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		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=258851</id>
		<title>Fletching</title>
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		<updated>2026-06-14T20:47:55Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Fletchlings Found in Elanthia */ Fixed up the locations of the creatures you can skin for fletchings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List of fletching materials]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have some natural enchantment. &#039;&#039;&#039;Using ammunition made from magical woods does not increase your Ranged AS.&#039;&#039;&#039; However, certain types of enemies may require magical weapons to hit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Mist Harbor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Cysaegir&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
Some fletchings bestow the ability for the arrow/bolt to flare. Fletchings have a limited number of flares and the fletching description will change once the flares have worn off. The number of remaining flare charges in the bundle can bee seen by &#039;&#039;&#039;LOOK&#039;&#039;&#039;ing at the bundle. Fletching flares can come from a variety of sources some of which are innate to the feather&#039;s origin and others from the razor used to cut the feather into fletchings. Fletchings, tips, and wood that have flaring properties grant 12 charges of flares per material. In the case of fletchings, this means that a single skin will effectively yield 48 total charges.&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Analyze====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You get the distinct impression that any willing merchant can alter the fletchings, but be aware that only the &amp;quot;adjective&amp;quot; part of the fletchings&#039;s base will show up on a finished arrow (meaning, only the adjective part of the 15/15/15 (the middle 15) will show up on fletched arrows).  Due to this, some merchants may only be willing to alter that part of your fletchings.&lt;br /&gt;
&lt;br /&gt;
Alterations to the adjective must make sense to be on a fletching.  This includes: colors; paint and dyes (eg. blue-painted, red-dyed, green-stained); designs that make sense on a small fletching (pink-striped, trident-stamped); or feathers of a specific bird (green parrot, mottled falcon).  Nothing crazy, like attachable adornments (no deathstone-studded fletchings!), are allowed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Found in Elanthia====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Cockatrice]] (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Wehnimer&#039;s Landing: [[Upper Trollfang]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| [[Plumed cockatrice]] (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor: [[Neartofar Forest]]&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Snowy cockatrice]] (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| [[Black-winged daggerbeak]] (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Blood eagle]] (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| [[Storm griffin]] (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: [[Griffin&#039;s Keen]]&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Dreadnought raptor]] (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: [[Gyldemar Green]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| unbalance flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[colossus vulture]] (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: [[Gyldemar Green]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| [[Winged viper]] (60)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor / Wehnimer&#039;s Landing: [[Red Forest]]&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Firebird]] (85)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Teras Isle: [[The F&#039;Eyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Making Fletchings&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need to have a fletching razor in one hand and a feather of some sort in the other. Note that when cutting fletchings it doesn&#039;t matter which hand has the razor or feather but when applying fletchings the arrows must be in the right hand. The fletching razor can be bought from the local fletching shop. The feathers can be skinned from some beards and collected from others without hunting them. Fletchings you make can be bundled together. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;CUT MY &amp;lt;FEATHER NOUN&amp;gt; WITH MY &amp;lt;RAZOR NOUN&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;get tail from poke&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You carefully remove the cockatrice tailfeather from inside your grey wolf fur poke, making sure not to damage the tailfeather.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;get razor&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You remove a bone-handled iron fletching razor from in the grey wool pack placed alongside you.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;glance&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You glance down to see a snowy cockatrice tailfeather in your right hand and a bone-handled iron fletching razor in your left hand.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;cut my tail with my razor&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Perhaps you should try opening that razor first?&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;open my razor&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You flick open the razor.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;cut my tail with my razor&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Wielding your iron fletching razor with the utmost care, you cut the useless tip from a feather, then ever-so-gently split it lengthwise.  Cutting each half in two pieces, you gather up the trapezoidal fletchings into a bundle.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Roundtime: 5 sec.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;l at flet&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;There are 4 fletchings in the bundle, made from the feather of some local avian creature and designed to stabilize projectiles during flight.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
&lt;br /&gt;
===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Adding Flare Charges with Fletchings&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have arrows using flaring fletchings, you can add charges through the fletching skill. Hold a bundle of arrows in the right hand and the fletchings you wish to add in the left. Then use the command FLETCH FLETCH to add the fletchings. This will add an amount of charges equivalent to the amount of fletchings held in the left hand. This is an example of having the bundle of ammo in the wrong hand, swapping, then using the fletch fletch command to add more charges to the bundle. The warning message will tell you if you are adding to the bundle or changing the fletchings and modifying the bundle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;get flet from ruck&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You remove a bundle of cockatrice fletchings from in your moonstone-grey rucksack.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;bundle&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You combine your cockatrice fletchings into a single bundle.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;get arrow&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Reaching toward the mithril quiver strapped to your thigh, you slide out a bundle of faewood arrows in one smooth motion.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The layer of icy frost covering the mithril quiver melts away.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;fletch fletch&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You must be holding a bundle of ammo in your right hand.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;swap&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You swap a bundle of cockatrice fletchings to your left hand and a bundle of faewood arrows to your right hand.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;fletch fletch&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You are about to make a change to the fletchings on a bundle of faewood arrows.  All changes are permanent! &amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;&#039;&#039;&#039;The description of your fletchings will not change.  Your faewood arrows will have their charges increased&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;small&amp;gt;.  You must CONFIRM this action within 30 seconds if you want to continue.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;fletch fletch&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You remove a single arrow from a bundle of faewood arrows and prepare to swap the fletchings using a bundle of cockatrice fletchings.  You strip the layer of glue and discard the old fletchings.  Next, you apply a fresh strip of glue to the shaft and firmly hold the fletchings in place.  Confident the glue has dried, you set to work on the arrows remaining in the bundle.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Roundtime: 19 sec.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;l at arrow&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You quickly glance through a bundle of faewood arrows and count 25712 with snowy-white cockatrice feathers remaining.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The {{boldmono|[[FLIP]]}} verb allows the fletcher to customize the order in which the material, color, and projectile style appear.  For example, you can have your arrow look like &#039;&#039;a forest green [[faewood]] arrow&#039;&#039;, &#039;&#039;a faewood hunter green arrow&#039;&#039;, etc. You must do this before you tip or drill it and after you fletch the shaft.&lt;br /&gt;
&lt;br /&gt;
Usage is {{boldmono|[[FLIP]] MY SHAFT}}.&lt;br /&gt;
&lt;br /&gt;
===Gather ===&lt;br /&gt;
&#039;&#039;&#039;(Obsolete command as of the 2020 Archery Review)&#039;&#039;&#039; &amp;lt;s&amp;gt;The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This is a remnant of the original finite ammo system where one would need to pick up each individual arrow separately.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* A master fletcher can impart +5 AvD for 100 shots by using the FLETCH MASTER command while holding the bundle. This ability can be used once every hour.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* Only the bow/crossbow material bonus applies. Arrow/bolt enchant bonus do not count towards Ranged AS.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manner as E-blading.&lt;br /&gt;
#* Instead of eblading/blessing the arrows/bolts, you can also eblade/bless the bow/crossbow itself. Ammo will take on the properties of the bow when fired if the ammo itself does not have special properties. If there is a conflict, the ammo properties have priority. For example, a flaring bow can be used with a blessed bundle to shoot undead (but not have flares). You could also use a fire flaring bundle of ammo with a cold flaring bow to hit cold immune targets.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “streaks off into the distance”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it. Fortunately, bundles have infinite uses, so you do not need to retrieve lost projectiles.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fletching&amp;diff=258850</id>
		<title>Fletching</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fletching&amp;diff=258850"/>
		<updated>2026-06-14T20:42:21Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Fletchlings Found in Elanthia */ Linked to the relevant creature page for all creatures that can be skinned for fletchings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fletching is the art of creating arrows, bolts, and darts for use in combat.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Tools==&lt;br /&gt;
Some tools are required, others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A handaxe-based OHE weapon&lt;br /&gt;
* A dagger-based OHE weapon or hook-knife based brawling weapon&lt;br /&gt;
* A short, composite or long bow for arrows&lt;br /&gt;
* A light or heavy crossbow for light or heavy bolts&lt;br /&gt;
* A completed dart for darts&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* A drill&lt;br /&gt;
* A fletching razor&lt;br /&gt;
* A scriber&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
This is a list of the available Materials used in Fletching.  Some materials are required, while others are not.&lt;br /&gt;
&lt;br /&gt;
===Required===&lt;br /&gt;
* A source of [[List of woods and skins usable|wood]]&lt;br /&gt;
* Fletching glue&lt;br /&gt;
* Fletchings&lt;br /&gt;
&lt;br /&gt;
===Optional===&lt;br /&gt;
* Paint&lt;br /&gt;
* Paintsticks&lt;br /&gt;
* Arrowheads&lt;br /&gt;
* Caps&lt;br /&gt;
&lt;br /&gt;
==Tool Usage==&lt;br /&gt;
Tools are available at your local fletching shop and weapon shop.&lt;br /&gt;
&lt;br /&gt;
===Handaxe===&lt;br /&gt;
The handaxe is an OHE based weapon used to pare down an item made of wood to create the shafts needed to make your projectile.  There are four current possible projectiles created from fletching: Arrow, Light Crossbow Bolt, Heavy Crossbow Bolt, and Dart.  Any OHE weapon that INSPECTs as a handaxe base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Dagger===&lt;br /&gt;
The dagger is an OHE based weapon that is used for more fine and precise tasks not possible with a handaxe.  Paring the shaft down further, cutting nocks in the end of the arrow, making the projectile the proper length, and whittling a tip are all steps requiring the use of the dagger.  Any OHE weapon that INSPECTs as a dagger base weapon should be compatible for fletching.&lt;br /&gt;
&lt;br /&gt;
===Bow, Crossbow, or Dart===&lt;br /&gt;
A Ranged weapon is used in the fletching process in order to measure the proper length of the projectile.  Current ranged weapons include: Short, Composite, and Long Bows, Light and Heavy Crossbows.  A completed Dart is required to measure the correct length of a dart shaft.&lt;br /&gt;
&lt;br /&gt;
===Fletching Razor===&lt;br /&gt;
The fletching razor is a tool that cuts fletchings from feathers found from creatures in the wilds of Elanthia.  Though fletchings are easily purchased from the local fletching shop, the fletching razor allows the Fletcher to customize their arrows with fletchings not available in your local shop.  Make sure that your fletching razor is OPEN so that you can use it. Occasionally, a merchant will sell [[Fletching razor|razors that can imbue your freshly-made fletchings with a flare]].&lt;br /&gt;
&lt;br /&gt;
Usage: cut feather&lt;br /&gt;
&lt;br /&gt;
===Drill=== &lt;br /&gt;
The drill is a tool used to make a hole in the end of the projectile, which allows it to receive an arrowhead.  Arrowheads are not required for a fletching projectile to work, but allows the Fletcher to customize an arrow to their liking.&lt;br /&gt;
&lt;br /&gt;
===Scriber===&lt;br /&gt;
There are other tools around Elanthia to further improve your enjoyment of fletching.  Scribers are used to etch different designs into the wood of your projectile.  There are even rare scribers that can etch your name.&lt;br /&gt;
&lt;br /&gt;
===Other Tools===&lt;br /&gt;
There are also other various items and tools that have been released throughout Elanthia.  Keep your eyes peeled and you never know what you may find.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
===Wood===&lt;br /&gt;
&lt;br /&gt;
The first and most important material required is the wood material needed to make the projectile.  There are several different kinds of woods available for fletching, from a variety of sources.  Your two main sources of wood will either be plain wood or magical wood.&lt;br /&gt;
&lt;br /&gt;
====Plain Wood====&lt;br /&gt;
&lt;br /&gt;
Plain wood is the most frequent and easily attainable material that you can get your hands on.  You can get plain wood by purchasing them from town fletching shops or FORAGEing for them in the wilds.  Certain creatures also can provide a skin that can be used as a shaft material, mainly bones.  You even have the option of purchasing large pole-arm weapons that you can cut down into shafts as well, just visit your local weapon shop to see their selection. (See: [[List of fletching materials]] for a list of non-purchased base materials.)&lt;br /&gt;
&lt;br /&gt;
====Magical Wood====&lt;br /&gt;
&lt;br /&gt;
Magical woods are woods that have some natural enchantment. &#039;&#039;&#039;Using ammunition made from magical woods does not increase your Ranged AS.&#039;&#039;&#039; However, certain types of enemies may require magical weapons to hit.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, these woods can only be purchased either by having back-room access at town fletching shops, or by traveling/event merchants.&lt;br /&gt;
&lt;br /&gt;
Below is a table showing you the different woods available at town fletching shops.  These woods come in three sizes: stick (S), branch (B), or limb (L), where stick is the smallest and limb is the largest.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
 |- &lt;br /&gt;
 | bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Wood, Offensive Bonus&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid; border-left:1px solid;&amp;quot;| &#039;&#039;&#039;Landing&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Solhaven&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ice Mule&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Ta&#039;Vaalor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;Sylvarraend&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px style=&amp;quot;border-right:1px solid;&amp;quot;| &#039;&#039;&#039;River&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Teras Isle&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Mist Harbor&#039;&#039;&#039;&lt;br /&gt;
 | colspan=&amp;quot;3&amp;quot; bgcolor=#DDDDDD align=center width=60px| &#039;&#039;&#039;Cysaegir&#039;&#039;&#039;&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px style=&amp;quot;border-left:1px solid;&amp;quot;| S&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| B&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center width=20px| L&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Carmiln]]&#039;&#039;&#039;, +6&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Deringo]]&#039;&#039;&#039;, +8&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Faewood]]&#039;&#039;&#039;, +20&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Ironwood]]&#039;&#039;&#039;, +0&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
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 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Kakore]]&#039;&#039;&#039;, +10&lt;br /&gt;
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 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Mesille]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Mossbark]]&#039;&#039;&#039;, +15&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &#039;&#039;&#039;[[Rowan]]&#039;&#039;&#039;, +5&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |- &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;[[Villswood]]&#039;&#039;&#039;, +18&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center style=&amp;quot;border-left:1px solid;&amp;quot;| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center style=&amp;quot;border-left:1px solid;&amp;quot;| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| X&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Fletchings===&lt;br /&gt;
&lt;br /&gt;
Another essential material needed are fletchings.  Fletchings are glued to the back of the projectile to ensure a true and steady flight to its target.  Without fletchings, the arrow would become very inaccurate and useless.  Fletchings can be purchased from the local fletching shop or made from creature feathers by way of a fletching razor.&lt;br /&gt;
&lt;br /&gt;
Some fletchings bestow the ability for the arrow/bolt to flare. Fletchings have a limited number of flares and the fletching description will change once the flares have worn off. The number of remaining flare charges in the bundle can bee seen by &#039;&#039;&#039;LOOK&#039;&#039;&#039;ing at the bundle. Fletching flares can come from a variety of sources some of which are innate to the feather&#039;s origin and others from the razor used to cut the feather into fletchings. Fletchings, tips, and wood that have flaring properties grant 12 charges of flares per material. In the case of fletchings, this means that a single skin will effectively yield 48 total charges.&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Analyze====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You get the distinct impression that any willing merchant can alter the fletchings, but be aware that only the &amp;quot;adjective&amp;quot; part of the fletchings&#039;s base will show up on a finished arrow (meaning, only the adjective part of the 15/15/15 (the middle 15) will show up on fletched arrows).  Due to this, some merchants may only be willing to alter that part of your fletchings.&lt;br /&gt;
&lt;br /&gt;
Alterations to the adjective must make sense to be on a fletching.  This includes: colors; paint and dyes (eg. blue-painted, red-dyed, green-stained); designs that make sense on a small fletching (pink-striped, trident-stamped); or feathers of a specific bird (green parrot, mottled falcon).  Nothing crazy, like attachable adornments (no deathstone-studded fletchings!), are allowed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fletchlings Found in Elanthia====&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Animal (level):&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Location:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Feather:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Fletching:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Appearance:&#039;&#039;&#039;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lost penguin chick (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Icemule Trace: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft grey penguin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| penguin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Cockatrice]] (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Upper Trollfang&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a cockatrice feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| [[Plumed cockatrice]] (13)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a cockatrice plume&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Snowy cockatrice]] (6)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Icemule Trace: South Gate&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a snowy cockatrice tailfeather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cockatrice fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with snowy-white cockatrice feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| cold flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| [[Black-winged daggerbeak]] (1)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Solhaven: Caravansary&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a daggerbeak wing&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| daggerbeak fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with dull black feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Blood eagle]] (7)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| River&#039;s Rest: Citadel &amp;amp; Town Environs&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| blood red eagle fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blood red feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| [[Storm griffin]] (73)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Illistim: Skull Temple&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a soft blue griffin feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blue griffin fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| lightning flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Dreadnought raptor]] (43)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Gyldemar Green&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a ruff of raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| raptor fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with glossy black raptor feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| unbalance flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Wehnimer&#039;s Landing: Ravenswood neighborhood&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| raven&#039;s feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| jet black fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with blue griffin feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[colossus vulture]] (34)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| Ta&#039;Illistim: Sylvarraend&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;!-- Need Feather Description --&amp;gt;&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| black vulture fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with black vulture feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| [[Winged viper]] (60)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Ta&#039;Vaalor: Red Forest&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| a pure white feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| pure white fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with pure white feathers&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[Firebird]] (85)&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| [[The F&#039;Eyrie]]&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| a red firebird feather&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| red firebird fletchings&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &amp;lt;nowiki&amp;gt;&amp;lt;projectile&amp;gt;&amp;lt;/nowiki&amp;gt; fletched with red firebird feathers&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| fire flares&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| blunt-beaked emerald green parrot (mascot)&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| Four Winds Isle: wanders&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| an emerald green parrot feather&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| emerald parrot fletchings&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &amp;lt;!-- Need Appearance on Projectile --&amp;gt;&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| none&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- COPY AND PASTE THE NEXT TWO SECTIONS TO ADD MORE DATA TO TABLE&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |  bgcolor=#DDDDDD align=center| &lt;br /&gt;
 |-&lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center| &lt;br /&gt;
 |  bgcolor=#EEEEEE align=center|&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Making Fletchings&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You need to have a fletching razor in one hand and a feather of some sort in the other. Note that when cutting fletchings it doesn&#039;t matter which hand has the razor or feather but when applying fletchings the arrows must be in the right hand. The fletching razor can be bought from the local fletching shop. The feathers can be skinned from some beards and collected from others without hunting them. Fletchings you make can be bundled together. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;big&amp;gt;&#039;&#039;&#039;CUT MY &amp;lt;FEATHER NOUN&amp;gt; WITH MY &amp;lt;RAZOR NOUN&amp;gt;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;get tail from poke&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You carefully remove the cockatrice tailfeather from inside your grey wolf fur poke, making sure not to damage the tailfeather.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;get razor&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You remove a bone-handled iron fletching razor from in the grey wool pack placed alongside you.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;glance&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You glance down to see a snowy cockatrice tailfeather in your right hand and a bone-handled iron fletching razor in your left hand.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;cut my tail with my razor&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Perhaps you should try opening that razor first?&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;open my razor&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You flick open the razor.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;cut my tail with my razor&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Wielding your iron fletching razor with the utmost care, you cut the useless tip from a feather, then ever-so-gently split it lengthwise.  Cutting each half in two pieces, you gather up the trapezoidal fletchings into a bundle.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Roundtime: 5 sec.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;l at flet&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;There are 4 fletchings in the bundle, made from the feather of some local avian creature and designed to stabilize projectiles during flight.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fletching Glue===&lt;br /&gt;
&lt;br /&gt;
You need a way to attach those fletchings to the projectile, right?  Well, a nice, &amp;quot;tasty&amp;quot; bottle of fletching glue is the answer.  Fletching glue is available at your local fletching shop.&lt;br /&gt;
&lt;br /&gt;
===Paint===&lt;br /&gt;
&lt;br /&gt;
Tired of that dull, &amp;quot;wood&amp;quot; look?  Spice up your arrows with some color! The local fletching shops have a variety of colored vials of paint available all the time for your hearts content.  Other rare colors can be found from the treasure system or purchased from special merchants throughout the year.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with vials of paint coats the entire shaft.  The color should show up in the description of the arrow or the show description if applicable.)&lt;br /&gt;
&lt;br /&gt;
===Paintsticks===&lt;br /&gt;
&lt;br /&gt;
Want to add just a band of color to your arrow, or add a band of color over top of your current arrow color?  Well, a paintstick is what you are looking for.  Using a paintstick will add a small band of color near the end of the arrow.  You can add a maximum of two color bands, of the same or different colors.  As with paints, a paintstick can be purchased at the local fletching shops, found from the treasure system, or purchased from special merchants.&lt;br /&gt;
&lt;br /&gt;
(Note: Painting the projectile with a paintstick will NOT paint the entire shaft.  This will also affect the GATHER verb, as you will not be able to use the paintstick band color as a means of gathering the arrow.  Example: a blue faewood arrow can be gathered by using the syntax: gather blue arrow.  A blue-banded faewood arrow can be gathered by using the syntax: gather faewood arrow.  Other help with the GATHER verb will be provided in the [[Fletching#Fletching_Commands|Fletching Commands]] Section.)&lt;br /&gt;
&lt;br /&gt;
===Arrowheads and Caps===&lt;br /&gt;
&lt;br /&gt;
Annoyed with those wimpy-looking tips that you whittle at the end of your arrow or bolt?  An arrowhead or cap is just the right thing for you.  When using an arrowhead, you will need a drill to make a hole.  If using a cap, just screw it on to the end of the shaft.  Arrowheads and caps can be purchased from your local fletching shop, with various materials at your disposal.  There are also arrowheads and caps that can be obtained from special merchants as well.  Arrows can only accept arrowheads, while Darts can only accept caps.  Bolts, however, can accept either an arrowhead or cap, which is up to the Fletcher to decide.&lt;br /&gt;
&lt;br /&gt;
==Fletching Walk-Through==&lt;br /&gt;
Tools? Check. Materials? Check.  Ready to get started? Check.  Now that you have your tools and materials, it is time to begin your journey in the art of fletching.  This portion of the guide is an extensive walk-through to help you create projectiles step-by-step.&lt;br /&gt;
&lt;br /&gt;
===Making Shafts===&lt;br /&gt;
Cutting the rough shafts from a source of wood.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a source of wood and a handaxe-based OHE&lt;br /&gt;
&lt;br /&gt;
With a source of wood in your right hand, and a handaxe in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT &amp;lt;PROJECTILE&amp;gt; FROM MY &amp;lt;WOOD&amp;gt; WITH MY &amp;lt;HANDAXE&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example: cut arrows from my branch with my handaxe, cut heavy bolts from my log with my hatchet.&lt;br /&gt;
&lt;br /&gt;
This command will take the source of wood and cut it into several shafts of the specified projectile style.  The amount of shafts created is somewhat random.  Larger sources of wood will provide you with larger quantities of shafts.&lt;br /&gt;
&lt;br /&gt;
This step is not required before every projectile, as this step provides you with several rough shafts for use.  It may be preferred to cut several sources of wood in succession to create large bundles at once for ease of use.&lt;br /&gt;
&lt;br /&gt;
===Paring the Shaft===&lt;br /&gt;
Whittling the rough projectile down to size.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a single rough shaft and dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a single rough shaft in your right hand and a dagger in your left, enter the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the rough shaft and whittle it down to its general shape for use.  Skilled fletchers should see a very straight and smooth shaft, while unskilled fletchers may create wavy and curved shafts.  High quality shafts will see an increased AS bonus when completed, while low quality shafts will see a negative AS bonus.&lt;br /&gt;
&lt;br /&gt;
===Applying Paint===&lt;br /&gt;
Painting the projectile to your desired color scheme.  This step is optional for arrows, bolts, and darts.  If you do not wish to paint your shaft with any paint, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a vial of paint or paintstick&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a vial of paint or paintstick in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PAINT MY SHAFT WITH MY &amp;lt;PAINT/PAINTSTICK&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will either paint the entire shaft if you are using a vial of paint, or add a band of paint if you are using a paintstick.  If you want to paint the entire shaft a particular color, this must be done before any bands are painted on.  Once applying the paint or band of paint to the shaft, you will have to wait for the paint to dry before continuing on.  A quick LOOK at the shaft will tell you if the paint is dried or not.  There is also an in-game message indicating when the paint is dry.&lt;br /&gt;
&lt;br /&gt;
===Nocking the Shaft===&lt;br /&gt;
Nocking the end of the shaft for placement in a bow.  This step is required for arrows only. If you are making a Bolt or Dart, please skip on to the next step.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in the left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT NOCKS IN MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command cuts a slot at the end of the shaft where the bowstring will be placed when reaching back to fire.&lt;br /&gt;
&lt;br /&gt;
===Measuring the Shaft===&lt;br /&gt;
Measuring the shaft for correct length.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a bow, crossbow, or dart used for measuring.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand, and a bow, crossbow or dart in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MEASURE MY SHAFT WITH MY &amp;lt;BOW, CROSSBOW OR DART&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command uses your bow, crossbow or dart to measure the correct length of your shaft.  For arrows you can use a short, composite or long bow for measurement.  The arrow will be able to work with all three bow types.  For bolts, you must measure it using either a light crossbow for light bolts, or heavy crossbow for heavy bolts.  The light/heavy crossbow must be cocked in order to measure the bolt correctly.  Darts can only be measured by using another completed dart to get the correct measurement.&lt;br /&gt;
&lt;br /&gt;
===Cutting the Shaft to Length===&lt;br /&gt;
Cutting the shaft down to the length that was measured.  This step is required for arrows, bolts, and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will take the dagger and cut your shaft to the length measured in the previous step.&lt;br /&gt;
&lt;br /&gt;
===Applying the Fletchings===&lt;br /&gt;
Attaching fletchings to the end of your projectile.  This step is required for arrows, bolts and darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, fletching glue and fletchings.&lt;br /&gt;
&lt;br /&gt;
(Note: You are required to use three fletchings to attach to the end of the arrow.  Remove a bundle of three fletchings and then attach them)&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bottle of fletching glue in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY GLUE ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will apply a small amount of glue to the end of your arrow, bolt or dart.  The glue is used to apply the fletchings and keep them in place on your projectile.  Quickly stow your glue away and then remove three fletchings.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a bundle of fletchings in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PUT MY FLETCHING ON MY SHAFT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you apply the fletchings to the glue that is on the shaft.  If you do not attach the fletchings quickly after applying the glue, you run a chance of the glue drying before you can put them on.  Once the fletchings are attached to the projectile, you will have to wait for the glue to dry before moving on to the next step.  A quick LOOK at the shaft will tell you if the glue is dried yet.  There will also be in-game messaging to indicate when the glue is dry.&lt;br /&gt;
&lt;br /&gt;
===Making the Tip===&lt;br /&gt;
Finally, yet importantly, you need to sharpen the other side of the arrow so that you may pierce that annoying Troll in plate armor.  This step is divided into two sections.  The first section is for whittling the end of the shaft to a point, while the other section is for adding an arrowhead or cap to the end of the arrow, bolt, or dart.&lt;br /&gt;
&lt;br /&gt;
====Whittle the Tip====&lt;br /&gt;
Whittling the end of the shaft to a point to complete your project.  This step is required for arrows, bolts or darts.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft and a dagger-based OHE&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a dagger in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;CUT MY SHAFT WITH MY &amp;lt;DAGGER&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will make you whittle the end of the shaft to a point, therefore completing your projectile shaft into the specified projectile style: arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
The point obtained after this step will tell the quality of the arrow or bolt.&lt;br /&gt;
&lt;br /&gt;
====Attach Arrowhead or Cap====&lt;br /&gt;
Drilling a hole in the end of the projectile shaft to accept an arrowhead or screwing on the cap.  If you are using a cap, you do not need to drill a hole in the end of the shaft.  Skip ahead past the drill portion of this step and remove your cap to put it on.&lt;br /&gt;
&lt;br /&gt;
Tools and Materials required: a projectile shaft, dril, and an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and a drill in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY DRILL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will place your drill at the end of the shaft, and drill a hole suitable for accepting an arrowhead.  Stow your drill away and then remove an arrowhead.&lt;br /&gt;
&lt;br /&gt;
With a projectile shaft in your right hand and an arrowhead/cap in your left, type the command:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TURN MY ARROWHEAD/CAP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This command will then make you screw your arrowhead in the shaft or screw your cap onto the end of the shaft until it is nice and tight.  Once the arrowhead or cap is attached completely, your projectile is now a completed arrow, light/heavy bolt or dart.&lt;br /&gt;
&lt;br /&gt;
===Additional Steps===&lt;br /&gt;
Once your projectile is completed, there are a few additional options that you can do to it.  If you own a scriber, you can now use it by RUBing it on your projectile for your desired effect, whether it be symbols or your name.  There are also several different items throughout the game that interact with completed projectiles, but of course are optional.  Now stow away your projectile and start over with a new one.  Enjoy the art of fletching!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Adding Flare Charges with Fletchings&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you have arrows using flaring fletchings, you can add charges through the fletching skill. Hold a bundle of arrows in the right hand and the fletchings you wish to add in the left. Then use the command FLETCH FLETCH to add the fletchings. This will add an amount of charges equivalent to the amount of fletchings held in the left hand. This is an example of having the bundle of ammo in the wrong hand, swapping, then using the fletch fletch command to add more charges to the bundle. The warning message will tell you if you are adding to the bundle or changing the fletchings and modifying the bundle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;get flet from ruck&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You remove a bundle of cockatrice fletchings from in your moonstone-grey rucksack.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;bundle&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You combine your cockatrice fletchings into a single bundle.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;get arrow&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Reaching toward the mithril quiver strapped to your thigh, you slide out a bundle of faewood arrows in one smooth motion.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;The layer of icy frost covering the mithril quiver melts away.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;fletch fletch&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You must be holding a bundle of ammo in your right hand.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;swap&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You swap a bundle of cockatrice fletchings to your left hand and a bundle of faewood arrows to your right hand.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;fletch fletch&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You are about to make a change to the fletchings on a bundle of faewood arrows.  All changes are permanent! &amp;lt;/small&amp;gt; &amp;lt;big&amp;gt;&#039;&#039;&#039;The description of your fletchings will not change.  Your faewood arrows will have their charges increased&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;small&amp;gt;.  You must CONFIRM this action within 30 seconds if you want to continue.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;fletch fletch&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You remove a single arrow from a bundle of faewood arrows and prepare to swap the fletchings using a bundle of cockatrice fletchings.  You strip the layer of glue and discard the old fletchings.  Next, you apply a fresh strip of glue to the shaft and firmly hold the fletchings in place.  Confident the glue has dried, you set to work on the arrows remaining in the bundle.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Roundtime: 19 sec.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;gt;l at arrow&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;You quickly glance through a bundle of faewood arrows and count 25712 with snowy-white cockatrice feathers remaining.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fletching Commands==&lt;br /&gt;
