt;br /&gt;
A monstrous direwolf stares at you hungrily, foam frothing heavily upon her lips.  The direwolf&#039;s eyes gleem with excitement as she spies your right arm.  With a swift and sudden movement, the direwolf sinks her large, canine teeth into your right arm and with a quick head jerk, severs the limb from your body.  Content with her new found snack, the direwolf shreds and voraciously consumes every ounce of flesh, leaving only a bare bone.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Dire_wolf Dire wolf on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 65&lt;br /&gt;
|levelm1 = 66&lt;br /&gt;
|level = 67&lt;br /&gt;
|levelp1 = 68&lt;br /&gt;
|levelp2 = 69&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Repel_(Fear)&amp;diff=265060</id>
		<title>Repel (Fear)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Repel_(Fear)&amp;diff=265060"/>
		<updated>2026-09-14T00:34:49Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added example of the immobilization effect at low warding failure due to there being no obvious exits, added Temple of Hope to the list of places where this can happen.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Repel (fear)&lt;br /&gt;
 | mnemonic = &#039;&#039;none&#039;&#039; (creature only)&lt;br /&gt;
 | number = &#039;&#039;none&#039;&#039; (creature only)&lt;br /&gt;
 | duration = instantaneous&lt;br /&gt;
 | add_dur = ?&lt;br /&gt;
 | span = ?&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | status = Immobilized&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | cast_rt = ?&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&#039;&#039;&#039;Fear&#039;&#039;&#039; is a spiritual warding spell cast primarily by undead that causes the target to be struck by an immediate fear of the caster. This causes the target to run away in fear, or even be immobilized by it.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the endresult of the warding roll is 101 to 150, you run away in an arbitrary direction without any further negative effects. On a warding roll of 151 or higher you become immobilized for an extremely long time (a minute or more). Nothing happens if you ward it off.&lt;br /&gt;
&lt;br /&gt;
If there are no obvious (compass + up/down/out) directions in the room you are in, any warding failure will immobilize you, and it will still last a very long time. For example, [[Eidolon]] on the roof of bonespear tower are thus extremely dangerous. You should probably not fight an eidolon up there unless you are guaranteed to ward off this spell. Similarly, there are a few rooms in the Temple of Love without any compass exits; getting feared by a [[Nedum Vereri]] will likely result in your demise even if you barely fail the warding roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NB: This is not [[Sheer fear]] - that is a completely different &#039;undead are scary&#039; effect.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Warded off:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A death dirge gestures at you!&lt;br /&gt;
  CS: +53 - TD: +51 + CvA: +18 + d100: +21 == +41&lt;br /&gt;
  Warded off!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warding failure between 101 and 150:&lt;br /&gt;
&lt;br /&gt;
You run away immediately are not otherwise affected (no roundtime is induced, for example), and you can move back to the area with the caster if you want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A death dirge  gestures at you!&lt;br /&gt;
  CS: +53 - TD: +51 + CvA: +18 + d100: +93 == +113&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The death dirge suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You bolt southeastward!&lt;br /&gt;
[Wormwood Slough, Mound]&lt;br /&gt;
The ground rises from the surrounding swampland in a mound here near the overgrown creek bank.  You also see a greater spider and a black scimitar.&lt;br /&gt;
Obvious paths: north, northeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warding failure between 151 or higher will immobilize:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A wraith gestures at you!&lt;br /&gt;
  CS: +99 - TD: +51 + CvA: +18 + d100: +87 == +153&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The wraith suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You are immobilized with sheer terror!&lt;br /&gt;
I&amp;gt; w&lt;br /&gt;
You don&#039;t seem to be able to move to do that.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warding failure below 151, but in an area without any compass exits (&#039;&#039;Obvious exits: none&#039;&#039;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
The nedum vereri looks expectantly at you.  You feel your resistance melt away!&lt;br /&gt;
  CS: +95 - TD: +71 + CvA: +12 + d100: +90 == +126&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The nedum vereri suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You are immobilized with sheer terror!&lt;br /&gt;
I&amp;gt; stance def&lt;br /&gt;
You don&#039;t seem to be able to move to do that.&lt;br /&gt;
I&amp;gt; look&lt;br /&gt;
[Temple, Altar]&lt;br /&gt;
The old altar sits overlooking the sanctuary.  From here, the shadows seem deeper, the silence more ominous, as if the sonorous breathing of a majestic life had suddenly ceased, leaving you alone and afraid.  Set into the wall behind the altar is a massive glass window, not yet broken, although a creeping dark stain has spread over it, turning the colors an unwholesome red-black.  Some marble stairs lead down into darkness, providing an alternative to going back to the sanctuary itself.  You also see a nedum vereri.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264834</id>
		<title>Traveler&#039;s Song (1020)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264834"/>
		<updated>2026-09-07T13:30:07Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Travel After Effects */ thirst/dizziness clarified.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = TRAVELSONG&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Teleportion&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By harnessing elemental forces, a [[Bard]] singing the &#039;&#039;&#039;Traveler&#039;s Song&#039;&#039;&#039; can travel back to the comforting safety of an inn.  However, on a failure, the bard and the bard&#039;s group is transported to a dangerous local area.  A failure will also result in a loss of [[mana]] and head and neck injuries upon arrival.  By playing an [[Instrument learning|instrument]] a bard can reduce the chance of a negative outcome.  Traveler&#039;s Song will work anywhere a gold ring is usable. &lt;br /&gt;
&lt;br /&gt;
Traveler&#039;s Song can be anchored to your favorite inn.  This may not work in all rooms within the inn.  Only one inn may be set as your anchor, so keep this in mind if you travel! &lt;br /&gt;
&lt;br /&gt;
To anchor: &amp;lt;br&amp;gt;&lt;br /&gt;
PREP 1020, then sing a song that tells of the place, its environs, the bard&#039;s objective and so forth.  &amp;lt;br&amp;gt;&lt;br /&gt;
The proper process and song concludes with a message denoting success.&lt;br /&gt;
&lt;br /&gt;
==Traveling Between Realms==&lt;br /&gt;
&lt;br /&gt;
A bard may travel to their anchored inn, even if it is located in a different realm, as long as it&#039;s within the same [[Teleportation review (saved posts)| teleportation zone]]. To do this, use &#039;&#039;&#039;EVOKE&#039;&#039;&#039;. Similar to [[Transference (225)]], if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be [[Teleportation review (saved posts)| Chrono-locked]] upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.&lt;br /&gt;
&lt;br /&gt;
==Travel methods==&lt;br /&gt;
&lt;br /&gt;
If you do not have a local anchor present in your current realm, then &#039;&#039;&#039;SING&#039;&#039;&#039; (or &#039;&#039;&#039;CAST&#039;&#039;&#039;) will take you to a random inn in your realm.&lt;br /&gt;
&lt;br /&gt;
If you do have an anchor in the realm, you will end up at that inn.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;&#039;EVOKE&#039;&#039;&#039; Traveler&#039;s Song, and you have an anchor that is in the same teleport zone, you will go to your anchor, even if it is not in the same realm. For example, if you set an anchor in solhaven, and you EVOKE whilst at the Birthing Sands at the top of Mount Aenatumgana all the way in the very north of the continent, you will travel straight to the solhaven bar.&lt;br /&gt;
&lt;br /&gt;
==Anchoring Messaging==&lt;br /&gt;
:Successful anchoring:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant&#039;s hand then releases and sinks into the ground below.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=375px}}&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Success = MIN(95,&lt;br /&gt;
 &#039;&#039;&#039;          [Bard spellsong ranks * 2] +&lt;br /&gt;
 &#039;&#039;&#039;          [10 if anchored in the same realm] +&lt;br /&gt;
 &#039;&#039;&#039;          [If playing an instrument: Your PLAY SKILL rank: 0-20]&#039;&#039;&#039; &#039;&#039;(if one-handed, half the bonus)&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;          [seed 1 [[summation]] of (EMC + MMC)] +&lt;br /&gt;
 &#039;&#039;&#039;          [MAX(0, DIS bonus]) +&lt;br /&gt;
 &#039;&#039;&#039;          [d100] &amp;gt; 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Penalties for not being able to think clearly (typically head wound, which range from -90 to -10).&lt;br /&gt;
* (Probably) The bard song ranks part is probably &#039;&#039;&#039;MIN(level, Bard ranks) * 2&#039;&#039;&#039;, or bard songs over level only count for 1, not 2.&lt;br /&gt;
&amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travel After Effects ==&lt;br /&gt;
There is a small chance that after traveling the bard will get dizzy or become thirsty. It&#039;ll take a minute or so before these effects will appear after landing.&lt;br /&gt;
&lt;br /&gt;
Thirst will prevent singing any bard spell songs (and prevents renewing as well). Thirst must be remedied by drinking something - alcohol is recommended, but water will also work.&lt;br /&gt;
&lt;br /&gt;
Dizziness will incur a sequence of RT inducing effects which lasts up to a minute, and may make you fall down. You may or may not be able to sneak e.g. a Song of Peace in between bouts of dizziness; do not run into a dangerous area immediately after landing. Dizziness will fade on its own.&lt;br /&gt;
&lt;br /&gt;
Training in bard spell songs will decrease the likelihood of suffering these ill-effects.  This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel a bit thirsty.&lt;br /&gt;
&lt;br /&gt;
* The thirsty messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizzy Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel horribly dizzy and suddenly squeamish!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
The floor suddenly shifts underneath you!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
The world spins around you at an odd downward angle.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Everything you look at is slightly out of focus.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
The world returns to its normal, seemingly motionless state.&lt;br /&gt;
&lt;br /&gt;
* The dizzy messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
== Special Realms ==&lt;br /&gt;
&lt;br /&gt;
=== From Darkstone to Liabo ===&lt;br /&gt;
You can&#039;t &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of Darkstone.&lt;br /&gt;
&lt;br /&gt;
When singing anywhere from [[Darkstone Castle]], you end up on the moon of [[Liabo]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Liabo, Lunar Awakening]&lt;br /&gt;
Glittering white dust and sand coat the alien landscape.  Mountainous rocky walls close off the options of any travel beyond this point.  A magical portal leads outward.&lt;br /&gt;
Obvious paths: out&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some reason you can breathe just fine here, you do not need [[Purify Air]]. Taking the path &#039;&#039;out&#039;&#039; gets you back to some safe location in or near Wehnimer&#039;s Landing, usually Town Square.&lt;br /&gt;
&lt;br /&gt;
WARNING: You cannot drag corpses out of the Lunar Awakening; everybody must walk out on their own. If you sing a corpse to the Awakening you must then exit the awakening on your own, find a healer and an empath, bring them to Darkstone Castle, sing your group back to the Awakening, and raise them on the surface of the moon. A priest of [[Zelia]] is recommended for such adventurous rescue shenanigans.&lt;br /&gt;
&lt;br /&gt;
=== The Birthing Sands and The Rift ===&lt;br /&gt;
&lt;br /&gt;
The sands are anchorable, but is a bit of a special place: You cannot &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to the sands. However, the sands are in the same realm as pinefar, so you can &#039;&#039;&#039;SING&#039;&#039;&#039; Traveler&#039;s Song inside the pinefar region (anywhere north of climbing out of the nightmare gorge), and this will teleport you randomly to either the Nine of Cups (the bar of the Pinefar post), or the sands. This works both ways: If you walk one compass direction away from the sands itself, you can sing Traveler&#039;s Song, and randomly you will taken back to the sands, or to the Nine of Cups. You can &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of the sands too. Hence, it is wise to set an anchor in the Thirsty Penguin or some other bar in Icemule Trace itself: In the pinefar zone you can &#039;&#039;&#039;SING&#039;&#039;&#039; to teleport to the sands or pinefar post, and &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to get back to icemule.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of the rift. Singing out of the rift is possible and always takes you back to the sands, but this does count as a cross-realm teleport; you can be navved, and you should wear a gold ring. If you do get navved, the navigator guild will toss you out, chrono-locked (you can&#039;t teleport again or they will guaranteed catch you), onto plane 5. Sheer-Fear inducing undead roam plane 5, so this might be hazardous to your health.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Custom Traveler&#039;s Song]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?p=1374796#post1374796 GSPlayers Forum Anchor Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport]]&lt;br /&gt;
[[Category:Group Spells]]&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=264831</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=264831"/>
		<updated>2026-09-06T17:57:24Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: A final edit: Turns out they interact weirdly and truly there is zero point to doing both clot and staunch together, _even_ taking dispel fodder into account.&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, and to reduce the damage of the Major Bleed status effect by 25%. 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. Unlike other signs, Sign of Clotting and Sign of Staunching are refreshable. Only one effect can be active at any time; making one of these signs will extend the duration of any active clotting/staunching.&lt;br /&gt;
&lt;br /&gt;
Hence once Sign of Staunching has been learned, there is no further point to Sign of Clotting.&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=264830</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=264830"/>
		<updated>2026-09-06T16:37:46Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: ... and &amp;#039;the only use is...&amp;#039; section updated - moar effects = better if facing dispelling enemies. You should be having these signs up continuously if fighting against dispelling enemies. Distraction targets!&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, and to reduce the damage of the Major Bleed status effect by 25%. 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. Unlike other signs, Sign of Clotting and Sign of Staunching are refreshable.&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. &lt;br /&gt;
&lt;br /&gt;
The use of putting up both signs is to give you two layers of protection against effects that can dispel signs, such as [[bandit]] dispel crystals. When fighting enemies that dispel, it is wise to add these effects; they cost next to nothing and give dispel effects something that is easily restored and is of little importance, thus protecting your more important or expensive effects.&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=264829</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=264829"/>
		<updated>2026-09-06T16:35:51Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Magnanimus cleaned up the &amp;#039;staggered activation&amp;#039; bit. This is because these signs are refreshable. Rewrote the page a bit to introduce that fact properly instead of as a footnote.&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, and to reduce the damage of the Major Bleed status effect by 25%. 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. Unlike other signs, Sign of Clotting and Sign of Staunching are refreshable.&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. &lt;br /&gt;
&lt;br /&gt;
The only use of putting up both signs is to give you two layers of protection against effects that can dispel signs, such as [[bandit]] dispel crystals.&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=Elemental_Targeting_(425)&amp;diff=264828</id>
		<title>Elemental Targeting (425)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Targeting_(425)&amp;diff=264828"/>
		<updated>2026-09-06T16:11:28Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: The page went out of its way to explain what happened to the spirit circles (namely: Nothing), and failed to talk about mental. Cleaned it up. Moar tables.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = ELEMTARG&lt;br /&gt;
 | base_dur = 2 hours&lt;br /&gt;
 | add_dur = +60 sec per [[MnE]] rank&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = [[Attack strength|AS]] , Elemental [[CS]]&lt;br /&gt;
 | weapon = None&lt;br /&gt;
 | enhancement = +25 [[Attack Strength|AS]] Bonus &amp;lt;br&amp;gt;+25 [[CS]] Bonus&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Minor elemental navigation|type=Offensive}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Elemental Targeting&#039;&#039;&#039; provides a base bonus of +25 to both physical and [[bolt]] [[Attack strength|AS]], and a +25 [[CS]] base bonus to elemental base spells which include ([[Minor Elemental]], [[Major Elemental]], [[Wizard Base|Wizard]] and [[Bard Base]]). There is an additional bonus of +1 for every two ranks above 25. The total bonus is capped at +50 with 75 MnE ranks.&lt;br /&gt;
&lt;br /&gt;
Overtraining past a character&#039;s level in the MnE circle will not increase the bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Although the Bard Base circle is considered a mental/elemental hybrid, bard spells currently receive the full bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This spell is [[selfcast]] only.&lt;br /&gt;
&lt;br /&gt;
==Bonus Calculation==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=35%}}&amp;gt;&amp;lt;CENTER&amp;gt;{{boldmono|AS &amp;amp; Elemental CS Bonus &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 25 + [[trunc]][(MnE ranks - 25) &amp;amp;divide; 2]}}&amp;lt;/CENTER&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For example, with 52 MnE spell ranks the bonus is: {{mono|25 + trunc[(52 - 25) &amp;amp;divide; 2] &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 38 bonus AS / 38 bonus elemental CS}}.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Minor Elemental Spell Ranks||25||27||29||31||33||35||37||39||41||43||45||47||49||51||53||55||57||59||61||63||65||67||69||71||73||75&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total AS bonus||25||26||27||28||29||30||31||32||33||34||35||36||37||38||39||40||41||42||43||44||45||46||47||48||49||50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===CS bonus per spell circle===&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|[[Minor Elemental|Minor Elemental (400)]]&lt;br /&gt;
||Full bonus&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|[[Major Elemental|Major Elemental (500)]]&lt;br /&gt;
||Full bonus&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|[[Wizard Base|Wizard base (900)]]&lt;br /&gt;
||Full bonus&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|[[Bard Base|Bard base (1000)]]&lt;br /&gt;
||Full bonus&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|[[Sorcerer Base|Sorcerer base (700)]]&lt;br /&gt;
||Half of the bonus, rounded up&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|[[Arcane|Arcane (1700)]]&lt;br /&gt;
||Depends on the &#039;native circle&#039; of the specific arcane spell&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|All other circles&lt;br /&gt;
||No effect&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hybrid example (sorcerer base), with 54 MnE spell ranks:&lt;br /&gt;
&lt;br /&gt;
:{{mono|(25 + trunc[(54 - 25) &amp;amp;divide; 2]) &amp;amp;divide; 2 &amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt; 19.5}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Assuming there are no other fractional CS gains from spell effects when the CS is calculated, this will effectively be a +20 bonus.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
&lt;br /&gt;
Training in [[Elemental Lore, Fire]] provides a chance to cause the next spell cast to be charged with elemental energy based on a seed 10 [[summation]] of ranks. If a spell is cast within 30 seconds of gaining this charge, and the spell&#039;s damage type matches the caster&#039;s elemental [[attunement]], the spell will gain a rank of [[critical weighting]] over its original power.  The caster must be attuned to something to gain the ability, and only the casters attuned spell attacks will benefit from it.  Attuning to random will still use the casters attuned element, so a caster will still get a flare if they&#039;re not currently focusing on their element of choice.&lt;br /&gt;
&lt;br /&gt;
*This bonus can activate on bolts, CS spells, and elemental weapon/armor flares.&lt;br /&gt;
*The effect applies to one hit of a spell/spell like ability, so if the caster gets the bonus and casts [[Cone of Elements (518)]], only the first hit will be impacted.&lt;br /&gt;
*The effect can be triggered off of any portion of a spell or spell/like ability, so it is possible (though improbable) a consecutive cast of Cone will have nothing but hits with weighting.&lt;br /&gt;
*The critical weighting is applied before [[critical randomization]], so it can be reduced by critical randomization.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}} &lt;br /&gt;
!align=right|Elemental Lore, Fire ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231&lt;br /&gt;
|-&lt;br /&gt;
|align=right|Chance for attuned critical weighting on next spell/attack||1%||2%||3%||4%||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Cast &lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;You are filled with a sense of great confidence.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Expiration&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;You feel less confident than before.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lore benefit triggering&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;{Attuned element} elemental energy energizes you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Lore benefit expiration&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;The elemental energy surrounding you amplifies the attack!&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Elemental_Targeting_(425)|Elemental lore review (saved posts)]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Song_of_Mirrors_(1019)&amp;diff=264827</id>
		<title>Song of Mirrors (1019)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Mirrors_(1019)&amp;diff=264827"/>
		<updated>2026-09-06T15:54:12Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Add ending and renewal messaging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = MIRRORS&lt;br /&gt;
 | duration = as long as Bard&amp;lt;br&amp;gt; sings the spellsong&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = Enhancement&lt;br /&gt;
 | ds = None&lt;br /&gt;
 | td = None&lt;br /&gt;
 | enhancement = +20 [[Dodge]]&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A [[Bard]]&#039;s &#039;&#039;&#039;Song of Mirrors&#039;&#039;&#039; [[Bard Base|spellsong]] creates an illusion of multiples images of the Bard in the room.  This illusion makes it so that the Bard is much harder to hit by providing the equivalent of +20 [[Dodge]] ranks to the Bard.  Further training in the Bard Base spell list provides another +1 Dodge rank for every 2 spellsongs known above 1019. &lt;br /&gt;
&lt;br /&gt;
The increased bonus also means that there is an increased [[mana]] cost.  The base mana cost is 19, with an additional +1 for every 5 Bard spellsongs known above 1019.&lt;br /&gt;
&lt;br /&gt;
== Renewal Cost ==&lt;br /&gt;
8 [[MP]], +1 for every 10 spellsongs known above 1019.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
Initial singing:&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;&lt;br /&gt;
As you begin to sing a sibilant melody, shimmering mirror images of you appear in the area.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is one of the few songs that add a message to renewals (whether automatic or manually triggered):&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;&lt;br /&gt;
The mirror images surrounding you undulate and grow stronger.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Song ending (first / third):&lt;br /&gt;
&amp;lt;div {{log|margin-right=400px}}&amp;gt;&lt;br /&gt;
The mirror images surrounding you undulate and fade away.&lt;br /&gt;
&lt;br /&gt;
The mirror images of an athletic dark-eyed incubus undulate and fade away.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1019 Bard Base Spell Circle: Song of Mirrors], on Play.net&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ascension:_Stamina_Regeneration&amp;diff=264818</id>
		<title>Ascension: Stamina Regeneration</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ascension:_Stamina_Regeneration&amp;diff=264818"/>
		<updated>2026-09-05T14:17:14Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = regenstamina&lt;br /&gt;
  |type = Passive Buff&lt;br /&gt;
  |requirements = None&lt;br /&gt;
  |availableto = All&lt;br /&gt;
  |availablein = Ascension&lt;br /&gt;
  |prereqs = &lt;br /&gt;
  |points = CEIL(Rank / 5)&lt;br /&gt;
}} {{PSMinfo&lt;br /&gt;
  |mechanics = Increases passive stamina regeneration regeneration; each rank increases your stamina recovery (as shown with HEALTH) by +1.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ascension:_Health_Regeneration&amp;diff=264817</id>
		<title>Ascension: Health Regeneration</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ascension:_Health_Regeneration&amp;diff=264817"/>
		<updated>2026-09-05T14:16:55Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = regenhealth&lt;br /&gt;
  |type = Passive Buff&lt;br /&gt;
  |requirements = None&lt;br /&gt;
  |availableto = All&lt;br /&gt;
  |availablein = Ascension&lt;br /&gt;
  |prereqs = &lt;br /&gt;
  |points = CEIL(Rank / 5)&lt;br /&gt;
}} {{PSMinfo&lt;br /&gt;
  |mechanics = Increases passive health regeneration regeneration; each rank increases your health recovery (as shown with &#039;&#039;&#039;HEALTH&#039;&#039;&#039;) by +1.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ascension:_Mana_Regeneration&amp;diff=264816</id>
		<title>Ascension: Mana Regeneration</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ascension:_Mana_Regeneration&amp;diff=264816"/>
		<updated>2026-09-05T14:12:34Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = regenmana&lt;br /&gt;
  |type = Passive Buff&lt;br /&gt;
  |requirements = None&lt;br /&gt;
  |availableto = All&lt;br /&gt;
  |availablein = Ascension&lt;br /&gt;
  |prereqs = &lt;br /&gt;
  |points = CEIL(Rank / 5)&lt;br /&gt;
}} {{PSMinfo&lt;br /&gt;
  |mechanics = Increases passive mana regeneration regeneration; each rank grants you +1 mana generation per pulse.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mental_Mana_Control&amp;diff=264794</id>
		<title>Mental Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mental_Mana_Control&amp;diff=264794"/>
		<updated>2026-09-04T14:36:39Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Reworked the outlay of the MC pages: Instead of half of its benefits listed above the TP table and half below, it&amp;#039;s not all below, and includes more detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Spiritual Mana Control]] and [[Elemental Mana Control]];  it determines the efficiency with which a player can control the flows of mana of the Mental realm. Mana Control skill has an effect on a wide variety of spells and magical abilities.&lt;br /&gt;
&lt;br /&gt;
MMC also factors into avoiding [[spell burst]], [[runestaff]] defense, and some [[alchemy]] skills (mainly determining success at the training cauldrons).&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/5&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 0/12&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/8&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/15&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/15&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/15&lt;br /&gt;
  | Sorcererranks = 1 || Sorcerercost = 0/12&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/15&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 0/12&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities Affected by Mental Mana Control==&lt;br /&gt;
&lt;br /&gt;
====Mana sharing====&lt;br /&gt;
This skill allows you to [[Mana#Sharing|share mana]] with other players who also have some &#039;&#039;&#039;Mental Mana Control&#039;&#039;&#039; skill by using the [[SEND (verb)]]. The mana transferred is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Mana Sent × 0.95 × [Sender&#039;s MMC skill / 100] × [Receiver&#039;s MMC skill / 100]}}}}&lt;br /&gt;
&lt;br /&gt;
====Mana gain====&lt;br /&gt;
This skill can directly increase the amount of [[mana]] gained per pulse.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! Profession || Status || Effect on mana per pulse&lt;br /&gt;
|-&lt;br /&gt;
| Bard       || Primary if MMC &amp;gt; EMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Empath     || Primary if MMC &amp;gt; SMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Monk       || Primary if MMC &amp;gt; SMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| All others || Auxiliary || Does not affect mana per pulse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If both skills are equal, an arbitrary one is concerned primary; for the purposes of calculating how much mana you gain per pulse, it doesn&#039;t matter which one is chosen.&lt;br /&gt;
&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine empath and bard MANA SPELLUP and MANA PULSE proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Multicast]] (ability)====&lt;br /&gt;
Determines or helps determine empath multicast proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Bard Base]]====&lt;br /&gt;
*[[Song of Unravelling (1013)]] - Affects the amount of mana recovered.&lt;br /&gt;
*[[Troubadour&#039;s Rally (1040)]] - Affects chance to remove stun, immobility, and web effects from the bard.&lt;br /&gt;
&lt;br /&gt;
====[[Empath Base]]====&lt;br /&gt;
*[[Empathic Assault (1110)]] - Modifies the warding margin on successful wardings that follow a successful bolt.&lt;br /&gt;
*[[Empathic Link (1117)]] - Increases target limit above base of 3 by skill bonus/50.&lt;br /&gt;
*[[Sympathy (1120)]] - Increase target limit above base of 6 in conjunction with SMC.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Mental]]====&lt;br /&gt;
*[[Powersink (1203)]] - An extra target is gained every [[Summation chart|seed 6]] of (MMC skill bonus/10).&lt;br /&gt;
*[[Mental Dispel (1218)]] - Mana cost for removing a spell from opponent reduced by one point for every 75 skill bonus.&lt;br /&gt;
&lt;br /&gt;
====[[Savant Base]]====&lt;br /&gt;
*[[Astral Spear (1408)]] - {{mono|(15% + 1% per 5 ranks)}} of MMC chance for a target dispel.&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Spiritual Mana Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mana Controls| ]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=264793</id>
		<title>Elemental Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elemental_Mana_Control&amp;diff=264793"/>
		<updated>2026-09-04T14:36:33Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Reworked the outlay of the MC pages: Instead of half of its benefits listed above the TP table and half below, it&amp;#039;s not all below, and includes more detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Elemental Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Spiritual Mana Control]] and [[Mental Mana Control]];  it determines the efficiency with which a player can control the flows of mana of the Elemental realm. Mana Control skill has an effect on a wide variety of spells and magical abilities.&lt;br /&gt;
&lt;br /&gt;
EMC also factors into avoiding [[spell burst]], [[runestaff]] defense, and some [[alchemy]] skills (mainly determining success at the training cauldrons).&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/5&lt;br /&gt;
  | Clericranks   = 1 || Clericcost   = 0/12&lt;br /&gt;
  | Empathranks   = 1 || Empathcost   = 0/12&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/15&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/15&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/15&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 3 || Wizardcost   = 0/3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities Affected by EMC==&lt;br /&gt;
&lt;br /&gt;
====Mana sharing====&lt;br /&gt;
This skill allows you to [[Mana#Sharing|share mana]] with other players who also have some &#039;&#039;&#039;Elemental Mana Control&#039;&#039;&#039; skill by using the [[SEND (verb)]]. The mana transferred is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Mana Sent × 0.95 × [Sender&#039;s EMC skill / 100] × [Receiver&#039;s EMC skill / 100]}}}}&lt;br /&gt;
&lt;br /&gt;
====Mana gain====&lt;br /&gt;
This skill can directly increase the amount of [[mana]] gained per pulse.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! Profession || Status || Effect on mana per pulse&lt;br /&gt;
|-&lt;br /&gt;
| Wizard     || Primary || 1 mana per pulse for every 10 ranks&lt;br /&gt;
|-&lt;br /&gt;
| Bard       || Primary if EMC &amp;gt; MMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer   || Primary if EMC &amp;gt; SMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Warrior    || Primary if EMC &amp;gt; SMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Rogue      || Primary if EMC &amp;gt; SMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| All others || Auxiliary || Does not affect mana per pulse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For hybrid professions, if both skills are equal, an arbitrary one is concerned primary; for the purposes of calculating how much mana you gain per pulse, it doesn&#039;t matter which one is chosen.&lt;br /&gt;
&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine wizard, sorcerer, and bard MANA SPELLUP and MANA PULSE proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Multicast]] (ability)====&lt;br /&gt;
Determines or helps determine wizard and sorcerer multicast proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Elemental]]====&lt;br /&gt;
*[[Elemental Dispel (417)]] - the mana cost for removing a spell is reduced by one (1) mana per seventy-five (75) skill bonus in the Elemental Mana Control skill.&lt;br /&gt;
*[[Mana Focus (418)]] - adds to success by ranks &amp;amp;divide; 2.&lt;br /&gt;
&lt;br /&gt;
====[[Major Elemental]]====&lt;br /&gt;
*[[Rapid Fire (515)]] - reduces the 90 second recovery period by (Ranks/2.2) seconds.&lt;br /&gt;
*[[Mana Leech (516)]] - every 15 skill bonus increases recovery rate by +1 mana/min; +1 mana drained from the target for every 10 skill bonus&lt;br /&gt;
*[[Charge Item (517)]] - increases charge success rate, reduces charge cost by 1 mana per 5 ranks&lt;br /&gt;
*[[Cone of Elements (518)]] - skill bonus determines number of targets affected&lt;br /&gt;
*[[Temporal Reversion (540)]] - chance to trigger is increased by 1% per 20 skill bonus from a base of 10%&lt;br /&gt;
&lt;br /&gt;
====[[Wizard Base]]====&lt;br /&gt;
*[[Tremors (909)]] - decreases the mana cost of the [[evoke]] version from a base of 5 by 1 each at 75 and 150 ranks&lt;br /&gt;
*[[Enchant (925)]] - contributes towards the success rate of enchanting, and increases essence absorption. Minimum 26 EMC ranks required to gain essence&lt;br /&gt;
*[[Familiar Gate (930)]] - contributes towards the success rate of opening a portal and the number of people who can pass through&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
*[[Mana Disruption (702)]] - chance to temporarily disable an enhancement spell on a target for 15 seconds (in conjunction with SMC). If the caster has higher EMC, it will attempt to randomly select an elemental spell first&lt;br /&gt;
*[[Corrupt Essence (703)]] - open cast version number of additional targets = SMC + EMC (with the higher of the two counting all ranks and the lesser counting half ranks) / 20&lt;br /&gt;
*[[Energy Maelstrom (710)]] - allows the caster to maintain additional focused tempests at 1 additional per 50 skill bonus&lt;br /&gt;
*[[Balefire (713)]] - increases the chance that a demon will attack by 2% for each [[summation|seed]] 1 of [[skill bonus]].&lt;br /&gt;
*[[Scroll Infusion (714)]] - reduces the mana cost of infusing scrolls&lt;br /&gt;
*[[Dark Catalyst (719)]] - increases the amount of mana returned&lt;br /&gt;
*[[Implosion (720)]] - decreases the cost of focused casts (combined effect with SMC)&lt;br /&gt;
*[[Ensorcell (735)]] - EMC is a secondary factor in the success of Ensorcell&lt;br /&gt;
*[[Planar Shift (740)]] - adds to success rate&lt;br /&gt;
*[[Sacrifice]] (ability) - EMC + SMC skill bonus must be ≥ 102 (24 ranks total) to obtain the full amount of mana from a sacrifice&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a spell knowledge enhancive item. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*[[Spiritual Mana Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mana Controls| ]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Mana_Control&amp;diff=264792</id>
		<title>Spiritual Mana Control</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Mana_Control&amp;diff=264792"/>
		<updated>2026-09-04T14:36:27Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Reworked the outlay of the MC pages: Instead of half of its benefits listed above the TP table and half below, it&amp;#039;s not all below, and includes more detail.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039; [[skill]] serves the same purpose as [[Elemental Mana Control]] and [[Mental Mana Control]];  it determines the efficiency with which a player can control the flows of mana of the Spiritual realm. Mana Control skill has an effect on a wide variety of spells and magical abilities.&lt;br /&gt;
&lt;br /&gt;
SMC also factors into avoiding [[spell burst]], [[runestaff]] defense, and some [[alchemy]] skills (mainly determining success at the training cauldrons).&lt;br /&gt;
&lt;br /&gt;
== Ranks and Training Costs ==&lt;br /&gt;
{{skill|&lt;br /&gt;
  | Bardranks     = 1 || Bardcost     = 0/15&lt;br /&gt;
  | Clericranks   = 3 || Clericcost   = 0/3&lt;br /&gt;
  | Empathranks   = 2 || Empathcost   = 0/3&lt;br /&gt;
  | Monkranks     = 1 || Monkcost     = 0/8&lt;br /&gt;
  | Paladinranks  = 1 || Paladincost  = 0/5&lt;br /&gt;
  | Rangerranks   = 1 || Rangercost   = 0/5&lt;br /&gt;
  | Rogueranks    = 1 || Roguecost    = 0/10&lt;br /&gt;
  | Sorcererranks = 2 || Sorcerercost = 0/3&lt;br /&gt;
  | Warriorranks  = 1 || Warriorcost  = 0/10&lt;br /&gt;
  | Wizardranks   = 1 || Wizardcost   = 0/12&lt;br /&gt;
|}}&lt;br /&gt;
==Spells and Abilities Affected by SMC==&lt;br /&gt;
&lt;br /&gt;
====Mana sharing====&lt;br /&gt;
This skill allows you to [[Mana#Sharing|share mana]] with other players who also have some &#039;&#039;&#039;Spiritual Mana Control&#039;&#039;&#039; skill by using the [[SEND (verb)]]. The mana transferred is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|Mana Sent × 0.95 × [Sender&#039;s SMC skill / 100] × [Receiver&#039;s SMC skill / 100]}}}}&lt;br /&gt;
&lt;br /&gt;
====Mana gain====&lt;br /&gt;
This skill can directly increase the amount of [[mana]] gained per pulse.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center}}&lt;br /&gt;
! Profession || Status || Effect on mana per pulse&lt;br /&gt;
|-&lt;br /&gt;
| Cleric     || Primary || 1 mana per pulse for every 10 ranks&lt;br /&gt;
|-&lt;br /&gt;
| Paladin    || Primary || 1 mana per pulse for every 10 ranks&lt;br /&gt;
|-&lt;br /&gt;
| Ranger     || Primary || 1 mana per pulse for every 10 ranks&lt;br /&gt;
|-&lt;br /&gt;
| Empath     || Primary if SMC &amp;gt; MMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer   || Primary if SMC &amp;gt; EMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Warrior    || Primary if SMC &amp;gt; EMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Rogue      || Primary if SMC &amp;gt; EMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| Monk       || Primary if SMC &amp;gt; MMC, otherwise Secondary || +1 mana per pulse for every 10 ranks if primary, 20 ranks if secondary&lt;br /&gt;
|-&lt;br /&gt;
| All others || Auxiliary || Does not affect mana per pulse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For hybrid professions, if both skills are equal, an arbitrary one is concerned primary; for the purposes of calculating how much mana you gain per pulse, it doesn&#039;t matter which one is chosen.&lt;br /&gt;
&lt;br /&gt;
====[[MANA (verb)]] (ability)====&lt;br /&gt;
Determines or helps determine sorcerer, empath, paladin, ranger, and cleric {{boldmono|MANA SPELLUP}} and {{boldmono|MANA PULSE}} proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Multicast]] (ability)====&lt;br /&gt;
Determines or helps determine sorcerer, empath, paladin, ranger, and cleric multicast proficiency.&lt;br /&gt;
&lt;br /&gt;
====[[Minor Spiritual]]====&lt;br /&gt;
*[[Spirit Dispel (119)]] - every 75 skill bonus will reduce mana cost for ending a spell by one&lt;br /&gt;
*[[Spirit Guide (130)]] - reduces severity of the sickness&lt;br /&gt;
====[[Major Spiritual]]====&lt;br /&gt;
*[[Living Spell (208)]] - decreases mana needed to cast a stolen spell by 1% per 2 ranks&lt;br /&gt;
*[[Major Sanctuary (220)]] - increases the chance of success (most important factor)&lt;br /&gt;
*[[Spirit Slayer (240)]] - [[CS]] boost is 25 + seed 5 ranks&lt;br /&gt;
&lt;br /&gt;
====[[Cleric Base]]====&lt;br /&gt;
*[[Raise Dead (318)]] - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks&lt;br /&gt;
*[[Ethereal Censer (320)]] - increases the base mana reduction by 1% per 20 ranks beyond 100 ranks&lt;br /&gt;
*[[Sanctify (330)]] - increases skill at a rate of +1 per 2 ranks&lt;br /&gt;
*[[Divine Wrath (335)]] - increases the number of targets by 1 per 75 skill bonus (or 1 per 50 skill bonus for the {{boldmono|EVOKE}}d version)&lt;br /&gt;
&lt;br /&gt;
====[[Ranger Base]]====&lt;br /&gt;
*[[Imbue (614)]] - increases the success rate and chance of turning a stick into a rod&lt;br /&gt;
*[[Resist Nature (620)]] - increases the duration of the applied resistance and allows the spell to be applied padded armor based on a seed 1 summation of ranks&lt;br /&gt;
&lt;br /&gt;
====[[Sorcerer Base]]====&lt;br /&gt;
*[[Mana Disruption (702)]] - Mana Disruption has a chance to temporarily disable an enhancement (defensive) spell on a target for 15 seconds. Using the caster&#039;s Spirit and Elemental Mana Control (with the higher of the two counting all ranks and the lesser counting half ranks), it uses a seed 1 summation to determine the % chance to disrupt a spell. If the caster has higher SMC, it will attempt to randomly select a spiritual spell first&lt;br /&gt;
*[[Corrupt Essence (703)]] - Training in Elemental Mana Control and Spiritual Mana Control increases the number of targets available in the open cast version of the spell, with the higher of the two counting all ranks and the lesser counting half ranks. If they are trained equally, divide one of them by 2. [# of targets = 1 + (SMC + EMC (lower one counts for half) ÷ 20)]&lt;br /&gt;
*[[Balefire (713)]] - The chance that a demon will attack is equal to 2% for each Seed 1 bonus point of the Summation chart. Use SMC and EMC skill bonus separately to determine the bonus&lt;br /&gt;
*[[Scroll Infusion (714)]] - The amount of mana drained for a given spell on an infusion attempt is largely based on the spell’s level and sphere (magic that sorcerers do not have knowledge of, such as mentalist magic, require more mana to charge). High levels of Mana Control training (spiritual and elemental) will reduce the mana required.&lt;br /&gt;
*[[Dark Catalyst (719)]] - The amount of mana returned is modified by training in Elemental Mana Control and Spiritual Mana Control.&lt;br /&gt;
*[[Implosion (720)]] - Training in Elemental Mana Control and Spiritual Mana Control will reduce the mana cost.&lt;br /&gt;
*[[Ensorcell (735)]] - Spiritual Mana Control Ranks is a secondary factor in the success of Ensorcell.&lt;br /&gt;
*[[Planar Shift (740)]] - Training in Elemental and Spiritual Mana Controls improves the chances for success in an unknown way&lt;br /&gt;