There are a few commands that any Fletcher should be familiar with.  Each of these verbs will be explained below, but you can also find out even more details about each of these verbs in-game.  Just type in the command prompt: &amp;lt;verb&amp;gt; help.&lt;br /&gt;
&lt;br /&gt;
===Bundle===&lt;br /&gt;
The [[BUNDLE]] verb is one that any Fletcher or skinner is very familiar with.  Instead of having fifty separate arrows sitting in a container, you can use the [[BUNDLE]] verb to collect them all together.  If there are several of your arrows on the ground, you can also make use of the [[GATHER]] verb, which will bundle all the arrows into a bundle that you can then add to an existing bundle of arrows in a container.&lt;br /&gt;
&lt;br /&gt;
===Flip===&lt;br /&gt;
The {{boldmono|[[FLIP]]}} verb allows the fletcher to customize the order in which the material, color, and projectile style appear.  For example, you can have your arrow look like &#039;&#039;a forest green [[faewood]] arrow&#039;&#039;, &#039;&#039;a faewood hunter green arrow&#039;&#039;, etc. You must do this before you tip or drill it and after you fletch the shaft.&lt;br /&gt;
&lt;br /&gt;
Usage is {{boldmono|[[FLIP]] MY SHAFT}}.&lt;br /&gt;
&lt;br /&gt;
===Gather ===&lt;br /&gt;
&#039;&#039;&#039;(Obsolete command as of the 2020 Archery Review)&#039;&#039;&#039; &amp;lt;s&amp;gt;The [[GATHER]] verb allows the Fletcher to collect identical arrows from the ground at once and bundle them together in one action.  This is a remnant of the original finite ammo system where one would need to pick up each individual arrow separately.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Glance===&lt;br /&gt;
The [[GLANCE]] verb is a tool to help you know your status with the [[FLIP]] verb.  Can’t remember how many times you flipped the arrow, bolt, or dart.  A quick [[GLANCE]] will solve that.&lt;br /&gt;
&lt;br /&gt;
==FAQS==&lt;br /&gt;
# &#039;&#039;&#039;I just started fletching, and I cannot seem to make an arrow/bolt/dart to save my life.  I always seem to mess up.  What am I doing wrong?&#039;&#039;&#039;&lt;br /&gt;
#* When you begin the art of fletching, you are going to be unskilled.  Through practice, you will gain fletching ranks and become more skilled in this craft.&lt;br /&gt;
# &#039;&#039;&#039;What are “fletching ranks”?&#039;&#039;&#039;&lt;br /&gt;
#* Fletching ranks, or Artisan Ranks, are an in-game way of showing your abilities in the art of an Artisan skill.  There are a total of 500 total ranks in fletching, with 500 ranks meaning that you are a Master Fletcher.&lt;br /&gt;
# &#039;&#039;&#039;How do I find out how many “ranks” in fletching I have?&#039;&#039;&#039;&lt;br /&gt;
#* You can find out how many ranks you have with the ARTISAN SKILL command.&lt;br /&gt;
# &#039;&#039;&#039;How do I know when I have gained a “rank” in fletching?&#039;&#039;&#039;&lt;br /&gt;
#* There is an in-game message that notifies you when you have earned a rank.  You will know it when you see it.&lt;br /&gt;
#* That was a little easier.  Perhaps you are growing more skillful?&lt;br /&gt;
# &#039;&#039;&#039;I have been making arrows/bolts/darts, but they do not want to bundle even though they look the same.  What gives?&#039;&#039;&#039;&lt;br /&gt;
#* Some arrows/bolts may have inherent differences not seen by the player.  This common occurrence will happen throughout your fletching career.  Though it is annoying, you can look forward to this not happening when you begin to make master quality arrows/bolts, when each arrow/bolt will be the same in every way.  Darts however cannot be bundled.&lt;br /&gt;
# &#039;&#039;&#039;I have heard that arrows/bolts/darts made by a master Fletcher have a bonus of some sort, what kind of bonus is there?&#039;&#039;&#039;&lt;br /&gt;
#* A master fletcher can impart +5 AvD for 100 shots by using the FLETCH MASTER command while holding the bundle. This ability can be used once every hour.&lt;br /&gt;
# &#039;&#039;&#039;You mentioned that materials can also add an AS bonus, what materials do what and how exactly does it work?&#039;&#039;&#039;&lt;br /&gt;
#* Only the bow/crossbow material bonus applies. Arrow/bolt enchant bonus do not count towards Ranged AS.&lt;br /&gt;
# &#039;&#039;&#039;I have talked with a few fletchers, and some have told me not to bother with expensive materials.  They say to use plain wood and have your arrows “e-bladed”.  What does “e-bladed” mean?&#039;&#039;&#039;&lt;br /&gt;
#* “E-Bladed” is referring to the Minor Elemental spell [[Elemental Blade (411)]].  Specifics of this spell are in the spells section of the Gemstone web site.  The spell will be prepared and cast at your bundle of arrows/bolts.  Depending on the casters skill and ATTUNEment, your bundle will receive a set of “charges”.  These “charges” add a chance of an elemental flare to go off.  The flare is determined either by the ATTUNEment of the caster or by random chance.  A glance at the bundle will show you a color of light, with the color corresponding to a particular type of flare.&lt;br /&gt;
#* You can have a bundle of arrows/bolts with a maximum of 100 qty, and a bundle of arrows/bolts can hold a maximum of 999 charges of 411.  When you remove an arrow/bolt from the bundle, two charges will go with it.  When you fire the arrow/bolt and successfully use up a charge, there will be one charge remaining in the arrow/bolt.  The reason for this, is so that when you pick the arrow/bolt back up, you will be able to return it to the bundle.  If both charges are used, the arrow/bolt will not be able to return to the bundle because it is no longer the same in every way as the arrows in the bundle.&lt;br /&gt;
#* Blessing arrows for use against undead work in the same manner as E-blading.&lt;br /&gt;
#* Instead of eblading/blessing the arrows/bolts, you can also eblade/bless the bow/crossbow itself. Ammo will take on the properties of the bow when fired if the ammo itself does not have special properties. If there is a conflict, the ammo properties have priority. For example, a flaring bow can be used with a blessed bundle to shoot undead (but not have flares). You could also use a fire flaring bundle of ammo with a cold flaring bow to hit cold immune targets.&lt;br /&gt;
# &#039;&#039;&#039;I fired my arrow/bolt and something strange happened.  The game said it “streaks off into the distance”.  What does that mean?&#039;&#039;&#039;&lt;br /&gt;
#* In this situation, your arrow/bolt is lost forever.  This mechanic is in place to simulate how a projectile can sometimes go somewhere that you cannot find for whatever reason.  Do not bother searching, you will not find it. Fortunately, bundles have infinite uses, so you do not need to retrieve lost projectiles.&lt;br /&gt;
# &#039;&#039;&#039;I made my arrow/bolt with all this nifty stuff, but when I finished the arrow all of it was gone, where did it go?&#039;&#039;&#039;&lt;br /&gt;
#* When making an arrow/bolt, you can only take up 98 total characters of space before the arrow changes from a long description to a show description.  Be sure to remember that even spaces count as characters as well.  Try LOOKing at your arrow, and all your work should be there.&lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a lightning flare.  How do they do that?&#039;&#039;&#039;&lt;br /&gt;
#* Lightning flares can be produced by making the arrows using blue griffin fletchings.  A blue griffin fletching can be obtained by killing a storm griffin — if you&#039;re actually skilled enough to kill a storm griffin — or can be purchased from some player shops. Since this will add flares, you cannot bless arrows fletched with blue griffin fletchings. &lt;br /&gt;
# &#039;&#039;&#039;Some fletchers I&#039;ve met have arrows that occasionally produce a non-lightning flare!  How do they do &#039;&#039;that?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#* Cutting feathers with specially-enchanted [[fletching razor]]s can create fletchings imbued with flares. These razors are occasionally sold at special merchant events, and generally have a limited lifespan.&lt;br /&gt;
# &#039;&#039;&#039;Do you have the list of the qualities?&#039;&#039;&#039;&lt;br /&gt;
#* Why, yes! I do, heh. Not necessarily in this order since it&#039;s a guess so far.. barely serviceable, crude, rough, average, decent, very serviceable, relatively sharp, extremely sharp and perfect.&lt;br /&gt;
&lt;br /&gt;
==Experience==&lt;br /&gt;
Experience is gained from fletching, making it appealing even to characters not using ranged or thrown weapons.  Because the materials are inexpensively sold by town merchants, there are no restrictions on where fletching must be performed, and there is zero risk of injury, fletching is one of the easiest and safest ways to gain experience in Elanthia.  One can gain experience in two different ways, depending on whether or not one is working towards mastering fletching or has already mastered the skill.&lt;br /&gt;
* &#039;&#039;&#039;Not mastered&#039;&#039;&#039;: Each and every time a character gains a rank in fletching, s/he also gains experience of an amount equal to the rank just earned.  For example, when one earns the 1st rank of fletching, one also receive 1 point of experience.  When one earns the 458th rank of fletching, one earns 458 experience points.  Thus, mastering fletching from start to finish provides up to 125,250 experience points if a character absorbs it all (ie: not fletching when already fried).  The sum is easy to calculate, by observing that of the 500 ranks, 250 pairs of numbers exist which each sum to 501 (1+500, 2+499, 3+498 ... 250+251).  A maximum of one rank can be learned per each arrow/bolt, so anyone fletching specifically for experience or to master more quickly can discard the item and begin a new one as soon as a rank is obtained.  The irony of this is that one can master fletching without ever once completing a finished product!  Furthermore, not all the required steps provide an opportunity to gain a new rank, so some people work on only the first two steps, which have less material requirements and total roundtime involved.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mastered&#039;&#039;&#039;: Once one has 500 ranks of fletching, one is a Master Fletcher and cannot gain more ranks, thus further experience cannot be gained by the above method.  Instead, any projectile completed by a master fletcher will yield 5 experience points. There is, however, a cap on the amount of experience which can be gained during a particular time period by completing arrows as a master.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only true if Fletching is a character&#039;s only artisan skill.  Reference [[Artisan Skill Experience]] to see the complete details.&lt;br /&gt;
&lt;br /&gt;
As a result, fletching is a common hobby among those sitting around quieter towns not wishing to hunt for whatever reason, such as [[empath]]s, [[cleric]]s and locksmiths.  This may be as much because of boredom, but certainly the experience is a nice perk.&lt;br /&gt;
&lt;br /&gt;
==Fame==&lt;br /&gt;
The fame obtained is equal to the experience gained.&lt;br /&gt;
&lt;br /&gt;
==Finished Product Examples==&lt;br /&gt;
This arrow has been crafted from dark green faewood.  A single colored band of black encircles the back end of the arrow.  At the very back end, glossy black raptor fletchings stand out and ensure a steady flight towards its target.  At the business end of the arrow, a steel triangle-bladed arrowhead glints in the ambient light.  You also notice a small enchanter&#039;s glyph.&amp;lt;br&amp;gt;&lt;br /&gt;
There appears to be something written on it.&amp;lt;br&amp;gt;&lt;br /&gt;
In the Common language, it reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Scribed into the shaft is the personal mark of XXXXXX.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[List of fletching materials]]&lt;br /&gt;
&lt;br /&gt;
==Reference Links==&lt;br /&gt;
[http://www.play.net/gs4/info/artisan_skills/fletching_home.asp Official Simutronics Guide] - This is somewhat out of date because it does not include the most recent changes to fletching.&lt;br /&gt;
&lt;br /&gt;
[[Category:Artisan Skills]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_Servant_(218)&amp;diff=258830</id>
		<title>Spirit Servant (218)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_Servant_(218)&amp;diff=258830"/>
		<updated>2026-06-13T01:09:28Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Removed reference to casting &amp;#039;neutralize curse&amp;#039;, as the spell has been replaced and no longer exists.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | mnemonic = SERVANT&lt;br /&gt;
 | base_dur = 2 hours (self)&lt;br /&gt;
 | add_dur = +60 sec per [[Major Spiritual|rank]]&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Summoning&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | components = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Major spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;A &#039;&#039;&#039;Spirit Servant&#039;&#039;&#039; is&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Summons&amp;lt;/includeonly&amp;gt; a spiritual creature that accompanies the caster.&amp;lt;section end=description /&amp;gt; It can be instructed to pick up a maximum of two items, one in each hand. If an item the Spirit Servant is told to drop (either upon resurrection of the caster, instruction to drop, or to retrieve a disarmed item) is [[Curse (715)|cursed]], it will result in a magical backlash and injury to the caster.  Casting [[Remove Curse (315)]] at the object on the spirit will allow the spirit to drop the item without harm.&lt;br /&gt;
&lt;br /&gt;
;Weapon recovery&lt;br /&gt;
If the caster&#039;s weapon is disarmed, the particular Spirit Servant that is in the room when the item is disarmed will automatically remember the location of the weapon for up to an hour. The weapon can be recovered by simply typing {{boldmono|TELL SPIRIT TO RECOVER}}, regardless of whether the caster and spirit are in the room in which the weapon dropped, and the spirit will immediately recover the item and hand it to its caster. If the caster dismisses the servant, the servant&#039;s duration runs out, or the caster dies and does not tell the spirit to recover item before the spirit fades, the weapon will need to be recovered via [[RECOVER (verb)|one of the usual methods]]. If the servant is carrying two objects, it will not recover the item until you tell the spirit to drop one of the objects.&lt;br /&gt;
&lt;br /&gt;
;Caster death&lt;br /&gt;
If the caster is killed, the Spirit Servant can preserve its caster with the [[Preservation (305)]] spell and send off a beacon to let others in the area know where its dead caster is located. The base duration of Preservation by the Spirit Servant is 300 seconds (5 minutes) and can be increased with [[#Lore Benefit|Spiritual Lore, Summoning]].&lt;br /&gt;
&lt;br /&gt;
If the caster dies, the spirit will dissipate soon after resurrection regardless of its previous expected duration. It can be refreshed normally to prevent its expiration.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|[[TELL (verb)|TELL]] SERVANT TO}}&lt;br /&gt;
:{{boldmono|*[[GET (verb)|GET]] {item}}}&lt;br /&gt;
:{{boldmono|*[[DROP (verb)|DROP]] {item}}}&lt;br /&gt;
:{{boldmono|*[[GIVE (verb)|GIVE]] {item} {player}}}&lt;br /&gt;
:{{boldmono|*LEAVE}}&lt;br /&gt;
:{{boldmono|*[[RECOVER (verb)|RECOVER]]}}&lt;br /&gt;
&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Each rank of [[Spiritual Lore, Summoning]] increases the duration of Preservation that the Spirit Servant bestows on its caster. Up to 100 ranks the duration increases by 15 seconds per rank. For every additional rank past 100, the duration is increased by 10 seconds.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning ranks||0||10||20||30||40||50||60||70||80||90||100||150||200||250&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Preservation duration (seconds)||300||450||600||750||900||1050||1200||1350||1500||1750||1800||2300||2800||3300&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
{{main|Spirit Servant types}}&lt;br /&gt;
The caster can specify which type of servant to summon by using a [[runestone]].  When cast without aid of a runestone, the Spirit Servant will take on a type suitable for the area it is summoned in, mimicking the unaligned [[Major Sanctuary (220)]] [[Deity messaging#Natural Sanctuaries|spell options]].&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;Start&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A bright pulse of soft energy moves away from your hands and beckons a spirit to your aid...&lt;br /&gt;
A lighthearted luck spirit begins to take corporeal form before your eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Refresh (success)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You infuse your luck spirit with the mana necessary to maintain its corporeal form.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Refresh (failure, after caster&#039;s death but before fading)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You begin to beckon a Spirit Servant to your aid but realize that you already have one.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;One-minute warning&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You sense that your river spirit will not be able to hold corporeal form much longer.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;End&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A coy river spirit fades into ethereal form and wafts away.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Dropping a cursed item&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A dolorous wasteland spirit drops an urglaes fang.&lt;br /&gt;
  &lt;br /&gt;
The power used by the spirit to unbind itself from the cursed items it was holding causes a backlash of explosive energy.&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   A raw, red hole is drilled in your chest by a powerful bolt!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;When a weapon is disarmed&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You drop your staff into the shadows!&lt;br /&gt;
An angry mountain spirit concentrates intently on its surroundings for a moment.&lt;br /&gt;
[Use the RECOVER ITEM command while in the appropriate room to regain your item.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Recover (success)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tell spirit to recover&lt;br /&gt;
An angry mountain spirit flickers for a moment and manifests a sinew-wrapped fused vertebral staff densely carved with Saramar runes, which it hands to you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Recover (failure - already holding two items)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;tell spirit to recover&lt;br /&gt;
The spirit is already holding its maximum capacity.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Changelog==&lt;br /&gt;
&lt;br /&gt;
* Effective 7/30/2019, spirit servants will no longer automatically pick up the caster&#039;s disarmed weapon from the ground and hold it. This change occurred as part of {{boldmono|[[RECOVER (verb)|RECOVER]]}} implementation. Spirit servants now linger a little longer after the caster&#039;s death than they did before as well.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Major Spiritual (saved posts)#Spirit Servant (218)|Saved Posts]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=4#218 Major Spiritual Spell Circle: Spirit Servant], on Play.net&lt;br /&gt;
&lt;br /&gt;
[[category: Pet Spells]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bard&amp;diff=258821</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bard&amp;diff=258821"/>
		<updated>2026-06-11T23:48:33Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Professional Highlights */ Added that &amp;#039;CAST&amp;#039; does now work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| [[File:Small_bard.jpg]]&lt;br /&gt;
| name = Bard&lt;br /&gt;
| type = [[Elemental]]/[[Mental]] [[Semi]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Bard Base]]&lt;br /&gt;
| prime = [[Influence]], [[Aura]]&lt;br /&gt;
| mana = [[Influence]], [[Aura]]&lt;br /&gt;
  | TWCcost = 3/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 5/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 8/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 3/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 4/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 7/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 4/2 | RWranks = 2&lt;br /&gt;
  | TWcost = 3/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 6/1 | PWranks = 2&lt;br /&gt;
  | BRLcost = 3/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 4/4 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 7/3 | MOCranks = 1&lt;br /&gt;
  | PFcost = 4/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 6/6 | DODranks = 2&lt;br /&gt;
  | AScost = 0/4 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/4 | MIUranks = 2&lt;br /&gt;
  | SAcost = 4/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/5 | HPranks = 2&lt;br /&gt;
  | EMCcost = 0/5 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/5 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/15 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/17 | SRranks = 2&lt;br /&gt;
  | ELcost = 0/8 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/20 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/18 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/8 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/3 | DTranks = 2&lt;br /&gt;
  | PLcost = 2/1 | PLranks = 2&lt;br /&gt;
  | SHcost = 3/2 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/2 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/1 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bards&#039;&#039;&#039; are semi-spell users who combine skill at arms with a hybrid of [[elemental]] and [[mental]] magic. Their [[Bard Base|song spells]] allow them to enhance not only their own skills in combat, but those of all in their party. Bards are also masters of lore, adept at revealing the secrets of magic items. Nearly as versatile as [[Rangers]], Bards are somewhat more adept at using magical devices, but less so at physical skills, such as combat or maneuvering.  Head-covering armor will hinder their spellcasting abilities.&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
=== Spellsongs ===&lt;br /&gt;
&lt;br /&gt;
{{main|Bard Base}}&lt;br /&gt;
&lt;br /&gt;
To sing a spellsong the bard must first [[PREPARE]] the song using either the spellsong number or the mnemonic. Next, the bard [[SING]]s the song either at himself or a target.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;pre{{log2|padding=0|margin-top=0|margin-bottom=0|margin-right=26em|background=none|border=none}}&amp;gt;&lt;br /&gt;
PREP 1001 or PREP HOLDSONG&lt;br /&gt;
SING or SING &amp;lt;target&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spellsongs depend primarily on the bard&#039;s [[Influence]] and [[Aura]].&lt;br /&gt;
&lt;br /&gt;
(The CAST verb does work, but lore wise you are singing the magic, not casting it. This can be convenient in case you fail to PREP a spell first, as that means you will actually sing a verse to all present in the room instead).&lt;br /&gt;
&lt;br /&gt;
=== Loresinging ===&lt;br /&gt;
&lt;br /&gt;
{{main|Loresinging}}&lt;br /&gt;
&lt;br /&gt;
LORESING &amp;lt;lyrics&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While holding an item in your right hand, sing a song whose lyrics inquire about the nature of the object. Use a semicolon (;) to separate lines. &lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;pre{{log2|padding=0|margin-top=0|margin-bottom=0|margin-right=26em|background=none|border=none}}&amp;gt;&lt;br /&gt;
loresing Sparkling stone I found this night;Tell me why you shine so bright?;Do you by chance possess a spell,;Or sharpen weapons very well?;Are you worth much if I sell,;Or should I throw you in the well?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are skilled enough and use the appropriate keywords, something of the item&#039;s nature will be revealed to you.&lt;br /&gt;
&lt;br /&gt;
=== Gem Purification ===&lt;br /&gt;
&lt;br /&gt;
Bards have the unique [[Purification Song]] ability, increasing the value of gems and potentially turning them into magic-receptive orb gems. Be warned that purification process is potentially dangerous and can cause the gem to explode in your hand!&lt;br /&gt;
&lt;br /&gt;
=== Instrument Mastery ===&lt;br /&gt;
&lt;br /&gt;
{{main|Instrument learning}}&lt;br /&gt;
&lt;br /&gt;
All professions can [[PLAY]] musical instruments, but only bards are capable of mastering the art.&lt;br /&gt;
&lt;br /&gt;
Additionally, only bards can [[TUNE]], and only bards can use the special messaging of master quality instruments.&lt;br /&gt;
&lt;br /&gt;
=== Bardic Luck Talismans ===&lt;br /&gt;
&lt;br /&gt;
Upon reaching Level 30, as their [[profession service]], Bards can create [[Song of Luck (1006)#Bard Service - Luck Talismans|Bardic Luck Talismans]], which when worn give a chance of rerolling a combat roll for a better result. These talismans may be worn by anyone, and can be improved by the Bard up to six tiers by consuming the Bardic Inspiration [[resource]]. Bardic Inspiration is accumulated automatically each week as the Bard gains experience.&lt;br /&gt;
&lt;br /&gt;
== Bard Guild ==&lt;br /&gt;
&lt;br /&gt;
The [[Bard Guild]] is an organization dedicated to the musical talents and development of Bards worldwide. Currently, skill training is not offered to guild members, nor is Guild Master status. Most locations do have adjoining theaters with dressing rooms and stage areas with working curtains and lights.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Lyrical Luck: The Discovery of Songstones]]&lt;br /&gt;
&lt;br /&gt;
===== Guides =====&lt;br /&gt;
* [[A beginner&#039;s guide to playing a bard|A Beginner&#039;s Guide to Playing a Bard]]&lt;br /&gt;
* [[Comprehensive Bard Guide]]&lt;br /&gt;
* [[Archales&#039; bard guide|Archales&#039; Bard Guide]]&lt;br /&gt;
* [https://web.archive.org/web/20140722051546/http://freepages.genealogy.rootsweb.ancestry.com/~laplante/gemstone/bardguide.html Loresinging and Purifying Gems Guide] (via Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Bard}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bard_Base&amp;diff=258820</id>
		<title>Bard Base</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bard_Base&amp;diff=258820"/>
		<updated>2026-06-11T23:12:53Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: clarifying that, these days, you _can_ actually use the CAST verb with bard circle songs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ bard_base header | navigation = {{bard_base_navigation }} }}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Bard Base&#039;&#039;&#039; [[spell circle]] is unique in that the [[magic]] is actually manipulated through a [[bard|bard&#039;s]] singing.  Consequently, all bardic magic is [[Verb:SING|sung]] as opposed to [[Verb:CAST|cast]] (though the CAST verb can still be used).  Bardic vocals manifest as a hybrid of both mental and elemental [[sphere]]s, which is also a unique blend.  [[Spell]]s in this circle consist of a variety of offensive, defensive, and utility purposes all designed around the needs of a bard.  Bard Base [[casting strength]] and [[target defense]] relies on a character&#039;s [[Aura]] bonus.&lt;br /&gt;
&lt;br /&gt;
Spellsongs come in two functional varieties: instant and continuous.  Spellsongs that work instantly function identically to other magic spells: the Bard must first [[Verb:PREPARE|prepare]] then spell and then cast it, or the Bard may [[Verb:INCANT|incant]] it.  Spellsongs that work continuously behave unlike most other spells and have no fixed duration; instead, they are added to the Bard&#039;s sung medley and will [[Verb:RENEW|renew]] automatically at a [[#Renewal Period|fixed interval of time]].  This can happen even in areas where spells may not normally be cast, which may require the Bard to strategically force an early medley renewal ahead of entering an antimagic room.&lt;br /&gt;
&lt;br /&gt;
== Renewing Continuous Songs ==&lt;br /&gt;
&#039;&#039;Spellsongs&#039;&#039; do not simply consume [[mana]] once per initiation as most other spells. They cost the regular initial expenditure of mana, and then a [[Verb:RENEW|renewal]] cost upon expiration in order to keep the magic going. The length of your renew cycle is given by the following formula:&lt;br /&gt;
&lt;br /&gt;
* 120 seconds&lt;br /&gt;
* +4 per level 1-25&lt;br /&gt;
* +3 per level 26-50&lt;br /&gt;
* +2 per level 51-75&lt;br /&gt;
* +1 per level 76+&lt;br /&gt;
* +[[Logic]] Bonus&lt;br /&gt;
* +[[Influence]] Bonus * 3&lt;br /&gt;
* +[[Mental Lore, Telepathy]] Ranks * 2&lt;br /&gt;
&lt;br /&gt;
* {{boldmono|[[Verb:SING|SING]] STATUS}} or {{boldmono|[[SONG (verb)|SONG]] STATUS}} displays which songs are currently being sung, an approximation of their remaining duration, and the current renewal cost.&lt;br /&gt;
* {{boldmono|[[Verb:RENEW|RENEW]] ALL}} will renew all of the songs at once.  This causes the medley renewal period to immediately end and renew for all songs, excepting offensive songs noted below.&lt;br /&gt;
* {{boldmono|RENEW {spell#|mnemonic}}} will renew an individual song.  At the end of the medley renewal period, all spellsongs will still renew as usual, excepting offensive songs noted below.&lt;br /&gt;
* {{boldmono|[[Verb:STOP|STOP]] SINGING}} to cease all spellsongs.&lt;br /&gt;
* {{boldmono|STOP [SINGING] {spell#|mnemonic}}} to cease a specific song.  (Use of &amp;quot;singing&amp;quot; is optional; &amp;quot;stop fortitude&amp;quot; suffices to cause [[Fortitude Song (1003)]] to be removed from the Bard&#039;s medley.)&lt;br /&gt;
&lt;br /&gt;
Note that the &#039;&#039;offensive songs require manual renewal&#039;&#039;, but when the medley renewal occurs, these offensive spellsongs will all &#039;&#039;stop&#039;&#039; completely.  (Until that renewal, they will be displayed as in your medley, with Song Status.  However, they will NOT be included in the calculated renewal mana cost, nor count towards Multi-Song Penalty.)  You will no longer be able to renew the Song, but must re-start it at the full mana cost.  These songs are:&lt;br /&gt;
* [[Holding Song (1001)]]&lt;br /&gt;
* [[Song of Unravelling (1013)]]&lt;br /&gt;
* [[Song of Depression (1015)]]&lt;br /&gt;
* [[Song of Rage (1016)]]&lt;br /&gt;
* [[Song of Sonic Disruption (1030)]]&lt;br /&gt;
Note also that Unravel has a unique, particularly short duration--not more than 20s and possibly as little as 15s--the first 3s of which are eaten up by the original casting time.&lt;br /&gt;
* Failure to activate a renewal during that time will cause the spell to end, and you will have to re-cast at full mana cost.&lt;br /&gt;
* Should your medley as a whole renew during an active Unravel, then Unravel&#039;s benefit will also end at the renewal, and you will have to re-cast at full mana cost.  However, you are still considered to have the Song active, so you will have to either &#039;stop unravel&#039; or wait out its duration before that re-cast is possible.  Unravel is the ONLY Song which behaves in this way.&lt;br /&gt;
&lt;br /&gt;
== Multi-Song Penalty ==&lt;br /&gt;
Singing more than three spellsongs at a time results in an increased renewal cost. The increase is 12 per song beyond the first, modified by your Bard Base ranks, [[Discipline]] bonus and [[Logic]] bonus, to a minimum of zero.&lt;br /&gt;
&lt;br /&gt;
==Renewal Period==&lt;br /&gt;
All factors adding to the renewal period have been determined, either through investigation or through [[GameMaster]] revelation.  The sum of all factors is the duration of renewable spellsongs.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Factor&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Duration&amp;lt;br&amp;gt;(seconds)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | Being a Bard&lt;br /&gt;
| Base&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 120&lt;br /&gt;
| minimum&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[Influence]]&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Stat &#039;&#039;bonus&#039;&#039;&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | per point&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[Logic]]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 1-25&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | [[Level]]&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 4&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; | per level&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 26-50&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 3&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 51-75&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | 76-100&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; | [[Mental Lore, Telepathy]]&lt;br /&gt;
| Skill&lt;br /&gt;
| align=&amp;quot;right&amp;quot; | 2&lt;br /&gt;
| per rank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Enhancements by Rank ==&lt;br /&gt;
;Bard Base [[casting strength]] (CS)&lt;br /&gt;
:+1 CS for each rank up to and including the bard&#039;s level.&lt;br /&gt;
:+0.75 CS for ranks level+1 through level+20.&lt;br /&gt;
:+0.50 CS for ranks level+21 through level+60.&lt;br /&gt;
:+0.25 CS for ranks level+61 through level+100.&lt;br /&gt;
:+0.125 CS for ranks level+101 and greater.&lt;br /&gt;
&lt;br /&gt;
;[[Holding Song (1001)]]&lt;br /&gt;
:Affects one additional target for every 7 ranks after the first.&lt;br /&gt;
&lt;br /&gt;
;[[Song of Luck (1006)]]&lt;br /&gt;
:Additional ranks increase the chance for this song to aid the Bard (but not non-bard party members) at a rate of 1% for every three songs known.  +1 to mana cost per four songs known after 1006.  Renewal cost is half the [[mana]] cost.&lt;br /&gt;
&lt;br /&gt;
;[[Kai&#039;s Triumph Song (1007)]]&lt;br /&gt;
:This song gives +1 [[Attack strength|AS]] for each song known after the seventh, until it reaches +20 [[Attack strength|AS]] when seventeen songs are known.  Once nineteen songs are known, this song also affords the Bard&#039;s party increased [[health]] recovery;  +1 to mana cost and renewal cost for each additional point of AS.&lt;br /&gt;
&lt;br /&gt;
;Sonic Equipment songs ([[Sonic Shield Song (1009)]], [[Sonic Blade Song (1012)]], [[Sonic Armor Song (1014)]])&lt;br /&gt;
:Sonic equipment begins at a bonus of +10 (+15 for armor) and gains +1 for every two songs known, up to a maximum of +35 at 50 songs known (or 40 songs known for armor).&lt;br /&gt;
&lt;br /&gt;
;[[Song of Valor (1010)]]&lt;br /&gt;
:+1 [[DS]] per two songs known after 1010; +1 mana cost for every 2 additional DS; +1 renewal cost for every 5 additional DS.&lt;br /&gt;
&lt;br /&gt;
;[[Song of Unravelling (1013)]]&lt;br /&gt;
:Increased song knowledge increases the amount of mana drained by each use of this song.&lt;br /&gt;
&lt;br /&gt;
;[[Sonic Armor (1014)]]&lt;br /&gt;
:Sonic Armor&#039;s heat, cold, and electrical resistances will improve with training in Bard Base.&lt;br /&gt;
&lt;br /&gt;
;[[Song of Mirrors (1019)]]&lt;br /&gt;
:+1 Dodging rank per two songs (+1/2) known after 1019; +1 to mana cost per five songs known after 1019; +1 to renewal cost per ten songs known after 1019. &lt;br /&gt;
&lt;br /&gt;
;[[Singing Sword (1025)]]&lt;br /&gt;
:Additional songs known add to the animated weapon&#039;s [[Attack strength|AS]].&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
When using a runestaff, either one summoned with Sonic Weapon Song or a more normal version, the flares occur ONLY for&lt;br /&gt;
* single-target spells, to include the single-target version of Disruption (1030) as well as spells that will have none of their normal effect (Vibration Chant (1002) against a target with neither weapon nor shield, say), and&lt;br /&gt;
* only with the {{boldmono|CAST}} and {{boldmono|INCANT}} verbs, but not with {{boldmono|RENEW}}.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Bard Spellsong RP]] guide&lt;br /&gt;
&lt;br /&gt;
[[Category:Bard]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Supple_Ivasian_inciter&amp;diff=258534</id>
		<title>Supple Ivasian inciter</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Supple_Ivasian_inciter&amp;diff=258534"/>
		<updated>2026-06-07T21:42:16Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added an SMR based whip attack they have, with a log.&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 = 66&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 = &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 = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Kick &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 329&lt;br /&gt;
| PA2 = Whip&lt;br /&gt;
| PAB = 329&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 = Spirit Strike&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Spike Thorn&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 = 11&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 216 (in offensive)&lt;br /&gt;
| Ranged =&lt;br /&gt;
| Bolt = 254 (in offensive)&lt;br /&gt;
| UDF = 372&lt;br /&gt;
| BarTD = 215-227&lt;br /&gt;
| CleTD = 255&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 = 265&lt;br /&gt;
| MnSTD = 226&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Pestilence (716) &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 = &lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A supple Ivasian inciter is a surpassingly attractive figure clad in a loose silken shirt of shimmering green cloth of a vivid bile green hue and a darker loincloth.  More than just a hint of zealotry glimmers in her kohl-rimmed eyes.  She wears a glinting steel symbol, painted red and bordered in a wreath of tentacles, that depicts a stylized wisp of green smoke.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Adventurer&#039;s Guild Tasks==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
These creatures worship [[Ivas]].&lt;br /&gt;
&lt;br /&gt;
===Ability Messaging===&lt;br /&gt;
&lt;br /&gt;
Inciters have a move that will cause you to go into a temporary rage (forcing offensive stance). You will be able to move back to defensive/guarded once you have caught your breath.&lt;br /&gt;
&lt;br /&gt;
Messaging indicating you have been affected:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A supple Ivasian inciter spins quickly behind you and delivers a well placed kick!&lt;br /&gt;
You feel humiliated and enraged!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Messaging once the effect wears off:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You calm down slightly, catching your breath.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unknown messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A supple Ivasian inciter raises her voice in a ululating chant, surrounding herself with wisps of sickly green energy.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An [[SMR]] based attack:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[SMR result: 131 (Open d100: 82)]&lt;br /&gt;
The muscles in a supple Ivasian inciter&#039;s arm jump as he cracks his leather whip at you, fetid smoke rising from its length.  In mid-flight, the whip sprouts dozens of tiny thorns, each suffused with unsavory green-yellow light.  The whip bites into the flesh of your left leg and flares brightly with sickening radiance!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Banged your left shin.&lt;br /&gt;
   That&#039;ll raise a good welt.&lt;br /&gt;
  CS: +279 - TD: +297 + CvA: -8 + d100: +74 == +48&lt;br /&gt;
  Warded off!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Casting [[Spirit Strike (117)]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A supple Ivasian inciter throws his head back in pleasure as he completes his incantation!&lt;br /&gt;
An invisible force guides a supple Ivasian inciter.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arrival/Departure Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A supple Ivasian inciter strides in with a smooth, rolling gait.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;With a smooth, rolling gait, a supple Ivasian inciter strides south.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Death and LOOT/decay messaging===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A supple Ivasian inciter begins to mouth a desperate prayer, but death stifles her.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You search the Ivasian inciter.&lt;br /&gt;
You discard the inciter&#039;s useless equipment.&lt;br /&gt;
She didn&#039;t carry any silver.&lt;br /&gt;
She had nothing else of value.&lt;br /&gt;
A supple Ivasian inciter&#039;s lifeless features twitch and spread into a rictus grin. The thin, glowing lines of ink crowding a supple Ivasian inciter&#039;s skin blaze violently to life, their radiance intensifying as it consumes the inciter&#039;s flesh, leaving naught behind but a lingering wisp of greenish smoke.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 64&lt;br /&gt;
|levelm1 = 65&lt;br /&gt;
|level = 66&lt;br /&gt;
|levelp1 = 67&lt;br /&gt;
|levelp2 = 68&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Seething_pestilent_vision&amp;diff=258533</id>
		<title>Seething pestilent vision</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Seething_pestilent_vision&amp;diff=258533"/>
		<updated>2026-06-07T20:55:42Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added: These ghosts can cast Corrupt Essence too.&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 = 70 &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 = &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Non-corporeal undead&lt;br /&gt;
| otherclass2 = &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 = Den of Rot &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 = 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 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &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 =  Disintegrate (705) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WD2 = Corrupt Essence (703)&lt;br /&gt;
| WDA = 317&lt;br /&gt;
| WDB = 317&lt;br /&gt;
| OS1 = Web (118)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Spirit Dispel (119)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 262 (in offensive)&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = 238 (in offensive)&lt;br /&gt;
| UDF = 309&lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = 296&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 256 &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = 252&lt;br /&gt;