*[[Sacrifice]] (ability) - A combined Elemental Mana Control and Spiritual Mana Control skill bonus of 102 (24 ranks total) is required to obtain the full amount of mana from a sacrifice.&lt;br /&gt;
&lt;br /&gt;
====[[Empath Base]]====&lt;br /&gt;
*[[Empathic Link (1117)]] - At an additional cost of 5 mana per targets beyond 2, increases the number of targets past 3 by: (higher of SMC and MMC) + (lower of SMC and MMC)/2&lt;br /&gt;
*[[Sympathy (1120)]] - with [[Mental Mana Control]], increases the number of possible targets at the rate of ((MMC + SMC) / 10)&lt;br /&gt;
*[[Troll&#039;s Blood (1125)]] - lessens the interval between stun break attempts&lt;br /&gt;
*[[Regeneration (1150)]] - reduces interval between regeneration pulses by one second per 100 SMC skill&lt;br /&gt;
&lt;br /&gt;
====[[Paladin Base]]====&lt;br /&gt;
*[[Repentance (1615)]] - Training in Spiritual Mana Control will increase lethality by raising the lower bound of potential damage when the spell is {{boldmono|EVOKE}}d. This benefit is capped at 1x training in Spiritual Mana Control.&lt;br /&gt;
*[[Holy Weapon (1625)]] - A fully bonded weapon can hold multiple charges of an infused spell totaling 30 mana + (Spiritual Mana Control skill / 2); the mana will be infused at the time of imbuing and not activation.&lt;br /&gt;
*[[Divine Word (1640)]] - Reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks&lt;br /&gt;
*[[Divine Incarnation (1650)]] - increases the size of the divine energy pool by one for every 5 ranks.&lt;br /&gt;
&lt;br /&gt;
==Scrolls and Magical Items==&lt;br /&gt;
Characters trained mana controls to gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]] will receive full benefits when the spell cast through the item/scroll is a native learned spell to the character&#039;s profession, a minor circle spell, or known through a [[spell knowledge item]]. When the spell is a major circle or unknown profession base spell, only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Mana sharing (saved posts)]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Mana Controls| ]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264735</id>
		<title>Traveler&#039;s Song (1020)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264735"/>
		<updated>2026-09-01T15:23:00Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: More details for the &amp;#039;specific areas&amp;#039; section (Rift and Darkstone).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = TRAVELSONG&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Teleportion&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By harnessing elemental forces, a [[Bard]] singing the &#039;&#039;&#039;Traveler&#039;s Song&#039;&#039;&#039; can travel back to the comforting safety of an inn.  However, on a failure, the bard and the bard&#039;s group is transported to a dangerous local area.  A failure will also result in a loss of [[mana]] and head and neck injuries upon arrival.  By playing an [[Instrument learning|instrument]] a bard can reduce the chance of a negative outcome.  Traveler&#039;s Song will work anywhere a gold ring is usable. &lt;br /&gt;
&lt;br /&gt;
Traveler&#039;s Song can be anchored to your favorite inn.  This may not work in all rooms within the inn.  Only one inn may be set as your anchor, so keep this in mind if you travel! &lt;br /&gt;
&lt;br /&gt;
To anchor: &amp;lt;br&amp;gt;&lt;br /&gt;
PREP 1020, then sing a song that tells of the place, its environs, the bard&#039;s objective and so forth.  &amp;lt;br&amp;gt;&lt;br /&gt;
The proper process and song concludes with a message denoting success.&lt;br /&gt;
&lt;br /&gt;
==Traveling Between Realms==&lt;br /&gt;
&lt;br /&gt;
A bard may travel to their anchored inn, even if it is located in a different realm, as long as it&#039;s within the same [[Teleportation review (saved posts)| teleportation zone]]. To do this, use &#039;&#039;&#039;EVOKE&#039;&#039;&#039;. Similar to [[Transference (225)]], if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be [[Teleportation review (saved posts)| Chrono-locked]] upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.&lt;br /&gt;
&lt;br /&gt;
==Travel methods==&lt;br /&gt;
&lt;br /&gt;
If you do not have a local anchor present in your current realm, then &#039;&#039;&#039;SING&#039;&#039;&#039; (or &#039;&#039;&#039;CAST&#039;&#039;&#039;) will take you to a random inn in your realm.&lt;br /&gt;
&lt;br /&gt;
If you do have an anchor in the realm, you will end up at that inn.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;&#039;EVOKE&#039;&#039;&#039; Traveler&#039;s Song, and you have an anchor that is in the same teleport zone, you will go to your anchor, even if it is not in the same realm. For example, if you set an anchor in solhaven, and you EVOKE whilst at the Birthing Sands at the top of Mount Aenatumgana all the way in the very north of the continent, you will travel straight to the solhaven bar.&lt;br /&gt;
&lt;br /&gt;
==Anchoring Messaging==&lt;br /&gt;
:Successful anchoring:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant&#039;s hand then releases and sinks into the ground below.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=375px}}&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Success = MIN(95,&lt;br /&gt;
 &#039;&#039;&#039;          [Bard spellsong ranks * 2] +&lt;br /&gt;
 &#039;&#039;&#039;          [10 if anchored in the same realm] +&lt;br /&gt;
 &#039;&#039;&#039;          [If playing an instrument: Your PLAY SKILL rank: 0-20]&#039;&#039;&#039; &#039;&#039;(if one-handed, half the bonus)&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;          [seed 1 [[summation]] of (EMC + MMC)] +&lt;br /&gt;
 &#039;&#039;&#039;          [MAX(0, DIS bonus]) +&lt;br /&gt;
 &#039;&#039;&#039;          [d100] &amp;gt; 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Penalties for not being able to think clearly (typically head wound, which range from -90 to -10).&lt;br /&gt;
* (Probably) The bard song ranks part is probably &#039;&#039;&#039;MIN(level, Bard ranks) * 2&#039;&#039;&#039;, or bard songs over level only count for 1, not 2.&lt;br /&gt;
&amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travel After Effects ==&lt;br /&gt;
There is a small chance that after traveling the bard will get dizzy or become thirsty.  Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT.  Thirst must be remedied by drinking something - alcohol is recommended, but water will also work.  Dizziness will fade on its own after a period of time.  &lt;br /&gt;
&lt;br /&gt;
Training in bard spell songs will decrease the likelihood of suffering these ill-effects.  This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel a bit thirsty.&lt;br /&gt;
&lt;br /&gt;
* The thirsty messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizzy Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel horribly dizzy and suddenly squeamish!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
The floor suddenly shifts underneath you!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
The world spins around you at an odd downward angle.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Everything you look at is slightly out of focus.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
The world returns to its normal, seemingly motionless state.&lt;br /&gt;
&lt;br /&gt;
* The dizzy messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
== Special Realms ==&lt;br /&gt;
&lt;br /&gt;
=== From Darkstone to Liabo ===&lt;br /&gt;
You can&#039;t &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of Darkstone.&lt;br /&gt;
&lt;br /&gt;
When singing anywhere from [[Darkstone Castle]], you end up on the moon of [[Liabo]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Liabo, Lunar Awakening]&lt;br /&gt;
Glittering white dust and sand coat the alien landscape.  Mountainous rocky walls close off the options of any travel beyond this point.  A magical portal leads outward.&lt;br /&gt;
Obvious paths: out&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some reason you can breathe just fine here, you do not need [[Purify Air]]. Taking the path &#039;&#039;out&#039;&#039; gets you back to some safe location in or near Wehnimer&#039;s Landing, usually Town Square.&lt;br /&gt;
&lt;br /&gt;
WARNING: You cannot drag corpses out of the Lunar Awakening; everybody must walk out on their own. If you sing a corpse to the Awakening you must then exit the awakening on your own, find a healer and an empath, bring them to Darkstone Castle, sing your group back to the Awakening, and raise them on the surface of the moon. A priest of [[Zelia]] is recommended for such adventurous rescue shenanigans.&lt;br /&gt;
&lt;br /&gt;
=== The Birthing Sands and The Rift ===&lt;br /&gt;
&lt;br /&gt;
The sands are anchorable, but is a bit of a special place: You cannot &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to the sands. However, the sands are in the same realm as pinefar, so you can &#039;&#039;&#039;SING&#039;&#039;&#039; Traveler&#039;s Song inside the pinefar region (anywhere north of climbing out of the nightmare gorge), and this will teleport you randomly to either the Nine of Cups (the bar of the Pinefar post), or the sands. This works both ways: If you walk one compass direction away from the sands itself, you can sing Traveler&#039;s Song, and randomly you will taken back to the sands, or to the Nine of Cups. You can &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of the sands too. Hence, it is wise to set an anchor in the Thirsty Penguin or some other bar in Icemule Trace itself: In the pinefar zone you can &#039;&#039;&#039;SING&#039;&#039;&#039; to teleport to the sands or pinefar post, and &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to get back to icemule.&lt;br /&gt;
&lt;br /&gt;
You can&#039;t &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of the rift. Singing out of the rift is possible and always takes you back to the sands, but this does count as a cross-realm teleport; you can be navved, and you should wear a gold ring. If you do get navved, the navigator guild will toss you out, chrono-locked (you can&#039;t teleport again or they will guaranteed catch you), onto plane 5. Sheer-Fear inducing undead roam plane 5, so this might be hazardous to your health.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Custom Traveler&#039;s Song]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?p=1374796#post1374796 GSPlayers Forum Anchor Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport]]&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264734</id>
		<title>Traveler&#039;s Song (1020)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264734"/>
		<updated>2026-09-01T14:19:51Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Success Factors */ cleaned up the success formula.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = TRAVELSONG&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Teleportion&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By harnessing elemental forces, a [[Bard]] singing the &#039;&#039;&#039;Traveler&#039;s Song&#039;&#039;&#039; can travel back to the comforting safety of an inn.  However, on a failure, the bard and the bard&#039;s group is transported to a dangerous local area.  A failure will also result in a loss of [[mana]] and head and neck injuries upon arrival.  By playing an [[Instrument learning|instrument]] a bard can reduce the chance of a negative outcome.  Traveler&#039;s Song will work anywhere a gold ring is usable. &lt;br /&gt;
&lt;br /&gt;
Traveler&#039;s Song can be anchored to your favorite inn.  This may not work in all rooms within the inn.  Only one inn may be set as your anchor, so keep this in mind if you travel! &lt;br /&gt;
&lt;br /&gt;
To anchor: &amp;lt;br&amp;gt;&lt;br /&gt;
PREP 1020, then sing a song that tells of the place, its environs, the bard&#039;s objective and so forth.  &amp;lt;br&amp;gt;&lt;br /&gt;
The proper process and song concludes with a message denoting success.&lt;br /&gt;
&lt;br /&gt;
==Traveling Between Realms==&lt;br /&gt;
&lt;br /&gt;
A bard may travel to their anchored inn, even if it is located in a different realm, as long as it&#039;s within the same [[Teleportation review (saved posts)| teleportation zone]]. To do this, use &#039;&#039;&#039;EVOKE&#039;&#039;&#039;. Similar to [[Transference (225)]], if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be [[Teleportation review (saved posts)| Chrono-locked]] upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.&lt;br /&gt;
&lt;br /&gt;
==Travel methods==&lt;br /&gt;
&lt;br /&gt;
If you do not have a local anchor present in your current realm, then &#039;&#039;&#039;SING&#039;&#039;&#039; (or &#039;&#039;&#039;CAST&#039;&#039;&#039;) will take you to a random inn in your realm.&lt;br /&gt;
&lt;br /&gt;
If you do have an anchor in the realm, you will end up at that inn.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;&#039;EVOKE&#039;&#039;&#039; Traveler&#039;s Song, and you have an anchor that is in the same teleport zone, you will go to your anchor, even if it is not in the same realm. For example, if you set an anchor in solhaven, and you EVOKE whilst at the Birthing Sands at the top of Mount Aenatumgana all the way in the very north of the continent, you will travel straight to the solhaven bar.&lt;br /&gt;
&lt;br /&gt;
==Anchoring Messaging==&lt;br /&gt;
:Successful anchoring:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant&#039;s hand then releases and sinks into the ground below.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=375px}}&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Success = MIN(95,&lt;br /&gt;
 &#039;&#039;&#039;          [Bard spellsong ranks * 2] +&lt;br /&gt;
 &#039;&#039;&#039;          [10 if anchored in the same realm] +&lt;br /&gt;
 &#039;&#039;&#039;          [If playing an instrument: Your PLAY SKILL rank: 0-20]&#039;&#039;&#039; &#039;&#039;(if one-handed, half the bonus)&#039;&#039; &#039;&#039;&#039;+&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;          [seed 1 [[summation]] of (EMC + MMC)] +&lt;br /&gt;
 &#039;&#039;&#039;          [MAX(0, DIS bonus]) +&lt;br /&gt;
 &#039;&#039;&#039;          [d100] &amp;gt; 100&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Penalties for not being able to think clearly (typically head wound, which range from -90 to -10).&lt;br /&gt;
* (Probably) The bard song ranks part is probably &#039;&#039;&#039;MIN(level, Bard ranks) * 2&#039;&#039;&#039;, or bard songs over level only count for 1, not 2.&lt;br /&gt;
&amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travel After Effects ==&lt;br /&gt;
There is a small chance that after traveling the bard will get dizzy or become thirsty.  Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT.  Thirst must be remedied by drinking something - alcohol is recommended, but water will also work.  Dizziness will fade on its own after a period of time.  &lt;br /&gt;
&lt;br /&gt;
Training in bard spell songs will decrease the likelihood of suffering these ill-effects.  This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel a bit thirsty.&lt;br /&gt;
&lt;br /&gt;
* The thirsty messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizzy Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel horribly dizzy and suddenly squeamish!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
The floor suddenly shifts underneath you!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
The world spins around you at an odd downward angle.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Everything you look at is slightly out of focus.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
The world returns to its normal, seemingly motionless state.&lt;br /&gt;
&lt;br /&gt;
* The dizzy messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
== Special Realms ==&lt;br /&gt;
&lt;br /&gt;
=== From Darkstone to Liabo ===&lt;br /&gt;
When singing anywhere from [[Darkstone Castle]], you end up on the moon of [[Liabo]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Liabo, Lunar Awakening]&lt;br /&gt;
Glittering white dust and sand coat the alien landscape.  Mountainous rocky walls close off the options of any travel beyond this point.  A magical portal leads outward.&lt;br /&gt;
Obvious paths: out&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some reason you can breathe just fine here, you do not need [[Purify Air]]. Taking the path &#039;&#039;out&#039;&#039; gets you back to some safe location in or near Wehnimer&#039;s Landing, usually Town Square.&lt;br /&gt;
&lt;br /&gt;
WARNING: You cannot drag corpses out of the Lunar Awakening; everybody must walk out on their own. If you sing a corpse to the Awakening you must then exit the awakening on your own, find a healer and an empath, bring them to Darkstone Castle, sing your group back to the Awakening, and raise them on the surface of the moon. A priest of [[Zelia]] is recommended for such adventurous rescue shenanigans.&lt;br /&gt;
&lt;br /&gt;
The rift is a bit special: If you try to sing Traveler&#039;s Song in the rift, you will end up at the Birthing Sands, but this counts as a cross-realm teleport, so you can get navved, and the navigation guild will confiscate your gold and throw you out into plane 5.&lt;br /&gt;
&lt;br /&gt;
=== The Birthing Sands and The Rift ===&lt;br /&gt;
&lt;br /&gt;
The sands are anchorable, but is a bit of a special place: You cannot &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to the sands. However, the sands are in the same realm as pinefar, so you can &#039;&#039;&#039;SING&#039;&#039;&#039; Traveler&#039;s Song inside the pinefar region (anywhere north of climbing out of the nightmare gorge), and this will teleport you randomly to either the Nine of Cups (the bar of the Pinefar post), or the sands. This works both ways: If you walk away from the sands itself, you can sing Traveler&#039;s Song, and randomly you will taken back to the sands, or to the Nine of Cups. You can &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of the sands too. Hence, it is wise to set an anchor in the Thirsty Penguin or some other bar in Icemule Trace itself: In the pinefar zone you can &#039;&#039;&#039;SING&#039;&#039;&#039; to teleport to the sands or pinefar post, and &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to get back to icemule.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Custom Traveler&#039;s Song]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?p=1374796#post1374796 GSPlayers Forum Anchor Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport]]&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264733</id>
		<title>Traveler&#039;s Song (1020)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264733"/>
		<updated>2026-09-01T14:12:58Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Traveling Between Realms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = TRAVELSONG&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Teleportion&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By harnessing elemental forces, a [[Bard]] singing the &#039;&#039;&#039;Traveler&#039;s Song&#039;&#039;&#039; can travel back to the comforting safety of an inn.  However, on a failure, the bard and the bard&#039;s group is transported to a dangerous local area.  A failure will also result in a loss of [[mana]] and head and neck injuries upon arrival.  By playing an [[Instrument learning|instrument]] a bard can reduce the chance of a negative outcome.  Traveler&#039;s Song will work anywhere a gold ring is usable. &lt;br /&gt;
&lt;br /&gt;
Traveler&#039;s Song can be anchored to your favorite inn.  This may not work in all rooms within the inn.  Only one inn may be set as your anchor, so keep this in mind if you travel! &lt;br /&gt;
&lt;br /&gt;
To anchor: &amp;lt;br&amp;gt;&lt;br /&gt;
PREP 1020, then sing a song that tells of the place, its environs, the bard&#039;s objective and so forth.  &amp;lt;br&amp;gt;&lt;br /&gt;
The proper process and song concludes with a message denoting success.&lt;br /&gt;
&lt;br /&gt;
==Traveling Between Realms==&lt;br /&gt;
&lt;br /&gt;
A bard may travel to their anchored inn, even if it is located in a different realm, as long as it&#039;s within the same [[Teleportation review (saved posts)| teleportation zone]]. To do this, use &#039;&#039;&#039;EVOKE&#039;&#039;&#039;. Similar to [[Transference (225)]], if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be [[Teleportation review (saved posts)| Chrono-locked]] upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.&lt;br /&gt;
&lt;br /&gt;
==Travel methods==&lt;br /&gt;
&lt;br /&gt;
If you do not have a local anchor present in your current realm, then &#039;&#039;&#039;SING&#039;&#039;&#039; (or &#039;&#039;&#039;CAST&#039;&#039;&#039;) will take you to a random inn in your realm.&lt;br /&gt;
&lt;br /&gt;
If you do have an anchor in the realm, you will end up at that inn.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;&#039;EVOKE&#039;&#039;&#039; Traveler&#039;s Song, and you have an anchor that is in the same teleport zone, you will go to your anchor, even if it is not in the same realm. For example, if you set an anchor in solhaven, and you EVOKE whilst at the Birthing Sands at the top of Mount Aenatumgana all the way in the very north of the continent, you will travel straight to the solhaven bar.&lt;br /&gt;
&lt;br /&gt;
==Anchoring Messaging==&lt;br /&gt;
:Successful anchoring:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant&#039;s hand then releases and sinks into the ground below.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=375px}}&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Success = (Bard spellsong ranks * 2) +&lt;br /&gt;
 &#039;&#039;&#039;          [10 if anchored in the same realm] +&lt;br /&gt;
 &#039;&#039;&#039;          [1-20 for instrument playing skill] +&lt;br /&gt;
 &#039;&#039;          (if one-handed, half the bonus)&lt;br /&gt;
 &#039;&#039;&#039;          [seed 1 [[summation]] of (EMC + MMC)] +&lt;br /&gt;
 &#039;&#039;&#039;          [DIS bonus (min 0)] +&lt;br /&gt;
 &#039;&#039;&#039;          [d100]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Penalties for not being able to think clearly (typically head wound, which range from -90 to -10), if ≥ 100, success.&lt;br /&gt;
*There is a minimum 5% chance of failure that cannot be trained away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travel After Effects ==&lt;br /&gt;
There is a small chance that after traveling the bard will get dizzy or become thirsty.  Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT.  Thirst must be remedied by drinking something - alcohol is recommended, but water will also work.  Dizziness will fade on its own after a period of time.  &lt;br /&gt;
&lt;br /&gt;
Training in bard spell songs will decrease the likelihood of suffering these ill-effects.  This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel a bit thirsty.&lt;br /&gt;