| MnSTD = 267&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;
 | gems = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | noskinvalue =&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Writhing green smoke comprises the form of a seething pestilent vision.  It has only the suggestion of a humanoid form, and a buzzing like that of countless swarming flies fills the air around it.  Where eyes ought to be, it has only a pair of luminous orbs that pulse between phosphorescent white and toxic green.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
If you are a member of the [[Order of Voln]] using [[Symbol of Disruption]], it is recommended to lower their [[TD]] to aid in warding them.&lt;br /&gt;
&lt;br /&gt;
For those relying on ambush, it is not possible to leg them or hit their eyes as they have neither natively as [[:Category:non-corporeal undead creatures|non-corporeal undead]].&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
&lt;br /&gt;
As they are non-corporeal undead, {{boldmono|[[WAYLAY]]}} only works on visions when it is open/{{boldmono|[[AIM]]}} is undirected.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 68&lt;br /&gt;
|levelm1 = 69&lt;br /&gt;
|level = 70&lt;br /&gt;
|levelp1 = 71&lt;br /&gt;
|levelp2 = 72&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chrism&amp;diff=257780</id>
		<title>Chrism</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chrism&amp;diff=257780"/>
		<updated>2026-05-17T12:28:51Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Undo revision 257779 by TRIEX (talk): That was not a typo. Chrisms aren&amp;#039;t sought __after__ invasions, they are sought __during__ them. They are &amp;#039;sought after&amp;#039; __during__ them, to get back into the fight faster. I&amp;#039;ve changed &amp;#039;in&amp;#039; to &amp;#039;during&amp;#039; to clarify it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Chrism&#039;&#039;&#039; gem is the Fourth Tier of the [[Holy Receptacle (325)]] spell, and allows a [[cleric]] to help an individual find greater peace, whether to aid them in recuperation following death (removing some amount of [[Death&#039;s Sting]] based on the strength of the chrism gem and speeding the return of [[health]], [[mana]], and [[spirit]]) or for a troubled soul in general (allows a character of any [[profession]] to [[MEDITATE|meditate]] as a cleric, [[empath]], or [[savant]]).  Highly sought after during invasions, chrism gems are often considered to represent the pinnacle of a cleric&#039;s lore training.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Requirements ==&lt;br /&gt;
To create a chrism gem, a cleric must have:&lt;br /&gt;
*An [[orb gem]] with a value &amp;gt; 3000 silver&lt;br /&gt;
*25 + X mana: 25 for the spell, X being a variable cost (presumably based on value and lore)&lt;br /&gt;
*[[Spiritual Lore, Blessings]]: 10 ranks (50 skill)&lt;br /&gt;
*[[Spiritual Lore, Summoning]]: 15 ranks (70 skill)&lt;br /&gt;
*[[Spiritual Lore, Religion]]: 25 ranks (105 skill)&lt;br /&gt;
&lt;br /&gt;
Chrism gems can only be used by clerics, but may be used by any cleric of at least level 18 with knowledge of the [[Raise Dead (318)]] spell once created.  [[F2P]] characters must have an active [[Simucoin#F2P_Subscription_Items|Resurrection Pass]] to use them successfully on corpses.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
Benefits to chrisms are derived off of ranks of [[Spiritual Lore, Blessings]]:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} &lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Blessings ranks||11||13||16||20||25||31||38||46||55||65&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Experience retained||55%||60%||65%||70%||75%||80%||85%||90%||95%||100%&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Gem appearance||half full||more than half full||more than half full||more than half full||three quarters full||three quarters full||almost full||almost full||almost full||full&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Due to skill training level limitations, the earliest a cleric can create a 100% experience chrism would be level 51 without [[enhancive item]]s, as the lore training requirements would be 105 ranks total (15 Summoning + 25 Religion + 65 Blessing).&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
First you must prep and cast [[Holy Receptacle (325)]] at the gem, then:&lt;br /&gt;
;Syntax - &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;bless deity common 4 &amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;bless deity common 4&lt;br /&gt;
You chant a quick prayer and the golden moonstone&#039;s outer shell becomes translucent and brittle.  A  cobalt liquid fills the once solid interior of the golden moonstone.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Failure&lt;br /&gt;
A critical failure is possible, resulting in the destruction of the gem.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;bless deity common 4&lt;br /&gt;
You chant a quick prayer and the diamond becomes entirely too brittle in your hand, cracks, and blows away in the form of a fine powder.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
After the Chrism gem has been prepared, {{boldmono|[[LOOK (verb)|LOOKing]]}} at it will reveal the strength of the chrism gem.  &lt;br /&gt;
&lt;br /&gt;
;Syntax - &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;look (gem)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;look moonstone&lt;br /&gt;
The now translucent outer shell of the &#039;&#039;full&#039;&#039; golden moonstone allows you to see the &#039;&#039;ordinary&#039;&#039;, cobalt liquid undulating.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Full&amp;quot; denotes a 100% experience chrism (see Lore Benefits above), and &amp;quot;ordinary&amp;quot; denotes a chrism of the second tier of strength (see below) with regards to recovery time after death.&lt;br /&gt;
&lt;br /&gt;
==Strengths==&lt;br /&gt;
Depending upon value of the gem used, chrism gems have different effects on minimizing the effects of Death&#039;s Sting.  These levels determine how much statistic recovery weakness will be mitigated when used on a corpse.  There is no cap on the value of the gem used. {{boldmono|LOOK}} at the chrism to see its strength, noted by the words &amp;quot;dull&amp;quot;, &amp;quot;ordinary&amp;quot;, &amp;quot;bright&amp;quot;, &amp;quot;vibrant&amp;quot;, or &amp;quot;glowing&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;lightblue&amp;quot;&lt;br /&gt;
!Strength||[[Death&#039;s Sting]]&amp;lt;br&amp;gt;Initial Stat Loss||[[Death&#039;s Sting]]&amp;lt;br&amp;gt;Recuperation Time&amp;lt;br&amp;gt;With Deeds||[[Death&#039;s Sting]]&amp;lt;br&amp;gt;Recuperation Time&amp;lt;br&amp;gt;Without Deeds||Gem Value&lt;br /&gt;
|-&lt;br /&gt;
|No Chrism||40%||10 mins||20 mins||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Dull||27-30%||7-8 mins||14-15 mins||3,000-4,999&lt;br /&gt;
|-&lt;br /&gt;
|Ordinary||21-26%||6-7 mins||11-13 mins||5,000-7,999&lt;br /&gt;
|-&lt;br /&gt;
|Bright||11-20%||3-5 mins||6-10 mins||8,000-12,999&lt;br /&gt;
|-&lt;br /&gt;
|Vibrant||10% or less||3 mins or less||5 mins or less||13,000+&lt;br /&gt;
|-&lt;br /&gt;
|Glowing||estimated 0-5%||0-2 mins||0-3 mins||??&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Stats recover at 4% (of total) per minute with a deed or 2% per minute if resurrected without a deed.&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note 2: Chrisms of the same &amp;quot;strength&amp;quot; can have different results based on the value of the gem (i.e. a dull chrism worth 3001 silvers causes 30% stat loss and a dull chrism worth 4999 silvers causes 27% stat loss.)&amp;lt;br&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;Note 3: Recovery times for vibrant and glowing are being investigated and may need to be updated. A vibrant chrism worth just over 13k caused an initial stat loss of 10%. Higher value vibrant and glowing gem data is missing from the above info.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Applying a chrism gem is a simple process.  If attempting to aid a corpse, simply {{boldmono|[[WAVE (verb)|WAVE]]}} the gem over them before casting [[Raise Dead (318)|Raise Dead]].  When using the gem upon a living character to aid them to a meditative state, one also {{boldmono|WAVE}}s the gem, but with no need to cast any spell.&lt;br /&gt;
&lt;br /&gt;
;Syntax - &amp;lt;span style=&amp;quot;font-variant:small-caps&amp;quot;&amp;gt;wave (gem) at (target)&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;wave sunstone at XXX&lt;br /&gt;
You gingerly crack and wave the red sunstone over XXX&#039;s body and a mixture of oil and balsam trickles out of the sunstone, coating XXX with a cobalt blue liquid.&lt;br /&gt;
The red sunstone deteriorates into a cobalt powder that disperses into the wind.&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;
* [[Chrism holder]]&lt;br /&gt;
* [[Chrismarium]]&lt;br /&gt;
* [[Chrism Censer]]&lt;br /&gt;
[[Category:Cleric Base Spells]]&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bard&amp;diff=257778</id>
		<title>Bard</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bard&amp;diff=257778"/>
		<updated>2026-05-16T22:43:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Removed the line about &amp;#039;heavy armor will impact their spell casting abilities&amp;#039; - That goes for _all_ professions, and the other semis do not have that line in their intro paragraph. Of all the semis, rangers are &amp;#039;worst&amp;#039; at armor right now, not bards, so that makes it extra strange.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| [[File:Small_bard.jpg]]&lt;br /&gt;
| name = Bard&lt;br /&gt;
| type = [[Elemental]]/[[Mental]] [[Semi]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Bard Base]]&lt;br /&gt;
| prime = [[Influence]], [[Aura]]&lt;br /&gt;
| mana = [[Influence]], [[Aura]]&lt;br /&gt;
  | TWCcost = 3/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 5/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 8/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 3/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 4/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 7/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 4/2 | RWranks = 2&lt;br /&gt;
  | TWcost = 3/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 6/1 | PWranks = 2&lt;br /&gt;
  | BRLcost = 3/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 4/4 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 7/3 | MOCranks = 1&lt;br /&gt;
  | PFcost = 4/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 6/6 | DODranks = 2&lt;br /&gt;
  | AScost = 0/4 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/4 | MIUranks = 2&lt;br /&gt;
  | SAcost = 4/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/5 | HPranks = 2&lt;br /&gt;
  | EMCcost = 0/5 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/5 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/15 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/17 | SRranks = 2&lt;br /&gt;
  | ELcost = 0/8 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/20 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/18 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/8 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/3 | DTranks = 2&lt;br /&gt;
  | PLcost = 2/1 | PLranks = 2&lt;br /&gt;
  | SHcost = 3/2 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/2 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/1 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bards&#039;&#039;&#039; are semi-spell users who combine skill at arms with a hybrid of [[elemental]] and [[mental]] magic. Their [[Bard Base|song spells]] allow them to enhance not only their own skills in combat, but those of all in their party. Bards are also masters of lore, adept at revealing the secrets of magic items. Nearly as versatile as [[Rangers]], Bards are somewhat more adept at using magical devices, but less so at physical skills, such as combat or maneuvering.&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
=== Spellsongs ===&lt;br /&gt;
&lt;br /&gt;
{{main|Bard Base}}&lt;br /&gt;
&lt;br /&gt;
To sing a spellsong the bard must first [[PREPARE]] the song using either the spellsong number or the mnemonic. Next, the bard [[SING]]s the song either at himself or a target.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
&amp;lt;pre{{log2|padding=0|margin-top=0|margin-bottom=0|margin-right=26em|background=none|border=none}}&amp;gt;&lt;br /&gt;
PREP 1001 or PREP HOLDSONG&lt;br /&gt;
SING or SING &amp;lt;target&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Spellsongs depend primarily on the bard&#039;s [[Influence]] and [[Aura]].&lt;br /&gt;
&lt;br /&gt;
=== Loresinging ===&lt;br /&gt;
&lt;br /&gt;
{{main|Loresinging}}&lt;br /&gt;
&lt;br /&gt;
LORESING &amp;lt;lyrics&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While holding an item in your right hand, sing a song whose lyrics inquire about the nature of the object. Use a semicolon (;) to separate lines. &lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&amp;lt;pre{{log2|padding=0|margin-top=0|margin-bottom=0|margin-right=26em|background=none|border=none}}&amp;gt;&lt;br /&gt;
loresing Sparkling stone I found this night;Tell me why you shine so bright?;Do you by chance possess a spell,;Or sharpen weapons very well?;Are you worth much if I sell,;Or should I throw you in the well?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are skilled enough and use the appropriate keywords, something of the item&#039;s nature will be revealed to you.&lt;br /&gt;
&lt;br /&gt;
=== Gem Purification ===&lt;br /&gt;
&lt;br /&gt;
Bards have the unique [[Purification Song]] ability, increasing the value of gems and potentially turning them into magic-receptive orb gems. Be warned that purification process is potentially dangerous and can cause the gem to explode in your hand!&lt;br /&gt;
&lt;br /&gt;
=== Instrument Mastery ===&lt;br /&gt;
&lt;br /&gt;
{{main|Instrument learning}}&lt;br /&gt;
&lt;br /&gt;
All professions can [[PLAY]] musical instruments, but only bards are capable of mastering the art.&lt;br /&gt;
&lt;br /&gt;
Additionally, only bards can [[TUNE]], and only bards can use the special messaging of master quality instruments.&lt;br /&gt;
&lt;br /&gt;
=== Bardic Luck Talismans ===&lt;br /&gt;
&lt;br /&gt;
Upon reaching Level 30, as their [[profession service]], Bards can create [[Song of Luck (1006)#Bard Service - Luck Talismans|Bardic Luck Talismans]], which when worn give a chance of rerolling a combat roll for a better result. These talismans may be worn by anyone, and can be improved by the Bard up to six tiers by consuming the Bardic Inspiration [[resource]]. Bardic Inspiration is accumulated automatically each week as the Bard gains experience.&lt;br /&gt;
&lt;br /&gt;
== Bard Guild ==&lt;br /&gt;
&lt;br /&gt;
The [[Bard Guild]] is an organization dedicated to the musical talents and development of Bards worldwide. Currently, skill training is not offered to guild members, nor is Guild Master status. Most locations do have adjoining theaters with dressing rooms and stage areas with working curtains and lights.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Lyrical Luck: The Discovery of Songstones]]&lt;br /&gt;
&lt;br /&gt;
===== Guides =====&lt;br /&gt;
* [[A beginner&#039;s guide to playing a bard|A Beginner&#039;s Guide to Playing a Bard]]&lt;br /&gt;
* [[Comprehensive Bard Guide]]&lt;br /&gt;
* [[Archales&#039; bard guide|Archales&#039; Bard Guide]]&lt;br /&gt;
* [https://web.archive.org/web/20140722051546/http://freepages.genealogy.rootsweb.ancestry.com/~laplante/gemstone/bardguide.html Loresinging and Purifying Gems Guide] (via Internet Archive)&lt;br /&gt;
&lt;br /&gt;
{{Bard}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:What_Stats_Do_Table&amp;diff=257777</id>
		<title>Template:What Stats Do Table</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:What_Stats_Do_Table&amp;diff=257777"/>
		<updated>2026-05-16T22:42:12Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Fleshed out what the Discipline stat does.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;What Stats Do (Sortable Table)&#039;&#039;&#039;&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! width=90px | &#039;&#039;&#039;Statistic&#039;&#039;&#039;&lt;br /&gt;
! width=90px |  Type || width=90px |  Prime || width=120px |  Main Systems  &lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Strength]]&#039;&#039;&#039;    ||Physical||[[Monk]], [[Paladin]], [[Warrior]]||[[Melee]] [[Attack Strength|AS]], [[Ranged]] [[Roundtime|RT]], [[Encumbrance]], &lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Constitution]]&#039;&#039;&#039;    ||Physical||[[Warrior]]||[[Hitpoint]]s, [[Encumbrance]], [[Disease]], [[Critical]]s&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Dexterity]]&#039;&#039;&#039;    ||Physical||[[Ranger]], [[Rogue]]||[[Spell Aiming]], [[Ranged]] [[Attack Strength|AS]], [[Melee]] [[Roundtime|RT]], [[Picking Locks]], [[Disarming Traps]], [[Critical weighting]], [[Ambushing]], [[SKIN (verb)|Skinning]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Agility]]&#039;&#039;&#039;    ||Physical||[[Monk]], [[Rogue]]||[[Melee]] [[Roundtime|RT]], [[Defensive strength|Physical DS]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Discipline]]&#039;&#039;&#039;    ||Hybrid||N/A||[[Experience|Experience Pool]], Mental [[Target defense|TD]], [[Guild_Skills|Guild skills]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Aura]]&#039;&#039;&#039;    ||Hybrid||[[Bard]], [[Sorcerer]], [[Wizard]]||Elemental [[Casting strength|CS]], Elemental [[Target defense|TD]], [[Spirit]], Elemental [[Mana]] &lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Logic]]&#039;&#039;&#039;    ||Mental||[[Wizard]]||[[Experience|Experience Pool]], [[Experience#Absorbing_experience|Experience absorption]], Mental [[Casting strength|CS]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Intuition]]&#039;&#039;&#039;    ||Mental||[[Cleric]], [[Ranger]]||Detecting [[Traps]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Wisdom]]&#039;&#039;&#039;    ||Mental||[[Cleric]], [[Empath]], [[Paladin]], [[Sorcerer]]||Spiritual [[Casting strength|CS]], Spiritual [[Target defense|TD]], Spiritual [[Mana]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;[[Influence]]&#039;&#039;&#039;    ||Mental||[[Bard]], [[Empath]]||[[Trading]], Mental [[mana]]&lt;br /&gt;
|- align = center&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Stat Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Elantaran&amp;diff=257776</id>
		<title>Elantaran</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Elantaran&amp;diff=257776"/>
		<updated>2026-05-16T22:10:38Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked to the shop page that he is the proprietor of.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;He looks as if business has been prosperous for him.&lt;br /&gt;
&lt;br /&gt;
Elantaran is the proprietor of [[Elantaran&#039;s Magic Supply]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[{Category:Non-Player Characters]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Experience_pool&amp;diff=257772</id>
		<title>Experience pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Experience_pool&amp;diff=257772"/>
		<updated>2026-05-16T02:48:41Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added a note that the accrual decline rate formula is incorrect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=Exp page /&amp;gt;&#039;&#039;&#039;Experience pools&#039;&#039;&#039; are the &amp;quot;buckets&amp;quot; where [[experience]] is stored to be absorbed incrementally or at a specific time.  As experience is absorbed from the bucket(s), [[character]]s gain [[level]]s.  Absorbed experience is for all intents and purposes permanent.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOC limit|3}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Field Experience==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;===Field Experience===&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
When a character does something that awards experience, an amount of experience is placed into a &#039;&#039;&#039;field experience pool&#039;&#039;&#039; of unprocessed experience.  This pool has a finite size that varies by character, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled.&lt;br /&gt;
&lt;br /&gt;
Any unabsorbed field experience is lost during the process of [[death]] and [[Raise Dead (318)|resurrection]], unless a [[Chrism]] is used.&lt;br /&gt;
&lt;br /&gt;
The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Size of Pool===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Size of Pool====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The size of a character&#039;s pool for unprocessed experience is determined by its [[DIS]] and [[LOG]] stats.  The formula is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;Field Experience Pool {{=}} 800 + LOG + DIS + ([[Wisdom of the Ages]]: 2 * M) + (Subscription: 0 or 200 or 400)&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Wisdom of the Ages&#039;&#039; is +2 to total experience pool size per month you&#039;ve maintained your subscription (and logged in at least once in that month for that character). For F2P accounts, this value is 0.&lt;br /&gt;
&lt;br /&gt;
* Characters on [[Premium subscription|premium accounts]] get a 200 bonus to their experience pool size. This bonus is extended to 400 for platinum level accounts.&lt;br /&gt;
&lt;br /&gt;
So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75). A character with a platinum subscription of 2 years would have an experience pool of 1448 if they have 100 LOG and DIS stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Status===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Mind Status====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Thresholds for mind-status changes are here as a proportion of (experience in field exp pool)/(pool capacity).&lt;br /&gt;
&lt;br /&gt;
:{|{{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:lightblue&amp;quot;&lt;br /&gt;
!Phrase||Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Completely saturated&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&amp;gt; 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Must rest&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.90&lt;br /&gt;
|-&lt;br /&gt;
|Numbed&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.75&lt;br /&gt;
|-&lt;br /&gt;
|Becoming numbed&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.62&lt;br /&gt;
|-&lt;br /&gt;
|Muddled&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.5&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.25&lt;br /&gt;
|-&lt;br /&gt;
|Fresh and clear&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&amp;gt; 0.0&lt;br /&gt;
|-&lt;br /&gt;
|Clear as a bell&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, a character with a capacity of 1000 will hit &amp;quot;must rest&amp;quot; above 900 unabsorbed experience.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gaining Field Experience===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Gaining Field Experience====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
There are a variety of ways to add to the field experience pool, several of which will be mentioned here.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hunting====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Hunting=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The most common way of gaining experience is hunting.  When hunting, experience is gained when a creature one has significantly participated in killing is {{boldmono|[[LOOT (verb)|LOOT]]}}ed, {{boldmono|SEARCH}}ed, or decays on its own.&lt;br /&gt;
&lt;br /&gt;
The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:lightblue&amp;quot;&lt;br /&gt;
!Creature Level||Experience Gain&lt;br /&gt;
|-&lt;br /&gt;
|10 or more below character&lt;br /&gt;
|no experience&lt;br /&gt;
|-&lt;br /&gt;
|1-9 below character&lt;br /&gt;
|100 - 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|same as character&lt;br /&gt;
|100 experience&lt;br /&gt;
|-&lt;br /&gt;
|1-4 above character&lt;br /&gt;
|100 + 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|5 or more above character&lt;br /&gt;
|150 experience&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A character continues to gain experience in this way until the pool is filled to its limit, which is determined as described above (800-1000).  Continued experience-gaining activities will not add to this pool, though as experience is absorbed,  it can obviously be replenished.&lt;br /&gt;
&lt;br /&gt;
Multiple characters can gain experience from killing the same creature, and they need not be present when the creature actually dies (though the character must still be logged in).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Guilds====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Guilds=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
When a character is learning an Artisan&#039;s Guild skill, such as [[fletching]], [[forging]], or [[cobbling]], it earns experience each time a rank is gained in that skill.  This rate is based on the number of ranks of the skill the character already has, as well as other skills known.  More detailed information is available on the [[Artisan Guild]] page.&lt;br /&gt;
&lt;br /&gt;
The same is true for the [[profession guild]]s.&lt;br /&gt;
&lt;br /&gt;
Experience is also be awarded by completing [[Adventurer&#039;s Guild]] tasks.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Profession-Specific Methods====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Profession-Specific Methods=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
[[Empath]]s can gain experience by transferring wounds from others to themselves.  There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s and [[paladin]]s can gain experience by raising others from the dead.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s can gain experience when casting [[Enchant (925)]] successfully, with the amount being variable based on the item&#039;s status within the enchanting process, and the level of enchantment.  They can also gain a nominal amount of experience via [[Charge Item (517)]].&lt;br /&gt;
&lt;br /&gt;
[[Bard]]s can gain experience when [[loresinging]], under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]s can gain experience when casting [[Ensorcell (735)]] successfully, or [[Scroll Infusion (714)|infusing a scroll]].&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Methods====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Other Methods=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
All professions can gain experience when successfully disarming and unlocking treasure boxes (most easily trained by [[rogue]]s).  A much smaller amount of experience is granted when successfully using [[Unlock (407)]] and [[Disarm (408)]] on a treasure system box.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Exceptions====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Exceptions=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool.  As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases.  For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience.  However, if one kills 8 rats, one would add less than 800 experience to the pool.  The precise rate of accrual decline is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;Accrual Decline Rate {{=}} N * (1 - .05 * &amp;amp;lfloor;InBucket/100&amp;amp;rfloor;)&#039;&#039;&#039;}}&lt;br /&gt;
::Where &#039;&#039;N&#039;&#039; = nominal amount, &#039;&#039;InBucket&#039;&#039; = amount in bucket, and the final number is truncated&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: This formula is no longer correct.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild|bounty system]] is another exception in that one is able to greatly exceed a character&#039;s unabsorbed pool capacity.  Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above.  Experience is only gained from bounty tasks when Field Exp is in normal limits (not saturated). There is a warning when you try to turn in a finished bounty before you can absorb it. The experience given by the reward is applied to Field Exp up until 1250 experience. Any reward in excess of that amount will have half applied to your Field Exp and half will be absorbed instantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Absorbing Field Experience===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Absorbing Field Experience====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Experience absorption is affected by a number of factors, including one&#039;s physical location in the game, one&#039;s status with regard to a group, and even health. Experience is absorbed in small pulses over a period of time until the pool is empty. Being in a sanctuary, whether it is natural or created through [[Minor Sanctuary (213)]] / [[Major Sanctuary (220)]] / [[Song of Peace (1011)]], is the same as being &amp;quot;on-node&amp;quot; for the purposes of experience absorption. Contrary to popular belief, [[Mana Focus (418)]] does not create a node and does not give any experience absorption benefit.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====On-node====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====On-node=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 25&lt;br /&gt;
* Logic Bonus: When on a [[node]] a character will absorb an additional (Logic Bonus/5) experience per [[pulse]].&lt;br /&gt;
* [[Super Node]]: Being on a Super Node will add an additional 2 points per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)&lt;br /&gt;
* [[Group]]: Being joined to another non-[[F2P subscription|F2P]] character will add an additional point per pulse.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====In Town Off-node====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====In Town Off-node=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 22&lt;br /&gt;
* Logic Bonus: When in town a character will absorb an additional (Logic Bonus/5) experience per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)&lt;br /&gt;
* Group: Being joined to another non-F2P character will add an additional point per pulse.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Areas====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Other Areas=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 19&lt;br /&gt;
* Logic Bonus: When outside of town a character will absorb an additional (Logic Bonus/7) experience per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)&lt;br /&gt;
* Group: Being joined to another non-F2P character will add an additional point per pulse.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;other&amp;quot; rooms are normally out of town, though strangely, some rooms (such as the courtyard of the [[Warrior Guild]] in [[Wehnimer&#039;s Landing]]) that are in towns count as if they were out of town.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Factors====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Other Factors=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished&lt;br /&gt;
* Death&#039;s sting - if one has [[decay]]ed or suffered a [[spirit death]] recently, then only a fraction of the experience is absorbed from the field experience pool&lt;br /&gt;
* There is no 40 experience per pulse hard cap (which was previously stated here).  It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before [[Gift of Lumnis]] or [[RPA|other experience multipliers]] are taken into consideration).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Long-term Experience==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;===Long-term Experience===&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;long-term experience pool&#039;&#039;&#039; was introduced in 2016.  Experience absorbed from the long-term pool is not increased by roleplaying awards, Gift of Lumnis, or other similar boosts.  Experience in the long-term pool is normally absorbed at a rate of 250 experience points per day, but has no cap on the number of points that it can hold.  Every night at midnight, characters on paid accounts with long-term experience stored will get one 250 experience pulse (they do not have to be online to get it).&lt;br /&gt;
&lt;br /&gt;
Regardless of the daily 250 experience point absorption, all characters can absorb long-term experience via continuing to absorb experience after the weekly Gift of Lumnis has expired. For every ten (10) points of field experience absorbed while outside of the Gift of Lumnis period, a character will also absorb one (1) point of long-term experience.  That experience is deducted from the pool immediately.&lt;br /&gt;
&lt;br /&gt;
This pool can be added to through &amp;lt;includeonly&amp;gt;[[long-term experience boost|&amp;lt;/includeonly&amp;gt;Long-Term Experience Boosts&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;, when being [[TRANSFER (verb)|healed]] by an empath, being raised by a cleric, killing [[boss creatures]], or upon retrieving boxes from the [[locksmith pool]].&amp;lt;section end=Exp page /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Long-term Experience Boost===&lt;br /&gt;
&amp;lt;section begin=LTE boost /&amp;gt;&#039;&#039;&#039;Long-term Experience Boosts&#039;&#039;&#039; can be earned by characters &amp;lt;includeonly&amp;gt;[[&amp;lt;/includeonly&amp;gt;level&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt; 20 and up on paid accounts only after they have killed an experience-granting [[creature]] (no more than nine levels lower than the character).  Using this boost immediately deducts 500 experience points from the &amp;lt;includeonly&amp;gt;[[&amp;lt;/includeonly&amp;gt;field experience pool&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt; and adds 250 experience points to the long-term experience pool.&lt;br /&gt;
&lt;br /&gt;
Qualifying characters can earn up to two (2) long-term experience boosts per day via random drops upon {{boldmono|[[LOOT]]}}ing creatures that they are eligible to earn experience from. These drops are weighted to occur within the first 50 {{boldmono|LOOT }}drops per character per day.&lt;br /&gt;
&lt;br /&gt;
Even if the character is not logged in every day to hunt, it can still earn a lesser number of long-term boosts.  A free &amp;quot;away&amp;quot; boost is granted upon the next login once every three (3) days that the characters does not earn a long-term boost (the days need not be consecutive).&amp;lt;section end=LTE boost /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=Ascension /&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ascension Experience==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;===Ascension Experience===&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{main|Ascension Skill System}}&lt;br /&gt;
Ascension is a system that allows a character to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define the character. Ascension is focused on Post-Cap Development, but is not restricted to level 100 characters. Starting at level 20, characters can divert up to their level as a percentage of experience gain towards Ascension Experience (AEXP). Every 50,000 AEXP will net 1 ATP, which may then be spent on Common, Elite, or Legendary skills.&amp;lt;section end=Ascension /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Experience boost]]&lt;br /&gt;
*[[Experience (saved posts)]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stone_mastiff&amp;diff=257768</id>
		<title>Stone mastiff</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stone_mastiff&amp;diff=257768"/>
		<updated>2026-05-14T14:35:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: reworded the skinning hint (that they are easier to skin with blunt weaponry).&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 = 62&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 = Magical&lt;br /&gt;
| area = Thanatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 400&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Bite&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 335 - 345&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAB = 332&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Charge&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 147 - 279&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 206 - 227&lt;br /&gt;
| CleTD = 236&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 201&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 247&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 260&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 233&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 = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = a stone heart&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
The stone mastiff is a huge grey dog that seems to be formed of living stone.  The mastiff is rectangular in shape, and the length of the mastiff from forechest to rear is around five feet.  Massive and heavy boned, with a powerful muscle structure, this stone mastiff presents a formidable foe.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
An absolute must hunt for [[sorcerer]]s. Be sure to take a [[wizard]] with you and the pair of you can wreak havoc on the mastiffs. Most of the time you can single shot these with [[Dark Catalyst (719)|Dark Catalyst]]. So be prepared to have your wizard friend to send you lots of [[mana]].&lt;br /&gt;
&lt;br /&gt;
Stone Mastiffs are immune to fire damage, water damage, and ice damage. They are also immune to the Bone Shatter spell, but can be affected by Harm and Empathic Assault. &lt;br /&gt;
&lt;br /&gt;
They have a maneuver attack that can knock you over and give roundtime. &lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Mastiffs are much easier to skin with a blunt weapon (any blunt weapon will do). The stone mattocks that litter the area can be used in a pinch.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Mastiff Mastiff on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 60&lt;br /&gt;
|levelm1 = 61&lt;br /&gt;
|level = 62&lt;br /&gt;
|levelp1 = 63&lt;br /&gt;
|levelp2 = 64&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=Critical&amp;diff=257760</id>
		<title>Critical</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Critical&amp;diff=257760"/>
		<updated>2026-05-12T14:00:33Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added a note that minimal hits (rank 0 on their own) do not get weighting applied; you can&amp;#039;t death crit on a 101 endroll.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;critical&#039;&#039;&#039; (or &#039;&#039;&#039;crit&#039;&#039;&#039;) is a term that refers to the extra damage done to a [[creature]] or [[character]] in an attack. For example, a hit that does 18 raw damage to a creature wearing soft leather armor will suffer a level 3 critical, on average. The critical determines the message (see [[critical table]]) that is seen after an attack, the stun, the wound, how badly the creature bleeds, and the extra damage done by the critical hit.&lt;br /&gt;
&lt;br /&gt;
==Determining Critical Rank==&lt;br /&gt;
Critical hits are determined by the [[raw damage]] (not blood loss) and the [[critical divisor]] of the [[armor]] the defender is wearing. The raw damage is determined by the [[damage factor]] of the [[weapon]] used against the armor the defender wears and the [[end roll]] of the attack. The general formula for critical rank is:&lt;br /&gt;
*&#039;&#039;&#039;Critical Rank =&#039;&#039;&#039; &#039;&#039;Truncate[ ( (Endroll - 100) * Weapon Damage Factor - Armor Padding Points + Weapon Weighting Points ) / Armor Critical Divisor ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that crit weighting is not applied if the &#039;&#039;Critical Rank&#039;&#039; that you&#039;d get without applying padding or weighting would result in a rank 0 crit. In other words, an &#039;&#039;Endroll&#039;&#039; of 101 is never going to score a lethal critical even if the attack is made with a fantastically crit weighted weapon.&lt;br /&gt;
&lt;br /&gt;
===Weapon Damage Factor &amp;amp; Raw Damage===&lt;br /&gt;
{{:Raw damage}}&lt;br /&gt;
&lt;br /&gt;
===Armor Critical Divisor===&lt;br /&gt;
{{#section:Armor|critdivisor}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critical Randomization===&lt;br /&gt;
{{:Critical randomization}}&lt;br /&gt;
&lt;br /&gt;
==Fatal Critical Rank==&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum [[critical]] ranks that cause instant death for the victim. Limb injuries are not shown as they are not immediately fatal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Head !! Neck !! Eye !! Chest !! Abdomen !! Back !! Average&lt;br /&gt;
|-&lt;br /&gt;
| [[acid critical table|ACID]] || 6 || 6 || 6 || 8 || 8 || - || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[cold critical table|COLD]] || 6 || 6 || 6 || 8 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[crush critical table|CRUSH]] || 5 || 5 || 7 || 9 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[disintegration critical table|DISINTEGRATION]] || 6 || 6 || 6 || 8 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[disruption critical table|DISRUPTION]] || 6 || 6 || 6 || 9 || 8 || 8 || 7.17&lt;br /&gt;
|-&lt;br /&gt;
| [[electrical critical table|ELECTRICAL]] || 6 || 6 || 6 || 9 || 8 || 8 || 7.17&lt;br /&gt;
|-&lt;br /&gt;
| [[fire critical table|FIRE]] || 6 || 6 || 7 || 8 || 8 || 8 || 7.17&lt;br /&gt;
|-&lt;br /&gt;
| [[grapple critical table|GRAPPLE]] || 9 || 8 || - || - || - || - || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[impact critical table|IMPACT]] || 5 || 5 || 7 || 9 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[plasma critical table|PLASMA]] || 6 || 5 || 7 || 7 || 8 || 8 || 6.83&lt;br /&gt;
|-&lt;br /&gt;
| [[puncture critical table|PUNCTURE]] || 6 || 6 || 4 || 8 || 8 || 8 || 6.67&lt;br /&gt;
|-&lt;br /&gt;
| [[slash critical table|SLASH]] || 6 || 6 || 5 || 8 || 8 || 8 || 6.83&lt;br /&gt;
|-&lt;br /&gt;
| [[steam critical table|STEAM]] || 7 || 7 || 7 || 8 || 8 || 8 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| [[unbalance critical table|UNBALANCE]] || 9 || 9 || 9 || - || - || - || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[vacuum critical table|VACUUM]] || 6 || 6 || 7 || 8 || 8 || 8 || 7.17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?98570-Whirlin-s-Damage-Crit-Comparing-Spreadsheet Whirlin&#039;s Damage/Crit Comparing Spreadsheet]&lt;br /&gt;
&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=Illoke_shaman&amp;diff=257757</id>
		<title>Illoke shaman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_shaman&amp;diff=257757"/>
		<updated>2026-05-11T21:59:10Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added links to a separate page for their weapon showing the crit weighting. Fixed a hypercorrect plural - the correct plural is &amp;#039;shamans&amp;#039;.&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 = 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 = War mattock &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 357 - 378&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 = Interdiction&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 282&lt;br /&gt;
| WD2 = Interference (212)&lt;br /&gt;
| WDB = 282&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury&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 = 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 = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 244 - 259&lt;br /&gt;