&lt;br /&gt;
* The thirsty messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizzy Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel horribly dizzy and suddenly squeamish!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
The floor suddenly shifts underneath you!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
The world spins around you at an odd downward angle.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Everything you look at is slightly out of focus.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
The world returns to its normal, seemingly motionless state.&lt;br /&gt;
&lt;br /&gt;
* The dizzy messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
== Special Realms ==&lt;br /&gt;
&lt;br /&gt;
=== From Darkstone to Liabo ===&lt;br /&gt;
When singing anywhere from [[Darkstone Castle]], you end up on the moon of [[Liabo]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Liabo, Lunar Awakening]&lt;br /&gt;
Glittering white dust and sand coat the alien landscape.  Mountainous rocky walls close off the options of any travel beyond this point.  A magical portal leads outward.&lt;br /&gt;
Obvious paths: out&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some reason you can breathe just fine here, you do not need [[Purify Air]]. Taking the path &#039;&#039;out&#039;&#039; gets you back to some safe location in or near Wehnimer&#039;s Landing, usually Town Square.&lt;br /&gt;
&lt;br /&gt;
WARNING: You cannot drag corpses out of the Lunar Awakening; everybody must walk out on their own. If you sing a corpse to the Awakening you must then exit the awakening on your own, find a healer and an empath, bring them to Darkstone Castle, sing your group back to the Awakening, and raise them on the surface of the moon. A priest of [[Zelia]] is recommended for such adventurous rescue shenanigans.&lt;br /&gt;
&lt;br /&gt;
The rift is a bit special: If you try to sing Traveler&#039;s Song in the rift, you will end up at the Birthing Sands, but this counts as a cross-realm teleport, so you can get navved, and the navigation guild will confiscate your gold and throw you out into plane 5.&lt;br /&gt;
&lt;br /&gt;
=== The Birthing Sands and The Rift ===&lt;br /&gt;
&lt;br /&gt;
The sands are anchorable, but is a bit of a special place: You cannot &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to the sands. However, the sands are in the same realm as pinefar, so you can &#039;&#039;&#039;SING&#039;&#039;&#039; Traveler&#039;s Song inside the pinefar region (anywhere north of climbing out of the nightmare gorge), and this will teleport you randomly to either the Nine of Cups (the bar of the Pinefar post), or the sands. This works both ways: If you walk away from the sands itself, you can sing Traveler&#039;s Song, and randomly you will taken back to the sands, or to the Nine of Cups. You can &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of the sands too. Hence, it is wise to set an anchor in the Thirsty Penguin or some other bar in Icemule Trace itself: In the pinefar zone you can &#039;&#039;&#039;SING&#039;&#039;&#039; to teleport to the sands or pinefar post, and &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to get back to icemule.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Custom Traveler&#039;s Song]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?p=1374796#post1374796 GSPlayers Forum Anchor Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport]]&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Death_Cloud_(1713)&amp;diff=264724</id>
		<title>Death Cloud (1713)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Death_Cloud_(1713)&amp;diff=264724"/>
		<updated>2026-08-31T14:01:02Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Typo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = DEATHCLOUD&lt;br /&gt;
 | duration = 140 seconds&lt;br /&gt;
 | span = Refreshable&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = Cloud&lt;br /&gt;
 | target = Ungrouped&lt;br /&gt;
 | interval = Damage over time&lt;br /&gt;
 | dtype = Hitpoint&lt;br /&gt;
 | status = None &lt;br /&gt;
 | navigation = {{Arcane navigation}}&lt;br /&gt;
 | ctype = Lightning&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Death Cloud&#039;&#039;&#039; produces a much more potent version of [[Stun Cloud (1704)]]. Like stun cloud, the cloud blasts its targets with lightning bolts. &amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;The death cloud delivers&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Delivers&amp;lt;/includeonly&amp;gt;. Death clouds do not weaken over time; until they are dispelled or dissipate on their own, every bolt can easily kill anything it connects with; use with extreme caution! The cloud is unpredictable and can move into an adjacent area at anytime.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{#section:Firestorm (1715)|dispel}}&lt;br /&gt;
&lt;br /&gt;
This spell can commonly be found in a handful of [[deathstone granules]] available through the [[treasure system]], and can also appear on [[scrolls]].&lt;br /&gt;
&lt;br /&gt;
This spell is native to the [[Wizard Base]] spell circle.&lt;br /&gt;
&lt;br /&gt;
Once cast, it cannot be dismissed voluntarily. It does not necessarily &#039;stick&#039; to the same target; every lightning bolt targets from amongst any valid target in the room.&lt;br /&gt;
&lt;br /&gt;
The cloud acts every 10 seconds, takes 3 rounds to form, and will then either fire or randomly do nothing / move rooms for the next 9 rounds, at which point it dissipates.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
Casting the cloud. They look identical to stun clouds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt; cast&lt;br /&gt;
You gesture.&lt;br /&gt;
You look up to see a gas cloud begin to form.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; look at cloud&lt;br /&gt;
It is a cloud of gas hovering in the area.  As you look at it closely, you can see hundreds of small static discharges within its space.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
10 seconds later, first formation message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You notice the gas cloud begin to condense!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
20 seconds since casting: second formation message:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Large sparks begin to form in the center of the gas cloud!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
30 seconds since casting: third and final formation message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The static discharges are now audible from the gas cloud, and it looks like it won&#039;t be long before it releases some energy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
40 seconds since casting: the cloud starts throwing out a lightning bolt (or randomly do nothing) every 10 seconds:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The gas cloud begins to shake with uncontrollable power...&lt;br /&gt;
Suddenly, a spark of energy arcs out of it and strikes at a frost giant...&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Heavy spark to back.  Bet that hurts.&lt;br /&gt;
   The frost giant is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
50 seconds since casting:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The gas cloud begins to shake with uncontrollable power...&lt;br /&gt;
Suddenly, a spark of energy arcs out of it and strikes at a frost giant ...&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Heavy shock gives the frost giant fits!&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The frost giant is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
60 seconds since casting:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The gas cloud begins to shake with uncontrollable power...&lt;br /&gt;
Suddenly, a spark of energy arcs out of it and strikes at a frost giant ...&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Horrid jolt to forehead amplifies brain waves.  You hear the frost giant scream in your head.&lt;br /&gt;
   The frost giant is stunned!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
70 seconds since casting, a random mood message and no action even though a target is available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The gas cloud emits several large sparks, and shifts direction suddenly.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
... but the cloud is still active; death clouds do not lose lethality over time. 80 seconds since casting:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The gas cloud begins to shake with uncontrollable power...&lt;br /&gt;
Suddenly, a spark of energy arcs out of it and strikes at a frost giant ...&lt;br /&gt;
   ... 70 points of damage!&lt;br /&gt;
   Massive shock totally burns out the nervous system.  Nothing works anymore.&lt;br /&gt;
The frost giant cries out in cold agony one last time and dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
90 seconds since casting, another random shift without a bolt even though targets are available:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The gas cloud emits several large sparks, and shifts direction suddenly&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
100 seconds since casting, and unsuccessful attempts to get rid of the cloud:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The gas cloud begins to shake with uncontrollable power...&lt;br /&gt;
Suddenly, a spark of energy arcs out of it and strikes at a frost giant ...&lt;br /&gt;
   ... 60 points of damage!&lt;br /&gt;
   Electric shock causes a strong enough convulsion to snap the frost giant&#039;s neck.&lt;br /&gt;
The frost giant falls to the ground motionless.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; dismiss cloud&lt;br /&gt;
 Don&#039;t be absurd.&lt;br /&gt;
&amp;gt; stop 1713&lt;br /&gt;
 Stop what?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
110 second and 120 seconds since casting, with no valid targets in the area, no messaging whatsoever. The cloud does not shoot at its caster.&lt;br /&gt;
&lt;br /&gt;
130 seconds since its casting it begins to dissipate:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The gas cloud begins to dissipate.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
140 seconds since its casting, it disappears; the &#039;&#039;gas cloud&#039;&#039; in the room disappears with this message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A quiet wind disperses the gas cloud.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264721</id>
		<title>Traveler&#039;s Song (1020)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264721"/>
		<updated>2026-08-31T03:24:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Discovered that EVOKE is how you get to cross-realm anchors. Explained how to employ this for swift conveyance to and from the Birthing Sands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = TRAVELSONG&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Teleportion&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By harnessing elemental forces, a [[Bard]] singing the &#039;&#039;&#039;Traveler&#039;s Song&#039;&#039;&#039; can travel back to the comforting safety of an inn.  However, on a failure, the bard and the bard&#039;s group is transported to a dangerous local area.  A failure will also result in a loss of [[mana]] and head and neck injuries upon arrival.  By playing an [[Instrument learning|instrument]] a bard can reduce the chance of a negative outcome.  Traveler&#039;s Song will work anywhere a gold ring is usable. &lt;br /&gt;
&lt;br /&gt;
Traveler&#039;s Song can be anchored to your favorite inn.  This may not work in all rooms within the inn.  Only one inn may be set as your anchor, so keep this in mind if you travel! &lt;br /&gt;
&lt;br /&gt;
To anchor: &amp;lt;br&amp;gt;&lt;br /&gt;
PREP 1020, then sing a song that tells of the place, its environs, the bard&#039;s objective and so forth.  &amp;lt;br&amp;gt;&lt;br /&gt;
The proper process and song concludes with a message denoting success.&lt;br /&gt;
&lt;br /&gt;
==Traveling Between Realms==&lt;br /&gt;
&lt;br /&gt;
A bard may travel to an inn located in a different realm, as long as it&#039;s within the same [[Teleportation review (saved posts)| teleportation zone]].&lt;br /&gt;
&lt;br /&gt;
If the caster&#039;s anchor point is in another realm but still within a teleport zone, then it will now be possible to teleport to that anchor point. Similar to [[Transference (225)]], if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be [[Teleportation review (saved posts)| Chrono-locked]] upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.&lt;br /&gt;
&lt;br /&gt;
==Travel methods==&lt;br /&gt;
&lt;br /&gt;
If you do not have a local anchor present in your current realm, then &#039;&#039;&#039;SING&#039;&#039;&#039; (or &#039;&#039;&#039;CAST&#039;&#039;&#039;) will take you to a random inn in your realm.&lt;br /&gt;
&lt;br /&gt;
If you do have an anchor in the realm, you will end up at that inn.&lt;br /&gt;
&lt;br /&gt;
If you &#039;&#039;&#039;EVOKE&#039;&#039;&#039; Traveler&#039;s Song, and you have an anchor that is in the same teleport zone, you will go to your anchor, even if it is not in the same realm. For example, if you set an anchor in solhaven, and you EVOKE whilst at the Birthing Sands at the top of Mount Aenatumgana all the way in the very north of the continent, you will travel straight to the solhaven bar.&lt;br /&gt;
&lt;br /&gt;
==Anchoring Messaging==&lt;br /&gt;
:Successful anchoring:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant&#039;s hand then releases and sinks into the ground below.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=375px}}&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Success = (Bard spellsong ranks * 2) +&lt;br /&gt;
 &#039;&#039;&#039;          [10 if anchored in the same realm] +&lt;br /&gt;
 &#039;&#039;&#039;          [1-20 for instrument playing skill] +&lt;br /&gt;
 &#039;&#039;          (if one-handed, half the bonus)&lt;br /&gt;
 &#039;&#039;&#039;          [seed 1 [[summation]] of (EMC + MMC)] +&lt;br /&gt;
 &#039;&#039;&#039;          [DIS bonus (min 0)] +&lt;br /&gt;
 &#039;&#039;&#039;          [d100]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Penalties for not being able to think clearly (typically head wound, which range from -90 to -10), if ≥ 100, success.&lt;br /&gt;
*There is a minimum 5% chance of failure that cannot be trained away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travel After Effects ==&lt;br /&gt;
There is a small chance that after traveling the bard will get dizzy or become thirsty.  Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT.  Thirst must be remedied by drinking something - alcohol is recommended, but water will also work.  Dizziness will fade on its own after a period of time.  &lt;br /&gt;
&lt;br /&gt;
Training in bard spell songs will decrease the likelihood of suffering these ill-effects.  This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel a bit thirsty.&lt;br /&gt;
&lt;br /&gt;
* The thirsty messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizzy Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel horribly dizzy and suddenly squeamish!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
The floor suddenly shifts underneath you!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
The world spins around you at an odd downward angle.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Everything you look at is slightly out of focus.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
The world returns to its normal, seemingly motionless state.&lt;br /&gt;
&lt;br /&gt;
* The dizzy messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
== Special Realms ==&lt;br /&gt;
&lt;br /&gt;
=== From Darkstone to Liabo ===&lt;br /&gt;
When singing anywhere from [[Darkstone Castle]], you end up on the moon of [[Liabo]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Liabo, Lunar Awakening]&lt;br /&gt;
Glittering white dust and sand coat the alien landscape.  Mountainous rocky walls close off the options of any travel beyond this point.  A magical portal leads outward.&lt;br /&gt;
Obvious paths: out&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some reason you can breathe just fine here, you do not need [[Purify Air]]. Taking the path &#039;&#039;out&#039;&#039; gets you back to some safe location in or near Wehnimer&#039;s Landing, usually Town Square.&lt;br /&gt;
&lt;br /&gt;
WARNING: You cannot drag corpses out of the Lunar Awakening; everybody must walk out on their own. If you sing a corpse to the Awakening you must then exit the awakening on your own, find a healer and an empath, bring them to Darkstone Castle, sing your group back to the Awakening, and raise them on the surface of the moon. A priest of [[Zelia]] is recommended for such adventurous rescue shenanigans.&lt;br /&gt;
&lt;br /&gt;
The rift is a bit special: If you try to sing Traveler&#039;s Song in the rift, you will end up at the Birthing Sands, but this counts as a cross-realm teleport, so you can get navved, and the navigation guild will confiscate your gold and throw you out into plane 5.&lt;br /&gt;
&lt;br /&gt;
=== The Birthing Sands and The Rift ===&lt;br /&gt;
&lt;br /&gt;
The sands are anchorable, but is a bit of a special place: You cannot &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to the sands. However, the sands are in the same realm as pinefar, so you can &#039;&#039;&#039;SING&#039;&#039;&#039; Traveler&#039;s Song inside the pinefar region (anywhere north of climbing out of the nightmare gorge), and this will teleport you randomly to either the Nine of Cups (the bar of the Pinefar post), or the sands. This works both ways: If you walk away from the sands itself, you can sing Traveler&#039;s Song, and randomly you will taken back to the sands, or to the Nine of Cups. You can &#039;&#039;&#039;EVOKE&#039;&#039;&#039; out of the sands too. Hence, it is wise to set an anchor in the Thirsty Penguin or some other bar in Icemule Trace itself: In the pinefar zone you can &#039;&#039;&#039;SING&#039;&#039;&#039; to teleport to the sands or pinefar post, and &#039;&#039;&#039;EVOKE&#039;&#039;&#039; to get back to icemule.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Custom Traveler&#039;s Song]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?p=1374796#post1374796 GSPlayers Forum Anchor Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport]]&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264720</id>
		<title>Traveler&#039;s Song (1020)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Traveler%27s_Song_(1020)&amp;diff=264720"/>
		<updated>2026-08-31T01:44:00Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: minor reword: it&amp;#039;s not just &amp;#039;injuries&amp;#039;, it&amp;#039;s specifically head/neck injuries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = TRAVELSONG&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Teleportion&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
By harnessing elemental forces, a [[Bard]] singing the &#039;&#039;&#039;Traveler&#039;s Song&#039;&#039;&#039; can travel back to the comforting safety of an inn.  However, on a failure, the bard and the bard&#039;s group is transported to a dangerous local area.  A failure will also result in a loss of [[mana]] and head and neck injuries upon arrival.  By playing an [[Instrument learning|instrument]] a bard can reduce the chance of a negative outcome.  Traveler&#039;s Song will work anywhere a gold ring is usable. &lt;br /&gt;
&lt;br /&gt;
Traveler&#039;s Song can be anchored to your favorite inn.  This may not work in all rooms within the inn.  Only one inn may be set as your anchor, so keep this in mind if you travel! &lt;br /&gt;
&lt;br /&gt;
To anchor: &amp;lt;br&amp;gt;&lt;br /&gt;
PREP 1020, then sing a song that tells of the place, its environs, the bard&#039;s objective and so forth.  &amp;lt;br&amp;gt;&lt;br /&gt;
The proper process and song concludes with a message denoting success.&lt;br /&gt;
&lt;br /&gt;
==Traveling Between Realms==&lt;br /&gt;
&lt;br /&gt;
A bard may travel to an inn located in a different realm, as long as it&#039;s within the same [[Teleportation review (saved posts)| teleportation zone]].&lt;br /&gt;
&lt;br /&gt;
If the caster&#039;s anchor point is in another realm but still within a teleport zone, then it will now be possible to teleport to that anchor point. Similar to [[Transference (225)]], if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be [[Teleportation review (saved posts)| Chrono-locked]] upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.&lt;br /&gt;
&lt;br /&gt;
==Anchoring Messaging==&lt;br /&gt;
:Successful anchoring:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
You notice a great circle of visible mana form around you and begin to spin, slowly growing closer. It enfolds around you gently like a giant&#039;s hand then releases and sinks into the ground below.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Success Factors==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=375px}}&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;Success = (Bard spellsong ranks * 2) +&lt;br /&gt;
 &#039;&#039;&#039;          [10 if anchored in the same realm] +&lt;br /&gt;
 &#039;&#039;&#039;          [1-20 for instrument playing skill] +&lt;br /&gt;
 &#039;&#039;          (if one-handed, half the bonus)&lt;br /&gt;
 &#039;&#039;&#039;          [seed 1 [[summation]] of (EMC + MMC)] +&lt;br /&gt;
 &#039;&#039;&#039;          [DIS bonus (min 0)] +&lt;br /&gt;
 &#039;&#039;&#039;          [d100]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*Penalties for not being able to think clearly (typically head wound, which range from -90 to -10), if ≥ 100, success.&lt;br /&gt;
*There is a minimum 5% chance of failure that cannot be trained away.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Provided by GM Estild&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Travel After Effects ==&lt;br /&gt;
There is a small chance that after traveling the bard will get dizzy or become thirsty.  Thirst will prevent bard spells from renewing and dizziness will incur random bursts of RT.  Thirst must be remedied by drinking something - alcohol is recommended, but water will also work.  Dizziness will fade on its own after a period of time.  &lt;br /&gt;
&lt;br /&gt;
Training in bard spell songs will decrease the likelihood of suffering these ill-effects.  This likelihood can be expressed as follows: [1 / (3 + Each SpellSong over 20)]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thirst Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel a bit thirsty.&lt;br /&gt;
&lt;br /&gt;
* The thirsty messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dizzy Messaging&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You feel horribly dizzy and suddenly squeamish!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&lt;br /&gt;
The floor suddenly shifts underneath you!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
The world spins around you at an odd downward angle.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
Everything you look at is slightly out of focus.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
The world returns to its normal, seemingly motionless state.&lt;br /&gt;
&lt;br /&gt;
* The dizzy messaging does not happen on every use; just a minor chance for the side-effect.&lt;br /&gt;
&lt;br /&gt;
== Special Realms ==&lt;br /&gt;
&lt;br /&gt;
When singing anywhere from [[Darkstone Castle]], you end up on the moon of [[Liabo]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[Liabo, Lunar Awakening]&lt;br /&gt;
Glittering white dust and sand coat the alien landscape.  Mountainous rocky walls close off the options of any travel beyond this point.  A magical portal leads outward.&lt;br /&gt;
Obvious paths: out&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For some reason you can breathe just fine here, you do not need [[Purify Air]]. Taking the path &#039;&#039;out&#039;&#039; gets you back to some safe location in or near Wehnimer&#039;s Landing, usually Town Square.&lt;br /&gt;
&lt;br /&gt;
WARNING: You cannot drag corpses out of the Lunar Awakening; everybody must walk out on their own. If you sing a corpse to the Awakening you must then exit the awakening on your own, find a healer and an empath, bring them to Darkstone Castle, sing your group back to the Awakening, and raise them on the surface of the moon. A priest of [[Zelia]] is recommended for such adventurous rescue shenanigans.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Custom Traveler&#039;s Song]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?p=1374796#post1374796 GSPlayers Forum Anchor Thread]&lt;br /&gt;
&lt;br /&gt;
[[Category:Transport]]&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Mana_Controls&amp;diff=264719</id>
		<title>Category:Mana Controls</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Mana_Controls&amp;diff=264719"/>
		<updated>2026-08-31T00:20:42Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: minor reword, linked up &amp;#039;mana sharing&amp;#039;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Training in &#039;&#039;&#039;Mana Control&#039;&#039;&#039; skills determines a character&#039;s ability to manipulate [[mana]] in the appropriate [[sphere]] (elemental, spiritual, mental).  This allows a character to [[Mana#Sharing|transfer mana]] to others trained in the same sphere and control the use of mana in some spells and special abilities, adding benefits similar to [[Lore]]s (e.g. use of the [[MANA]] command).  Training Mana Control skills appropriate to a profession&#039;s sphere(s) will also add to a character&#039;s mana regeneration and grant the ability to [[multicast]] defensive spells.  &lt;br /&gt;
&lt;br /&gt;
Any race or profession may develop the capacity to transfer mana points to any other race or profession, so long as the receiver and sender are both trained in the same Mana Control sphere.  The command to transfer mana points between two spell users is [[SEND]], in the form {{boldmono|SEND {amount} {recipient name}}}. The receiving and sending characters must be in the same room. The amount of mana successfully transferred will depend on the combined Mana Control skill, and over training by one party may compensate for under training by the other.  The maximum percentage of mana that can be sent is 95% without the use of [[channeling crystal]]s made via [[Alchemy]].&lt;br /&gt;
&lt;br /&gt;
Training in the appropriate Mana Control skill can provide many further benefits to spell casters.  The numerous benefits are detailed on the individual Mana Control skill pages (as well as applicable spell/ability pages):&lt;br /&gt;
&lt;br /&gt;
:*[[Elemental Mana Control]] (EMC)&lt;br /&gt;
:*[[Mental Mana Control]] (MMC)&lt;br /&gt;
:*[[Spiritual Mana Control]] (SMC)&lt;br /&gt;
&lt;br /&gt;
Training in the appropriate Mana Control sphere for one&#039;s profession will increase the amount of mana gained per pulse by 1 per 10 ranks for non-[[hybrid profession]]s.  Hybrid professions will receive 1 per 10 ranks in their primary sphere (the Mana Control they have the greater amount of training in), and an additional 1 per 20 ranks in their secondary sphere (the lesser trained of the two).&lt;br /&gt;
&lt;br /&gt;
Finally, every 25 ranks trained in an appropriate Mana Control sphere will grant a character an additional [[multicast]].  When casting defensive spells (self cast or on others), the number of times to cast that spell may be specified and the cast will last the duration as if that spell had been cast the number of specified times.  The mana cost is the same as if the spell had been cast as many times as specified, but the cast roundtime remains at 3 seconds.&lt;br /&gt;
&lt;br /&gt;
Characters trained in the appropriate Mana Control skill gain applicable additional benefits from spells activated by items using [[Magic Item Use]] or scrolls using [[Arcane Symbols]]. If the character knows the spell, is a minor circle spell, or is known through a spell knowledge enhancive item, the full benefits apply. When the spell is a major circle or profession base spell (other than the character&#039;s own profession circle), only half of the pertinent mana control ranks count toward the effect of the spell activated/invoked.  This penalty also applies in cases where a spell cast on a character uses the target&#039;s Mana Control skill, rather than the caster&#039;s, as is the case with [[Rapid Fire (515)]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Mana Control/saved posts|Saved posts]]&lt;br /&gt;
*[[Area of effect/saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mana&amp;diff=264715</id>
		<title>Mana</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mana&amp;diff=264715"/>
		<updated>2026-08-30T18:40:14Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Sharing */ Fleshed out the mana sharing formula. It&amp;#039;s perfect now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Otheruses4|the concept of magical energy|the verb|MANA (verb)}} &lt;br /&gt;
 &lt;br /&gt;
[[Mana]] is the raw magical energy found in each of the spheres of magic. It is by tapping into this energy that characters can power their spells, whether they tap into the magic through prayer to a god, focusing their inner will and psyche, or arcane words and gestures that harness the powers of the elements.&lt;br /&gt;
&lt;br /&gt;
== Mana Points ==&lt;br /&gt;
&lt;br /&gt;
Each character has a reserve of &#039;&#039;&#039;mana points&#039;&#039;&#039;, representing how much magic they can cast safely. [[CAST (verb)|Casting]] a [[spell]] requires the expenditure of a certain amount of mana points, generally equal to the level of the spell being cast. For example, a level 1 spell would cost the caster 1 MP. Casting without having enough mana will cause the caster to suffer nervous system [[injuries]].&lt;br /&gt;
&lt;br /&gt;
A character&#039;s maximum mana point capacity includes their &#039;&#039;&#039;Base Mana&#039;&#039;&#039; plus additional mana from their &#039;&#039;&#039;Harness Power&#039;&#039;&#039; training.&lt;br /&gt;
&lt;br /&gt;
=== Base Mana ===&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable|float:right}}&lt;br /&gt;
|-&lt;br /&gt;
! Profession || Mana Statistic(s) || Sphere(s) of Power&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard]] || [[Aura]], [[Influence]] || [[Elemental]], [[Mental]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric]] || [[Wisdom]] || [[Spiritual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Empath]] || [[Wisdom]], [[Influence]] || [[Spiritual]], [[Mental]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Monk]] || [[Logic]], [[Wisdom]] || [[Spiritual]], [[Mental]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Paladin]] || [[Wisdom]] || [[Spiritual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ranger]] || [[Wisdom]] || [[Spiritual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Rogue]] || [[Aura]], [[Wisdom]] || [[Elemental]], [[Spiritual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sorcerer]] || [[Aura]], [[Wisdom]] || [[Elemental]], [[Spiritual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Warrior]] || [[Aura]], [[Wisdom]] || [[Elemental]], [[Spiritual]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Wizard]] || [[Aura]] || [[Elemental]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each [[profession]] uses one or two [[statistic]]s to determine its base mana points. The statistic bonuses (including racial modifiers), not the raw values, is used. Bonuses used in the mana formula are based on the character&#039;s statistics at [[Level]] 0 (shown with the command &#039;&#039;&#039;[[INFO|INFO START]]&#039;&#039;&#039;) and do not take subsequent [[statistic growth rate|growth]] into account.&lt;br /&gt;
&lt;br /&gt;
For professions with only one mana stat,&lt;br /&gt;
{{equation box|{{math|BaseMana {{=}} &amp;amp;lfloor;StatBonus / 2&amp;amp;rfloor;}}}}&lt;br /&gt;
&lt;br /&gt;
For professions with two mana stats,&lt;br /&gt;
{{equation box|{{math|BaseMana {{=}} &amp;amp;lfloor;(StatBonus&amp;lt;sub&amp;gt;1&amp;lt;/sub&amp;gt; + StatBonus&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;) / 4&amp;amp;rfloor;}}}}&lt;br /&gt;
&lt;br /&gt;
=== Harness Power Bonus ===&lt;br /&gt;
&lt;br /&gt;
Training in [[Harness Power]] gives extra mana equal to (Harness Power Ranks (capped at level) + Harness Power Skill Bonus).&lt;br /&gt;
&lt;br /&gt;
For example, a level 10 character with 14 ranks in Harness Power would have a bonus of 10 + 66 = 76 mana.&lt;br /&gt;
&lt;br /&gt;
== Regeneration ==&lt;br /&gt;
&lt;br /&gt;
Mana recovery is calculated using a percentage (25% on a [[node]] and 15% when off) of your maximum mana, plus the bonus regeneration earned through [[Mana Control]] in your sphere of power.&lt;br /&gt;
&lt;br /&gt;
For professions with a single sphere of power, +1 bonus mana regen is earned every 10 ranks:&lt;br /&gt;
{{equation box|{{math|BonusRegen {{=}} &amp;amp;lfloor; ( ManaControlRanks / 10 ) &amp;amp;rfloor;}}}}&lt;br /&gt;
&lt;br /&gt;
For professions with two spheres of power, +1 bonus mana regen is earned every 10 ranks in the higher of the two MC skills, and an additional +1 for every 20 ranks in the lower MC skill:&lt;br /&gt;
{{equation box|{{math|BonusRegen {{=}} ( &amp;amp;lfloor; ManaControlRanks&amp;lt;sub&amp;gt;higher&amp;lt;/sub&amp;gt; / 10 &amp;amp;rfloor; ) + ( &amp;amp;lfloor; ManaControlRanks&amp;lt;sub&amp;gt;lower&amp;lt;/sub&amp;gt; / 20 &amp;amp;rfloor; )}}}}&lt;br /&gt;
&lt;br /&gt;
Training in [[Mana Control]] for unrelated spheres of power (e.g. a wizard training in [[Spiritual Mana Control]]) provides no additional mana regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
&lt;br /&gt;
A level 100 [[Empath]] with 505 mana and 101 ranks each of [[EMC]], [[SMC]], and [[MMC]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Node Value:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
504 * 25% = 126.25 =&amp;gt; 126&lt;br /&gt;
504 * 15% = 75.75 =&amp;gt; 75&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonus Regen:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
(SMC / 10) + ((MMC / 10)/2)&lt;br /&gt;
101/10 + 101/20 = 10 + 5 =&amp;gt; 15&lt;br /&gt;
*EMC provides no bonus&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
On-node  = 126 + 15 =&amp;gt; 141&lt;br /&gt;
Off-node =  75 + 15 =&amp;gt; 90&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Regeneration Modifiers ===&lt;br /&gt;
&lt;br /&gt;
* The spell [[Manna]] creates bread that, when eaten, gives a refresh-effect every minute until the character enters combat. This refresh-effect includes a small mana regeneration dependent on the caster&#039;s training in the [[Major Spiritual]] circle. Manna can also increase maximum mana depending on [[Spiritual Lore, Blessings]], which indirectly increases regeneration.&lt;br /&gt;
* The spell [[Heroism (215)]] gives a refresh-effect of 1 MP per minute.&lt;br /&gt;
* The spell [[Mana Focus (418)]] can change a room&#039;s nature from non-node to node for the purposes of mana regeneration.  In addition, the caster (only) can receive +10 mana per pulse with training in Elemental Lore: Water, with the count of boosted pulses determined by number of ranks in the Lore.&lt;br /&gt;
* The [[Bard]] song [[Song of Power (1018)]] affects the mana regeneration rate of the room in which the singer is stationed: Mana recovery off nodes becomes 25% of max mana, and on node becomes 30%. (from respectively 15% and 25%).&lt;br /&gt;
* [[Sigil of Concentration]] provides +3 MP per pulse for 10 minutes.&lt;br /&gt;
* [[minor mana regen potion]]s give +3 MP per pulse; all of the potions last for 20 minutes.&lt;br /&gt;
* [[lesser mana regen potion]]s give +8 MP per pulse (level 20+).&lt;br /&gt;
* [[greater mana regen potion]]s give +13 MP per pulse (level 40+).&lt;br /&gt;
* [[Cleric]]s and [[Empath]]s can [[MEDITATE]] in order to gain Spirit Points, Mana Points, Health Points, and Stamina at a faster rate. Clerics can also apply the meditative effect to other professions using a [[chrism]] gem. For characters with exceptionally poor Discipline and Wisdom, it is possible for meditation to &#039;&#039;&#039;decrease&#039;&#039;&#039; mana regeneration rate.&lt;br /&gt;
&lt;br /&gt;
==Sharing==&lt;br /&gt;
Mana can be shared between two characters using the verb [[Verb:SEND|{{boldmono|SEND}}]].  The sender and receiver must have matching training in one of the three respective Mana Control skills ([[Elemental Mana Control|Elemental]], [[Mental Mana Control|Mental]], [[Spiritual Mana Control|Spiritual]]).&lt;br /&gt;
&lt;br /&gt;
===Formula===&lt;br /&gt;
&lt;br /&gt;
{{Equation box|{{boldmono|TRUNC(Mana Sent × 0.95 × MAX(&lt;br /&gt;
  MIN(1, [Sender EMC Bonus / 100] × [Receiver EMC Bonus / 100]),&lt;br /&gt;
  MIN(1, [Sender SMC Bonus / 100] × [Receiver SMC Bonus / 100]),&lt;br /&gt;
  MIN(1, [Sender MMC Bonus / 100] × [Receiver MMC Bonus / 100])&lt;br /&gt;
)}}}}&lt;br /&gt;
&lt;br /&gt;
In other words:&lt;br /&gt;
&lt;br /&gt;
* That mana control for which the most mana would be shared is used.&lt;br /&gt;
* Your skill, as a percentage, is how good you are at sharing mana.&lt;br /&gt;
* Up to a maximum of 95% of the mana sent will be successfully transferred.&lt;br /&gt;
* One character&#039;s over training will make up for the under training of another as sender or receiver.&lt;br /&gt;
&lt;br /&gt;
Further details:&lt;br /&gt;
&lt;br /&gt;
* No mana is lost if sender and receiver have no common Mana Control abilities at all.&lt;br /&gt;
* The formula is exact; do not round until you derive the final number.&lt;br /&gt;
* Sender automatically sends the minimum needed to fill the receiver&#039;s mana pool fully.&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&lt;br /&gt;
Alex (10 ranks of SMC, 24 ranks of MMC) tries to send 100 mana to Bash (10 ranks of SMC, 6 ranks of MMC).&lt;br /&gt;
&lt;br /&gt;
* Per SMC, the sharing factor is 25% (50% × 50%); per MMC, its 30.6% (102% × 30%). Therefore, MMC will be used.&lt;br /&gt;
* 100 (Mana sent) × 0.95 × 30.6% is 29.07. This is truncated, so, Alex loses 100 mana and Bash gains 29 mana:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
&amp;gt;send 100 bash&lt;br /&gt;
You face Bash, close your eyes and begin chanting.  Suddenly, a small bolt of energy arcs between the two of you.  You awaken, feeling slightly drained, but satisfied that 29 points were successfully transferred to Bash.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Same situation but Bash has 89 mana available with a pool of 100.&lt;br /&gt;
&lt;br /&gt;
* Only 11 mana needs to arrive for Bash to be full. &#039;&#039;&#039;11 / (0.95 × 1.02 × .30)&#039;&#039;&#039; is 37.83 - sending 38 mana would result in 11 mana received, therefore:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
&amp;gt;send 100 bash&lt;br /&gt;
You face Bash, close your eyes and begin chanting.  Suddenly, a small bolt of energy arcs between the two of you.  You awaken, feeling slightly drained, but satisfied that 11 points were successfully transferred to Bash while only draining 38 mana points.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[http://www.play.net/gs4/info/magic-guide.asp#mana Magic Guide] on play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&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=Song_of_Tonis_(1035)&amp;diff=264665</id>
		<title>Song of Tonis (1035)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Song_of_Tonis_(1035)&amp;diff=264665"/>
		<updated>2026-08-28T02:24:10Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Messaging */ added third party view when not in the bard&amp;#039;s group.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = TONISSONG&lt;br /&gt;
 | base_dur = 60 seconds&lt;br /&gt;
 | add_dur = Special&lt;br /&gt;
 | type = Defensive&lt;br /&gt;
 | subtype = Skill enhancement&lt;br /&gt;
 | span = Refreshable&lt;br /&gt;
 | ds = None&lt;br /&gt;
 | td = None&lt;br /&gt;
 | enhancement = +20 [[Dodge]] ranks&amp;lt;br&amp;gt;-1 second [[Haste]] effect&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = Group&lt;br /&gt;
 | navigation = {{Bard base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
While singing this song, a [[Bard]] magically imparts all members of his or her party with additional speed, making all of their actions a bit quicker, and giving them an increased chance to [[dodge]] incoming attacks. Specifically, Song of Tonis increases the defensive equivalent of the group&#039;s Dodging skill by +20 ranks as well as adding a -1 second [[haste]] effect. &lt;br /&gt;
==Elemental Lore, Air==&lt;br /&gt;
&lt;br /&gt;
Training in [[Elemental Lore, Air]] adds a bonus to the base values for both dodge and haste at certain thresholds.&lt;br /&gt;
&lt;br /&gt;
===Haste Bonus===&lt;br /&gt;
&lt;br /&gt;
The haste effect increases from -1 second (base) to -2 seconds with 30 ranks and -3 seconds with 75 ranks EL, Air.&lt;br /&gt;
&lt;br /&gt;
===Dodge Bonus===&lt;br /&gt;
&lt;br /&gt;
Dodge ranks increase from +20 (base) to +21 with 1 EL, Air rank to a maximum of +40 dodge ranks with 96 air lore ranks.&lt;br /&gt;
&lt;br /&gt;
Dodge ranks increase at the following [[Elemental Lore, Air]] thresholds:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Air ranks||1||2||3||5||8||10||14||17||21||26&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Added ranks of Dodging||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Elemental Lore, Air ranks||31||36||42||49||55||63||70||78||87||96&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Added ranks of Dodging||11||12||13||14||15||16||17||18||19||20&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mental Lore, Telepathy==&lt;br /&gt;
&lt;br /&gt;
The 60 second base duration of Song of Tonis can be increased by training in [[Mental Lore, Telepathy]].&lt;br /&gt;
&lt;br /&gt;
===Duration Bonus===&lt;br /&gt;
&lt;br /&gt;
The bonus is +1 second per rank for the first 20 ranks of ML, Telepathy. Every 2 lore ranks thereafter will increase the spellsong&#039;s duration +1 second. The maximum duration (base + lore bonus) with 100 ranks of ML, Telepathy is 120 seconds.&lt;br /&gt;
 &lt;br /&gt;
==Messaging==&lt;br /&gt;
Spell starting, part of bard&#039;s group:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Kout changes his tune, adding a new element to his song...&amp;lt;br&amp;gt;&lt;br /&gt;
Kout skillfully begins to weave another verse into his harmony.&amp;lt;br&amp;gt;&lt;br /&gt;
As Kout sings, a squall of wind briefly swirls around you.  You feel yourself moving more smoothly and quickly than before!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spell start, not part of bard&#039;s group:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
As Bard sings, a squall of wind briefly swirls about him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spell Fading (third person):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Kout seems to slow down and become a bit less nimble.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spell Fading (first person):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You hear a laugh and a clink of coins, and become a bit less nimble.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=10#1035 Bard Base Spell Circle: Song of Tonis], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Group Spells]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Repel_(Fear)&amp;diff=264530</id>
		<title>Repel (Fear)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Repel_(Fear)&amp;diff=264530"/>
		<updated>2026-08-25T12:21:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: After some sleuthing, &amp;#039;powered up repel&amp;#039; is actually &amp;#039;repel when there are no compass directions to run to&amp;#039;. Fixed note.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Repel (fear)&lt;br /&gt;
 | mnemonic = &#039;&#039;none&#039;&#039; (creature only)&lt;br /&gt;
 | number = &#039;&#039;none&#039;&#039; (creature only)&lt;br /&gt;
 | duration = instantaneous&lt;br /&gt;
 | add_dur = ?&lt;br /&gt;
 | span = ?&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | status = Immobilized&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | cast_rt = ?&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&#039;&#039;&#039;Fear&#039;&#039;&#039; is a spiritual warding spell cast primarily by undead that causes the target to be struck by an immediate fear of the caster. This causes the target to run away in fear, or even be immobilized by it.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If the endresult of the warding roll is 101 to 150, you run away in an arbitrary direction without any further negative effects. On a warding roll of 151 or higher you become immobilized for an extremely long time (a minute or more). Nothing happens if you ward it off.&lt;br /&gt;
&lt;br /&gt;
If there are no obvious (compass + up/down/out) directions in the room you are in, any warding failure will give you the immobilization version, and it will still last a very long time. For example, [[Eidolon]] on the roof of bonespear tower are thus extremely dangerous. You should probably not fight an eidolon up there unless you are guaranteed to ward off this spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NB: This is not [[Sheer fear]] - that is a completely different &#039;undead are scary&#039; effect.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Warded off:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A death dirge gestures at you!&lt;br /&gt;