| CleTD = 265&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 = 268&lt;br /&gt;
| MnSTD = 261&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Benediction (307)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense I (401)&lt;br /&gt;
| DSP3 = Elemental Defense II (406)&lt;br /&gt;
| DSP4 = Elemental Defense III (414)&lt;br /&gt;
| DSP5 = Elemental Targeting (425)&lt;br /&gt;
| DSP6 = Resist Elements (602)&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 = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet mote of essence]]&lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Editor&#039;s note: The correct plural is &#039;shamans&#039;, not &#039;shaman&#039;. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Massive and imposing, the Illoke shaman towers over adventurers.  It is more than three times the size of the largest giantman, with smooth grey skin and deep black eyes that glare out from under a heavy brow.  The eyes regard potential victims with disdain, as if they were nothing more than an offering to be sacrificed.  Chiseled deep into the forehead of the shaman, the symbol of Illoke glows red with power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
They swing a [[Illoke shaman/Huge stone maul|huge stone maul]] which is mechanically a [[War mattock]]. These weapons have fantastic (40) crit weighting. That means even when wearing for example [[Augmented chain|Augmented chain (AsG 15)]], very minor hits (such as an endroll that is merely 20 or so above 100) can be lethal.&lt;br /&gt;
&lt;br /&gt;
Illoke shaman can break stuns and act at the same time. Hence, it is recommended you stance dance carefully around them; any time you get hit by them, even by a small margin, you are risking death.&lt;br /&gt;
&lt;br /&gt;
Illoke shamans have a maneuver attack when knocked prone via certain methods (regular attack to the legs, many spells, some maneuvers) that has a great chance of hurting a like leveled adventurer, especially a [[pure]]. It is recommended that shamans be knocked prone before they are killed to maximize safety. Effective ways to prone a shaman include [[sweep]], [[Tangleweed (610)|tangleweed]], [[lullabye]], [[hamstring]], [[tackle]], [[410|e-wave]], and [[unbalance]]. If killed while sitting this falling maneuver is still activated.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Working with an [[illoke mystic]] an illoke shaman can summon a [[roa&#039;ter]] or a [[stone gargoyle]].&lt;br /&gt;
&lt;br /&gt;
Example text: &amp;lt;P&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
An Illoke mystic turns to face an Illoke shaman, 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 ground 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;
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 21 sec.&amp;lt;/pre&amp;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 = 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;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_shaman/Huge_stone_maul&amp;diff=257756</id>
		<title>Illoke shaman/Huge stone maul</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_shaman/Huge_stone_maul&amp;diff=257756"/>
		<updated>2026-05-11T21:57:57Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Created to show the warrior APPR result, showing the crit weighting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These weapons are held by [[Illoke shaman]]s. They crumble once the shaman that originally held it dies.&lt;br /&gt;
&lt;br /&gt;
They are fantastically (40) crit weighted, and are technically [[War mattock]]s.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;assess maul&lt;br /&gt;
You assess the maul for structural weaknesses and strengths.&lt;br /&gt;
&lt;br /&gt;
Careful examination indicates the stone maul has a base strength of 75 and a base durability of 145.  You also determine the current integrity of the stone maul to be at 100.0%.&lt;br /&gt;
&lt;br /&gt;
Checking out the maul, it looks like it is fantastically weighted to inflict more critical blows than a normal weapon of its type.&lt;br /&gt;
&lt;br /&gt;
[A huge stone maul has a combat effectiveness rating of 40 points of Critical weighting.  It has 0 of 200 services towards the next full rank of combat effectiveness.]&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=Illoke_shaman&amp;diff=257752</id>
		<title>Illoke shaman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_shaman&amp;diff=257752"/>
		<updated>2026-05-11T15:04:35Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added note that their mauls are actually mattocks, and have at least 40 CER worth of crit weighting on em.&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 = 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 = War mattock &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 357 - 378&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 = Interdiction&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 282&lt;br /&gt;
| WD2 = Interference (212)&lt;br /&gt;
| WDB = 282&lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury&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 = 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 = &lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 244 - 259&lt;br /&gt;
| CleTD = 265&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 = 268&lt;br /&gt;
| MnSTD = 261&lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = Benediction (307)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Elemental Defense I (401)&lt;br /&gt;
| DSP3 = Elemental Defense II (406)&lt;br /&gt;
| DSP4 = Elemental Defense III (414)&lt;br /&gt;
| DSP5 = Elemental Targeting (425)&lt;br /&gt;
| DSP6 = Resist Elements (602)&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 = ?&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = [[Glowing violet mote of essence]]&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;
Massive and imposing, the Illoke shaman towers over adventurers.  It is more than three times the size of the largest giantman, with smooth grey skin and deep black eyes that glare out from under a heavy brow.  The eyes regard potential victims with disdain, as if they were nothing more than an offering to be sacrificed.  Chiseled deep into the forehead of the shaman, the symbol of Illoke glows red with power.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
They swing a &#039;&#039;Huge Stone maul&#039;&#039; which is mechanically a [[War mattock]]. These mauls have at least 40 CER crit weighting. That means even against for example [[Augmented chain|Augmented chain (AsG 15)]], very minor hits (such as an endroll that is merely 20 or so above 100) can be lethal.&lt;br /&gt;
&lt;br /&gt;
Illoke shamans can break stuns and act at the same time.&lt;br /&gt;
&lt;br /&gt;
Illoke shaman have a maneuver attack when knocked prone via certain methods (regular attack to the legs, many spells, some maneuvers) that has a great chance of hurting a like leveled adventurer, especially a [[pure]]. It is recommended that shaman be knocked prone before they are killed to maximize safety. Effective ways to prone a shaman include [[sweep]], [[Tangleweed (610)|tangleweed]], [[lullabye]], [[hamstring]], [[tackle]], [[410|e-wave]], and [[unbalance]]. If killed while sitting this falling maneuver is still activated.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Working with an [[illoke mystic]] an illoke shaman can summon a [[roa&#039;ter]] or a [[stone gargoyle]].&lt;br /&gt;
&lt;br /&gt;
Example text: &amp;lt;P&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
An Illoke mystic turns to face an Illoke shaman, 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 ground 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;
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!&lt;br /&gt;
&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 = 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;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=Holy_Bolt_(306)&amp;diff=257749</id>
		<title>Holy Bolt (306)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Holy_Bolt_(306)&amp;diff=257749"/>
		<updated>2026-05-10T22:59:03Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: added that nacre-inlaid alabaster wands contain this spell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
| mnemonic = HOLYBOLT&lt;br /&gt;
| duration = Instantaneous&lt;br /&gt;
| type = Attack&lt;br /&gt;
| subtype = [[Bolt]]&lt;br /&gt;
| target = Single&lt;br /&gt;
| dtype = [[Hitpoint]]&lt;br /&gt;
| interval = None&lt;br /&gt;
| status = None&lt;br /&gt;
| ctype = [[Impact critical table|Impact]], [[Acid critical table|Acid]], or [[Plasma critical table|Plasma]]&lt;br /&gt;
| navigation = {{cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Holy Bolt&#039;&#039;&#039; hurls&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Hurls&amp;lt;/includeonly&amp;gt; a stream of holy water at a target, causing [[Acid critical table|acid damage]] against corporeal [[undead]] and [[Impact critical table|impact damage]] against the living.&amp;lt;section end=description /&amp;gt;  Training in [[#Lore Benefits|Spiritual Lore, Religion]] will unlock an [[Acid critical table|acid degeneration]] effect versus undead creatures as well as an EVOKE version that uses [[Plasma critical table|plasma damage]] meant for living targets.  Like all [[bolt]] spells, the [[attack strength]] (AS) for this spell is primarily a function of the casters [[Dexterity]] and [[Spell Aiming]].  Other spells, such as, [[Bravery (211)]], [[Heroism (215)]], [[Benediction (307)]], and [[Spirit Strike (117)]], as well as [[society]] abilities, can significantly increase the spells effectiveness.&lt;br /&gt;
&lt;br /&gt;
Holy Bolt is significantly more powerful against undead targets with increased [[damage factor]]s and [[Attack versus defense|AvD values]], as well as the potential acid degeneration effect.  Against living targets the spell acts the same as the wizard spell, [[Minor Water (903)]]. &lt;br /&gt;
&lt;br /&gt;
This spell is found in [[nacre-inlaid alabaster wand]]s found in the treasure system.&lt;br /&gt;
&lt;br /&gt;
[[Aquamarine wand]]s found in the treasure system can be blessed by [[Bless (304)]] to cast Holy Bolt.  [[Alchemy]]-made [[spiraled willow wand]]s will also cast this spell.&lt;br /&gt;
&lt;br /&gt;
{{Usage-channel-evoke&lt;br /&gt;
|s=306&lt;br /&gt;
|2=the plasma based version}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Holy Bolt can also be used to extinguish burning objects, [[creature]]s or [[character]]s (may be subject to a skill check)  &lt;br /&gt;
*Casting at oneself or other characters from defensive or guarded [[stance]] simply drenches them with water (no mechanical effect), and gives them a &#039;penitent&#039; feeling&lt;br /&gt;
  &lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] has the following benefits:&lt;br /&gt;
===Acid Degeneration Effect===&lt;br /&gt;
30 ranks of Religion Lore unlocks an acid degeneration effect against undead targets.&lt;br /&gt;
&lt;br /&gt;
===Damage Factor Bonus===&lt;br /&gt;
Training in Religion Lore will increase the spell&#039;s damage factors against &#039;&#039;&#039;undead targets only&#039;&#039;&#039;. The increase is .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 to 100 and .001 per four ranks for ranks 101 to 200. Total DF bonus with 200 ranks is .100.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Religion&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||.001 per four ranks&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Note: Damage factor truncates at three decimal places.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Plasma Based Damage ===&lt;br /&gt;
30 ranks of Religion Lore unlocks an EVOKE version which converts the stream of holy water to a beam of divine energy that does plasma damage, and is meant for living targets. This version does not receive the acid degeneration effect, but does receive the damage factor bonus for Religion Lore training. However, for the purposes of the damage factor bonus, the first 30 ranks are ignored. (IE: 40 ranks of Religion Lore are only counted as 10)&lt;br /&gt;
&lt;br /&gt;
==Damage Factor Table==&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Holy Bolt (Undead)|DFcloth = .750|DFleather = .500|DFscale = .405|DFchain = .400|DFplate = .265&lt;br /&gt;
|AvD1=40&lt;br /&gt;
|AvD5=38|AvD6=37|AvD7=36|AvD8=35&lt;br /&gt;
|AvD9=35|AvD10=33|AvD11=31|AvD12=29&lt;br /&gt;
|AvD13=37|AvD14=33|AvD15=29|AvD16=25&lt;br /&gt;
|AvD17=32|AvD18=26|AvD19=20|AvD20=14}}&lt;br /&gt;
{{Boltspell table entry|spell = Holy Bolt (Living)|DFcloth = .455|DFleather = .345|DFscale = .283|DFchain = .242|DFplate = .173&lt;br /&gt;
|AvD1=30&lt;br /&gt;
|AvD5=30|AvD6=29|AvD7=28|AvD8=27&lt;br /&gt;
|AvD9=29|AvD10=27|AvD11=25|AvD12=23&lt;br /&gt;
|AvD13=31|AvD14=27|AvD15=23|AvD16=19&lt;br /&gt;
|AvD17=25|AvD18=19|AvD19=13|AvD20=7}}&lt;br /&gt;
{{Boltspell table entry|spell = Holy Bolt (Evoke)|DFcloth = .600|DFleather = .410|DFscale = .310|DFchain = .290|DFplate = .270&lt;br /&gt;
|AvD1=52|AvD2=52|AvD3=52|AvD4=52|AvD5=44|AvD6=43|AvD7=42|AvD8=41|AvD9=39|AvD10=37|AvD11=35|AvD12=33|AvD13=44|AvD14=40|AvD15=36|AvD16=32|AvD17=52|AvD18=46|AvD19=40|AvD20=34}}&lt;br /&gt;
{{Table end}}&lt;br /&gt;
&lt;br /&gt;
==Channel Damage==&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:spiraled willow wand}}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
2019-04-27: EVOKE version created&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]&lt;br /&gt;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#306 Cleric Base Spells: Holy Bolt], on Play.net&lt;br /&gt;
{{top}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wand&amp;diff=257748</id>
		<title>Wand</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wand&amp;diff=257748"/>
		<updated>2026-05-10T22:57:53Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added the new wands.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Wand]]s are long and thin rods, typically made of wood, bone, or metal, that hold magical spells. They are commonly found as [[treasure]], and can also be crafted with [[alchemy]]. There are also blank wands which hold no spell, but can have one imbedded into them with [[Magic Item Creation (420)]].&lt;br /&gt;
&lt;br /&gt;
== Activation ==&lt;br /&gt;
To activate a wand, use the {{boldmono|[[Verb:WAVE|WAVE]]}} command: {{boldmono|WAVE MY {wand} AT {target}}}. This can be used in conjunction with the {{boldmono|[[Verb:TARGET|TARGET]]}} verb. If a target has been specified, then {{boldmono|WAVE MY WAND}} will cast the spell on the assigned target. The chance of a successful activation depends on the user&#039;s skill in [[Magic Item Use]] and other factors.&lt;br /&gt;
&lt;br /&gt;
Wands created with [[Magic Item Creation (420)]] may optionally use {{boldmono|[[Verb:RAISE|RAISE]]}} instead of {{boldmono|WAVE}}.&lt;br /&gt;
&lt;br /&gt;
Each wand can be activated for a certain number of [[charges]] before the magic is exhausted. Some types of wands will [[crumbly|crumble]] and be destroyed when this happens.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;For the activation success formula, see [[Magic Item Use#Calculating Success]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== List of wands ==&lt;br /&gt;
&#039;&#039;&#039;C&#039;&#039;&#039;: Crumbly&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;T&#039;&#039;&#039;: Can be found as treasure&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;A&#039;&#039;&#039;: Can be crafted with alchemy&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! align=left scope=&amp;quot;col&amp;quot; | Wand&lt;br /&gt;
! align=left scope=&amp;quot;col&amp;quot; | Spell Name&lt;br /&gt;
! align=left scope=&amp;quot;col&amp;quot; | Spell Number&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | C&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | T&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | A&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[oaken wand]]&lt;br /&gt;
|[[Stun Relief]]&lt;br /&gt;
|align=right|108&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[lustrous beryl wand]]&lt;br /&gt;
|[[Unbalance]]&lt;br /&gt;
|align=right|110&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[wavy driftwood wand]]&lt;br /&gt;
|[[Unbalance]]&lt;br /&gt;
|align=right|110&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[electrum wand]]&lt;br /&gt;
|[[Fire Spirit]]&lt;br /&gt;
|align=right|111&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[grooved ebony wand]]&lt;br /&gt;
|[[Fire Spirit]]&lt;br /&gt;
|align=right|111&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[electrum wand]]&lt;br /&gt;
|[[Fire Spirit]]&lt;br /&gt;
|align=right|111&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[nacre-inlaid alabaster wand]]&lt;br /&gt;
|[[Holy Bolt]]&lt;br /&gt;
|align=right|306&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[spiraled willow wand]]&lt;br /&gt;
|[[Holy Bolt]]&lt;br /&gt;
|align=right|306&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[nacre-inlaid alabaster wand]]&lt;br /&gt;
|[[Holy Bolt]]&lt;br /&gt;
|align=right|306&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[grooved witchwood wand]]&lt;br /&gt;
|[[Elemental Blast]]&lt;br /&gt;
|align=right|409&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[mithril wand]]&lt;br /&gt;
|[[Elemental Blast]]&lt;br /&gt;
|align=right|409&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[wavy grey crystal wand]]&lt;br /&gt;
|[[Weapon Deflection]]&lt;br /&gt;
|align=right|412&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[blackthorn wand]]&lt;br /&gt;
|[[Weapon Deflection]]&lt;br /&gt;
|align=right|412&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[shadowy dark crystal wand]]&lt;br /&gt;
|[[Elemental Saturation]]&lt;br /&gt;
|align=right|413&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[poisonwood wand]]&lt;br /&gt;
|[[Elemental Saturation]]&lt;br /&gt;
|align=right|413&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[clear prismatic wand]]&lt;br /&gt;
|[[Chromatic Circle]]&lt;br /&gt;
|align=right|502&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[rainbow glaes wand]]&lt;br /&gt;
|[[Chromatic Circle]]&lt;br /&gt;
|align=right|502&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[spiraled sapphire wand]]&lt;br /&gt;
|[[Hand of Tonis]]&lt;br /&gt;
|align=right|505&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[whorled quartz wand]]&lt;br /&gt;
|[[Hand of Tonis]]&lt;br /&gt;
|align=right|505&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[faceted topaz wand]]&lt;br /&gt;
|[[Hurl Boulder]]&lt;br /&gt;
|align=right|510&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[bronze wand]]&lt;br /&gt;
|[[Hurl Boulder]]&lt;br /&gt;
|align=right|510&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[rowan wand]]&lt;br /&gt;
|[[Moonbeam]]&lt;br /&gt;
|align=right|611&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[polished bloodwood wand]]&lt;br /&gt;
|[[Blood Burst]]&lt;br /&gt;
|align=right|701&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[twisted wand]]&lt;br /&gt;
|[[Mana Disruption]]&lt;br /&gt;
|align=right|702&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[gnarled yew wand]]&lt;br /&gt;
|[[Corrupt Essence]]&lt;br /&gt;
|align=right|703&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[smooth bone wand]]&lt;br /&gt;
|[[Disintegrate]]&lt;br /&gt;
|align=right|705&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[clear glass wand]]&lt;br /&gt;
|[[Tenebrous Tether]]&lt;br /&gt;
|align=right|706&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[pale thanot wand]]&lt;br /&gt;
|[[Limb Disruption]]&lt;br /&gt;
|align=right|708&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[fluted black stone wand]]&lt;br /&gt;
|[[Balefire]]&lt;br /&gt;
|align=right|713&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[iron wand]]&lt;br /&gt;
|[[Minor Shock]]&lt;br /&gt;
|align=right|901&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[silver wand]]&lt;br /&gt;
|[[Minor Shock]]&lt;br /&gt;
|align=right|901&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[aquamarine wand]]&lt;br /&gt;
|[[Minor Water]]&lt;br /&gt;
|align=right|903&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[iridescent opal wand]]&lt;br /&gt;
|[[Minor Water]]&lt;br /&gt;
|align=right|903&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[smooth crystalline wand]]&lt;br /&gt;
|[[Minor Acid]]&lt;br /&gt;
|align=right|904&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[black walnut wand]]&lt;br /&gt;
|[[Minor Acid]]&lt;br /&gt;
|align=right|904&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[golden wand]]&lt;br /&gt;
|[[Minor Fire]]&lt;br /&gt;
|align=right|906&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[metal wand]]&lt;br /&gt;
|[[Major Cold]]&lt;br /&gt;
|align=right|907&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[azure rod|slender azure rod]]&lt;br /&gt;
|[[Major Cold]]&lt;br /&gt;
|align=right|907&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[slender crimson rod]]&lt;br /&gt;
|[[Major Fire]]&lt;br /&gt;
|align=right|908&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[drake wand]]&lt;br /&gt;
|[[Major Fire]]&lt;br /&gt;
|align=right|908&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[slender mithril wand]]&lt;br /&gt;
|[[Major Shock]]&lt;br /&gt;
|align=right|910&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[copper wand]]&lt;br /&gt;
|[[Major Shock]]&lt;br /&gt;
|align=right|910&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[slender ivory wand]]&lt;br /&gt;
|[[Bone Shatter]]&lt;br /&gt;
|align=right|1106&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[cracked ivory wand]]&lt;br /&gt;
|[[Bone Shatter]]&lt;br /&gt;
|align=right|1106&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[sleek alabaster wand]]&lt;br /&gt;
|[[Empathy]]&lt;br /&gt;
|align=right|1108&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[white linden wand]]&lt;br /&gt;
|[[Empathy]]&lt;br /&gt;
|align=right|1108&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[faceted amethyst wand]]&lt;br /&gt;
|[[Empathic Assault]]&lt;br /&gt;
|align=right|1110&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[lapis lazuli wand]]&lt;br /&gt;
|[[Empathic Assault]]&lt;br /&gt;
|align=right|1110&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[dark amethyst wand]]&lt;br /&gt;
|[[Thought Lash]]&lt;br /&gt;
|align=right|1210&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[white starstone wand]]&lt;br /&gt;
|[[Astral Spear]]&lt;br /&gt;
|align=right|1408&lt;br /&gt;
|?&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[green coral wand]]&lt;br /&gt;
|[[Minor Steam]]&lt;br /&gt;
|align=right|1707&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[smooth amber wand]]&lt;br /&gt;
|[[Mystic Impedance]]&lt;br /&gt;
|align=right|1708&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[slender blue wand]]&lt;br /&gt;
|[[Minor Cold]]&lt;br /&gt;
|align=right|1709&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[crystal wand]]&lt;br /&gt;
|[[Major Acid]]&lt;br /&gt;
|align=right|1710&lt;br /&gt;
|X&lt;br /&gt;
|X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; |[[white starstone wand]]&lt;br /&gt;
|[[Astral Spear]]&lt;br /&gt;
|align=right|1408&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other uses ==&lt;br /&gt;
*[[Bard]]s can use [[Song of Unravelling (1013)]] to drain the charges from a wand, returning mana.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Charge Item (517)]]&lt;br /&gt;
*[[Imbue (614)]]&lt;br /&gt;
*[[Wand-holding runestaff]]&lt;br /&gt;
*[[Bazzelwyn gloves]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic]]&lt;br /&gt;
[[Category:Magic Items|*]]&lt;br /&gt;
[[Category:Alchemy]]&lt;br /&gt;
[[Category:Treasure system]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Reserve&amp;diff=257747</id>
		<title>Reserve</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Reserve&amp;diff=257747"/>
		<updated>2026-05-10T22:14:29Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Removed line about wands in reserve being  better for DS. Because it&amp;#039;s apparently not true, at least, when also holding a runestaff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Reserve&#039;&#039;&#039; system, accessed via the [[Verb:RESERVE|RESERVE]] verb, allows you to set a small item usable in combat aside, ready to use anytime as if it was in your hand.&lt;br /&gt;
&lt;br /&gt;
The aim of the system is to give you more flexibility in combat, and to increase the utility of the various magical consumable items.&lt;br /&gt;
&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
The amount of items you can side aside (&#039;reserve slots&#039;) depend on your subscription:&lt;br /&gt;
&lt;br /&gt;
* F2P accounts do not get any reserve slots.&lt;br /&gt;
* Standard accounts get 1 slot.&lt;br /&gt;
* Premium accounts get 2.&lt;br /&gt;
* Platinum accounts get 3.&lt;br /&gt;
&lt;br /&gt;
==RESERVE (verb)==&lt;br /&gt;
{{main|Verb:RESERVE}}&lt;br /&gt;
{{#section:Verb:RESERVE|usage}}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can [[Verb:INVOKE|invoke]] scrolls that are held in reserve without penalty (the 100 penalty applied when trying to invoke whilst holding another item is not applied when invoking from reserve).&lt;br /&gt;
* Some examples of things you can put in reserve: [[Herb|herbs]], [[Wand|wands]], [[Scroll|scrolls]], [[Heavy quartz orb|heavy quartz orbs]], [[Blue crystal|blue crystals]], [[Solid moonstone cube|solid moonstone cubes]], and more.&lt;br /&gt;
* Any item that must be worn to be effective, such as [[Ruby amulet|ruby amulets]], do &#039;&#039;not&#039;&#039; work from reserve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Announcement: Reserve Your Judgement|{{boldmono|RESERVE}} verb release announcement]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:RESERVE&amp;diff=257729</id>
		<title>Verb:RESERVE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:RESERVE&amp;diff=257729"/>
		<updated>2026-05-09T00:36:20Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked to newly created RESERVE wiki page and moved a bunch of stuff over that shouldn&amp;#039;t be on the verb page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verbinfo&lt;br /&gt;
|verb=RESERVE&lt;br /&gt;
|type=System&lt;br /&gt;
|system=Combat,Inventory,Magic&lt;br /&gt;
|pageintro=The {{boldmono|RESERVE}} verb is a system verb used to set certain items into a character&#039;s [[Reserve|reserve]] slots to utilize as if in hand.  This will only work for items designated as useful in combat.&lt;br /&gt;
}}&lt;br /&gt;
==Help==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;&#039;&#039;Please note:&#039;&#039;&#039; This populates {{boldmono|RESERVE HELP}} or {{boldmono|RESERVE}} by itself.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
    RESERVE {item}       - add an item to your reserve slot(s)&lt;br /&gt;
    RESERVE CLEAR {item} - remove an item from your reserve slot(s)&lt;br /&gt;
    RESERVE LIST         - list your current reserved items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Item===&lt;br /&gt;
{{boldmono|RESERVE {item} }}will move an eligible item into a reserve slot for use during combat.&lt;br /&gt;
&lt;br /&gt;
; Messaging Example&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;reserve wand&lt;br /&gt;
You reserve your silver wand for use in combat.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{boldmono|CLEAR {item} }}===&lt;br /&gt;
{{boldmono|RESERVE CLEAR {item} }}will remove a specified item from a reserve slot.&lt;br /&gt;
&lt;br /&gt;
; Messaging Example&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;reserve clear wand&lt;br /&gt;
You remove a silver wand from your reserves and hold it in your hand.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{boldmono|LIST}}===&lt;br /&gt;
{{boldmono|RESERVE LIST}} will output a list of items currently in one&#039;s reserve slots.&lt;br /&gt;
&lt;br /&gt;
; Messaging Example&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;reserve list&lt;br /&gt;
You have the following items reserved for combat:&lt;br /&gt;
&lt;br /&gt;
    a silver wand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Announcement: Reserve Your Judgement|{{boldmono|RESERVE}} verb release announcement]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Reserve&amp;diff=257728</id>
		<title>Reserve</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Reserve&amp;diff=257728"/>
		<updated>2026-05-09T00:34:55Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: first take on a page for the reserve system.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Reserve&#039;&#039;&#039; system, accessed via the [[Verb:RESERVE|RESERVE]] verb, allows you to set a small item usable in combat aside, ready to use anytime as if it was in your hand.&lt;br /&gt;
&lt;br /&gt;
The aim of the system is to give you more flexibility in combat, and to increase the utility of the various magical consumable items.&lt;br /&gt;
&lt;br /&gt;
==Slots==&lt;br /&gt;
&lt;br /&gt;
The amount of items you can side aside (&#039;reserve slots&#039;) depend on your subscription:&lt;br /&gt;
&lt;br /&gt;
* F2P accounts do not get any reserve slots.&lt;br /&gt;
* Standard accounts get 1 slot.&lt;br /&gt;
* Premium accounts get 2.&lt;br /&gt;
* Platinum accounts get 3.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{{boldmono|RESERVE {item} }}will move an eligible item into a reserve slot for use during combat.&lt;br /&gt;
&lt;br /&gt;
; Messaging Example&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;reserve wand&lt;br /&gt;
You reserve your silver wand for use in combat.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{boldmono|RESERVE LIST}} will output a list of items currently in one&#039;s reserve slots.&lt;br /&gt;
&lt;br /&gt;
; Messaging Example&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;reserve list&lt;br /&gt;
You have the following items reserved for combat:&lt;br /&gt;
&lt;br /&gt;
    a silver wand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{boldmono|WAVE MY WAND AT ROLTON}} will work as if the wand was in your hand.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* You can [[Verb:INVOKE|invoke]] scrolls that are held in reserve without penalty (the 100 penalty applied when trying to invoke whilst holding another item is not applied when invoking from reserve).&lt;br /&gt;
* Generally it is better to put a wand in reserve and wave it from there versus holding it in your hand; for the vast majority of characters, an open hand will provide more [[DS|defense]] than a hand holding a wand.&lt;br /&gt;
* Some examples of things you can put in reserve: [[Herb|herbs]], [[Wand|wands]], [[Scroll|scrolls]], [[Heavy quartz orb|heavy quartz orbs]], [[Blue crystal|blue crystals]], [[Solid moonstone cube|solid moonstone cubes]], and more.&lt;br /&gt;
* Any item that must be worn to be effective, such as [[Ruby amulet|ruby amulets]], do &#039;&#039;not&#039;&#039; work from reserve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Announcement: Reserve Your Judgement|{{boldmono|RESERVE}} verb release announcement]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:RESERVE&amp;diff=257727</id>
		<title>Verb:RESERVE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:RESERVE&amp;diff=257727"/>
		<updated>2026-05-08T23:28:05Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added some notes with details on how it works and what you can use.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verbinfo&lt;br /&gt;
|verb=RESERVE&lt;br /&gt;
|type=System&lt;br /&gt;
|system=Combat,Inventory,Magic&lt;br /&gt;
|pageintro=The {{boldmono|RESERVE}} verb is a system verb used to set certain items into a character&#039;s reserve slots to utilize as if in hand.  This will only work for items designated as useful in combat.&lt;br /&gt;
}}&lt;br /&gt;
==Help==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;&#039;&#039;Please note:&#039;&#039;&#039; This populates {{boldmono|RESERVE HELP}} or {{boldmono|RESERVE}} by itself.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Usage:&lt;br /&gt;
&lt;br /&gt;
    RESERVE {item}       - add an item to your reserve slot(s)&lt;br /&gt;
    RESERVE CLEAR {item} - remove an item from your reserve slot(s)&lt;br /&gt;
    RESERVE LIST         - list your current reserved items&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===Item===&lt;br /&gt;
{{boldmono|RESERVE {item} }}will move an eligible item into a reserve slot for use during combat.&lt;br /&gt;
&lt;br /&gt;
; Messaging Example&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;reserve wand&lt;br /&gt;
You reserve your silver wand for use in combat.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{boldmono|CLEAR {item} }}===&lt;br /&gt;
{{boldmono|RESERVE CLEAR {item} }}will remove a specified item from a reserve slot.&lt;br /&gt;
&lt;br /&gt;
; Messaging Example&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;reserve clear wand&lt;br /&gt;
You remove a silver wand from your reserves and hold it in your hand.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{boldmono|LIST}}===&lt;br /&gt;
{{boldmono|RESERVE LIST}} will output a list of items currently in one&#039;s reserve slots.&lt;br /&gt;
&lt;br /&gt;
; Messaging Example&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&amp;gt;reserve list&lt;br /&gt;
You have the following items reserved for combat:&lt;br /&gt;
&lt;br /&gt;
    a silver wand&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
&lt;br /&gt;
* You can [[Verb:INVOKE|invoke]] scrolls that are held in reserve without penalty (the 100 penalty applied when trying to invoke whilst holding another item is not applied when invoking from reserve).&lt;br /&gt;
* Generally it is petter to put a wand in reserve and wave it from there versus holding it in your hand; for the vast majority of characters, an open hand will provide more [[DS|defense]] than a hand holding a wand.&lt;br /&gt;
* Some examples of things you can put in reserve: [[Herb|herbs]], [[Wand|wands]], [[Scroll|scrolls]], [[Heavy quartz orb|heavy quartz orbs]], [[Blue crystal|blue crystals]], [[Solid moonstone cube|solid moonstone cubes]], and more.&lt;br /&gt;
* Any item that must be worn to be effective, such as [[Ruby amulet|ruby amulets]], do &#039;&#039;not&#039;&#039; work from reserve.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Announcement: Reserve Your Judgement|{{boldmono|RESERVE}} verb release announcement]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Heavy_quartz_orb&amp;diff=257726</id>
		<title>Heavy quartz orb</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Heavy_quartz_orb&amp;diff=257726"/>
		<updated>2026-05-08T23:25:27Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[heavy quartz orb]] is a commonly found magical item that is [[imbed]]ded with the [[Mystic Focus]] spell, is activated using the [[RUB (verb)|RUB]] verb with no [[Magic Item Use]] skill requirement, and generally contains one to two charges.  A quartz orb weighs 7 pounds and is [[517|mage rechargeable]].  Charged orbs may be purchased in various [[playershop]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Magic Items]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:INVOKE&amp;diff=257725</id>
		<title>Verb:INVOKE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:INVOKE&amp;diff=257725"/>
		<updated>2026-05-08T23:20:50Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added a reference to RESERVE.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;INVOKE&#039;&#039;&#039; is the [[verb]] used to [[PREPARE (verb)|prepare]] a [[spell]] from a [[scroll]]. Once prepared, the spell must still be [[CAST (verb)|CAST]] or [[INCANT (verb)|INCANTed]]. This will remove one [[charges|charge]] of that particular spell from the scroll, and is subject to a skill check of the invoker&#039;s [[Arcane Symbols]] knowledge.&lt;br /&gt;
&lt;br /&gt;
* INVOKE {#} while holding a scroll in one hand and nothing in the other (or having a scroll in [[Verb:RESERVE|reserve]]) to activate the desired spell without penalty. Scrolls can also be invoked one-handed with a 100 point penalty added to the activation modifier.&lt;br /&gt;
&lt;br /&gt;
* INVOKE {spell} FROM {item} to invoke a spell from specific items.&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You must specify a spell to invoke, either by number or mnemonic.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[category:Verbs]]&lt;br /&gt;
{{DEFAULTSORT:INVOKE}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=257703</id>
		<title>Stone giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=257703"/>
		<updated>2026-05-08T14:22:15Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Formatting of the gamelog was broken.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = stone_giant.jpg&lt;br /&gt;
| level = 58&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = 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 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 324 - 346&lt;br /&gt;
| PA2 = Stomp&lt;br /&gt;
| PAB = 324 - 346&lt;br /&gt;
| PA3 = War mattock&lt;br /&gt;
| PAC = 324 - 346&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 334&lt;br /&gt;
| WD1 = Unbalance (110)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 251 - 263&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 167 - 317&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 261 - 474&lt;br /&gt;
| BarTD = 202&lt;br /&gt;
| CleTD = 219&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 192&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 241&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 216&lt;br /&gt;
| MnMTD = 186&lt;br /&gt;
| DSP1 = Natural Colors&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Resist Elements&lt;br /&gt;
| DSP3 = Self Control&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
 Looming high above you, taller than three of the tallest giantmen, this stone giant dominates the surrounding area.  The stone giant&#039;s skin is a smooth dull grey with mottled brown splotches and its eyes, concealed under a heavy brow, gleam black with hatred.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
Stone giants fall to the ground when killed, and can crush an adventurer in their path while doing so.  Disabling a stone giant and knocking it to the ground before killing it is wise. However, knocking stone giants to the ground can cause them to topple onto you.&lt;br /&gt;
&lt;br /&gt;
An example of a stone giant falling on someone:&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
 The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
 In a vain attempt, you leap to dodge the massive falling creature! The giant strikes you squarely, crushing you beneath her and the ground!&lt;br /&gt;
You swing a mithril claidhmore at a stone giant!&lt;br /&gt;
  AS: +336 vs DS: +146 with AvD: +19 + d100 roll: +89 = +298&lt;br /&gt;
  ... and hits for 74 points of damage!&lt;br /&gt;
  Hard blow breaks the femur!&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a futile attempt, Person leaps to dodge the massive falling creature!  The giant strikes him squarely, crushing you beneath her and the ground&lt;br /&gt;
  ... 60 points of damage!&lt;br /&gt;
  Incredible smash to what used to be a stomach!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even a minor failure to dodge the fall can cause considerable roundtime, here 15 seconds (in addition to the 5-second swing):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
 You swing a rosy pink imflass claidhmore at a stone giant!&lt;br /&gt;
 AS: +348 vs DS: +123 with AvD: +19 + d100 roll: +19 = +263&lt;br /&gt;
   ... and hit for 67 points of damage!&lt;br /&gt;
   Blow ruptures the stomach!&lt;br /&gt;
 You sense a surge of essence being dragged from the giant and into your multicolored soulstone.&lt;br /&gt;
 [SMR result: 140 (Open d100: 89)]&lt;br /&gt;
 The stone giant rumbles in agony as he teeters for a moment, then falls directly at you!&lt;br /&gt;
 You leap to dodge the massive falling creature, but he strikes you hard, pinning you painfully to the ground!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Blow to your back cracks several vertebrae.&lt;br /&gt;
 Roundtime: 15 sec.&lt;br /&gt;
 The stone giant shudders and goes still.&lt;br /&gt;
 A stone giant seems to lose an aura of confidence.&lt;br /&gt;
 The air about a stone giant stops shimmering.&lt;br /&gt;
 The powerful look leaves a stone giant.&lt;br /&gt;
 A stone giant returns to normal color.&lt;br /&gt;
 A stone giant seems to lose some internal strength.&lt;br /&gt;
 Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While they do not have blood for Heal/Harm (1101), or bones for Bone Shatter (1106), they are affected by Empathic Assault (1110). Casting Unbalance on them will stop most of their attacks, and allow you to slowly drain their life.&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
In some rooms, [[Major Sanctuary (220)]] will misfire.&lt;br /&gt;
&lt;br /&gt;
Also, if someone attempts to pull you up off the ground it will cause both to plummet over the cliff (in some rooms: u/d).&lt;br /&gt;
&lt;br /&gt;
The giants use lightning as a weapon, which fries the nervous system of the target, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
Stone giants, like stone trolls, recover quickly from stuns.&lt;br /&gt;
&lt;br /&gt;
It is possible to be a Master of Sweep and be unable to sweep a stone giant. Don&#039;t try it, as you will only end up on your knees and stuck in RT when the giant attacks.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 56&lt;br /&gt;
|levelm1 = 57&lt;br /&gt;
|level = 58&lt;br /&gt;
|levelp1 = 59&lt;br /&gt;
|levelp2 = 60&lt;br /&gt;
}}&lt;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=Gift_of_Lumnis&amp;diff=257384</id>
		<title>Gift of Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=257384"/>
		<updated>2026-05-01T23:38:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: updated example output of `LUMNIS` to include DONATE and LOCATION.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&amp;lt;section begin=Exp page /&amp;gt;&#039;&#039;&#039;Gift of Lumnis&#039;&#039;&#039; (commonly referred to as &amp;quot;Gift&amp;quot;, &amp;quot;Lumnis&amp;quot;, or &amp;quot;XXX&amp;quot;) multiplies [[field experience]] absorption, increasing the rate at which characters gain [[level]]s.  It was created to decrease the &amp;lt;noinclude&amp;gt;[[&amp;lt;/noinclude&amp;gt;experience&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; disparity between characters of players who can only play a short time each week, and those who can play more frequently.  &lt;br /&gt;
&lt;br /&gt;
The Gift of Lumnis occurs once per week for all characters on paid [[subscription]] accounts. ([[F2P]] accounts may purchase [[Gift of Lumnis token]]s to gain access.)&lt;br /&gt;
&lt;br /&gt;
The gift also serves as a weekly &#039;reset&#039;. For example, [[Verb:RESOURCE|Profession resources]] have a weekly cap, and this cap resets as your Lumnis starts.&lt;br /&gt;
&lt;br /&gt;
Lumnis boosts your experience gain in phases of 7,300 experience. All paid accounts get 2 phases standard (for a total of 21,900 bonus experience), and you may donate using &#039;&#039;&#039;LUMNIS DONATE&#039;&#039;&#039; to get 4 phases instead (for a total of 73,000 bonus experience).&lt;br /&gt;
&lt;br /&gt;
Boosted lumnis will quintuple the first 7300 experience you absorb, then quadruple the next 7300, then triple the next 7300, and finally double the next 7300.&lt;br /&gt;
&lt;br /&gt;
Basic lumnis only has the last 2 of those phases: The first 7300 experience absorbed is tripled, the next 7300 experience is doubled.&lt;br /&gt;
&lt;br /&gt;
To gain the boosted lumnis, use the &#039;&#039;&#039;LUMNIS DONATE&#039;&#039;&#039; command. This cost 250,000 silvers (significantly less for character at level 20 or less), and upon donating, the next time your lumnis would start, you&#039;ll get the 4 (boosted) cycles. There is no way to retroactively gain the boosted cycles if your lumnis has already started. Level 21+ characters can donate more than once, but this merely pre-pays for future weeks, it does not grant additional cycles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=Exp page /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Boost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Temple Donation Maximum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | No Donation Maximum&lt;br /&gt;
|-&lt;br /&gt;
| 5x || 29,200 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4x || 21,900 || -&lt;br /&gt;
|-&lt;br /&gt;
| 3x || 14,600 || 14,600&lt;br /&gt;
|-&lt;br /&gt;
| 2x || 7,300 || 7,300&lt;br /&gt;
|-&lt;br /&gt;
| Total || 73,000 || 21,900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Experience Absorption==&lt;br /&gt;
While under the effects of Lumnis, the amount of experience converted from the field experience pool to total experience is increased by a factor of 5/4/3/2, until the designated amount of bonus experience for that phase has been absorbed.  How much experience a character can hold in their &amp;quot;[[Experience#Size_of_Pool|unabsorbed experience pool]]&amp;quot; and how much is removed from this pool per experience pulse remain unchanged.  &lt;br /&gt;
&lt;br /&gt;
For example, a character with a 100 [[Discipline]] and a 100 [[Logic]] stat and no other experience pool bonuses that is completely fried (1000/1000 experience in the pool) and resting on a [[node]] with no other modifiers sees 33 experience points converted from the unabsorbed field experience pool in a normal pulse; however, while under the effects of a fresh, boosted  Gift of Lumnis, the character under the same conditions would instead see 165 experience added to their experience total, while still only 33 experience is subtracted from the unabsorbed field experience pool.  Thus, if this character rested on a node resting from completely fried to clear as a bell, it would see a total of 5000 experience added to its experience total, 4000 of which would be the bonus amount.&lt;br /&gt;
&lt;br /&gt;
Normally, absorbing experience will also absorb 1 [[Experience_pool#Long-term_Experience|Long-term experience]] for every 10 experience absorbed, but if any cycle of lumnis is active, this does not occur.&lt;br /&gt;
&lt;br /&gt;
Any experience that is instantly granted as direct experience is not boosted by the Gift of Lumnis. For example, handing in a [[https://gswiki.play.net/Adventurer%27s_Guild|bounty reward]] while fried grants some of the reward as direct experience; such experience would not be boosted by lumnis.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Awards==&lt;br /&gt;
The effects of a [[roleplaying award]] (RPA) and the Gift of Lumnis are additive, and experience can be gained up to a factor of 6.  The above character would be able to hold 6000 exp in their head, gain 600 exp for killing a like-level creature, and absorb exp at up to 198 per pulse (unmodified).  Again, each bonus is for a set amount of experience and will last until that bonus experience is absorbed.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
Gift of Lumnis begins on the first pulse that a character on a paid account has unabsorbed experience in their head.  As long as that character has unabsorbed experience in their head, it will absorb bonus experience.  One week minus 3 hours (165 hours) after the initiation of each Gift of Lumnis cycle begins, Gift will begin again on the next experience-gaining pulse.  Because the actual beginning of the Gift requires one to have unabsorbed experience, if a character spends several weeks without gaining any experience to absorb, Gift will not start until they do.&lt;br /&gt;
&lt;br /&gt;
Normally, Lumnis restarts once a character logs in and absorbs some experience 1 week (minus 3 hours) after their previous lumnis started. Alternatively, it is possible to pick a specific day of the week and time for your lumnis to start, whether the character is logged in or not, via [[#Lumnis Schedule|Lumnis Schedule]].&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
==LUMNIS (verb)==&lt;br /&gt;
The &#039;&#039;&#039;Lumnis&#039;&#039;&#039; verb is used to check a character&#039;s [[Gift of Lumnis]] status and also reset it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
  LUMNIS [option] {args}&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   INFO               - View your current Gift of Lumnis status.&lt;br /&gt;
   DONATE             - Donate silvers to the Temple of Lumnis.&lt;br /&gt;
   LOCATION           - Find a local Lumnis representative.&lt;br /&gt;
   SCHEDULE SET [#]   - Pick a set time that your Gift of Lumnis will start each week.&lt;br /&gt;
   SCHEDULE CLEAR     - Clear any preset schedule.&lt;br /&gt;
   CONTEST STATUS     - Check status of Lumnis contest.&lt;br /&gt;
   CONTEST WINNERS    - Display Lumnis contest winners.&lt;br /&gt;
   CONTEST SHOWNAME   - Set your Lumnis contest display options.&lt;br /&gt;
   CONTEST CURRENT    - Show current Lumnis contest status.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Lumnis Info===&lt;br /&gt;
{{boldmono|LUMNIS INFO }}provides the current status of Lumnis, when the next one begins, as well as information about when Lumnis Schedule is set for, if applicable.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS INFO&#039;&#039;&lt;br /&gt;
Your Gift of Lumnis has expired for this week.  It is scheduled to refresh in 1 day, 7 hours and 4 minutes.&lt;br /&gt;
&lt;br /&gt;
You have not selected a Gift of Lumnis schedule.&lt;br /&gt;
You have no available uses of LUMNIS SCHEDULE.  You can purchase uses from the SimuCoins Store.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Lumnis Schedule==&lt;br /&gt;
&amp;lt;section begin=schedule /&amp;gt;{{boldmono|LUMNIS SCHEDULE }}can be used to move a character&#039;s Lumnis earlier or later than its scheduled refresh date.  If it is moved to an earlier time, it will function as expected for the first usage. However, if it&#039;s again used to schedule another further refresh date within 6 months of the first change, Gift activation requires a one-week wait from that new date. This is to avoid players being able to use SimuCoins to schedule back-to-back-to-back-to-back Gifts of Lumnis, every six hours, ad infinitum.  It is possible to have two Gifts of Lumnis in a single week every 6 months, but when using the Lumnis Schedule the new date and time must be at least 1 min later than the current date and time of when your Gift of Lumnis is scheduled to start.  For example, if your Gift of Lumnis is scheduled to start on Saturdays at 12:01 am, your new Lumnis Schedule must be set to Saturdays at 12:02 am or a later date and time to activate a new Gift of Lumnis.  Sunday is considered the start of the week for the purposes of scheduling your Gift of Lumnis.  To take full advantage of this, you must have enough play time to use up your first Gift of Lumnis and enough play time to use up a second Gift of Lumnis in a 7 day period.&lt;br /&gt;
&lt;br /&gt;
This command is available in the [[SimuCoin|SimuCoins Store]] for 500 SCs ([https://store.play.net/store/purchaseitem/320?gameCode=GS a Lumnis schedule])&amp;lt;noinclude&amp;gt;, and is one of the [[Gift of the Gods|Gifts of the Gods]] awarded on the 29th day of [[Login Rewards]]&amp;lt;/noinclude&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Use{{mono| LUMNIS INFO }}to see a character&#039;s current set Lumnis start time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE&lt;br /&gt;
You must specify the time you wish to schedule your Gift of Lumnis to start at in the form of DHHMM.&lt;br /&gt;
&lt;br /&gt;
D is the day that you want your Gift of Lumnis to begin on, starting with Day 1 as Sunday, 2 as Monday, 3 as Tuesday, 4 as Wednesday, 5 as Thursday, 6 as Friday, and 7 as Saturday.&lt;br /&gt;
&lt;br /&gt;
HH is the hour (on the 24 hour clock) that you want your Gift of Lumnis to start at, starting with 00 as midnight (the very start of the day), and ending with 23 (11 PM).  The hour corresponds with the in-game [[TIME]] command (Eastern Time).&lt;br /&gt;
&lt;br /&gt;
MM is the minute of the hour that you want your Gift of Lumnis to start at, starting with 00 as the very start of the hour and ending with 59.&lt;br /&gt;
&lt;br /&gt;
For example, 41630 would result in your Gift of Lumnis being scheduled to start each week on Wednesday at 4:30 PM, in-game time.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lumnis schedule 10800&lt;br /&gt;
You must specify either SET or CLEAR.&lt;br /&gt;
&amp;gt;lumnis schedule set 10800&lt;br /&gt;
You are scheduling your Gift of Lumnis to start on Sundays at 08:00.  If this is correct, please enter LUMNIS SCHEDULE SET 10800 CONFIRM within the next 30 seconds.&lt;br /&gt;
&lt;br /&gt;
Please note that due to the fact that you have already changed your schedule within the last 6 months, the interval between your last Gift of Lumnis and your next one may be between 1-2 weeks instead of the normal 1 week interval, depending on your scheduling choice.  Once this adjustment period finishes, the normal 1 week interval between your Gift of Lumnis activations will resume.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE SET 10800 CONFIRM&lt;br /&gt;
You have scheduled your Gift of Lumnis to start on Sundays at 08:00, in-game time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No uses&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE SET&#039;&#039;&lt;br /&gt;
In order to schedule your Lumnis start time, you must first purchase the option from the SimuCoins Store.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE CLEAR&#039;&#039;&lt;br /&gt;
You do not currently have a preset Gift of Lumnis schedule.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;section end=schedule /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available vs Not Available&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;lumnis info&#039;&#039;&lt;br /&gt;
You last used a Lumnis scheduling option on Fri Feb 18 04:00:21 ET 2022.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;lumnis info&#039;&#039;&lt;br /&gt;
You last used a Lumnis scheduling option on Sat Aug 20 15:17:31 ET 2022.  You must wait six months from then to use another Lumnis scheduling option.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis starting:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A soft feeling of serenity touches your mind, providing you with a clearer understanding of recent events.&lt;br /&gt;
[Use the LUMNIS verb to see your Gift of Lumnis options.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis ending:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The soft feeling of serenity slowly dissipates from your mind.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;While under the effects of the Gift of Lumnis, when a character uses the [[EXPERIENCE (verb)]] command, the following message is appended to the end of the normal messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Historical Facts==&lt;br /&gt;
&lt;br /&gt;
In September 2019, the Lumnis Contest ended and the Gift of Lumnis was set to be 7300 base experience for both phases, or 21,900 total bonus experience.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Experience (saved posts)]]&lt;br /&gt;
* [[Experience (saved posts archive)]]&lt;br /&gt;
* [[Lumnis Contest]] (deprecated)&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Character Mechanics]]&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sigil_of_Major_Bane&amp;diff=257350</id>
		<title>Sigil of Major Bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sigil_of_Major_Bane&amp;diff=257350"/>
		<updated>2026-05-01T01:10:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardians of Sunfist navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sigil of Major Bane&#039;&#039;&#039; is the fifteenth [[Guardians of Sunfist#Guardians of Sunfist Benefits|sigil]] learned by [[Guardians of Sunfist]] members.  This sigil will grant temporary heavy critical weighting against [[List of Guardians of Sunfist hated enemies|hated enemies]].&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;This is the Sigil of Major Bane, memorize it well. Previously, you were taught how to attune yourself to your foes&#039; weaknesses and exploit them. This sigil is a more powerful version of that attunement. While under its influence, you will strike more accurately and deal additional damage to our hated enemies as if you were wielding a weapon heavily weighted to inflict more critical blows. The cost to you is 10 points of both stamina and mana. Go now, and make good use of what I have taught you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Detailed Benefits==&lt;br /&gt;
* Temporary heavy [[critical weighting]] against hated foes.&lt;br /&gt;
* +10 [[Attack strength|AS]] against all foes (including hated foes).&lt;br /&gt;
* 60 second duration.&lt;br /&gt;
* Refreshable.&lt;br /&gt;
&lt;br /&gt;
Note: Sigil of Major Bane does NOT stack with [[Sigil of Minor Bane]].&lt;br /&gt;
&lt;br /&gt;
==Mana/Stamina Costs==&lt;br /&gt;
* 10 [[Stamina]]&lt;br /&gt;
* 10 [[Mana]]&lt;br /&gt;
&lt;br /&gt;
==Note about the task==&lt;br /&gt;
To reach rank 15, the Sunfist member must [[RAZE (verb)|raze]] five [[warcamp]]s.  Four of these warcamps can be completed at any time prior to reaching the task.  While it is specified by the task that the fifth and final warcamp must be a large warcamp, evidence suggests that any size warcamp will work.  When the society was first released, fifteen razed warcamps were required to complete this task.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt; Note: Thanks goes to Belnia for all the information provided by her research.&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guardians of Sunfist Sigils]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sigil_of_Minor_Bane&amp;diff=257349</id>
		<title>Sigil of Minor Bane</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sigil_of_Minor_Bane&amp;diff=257349"/>
		<updated>2026-05-01T01:10:28Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guardians of Sunfist navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Sigil of Minor Bane&#039;&#039;&#039; is the fifth [[Guardians of Sunfist#Guardians of Sunfist Benefits|sigil]] learned by [[Guardians of Sunfist]] members.  This sigil grants temporary heavy damage weighting against hated enemies for 60 seconds.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;Sigil of Minor Bane, memorize it well. We all have our weaknesses, and our foes are no different. By invoking this sigil, you can temporarily attune yourself with your foes and then use that attunement to search for the weakest points in their defenses. While under its influence, you will be able to strike more accurately and deal additional damage to our hated enemies as if you were wielding heavily damage weighted weapon. The cost to you 3 points of both stamina and mana. Go now, and make good use of what I have taught you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Detailed Benefits==&lt;br /&gt;
* +5 [[Attack strength]]&lt;br /&gt;
* Temporary heavy [[damage weighting]]&lt;br /&gt;
** This effect only works on [[List of Guardians of Sunfist hated enemies|hated enemies]]&lt;br /&gt;
* 60 second duration&lt;br /&gt;
* Works with all weapon types and bolt attacks&lt;br /&gt;
* Refreshable&lt;br /&gt;
&lt;br /&gt;
Note: Sigil of Minor Bane does NOT stack with [[Sigil of Major Bane]].&lt;br /&gt;
&lt;br /&gt;
==Mana/Stamina Costs==&lt;br /&gt;
* 3 [[Stamina]]&lt;br /&gt;
* 3 [[Mana]]&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
Sigil beginning:&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
&amp;gt;sigil of minor bane&amp;lt;br&amp;gt;&lt;br /&gt;
As you concentrate on your sigil, you become slightly more aware of your foes and the weakest spots in their defenses. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Sigil ending:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div {{log}}&amp;gt;&lt;br /&gt;
Your heightened awareness of your foes fades away. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
The promotion to this rank requires travelling to ALL accessible [[Guardians of Sunfist]] outposts. Expect to spend a significant amount of time and/or silver fulfilling this quest.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guardians of Sunfist Sigils]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=257052</id>
		<title>Gift of Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=257052"/>
		<updated>2026-04-27T02:47:02Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Previous edit by TRIEX was good; just, messed up the formatting. Re-applying the improvement to the paragraph about LUMNIS SCHEDULE.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&amp;lt;section begin=Exp page /&amp;gt;&#039;&#039;&#039;Gift of Lumnis&#039;&#039;&#039; (commonly referred to as &amp;quot;Gift&amp;quot;, &amp;quot;Lumnis&amp;quot;, or &amp;quot;XXX&amp;quot;) multiplies [[field experience]] absorption, increasing the rate at which characters gain [[level]]s.  It was created to decrease the &amp;lt;noinclude&amp;gt;[[&amp;lt;/noinclude&amp;gt;experience&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; disparity between characters of players who can only play a short time each week, and those who can play more frequently.  &lt;br /&gt;
&lt;br /&gt;
The Gift of Lumnis occurs once per week for all characters on paid [[subscription]] accounts. ([[F2P]] accounts may purchase [[Gift of Lumnis token]]s to gain access.)&lt;br /&gt;
&lt;br /&gt;
The gift also serves as a weekly &#039;reset&#039;. For example, [[Verb:RESOURCE|Profession resources]] have a weekly cap, and this cap resets as your Lumnis starts.&lt;br /&gt;
&lt;br /&gt;
Lumnis boosts your experience gain in phases of 7,300 experience. All paid accounts get 2 phases standard (for a total of 21,900 bonus experience), and you may donate using &#039;&#039;&#039;LUMNIS DONATE&#039;&#039;&#039; to get 4 phases instead (for a total of 73,000 bonus experience).&lt;br /&gt;
&lt;br /&gt;
Boosted lumnis will quintuple the first 7300 experience you absorb, then quadruple the next 7300, then triple the next 7300, and finally double the next 7300.&lt;br /&gt;
&lt;br /&gt;
Basic lumnis only has the last 2 of those phases: The first 7300 experience absorbed is tripled, the next 7300 experience is doubled.&lt;br /&gt;
&lt;br /&gt;
To gain the boosted lumnis, use the &#039;&#039;&#039;LUMNIS DONATE&#039;&#039;&#039; command. This cost 250,000 silvers (significantly less for character at level 20 or less), and upon donating, the next time your lumnis would start, you&#039;ll get the 4 (boosted) cycles. There is no way to retroactively gain the boosted cycles if your lumnis has already started. Level 21+ characters can donate more than once, but this merely pre-pays for future weeks, it does not grant additional cycles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=Exp page /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Boost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Temple Donation Maximum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | No Donation Maximum&lt;br /&gt;
|-&lt;br /&gt;
| 5x || 29,200 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4x || 21,900 || -&lt;br /&gt;
|-&lt;br /&gt;
| 3x || 14,600 || 14,600&lt;br /&gt;
|-&lt;br /&gt;
| 2x || 7,300 || 7,300&lt;br /&gt;
|-&lt;br /&gt;
| Total || 73,000 || 21,900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Experience Absorption==&lt;br /&gt;
While under the effects of Lumnis, the amount of experience converted from the field experience pool to total experience is increased by a factor of 5/4/3/2, until the designated amount of bonus experience for that phase has been absorbed.  How much experience a character can hold in their &amp;quot;[[Experience#Size_of_Pool|unabsorbed experience pool]]&amp;quot; and how much is removed from this pool per experience pulse remain unchanged.  &lt;br /&gt;
&lt;br /&gt;
For example, a character with a 100 [[Discipline]] and a 100 [[Logic]] stat and no other experience pool bonuses that is completely fried (1000/1000 experience in the pool) and resting on a [[node]] with no other modifiers sees 33 experience points converted from the unabsorbed field experience pool in a normal pulse; however, while under the effects of a fresh, boosted  Gift of Lumnis, the character under the same conditions would instead see 165 experience added to their experience total, while still only 33 experience is subtracted from the unabsorbed field experience pool.  Thus, if this character rested on a node resting from completely fried to clear as a bell, it would see a total of 5000 experience added to its experience total, 4000 of which would be the bonus amount.&lt;br /&gt;
&lt;br /&gt;
Normally, absorbing experience will also absorb 1 [[Experience_pool#Long-term_Experience|Long-term experience]] for every 10 experience absorbed, but if any cycle of lumnis is active, this does not occur.&lt;br /&gt;
&lt;br /&gt;
Any experience that is instantly granted as direct experience is not boosted by the Gift of Lumnis. For example, handing in a [[https://gswiki.play.net/Adventurer%27s_Guild|bounty reward]] while fried grants some of the reward as direct experience; such experience would not be boosted by lumnis.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Awards==&lt;br /&gt;
The effects of a [[roleplaying award]] (RPA) and the Gift of Lumnis are additive, and experience can be gained up to a factor of 6.  The above character would be able to hold 6000 exp in their head, gain 600 exp for killing a like-level creature, and absorb exp at up to 198 per pulse (unmodified).  Again, each bonus is for a set amount of experience and will last until that bonus experience is absorbed.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
Gift of Lumnis begins on the first pulse that a character on a paid account has unabsorbed experience in their head.  As long as that character has unabsorbed experience in their head, it will absorb bonus experience.  One week minus 3 hours (165 hours) after the initiation of each Gift of Lumnis cycle begins, Gift will begin again on the next experience-gaining pulse.  Because the actual beginning of the Gift requires one to have unabsorbed experience, if a character spends several weeks without gaining any experience to absorb, Gift will not start until they do.&lt;br /&gt;
&lt;br /&gt;
Normally, Lumnis restarts once a character logs in and absorbs some experience 1 week (minus 3 hours) after their previous lumnis started. Alternatively, it is possible to pick a specific day of the week and time for your lumnis to start, whether the character is logged in or not, via [[#Lumnis Schedule|Lumnis Schedule]].&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
==LUMNIS (verb)==&lt;br /&gt;
The &#039;&#039;&#039;Lumnis&#039;&#039;&#039; verb is used to check a character&#039;s [[Gift of Lumnis]] status and also reset it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
  LUMNIS [option] {args}&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   INFO               - View your current Gift of Lumnis status.&lt;br /&gt;
   SCHEDULE SET [#]   - Pick a set time that your Gift of Lumnis will start each week.&lt;br /&gt;
   SCHEDULE CLEAR     - Clear any preset schedule.&lt;br /&gt;
   CONTEST STATUS     - Check status of Lumnis contest.&lt;br /&gt;
   CONTEST WINNERS    - Display Lumnis contest winners.&lt;br /&gt;
   CONTEST SHOWNAME   - Set your Lumnis contest display options.&lt;br /&gt;
   CONTEST CURRENT    - Show current Lumnis contest status.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Lumnis Info===&lt;br /&gt;
{{boldmono|LUMNIS INFO }}provides the current status of Lumnis, when the next one begins, as well as information about when Lumnis Schedule is set for, if applicable.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS INFO&#039;&#039;&lt;br /&gt;
Your Gift of Lumnis has expired for this week.  It is scheduled to refresh in 1 day, 7 hours and 4 minutes.&lt;br /&gt;
&lt;br /&gt;
You have not selected a Gift of Lumnis schedule.&lt;br /&gt;
You have no available uses of LUMNIS SCHEDULE.  You can purchase uses from the SimuCoins Store.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Lumnis Schedule==&lt;br /&gt;
&amp;lt;section begin=schedule /&amp;gt;{{boldmono|LUMNIS SCHEDULE }}can be used to move a character&#039;s Lumnis earlier or later than its scheduled refresh date.  If it is moved to an earlier time, it will function as expected for the first usage. However, if it&#039;s again used to schedule another further refresh date within 6 months of the first change, Gift activation requires a one-week wait from that new date. This is to avoid players being able to use SimuCoins to schedule back-to-back-to-back-to-back Gifts of Lumnis, every six hours, ad infinitum.  It is possible to have two Gifts of Lumnis in a single week every 6 months, but when using the Lumnis Schedule the new date and time must be at least 1 min later than the current date and time of when your Gift of Lumnis is scheduled to start.  For example, if your Gift of Lumnis is scheduled to start on Saturdays at 12:01 am, your new Lumnis Schedule must be set to Saturdays at 12:02 am or a later date and time to activate a new Gift of Lumnis.  Sunday is considered the start of the week for the purposes of scheduling your Gift of Lumnis.  To take full advantage of this, you must have enough play time to use up your first Gift of Lumnis and enough play time to use up a second Gift of Lumnis in a 7 day period.&lt;br /&gt;
&lt;br /&gt;
This command is available in the [[SimuCoin|SimuCoins Store]] for 500 SCs ([https://store.play.net/store/purchaseitem/320?gameCode=GS a Lumnis schedule])&amp;lt;noinclude&amp;gt;, and is one of the [[Gift of the Gods|Gifts of the Gods]] awarded on the 29th day of [[Login Rewards]]&amp;lt;/noinclude&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Use{{mono| LUMNIS INFO }}to see a character&#039;s current set Lumnis start time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE&lt;br /&gt;
You must specify the time you wish to schedule your Gift of Lumnis to start at in the form of DHHMM.&lt;br /&gt;
&lt;br /&gt;
D is the day that you want your Gift of Lumnis to begin on, starting with Day 1 as Sunday, 2 as Monday, 3 as Tuesday, 4 as Wednesday, 5 as Thursday, 6 as Friday, and 7 as Saturday.&lt;br /&gt;
&lt;br /&gt;
HH is the hour (on the 24 hour clock) that you want your Gift of Lumnis to start at, starting with 00 as midnight (the very start of the day), and ending with 23 (11 PM).  The hour corresponds with the in-game [[TIME]] command (Eastern Time).&lt;br /&gt;
&lt;br /&gt;
MM is the minute of the hour that you want your Gift of Lumnis to start at, starting with 00 as the very start of the hour and ending with 59.&lt;br /&gt;
&lt;br /&gt;
For example, 41630 would result in your Gift of Lumnis being scheduled to start each week on Wednesday at 4:30 PM, in-game time.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lumnis schedule 10800&lt;br /&gt;
You must specify either SET or CLEAR.&lt;br /&gt;
&amp;gt;lumnis schedule set 10800&lt;br /&gt;
You are scheduling your Gift of Lumnis to start on Sundays at 08:00.  If this is correct, please enter LUMNIS SCHEDULE SET 10800 CONFIRM within the next 30 seconds.&lt;br /&gt;
&lt;br /&gt;
Please note that due to the fact that you have already changed your schedule within the last 6 months, the interval between your last Gift of Lumnis and your next one may be between 1-2 weeks instead of the normal 1 week interval, depending on your scheduling choice.  Once this adjustment period finishes, the normal 1 week interval between your Gift of Lumnis activations will resume.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE SET 10800 CONFIRM&lt;br /&gt;
You have scheduled your Gift of Lumnis to start on Sundays at 08:00, in-game time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No uses&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE SET&#039;&#039;&lt;br /&gt;
In order to schedule your Lumnis start time, you must first purchase the option from the SimuCoins Store.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE CLEAR&#039;&#039;&lt;br /&gt;
You do not currently have a preset Gift of Lumnis schedule.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;section end=schedule /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available vs Not Available&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;lumnis info&#039;&#039;&lt;br /&gt;
You last used a Lumnis scheduling option on Fri Feb 18 04:00:21 ET 2022.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;lumnis info&#039;&#039;&lt;br /&gt;
You last used a Lumnis scheduling option on Sat Aug 20 15:17:31 ET 2022.  You must wait six months from then to use another Lumnis scheduling option.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis starting:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A soft feeling of serenity touches your mind, providing you with a clearer understanding of recent events.&lt;br /&gt;
[Use the LUMNIS verb to see your Gift of Lumnis options.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis ending:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The soft feeling of serenity slowly dissipates from your mind.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;While under the effects of the Gift of Lumnis, when a character uses the [[EXPERIENCE (verb)]] command, the following message is appended to the end of the normal messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Historical Facts==&lt;br /&gt;
&lt;br /&gt;
In September 2019, the Lumnis Contest ended and the Gift of Lumnis was set to be 7300 base experience for both phases, or 21,900 total bonus experience.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Experience (saved posts)]]&lt;br /&gt;
* [[Experience (saved posts archive)]]&lt;br /&gt;
* [[Lumnis Contest]] (deprecated)&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Character Mechanics]]&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Attack_strength&amp;diff=256907</id>
		<title>Attack strength</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Attack_strength&amp;diff=256907"/>
		<updated>2026-04-25T15:52:44Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: CM&amp;#039;s contribution to your melee AS actually rounds up, figured out the penalty to AS when on low health, added AS penalty due to SP loss.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Attack strength (AS)&#039;&#039;&#039; is a numerical value that determines if, and how hard, an attack strikes an opponent.&lt;br /&gt;
&lt;br /&gt;
== Factors ==&lt;br /&gt;
Many things factor into how high a [[character]] or [[creature]]&#039;s attack strength is.  [[STANCE (verb)|Stance]] and training in a weapon [[skill]] or skills applicable to the [[weapon]] being used have the greatest effect on attack strength.  [[Stat]]s, [[spell]]s, other skills (such as [[Combat Maneuvers]] and [[Perception]]), weapon enchantment, low [[health]], low [[spirit]], and having recently pulled muscles due to over-use of [[stamina]] also play a rather large effect on a character&#039;s attack strength.&lt;br /&gt;
&lt;br /&gt;
=== Stance ===&lt;br /&gt;
&lt;br /&gt;
For characters, [[stance]] multiplies overall attack strength by a factor between 50% (full defensive) to 100% (full offensive): The formula is &amp;lt;code&amp;gt;0.5 + (stance / 2)&amp;lt;/code&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Stance Factor&lt;br /&gt;
!AS Multiplier&lt;br /&gt;
|-&lt;br /&gt;
|Offensive&lt;br /&gt;
|1.00&lt;br /&gt;
|-&lt;br /&gt;
|Advanced&lt;br /&gt;
|0.90&lt;br /&gt;
|-&lt;br /&gt;
|Forward&lt;br /&gt;
|0.80&lt;br /&gt;
|-&lt;br /&gt;
|Neutral&lt;br /&gt;
|0.70&lt;br /&gt;
|-&lt;br /&gt;
|Guarded&lt;br /&gt;
|0.60&lt;br /&gt;
|-&lt;br /&gt;
|Defensive&lt;br /&gt;
|0.50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
For [[creature]]s, the stance effect on attack is much less pronounced, as it mostly affects their [[defensive strength]].&lt;br /&gt;
&lt;br /&gt;
=== [[Spirit]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Percentage of &#039;&#039;&#039;MAX&#039;&#039;&#039; Spirit&lt;br /&gt;
!Effect on Attack Strength&lt;br /&gt;
|-&lt;br /&gt;
|75% - 100%&lt;br /&gt;
|No penalty&lt;br /&gt;
|-&lt;br /&gt;
|50% to 74%&lt;br /&gt;
| -20% &lt;br /&gt;
|-&lt;br /&gt;
|25% - 49%&lt;br /&gt;
| -35% &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Less&#039;&#039; than 25%&lt;br /&gt;
| -50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the purposes of the above table, any direct increase to your spirit points above 10 caused by an SP [[Enhancive]] don&#039;t &amp;quot;count&amp;quot;, e.g. a character with 88 [[Aura]] (so, 9 spirit) and +3 to spirit points from enhancives is considered to have 10 SP for the purposes of the above chart: e.g. at 5, 6, or 7 SP they&#039;d suffer -20% AS, at 8 SP and up there is no penalty.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Health]] ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Percentage of &#039;&#039;&#039;MAX&#039;&#039;&#039; Health&lt;br /&gt;
!Effect on Attack Strength&lt;br /&gt;
|-&lt;br /&gt;
|75% - 100%&lt;br /&gt;
|No penalty&lt;br /&gt;
|-&lt;br /&gt;
|50% to 74%&lt;br /&gt;
| -10 AS &lt;br /&gt;
|-&lt;br /&gt;
|25% - 49%&lt;br /&gt;
| -20 AS&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Less&#039;&#039; than 25%&lt;br /&gt;
| -30 AS&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The penalty is multiplied by your stance (e.g. in defensive stance at 1 HP you&#039;d have 15 less AS versus being at full health).&lt;br /&gt;
&lt;br /&gt;
=== [[Melee]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;margin-left:2em; margin-top:1em; margin-bottom:1em; padding-left:0; padding-top:0; padding-bottom:0; border:none; background:none&amp;quot;&amp;gt;&lt;br /&gt;
Melee AS = TRUNCATE([&lt;br /&gt;
             STR Bonus&lt;br /&gt;
           + Weapon Skill Bonus&lt;br /&gt;
           + TRUNC((Combat Maneuvers Ranks+1) / 2)&lt;br /&gt;
           + Weapon Enchantment&lt;br /&gt;
           + Modifiers] * StanceFactor)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon Skill Bonus uses the appropriate skill for the weapon. Certain hybrid weapons take the average of two separate skills, notably the [[katana]] if wielded one-handed ([[Edged Weapons]], [[Two-Handed Weapons]]), and the [[katar]] ([[Brawling]], [[Edged Weapons]]).&lt;br /&gt;
&lt;br /&gt;
=== [[Ranged Weapons]] ===&lt;br /&gt;
&amp;lt;pre style=&amp;quot;margin-left:2em; margin-top:1em; margin-bottom:1em; padding-left:0; padding-top:0; padding-bottom:0; border:none; background:none&amp;quot;&amp;gt;&lt;br /&gt;
Ranged AS = TRUNCATE([&lt;br /&gt;
              DEX Bonus&lt;br /&gt;
            + Ranged Weapons Skill Bonus&lt;br /&gt;
            + [(Perception Ranks - 40) / 4]&lt;br /&gt;
            + [(Ambush Ranks - 40) / 4]&lt;br /&gt;
            + Weapon Enchantment&lt;br /&gt;
            + Modifiers] * StanceFactor)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Perception]] and [[Ambush]] are beneficial above 40 ranks, but are not counted before then (their contributions are never negative).&lt;br /&gt;
&lt;br /&gt;
Weapon Enchantment is determined by the bonus of the bow. As a result of ranged weapon changes in May 2020, enchant of the arrow or bolt being fired (either from material or spells like Elemental Blade) no longer has an affect on ranged attack strength.&lt;br /&gt;
&lt;br /&gt;
Two handed crossbows get a +30 modifier if firing whilst kneeling or prone.&lt;br /&gt;
&lt;br /&gt;
=== [[Thrown Weapons]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;margin-left:2em; margin-top:1em; margin-bottom:1em; padding-left:0; padding-top:0; padding-bottom:0; border:none; background:none&amp;quot;&amp;gt;&lt;br /&gt;
Thrown AS =   TRUNCATE([&lt;br /&gt;
              [(STR Bonus + DEX Bonus) / 2]&lt;br /&gt;
            + Thrown Weapons Skill Bonus&lt;br /&gt;
            + [(Perception Ranks + Combat Maneuvers Ranks) / 4]&lt;br /&gt;
            + Weapon Enchantment&lt;br /&gt;
            + Modifiers] * StanceFactor)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[Bolt|Bolt Spells]] ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;margin-left:2em; margin-top:1em; margin-bottom:1em; padding-left:0; padding-top:0; padding-bottom:0; border:none; background:none&amp;quot;&amp;gt;&lt;br /&gt;
Bolt AS =   TRUNCATE([&lt;br /&gt;
            DEX Bonus&lt;br /&gt;
          + Spell Aiming Skill Bonus&lt;br /&gt;
          + Modifiers] * StanceFactor)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modifiers ==&lt;br /&gt;
&lt;br /&gt;
=== Spell Effects ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Spell&lt;br /&gt;
! Base Effect&lt;br /&gt;
! Scaling&lt;br /&gt;
|-&lt;br /&gt;
| [[Spirit Strike (117)]]&lt;br /&gt;
| +75 AS on next attack&lt;br /&gt;
| 3% * ([[summation chart|seed 5 summation]] of [[Spiritual Lore, Blessings]]) to persist for additional attack &lt;br /&gt;
|-&lt;br /&gt;
|[[Bravery (211)]]&lt;br /&gt;
| +15 AS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Heroism (215)]]&lt;br /&gt;
| +25 AS&lt;br /&gt;
| +1 AS per 10 ranks of [[Spiritual Lore, Blessings]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | [[Benediction (307)]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | +5 AS&lt;br /&gt;
| +1 AS per 2 ranks of [[Cleric Base]] above 7, max +15 AS at 27 ranks&amp;lt;br&amp;gt;+1 Bolt AS per 2 ranks of [[Cleric Base]] above 27, max +51 Bolt AS at 99 ranks&amp;lt;br&amp;gt;1% * ([[summation chart|seed 6 summation]] of [[Spiritual Lore, Blessings]]) to flare for additional +15 AS&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Targeting (425)]]&lt;br /&gt;
| +25 AS&lt;br /&gt;
| +1 AS per 2 ranks of [[Minor Elemental]] above 25, max +50 AS at 75 ranks&lt;br /&gt;
|-&lt;br /&gt;
|[[Strength (509)]]&lt;br /&gt;
| +15 Melee AS&lt;br /&gt;
| +1 Melee AS per [[summation chart|seed 4 summation]] of [[Elemental Lore, Earth]]&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | [[Elemental Focus (513)]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | +20 Bolt AS&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | +1 Bolt AS per 2 ranks of [[Major Elemental]] above 13&amp;lt;br&amp;gt;+1 Bolt AS (cumulative vs. target) per [[summation chart|seed 4 summation]] of [[Elemental Lore, Fire]], max +25 Bolt AS&lt;br /&gt;
|-&lt;br /&gt;
|[[Phoen&#039;s Strength (606)]]&lt;br /&gt;
| +10 Melee AS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Camouflage (608)]]&lt;br /&gt;
| +30 AS while hidden&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Curse (715)]]&lt;br /&gt;
| +10 Bolt AS&lt;br /&gt;
| +1 Bolt AS per 3 ranks of [[Sorcerer Base]] above 15, max +38 Bolt AS at 99 ranks&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | [[Kai&#039;s Triumph Song (1007)]]&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | +10 AS&lt;br /&gt;
| +1 AS per rank of [[Bard Base]] above 7, max +20 AS at 17 ranks&amp;lt;br&amp;gt;+1 AS per [[summation chart|seed 3 summation]] of [[Mental Lore, Telepathy]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Adrenal Surge (1107)]]&lt;br /&gt;
| +10 AS briefly&lt;br /&gt;
|-&lt;br /&gt;
|[[Empathic Focus (1109)]]&lt;br /&gt;
| +15 Melee AS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Intensity (1130)]]&lt;br /&gt;
| +20 AS&lt;br /&gt;
| +1 AS per 2 ranks of [[Empath Base]] above 30, max +55 at 100 ranks&lt;br /&gt;
|-&lt;br /&gt;
|[[Dauntless (1606)]]&lt;br /&gt;
| +10 AS&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; | [[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
| +10 Combat Maneuvers&amp;lt;br&amp;gt;&#039;&#039;(effectively +5 Melee AS)&#039;&#039;&lt;br /&gt;
| +0.75 CM per rank of [[Paladin Base]] above 11&amp;lt;br&amp;gt;+1 CM per [[summation chart|seed 3 summation]] of [[Spiritual Lore, Blessings]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Zealot (1617)]]&lt;br /&gt;
| +30 Melee AS&lt;br /&gt;
| +1 Melee AS per [[summation chart|seed 1 summation]] of [[Spiritual Lore, Religion]]&lt;br /&gt;
|-&lt;br /&gt;
|[[V&#039;tull&#039;s Fury (1718)]]&lt;br /&gt;
| +30 Melee AS on attack&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Combat Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
Some maneuvers are available through [[Warrior Guild]] skills, either exclusively or as an alternative to standard [[combat maneuvers]] (CMAN). A mastered guild skill is more effective than 5 ranks in the equivalent CMAN.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Maneuver&lt;br /&gt;
! Effect&lt;br /&gt;
! Availability&lt;br /&gt;
|-&lt;br /&gt;
|[[Berserk]]&lt;br /&gt;
| Variable based on rank, level&lt;br /&gt;
| Warriors (Guild)&lt;br /&gt;
|-&lt;br /&gt;
|[[Burst of Swiftness]]&lt;br /&gt;
| AGI, DEX Bonuses&lt;br /&gt;
| Monks&lt;br /&gt;
|-&lt;br /&gt;
|[[Coup de Grace]]&lt;br /&gt;
| Variable, max +40 AS&lt;br /&gt;
| Warriors, Rogues&lt;br /&gt;
|-&lt;br /&gt;
|[[Perfect Self]]&lt;br /&gt;
| Stat Bonuses&lt;br /&gt;
| Monks&lt;br /&gt;
|-&lt;br /&gt;
|[[Side by Side]]&lt;br /&gt;
| Variable&lt;br /&gt;
| All&lt;br /&gt;
|-&lt;br /&gt;
|[[Specialization]]&lt;br /&gt;
| +2 to +10 AS&lt;br /&gt;
| Warriors, Rogues, Paladins&lt;br /&gt;
|-&lt;br /&gt;
|[[Spin Attack]]&lt;br /&gt;
| +3 to +18 Melee AS&lt;br /&gt;
| Warriors (Guild), Rogues, Monks, Bards&lt;br /&gt;
|-&lt;br /&gt;
|[[Surge of Strength]]&lt;br /&gt;
| +8 to +16 Melee AS&lt;br /&gt;
| Warriors, Rogues, Paladins, Monks&lt;br /&gt;
|-&lt;br /&gt;
|[[War Cries#Seanette&#039;s Shout|War Cries: Seanette&#039;s Shout]]&lt;br /&gt;
| +20 AS&lt;br /&gt;
| Warriors (Guild)&lt;br /&gt;
|-&lt;br /&gt;
|[[Weapon Bonding]]&lt;br /&gt;
| +2 per rank, max +10 AS&lt;br /&gt;
| Warriors&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Society Powers ===&lt;br /&gt;
&lt;br /&gt;
Each society ([[Guardians of Sunfist]], [[Council of Light]], [[Order of Voln]]) has powers that provide bonuses to attack strength, some of which may be more effective against the society&#039;s favored enemies.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Power&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
|[[Sigil of Offense]]&lt;br /&gt;
| +1 AS per rank, max +20 AS&lt;br /&gt;
|-&lt;br /&gt;
|[[Sigil of Minor Bane]]&lt;br /&gt;
| +5 AS, additional damage vs. [[Grimswarm]] allies&lt;br /&gt;
|-&lt;br /&gt;
|[[Sigil of Major Bane]]&lt;br /&gt;
| +10 AS, additional critical vs. [[Grimswarm]] allies&lt;br /&gt;
|-&lt;br /&gt;
|[[Sign of Striking]]&lt;br /&gt;
| +5 AS&lt;br /&gt;
|-&lt;br /&gt;
|[[Sign of Smiting]]&lt;br /&gt;
| +10 AS&lt;br /&gt;
|-&lt;br /&gt;
|[[Sign of Swords]]&lt;br /&gt;
| +20 AS&lt;br /&gt;
|-&lt;br /&gt;
|[[Sign of Madness]]&lt;br /&gt;
| +50 AS briefly&lt;br /&gt;
|-&lt;br /&gt;
|[[Symbol of Courage]]&lt;br /&gt;
| +1 AS per rank, max +26 AS&lt;br /&gt;
|-&lt;br /&gt;
|[[Symbol of Supremacy]]&lt;br /&gt;
| +1 AS vs. [[undead]] per 2 ranks, max +13 AS&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Martial Mastery ===&lt;br /&gt;
&lt;br /&gt;
[[Martial Mastery]] is an AS Bonus granted for melee, ranged, hurled and UCS attacks.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* http://www.play.net/gs4/info/combat_guide/factors.asp#AS&lt;br /&gt;