  CS: +53 - TD: +51 + CvA: +18 + d100: +21 == +41&lt;br /&gt;
  Warded off!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warding failure between 101 and 150:&lt;br /&gt;
&lt;br /&gt;
You run away immediately are not otherwise affected (no roundtime is induced, for example), and you can move back to the area with the caster if you want.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A death dirge  gestures at you!&lt;br /&gt;
  CS: +53 - TD: +51 + CvA: +18 + d100: +93 == +113&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The death dirge suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You bolt southeastward!&lt;br /&gt;
[Wormwood Slough, Mound]&lt;br /&gt;
The ground rises from the surrounding swampland in a mound here near the overgrown creek bank.  You also see a greater spider and a black scimitar.&lt;br /&gt;
Obvious paths: north, northeast, northwest&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warding failure between 151 or higher will immobilize:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=150px}}&amp;gt;&lt;br /&gt;
A wraith gestures at you!&lt;br /&gt;
  CS: +99 - TD: +51 + CvA: +18 + d100: +87 == +153&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The wraith suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You are immobilized with sheer terror!&lt;br /&gt;
I&amp;gt; w&lt;br /&gt;
You don&#039;t seem to be able to move to do that.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Eidolon&amp;diff=264529</id>
		<title>Eidolon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Eidolon&amp;diff=264529"/>
		<updated>2026-08-25T12:19:54Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: After some sleuthing, &amp;#039;powered up repel&amp;#039; is actually &amp;#039;repel when there are no compass directions to run to&amp;#039;. Fixed note.&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 = Eidolon_Colored.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 = Eidolon &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 = Bonespear Tower&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 = 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 = Closed fist  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 248 to 307&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 = Pain (711) &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 = Curse (715)&lt;br /&gt;
| WDB = ?&lt;br /&gt;
| WD3 = Pestilence (716)&lt;br /&gt;
| WDC = ?&lt;br /&gt;
| WD4 = Torment (718)&lt;br /&gt;
| WDD = ?&lt;br /&gt;
| WD5 = Repel (Fear) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDE = 251&lt;br /&gt;
| OS1 =   &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 348 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = 286&lt;br /&gt;
| BarTD = 179 to 209&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = 204&lt;br /&gt;
| SorTD = 245 to 254&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 217 to 252&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 231&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding I (101) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Defense (103)&lt;br /&gt;
| DSP3 = Lesser Shroud (120)&lt;br /&gt;
| DSP4 = Elemental Defense I (401)&lt;br /&gt;
| DSP5 = Elemental Defense II (406)&lt;br /&gt;
| DSP6 = Elemental Defense III (414)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet mote of essence]]&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The eidolon is a nightmarish vision of pure evil, appearing from the shadows like a disconcerting fragment of thought that haunts you relentlessly.  The eidolon&#039;s eyes shine out of its ephemeral silhouette like twin coals, radiating hatred and hunger.  The monstrous apparition is as big as it is misshapen, towering over a tall giantman as it moves in rapid spurts that defy the eye&#039;s ability to follow its progress.  As it conjures and strikes, its extremities contort and blur through each other, amplifying its grotesque demeanor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Eidolon will sometimes be &amp;quot;bound by some unseen force&amp;quot; and become &amp;quot;frozen in place.&amp;quot; They will cast [[Torment (718)]] at you, which is a back-and-forth until either of you is dead spell, except the eidolon are immune to unbalancing. It will sometimes hit them and end the spell early. Stance offensive will boost TD and maximize the backlash of Torment on the eidolon, so it is wise to avoid fighting them when other creatures are in the room if they can ward you. [[Waern]] grapples will cause stuns. Incanting [[Wall of Force (140)]] mitigates the DS loss.&lt;br /&gt;
&lt;br /&gt;
When hunting waern and [[dybbuk]]s the eidolon are an environmental hazard, while when hunting eidolon the waern are a nuisance creature. When the eidolon cast the hex curse there is no warding, which will cause a 25 TD pushdown. This will be blocked by unused acuity flares. Bonespear Tower is a relatively popular hunting place, so be cautious with [[area of effect]] spells. Swarms can pile up inside rooms with doorways. The eidolons in any number are especially vulnerable to an open implosion-dispel cycle from becoming stun locked.&lt;br /&gt;
&lt;br /&gt;
Be very careful on the roof: Because there are no obvious directions out of that room in Bonespear Tower, if you fail to ward their [[Repel (Fear)]] spell, you will probably die (it&#039;ll immobilize you for usually over a minute).&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
They cast the itching Curse which will disarm you. This is dangerous in the tower because weapons can be lost. When you are dead they claw your body, which makes you hidden from sight. The [[spectral shade|spectral shades]] do the same thing in [[Foggy Valley]]. Teleportation magic does not work for entering Bonespear Tower, and parts of the surrounding region are overtly anti-magical, making spell casting impossible. &lt;br /&gt;
&lt;br /&gt;
Eidolon are seven levels higher than [[waern]]s and [[dybbuk]]s. The roof is an eidolon only area, but it is only one room. It is open to the sky so it is possible to use [[Call Lightning (125)]] there to blast open boxes without having to leave the premises. The tower shakes causing knock downs.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Eidolon was the name of a city in the [[ICE age|I.C.E. Age]] history that floated above sea level using what we now call [[veniom]]. It would have been located on the continent of Emer, which was changed to [[Finnia]], and does not exist in modern Elanthian history. While Eidolon was shifted to &amp;quot;Veilmor&amp;quot; in the Elanthian Herald glossary, it was probably the root word for [[Idolone]]. Idolone was used by the town guard [[Quin Telaren]] as a proposed &amp;quot;run away with me&amp;quot; fantasy with Helga, whose family was even older, originating in GemStone II. Eidolon was the capital of the city-state Sel-Kai, the largest merchant center of [[Shadow World]], likely the root of [[Kai-Toka]]. These were retconned to be cities in what is now the [[Turamzzyrian Empire]]. &lt;br /&gt;
&lt;br /&gt;
What eventually became the [[airship]] called the [[Ilyan Cloud]] was originally intended to be a skyship that would have traveled to the floating city of Eidolon. It was later converted into a [[House Loenthra|Loenthran]] merchant ship, named for the [[Iylari|Ilya]] family, after the conversion from the [[ICE age|I.C.E. Age]] ending.&lt;br /&gt;
&lt;br /&gt;
The word &amp;quot;eidolon&amp;quot; itself as a deceased spirit comes from ancient Greek literature. [https://en.wikipedia.org/wiki/The_Dark_Eidolon &amp;quot;The Dark Eidolon&amp;quot;] by Clark Ashton Smith may have [[Muylari#Behind the Scenes|influenced]] [[Shadow Valley]] and had &amp;quot;titanic skeletons&amp;quot; like [[Maleskari]], the demon lord trapped in the walls of Bonespear Tower. The &amp;quot;dark eidolon&amp;quot; itself was a huge statue of a demon surrounded by horse skull shaped lamps, which may be relevant to the statue of [[Marlu#The Broken Lands|Marlu]] in [[The Broken Lands]], as well as his [http://www.eldritchdark.com/writings/short-stories/44/the-devotee-of-evil &amp;quot;The Devotee of Evil&amp;quot;]. His [http://www.eldritchdark.com/writings/short-stories/27/the-colossus-of-ylourgne &amp;quot;The Colossus of Ylourgne&amp;quot;] unambiguously influenced Bonespear Tower and [[Castle Anwyn]]. The word &amp;quot;misshapen&amp;quot; is used often in the Bonespear story. This is a signature adjective for Clark Ashton Smith when describing horrors.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Eidolon Eidolon on Wikipedia]&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;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Night_mare&amp;diff=264528</id>
		<title>Night mare</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Night_mare&amp;diff=264528"/>
		<updated>2026-08-25T11:25:15Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked ability &amp;#039;Repel (Fear)&amp;#039; to its article.&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 = 43 &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 = Equine &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 = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Shadow Valley &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 = 400&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|[[Stomp (attack)|Stomp]]|+240 [[Attack strength|AS]]}}&lt;br /&gt;
  {{Creature ability|Charge|+260 [[Attack strength|AS]]}}&lt;br /&gt;
| bolt =&lt;br /&gt;
  {{Creature ability|[[Balefire (713)]]|+244 [[Attack strength|AS]]}}&lt;br /&gt;
| warding =&lt;br /&gt;
  {{Creature ability|[[Pain (711)]]|+220 [[Casting strength|CS]]}}&lt;br /&gt;
  {{Creature ability|[[Repel (Fear)]]|+235 [[Casting strength|CS]]}}&lt;br /&gt;
{{Creature ability|[[Dark Catalyst (719)]]|+220 [[Casting strength|CS]]}}&lt;br /&gt;
| ability =&lt;br /&gt;
  {{Creature ability|[[Elemental Dispel (417)]]}} &lt;br /&gt;
| maneuver =&lt;br /&gt;
  {{Creature ability|TD Boost}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |+177 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+150 [[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]] |+171 [[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]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[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]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |+180 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[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;
| ability = &lt;br /&gt;
  {{creature ability|[[Spirit Warding I (101)]]}}&lt;br /&gt;
  {{creature ability|[[Spirit Defense (103)]]}}&lt;br /&gt;
  {{creature ability|[[Spirit Warding II (107)]]}}&lt;br /&gt;
  {{creature ability|[[Lesser Shroud (120)]]}}&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 = [[Glowing violet mote of essence]]&lt;br /&gt;
 | skin = a silvery hoof&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
Eyes glowing green with the hatred of the dead, the night mare&#039;s stare bores right through you.  A magnificently beautiful equine, the night mare seems to be bathed in a deep green glow that tosses roiling shadows across her coat.  Upon closer inspection, shadows can be seen that roil and crawl across its coat much like the nightmares that keep many awake at night.  It is said that gazing upon a nightmare for too long will induce waking nightmares that are difficult to shake off.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
You can keep a spell prepped to avoid being debuffed. However, this can backfire on you badly, as you can suffer nerve damage or even be killed.&lt;br /&gt;
&lt;br /&gt;
Do not touch or interact with [[Magru#Behind the Scenes|the ooze]], whether the black stream, puddles, or ponds. These are poisonous and acidic.&lt;br /&gt;
&lt;br /&gt;
Beware the [[Gas cloud|gas clouds]] from [[Shadow steed|steeds]] in this hunting area. They can be eliminated by casting dispel at it.&lt;br /&gt;
&lt;br /&gt;
Night mares cast [[Dark Catalyst (719)|Dark Catalyst]], which is lethal or extremely dangerous even on a low warding success, unless you have little mana remaining. Therefore, it is strongly suggested you have enough TD to always ward this spell.&lt;br /&gt;
==Other information==&lt;br /&gt;
*Night mares used to cast [[Nightmare (713)]], per their theme, but now cast [[Balefire (713)]] rather than the curse version of nightmare.&lt;br /&gt;
&lt;br /&gt;
*They have a defensive maneuver that allows them to temporarily spike their TD by +150:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
You channel at a night mare.&lt;br /&gt;
A night mare exudes a sickly yellow mist, creating a shimmering haze all around her!&lt;br /&gt;
 CS: +247 - TD: +327 + CvA: +25 + d100: +17 == -38&lt;br /&gt;
 Warded off!&lt;br /&gt;
 A dull grey beam snakes out toward the night mare, but dissipates upon impact.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
* Night mares are immune to cold.&lt;br /&gt;
&lt;br /&gt;
* The mists hanging in the area are environmental hazards, which are capable of poisoning you:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A dull grey mist seeps up from the ground beneath your feet, and within moments has wrapped itself around you completely, covering you with a warm grey slime!&lt;br /&gt;
&lt;br /&gt;
You begin to gag and choke as your feel weak and listless, and the world [[Jaron Galarn#Behind the Scenes|seems to speed up]] around you!&lt;br /&gt;
&lt;br /&gt;
A sickly yellow mist oozes out of the ground and wraps itself around your ankles, insinuating its way up your leg.  In seconds, it has covered you with a thin yellow membrane!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Their skins (a silvery hoof) are widely sought by [[wizard]]s who engage in [[Alchemy]], as they are the most difficult to obtain ingredient in one recipe for [[Haste (506)|thick silver potion]]s.&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Nightmares were actually &amp;quot;Demon Horses&amp;quot; in [[Rolemaster]]. They would be demon-possessed horses, who would seek vengeance, either against those who had wronged the demon or the horse in life. They are treated as undead in GemStone, and are not considered extraplanar beings for system purposes. The [[Muylari#Behind the Scenes|Terrorite]] of [[Shadow Valley]] would summon demonic servants, some of whom were known to ride nightmares. The trouble is that it was the Terrorite that had wronged the horses, so when they returned the equines flew up and defeated it. Prior to their return the valley was filled with [[dust beetle|dust beetles]]. These beetles along with the possession, [[A Popular History of Shadow Valley|amnesia story]], and possibly the northeast orientation of [[The Graveyard]], are from [http://www.hplovecraft.com/writings/texts/fiction/sot.aspx &amp;quot;The Shadow out of Time&amp;quot;] by H.P. Lovecraft. It was also important in its relation to [[Empress Kadaena]] for [[The Broken Lands]] and [[Purgatory]]. &lt;br /&gt;
&lt;br /&gt;
The decaying pond on their Shadow Plain of &amp;quot;viscous black sludge&amp;quot; is self-aware, poisonous, and [https://books.google.ca/books?id=ev8mCAAAQBAJ&amp;amp;pg=PA116&amp;amp;lpg=PA116&amp;amp;dq=shoggoth+acid&amp;amp;source=bl&amp;amp;ots=lJeCgzYvxH&amp;amp;sig=PrxO_jasGKX_hzDtaO9syStidwA&amp;amp;hl=en&amp;amp;sa=X&amp;amp;redir_esc=y#v=onepage&amp;amp;q=shoggoth%20acid&amp;amp;f=false corrosive], which is probably a [[magru#Behind the Scenes|shoggoth]] allusion given the [[Moaning spirit#Behind the Scenes|basis]] on [http://www.hplovecraft.com/writings/texts/fiction/mo.aspx &amp;quot;The Mound&amp;quot;]: &#039;&#039;&amp;quot;they were amorphous lumps of viscous black slime that took temporary shapes for various purposes.&amp;quot;&#039;&#039; The story has an ominous wild herd trampling through a vast plain, with a telepathic race of [[Spectral miner|phasers]] who only interact with the surface world through [[Muylari#Behind the Scenes|dreams]]. (The stampeding and dead &#039;&#039;horses&#039;&#039; - or the [[Ghostly pooka#Behind the Scenes|poison colors]], [[Moaning spirit#Behind the Scenes|chalk powder]], and groundwater contamination - are from [http://www.hplovecraft.com/writings/texts/fiction/cs.aspx &amp;quot;The Colour Out of Space&amp;quot;].) They worshipped a number of [[Magru#Behind the Scenes|Great Old Ones]] such as [[Spectral miner#Behind the Scenes|Cthulhu]], [[Myklian#Behind the Scenes|Tsathoggua]], and the serpent god Yig, who looked exactly like a Terrorite demon. The black tarry rivers of [[Magru#Behind the Scenes|Yuggoth]] are from [http://www.hplovecraft.com/writings/texts/fiction/wid.aspx &amp;quot;The Whisperer in Darkness&amp;quot;], which cites in context Tsathoggua in [[Muylari#Behind the Scenes|N&#039;kai]] as well as Yoth and K&#039;n-yan.&lt;br /&gt;
&lt;br /&gt;
The telling point about the [[Moaning spirit#Behind the Scenes|pond as magru]] scene is the &amp;quot;piles of [[Traag#Behind the Scenes|large bleached bones]]&amp;quot;, which implies it was how the horses were actually killed. In the story the [[Jaron Galarn|conquistador]] discovers a ruined shrine of [[Spectral miner#Behind the Scenes|Cthulhu]] made of all gold and barricades himself from the herd. This corresponds to the silver equine statue. The &amp;quot;bizarre form of the many basins and braziers&amp;quot; [[myklian#Behind the Scenes|reflects]] the [[Marlu#The Broken Lands|Dark Shrine]], and is near another such puddle smelling of rotted flesh. The blocked rivers (here black sludge), earthquake motifs, and the horses as warders against an evil dragon, come from the ancient [https://en.wikipedia.org/wiki/Vala_(Vedic) Vedic myth]. The fundamental idea of piecing together the understanding of a sublime horror from [[Greater vruul#Behind the Scenes|vastly disparate]] knowledge is from [http://www.hplovecraft.com/writings/texts/fiction/cc.aspx &amp;quot;The Call of Cthulhu&amp;quot;].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Mare Mare on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 41&lt;br /&gt;
|levelm1 = 42&lt;br /&gt;
|level = 43&lt;br /&gt;
|levelp1 = 44&lt;br /&gt;
|levelp2 = 45&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Eidolon&amp;diff=264527</id>
		<title>Eidolon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Eidolon&amp;diff=264527"/>
		<updated>2026-08-25T11:24:58Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked ability &amp;#039;Repel (Fear)&amp;#039; to its article, also mentioned it&amp;#039;s the powered up version.&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 = Eidolon_Colored.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 = Eidolon &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 = Bonespear Tower&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 = 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 = Closed fist  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 248 to 307&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 = Pain (711) &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 = Curse (715)&lt;br /&gt;
| WDB = ?&lt;br /&gt;
| WD3 = Pestilence (716)&lt;br /&gt;
| WDC = ?&lt;br /&gt;
| WD4 = Torment (718)&lt;br /&gt;
| WDD = ?&lt;br /&gt;
| WD5 = Repel (Fear) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDE = 251&lt;br /&gt;
| OS1 =   &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 348 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = 286&lt;br /&gt;
| BarTD = 179 to 209&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = 204&lt;br /&gt;
| SorTD = 245 to 254&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 217 to 252&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 231&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Spirit Warding I (101) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Spirit Defense (103)&lt;br /&gt;
| DSP3 = Lesser Shroud (120)&lt;br /&gt;
| DSP4 = Elemental Defense I (401)&lt;br /&gt;
| DSP5 = Elemental Defense II (406)&lt;br /&gt;
| DSP6 = Elemental Defense III (414)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet mote of essence]]&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The eidolon is a nightmarish vision of pure evil, appearing from the shadows like a disconcerting fragment of thought that haunts you relentlessly.  The eidolon&#039;s eyes shine out of its ephemeral silhouette like twin coals, radiating hatred and hunger.  The monstrous apparition is as big as it is misshapen, towering over a tall giantman as it moves in rapid spurts that defy the eye&#039;s ability to follow its progress.  As it conjures and strikes, its extremities contort and blur through each other, amplifying its grotesque demeanor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Eidolon will sometimes be &amp;quot;bound by some unseen force&amp;quot; and become &amp;quot;frozen in place.&amp;quot; They will cast [[Torment (718)]] at you, which is a back-and-forth until either of you is dead spell, except the eidolon are immune to unbalancing. It will sometimes hit them and end the spell early. Stance offensive will boost TD and maximize the backlash of Torment on the eidolon, so it is wise to avoid fighting them when other creatures are in the room if they can ward you. [[Waern]] grapples will cause stuns. Incanting [[Wall of Force (140)]] mitigates the DS loss.&lt;br /&gt;
&lt;br /&gt;
When hunting waern and [[dybbuk]]s the eidolon are an environmental hazard, while when hunting eidolon the waern are a nuisance creature. When the eidolon cast the hex curse there is no warding, which will cause a 25 TD pushdown. This will be blocked by unused acuity flares. Bonespear Tower is a relatively popular hunting place, so be cautious with [[area of effect]] spells. Swarms can pile up inside rooms with doorways. The eidolons in any number are especially vulnerable to an open implosion-dispel cycle from becoming stun locked.&lt;br /&gt;
==Other information==&lt;br /&gt;
They cast the itching Curse which will disarm you. This is dangerous in the tower because weapons can be lost. When you are dead they claw your body, which makes you hidden from sight. The [[spectral shade|spectral shades]] do the same thing in [[Foggy Valley]]. Teleportation magic does not work for entering Bonespear Tower, and parts of the surrounding region are overtly anti-magical, making spell casting impossible. &lt;br /&gt;
&lt;br /&gt;
Their Repel spell is powered up: It can result in total immobilization due to terror even on warding failures between 101 and 150.&lt;br /&gt;
&lt;br /&gt;
Eidolon are seven levels higher than [[waern]]s and [[dybbuk]]s. The roof is an eidolon only area, but it is only one room. It is open to the sky so it is possible to use [[Call Lightning (125)]] there to blast open boxes without having to leave the premises. The tower shakes causing knock downs.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