&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=Multiplier_modifier&amp;diff=256848</id>
		<title>Multiplier modifier</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Multiplier_modifier&amp;diff=256848"/>
		<updated>2026-04-21T19:02:49Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added references to grapple/punch/kick specialization.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Multiplier Modifier&#039;&#039;&#039; (MM) is a numerical value that serves as a multiplier of the [[unarmed attack factor]] (UAF) / [[unarmed defense factor]] (UDF) ratio in the [[unarmed combat system]] (UCS) damage formula.&lt;br /&gt;
&lt;br /&gt;
The primary factors that determine the MM value are the attacker&#039;s stance and the defender&#039;s [[evade]], [[block]] and [[parry]] ability. This value scales up as the attacker moves from defensive to offensive stance. The MM value has a significant random component, possibly determined by the defender&#039;s statistics and condition.&lt;br /&gt;
&lt;br /&gt;
==Stance and MM==&lt;br /&gt;
&lt;br /&gt;
Success with unarmed combat is heavily dependent on the attacker&#039;s stance and its impact on the multiplier modifier. The table below lists the unmodified MM values by stance. Actual MM values in combat situations will vary, sometimes substantially, from those listed below due to one or more MM modifiers.   &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Stance&lt;br /&gt;
!MM Value&lt;br /&gt;
|-align=center&lt;br /&gt;
|OFF&lt;br /&gt;
|100&lt;br /&gt;
|-align=center&lt;br /&gt;
|ADV&lt;br /&gt;
|80&lt;br /&gt;
|-align=center&lt;br /&gt;
|FOR&lt;br /&gt;
|60&lt;br /&gt;
|-align=center&lt;br /&gt;
|NEU&lt;br /&gt;
|40&lt;br /&gt;
|-align=center&lt;br /&gt;
|GUA&lt;br /&gt;
|20&lt;br /&gt;
|-align=center&lt;br /&gt;
|DEF&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat System Formula== &lt;br /&gt;
&lt;br /&gt;
;:((UAF &amp;amp;divide; UDF) &amp;amp;times; (MM)) + d100 = [[endroll]]&lt;br /&gt;
&lt;br /&gt;
A successful attack will occur when the endroll is greater than 100.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Notes:&amp;lt;br&amp;gt;&lt;br /&gt;
1. The UAF/UDF ratio is capped at 2.000&amp;lt;br&amp;gt;&lt;br /&gt;
2. Truncate (UAF/UDF * MM)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
UAF: 418 vs UDF: 246 = 1.699 * MM: 89 + d100: 20 = 171&lt;br /&gt;
... and hit for 54 points of damage!&lt;br /&gt;
Powerful roundhouse kick catches the triton combatant under the right&lt;br /&gt;
armpit and continues through!&lt;br /&gt;
The combatant&#039;s silvery blue trident falls to the ground.&lt;br /&gt;
The triton combatant no longer favors its leg.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Held Item Penalties==&lt;br /&gt;
&lt;br /&gt;
All HELD items penalize an attacker&#039;s effectiveness with unarmed combat ([[Jab]], [[Punch]], [[GRAPPLE (verb)|Grapple]] and [[Kick]]) attacks. The base penalty for each held item is -15 MM (-30 MM with an item in each hand). Worn items, including UCS suitable hand and footwear do not penalize UCS attacks. The MM penalties for holding [[weapons]], [[shield]]s, and compatible [[UCS]] [[brawling weapons]] can deviate from the base penalty. See the appropriate table on this page for these penalties. &lt;br /&gt;
&lt;br /&gt;
===UCS Compatible Brawling Weapons===&lt;br /&gt;
&lt;br /&gt;
Each of the approved-for-use [[brawling weapons]] that function with [[JAB (verb)|Jab]], [[PUNCH (verb)|Punch]] and [[GRAPPLE (verb)|Grapple]] attacks have innate [[Damage factor|Damage Factor (DF)]] bonuses and [[Multiplier modifier|Multiplier Modifier (MM)]] penalties. These special properties only activate with the Jab, Punch and Grapple commands. Kick attacks are unaffected by these held weapons.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!DF Bonus (Single)&lt;br /&gt;
!DF Bonus (Dual)&lt;br /&gt;
!MM Penalty (Single)&lt;br /&gt;
!MM Penalty (Dual)&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Cestus]]&#039;&#039;&#039;&lt;br /&gt;
|.025&lt;br /&gt;
|.050&lt;br /&gt;
| -5&lt;br /&gt;
| -10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Paingrip]]&#039;&#039;&#039;&lt;br /&gt;
|.025&lt;br /&gt;
|.050&lt;br /&gt;
| -5&lt;br /&gt;
| -10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Razorpaw]]&#039;&#039;&#039;&lt;br /&gt;
|.025&lt;br /&gt;
|.050&lt;br /&gt;
| -5&lt;br /&gt;
| -10&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Knuckle-blade]]&#039;&#039;&#039;&lt;br /&gt;
|.050&lt;br /&gt;
|.100&lt;br /&gt;
| -10&lt;br /&gt;
| -20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Knuckle-duster]]&#039;&#039;&#039;&lt;br /&gt;
|.050&lt;br /&gt;
|.100&lt;br /&gt;
| -10&lt;br /&gt;
| -20&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Yierka-spur]]&#039;&#039;&#039;&lt;br /&gt;
|.075&lt;br /&gt;
|.150&lt;br /&gt;
| -15&lt;br /&gt;
| -30&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;[[Tiger-claw]]&#039;&#039;&#039;&lt;br /&gt;
|.075&lt;br /&gt;
|.150&lt;br /&gt;
| -15&lt;br /&gt;
| -30&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Weapon Penalties===&lt;br /&gt;
&lt;br /&gt;
All held weapons penalize the multiplier modifier. Training in the appropriate weapon skill can reduce but not eliminate this penalty.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*&amp;lt;small&amp;gt;Bows are not affected by handedness (use the &#039;&#039;&#039;Right Hand Only&#039;&#039;&#039; MM penalties listed in the table for bow in either hand).&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;small&amp;gt;[[#UCS Compatible Brawling Weapons|See the table above]] for UCS compatible brawling weapon MM penalties.&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*[[Runestaff|Runestave]]s require magic skill ranks in lieu of weapon ranks to reduce the MM penalty. Eight magic ranks per level is the equivalent of 2x weapon traing and will lower the MM penalty to its -15 minimum.&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!MM Penalty&amp;lt;br&amp;gt; 0x train&lt;br /&gt;
!MM Penalty&amp;lt;br&amp;gt;1x train&lt;br /&gt;
!MM Penalty&amp;lt;br&amp;gt;2x train&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Right Hand Only&#039;&#039;&#039;&lt;br /&gt;
| -30&lt;br /&gt;
| -22&lt;br /&gt;
| -15&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Left Hand Only&#039;&#039;&#039;&lt;br /&gt;
| -30&lt;br /&gt;
| -26&lt;br /&gt;
| -22&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Both Hands&#039;&#039;&#039;&lt;br /&gt;
| -60&lt;br /&gt;
| -48&lt;br /&gt;
| -37 &lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===Shield Penalties===&lt;br /&gt;
&lt;br /&gt;
MM [[shield]] penalties are affected by both the level of training and the shield size. This table gives the penalty for holding a shield with 0 ranks, 1x and 2x ranks per level in the [[Shield Use|shield use]] skill. Ranks greater than 2x per level will not further reduce these penalties.&lt;br /&gt;
&lt;br /&gt;
Training in the [[Shield Use|Shield Specialization]], [[Shielded Brawler]], will reduce these penalties by 2 points per rank with a maximum MM penalty reduction of 10 points at rank 5.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Note 1: Shielded Brawler has a prerequisite of 3 ranks in the [[Shield Focus]] specialization.&amp;lt;/small&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;Note 2: Because shield specialization point costs per rank are cumulative, there are minimum level restrictions applicable to each shielded brawler rank: R1/L18; R2/L18; R3/L24; R4/L36; R5/L50.&amp;lt;/small&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Shield Size&lt;br /&gt;
!MM Penalty&amp;lt;br&amp;gt;0x train&lt;br /&gt;
!MM Penalty&amp;lt;br&amp;gt;1x train&lt;br /&gt;
!MM Penalty&amp;lt;br&amp;gt;2x train&lt;br /&gt;
|-align=center&lt;br /&gt;
|Small&lt;br /&gt;
| -30&lt;br /&gt;
| -22&lt;br /&gt;
| -15&lt;br /&gt;
|-align=center&lt;br /&gt;
|Medium&lt;br /&gt;
| -32&lt;br /&gt;
| -24&lt;br /&gt;
| -17 &lt;br /&gt;
|-align=center&lt;br /&gt;
|Large&lt;br /&gt;
| -34&lt;br /&gt;
| -26&lt;br /&gt;
| -19 &lt;br /&gt;
|-align=center&lt;br /&gt;
|Tower&lt;br /&gt;
| -36&lt;br /&gt;
| -28&lt;br /&gt;
| -19&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Armor Penalties==&lt;br /&gt;
&lt;br /&gt;
The MM [[armor]] penalty is 1/4th the armor Action Penalty (round down). This penalty is not affected by stance, nor is it increased if wearer is not fully trained for that armor.  Overtraining [[Armor Use]] does reduce the MM penalty as the action penalty is reduced.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!AsG&lt;br /&gt;
!Name&lt;br /&gt;
!MM&amp;lt;br&amp;gt;Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|7&lt;br /&gt;
|Reinforced leather&lt;br /&gt;
| -1&lt;br /&gt;
|-align=center&lt;br /&gt;
|8&lt;br /&gt;
|Double leather&lt;br /&gt;
| -1&lt;br /&gt;
|-align=center&lt;br /&gt;
|9&lt;br /&gt;
|Leather breastplate&lt;br /&gt;
| -1&lt;br /&gt;
|-align=center&lt;br /&gt;
|10&lt;br /&gt;
|Cuirbouilli leather&lt;br /&gt;
| -2&lt;br /&gt;
|-align=center&lt;br /&gt;
|11&lt;br /&gt;
|Studded leather&lt;br /&gt;
| -2&lt;br /&gt;
|-align=center&lt;br /&gt;
|12&lt;br /&gt;
|Brigandine armor&lt;br /&gt;
| -3&lt;br /&gt;
|-align=center&lt;br /&gt;
|13&lt;br /&gt;
|Chain mail&lt;br /&gt;
| -3&lt;br /&gt;
|-align=center&lt;br /&gt;
|14&lt;br /&gt;
|Double chain&lt;br /&gt;
| -3&lt;br /&gt;
|-align=center&lt;br /&gt;
|15&lt;br /&gt;
|Augmented chain&lt;br /&gt;
| -4&lt;br /&gt;
|-align=center&lt;br /&gt;
|16&lt;br /&gt;
|Chain hauberk&lt;br /&gt;
| -4&lt;br /&gt;
|-align=center&lt;br /&gt;
|17&lt;br /&gt;
|Metal breastplate&lt;br /&gt;
| -5&lt;br /&gt;
|-align=center&lt;br /&gt;
|18&lt;br /&gt;
|Augmented breastplate&lt;br /&gt;
| -6&lt;br /&gt;
|-align=center&lt;br /&gt;
|19&lt;br /&gt;
|Half plate&lt;br /&gt;
| -7&lt;br /&gt;
|-align=center&lt;br /&gt;
|20&lt;br /&gt;
|Full plate&lt;br /&gt;
| -8&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Combat Maneuver boosts==&lt;br /&gt;
&lt;br /&gt;
A bonus of +10 MM can be gained via mastering [[Grapple Specialization]], [[Punch Specialization]], or [[Kick Specialization]].&lt;br /&gt;
&lt;br /&gt;
==Room Lighting Effects==&lt;br /&gt;
&lt;br /&gt;
Room lighting, other than normal, will increase/decrease the multiplier modifier. [[Rogue guild]] members can utilize the LM SENSE command to determine current room conditions. Spells [[Spirit Fog (106)]] and [[Light (205)]] can temporarily change room conditions. Lighting does not affect the [[unarmed defense factor]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|-style = &amp;quot;background:#DDD; color: blue&amp;quot;&lt;br /&gt;
!Room Condition&lt;br /&gt;
!MM Bonus&lt;br /&gt;
!MM Penalty&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Normal&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-align=center&lt;br /&gt;
| &#039;&#039;&#039;Bright&#039;&#039;&#039;&lt;br /&gt;
| +5&lt;br /&gt;
| 0 &lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Dark&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
| -5&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Foggy&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
| -5&lt;br /&gt;
|-align=center&lt;br /&gt;
|&#039;&#039;&#039;Dark and Foggy&#039;&#039;&#039;&lt;br /&gt;
|0&lt;br /&gt;
| -10&lt;br /&gt;
|}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Unarmed combat system|Unarmed Combat System]]&lt;br /&gt;
*[[Unarmed attack factor]] (UAF)&lt;br /&gt;
*[[Unarmed defense factor]] (UDF)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unarmed combat]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=256593</id>
		<title>Gaunt feral selkie</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gaunt_feral_selkie&amp;diff=256593"/>
		<updated>2026-04-21T02:27:34Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: added the types of treasure they can have.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&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 =  57 &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 =  Fey &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Hand of Tonis (505)&lt;br /&gt;
| BT2 =  Major Cold (907)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 = Hand of Tonis (505) &lt;br /&gt;
| OS2 = Earthen Fury (917) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Headbutt&lt;br /&gt;
| MN2 = Bull Rush  &lt;br /&gt;
| MN3 = Sweep&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 = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&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 = Iron Skin (1202)&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Brace (1214)&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|Transformation}} &lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Clad in sealskin and sailcloth, the feral selkie is a half-krolvin in his middle years.  Her hair is unkempt and her eyes are wild and unfocused.  Rattling bones, dried iceblossoms, and bits of kelp adorn her ritualistic attire, held in place by bits of fraying twine.  Unwashed and obviously addled, the selkie looks as if she has one foot firmly in a world that you cannot see.&amp;lt;/pre&amp;gt;&lt;br /&gt;
Or:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The selkie&#039;s large, dark eyes hold more than a glimmer of unnatural intellect.  His fur is soft and sleek over an agile musculature more suited to the water than dry land.  The selkie&#039;s sharp teeth are yellowed and an overwhelming odor of fish guts rises from his mouth in a noxious cloud.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The feral selkie is medium in size, about six feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Selkies have a humanoid form and a seal form.&lt;br /&gt;
&lt;br /&gt;
In humanoid form, they act as [[Wizard|wizards]], casting [[Hand of Tonis (505)]](both bolt and SMR versions), [[Major Cold (907)]] and [[Earthen Fury (917)]]. They also [[Sweep]].&lt;br /&gt;
&lt;br /&gt;
They may transform into seal form:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A look of intense concentration knits a gaunt feral selkie&#039;s features.  Autumnal colors flash beneath his skin as his hands sprout webbing, inflating into slick flippers.  His features contort and shift as his musculature rearranges.  At the same time, his skin becomes sleekly furred and spotted.  He falls to the ground in his newfound seal form and raises his whiskered snout skyward!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In seal form, they act as a melee attacker, using [[Charge (attack)]], [[Bite (attack)]], [[Headbutt]] and [[Bull Rush]].  &lt;br /&gt;
&lt;br /&gt;
They can also shift back to humanoid form:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Tremors pass through a gaunt feral selkie&#039;s body, followed by flashes of autumnal color that glow beneath his skin.  His hair sprouts longer and thins in places, becoming bristly and revealing blue-grey flesh.  His sharp teeth soften and become decidedly humanoid.  As he rises from the ground to stand bipedally, the last vestiges of his seal form recede, leaving him decidedly humanoid in shape and stature.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They wear several [[Minor Mental]] spells, including [[Brace (1214)|Brace]], which will cause weapon droppage when a selkie parries or their arms are struck.&lt;br /&gt;
&lt;br /&gt;
== Other Information ==&lt;br /&gt;
They do a lot of galumphing in seal form.&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 55&lt;br /&gt;
|levelm1 = 56&lt;br /&gt;
|level = 57&lt;br /&gt;
|levelp1 = 58&lt;br /&gt;
|levelp2 = 59&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Grisly_corpse_hulk&amp;diff=256592</id>
		<title>Grisly corpse hulk</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Grisly_corpse_hulk&amp;diff=256592"/>
		<updated>2026-04-21T02:25:46Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added tremors stomp + which treasure they drop.&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 =  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 = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&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 =  310&lt;br /&gt;
| PA2 =  Closed fist&lt;br /&gt;
| PAB =  310&lt;br /&gt;
| PA3 =  Ensnare&lt;br /&gt;
| PAC =  326&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Tackle&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  Tremors &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 = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&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 = None&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grisly corpse hulk is a collection of corpse parts roughly arranged into a humanoid form within a handspan of a giant&#039;s height.  Milky pinkish fluid drips from the uneven stitches that hold its body together.  Its eyes are tiny and appear piggish in such an oversized head.  They hold only a rudimentary spark of intellect.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The corpse hulk is large in size, about eight feet high in its current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Grisly corpse hulks cannot be stunned or killed via crit damage.  They have some form of regenerative ability:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grisly corpse hulk&#039;s monstrous organs rearrange themselves with a series of sloshing gurgles as its wounds tug themselves closed.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grisly corpse hulks&#039; attacks are somewhat misleading, reading as one type but being calculated as another.  They have an attack that references [[Bearhug]] but is actually an [[Ensnare (attack)]] and one that looks like [[Pound (attack)]] but is actually [[Closed fist]], but their [[Stomp (attack)]] is real.&lt;br /&gt;
&lt;br /&gt;
Grisly corpse hulks have a gory version of [[Tackle]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grisly corpse hulk barrels forward on squat, mismatched legs, flinging itself at you!&lt;br /&gt;
[SMR result: 129 (Open d100: 92)]&lt;br /&gt;
Your size slightly hinders your defense!&lt;br /&gt;
The hulk crushes you beneath its fetid body and struggles to its feet, leaving you weakened and sprawled out on the ground.&lt;br /&gt;
You are struck by an acute sense of vulnerability.&lt;br /&gt;
Roundtime: 7 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grisly corpse hulks have an acid blood reactive SMR attack which can activate when they receive injuries. Attacks that only do concussion damage will not trigger the reactive attack.&lt;br /&gt;
&lt;br /&gt;
They also stomp the ground causing [[Tremors]]:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A grisly corpse hulk slams its foot down, sending tremors rumbling through the area!&lt;br /&gt;
The ground begins to shake violently, making it hard to stand.&lt;br /&gt;
You lose your balance and fall over.&lt;br /&gt;
You feel weak and feeble, your movements sluggish.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&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=Bony_Tenthsworn_occultist&amp;diff=256591</id>
		<title>Bony Tenthsworn occultist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=256591"/>
		<updated>2026-04-21T02:18:28Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: marked off which treasure they can spawn.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&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 = 59&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| 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 =  Blood Burst (701)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 274-283&lt;br /&gt;
| OS1 =  Condemn (309)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 =  Grasp of the Grave (709)&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 = 2&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 259&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 = None&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Robed and hooded, the Tenthsworn occultist has fervent eyes the color of dried blood and the sort of pallor earned from days spent out of the sun.  His dark robes are stitched with serpentine patterns in crimson, a theme repeated in the symbol at his throat, which takes the form of a pair of intertwined asps.  The occultist&#039;s face is hollow and he looks as if he has not eaten in some time, though perhaps the zeal within him has burned all spare flesh away.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The Tenthsworn occultist is small in size, about four feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Occultists are pure-type enemies with many offensive and defensive spells but poor SMR defense. They can cast [[Condemn (309)]], which is a magical SMR attack with five waves of concussion and plasma damage that can be debilitating to players.  Additionally, [[Grasp of the Grave (709)]] can make it more difficult to avoid or escape.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
Bony Tenthsworn occultists can summon &#039;&#039;&#039;a swirling sanguine orb&#039;&#039;&#039; that is deposited in the room with them.  It will heal the occultist and other enemies in the room.  It cannot be dispelled, the occultist that cast it must be killed for it to be destroyed.&lt;br /&gt;
&lt;br /&gt;
Summoning:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A bony Tenthsworn occultist raises her malformed fingers overhead, contorting them into jarring patterns as globules of carmine radiance pirouette through the air around her. The spinning beads of radiance gather into a dripping sanguine orb that hovers in the air nearby, pulsing with otherworldly light.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb hovers in the air, dripping blood onto the ground beneath it.  Unseen magic holds it aloft and maintains the sphere&#039;s integrity.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Healing the occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Eldritch radiance from a swirling sanguine orb bathes a bony Tenthsworn occultist, causing his wounds to sluggishly tug themselves closed in the sanguine light.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon death of occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A swirling sanguine orb collapses to the ground, splattering congealing blood everywhere.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 57&lt;br /&gt;
|levelm1 = 58&lt;br /&gt;
|level = 59&lt;br /&gt;
|levelp1 = 60&lt;br /&gt;
|levelp2 = 61&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=256590</id>
		<title>Desiccated half-krolvin strigoi</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=256590"/>
		<updated>2026-04-21T02:17:58Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: marked off which treasure they can spawn.&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 = 61 &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 subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&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 = &lt;br /&gt;
| PA2 = Ensnare (attack)&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Vampire bite? &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 = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&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 = None&lt;br /&gt;
 | skin = No&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The corpse-like face of the half-krolvin strigoi bears little resemblance to a living half-krolvin save in its heavy brow and dense brows.  Eyes like pits of shadow stare out from the sunken hollows of the strigoi&#039;s altered visage, hungry and hateful.  The strigoi has yellowed fangs that distend her lips in an ugly fashion.  Her motions are distinctly unnatural, fluid in a way that a living being&#039;s are not.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The half-krolvin strigoi is medium in size, about six feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Strigoi are agile melee attackers, attacking unarmed with [[Closed fist]] and [[Ensnare (attack)|ensnares]] but will pick up other enemies&#039; weapons and attack with them as if they are unfamiliar with weapons.&lt;br /&gt;
&lt;br /&gt;
Strigoi have a unique leaping bite maneuver that deals puncture damage:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A desiccated half-krolvin strigoi falls into a crouch before springing at you like an animal, his yellowed fangs flashing!&lt;br /&gt;
[SMR result: 109 (Open d100: 88, Bonus: 1)]&lt;br /&gt;
Latching onto your neck, a desiccated half-krolvin strigoi suckles noisily, lapping down blood from the wound!&lt;br /&gt;
Your preparation to resist puncturing damage helps to lessen the effects as you are struck!&lt;br /&gt;
   ... 8 points of damage!&lt;br /&gt;
   Well placed shot to the neck!&lt;br /&gt;
   You are stunned for 2 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bite can target any body part, and can result in an instant kill on characters that do not have puncture resistance or other mitigating protections.&lt;br /&gt;
&lt;br /&gt;
Strigoi go into a frenzy from the scent of blood.  It is unclear if this is caused by the bite maneuver, or just the presence of a bleeding character in the room:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The scent of blood in the air drives a desiccated half-krolvin strigoi to madness!&amp;lt;/pre&amp;gt;&lt;br /&gt;
This boosts their [[Attack Strength]].&lt;br /&gt;
&lt;br /&gt;
Strigoi also have special evasive abilities:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A desiccated half-krolvin strigoi flows bonelessly out of the way of your attack, leaving you off-balance!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means your attack will miss, and take the usual roundtime (it&#039;s separate from the [[Evade]] system: Strigoi can dodge even attacks that are normally not dodgeable, such as [[Unarmed combat system]] attacks).&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 59&lt;br /&gt;
|levelm1 = 60&lt;br /&gt;
|level = 61&lt;br /&gt;
|levelp1 = 62&lt;br /&gt;
|levelp2 = 63&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=256589</id>
		<title>Gift of Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=256589"/>
		<updated>2026-04-21T00:52:02Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: added info about LUMNIS DONATE, which was (mostly) missing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&amp;lt;section begin=Exp page /&amp;gt;&#039;&#039;&#039;Gift of Lumnis&#039;&#039;&#039; (commonly referred to as &amp;quot;Gift&amp;quot;, &amp;quot;Lumnis&amp;quot;, or &amp;quot;XXX&amp;quot;) multiplies [[field experience]] absorption, increasing the rate at which characters gain [[level]]s.  It was created to decrease the &amp;lt;noinclude&amp;gt;[[&amp;lt;/noinclude&amp;gt;experience&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; disparity between characters of players who can only play a short time each week, and those who can play more frequently.  &lt;br /&gt;
&lt;br /&gt;
The Gift of Lumnis occurs once per week for all characters on paid [[subscription]] accounts. ([[F2P]] accounts may purchase [[Gift of Lumnis token]]s to gain access.)&lt;br /&gt;
&lt;br /&gt;
The gift also serves as a weekly &#039;reset&#039;. For example, [[Verb:RESOURCE|Profession resources]] have a weekly cap, and this cap resets as your Lumnis starts.&lt;br /&gt;
&lt;br /&gt;
Lumnis boosts your experience gain in phases of 7,300 experience. All paid accounts get 2 phases standard (for a total of 21,900 bonus experience), and you may donate using &#039;&#039;&#039;LUMNIS DONATE&#039;&#039;&#039; to get 4 phases instead (for a total of 73,000 bonus experience).&lt;br /&gt;
&lt;br /&gt;
Boosted lumnis will quintuple the first 7300 experience you absorb, then quadruple the next 7300, then triple the next 7300, and finally double the next 7300.&lt;br /&gt;
&lt;br /&gt;
Basic lumnis only has the last 2 of those phases: The first 7300 experience absorbed is tripled, the next 7300 experience is doubled.&lt;br /&gt;
&lt;br /&gt;
To gain the boosted lumnis, use the &#039;&#039;&#039;LUMNIS DONATE&#039;&#039;&#039; command. This cost 250,000 silvers (significantly less for character at level 20 or less), and upon donating, the next time your lumnis would start, you&#039;ll get the 4 (boosted) cycles. There is no way to retroactively gain the boosted cycles if your lumnis has already started. Level 21+ characters can donate more than once, but this merely pre-pays for future weeks, it does not grant additional cycles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section end=Exp page /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Boost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Temple Donation Maximum&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | No Donation Maximum&lt;br /&gt;
|-&lt;br /&gt;
| 5x || 29,200 || -&lt;br /&gt;
|-&lt;br /&gt;
| 4x || 21,900 || -&lt;br /&gt;
|-&lt;br /&gt;
| 3x || 14,600 || 14,600&lt;br /&gt;
|-&lt;br /&gt;
| 2x || 7,300 || 7,300&lt;br /&gt;
|-&lt;br /&gt;
| Total || 73,000 || 21,900&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Experience Absorption==&lt;br /&gt;
While under the effects of Lumnis, the amount of experience converted from the field experience pool to total experience is increased by a factor of 5/4/3/2, until the designated amount of bonus experience for that phase has been absorbed.  How much experience a character can hold in their &amp;quot;[[Experience#Size_of_Pool|unabsorbed experience pool]]&amp;quot; and how much is removed from this pool per experience pulse remain unchanged.  &lt;br /&gt;
&lt;br /&gt;
For example, a character with a 100 [[Discipline]] and a 100 [[Logic]] stat and no other experience pool bonuses that is completely fried (1000/1000 experience in the pool) and resting on a [[node]] with no other modifiers sees 33 experience points converted from the unabsorbed field experience pool in a normal pulse; however, while under the effects of a fresh, boosted  Gift of Lumnis, the character under the same conditions would instead see 165 experience added to their experience total, while still only 33 experience is subtracted from the unabsorbed field experience pool.  Thus, if this character rested on a node resting from completely fried to clear as a bell, it would see a total of 5000 experience added to its experience total, 4000 of which would be the bonus amount.&lt;br /&gt;
&lt;br /&gt;
Normally, absorbing experience will also absorb 1 [[Experience_pool#Long-term_Experience|Long-term experience]] for every 10 experience absorbed, but if any cycle of lumnis is active, this does not occur.&lt;br /&gt;
&lt;br /&gt;
Any experience that is instantly granted as direct experience is not boosted by the Gift of Lumnis. For example, handing in a [[https://gswiki.play.net/Adventurer%27s_Guild|bounty reward]] while fried grants some of the reward as direct experience; such experience would not be boosted by lumnis.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Awards==&lt;br /&gt;
The effects of a [[roleplaying award]] (RPA) and the Gift of Lumnis are additive, and experience can be gained up to a factor of 6.  The above character would be able to hold 6000 exp in their head, gain 600 exp for killing a like-level creature, and absorb exp at up to 198 per pulse (unmodified).  Again, each bonus is for a set amount of experience and will last until that bonus experience is absorbed.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
Gift of Lumnis begins on the first pulse that a character on a paid account has unabsorbed experience in their head.  As long as that character has unabsorbed experience in their head, it will absorb bonus experience.  One week minus 3 hours (165 hours) after the initiation of each Gift of Lumnis cycle begins, Gift will begin again on the next experience-gaining pulse.  Because the actual beginning of the Gift requires one to have unabsorbed experience, if a character spends several weeks without gaining any experience to absorb, Gift will not start until they do.&lt;br /&gt;
&lt;br /&gt;
Normally, Lumnis restarts once a character logs in and absorbs some experience 1 week (minus 3 hours) after their previous lumnis started. Alternatively, it is possible to pick a specific day of the week and time for your lumnis to start, whether the character is logged in or not, via [[#Lumnis Schedule|Lumnis Schedule]].&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
==LUMNIS (verb)==&lt;br /&gt;
The &#039;&#039;&#039;Lumnis&#039;&#039;&#039; verb is used to check a character&#039;s [[Gift of Lumnis]] status and also reset it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
  LUMNIS [option] {args}&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   INFO               - View your current Gift of Lumnis status.&lt;br /&gt;
   SCHEDULE SET [#]   - Pick a set time that your Gift of Lumnis will start each week.&lt;br /&gt;
   SCHEDULE CLEAR     - Clear any preset schedule.&lt;br /&gt;
   CONTEST STATUS     - Check status of Lumnis contest.&lt;br /&gt;
   CONTEST WINNERS    - Display Lumnis contest winners.&lt;br /&gt;
   CONTEST SHOWNAME   - Set your Lumnis contest display options.&lt;br /&gt;
   CONTEST CURRENT    - Show current Lumnis contest status.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Lumnis Info===&lt;br /&gt;
{{boldmono|LUMNIS INFO }}provides the current status of Lumnis, when the next one begins, as well as information about when Lumnis Schedule is set for, if applicable.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS INFO&#039;&#039;&lt;br /&gt;
Your Gift of Lumnis has expired for this week.  It is scheduled to refresh in 1 day, 7 hours and 4 minutes.&lt;br /&gt;
&lt;br /&gt;
You have not selected a Gift of Lumnis schedule.&lt;br /&gt;
You have no available uses of LUMNIS SCHEDULE.  You can purchase uses from the SimuCoins Store.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Lumnis Schedule==&lt;br /&gt;
&amp;lt;section begin=schedule /&amp;gt;{{boldmono|LUMNIS SCHEDULE }}can be used to move a character&#039;s Lumnis earlier or later than its scheduled refresh date.  If it is moved to an earlier time, it will function as expected for the first usage. However, if is it again used to schedule another further refresh date within 6 months of the first change, one will have to wait a week from that date for Gift to activate. This is to avoid players being able to use SimuCoins to schedule back-to-back-to-back-to-back Gifts of Lumnis, every six hours, ad infinitum.  It is possible to have two Gifts of Lumnis in a single week every 6 months, but when using the Lumnis Schedule the new date and time must be at least 1 min later than the current date and time of when your Gift of Lumnis is scheduled to start.  For example, if your Gift of Lumnis is scheduled to start on Saturdays at 12:01 am, your new Lumnis Schedule must be set to Saturdays at 12:02 am or a later date and time to activate a new Gift of Lumnis.  Sunday is considered the start of the week for the purposes of scheduling your Gift of Lumnis.  To take full advantage of this, you must have enough play time to use up your first Gift of Lumnis and enough play time to use up a second Gift of Lumnis in a 7 day period.&lt;br /&gt;
&lt;br /&gt;
This command is available in the [[SimuCoin|SimuCoins Store]] for 500 SCs ([https://store.play.net/store/purchaseitem/320?gameCode=GS a Lumnis schedule])&amp;lt;noinclude&amp;gt;, and is one of the [[Gift of the Gods|Gifts of the Gods]] awarded on the 29th day of [[Login Rewards]]&amp;lt;/noinclude&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Use{{mono| LUMNIS INFO }}to see a character&#039;s current set Lumnis start time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE&lt;br /&gt;
You must specify the time you wish to schedule your Gift of Lumnis to start at in the form of DHHMM.&lt;br /&gt;
&lt;br /&gt;
D is the day that you want your Gift of Lumnis to begin on, starting with Day 1 as Sunday, 2 as Monday, 3 as Tuesday, 4 as Wednesday, 5 as Thursday, 6 as Friday, and 7 as Saturday.&lt;br /&gt;
&lt;br /&gt;
HH is the hour (on the 24 hour clock) that you want your Gift of Lumnis to start at, starting with 00 as midnight (the very start of the day), and ending with 23 (11 PM).  The hour corresponds with the in-game [[TIME]] command (Eastern Time).&lt;br /&gt;
&lt;br /&gt;
MM is the minute of the hour that you want your Gift of Lumnis to start at, starting with 00 as the very start of the hour and ending with 59.&lt;br /&gt;
&lt;br /&gt;
For example, 41630 would result in your Gift of Lumnis being scheduled to start each week on Wednesday at 4:30 PM, in-game time.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lumnis schedule 10800&lt;br /&gt;
You must specify either SET or CLEAR.&lt;br /&gt;
&amp;gt;lumnis schedule set 10800&lt;br /&gt;
You are scheduling your Gift of Lumnis to start on Sundays at 08:00.  If this is correct, please enter LUMNIS SCHEDULE SET 10800 CONFIRM within the next 30 seconds.&lt;br /&gt;
&lt;br /&gt;
Please note that due to the fact that you have already changed your schedule within the last 6 months, the interval between your last Gift of Lumnis and your next one may be between 1-2 weeks instead of the normal 1 week interval, depending on your scheduling choice.  Once this adjustment period finishes, the normal 1 week interval between your Gift of Lumnis activations will resume.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE SET 10800 CONFIRM&lt;br /&gt;
You have scheduled your Gift of Lumnis to start on Sundays at 08:00, in-game time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No uses&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE SET&#039;&#039;&lt;br /&gt;
In order to schedule your Lumnis start time, you must first purchase the option from the SimuCoins Store.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE CLEAR&#039;&#039;&lt;br /&gt;
You do not currently have a preset Gift of Lumnis schedule.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;section end=schedule /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available vs Not Available&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;lumnis info&#039;&#039;&lt;br /&gt;
You last used a Lumnis scheduling option on Fri Feb 18 04:00:21 ET 2022.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;lumnis info&#039;&#039;&lt;br /&gt;
You last used a Lumnis scheduling option on Sat Aug 20 15:17:31 ET 2022.  You must wait six months from then to use another Lumnis scheduling option.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis starting:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A soft feeling of serenity touches your mind, providing you with a clearer understanding of recent events.&lt;br /&gt;
[Use the LUMNIS verb to see your Gift of Lumnis options.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis ending:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The soft feeling of serenity slowly dissipates from your mind.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;While under the effects of the Gift of Lumnis, when a character uses the [[EXPERIENCE (verb)]] command, the following message is appended to the end of the normal messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Historical Facts==&lt;br /&gt;
&lt;br /&gt;
In September 2019, the Lumnis Contest ended and the Gift of Lumnis was set to be 7300 base experience for both phases, or 21,900 total bonus experience.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Experience (saved posts)]]&lt;br /&gt;
* [[Experience (saved posts archive)]]&lt;br /&gt;
* [[Lumnis Contest]] (deprecated)&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Character Mechanics]]&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lumnis&amp;diff=256588</id>
		<title>Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lumnis&amp;diff=256588"/>
		<updated>2026-04-21T00:40:53Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Also see: [[Gift_of_Lumnis|Gift of Lumnis]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
| [[File:Lumnis.jpg|290px|thumb|center]]&lt;br /&gt;
| domain = Wisdom, Knowledge&lt;br /&gt;
| symbol = a golden scroll overlaying&amp;lt;br&amp;gt;five conjoined circles&lt;br /&gt;
| pantheon = [[Pantheon of Liabo]]&lt;br /&gt;
| relationships = [[Koar]] (consort)&amp;lt;br&amp;gt;[[Lorminstra]] (daughter)&amp;lt;br&amp;gt;[[Phoen]] (son)&amp;lt;br&amp;gt;[[Ronan]] (son)&lt;br /&gt;
| smite = Smite&lt;br /&gt;
| critical = [[Acid critical table|Acid]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#section:Gods of Elanthia|Lumnis}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Shrines, Statuary, and Holy Places== &lt;br /&gt;
===Ta&#039;Illistim, Kaerinar Wey Shrine===&lt;br /&gt;
On Kaerinar Wey in [[Ta&#039;Illistim]] there is a shrine to Lumnis.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The niche, carefully built into the stone wall, houses a simply carved marble likeness of Lumnis. The Arkati stands with her gown swirling about her, hands gently spread to the sides. A gentle smile graces her face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Cleric Guild]]s===&lt;br /&gt;
Displayed in the Prayer Rooms of each Cleric Guild is a statue of {{PAGENAME}}. These prayer rooms are considered a holy shrine to multiple deities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The statue of Lumnis depicts a mature woman clad in long, delicate robes.  A serene smile plays across her face and her hands are clasped lightly behind her back.  Her demeanor is one of utter tranquility and self assurance.&lt;br /&gt;
&lt;br /&gt;
K&amp;gt;touch Lumnis&lt;br /&gt;
You reach out and touch the statue of Lumnis.&lt;br /&gt;
&lt;br /&gt;
A peaceful, serene presence fills you, calming and clearing your mind.  &amp;quot;Temper your knowledge with wisdom, Orah,&amp;quot; speaks a quiet voice, &amp;quot;and you shall be the most enlightened among men.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Cleric Guild (Wehnimer&#039;s Landing)|Wehnimer&#039;s Landing Cleric Guild]]===&lt;br /&gt;
On the Landing of the Wehnimer&#039;s Landing Cleric Guild are a pair of painted wooden statues depicting Lumnis and [[Fash&#039;lo&#039;nae]]. In the center of the room stand two statues, one male and one female, backs turned but still looking over their shoulders, each watching the other.  They stand upon a wooden base with words carved into the surface.  This area is not a holy shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Lumnis and Fash&#039;lo&#039;nae stand, back to back, watching each other warily.  Each holds a book, open as if they were reading.  While the Queen of Enlightenment holds a book on benevolent knowledge, the Grandfather holds a tome full of destructive learning.&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&amp;quot;Through knowledge, we bring ourselves closer to the Gods.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Located in the Antechamber of Liabo is a table inset with disks depicting all of the Liabo arkati,  including one for {{PAGENAME}}. This area is not considered a holy shrine. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A golden scroll overlaying five conjoined circles of red, blue, black, green, and white is painted on the crystal disk representing Lumnis.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Arkati-spells-LST}}&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[History of Lumnis]] (official documentation)&lt;br /&gt;
*[[History of Fash&#039;lo&#039;nae]] (official documentation)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Arkati%20and%20Other%20Spirits/Lumnis/view Officials folder]&lt;br /&gt;
*[[Symbol of Transcendence]]&lt;br /&gt;
*[[Symbol of Return]]&lt;br /&gt;
{{Arkati}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Arkati]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lumnis&amp;diff=256587</id>
		<title>Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lumnis&amp;diff=256587"/>
		<updated>2026-04-21T00:40:00Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Linked to Gift of Lumnis.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Also see: [[Experience#Gift_of_Lumnis|Gift of Lumnis]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Deity&lt;br /&gt;
| [[File:Lumnis.jpg|290px|thumb|center]]&lt;br /&gt;
| domain = Wisdom, Knowledge&lt;br /&gt;
| symbol = a golden scroll overlaying&amp;lt;br&amp;gt;five conjoined circles&lt;br /&gt;
| pantheon = [[Pantheon of Liabo]]&lt;br /&gt;
| relationships = [[Koar]] (consort)&amp;lt;br&amp;gt;[[Lorminstra]] (daughter)&amp;lt;br&amp;gt;[[Phoen]] (son)&amp;lt;br&amp;gt;[[Ronan]] (son)&lt;br /&gt;
| smite = Smite&lt;br /&gt;
| critical = [[Acid critical table|Acid]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#section:Gods of Elanthia|Lumnis}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Shrines, Statuary, and Holy Places== &lt;br /&gt;
===Ta&#039;Illistim, Kaerinar Wey Shrine===&lt;br /&gt;
On Kaerinar Wey in [[Ta&#039;Illistim]] there is a shrine to Lumnis.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The niche, carefully built into the stone wall, houses a simply carved marble likeness of Lumnis. The Arkati stands with her gown swirling about her, hands gently spread to the sides. A gentle smile graces her face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Cleric Guild]]s===&lt;br /&gt;
Displayed in the Prayer Rooms of each Cleric Guild is a statue of {{PAGENAME}}. These prayer rooms are considered a holy shrine to multiple deities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The statue of Lumnis depicts a mature woman clad in long, delicate robes.  A serene smile plays across her face and her hands are clasped lightly behind her back.  Her demeanor is one of utter tranquility and self assurance.&lt;br /&gt;
&lt;br /&gt;
K&amp;gt;touch Lumnis&lt;br /&gt;
You reach out and touch the statue of Lumnis.&lt;br /&gt;
&lt;br /&gt;
A peaceful, serene presence fills you, calming and clearing your mind.  &amp;quot;Temper your knowledge with wisdom, Orah,&amp;quot; speaks a quiet voice, &amp;quot;and you shall be the most enlightened among men.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Cleric Guild (Wehnimer&#039;s Landing)|Wehnimer&#039;s Landing Cleric Guild]]===&lt;br /&gt;
On the Landing of the Wehnimer&#039;s Landing Cleric Guild are a pair of painted wooden statues depicting Lumnis and [[Fash&#039;lo&#039;nae]]. In the center of the room stand two statues, one male and one female, backs turned but still looking over their shoulders, each watching the other.  They stand upon a wooden base with words carved into the surface.  This area is not a holy shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Lumnis and Fash&#039;lo&#039;nae stand, back to back, watching each other warily.  Each holds a book, open as if they were reading.  While the Queen of Enlightenment holds a book on benevolent knowledge, the Grandfather holds a tome full of destructive learning.&lt;br /&gt;
&lt;br /&gt;
In the Common language, it reads:&lt;br /&gt;
&amp;quot;Through knowledge, we bring ourselves closer to the Gods.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Located in the Antechamber of Liabo is a table inset with disks depicting all of the Liabo arkati,  including one for {{PAGENAME}}. This area is not considered a holy shrine. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A golden scroll overlaying five conjoined circles of red, blue, black, green, and white is painted on the crystal disk representing Lumnis.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Arkati-spells-LST}}&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[History of Lumnis]] (official documentation)&lt;br /&gt;
*[[History of Fash&#039;lo&#039;nae]] (official documentation)&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Arkati%20and%20Other%20Spirits/Lumnis/view Officials folder]&lt;br /&gt;
*[[Symbol of Transcendence]]&lt;br /&gt;
*[[Symbol of Return]]&lt;br /&gt;
{{Arkati}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Arkati]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=256550</id>
		<title>Desiccated half-krolvin strigoi</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Desiccated_half-krolvin_strigoi&amp;diff=256550"/>
		<updated>2026-04-20T04:08:15Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: clarified that their evade ability isn&amp;#039;t just special messaging for Evade in the EBP sense.&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 = 61 &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 subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&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 = &lt;br /&gt;
| PA2 = Ensnare (attack)&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Vampire bite? &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 = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&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 = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The corpse-like face of the half-krolvin strigoi bears little resemblance to a living half-krolvin save in its heavy brow and dense brows.  Eyes like pits of shadow stare out from the sunken hollows of the strigoi&#039;s altered visage, hungry and hateful.  The strigoi has yellowed fangs that distend her lips in an ugly fashion.  Her motions are distinctly unnatural, fluid in a way that a living being&#039;s are not.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior_Tricks#Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The half-krolvin strigoi is medium in size, about six feet high in her current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Strigoi are agile melee attackers, attacking unarmed with [[Closed fist]] and [[Ensnare (attack)|ensnares]] but will pick up other enemies&#039; weapons and attack with them as if they are unfamiliar with weapons.&lt;br /&gt;
&lt;br /&gt;
Strigoi have a unique leaping bite maneuver that deals puncture damage:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A desiccated half-krolvin strigoi falls into a crouch before springing at you like an animal, his yellowed fangs flashing!&lt;br /&gt;
[SMR result: 109 (Open d100: 88, Bonus: 1)]&lt;br /&gt;
Latching onto your neck, a desiccated half-krolvin strigoi suckles noisily, lapping down blood from the wound!&lt;br /&gt;
Your preparation to resist puncturing damage helps to lessen the effects as you are struck!&lt;br /&gt;
   ... 8 points of damage!&lt;br /&gt;
   Well placed shot to the neck!&lt;br /&gt;
   You are stunned for 2 rounds!&amp;lt;/pre&amp;gt;&lt;br /&gt;
The bite can target any body part, and can result in an instant kill on characters that do not have puncture resistance or other mitigating protections.&lt;br /&gt;
&lt;br /&gt;
Strigoi go into a frenzy from the scent of blood.  It is unclear if this is caused by the bite maneuver, or just the presence of a bleeding character in the room:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The scent of blood in the air drives a desiccated half-krolvin strigoi to madness!&amp;lt;/pre&amp;gt;&lt;br /&gt;
This boosts their [[Attack Strength]].&lt;br /&gt;
&lt;br /&gt;
Strigoi also have special evasive abilities:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A desiccated half-krolvin strigoi flows bonelessly out of the way of your attack, leaving you off-balance!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means your attack will miss, and take the usual roundtime (it&#039;s separate from the [[Evade]] system: Strigoi can dodge even attacks that are normally not dodgeable, such as [[Unarmed combat system]] attacks).&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 59&lt;br /&gt;
|levelm1 = 60&lt;br /&gt;
|level = 61&lt;br /&gt;
|levelp1 = 62&lt;br /&gt;
|levelp2 = 63&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=256549</id>
		<title>Bony Tenthsworn occultist</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bony_Tenthsworn_occultist&amp;diff=256549"/>
		<updated>2026-04-20T02:40:11Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: formatting was broken&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&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 = 59&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Crawling Shore &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| 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 =  Blood Burst (701)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 274-283&lt;br /&gt;
| OS1 =  Condemn (309)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 =  Grasp of the Grave (709)&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 = 2&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = 259&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 = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Robed and hooded, the Tenthsworn occultist has fervent eyes the color of dried blood and the sort of pallor earned from days spent out of the sun.  His dark robes are stitched with serpentine patterns in crimson, a theme repeated in the symbol at his throat, which takes the form of a pair of intertwined asps.  The occultist&#039;s face is hollow and he looks as if he has not eaten in some time, though perhaps the zeal within him has burned all spare flesh away.&amp;lt;!-- Creature description text from in-game verb DESCRIBE goes here.--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Appraise|Appraisal]]:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;The Tenthsworn occultist is small in size, about four feet high in his current state.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
&lt;br /&gt;
Occultists are pure-type enemies with many offensive and defensive spells but poor SMR defense. They can cast [[Condemn (309)]], which is a magical SMR attack with five waves of concussion and plasma damage that can be debilitating to players.  Additionally, [[Grasp of the Grave (709)]] can make it more difficult to avoid or escape.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
Bony Tenthsworn occultists can summon &#039;&#039;&#039;a swirling sanguine orb&#039;&#039;&#039; that is deposited in the room with them.  It will heal the occultist and other enemies in the room.  It cannot be dispelled, the occultist that cast it must be killed for it to be destroyed.&lt;br /&gt;
&lt;br /&gt;
Summoning:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;A bony Tenthsworn occultist raises her malformed fingers overhead, contorting them into jarring patterns as globules of carmine radiance pirouette through the air around her. The spinning beads of radiance gather into a dripping sanguine orb that hovers in the air nearby, pulsing with otherworldly light.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Description:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The orb hovers in the air, dripping blood onto the ground beneath it.  Unseen magic holds it aloft and maintains the sphere&#039;s integrity.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Healing the occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Eldritch radiance from a swirling sanguine orb bathes a bony Tenthsworn occultist, causing his wounds to sluggishly tug themselves closed in the sanguine light.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon death of occultist:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A swirling sanguine orb collapses to the ground, splattering congealing blood everywhere.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 57&lt;br /&gt;
|levelm1 = 58&lt;br /&gt;
|level = 59&lt;br /&gt;
|levelp1 = 60&lt;br /&gt;
|levelp2 = 61&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Experience_pool&amp;diff=256538</id>
		<title>Experience pool</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Experience_pool&amp;diff=256538"/>
		<updated>2026-04-19T22:46:43Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: This page was missing info on Wisdom of the Ages and the premium 200 / platinum 400 bonus to field exp pool.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=Exp page /&amp;gt;&#039;&#039;&#039;Experience pools&#039;&#039;&#039; are the &amp;quot;buckets&amp;quot; where [[experience]] is stored to be absorbed incrementally or at a specific time.  As experience is absorbed from the bucket(s), [[character]]s gain [[level]]s.  Absorbed experience is for all intents and purposes permanent.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TOC limit|3}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Field Experience==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;===Field Experience===&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
When a character does something that awards experience, an amount of experience is placed into a &#039;&#039;&#039;field experience pool&#039;&#039;&#039; of unprocessed experience.  This pool has a finite size that varies by character, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled.&lt;br /&gt;
&lt;br /&gt;
Any unabsorbed field experience is lost during the process of [[death]] and [[Raise Dead (318)|resurrection]], unless a [[Chrism]] is used.&lt;br /&gt;
&lt;br /&gt;
The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Size of Pool===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Size of Pool====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The size of a character&#039;s pool for unprocessed experience is determined by its [[DIS]] and [[LOG]] stats.  The formula is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;Field Experience Pool {{=}} 800 + LOG + DIS + ([[Wisdom of the Ages]]: 2 * M) + (Subscription: 0 or 200 or 400)&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Where:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Wisdom of the Ages&#039;&#039; is +2 to total experience pool size per month you&#039;ve maintained your subscription (and logged in at least once in that month for that character). For F2P accounts, this value is 0.&lt;br /&gt;
&lt;br /&gt;
* Characters on [[Premium subscription|premium accounts]] get a 200 bonus to their experience pool size. This bonus is extended to 400 for platinum level accounts.&lt;br /&gt;
&lt;br /&gt;
So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75). A character with a platinum subscription of 2 years would have an experience pool of 1448 if they have 100 LOG and DIS stats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mind Status===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Mind Status====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Thresholds for mind-status changes are here as a proportion of (experience in field exp pool)/(pool capacity).&lt;br /&gt;
&lt;br /&gt;
:{|{{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:lightblue&amp;quot;&lt;br /&gt;
!Phrase||Threshold&lt;br /&gt;
|-&lt;br /&gt;
|Completely saturated&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&amp;gt; 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Must rest&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.90&lt;br /&gt;
|-&lt;br /&gt;
|Numbed&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.75&lt;br /&gt;
|-&lt;br /&gt;
|Becoming numbed&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.62&lt;br /&gt;
|-&lt;br /&gt;
|Muddled&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.5&lt;br /&gt;
|-&lt;br /&gt;
|Clear&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.25&lt;br /&gt;
|-&lt;br /&gt;
|Fresh and clear&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|&amp;gt; 0.0&lt;br /&gt;
|-&lt;br /&gt;
|Clear as a bell&lt;br /&gt;
|style=&amp;quot;text-align:center&amp;quot;|0.0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Therefore, a character with a capacity of 1000 will hit &amp;quot;must rest&amp;quot; above 900 unabsorbed experience.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gaining Field Experience===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Gaining Field Experience====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
There are a variety of ways to add to the field experience pool, several of which will be mentioned here.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hunting====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Hunting=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The most common way of gaining experience is hunting.  When hunting, experience is gained when a creature one has significantly participated in killing is {{boldmono|[[LOOT (verb)|LOOT]]}}ed, {{boldmono|SEARCH}}ed, or decays on its own.&lt;br /&gt;
&lt;br /&gt;
The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here:&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:lightblue&amp;quot;&lt;br /&gt;
!Creature Level||Experience Gain&lt;br /&gt;
|-&lt;br /&gt;
|10 or more below character&lt;br /&gt;
|no experience&lt;br /&gt;
|-&lt;br /&gt;
|1-9 below character&lt;br /&gt;
|100 - 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|same as character&lt;br /&gt;
|100 experience&lt;br /&gt;
|-&lt;br /&gt;
|1-4 above character&lt;br /&gt;
|100 + 10x level difference&lt;br /&gt;
|-&lt;br /&gt;
|5 or more above character&lt;br /&gt;
|150 experience&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A character continues to gain experience in this way until the pool is filled to its limit, which is determined as described above (800-1000).  Continued experience-gaining activities will not add to this pool, though as experience is absorbed,  it can obviously be replenished.&lt;br /&gt;
&lt;br /&gt;
Multiple characters can gain experience from killing the same creature, and they need not be present when the creature actually dies (though the character must still be logged in).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Guilds====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Guilds=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
When a character is learning an Artisan&#039;s Guild skill, such as [[fletching]], [[forging]], or [[cobbling]], it earns experience each time a rank is gained in that skill.  This rate is based on the number of ranks of the skill the character already has, as well as other skills known.  More detailed information is available on the [[Artisan Guild]] page.&lt;br /&gt;
&lt;br /&gt;
The same is true for the [[profession guild]]s.&lt;br /&gt;
&lt;br /&gt;
Experience is also be awarded by completing [[Adventurer&#039;s Guild]] tasks.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Profession-Specific Methods====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Profession-Specific Methods=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
[[Empath]]s can gain experience by transferring wounds from others to themselves.  There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s and [[paladin]]s can gain experience by raising others from the dead.&lt;br /&gt;
&lt;br /&gt;
[[Wizard]]s can gain experience when casting [[Enchant (925)]] successfully, with the amount being variable based on the item&#039;s status within the enchanting process, and the level of enchantment.  They can also gain a nominal amount of experience via [[Charge Item (517)]].&lt;br /&gt;
&lt;br /&gt;
[[Bard]]s can gain experience when [[loresinging]], under certain circumstances.&lt;br /&gt;
&lt;br /&gt;
[[Sorcerer]]s can gain experience when casting [[Ensorcell (735)]] successfully, or [[Scroll Infusion (714)|infusing a scroll]].&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Methods====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Other Methods=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
All professions can gain experience when successfully disarming and unlocking treasure boxes (most easily trained by [[rogue]]s).  A much smaller amount of experience is granted when successfully using [[Unlock (407)]] and [[Disarm (408)]] on a treasure system box.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Exceptions====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Exceptions=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool.  As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases.  For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience.  However, if one kills 8 rats, one would add less than 800 experience to the pool.  The precise rate of accrual decline is:&lt;br /&gt;
&lt;br /&gt;
{{Equation box|&#039;&#039;&#039;Accrual Decline Rate {{=}} N * (1 - .05 * &amp;amp;lfloor;InBucket/100&amp;amp;rfloor;)&#039;&#039;&#039;}}&lt;br /&gt;
::Where &#039;&#039;N&#039;&#039; = nominal amount, &#039;&#039;InBucket&#039;&#039; = amount in bucket, and the final number is truncated&lt;br /&gt;
&lt;br /&gt;
The [[Adventurer&#039;s Guild|bounty system]] is another exception in that one is able to greatly exceed a character&#039;s unabsorbed pool capacity.  Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above.  Experience is only gained from bounty tasks when Field Exp is in normal limits (not saturated). There is a warning when you try to turn in a finished bounty before you can absorb it. The experience given by the reward is applied to Field Exp up until 1250 experience. Any reward in excess of that amount will have half applied to your Field Exp and half will be absorbed instantly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Absorbing Field Experience===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;====Absorbing Field Experience====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
Experience absorption is affected by a number of factors, including one&#039;s physical location in the game, one&#039;s status with regard to a group, and even health. Experience is absorbed in small pulses over a period of time until the pool is empty. Being in a sanctuary, whether it is natural or created through [[Minor Sanctuary (213)]] / [[Major Sanctuary (220)]] / [[Song of Peace (1011)]], is the same as being &amp;quot;on-node&amp;quot; for the purposes of experience absorption. Contrary to popular belief, [[Mana Focus (418)]] does not create a node and does not give any experience absorption benefit.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====On-node====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====On-node=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 25&lt;br /&gt;
* Logic Bonus: When on a [[node]] a character will absorb an additional (Logic Bonus/5) experience per [[pulse]].&lt;br /&gt;
* [[Super Node]]: Being on a Super Node will add an additional 2 points per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)&lt;br /&gt;
* [[Group]]: Being joined to another non-[[F2P subscription|F2P]] character will add an additional point per pulse.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====In Town Off-node====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====In Town Off-node=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 22&lt;br /&gt;
* Logic Bonus: When in town a character will absorb an additional (Logic Bonus/5) experience per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)&lt;br /&gt;
* Group: Being joined to another non-F2P character will add an additional point per pulse.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Areas====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Other Areas=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Base Rate: 19&lt;br /&gt;
* Logic Bonus: When outside of town a character will absorb an additional (Logic Bonus/7) experience per pulse.&lt;br /&gt;
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse. (Capped at 10 with 2000 field experience.)&lt;br /&gt;
* Group: Being joined to another non-F2P character will add an additional point per pulse.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;other&amp;quot; rooms are normally out of town, though strangely, some rooms (such as the courtyard of the [[Warrior Guild]] in [[Wehnimer&#039;s Landing]]) that are in towns count as if they were out of town.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Factors====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;=====Other Factors=====&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished&lt;br /&gt;
* Death&#039;s sting - if one has [[decay]]ed or suffered a [[spirit death]] recently, then only a fraction of the experience is absorbed from the field experience pool&lt;br /&gt;
* There is no 40 experience per pulse hard cap (which was previously stated here).  It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before [[Gift of Lumnis]] or [[RPA|other experience multipliers]] are taken into consideration).&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Long-term Experience==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;===Long-term Experience===&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;long-term experience pool&#039;&#039;&#039; was introduced in 2016.  Experience absorbed from the long-term pool is not increased by roleplaying awards, Gift of Lumnis, or other similar boosts.  Experience in the long-term pool is normally absorbed at a rate of 250 experience points per day, but has no cap on the number of points that it can hold.  Every night at midnight, characters on paid accounts with long-term experience stored will get one 250 experience pulse (they do not have to be online to get it).&lt;br /&gt;
&lt;br /&gt;
Regardless of the daily 250 experience point absorption, all characters can absorb long-term experience via continuing to absorb experience after the weekly Gift of Lumnis has expired. For every ten (10) points of field experience absorbed while outside of the Gift of Lumnis period, a character will also absorb one (1) point of long-term experience.  That experience is deducted from the pool immediately.&lt;br /&gt;
&lt;br /&gt;
This pool can be added to through &amp;lt;includeonly&amp;gt;[[long-term experience boost|&amp;lt;/includeonly&amp;gt;Long-Term Experience Boosts&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt;, when being [[TRANSFER (verb)|healed]] by an empath, being raised by a cleric, killing [[boss creatures]], or upon retrieving boxes from the [[locksmith pool]].&amp;lt;section end=Exp page /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Long-term Experience Boost===&lt;br /&gt;
&amp;lt;section begin=LTE boost /&amp;gt;&#039;&#039;&#039;Long-term Experience Boosts&#039;&#039;&#039; can be earned by characters &amp;lt;includeonly&amp;gt;[[&amp;lt;/includeonly&amp;gt;level&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt; 20 and up on paid accounts only after they have killed an experience-granting [[creature]] (no more than nine levels lower than the character).  Using this boost immediately deducts 500 experience points from the &amp;lt;includeonly&amp;gt;[[&amp;lt;/includeonly&amp;gt;field experience pool&amp;lt;includeonly&amp;gt;]]&amp;lt;/includeonly&amp;gt; and adds 250 experience points to the long-term experience pool.&lt;br /&gt;
&lt;br /&gt;
Qualifying characters can earn up to two (2) long-term experience boosts per day via random drops upon {{boldmono|[[LOOT]]}}ing creatures that they are eligible to earn experience from. These drops are weighted to occur within the first 50 {{boldmono|LOOT }}drops per character per day.&lt;br /&gt;
&lt;br /&gt;
Even if the character is not logged in every day to hunt, it can still earn a lesser number of long-term boosts.  A free &amp;quot;away&amp;quot; boost is granted upon the next login once every three (3) days that the characters does not earn a long-term boost (the days need not be consecutive).&amp;lt;section end=LTE boost /&amp;gt;&lt;br /&gt;
&amp;lt;section begin=Ascension /&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ascension Experience==&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;===Ascension Experience===&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{{main|Ascension Skill System}}&lt;br /&gt;
Ascension is a system that allows a character to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define the character. Ascension is focused on Post-Cap Development, but is not restricted to level 100 characters. Starting at level 20, characters can divert up to their level as a percentage of experience gain towards Ascension Experience (AEXP). Every 50,000 AEXP will net 1 ATP, which may then be spent on Common, Elite, or Legendary skills.&amp;lt;section end=Ascension /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Experience boost]]&lt;br /&gt;
*[[Experience (saved posts)]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Premium_subscription&amp;diff=256537</id>
		<title>Premium subscription</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Premium_subscription&amp;diff=256537"/>
		<updated>2026-04-19T22:39:33Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Platinun Subscription Tier */ typofix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
The &#039;&#039;&#039;premium subscription&#039;&#039;&#039; is one of the three available [[subscription]] tiers of [[GemStone IV]], which has a higher account fee in exchange for multiple benefits. Being subscribed at the premium tier is often referred to [[IC|in-character]] as being a member of the [[Four Winds Hall]].&lt;br /&gt;
&lt;br /&gt;
Subscription tiers are Basic at $14.95, Premium at $39.95 (includes basic) and Platinum at $49.95 monthly (includes Premium). You can upgrade or downgrade each tier for the difference in price between the lower or higher tier.&lt;br /&gt;
&lt;br /&gt;
== Subscription Benefits ==&lt;br /&gt;
Most of the current premium subscription benefits can be found by typing {{boldmono|PREMIUM 2}} in game.&lt;br /&gt;
&lt;br /&gt;
===Platinum Subscription Tier===&lt;br /&gt;
*Bonus functional / enhancive location slots (ring, neck, wrist, earring, earrings)&lt;br /&gt;
*Increased field experience pool (+400)&lt;br /&gt;
*Additional Simucoins Monthly (+750 / +250 from Premium level)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;This page concerns some information from a Platinum instance of the game. The instances were combined into Prime throughout 2024/2025.  This will be updated as able and was on 2/8/2026. You can check [[Platinum migration]] for the further details.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PREMIUM 2===&lt;br /&gt;
{{#section:PREMIUM (verb)|PREMIUM 2}}&lt;br /&gt;
                                                                                                                                                        &lt;br /&gt;
====Merchant Services====&lt;br /&gt;
A number of merchants visit Four Winds Isle or the various Premium Halls at the discretion of the Premium GameMaster. While Premium merchants are a specified benefit, merchants are subject to change and may be scheduled or unscheduled and announced or unannounced.&lt;br /&gt;
*[[Autoscripter]]&lt;br /&gt;
*[[Premium Unlocker]]&lt;br /&gt;
*[[Ravias Crotar]] Raffle (usually an [[Arkati]] symbol, monthly)&lt;br /&gt;
*[[WPS]]&lt;br /&gt;
&lt;br /&gt;
===Other Benefits===&lt;br /&gt;
These benefits are not listed in {{boldmono|PREMIUM 2}}.&lt;br /&gt;
&lt;br /&gt;
====Premium Trove====&lt;br /&gt;
Monthly [[/Premium Trove|Premium Trove]]&lt;br /&gt;
&lt;br /&gt;
====Premium Festival====&lt;br /&gt;
Annual [[:Category:Premium Festival|premium festivals]].&lt;br /&gt;
&lt;br /&gt;
====Premium Spell of the Month====&lt;br /&gt;
: &#039;&#039;Main article: [[Premium spell of the month]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Subscribers may pick up an item that will change spells monthly and is for one or two uses per day, depending on the spell.&lt;br /&gt;
&lt;br /&gt;
====Reim Access====&lt;br /&gt;
Premium members can enter the [[Settlement of Reim]] on a 22 hour cooldown without purchasing quest tokens.&lt;br /&gt;
&lt;br /&gt;
====Type-ahead Lines====&lt;br /&gt;
You get an extra type-ahead line as a Premium subscriber, preventing you from being kicked out of the game for typing too many commands at once!  An additional type-ahead line can be purchased in Mist Harbor for 900 points by drinking from the fountain.  &lt;br /&gt;
&lt;br /&gt;
====[[Premium Unlocks]]====&lt;br /&gt;
Unlock charms for certain fluff scripts can be purchased for Premium Points in the Lighthouse.&lt;br /&gt;
&lt;br /&gt;
===Old Benefits===&lt;br /&gt;
====Bankbooks and Manifests====&lt;br /&gt;
[[Locker manifest]]s and [[bankbook]]s allow portable but read-only access to the character&#039;s bank balances and locker contents worldwide.  Bankbooks and manifests are available east of the teller at the Four Wind Isles bank. These have been largely replaced by {{boldmono|[[Verb:BANK|BANK]]}} and {{boldmono|[[Verb:LOCKER|LOCKER]]}}.&lt;br /&gt;
&lt;br /&gt;
====GM-assisted Wedding Services====&lt;br /&gt;
Premium members got a discount on GM-assisted weddings. These are on hold and are no longer occurring. &lt;br /&gt;
&lt;br /&gt;
====Past Merchant Services====&lt;br /&gt;
Some of these have included:&lt;br /&gt;
*Lady Merrielle Monthly Raffle&lt;br /&gt;
*[[Felthrop]]&#039;s Raffles (monthly)&lt;br /&gt;
*Naelyne Sews (monthly)&lt;br /&gt;
*Soirissa Sews (monthly)&lt;br /&gt;
*Jebariah ([[Premium transport jewelry|transporters]], bi-monthly)&lt;br /&gt;
*Geltrude Tattoos (bi-monthly)&lt;br /&gt;
*Arbigail (bi-monthly)&lt;br /&gt;
*Nycolle ([[label]]s, bi-monthly)&lt;br /&gt;
*[[Item property removal]] (occasional)&lt;br /&gt;
&lt;br /&gt;
====Advanced Ticket Sales====&lt;br /&gt;
Premium members enjoyed the first pick at event tickets when they went on sale, giving an advantage for the events with limited amounts of tickets!   &lt;br /&gt;
&lt;br /&gt;
====Quarterly Premium Meetings====&lt;br /&gt;
These meetings provided a place for you to express your ideas and opinions about your subscription.  You could also learn what projects or events were being worked on for Premium members, and even suggest your own. The Premium/Mist Harbor meetings occurred in March, June, September, and December each year, and were hosted by the Premium guru.&lt;br /&gt;
&lt;br /&gt;
== See Also  ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Long-term Benefits]]&lt;br /&gt;
* [[Premium Point Costs]]&lt;br /&gt;
* [[Premium home]]s&lt;br /&gt;
* [[Premium titles]]&lt;br /&gt;
* [[Verb:PREMIUM]]&lt;br /&gt;
* [[Premium transport system]]&lt;br /&gt;
* [[Autoscripter]]&lt;br /&gt;
* [[Login Rewards]]&lt;br /&gt;
* [[:Category:Premium OOC meetings| Premium OOC meeting logs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Premium]]&lt;br /&gt;
[[Category: Subscriptions]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_Beast&amp;diff=256513</id>
		<title>Spirit Beast</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_Beast&amp;diff=256513"/>
		<updated>2026-04-19T12:51:59Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Restoring the typofix that TALONIAS was trying to apply.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&#039;&#039;&#039;Spirit Beasts&#039;&#039;&#039; are the spiritual essences of creatures that have dwelled in a given locale. Skilled characters can bind them to a talisman, which can be used by anyone to make them fight other Spirit Beasts to gain levels and become more powerful. The {{boldmono|[[BEAST (verb)|BEAST]]}} command is the main way to interact with the Spirit Beast system. It is &#039;&#039;&#039;highly&#039;&#039;&#039; recommended to read through {{boldmono|BEAST HELP}} to get an understanding of how Spirit Beasts work. The full content is also available &#039;&#039;&#039;[[/Walkthrough|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Spirit Beast system premiered at [[Ebon Gate]] 2014.  It is a strategic game, similar to [[siegery]], but with much more depth.  [[User:GS4-AUCHAND|GM Auchand]] redeveloped Spirit Beasts shortly after their debut and introduced [[Talondown Arena]] aboard [[The Firebird]] airship for players to battle each other and [[NPC]] Spirit Beast masters. The system received a major overhaul again in July 2020.&lt;br /&gt;
&lt;br /&gt;
If you are looking information on a specific Spirit Beast, please see [[Spirit Beast stats]].&lt;br /&gt;
&lt;br /&gt;
For information on Spirit Beast battling, please see [[Spirit Beast Battle Guide]].&lt;br /&gt;
&lt;br /&gt;
==Catching Your First Spirit Beast==&lt;br /&gt;
&lt;br /&gt;
=== Buying a Talisman ===&lt;br /&gt;
Before you can begin capturing and participating in Spirit Beast battles, you will need a Spirit Beast talisman. A talisman can be purchased from the shop &#039;&#039;Marks of the Beast&#039;&#039; in [[Talondown Arena]] (formerly aboard [[The Firebird]]) for 25,000 silvers. All talismans sold in the shop are identical in function. Each player can store 100 different Spirit Beasts, and the talismans are interchangeable. All talismans are wearable and all {{boldmono|BEAST}} commands can be used without needing it in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Finding Spirit Beasts ===&lt;br /&gt;
Now that you have your talisman, you can begin searching for Spirit Beasts to capture. To do so, use the {{boldmono|BEAST SENSE}} command to search the room you are in. However, you will not be able to find Spirit Beasts in a &amp;quot;civilized&amp;quot; room. This usually applies to any room that is part of a town. You will see the following message if the room cannot contain Spirit Beasts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast sense&lt;br /&gt;
You focus your thoughts on a small copper talisman.  The surroundings feel too civilized to hold any spiritual energy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the other hand, finding an &amp;quot;uncivilized&amp;quot; room is as easy as stepping outside the gates of the town. Using {{boldmono|BEAST SENSE}} in this kind of room will get you a message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast sense&lt;br /&gt;
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.&lt;br /&gt;
&lt;br /&gt;
You detect the presence of a common tsark spirit.&lt;br /&gt;
You detect the presence of a common wind wraith spirit.&lt;br /&gt;
You detect the presence of a common fire elemental spirit.&lt;br /&gt;
You detect the presence of a common water elemental spirit.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have a ~20% chance to find each specific common Spirit Beast that exists in the room. Uncommon and Legendary Spirit Beasts are more difficult to find. In fact, if you are unlucky, you may not sense any at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
R&amp;gt;beast sense&lt;br /&gt;
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, but cannot quite manage to attune yourself to the spirits here.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be disheartened, just use {{boldmono|BEAST SENSE}} again! Sometimes it can take multiple tries to find the beast you are looking for. It is possible to see Uncommon and Legendary Spirit Beasts before you have the ability to capture them.&lt;br /&gt;
&lt;br /&gt;
Once you have found a beast that you want, use {{boldmono|BEAST ATTUNE {name}}} to select the Spirit Beast for capture, followed by {{boldmono|BEAST CAPTURE}} to add the Spirit Beast to your collection. There are not checks involved with {{boldmono|ATTUNE}} or {{boldmono|CAPTURE}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast attune water elemental&lt;br /&gt;
You tighten your grip on your copper talisman, attuning yourself to the presence of the water elemental spirit lingering in the area.  You sense its trepidation at the possibility of being captured!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
R&amp;gt;beast capture&lt;br /&gt;
You hold out your copper talisman and extend your thoughts to encompass the water elemental spirit lingering in the area.  Sudden warmth draws your attention to your hand, where motes of ghostly radiance spark over the surface of your talisman.  The spirit drifts closer to you, its outline glowing as it nears.&lt;br /&gt;
&lt;br /&gt;
Golden lightning crackles between the two of you, and a thrill of new sensation echoes up your arm and through your body as the spirit merges with your form.&lt;br /&gt;
&lt;br /&gt;
It is an average specimen of its kind.&lt;br /&gt;
&lt;br /&gt;
The water elemental seems to be cautiously optimistic about your bond.&lt;br /&gt;
&lt;br /&gt;
(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After capturing a Spirit Beast you must wait 15 minutes before you can sense or capture another.&#039;&#039;&#039; Trying to do so before the cooldown expires will yield this message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast sense&lt;br /&gt;
Your senses are dulled by your recent brush with the spirit world.  You will need to wait another 14 minutes and 50 seconds before your senses have recovered.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have captured a Spirit Beast, you can view its information by using {{boldmono|BEAST SELECT {name}}} to select the beast from your collection followed by {{boldmono|BEAST INFO}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast info&lt;br /&gt;
&lt;br /&gt;
The Spirit Beast is a common water elemental of 1 training with the following traits:&lt;br /&gt;
&lt;br /&gt;
General Traits&lt;br /&gt;
&lt;br /&gt;
      Exp. to Next:   301&lt;br /&gt;
             Class:   Elemental&lt;br /&gt;
           Element:   Water&lt;br /&gt;
            Rarity:   Common&lt;br /&gt;
           Loyalty:   High&lt;br /&gt;
           Quality:   Average&lt;br /&gt;
&lt;br /&gt;
Stats&lt;br /&gt;
            Primary  Base  Bonus  Total      Secondary&lt;br /&gt;
            -------  ----  -----  -----      ---------&lt;br /&gt;
             Power:   109      0    109  ==&amp;gt; none&lt;br /&gt;
           Defense:   129      0    129  ==&amp;gt; Health Points: 145, Focused Defense: 71.12%&lt;br /&gt;
           Insight:   108      0    108  ==&amp;gt; Stance Detect: 77.00%, Flash of Insight: 8.92%&lt;br /&gt;
          Accuracy:    90      0     90  ==&amp;gt; Hit Rate: 80.11%, Critical Strike: 5.45%&lt;br /&gt;
             Speed:    89      0     89  ==&amp;gt; Surge of Speed: 6.97%, Evasion: 2.19%&lt;br /&gt;
&lt;br /&gt;
Appearance and Attacks&lt;br /&gt;
&lt;br /&gt;
       Description:   a bubbling water elemental&lt;br /&gt;
           Examine:   All that distinguishes the elemental from a pool of water is &lt;br /&gt;
                      the faint blue glow suffusing its depths.  Well, that and the &lt;br /&gt;
                      fact that it is walking upright in a vaguely humanoid shape.  &lt;br /&gt;
                      Bubbles and froth adorn its amorphous &#039;neck&#039; like a necklace &lt;br /&gt;
                      of pearls.&lt;br /&gt;
&lt;br /&gt;
          Armament:   none&lt;br /&gt;
&lt;br /&gt;
          Attack 1:   shoots a stream of water toward&lt;br /&gt;
          Attack 2:   hurls globes of water toward&lt;br /&gt;
    Flavor Message:   glowing bright blue&lt;br /&gt;
&lt;br /&gt;
           Special:   Rage of the Elements.  A technique frequently used by &lt;br /&gt;
                      elementals.  The user&#039;s aura flares and it unleashes a potent &lt;br /&gt;
                      stream of enemy at its foe.  Deals standard special ability &lt;br /&gt;
                      damage.  Costs 3 Special Charges.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may only have one version of a Spirit Beast in your collection at a time&#039;&#039;&#039;. You must {{boldmono|BEAST EXPEL}} the Spirit Beast before you can capture another one of the same type.&lt;br /&gt;
&lt;br /&gt;
===Removing a Spirit Beast===&lt;br /&gt;
If you are searching a Spirit Beast with a higher Quality or if your collection is getting too big, you can use {{boldmono|BEAST EXPEL}} to remove a Spirit Beast from your collection. &#039;&#039;&#039;Make sure to use {{boldmono|BEAST SELECT}} first to ensure you release the correct Spirit Beast&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast expel&lt;br /&gt;