Eidolon was the name of a city in the [[ICE age|I.C.E. Age]] history that floated above sea level using what we now call [[veniom]]. It would have been located on the continent of Emer, which was changed to [[Finnia]], and does not exist in modern Elanthian history. While Eidolon was shifted to &amp;quot;Veilmor&amp;quot; in the Elanthian Herald glossary, it was probably the root word for [[Idolone]]. Idolone was used by the town guard [[Quin Telaren]] as a proposed &amp;quot;run away with me&amp;quot; fantasy with Helga, whose family was even older, originating in GemStone II. Eidolon was the capital of the city-state Sel-Kai, the largest merchant center of [[Shadow World]], likely the root of [[Kai-Toka]]. These were retconned to be cities in what is now the [[Turamzzyrian Empire]]. &lt;br /&gt;
&lt;br /&gt;
What eventually became the [[airship]] called the [[Ilyan Cloud]] was originally intended to be a skyship that would have traveled to the floating city of Eidolon. It was later converted into a [[House Loenthra|Loenthran]] merchant ship, named for the [[Iylari|Ilya]] family, after the conversion from the [[ICE age|I.C.E. Age]] ending.&lt;br /&gt;
&lt;br /&gt;
The word &amp;quot;eidolon&amp;quot; itself as a deceased spirit comes from ancient Greek literature. [https://en.wikipedia.org/wiki/The_Dark_Eidolon &amp;quot;The Dark Eidolon&amp;quot;] by Clark Ashton Smith may have [[Muylari#Behind the Scenes|influenced]] [[Shadow Valley]] and had &amp;quot;titanic skeletons&amp;quot; like [[Maleskari]], the demon lord trapped in the walls of Bonespear Tower. The &amp;quot;dark eidolon&amp;quot; itself was a huge statue of a demon surrounded by horse skull shaped lamps, which may be relevant to the statue of [[Marlu#The Broken Lands|Marlu]] in [[The Broken Lands]], as well as his [http://www.eldritchdark.com/writings/short-stories/44/the-devotee-of-evil &amp;quot;The Devotee of Evil&amp;quot;]. His [http://www.eldritchdark.com/writings/short-stories/27/the-colossus-of-ylourgne &amp;quot;The Colossus of Ylourgne&amp;quot;] unambiguously influenced Bonespear Tower and [[Castle Anwyn]]. The word &amp;quot;misshapen&amp;quot; is used often in the Bonespear story. This is a signature adjective for Clark Ashton Smith when describing horrors.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Eidolon Eidolon on Wikipedia]&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;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Athletic_dark-eyed_incubus&amp;diff=264526</id>
		<title>Athletic dark-eyed incubus</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Athletic_dark-eyed_incubus&amp;diff=264526"/>
		<updated>2026-08-25T11:22:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Removed empty and irrelevant section.&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 = 68&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 =  Extraplanar&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Den of Rot&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 = Ensnare&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = (lunge) 245-276&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 = Song of Depression (1015) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 300&lt;br /&gt;
| WD2 = Repel (Fear)&lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 =&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6N&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 275 (in offensive)&lt;br /&gt;
| Ranged =&lt;br /&gt;
| Bolt = 275 (in offensive)&lt;br /&gt;
| UDF = 473&lt;br /&gt;
| BarTD = 243-249&lt;br /&gt;
| CleTD = 277&lt;br /&gt;
| EmpTD = 270-289&lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 273&lt;br /&gt;
| MnSTD = 248&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Almost lewdly handsome, an athletic dark-eyed incubus moves with the grace of a fencer and has the body of a wrestler.  He is bare to the waist and clad only in form-fitting trousers of supple, dark leather.  The incubus&#039;s eyes are inky black pools that lend an otherworldly quality to his intensely masculine beauty.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Incubi will heal themselves over time, much like [[troll]]s.  Disablers such as [[Web (118)]] or [[Empathy (1108)]] as openers are helpful as incubi cannot be [[stunned]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
The Incubi cast the cold version of [[Earthen Fury (917)]].&lt;br /&gt;
&lt;br /&gt;
===Arrival/departure Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Shadows collect nearby, building themselves into a well-muscled and masculine form.  As the darkness drips away, it reveals a dazzlingly attractive incubus with eyes as black as pitch.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An athletic dark-eyed incubus struts in, a cocksure smirk on his face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Muscles bunching alluringly beneath his skin, an athletic dark-eyed incubus struts east.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ability Messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An athletic dark-eyed incubus begins singing a softly melodic melody, his lips quirking with cruel amusement.&lt;br /&gt;
An athletic dark-eyed incubus directs his otherworldly spellsong at you!&lt;br /&gt;
The ground beneath your feet suddenly frosts and rumbles violently!&lt;br /&gt;
Icy stalagmites burst from the ground beneath you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An athletic dark-eyed incubus runs a hand down his taut chest, quirking one eyebrow archly.&lt;br /&gt;
An athletic dark-eyed incubus tries to wrap you in his well-muscled arms!&lt;br /&gt;
  AS: +276 vs DS: +xxx with AvD: +xx + d100 roll: +xx = +xxx&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Death and Looting Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The nearby shadows resound with the impact as an athletic dark-eyed incubus falls to the ground.&lt;br /&gt;
A shadow seems to detach itself from an athletic dark-eyed incubus, swiftly dissipating into the air.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;lt;Person&amp;gt; searches an athletic dark-eyed incubus.&lt;br /&gt;
Shadows crawl toward the form of an athletic dark-eyed incubus, engulfing it in a stygian tide.  The darkness dissolves into the ground with a faint sound of rushing liquid.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dialogue===&lt;br /&gt;
&lt;br /&gt;
(to someone hiding)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;An athletic dark-eyed incubus directs an arch smile into the shadows.&lt;br /&gt;
&lt;br /&gt;
An athletic dark-eyed incubus&#039;s lightless black eyes rove the shadows, and he says, &amp;quot;You seem to have adopted the darkness.  No matter.  But remember, the shadows belong to my kind.&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 66&lt;br /&gt;
|levelm1 = 67&lt;br /&gt;
|level = 68&lt;br /&gt;
|levelp1 = 69&lt;br /&gt;
|levelp2 = 70&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shadow_steed&amp;diff=264525</id>
		<title>Shadow steed</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shadow_steed&amp;diff=264525"/>
		<updated>2026-08-25T11:21:12Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked ability &amp;#039;Repel (Fear)&amp;#039; to its article.&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 = 38 &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 = Equine &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Quadruped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Shadow Valley &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 = 400&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|[[Charge (attack)|Charge]]|+224 to +272 [[Attack strength|AS]]}}&lt;br /&gt;
  {{Creature ability|[[Stomp (attack)|Stomp]]|+204 to +264 [[Attack Strength|AS]]}}&lt;br /&gt;
| nobolt =&lt;br /&gt;
| warding =&lt;br /&gt;
  {{Creature ability|[[Sleep (501)]]|+208 [[CS]]}}&lt;br /&gt;
  {{creature ability|[[Cold Snap (512)]]|+211 [[CS]]}}&lt;br /&gt;
  {{creature ability|[[Repel (Fear)]]|+200 [[CS]]}}&lt;br /&gt;
| ability = &lt;br /&gt;
  {{creature ability|[[Elemental Wave (410)]]}}&lt;br /&gt;
  {{creature ability|[[Ice Patch (512)]]|AoE}}&lt;br /&gt;
  {{creature ability|[[Gas cloud]]|Area of Effect}}&lt;br /&gt;
| maneuver =&lt;br /&gt;
  {{creature ability|Fade to Shadows|[[Invisibility (916)]]}}&lt;br /&gt;
  {{creature ability|AS Boost|+289 to +329}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |+202 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |+209 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+122 [[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]] |+138 to +155 [[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]] |+131 to +145 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[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]] |+150 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |+149 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[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;
| ability = &lt;br /&gt;
  {{creature ability|[[Elemental Defense I (401)]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Defense II (406)]]}}&lt;br /&gt;
  {{creature ability|[[Thurfel&#039;s Ward (503)]]}}&lt;br /&gt;
  {{creature ability|[[Strength (509)]]}}&lt;br /&gt;
  {{creature ability|[[Mass Blur (911)]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other =  [[Glowing violet essence dust]]&lt;br /&gt;
 | skin = a silvery tail&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
As magnificent as any living horse, this shadow steed stares beyond you with glowing red eyes.  Its matte black coat provides a sharp contrast to its shining silvery tail and mane.  The shadow steed paws the ground restlessly with its front hooves as it swishes its tail, flickering into and out of the shadows.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Shadow steeds are found in the same place as [[shadow mare|shadow mares]], so it is necessary to consider both of them. Shadow mares can notably be knocked down with [[Elemental Wave (410)]], but shadow steeds are immune to the effects of the spell. Thus, while the steeds are capable of knocking you down with that spell, you cannot use it to give yourself breathing space on RT from standing back up. While the shadow mares will stun easily, the same is not true of the steeds.&lt;br /&gt;
&lt;br /&gt;
Both shadow steeds and mares have the ability to disappear, effectively negating your attack on them. However, while they are &amp;quot;invisible&amp;quot;, they cannot be sensed with [[Presence (402)]]. They are also non-corporeal undead, so they are not vulnerable to critical hits. Steeds are stun resistant even under [[Phase (704)]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Shadow steeds can shake off stuns.&lt;br /&gt;
&lt;br /&gt;
* Shadow steeds are immune to [[Elemental Wave (410)]] and [[Quake (709)]].&lt;br /&gt;
&lt;br /&gt;
Shadow steeds have a chance to turn invisible after an attack or maneuver is made against it:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;Just as you move to strike, the shadow steed fades into the shadows!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shadow steeds have an AS boosting maneuver, which allows their Charge AS to go up to +329:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;A shadow steed rears back on its hind legs!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shadow steeds sometimes have a spiritual warding attack (-20 TD pushdown) following successful melee hits:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A shadow steed stomps at you with its foot!&lt;br /&gt;
AS: +229 vs DS: +198 with AvD: +42 + d100 roll: +63 = +136&lt;br /&gt;
... and hits for 15 points of damage!&lt;br /&gt;
Blow raises a welt on your right arm.&lt;br /&gt;
CS: +194 - TD: +204 + CvA: +10 + d100: +56 - -5 == +61&lt;br /&gt;
Warded off!&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1385 Shadow steed on Play.net bestiary]&lt;br /&gt;
* [[The Tale of Silver Valley]] - Sage [[Selias Jodame]], Circa IIVI&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 36&lt;br /&gt;
|levelm1 = 37&lt;br /&gt;
|level = 38&lt;br /&gt;
|levelp1 = 39&lt;br /&gt;
|levelp2 = 40&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spectral_shade&amp;diff=264524</id>
		<title>Spectral shade</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spectral_shade&amp;diff=264524"/>
		<updated>2026-08-25T11:20:48Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked ability &amp;#039;Repel (Fear)&amp;#039; to its article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = Spectral_shade.jpg&lt;br /&gt;
| level = 35 &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 = Foggy Valley &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 = ?&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|[[Halberd|Blackened scythe]]|+239 [[Attack strength|AS]]}}&lt;br /&gt;
| bolt =&lt;br /&gt;
  {{Creature ability|[[Major Fire (908)]]|+192 [[Attack strength|AS]]}}&lt;br /&gt;
  {{Creature ability|[[Major Shock (910)]]|+192 [[Attack strength|AS]]}}&lt;br /&gt;
| warding =&lt;br /&gt;
  {{Creature ability|[[Repel (Fear)]]}}&lt;br /&gt;
  {{Creature ability|[[Sleep (501)]]}}&lt;br /&gt;
| nomaneuver =&lt;br /&gt;
| noability =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+115 to +130 [[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]] |+135 [[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]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[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]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |+140 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |+129 [[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;
  {{creature ability|[[Armor]] |None}}&lt;br /&gt;
  {{creature ability|[[CvA]] |+25}}&lt;br /&gt;
| ability = &lt;br /&gt;
  {{creature ability|[[Elemental Defense I (401)|Elemental Defense I]]}}&lt;br /&gt;
  {{creature ability|[[Elemental Defense II (406)|Elemental Defense II]]}}&lt;br /&gt;
  {{creature ability|[[Presence (402)]]}}&lt;br /&gt;
  {{creature ability|[[Thurfel&#039;s Ward (503)]]}}&lt;br /&gt;
  {{creature ability|[[Celerity (506)]]}}&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
The spectral shade is a mere shadow of a creature most of the time, yet it can resolve itself into immediate solidity when on the attack.  Possessed of both potent physical and magical attacks, the spectral shade calls upon its many offensive capabilities to strike the living whenever possible.  The spectral shade is best hunted in the daytime, as it blends easily into the darkness of night.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
The spectral shades claw at your body when you are dead. It does not incur any additional wounds, but your body can become hidden.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Shade_(mythology) Shade on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 33&lt;br /&gt;
|levelm1 = 34&lt;br /&gt;
|level = 35&lt;br /&gt;
|levelp1 = 36&lt;br /&gt;
|levelp2 = 37&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spectral_woodsman&amp;diff=264523</id>
		<title>Spectral woodsman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spectral_woodsman&amp;diff=264523"/>
		<updated>2026-08-25T11:20:29Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked ability &amp;#039;Repel (Fear)&amp;#039; to its article.&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 = 35 &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 = Icemule Environs &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 = 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 = Battle axe &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 194 to 219&lt;br /&gt;
| BT1 = Minor Acid (904) &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 212&lt;br /&gt;
| BT2 = Major Cold (907)&lt;br /&gt;
| BTB = 212&lt;br /&gt;
| BT3 = Major Fire (908)&lt;br /&gt;
| BTC = 218&lt;br /&gt;
| BT4 = Major Shock (910)&lt;br /&gt;
| BTD = 218&lt;br /&gt;
| WD1 = Repel (Fear)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 188&lt;br /&gt;
| WD2 = Mind blanked?&lt;br /&gt;
| WDB = 195 &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  [[Gas cloud]] &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 5 &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 = 250 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 125 to146&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 135 to 159&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 131&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Elemental Defense I (401) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Presence (402)&lt;br /&gt;
| DSP3 = Elemental Defense II (406)&lt;br /&gt;
| DSP4 = Thurfel&#039;s Ward (503)&lt;br /&gt;
| DSP5 = Celerity (506)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = [[Glowing violet essence dust]]&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The spectral woodsman floats through the forests it once knew in life, but the forests no longer know it.  Now locked into an undead state, the spectral woodsman is merely a shade of its former self.  The woodsman&#039;s sunken eyes stare out from darkened sockets and its long, unkempt hair flutters wildly as if in a strong wind.  The spectral woodsman unceasingly seeks to destroy the living.  If it cannot return to life, perhaps making everything dead will bring it all back to it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Combat Messaging==&lt;br /&gt;
;[[Battle axe]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman swings a rusty woodsman&#039;s axe at you!&lt;br /&gt;
  AS: +204 vs DS: +282 with AvD: +37 + d100 roll: +7 = -34&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Minor Acid (904)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman hurls a hissing stream of acid at you!&lt;br /&gt;
  AS: +212 vs DS: +630 with AvD: +40 + d100 roll: +51 = -327&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Cold (907)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman hurls a freezing ball of pure cold at you!&lt;br /&gt;
  AS: +212 vs DS: +539 with AvD: +65 + d100 roll: +97 = -165&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Fire (908)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman hurls a roaring ball of fire at you!&lt;br /&gt;
  AS: +218 vs DS: +630 with AvD: +70 + d100 roll: +69 = -273&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Major Shock (910)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman hurls a powerful lightning bolt at you!&lt;br /&gt;
  AS: +218 vs DS: +630 with AvD: +50 + d100 roll: +24 = -338&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Gas cloud|Gas Cloud]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman nods at you!&lt;br /&gt;
You notice a gas cloud begin to form above you.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Repel (fear)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman nods at you!&lt;br /&gt;
  CS: +188 - TD: +164 + CvA: +8 + d100: +69 == +101&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The spectral woodsman suddenly transforms into a horridly grotesque image, inducing utter terror in your soul!&lt;br /&gt;
You bolt northward!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Mind blanked?&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman nods at you!&lt;br /&gt;
  CS: +195 - TD: +159 + CvA: +8 + d100: +77 - -5 == +126&lt;br /&gt;
  Warding failed!&lt;br /&gt;
Your mind goes completely blank.&lt;br /&gt;
Forced to stance offensive.&lt;br /&gt;
&lt;br /&gt;
You awake startled as a rotting farmhand attacks you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
*Regrettably, these are also in the same area as [[elder tree spirit]]s, who may slip into the room and cast [[Earthen Fury (917)]] or [[Call Lightning (125)]].&lt;br /&gt;
&lt;br /&gt;
;Appearance&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You see a fairly typical spectral woodsman.&lt;br /&gt;
He appears to be in good shape.&lt;br /&gt;
He has a weathered plaid flannel cap (worn), some torn woodsman&#039;s leathers (worn), some heavy leather boots (worn), a rusty woodsman&#039;s axe and a tattered plaid flannel shirt (worn).&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Spawning&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Dark shadows swirl around as a spectral woodsman coalesces in front of you!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman floats in!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Leaving&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman floats north.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;You hear a sound like a child weeping as a white glow separates itself from the spectral woodsman&#039;s body and rises into the heavens.&lt;br /&gt;
The spectral woodsman slumps silently to the ground and begins to rapidly dissipate.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Celerity (506)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman waves a ghastly hand!&lt;br /&gt;
The spectral woodsman suddenly starts moving light-footedly.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Presence (402)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A spectral woodsman waves a ghastly hand!&lt;br /&gt;
The spectral woodsman appears to be keenly aware of its surroundings.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Messaging===&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 33&lt;br /&gt;
|levelm1 = 34&lt;br /&gt;
|level = 35&lt;br /&gt;
|levelp1 = 36&lt;br /&gt;
|levelp2 = 37&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lesser_shade&amp;diff=264522</id>
		<title>Lesser shade</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lesser_shade&amp;diff=264522"/>
		<updated>2026-08-25T11:20:17Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked ability &amp;#039;Repel (Fear)&amp;#039; to its article.&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 = Lesser_shade.jpg&lt;br /&gt;
| level = 2 &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 = Wehnimer&#039;s Landing&lt;br /&gt;
| area2 = Coastal Cliffs&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 = 44&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 = Short sword&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 43&lt;br /&gt;
| PA2 = Falchion&lt;br /&gt;
| PAB = 43&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Calm (201)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 10&lt;br /&gt;
| WD2 = Repel (Fear)&lt;br /&gt;
| WDB = 14&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 18&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 = -17 &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = -20&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 6&lt;br /&gt;
| CleTD = 6&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 6&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = 6&lt;br /&gt;
| MnETD = 6&lt;br /&gt;
| MjSTD = 6&lt;br /&gt;
| MnSTD = 6&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure &lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | skin = None&lt;br /&gt;
 | other = Alchemy (common)&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The lesser shade bears the outline of a man and looks solid, but you can see faint images of the background through it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
Lesser Shades are very vulnerable to bolt spells.  The shades in the catacombs drop valuable augmented breastplates, making them especially good early prey for young spellcasters.  However, due to their heavy armor, lighter weapons may have difficulty inflicting heavy damage.&lt;br /&gt;
==Other information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Shade_(mythology) Shade on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 0&lt;br /&gt;
|levelm1 = 1&lt;br /&gt;
|level = 2&lt;br /&gt;
|levelp1 = 3&lt;br /&gt;
|levelp2 = 4&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wraith&amp;diff=264521</id>
		<title>Wraith</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wraith&amp;diff=264521"/>
		<updated>2026-08-25T11:20:06Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked ability &amp;#039;Repel (Fear)&amp;#039; to its article.&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 = Wraith.jpg&lt;br /&gt;
| level = 15 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Wraith &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 = Icemule Environs&lt;br /&gt;
| area2 = Wehnimer&#039;s Environs&lt;br /&gt;
| area3 = 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 = 130&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|[[Claw (attack)|Claw]]|+137 [[Attack strength|AS]]}}&lt;br /&gt;
  {{creature ability|[[Closed fist]]|+137 [[Attack strength|AS]]}}&lt;br /&gt;
  {{creature ability|[[Short sword]]|+147 [[Attack strength|AS]]}}&lt;br /&gt;
 | bolt =&lt;br /&gt;
  {{creature ability|[[Major Cold (907)]]|+127 [[Attack strength|AS]]}}&lt;br /&gt;
  {{creature ability|[[Major Shock (910)]]|+127 [[Attack strength|AS]]}}&lt;br /&gt;
 | warding =&lt;br /&gt;
  {{creature ability|[[Repel (Fear)]]|+99 [[CS]]}}&lt;br /&gt;
 | noability =&lt;br /&gt;
 | nomaneuver =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes&lt;br /&gt;
| defense =&lt;br /&gt;
  {{creature ability|[[Melee]] |+100 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Unarmed combat system|UAC (Stance DEF)]] | +166 [[Unarmed defense factor|UDF]]}}&lt;br /&gt;
  {{creature ability|[[Ranged]] |&amp;lt;N/A&amp;gt; [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bolt]] |+78 [[Defensive strength|DS]]}}&lt;br /&gt;
  {{creature ability|[[Bard Base]] |+45 [[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]] |+45 [[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]] |+45 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Empath Base]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Paladin Base]] |+50 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Elemental]] |+45 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Elemental]] |+45 [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Major Spiritual]] |&amp;lt;N/A&amp;gt; [[Target defense|TD]]}}&lt;br /&gt;
  {{creature ability|[[Minor Spiritual]] |&amp;lt;N/A&amp;gt; [[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]] |+45 [[Target defense|TD]]}}&lt;br /&gt;
{{creature ability|[[Hitpoint|Hitpoints]] |135 |&amp;lt;N/A&amp;gt; [[Health]]}}&lt;br /&gt;
| noability = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a wraith talon&lt;br /&gt;
 | nobox =&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
A creature of darkness, the wraith shies away from the light, preferring to ambush and rend its prey in the safety of the deep shadows.  Its crimson eyes glare hatefully at the world around it, while its tortured grimace displays sharp, gleaming fangs.  Proficient with weaponry, a disarmed wraith is still a formidable foe, as its long, sharp talons indicate.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
Hunters should use classic &#039;stance dance&#039; methods, dropping to offensive for casting/channeling and returning to guarded or defensive to await the next incoming attack before repeating until the wraith is dead.  This compensates for the high casting ability and fair AS of the creature.&lt;br /&gt;
&lt;br /&gt;
[[Attack strength|AS]] and [[CS]] will be different for each type of attack or spell that the wraith casts. Some recommended spells include [[Spirit Warding I (101)]], [[Spirit Warding II (107)]], [[Elemental Bias (508)]], [[Resist Elements (602)]], and so on.&lt;br /&gt;
&lt;br /&gt;
Good offensive spells to use include [[Mana Disruption (702)]], [[Disintegrate (705)]], [[Minor Fire (906)]], [[Energy Maelstrom (710)]], and [[Sandstorm (914)]].&lt;br /&gt;
&lt;br /&gt;
As these are undead, holy water and other bolt/flare attacks also work well.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Prayer of Holding (301) costs 5 mana when cast against a wraith. Considering it lowers their DS significantly and prevents them from casting, however, it is well worth it.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Wraith Wraith on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 13&lt;br /&gt;
|levelm1 = 14&lt;br /&gt;
|level = 15&lt;br /&gt;
|levelp1 = 16&lt;br /&gt;
|levelp2 = 17&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sheer_fear&amp;diff=264520</id>
		<title>Sheer fear</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sheer_fear&amp;diff=264520"/>
		<updated>2026-08-25T11:19:28Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheer fear&#039;&#039;&#039; is a mechanical event that may occur when a character encounters a higher level [[undead]] creature. This debuff inflicts offensive and defensive penalties, [[staggered]] roundtime, and dropping to [[kneel]]ing.  The severity of the induced fear is primarily dependent on the [[level]] difference between the character and the undead creature in question.  The [[attack strength]] (AS), [[defensive strength]] (DS), [[casting strength]] (CS), [[target defense]] (TD), and [[Standard_maneuver_roll#SMR_v2|standard maneuver roll]] (SMRv2) penalties are applied via the [[horrify]] effect. The AS/DS penalties are (creature level / 2.85), the CS/TD penalties are (creature level / 4.75), and the SMR penalty is (creature level / 4). Against a level 100 creature, this results in -35 AS/DS, -21 CS/TD, and a 25 SMR penalty.&lt;br /&gt;
&lt;br /&gt;
NB: This is not [[Repel (Fear)]] - that is a warding spell undead cast that is also fear based. Sheer fear isn&#039;t a spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Both types of fear will apply [[staggered]] and [[horrify]] effects to the character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lesser sheer fear&#039;&#039;&#039;: Characters between ten and fifteen levels lower than a particular creature will experience a lesser sheer fear. &lt;br /&gt;
* &#039;&#039;&#039;Greater sheer fear&#039;&#039;&#039;: Characters more than fifteen levels below a creature will experience greater sheer fear, which causes one to drop to one&#039;s knees, go into offensive stance, and suffer a longer [[staggered]] effect. Major fear will result in a cycle of warding attempts every 12 seconds to fight off the fear; failure to do so will refresh the [[Horrify|horrified]] effect, force you back to your knees, and apply another set of [[staggered]] roundtime.&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
The following is the formula used to ward major fear additional cycles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 72 = 205 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You are racked by convulsive shivers!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fear Strength (FS) of Attacker: {{mono|attacker level * 3}}&lt;br /&gt;
* Fear Defense (FD) of Defender: {{mono|defender level * 3}}&lt;br /&gt;
* FvP: Various things such as [[stat]]s and adding to defense can add to this.&lt;br /&gt;
&lt;br /&gt;
==Initial Sheer Fear Bonuses==&lt;br /&gt;
The following spells, abilities, and items help prevent sheer fear from taking hold.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Protective Effects&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Spell/Item&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot;|Specifics&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Bravery (211)]]&lt;br /&gt;
| +3 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Heroism (215)]]&lt;br /&gt;
| +3 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Dauntless (1606)]]&lt;br /&gt;
| +3 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Symbol of Courage]]&lt;br /&gt;
| +3 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Minor lichbane talisman|Lichbane talisman, minor]]&lt;br /&gt;
| +10 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Lesser lichbane talisman|Lichbane talisman, lesser]]&lt;br /&gt;
| +20 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Greater lichbane talisman|Lichbane talisman, greater]]&lt;br /&gt;
| Provides &#039;&#039;immunity&#039;&#039; to fear-based attacks.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Sanctify (330)|Sanctified armor]]&lt;br /&gt;
| +1 effective level per tier&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Sanctify (330)|Sanctified shield]]&lt;br /&gt;
| +1 effective level per tier&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Sanctify (330)|Sanctified runestaff]]&lt;br /&gt;
| +1/2 effective level per tier, does not stack with shield&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Voln armor]] (Unlocked)&lt;br /&gt;
| +3 at Tier 2 &amp;amp; 3; +6 at Tier 4.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Ghezyte chelioboros jewelry]]&lt;br /&gt;
| +1 effective level per tier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Fear Warding Bonuses==&lt;br /&gt;
&lt;br /&gt;
The following table displays additional bonuses (FvP) to help with warding additional cycles of major fear from taking effect. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Protective Effects&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Spell/Item/Other&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot;|Specifics&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Discipline]]&lt;br /&gt;
| +([Discipline Base - 40] / 5)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Bravery (211)]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Heroism (215)]]&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Dauntless (1606)]]&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Self Control (613)]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Kai&#039;s Triumph Song (1007)]]&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Song of Valor (1010)]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Yertie&#039;s Yowlp]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Order of Voln]]&lt;br /&gt;
| +1/3 per rank being a member&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Symbol of Courage]]&lt;br /&gt;
| +1/3 per rank in [[Order of Voln|Voln]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|Creature disabled&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|Creature dead&lt;br /&gt;
| +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
;Lesser sheer fear (first person)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;Overcome by the waves of evil emanating from the necrotic snake, your arms fall slack at your side and you find yourself unable to move.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You regain control of your senses!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; Level 34 character versus [[necrotic snake]]. Effect of fear lasted six seconds.&lt;br /&gt;
&lt;br /&gt;
;Greater sheer fear (first person)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;You drop to your knees in utter despair!  Overcome by the foul stench of pure evil emanating from the Citadel herald, your arms fall slack at your sides and feel your limbs slipping away as an utter and complete fear seizes a suffocating control of your mind and body!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Selema gestures at you. &lt;br /&gt;
You are no longer stunned.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 70 = 203 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You gibber in fear! &lt;br /&gt;
&lt;br /&gt;
&amp;gt;Selema gestures at you. &lt;br /&gt;
You are no longer stunned.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;frown &lt;br /&gt;
You don&#039;t seem to be able to move to do that.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 72 = 205 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You are racked by convulsive shivers!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 36 = 169 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You gibber in fear!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 33 = 166 &lt;br /&gt;
Warding failed! &lt;br /&gt;
Your eyes grow wider as the crushing terror increases, every bad dream and fear materializing vividly in your mind&#039;s eye!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): -13 = 120 &lt;br /&gt;
Warding failed! &lt;br /&gt;
The crushing fear continues, and you remain huddled in a spastic, jittering heap!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 84 = 217 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 18 = 151 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): -64 = 69 &lt;br /&gt;
Warded off! &lt;br /&gt;
You slowly regain control of your senses, wiping the tears from your eyes and the drool from your mouth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; Level 25 character versus [[Putrefied Citadel herald]]. Effect of sheer fear lasted approximately two minutes.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]][[Category:Effects and Conditions]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sheer_fear&amp;diff=264519</id>
		<title>Sheer fear</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sheer_fear&amp;diff=264519"/>
		<updated>2026-08-25T11:19:07Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added a note that this isn&amp;#039;t the fear-inducing warding spell some undead have.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheer fear&#039;&#039;&#039; is a mechanical event that may occur when a character encounters a higher level [[undead]] creature. This debuff inflicts offensive and defensive penalties, [[staggered]] roundtime, and dropping to [[kneel]]ing.  The severity of the induced fear is primarily dependent on the [[level]] difference between the character and the undead creature in question.  The [[attack strength]] (AS), [[defensive strength]] (DS), [[casting strength]] (CS), [[target defense]] (TD), and [[Standard_maneuver_roll#SMR_v2|standard maneuver roll]] (SMRv2) penalties are applied via the [[horrify]] effect. The AS/DS penalties are (creature level / 2.85), the CS/TD penalties are (creature level / 4.75), and the SMR penalty is (creature level / 4). Against a level 100 creature, this results in -35 AS/DS, -21 CS/TD, and a 25 SMR penalty.&lt;br /&gt;
&lt;br /&gt;
NB: This is not [[Repel (fear)]] - that is a warding spell undead cast that is also fear based. Sheer fear isn&#039;t a spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
Both types of fear will apply [[staggered]] and [[horrify]] effects to the character.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lesser sheer fear&#039;&#039;&#039;: Characters between ten and fifteen levels lower than a particular creature will experience a lesser sheer fear. &lt;br /&gt;
* &#039;&#039;&#039;Greater sheer fear&#039;&#039;&#039;: Characters more than fifteen levels below a creature will experience greater sheer fear, which causes one to drop to one&#039;s knees, go into offensive stance, and suffer a longer [[staggered]] effect. Major fear will result in a cycle of warding attempts every 12 seconds to fight off the fear; failure to do so will refresh the [[Horrify|horrified]] effect, force you back to your knees, and apply another set of [[staggered]] roundtime.&lt;br /&gt;
&lt;br /&gt;
==Formula==&lt;br /&gt;
The following is the formula used to ward major fear additional cycles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 72 = 205 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You are racked by convulsive shivers!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Fear Strength (FS) of Attacker: {{mono|attacker level * 3}}&lt;br /&gt;
* Fear Defense (FD) of Defender: {{mono|defender level * 3}}&lt;br /&gt;
* FvP: Various things such as [[stat]]s and adding to defense can add to this.&lt;br /&gt;
&lt;br /&gt;
==Initial Sheer Fear Bonuses==&lt;br /&gt;
The following spells, abilities, and items help prevent sheer fear from taking hold.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Protective Effects&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Spell/Item&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot;|Specifics&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Bravery (211)]]&lt;br /&gt;
| +3 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Heroism (215)]]&lt;br /&gt;
| +3 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Dauntless (1606)]]&lt;br /&gt;
| +3 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Symbol of Courage]]&lt;br /&gt;
| +3 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Minor lichbane talisman|Lichbane talisman, minor]]&lt;br /&gt;
| +10 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Lesser lichbane talisman|Lichbane talisman, lesser]]&lt;br /&gt;
| +20 effective levels&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Greater lichbane talisman|Lichbane talisman, greater]]&lt;br /&gt;
| Provides &#039;&#039;immunity&#039;&#039; to fear-based attacks.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Sanctify (330)|Sanctified armor]]&lt;br /&gt;
| +1 effective level per tier&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Sanctify (330)|Sanctified shield]]&lt;br /&gt;
| +1 effective level per tier&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Sanctify (330)|Sanctified runestaff]]&lt;br /&gt;
| +1/2 effective level per tier, does not stack with shield&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Voln armor]] (Unlocked)&lt;br /&gt;
| +3 at Tier 2 &amp;amp; 3; +6 at Tier 4.&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Ghezyte chelioboros jewelry]]&lt;br /&gt;
| +1 effective level per tier&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Fear Warding Bonuses==&lt;br /&gt;
&lt;br /&gt;
The following table displays additional bonuses (FvP) to help with warding additional cycles of major fear from taking effect. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible&amp;quot;&lt;br /&gt;
|+ Protective Effects&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;col&amp;quot;|Spell/Item/Other&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot;|Specifics&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Discipline]]&lt;br /&gt;
| +([Discipline Base - 40] / 5)&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Bravery (211)]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Heroism (215)]]&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Dauntless (1606)]]&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Self Control (613)]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Kai&#039;s Triumph Song (1007)]]&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Song of Valor (1010)]]&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Yertie&#039;s Yowlp]]&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Order of Voln]]&lt;br /&gt;
| +1/3 per rank being a member&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|[[Symbol of Courage]]&lt;br /&gt;
| +1/3 per rank in [[Order of Voln|Voln]]&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|Creature disabled&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot;|Creature dead&lt;br /&gt;
| +25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
;Lesser sheer fear (first person)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;Overcome by the waves of evil emanating from the necrotic snake, your arms fall slack at your side and you find yourself unable to move.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You regain control of your senses!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; Level 34 character versus [[necrotic snake]]. Effect of fear lasted six seconds.&lt;br /&gt;
&lt;br /&gt;
;Greater sheer fear (first person)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;You drop to your knees in utter despair!  Overcome by the foul stench of pure evil emanating from the Citadel herald, your arms fall slack at your sides and feel your limbs slipping away as an utter and complete fear seizes a suffocating control of your mind and body!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;Selema gestures at you. &lt;br /&gt;
You are no longer stunned.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 70 = 203 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You gibber in fear! &lt;br /&gt;
&lt;br /&gt;
&amp;gt;Selema gestures at you. &lt;br /&gt;
You are no longer stunned.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;frown &lt;br /&gt;
You don&#039;t seem to be able to move to do that.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 72 = 205 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You are racked by convulsive shivers!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 36 = 169 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You gibber in fear!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 33 = 166 &lt;br /&gt;
Warding failed! &lt;br /&gt;
Your eyes grow wider as the crushing terror increases, every bad dream and fear materializing vividly in your mind&#039;s eye!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): -13 = 120 &lt;br /&gt;
Warding failed! &lt;br /&gt;
The crushing fear continues, and you remain huddled in a spastic, jittering heap!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 84 = 217 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): 18 = 151 &lt;br /&gt;
Warding failed! &lt;br /&gt;
You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;You struggle against your fear! &lt;br /&gt;
FS: 180 - FD: 75 + FvP: 28 + d100(L): -64 = 69 &lt;br /&gt;
Warded off! &lt;br /&gt;
You slowly regain control of your senses, wiping the tears from your eyes and the drool from your mouth.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note:&#039;&#039; Level 25 character versus [[Putrefied Citadel herald]]. Effect of sheer fear lasted approximately two minutes.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Mechanics]][[Category:Effects and Conditions]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
</feed>