Expelling your water elemental will remove it from your collection and it will not be recoverable by any means.  If you&#039;re sure you want to do this, enter BEAST EXPEL again within 30 seconds.&lt;br /&gt;
&amp;gt;beast expel&lt;br /&gt;
With a wrenching feeling of sorrow, you release your water elemental into the environs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once expelled in this manner, that Spirit Beast is gone for good and you will need to capture a new version if you want another one.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use a Spirit Beast cage or Spirit Beast enchiridion to externally store the beast. To do so, first purchase either from the shop &#039;&#039;Sold Souls&#039;&#039; on [[The Firebird]] and hold the item in your hand. Finally, use {{boldmono|BEAST EXPEL {object}}} to place the Spirit Beast inside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get my enchiridion&lt;br /&gt;
You remove a beast-marked leather enchiridion from in your viper skin toolkit.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;open enchiridion&lt;br /&gt;
You open a beast-marked leather enchiridion to the cover page.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn enchiridion&lt;br /&gt;
You carefully turn to the 1st page of your enchiridion.  The page is blank.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;beast expel enchiridion&lt;br /&gt;
You breathe gently onto a beast-marked leather enchiridion, and as you do, an uneasy sensation forms in the pit of your belly.  Silvery mist whisks from your lungs, forming into the shape of a spectral water elemental, which slowly sinks into the surface of your enchiridion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should you want to add the creature back to your collection, use {{boldmono|BEAST OFFER {object}}} while holding the item. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast offer enchiridion&lt;br /&gt;
You focus intently on the current page of the enchiridion.  Its ink begins to flow and ebb, pulsing as it takes on radiance and life.  Tendrils of glowing smoke rise from the page, assuming the spectral form of a water elemental.  Its form drifts toward you and merges with yours.&lt;br /&gt;
&lt;br /&gt;
(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can store multiple Spirit Beasts of the same type externally and Spirit Beasts stored this way do not count as part of your collection. This means you can capture another Spirit Beast of that type with no problem. &lt;br /&gt;
&lt;br /&gt;
===Play with your Spirit Beast===&lt;br /&gt;
{{boldmono|BEAST MANIFEST}} allows you to create a non-combat pet that will perform various fluff actions that are visible to everyone in the room. You can only manifest one Spirit Beast at a time in this manner and the creature will follow its owner from room to room. The manifestation will last a few minutes but you can &amp;quot;dismiss&amp;quot; the manifestation to cause it to fade away sooner if needed. It will disperse early if taken into a room that disallows spell-casting or if it senses a Spirit Beast battle.&lt;br /&gt;
&lt;br /&gt;
==Spirit Beast Information==&lt;br /&gt;
&lt;br /&gt;
===Level &amp;amp; Experience===&lt;br /&gt;
Your Spirit Beast will gain levels as it fights. A Spirit Beast will start at level 1 and can grow to a maximum of level 20. As a Spirit Beast levels up, its Primary Stats will increase by a small amount depending on the beast&#039;s Class.&lt;br /&gt;
&lt;br /&gt;
It takes a certain amount of experience to rise to the next level. Beasts gain experience from participating in Spirit Battles with opponents. Experience gain is increased when battling higher-leveled Spirit Beasts, and diminished against lower-leveled Spirit Beasts. Experience gain is increased within Training Bouts. White Spirit Beast ampoules provide Spirit Beast experience.&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
A classification of Spirit Beasts based on innate traits. The current classes are &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Beast&#039;&#039;&#039;, &#039;&#039;&#039;Elemental&#039;&#039;&#039;, &#039;&#039;&#039;Arthropod&#039;&#039;&#039;, &#039;&#039;&#039;Aberration&#039;&#039;&#039;, &#039;&#039;&#039;Undead&#039;&#039;&#039;, and &#039;&#039;&#039;Beastman&#039;&#039;&#039;. The class of a Spirit Beast will determine how its Primary Stats grow:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+STAT GROWTH&lt;br /&gt;
! Class&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#F49D9D&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#FFA07A&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#DAA520&amp;quot; | Insight&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#C3F2DD&amp;quot; | Accuracy&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#9CD6F8&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
| Humanoid || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Beast || 3 || 2 || 4 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Elemental || 3 || 3 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Arthropod || 2 || 4 || 3 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Aberration || 4 || 2 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Undead || 4 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Beastman || 3 || 3 || 4 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
     &lt;br /&gt;
===Element===&lt;br /&gt;
Many beasts are aligned to an element, the spiritual world, or wild magic, and that alignment will affect how that beast does in battles vs. other aligned beasts according to this chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+ATTUNEMENT&lt;br /&gt;
! Element||Weakest Against||Weak Against||Strong Against||Strongest Against&lt;br /&gt;
|-&lt;br /&gt;
| Unaligned || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Water || Earth || Air || Spirit&lt;br /&gt;
|-&lt;br /&gt;
| Water || Spirit || Air || Earth || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Earth || Air || Water || Fire || Spirit&lt;br /&gt;
|-&lt;br /&gt;
| Air || Spirit || Fire ||Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
| Spirit || Fire || Earth || Water || Air&lt;br /&gt;
|-&lt;br /&gt;
| Wild Magic || Elements || - || - || Spirit&lt;br /&gt;
|-&lt;br /&gt;
| Rift Armament || Spirit || - || - || Elements&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
Spirit Beast armaments are restricted by class as described below:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Class||Armament&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid||Ring&lt;br /&gt;
|-&lt;br /&gt;
|Beast||Collar&lt;br /&gt;
|-&lt;br /&gt;
|Elemental||Rune&lt;br /&gt;
|-&lt;br /&gt;
|Arthropod||War-paint&lt;br /&gt;
|-&lt;br /&gt;
|Aberration||Rune&lt;br /&gt;
|-&lt;br /&gt;
|Undead||Sigil&lt;br /&gt;
|-&lt;br /&gt;
|Beastman||Fetish&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rarity===&lt;br /&gt;
Spirit Beasts have a rarity denoting how difficult they are to find. There are no differences stat-wise between rarities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Common&#039;&#039;&#039; - Found throughout a given realm. If you can use {{boldmono|BEAST SENSE}} in a room, you will be able to find beasts of this rarity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uncommon&#039;&#039;&#039; - Found in a small range of linked rooms such as a hunting ground or similar area. You can begin capturing uncommon Spirit Beasts once you’ve captured 10 common Spirit Beasts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Legendary&#039;&#039;&#039; - Found in a single specific room. Said room will most likely have some sort of special meaning or significance to the spirit beast in question. You can start capturing legendary Spirit Beasts once you’ve captured 25 total common or uncommon Spirit Beasts.&lt;br /&gt;
&lt;br /&gt;
It is not necessary to have 10 or 25 beasts in your collection, and beasts transferred from other players via cage or enchiridion will not count towards your Beasts Captured total.&lt;br /&gt;
&lt;br /&gt;
===Loyalty=== &lt;br /&gt;
Your Spirit Beast becomes more loyal when it wins fights, and it loses loyalty to you when it’s defeated. Loyalty doesn’t change in Training Bouts. When your Spirit Beast’s loyalty hits “waning”, it’s probably wise to buy or collect blood from creatures using a syringe and vial from [[The Firebird]] so you can {{boldmono|BEAST OFFER}} the vial to your Spirit Beast.&lt;br /&gt;
&lt;br /&gt;
Collect blood by killing creatures and {{boldmono|[[DRAW (verb)|DRAW]]}} their blood with the syringe.  The higher the level of the creature, the better the blood will be. Leopards in the Gyldemar Forest yield &amp;quot;moderate&amp;quot; quality blood while war griffins in OTF yield &amp;quot;incredible&amp;quot; quality blood. &lt;br /&gt;
&lt;br /&gt;
The process of drawing blood is thus:&lt;br /&gt;
&lt;br /&gt;
#Kill the creature&lt;br /&gt;
#&amp;lt;tt&amp;gt;{{boldmono|[[KNEEL (verb)|KNEEL]]}}&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;{{boldmono|DRAW {CREATURE} WITH SYRINGE}}&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;K&amp;gt;draw radical with syringe&lt;br /&gt;
You draw some of a triton radical&#039;s blood into your syringe.  The radical shrivels slightly.&lt;br /&gt;
Roundtime: 3 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat this process 3 more times to completely fill a vial.&#039;&#039;&#039; A full vial (4 kills) is needed to prepare your talisman. {{boldmono|[[LOOK (verb)|LOOK]]}} at the syringe to see how much blood has been collected. Note that the quality of the blood cannot be seen until the vial is full.&lt;br /&gt;
&lt;br /&gt;
===Quality (Skill)===&lt;br /&gt;
Naturally captured Spirit Beasts vary just a tad in their quality. The Skill value of a Spirit Beast provides a small boost to all Primary Stats. Upon capture, a Spirit Beast will have a Skill between +1 and +10. The Skill value cannot be seen directly but is reflected in the &amp;quot;Quality&amp;quot; of the beast. The Quality of a captured Spirit Beast can be either &#039;&#039;&#039;Unimpressive&#039;&#039;&#039;, &#039;&#039;&#039;Average&#039;&#039;&#039;, &#039;&#039;&#039;Robust&#039;&#039;&#039;, or &#039;&#039;&#039;Perfect&#039;&#039;&#039;. Please use the table below for quick reference:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Quality || Skill Value&lt;br /&gt;
|-&lt;br /&gt;
| Unimpressive || +1 - +3&lt;br /&gt;
|-&lt;br /&gt;
| Average || +4 - +6&lt;br /&gt;
|-&lt;br /&gt;
| Robust || +7 - +9&lt;br /&gt;
|-&lt;br /&gt;
| Perfect || +10&lt;br /&gt;
|-&lt;br /&gt;
| Extraordinary || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Currently, Quality can only be changed with &#039;&#039;&#039;a radiant bestial soulstone&#039;&#039;&#039; which increases the Spirit Beast&#039;s quality to &#039;&#039;&#039;Extraordinary&#039;&#039;&#039;. Some merchants can enhance a Spirit Beast, boosting all of their Primary Stats by 5 per service to a maximum of +20 to all stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
             Class:   Beast&lt;br /&gt;
           Element:   Unattuned&lt;br /&gt;
            Rarity:   Common&lt;br /&gt;
           Loyalty:   Exceptional&lt;br /&gt;
           Quality:   Perfect&lt;br /&gt;
    Merchant Bonus:   5 to all stats&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Determines how much damage your Spirit Beast does with autoattacks. Power does not have any secondary stats associated with it. Spirit Beasts with very low Power will hit less often as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; - Mitigates damage from an enemy’s autoattacks. Defense, along with level, is also responsible for calculating your Spirit Beast’s &#039;&#039;&#039;Health Points&#039;&#039;&#039;. When your Spirit Beast uses the {{boldmono|FORTIFY}} command, it gains an additional layer of defense that allows it to block enemy autoattacks at a rate equal to its &#039;&#039;&#039;Focused Defense&#039;&#039;&#039; secondary stat. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039; - Insight is a measure of how good your Spirit Beast is at reading the field of battle and picking up when it’s in an inferior stance to its opponent. Its first secondary stat, &#039;&#039;&#039;Stance Detect&#039;&#039;&#039;, is the rate at which your Spirit Beast will successfully detect its opponent’s stance and switch to counter it when you give the {{boldmono|DETECT}} command. Insight also informs your beast’s &#039;&#039;&#039;Flash of Insight&#039;&#039;&#039; chance, which is the likelihood on any given turn that the beast will freely auto-switch to counter an opponent’s superior stance without needing a command from you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; - Your Spirit Beast’s Accuracy is all about its precision in combat. It informs &#039;&#039;&#039;Hit Rate&#039;&#039;&#039;, which is the likelihood of your Spirit Beast to hit with autoattacks, and &#039;&#039;&#039;Critical Strike&#039;&#039;&#039;, which is the Spirit Beast’s chance to do extra damage on any given autoattack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; - While all Spirit Beasts have the same base roundtime, Speed gives your Spirit Beast the chance to gain a &#039;&#039;&#039;Surge of Speed&#039;&#039;&#039;, which drastically reduces the roundtime before its next turn. It also dictates your Spirit Beast’s &#039;&#039;&#039;Evasion&#039;&#039;&#039;, which is a flat chance to dodge any autoattack that might have otherwise hit.&lt;br /&gt;
&lt;br /&gt;
==Spirit Battles==&lt;br /&gt;
There are a couple of ways to get into a Spirit Battle. You can challenge other players. If no players want to engage in bestial carnage, you can use portals in or near a number of towns to travel to the Talondown Arena, a crossrealm zone aboard [[The Firebird]] that features [[NPC]] beastmasters and a few fun challenges for burgeoning beast tamers.&lt;br /&gt;
&lt;br /&gt;
When you find someone willing to fight, be they man or machine, you’ll use {{boldmono|BEAST CHALLENGE {person}}} to initiate the challenge. They can then {{boldmono|BEAST CHALLENGE ACCEPT}} to begin a Spirit Battle.&lt;br /&gt;
&lt;br /&gt;
Spirit Battles can’t begin in rooms where magic is not allowed, some merchant rooms, or in places where there is already a Spirit Battle going.&lt;br /&gt;
&lt;br /&gt;
On a successful challenge, your Spirit Beasts will erupt into being. One of the Spirit Beasts will begin in a stance superior to the other’s, giving it an immediate advantage. One will also have a Speed advantage. These are partially random, but Insight and Speed play roles in determining the victor, respectively.&lt;br /&gt;
&lt;br /&gt;
After a few seconds, in which you can give your Spirit Beast an opening command, the Spirit Battle begins.&lt;br /&gt;
&lt;br /&gt;
===Battle Commands===&lt;br /&gt;
During a Spirit Battle, your goal is to give your Spirit Beast commands that will lead it toward success. Some commands cost Action Points, and others do not. Your Spirit Beast only gets 6 Action Points per battle, so use them carefully to get a leg up on your opponent. The commands are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Command || Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK || none || Cancels other commands and tells a Spirit Beast to autoattack as normal instead. Has a chance of activating critical strikes, armament abilities, and can miss/be blocked. You should only ever need to issue this command if you give another command by mistake.&lt;br /&gt;
|-&lt;br /&gt;
| DETECT || none || Orders your Spirit Beast to detect its opponent’s stance and switch accordingly. Chance of success is based on your Spirit Beast’s Insight. Has a significantly lower roundtime than other commands.&lt;br /&gt;
|-&lt;br /&gt;
| FORTIFY|| 1AP || Your Spirit Beast gains a chance to block autoattacks equal to its Focused Defense chance for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| HEAL || 1AP || Restores a number of health points based on a percentage of your beast’s maximum health scaling with current health, best used when near defeat.&lt;br /&gt;
|-&lt;br /&gt;
| LASH || 1AP || Does guaranteed light damage to an enemy based on level. Your Spirit Beast also gains a Special Ability charge.&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL || xSC || Expends x Special Ability charges to perform a powerful maneuver that differs by Spirit Beast. Standard special damage scales with level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Success in a Spirit Battle is all about keeping your Spirit Beast alive long enough to take out its opponent. Since Spirit Beasts can’t regain Action Points and always autoattack if they’ve been given nothing else to do, there’s a war of attrition in each fight.&lt;br /&gt;
&lt;br /&gt;
Your Spirit Beast is always in a stance. The stances themselves are not important, except to know that each counters two other stances and is countered by two other stances. If you notice your Spirit Beast doing less damage and taking more damage from autoattacks, you’ll want to weave a {{boldmono|BEAST COMMAND DETECT}} in with whatever else you’re doing, or you risk allowing the fight to snowball out of your control.&lt;br /&gt;
&lt;br /&gt;
If you’re having trouble finding someone with a Spirit Beast of like level to challenge you, you may want to enable {{boldmono|BEAST MATCH}}. If you and your opponent have {{boldmono|BEAST MATCH}} enabled before making your challenge, both Spirit Beasts will perform at the level of the lower one.&lt;br /&gt;
&lt;br /&gt;
===[[Talondown Arena]]===&lt;br /&gt;
Formerly located in the belly of [[The Firebird]], a roving airship, the Talondown is a cross-realm zone that allows you to Spirit Battle with NPCs of different skill levels. The Talondown introduces some other considerations of which players should be aware:&lt;br /&gt;
&lt;br /&gt;
Redsteel Marks -  Redsteel marks are a type of currency that allows you to purchase items from the arena cashier, including Spirit Beast ampoules, gem pouches, and Spirit Beast armaments. Use {{boldmono|BEAST STATUS}} to view balance.&lt;br /&gt;
Talondown Arena Level - Your Talondown Arena level determines how challenging your NPC opponents will be. At level 1, they’ll take it easy on you. Fights with NPCs at level 7 are brutal, and will only be winnable by the most dedicated Spirit Beast enthusiasts. &lt;br /&gt;
&lt;br /&gt;
There are four types of fight available through the Talondown Arena: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Matches&#039;&#039;&#039; - In Blood Matches, you put your life on the line every time that you step into the fighting pit. Your Spirit Beast’s health is tied to your own in these fights. On a defeat, there’s a good chance that your body will give out, killing you and costing you a deed. There are healers and empaths employed by the Talondown, but you’ll still suffer the effects of resurrection sickness afterward. You have about a 10% chance of winning Spirit Beast-centric prizes with each Blood Arena win. You can engage in Blood Matches against fellow players or NPCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listed Fights&#039;&#039;&#039; - Listed Fights pit players against champion NPC trainers for a fabulous prize that is awarded at the end of the week. The goal of listed fights is to win as many fights as possible against other players in the arena. The catch is that once you are defeated three times, you’re out for the week and your score can’t further improve. Listed Fights are account-bound, so if you’ve already participated on one character, you can’t participate on a different one until next week. Listed match trainers all use level 20 Spirit Beasts, with no BEAST MATCHing. Your entry token is removed upon entry and returned if you win.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly Challenge&#039;&#039;&#039; - Each week, seven NPC trainers are selected at random. Your challenge is to defeat all of them in order of ascending difficulty. These trainers do not level match, unlike the ones in Blood Matches or Training Bouts, so you may have to get your Spirit Beast to maximum level of 20 before you stand a chance against these higher-level trainers. Each trainer uses their own favorite Spirit Beast, so if you fail to defeat one, you can select a different Spirit Beast of your own that might better counter the trainer’s standing choice. If you defeat all seven trainers, you’ll earn a significant prize in the form of a &#039;&#039;&#039;gilded lockbox&#039;&#039;&#039; and a hefty chunk of character experience in the process. Weekly Challenges are only against NPCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Bouts&#039;&#039;&#039; - Training Bouts are the only arena fight type that costs silvers. This is because Training Bouts award additional Spirit Beast experience, meaning that your Spirit Beast will level faster. You can engage in Training Bouts against fellow players or NPCs. Each training bout costs 1000 silver and grants an additional 100 beast experience for a victory.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
Battling with your Spirit Beast awards you a small amount of experience. The first 10 times that you participate in a Spirit Beast battle, you will earn 150 experience for winning or 75 experience for losing. Talondown Arena provides additional rewards for taking part in Listed Fights or the Weekly Challenge:&lt;br /&gt;
&lt;br /&gt;
* The top 3 Listed Fight players for the week are awarded a &#039;&#039;&#039;gilded lockbox&#039;&#039;&#039; the following Sunday. &lt;br /&gt;
* Each master defeated in the Weekly Challenge awards you 150 additional experience. Defeating all 7 masters earns you a &#039;&#039;&#039;gilded lockbox.&#039;&#039;&#039;&lt;br /&gt;
* There is a low (1%?) chance upon winning any Talondown Area battle that you will be awarded &#039;&#039;&#039;a stack of redsteel marks&#039;&#039;&#039; contining 200-600 marks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilded Lockbox&#039;&#039;&#039; - This impressive prize can be REDEEMed at the Talondown Arena Cashier once earned. Players have one week to REDEEM their lockboxes or they will be lost at the start of the new week on Sunday.  The lockbox contains the following:&lt;br /&gt;
&lt;br /&gt;
* A stack of 200-600 Redsteel Marks. You must BREAK the stack to redeem them.&lt;br /&gt;
* Several random high level gems (possibily from [[Reim]]) worth 10k to 25k silvers.&lt;br /&gt;
* A random weapon, shield, armor, or accessory. This item is randomly enchanted by the treasure system and can possess flares, padding, or [[enhancive|enhancives]].&lt;br /&gt;
* You&#039;ll receive 1,250 field experience upon redeeming the lockbox:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
G&amp;gt;redeem&lt;br /&gt;
A snooty green goblin says, &amp;quot;Yeah, yeah, I gotcher winnings right here!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He hands you a talon-stamped gilded lockbox.&lt;br /&gt;
&lt;br /&gt;
A vivid memory of recent Spirit Battles overcomes you, and you feel enriched by the experience.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Augmenting Your Spirit Beast==&lt;br /&gt;
There are a number of available items to modify and care for your Spirit Beasts. Some of these items can be purchased for silver while other require Redsteel Marks.&lt;br /&gt;
&lt;br /&gt;
=== Ampoules ===&lt;br /&gt;
Ampoules (or potions) come in seven different types which alter Primary Stats or grant experience. You can have a maximum of +10 bonus to any given stat, and a maximum of +20 bonus in total. Reset potions can only be if you have at least one bonus applied. Experience ampoules can be used as long as your Spirit Beast is not yet level 20.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Color || Effect&lt;br /&gt;
|-&lt;br /&gt;
| Red || +1 Power&lt;br /&gt;
|-&lt;br /&gt;
| Orange || +1 Defense&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || +1 Insight&lt;br /&gt;
|-&lt;br /&gt;
| Green || +1 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| Blue || +1 Speed&lt;br /&gt;
|-&lt;br /&gt;
| Black || Reset stat potion boosts&lt;br /&gt;
|-&lt;br /&gt;
| White || Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
Armaments are &amp;quot;equipment&amp;quot; that can be used by a Spirit Beast. Spirit Beast armaments often feature a stat tradeoff, meaning that they’ll lower some stats and raise others. The tradeoff is always a net positive. Armaments can do unusual things like suppress your Spirit Beast’s elemental attunement or give it the ability to resist death.&lt;br /&gt;
&lt;br /&gt;
Spirit Beasts can only use one armament at a time. Armaments can be equipped and disarmed from your Spirit Beast so long as you’re not engaged in a Spirit Battle or challenge. &lt;br /&gt;
&lt;br /&gt;
Armaments come in three tiers: Lesser, Sturdy, and Potent. Lesser armaments can be worn by any Spirit Beast that meets the armor piece’s specific requirements, which can be determined by {{boldmono|LOOK}}ing at it. Sturdy armaments require a Spirit Beast to be at least level 10, and Potent armaments require level 20. &lt;br /&gt;
&lt;br /&gt;
===Cages and Enchiridions===&lt;br /&gt;
Cages and enchiridions provide external storage for Spirit Beasts. By using {{boldmono|BEAST EXPEL {object}}} while one is held in hand, a Spirit Beast will be removed from the user collection and placed in the object. These objects can be given to others, allowing a way to trade Spirit Beasts between players.&lt;br /&gt;
&lt;br /&gt;
Cages can hold a single Spirit Beast and can only be used once. Enchiridions can hold up to 10 and have unlimited uses. {{boldmono|[[ANALYZE (verb)|ANALYZE]]}} each item for usage commands.&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
Redsteel Marks can be spent in Talondown Area by purchasing wares from &#039;&#039;&#039;a snooty green goblin&#039;&#039;&#039; with {{boldmono|ORDER}} or {{boldmono|INQUIRE WARES}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Color || Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| a tiny ancient armament || 350 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.&lt;br /&gt;
|-&lt;br /&gt;
| a sturdy ancient armament || 1,050 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.&lt;br /&gt;
|-&lt;br /&gt;
| an ornate ancient armament || 3,500 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.&lt;br /&gt;
|-&lt;br /&gt;
| a small burlap pouch || 250 redsteel marks || Contains several gems totaling about 10k to 20k silver (limit 5 per day)&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled red ampoule || 400 redsteel marks || +1 Power&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled orange ampoule || 400 redsteel marks || +1 Defense&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled yellow ampoule || 400 redsteel marks || +1 Insight&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled green ampoule || 400 redsteel marks || +1 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled blue ampoule || 400 redsteel marks || +1 Speed&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled black ampoule || 200 redsteel marks || Reset stat potion boosts&lt;br /&gt;
|-&lt;br /&gt;
| a small liquid-filled white ampoule || 200 redsteel marks || +250 beast xp&lt;br /&gt;
|-&lt;br /&gt;
| a large liquid-filled white ampoule || 400 redsteel marks || +500 beast xp&lt;br /&gt;
|-&lt;br /&gt;
| a huge liquid-filled white ampoule || 2,000 redsteel marks || +2,000 beast xp&lt;br /&gt;
|-&lt;br /&gt;
| a beast-marked leather enchiridion || 2,500 redsteel marks || &lt;br /&gt;
|-&lt;br /&gt;
| a radiant bestial soulstone || 20,000 redsteel marks || increases Spirit Beast&#039;s quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The items available rotate every few hours. The armaments and gem pouches will always be available along with 3 random ampoules. There is only a small number of ampoules of each type available per rotation which is shared across all players. After a total of 7(?) purchases of a specific ampoule, it will be out of stock until it shows up again when the stock rotates. Armaments and gem pouches never run out stock but a player can only buy gem pouches 5 times per day.&lt;br /&gt;
&lt;br /&gt;
{{Festshop&lt;br /&gt;
|shopname=Sold Souls&lt;br /&gt;
|look=a brass-marked claret door&lt;br /&gt;
|location=From Firebird entrance, west, south, south, go door&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--==={{{ [Sold Souls] }}}===--&amp;gt;===Sold Souls===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Sold Souls, Salesroom&lt;br /&gt;
|desc=Cabochon soulstones dangle from braided silver chains fastened to the ceiling, bits of emerald light glinting in their milky depths.  Bathed in their glow, a single branching ebony stand holds the only wares for sale on beds of night-hued velvet.  The sounds of the ship seem dimly muted, as if coming through swaddling cloth, though no such cloth exists to excuse the diminution.  You also see a brass-marked claret door.&lt;br /&gt;
|exits= none}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the ebony stand:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a beast-marked leather enchiridion || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-abeastmarkedleatherenchiridion&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-abeastmarkedleatherenchiridion&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;This is a Spirit Beast enchiridion meant for holding multiple Spirit Beasts.  You can OPEN and CLOSE it.  Once open, you can TURN and FLIP through the enchiridion to see what Spirit Beasts are stored inside.  Spirit Beasts can be stored in this item through the use of BEAST EXPEL {object} and then added to a player&#039;s collection via BEAST OFFER {object} when on a page that contains a Spirit Beast.  If you end up with stretches of blank pages in between the stored beasts, try giving the enchiridion a good SHAKE to remove the spaces between pages.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a fragile rainbow glaes cage || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-afragilerainbowglaescage&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-afragilerainbowglaescage&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;This is a Spirit Beast cage meant for holding a single Spirit Beast.  If this item is filled with a Spirit Beast (typically through BEAST EXPEL {object}), the Spirit Beast can be transfered to and added to another player&#039;s collection via BEAST OFFER {object}.  You can LOOK at this item to determine whether or not there is a beast inside.  If it&#039;s dirty, try CLEANing it to reveal the Spirit Beast it holds!&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Festshop&lt;br /&gt;
|shopname=Marks of the Beast&lt;br /&gt;
|look=a cross-hatched burnt sienna door&lt;br /&gt;
|location=From Talondown entrance, north, go door&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--==={{{ [Marks of the Beast] }}}===--&amp;gt;===Marks of the Beast===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Marks of the Beast, Showroom&lt;br /&gt;
|desc=Bone fetishes dangle from the wood plank ceiling, swaying slightly and clacking together in the heavy, incense-laden air.  Held aloft by a faceless stone idol near the entrance, a shallow bowl of polished flowstone holds glittering baubles within.  Beyond the stolid guardian is a tiered rack made of widowwood.  Like the golvern-inlaid hatch behind it, its flat surfaces are carved with leaping beasts.  You also see a cross-hatched burnt sienna door.&lt;br /&gt;
|exits= none}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the flowstone bowl:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a small brass talisman || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-asmallbrasstalisman&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-asmallbrasstalisman&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the brass talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE.  It will also allow you to receive notifications when a Spirit Beast battle begins nearby.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the talisman may be further lightened.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a small silver talisman || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-asmallsilvertalisman&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-asmallsilvertalisman&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the silver talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE.  It will also allow you to receive notifications when a Spirit Beast battle begins nearby.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the talisman may be further lightened.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a small copper talisman || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-asmallcoppertalisman&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-asmallcoppertalisman&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the copper talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE.  It will also allow you to receive notifications when a Spirit Beast battle begins nearby.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the talisman may be further lightened.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 25000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the widowwood rack:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thin silver syringe || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-athinsilversyringe&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-athinsilversyringe&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the silver syringe and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
Syringes and vials of this type are meant for use with the Spirit Beasts system.&lt;br /&gt;
PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood.  All blood should come from the same type of creature or you&#039;ll have to POUR the vial out to clean it.  When you&#039;re done filling up a vial, UNLOCK the syringe to remove it.  You can LOOK at the vial or syringe at any time to see their status.  You can OFFER blood to Spirit Beasts who are disloyal to win their affection back.  These items should not be altered in any way.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the syringe may be further &amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| a small crystal vial || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-asmallcrystalvial&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-asmallcrystalvial&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the crystal vial and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
Syringes and vials of this type are meant for use with the Spirit Beasts system.&lt;br /&gt;
PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood.  All blood should come from the same type of creature or you&#039;ll have to POUR the vial out to clean it.  When you&#039;re done filling up a vial, UNLOCK the syringe to remove it.  You can LOOK at the vial or syringe at any time to see their status.  You can OFFER blood to Spirit Beasts who are disloyal to win their affection back.  These items should not be altered in any way.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the vial may be further lightened.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved Posts]]&lt;br /&gt;
*[[/Walkthrough|Walkthrough]]&lt;br /&gt;
*[[/Alterations guide|Alterations Guide]]&lt;br /&gt;
*[[Introduction to Spirit Beasts]]&lt;br /&gt;
*[[Spirit Beast Battle Guide/Status Effects|Status Effects]]&lt;br /&gt;
*[[Spirit Beast Battle Guide]]&lt;br /&gt;
*[[EGShop:Ilixil&#039;s Bestiary|Ilixil&#039;s Bestiary Ebon Gate shop]]&lt;br /&gt;
*[[Spirit Beast stats]]&lt;br /&gt;
*[[Talondown Arena]]&lt;br /&gt;
*[[The Firebird]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spirit_Beast&amp;diff=256512</id>
		<title>Spirit Beast</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spirit_Beast&amp;diff=256512"/>
		<updated>2026-04-19T12:50:25Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Reverting a series of updates that ruined the formatting.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&#039;&#039;&#039;Spirit Beasts&#039;&#039;&#039; are the spiritual essences of creatures that have dwelled in a given locale. Skilled characters can bind them to a talisman, which can be used by anyone to make them fight other Spirit Beasts to gain levels and become more powerful. The {{boldmono|[[BEAST (verb)|BEAST]]}} command is the main way to interact with the Spirit Beast system. It is &#039;&#039;&#039;highly&#039;&#039;&#039; recommended to read through {{boldmono|BEAST HELP}} to get an understanding of how Spirit Beasts work. The full content is also available &#039;&#039;&#039;[[/Walkthrough|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Spirit Beast system premiered at [[Ebon Gate]] 2014.  It is a strategic game, similar to [[siegery]], but with much more depth.  [[User:GS4-AUCHAND|GM Auchand]] redeveloped Spirit Beasts shortly after their debut and introduced [[Talondown Arena]] aboard [[The Firebird]] airship for players to battle each other and [[NPC]] Spirit Beast masters. The system received a major overhaul again in July 2020.&lt;br /&gt;
&lt;br /&gt;
If you are looking information on a specific Spirit Beast, please see [[Spirit Beast stats]].&lt;br /&gt;
&lt;br /&gt;
For information on Spirit Beast battling, please see [[Spirit Beast Battle Guide]].&lt;br /&gt;
&lt;br /&gt;
==Catching Your First Spirit Beast==&lt;br /&gt;
&lt;br /&gt;
=== Buying a Talisman ===&lt;br /&gt;
Before you can begin capturing and participating in Spirit Beast battles, you will need a Spirit Beast talisman. A talisman can be purchased from the shop &#039;&#039;Marks of the Beast&#039;&#039; in [[Talondown Arena]] (formerly aboard [[The Firebird]]) for 25,000 silvers. All talismans sold in the shop are identical in function. Each player can store 100 different Spirit Beasts, and the talismans are interchangeable. All talismans are wearable and all {{boldmono|BEAST}} commands can be used without needing it in your hand.&lt;br /&gt;
&lt;br /&gt;
=== Finding Spirit Beasts ===&lt;br /&gt;
Now that you have your talisman, you can begin searching for Spirit Beasts to capture. To do so, use the {{boldmono|BEAST SENSE}} command to search the room you are in. However, you will not be able to find Spirit Beasts in a &amp;quot;civilized&amp;quot; room. This usually applies to any room that is part of a town. You will see the following message if the room cannot contain Spirit Beasts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast sense&lt;br /&gt;
You focus your thoughts on a small copper talisman.  The surroundings feel too civilized to hold any spiritual energy.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the other hand, finding an &amp;quot;uncivilized&amp;quot; room is as easy as stepping outside the gates of the town. Using {{boldmono|BEAST SENSE}} in this kind of room will get you a message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast sense&lt;br /&gt;
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, and a wash of foreign sensation floods your mind.&lt;br /&gt;
&lt;br /&gt;
You detect the presence of a common tsark spirit.&lt;br /&gt;
You detect the presence of a common wind wraith spirit.&lt;br /&gt;
You detect the presence of a common fire elemental spirit.&lt;br /&gt;
You detect the presence of a common water elemental spirit.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You have a ~20% chance to find each specific common Spirit Beast that exists in the room. Uncommon and Legendary Spirit Beasts are more difficult to find. In fact, if you are unlucky, you may not sense any at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
R&amp;gt;beast sense&lt;br /&gt;
You focus your thoughts on a small copper talisman, attempting to align yourself with the spirits floes within the area, but cannot quite manage to attune yourself to the spirits here.&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t be disheartened, just use {{boldmono|BEAST SENSE}} again! Sometimes it can take multiple tries to find the beast you are looking for. It is possible to see Uncommon and Legendary Spirit Beasts before you have the ability to capture them.&lt;br /&gt;
&lt;br /&gt;
Once you have found a beast that you want, use {{boldmono|BEAST ATTUNE {name}}} to select the Spirit Beast for capture, followed by {{boldmono|BEAST CAPTURE}} to add the Spirit Beast to your collection. There are not checks involved with {{boldmono|ATTUNE}} or {{boldmono|CAPTURE}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast attune water elemental&lt;br /&gt;
You tighten your grip on your copper talisman, attuning yourself to the presence of the water elemental spirit lingering in the area.  You sense its trepidation at the possibility of being captured!&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
R&amp;gt;beast capture&lt;br /&gt;
You hold out your copper talisman and extend your thoughts to encompass the water elemental spirit lingering in the area.  Sudden warmth draws your attention to your hand, where motes of ghostly radiance spark over the surface of your talisman.  The spirit drifts closer to you, its outline glowing as it nears.&lt;br /&gt;
&lt;br /&gt;
Golden lightning crackles between the two of you, and a thrill of new sensation echoes up your arm and through your body as the spirit merges with your form.&lt;br /&gt;
&lt;br /&gt;
It is an average specimen of its kind.&lt;br /&gt;
&lt;br /&gt;
The water elemental seems to be cautiously optimistic about your bond.&lt;br /&gt;
&lt;br /&gt;
(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After capturing a Spirit Beast you must wait 15 minutes before you can sense or capture another.&#039;&#039;&#039; Trying to do so before the cooldown expires will yield this message:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast sense&lt;br /&gt;
Your senses are dulled by your recent brush with the spirit world.  You will need to wait another 14 minutes and 50 seconds before your senses have recovered.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you have captured a Spirit Beast, you can view its information by using {{boldmono|BEAST SELECT {name}}} to select the beast from your collection followed by {{boldmono|BEAST INFO}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast info&lt;br /&gt;
&lt;br /&gt;
The Spirit Beast is a common water elemental of 1 training with the following traits:&lt;br /&gt;
&lt;br /&gt;
General Traits&lt;br /&gt;
&lt;br /&gt;
      Exp. to Next:   301&lt;br /&gt;
             Class:   Elemental&lt;br /&gt;
           Element:   Water&lt;br /&gt;
            Rarity:   Common&lt;br /&gt;
           Loyalty:   High&lt;br /&gt;
           Quality:   Average&lt;br /&gt;
&lt;br /&gt;
Stats&lt;br /&gt;
            Primary  Base  Bonus  Total      Secondary&lt;br /&gt;
            -------  ----  -----  -----      ---------&lt;br /&gt;
             Power:   109      0    109  ==&amp;gt; none&lt;br /&gt;
           Defense:   129      0    129  ==&amp;gt; Health Points: 145, Focused Defense: 71.12%&lt;br /&gt;
           Insight:   108      0    108  ==&amp;gt; Stance Detect: 77.00%, Flash of Insight: 8.92%&lt;br /&gt;
          Accuracy:    90      0     90  ==&amp;gt; Hit Rate: 80.11%, Critical Strike: 5.45%&lt;br /&gt;
             Speed:    89      0     89  ==&amp;gt; Surge of Speed: 6.97%, Evasion: 2.19%&lt;br /&gt;
&lt;br /&gt;
Appearance and Attacks&lt;br /&gt;
&lt;br /&gt;
       Description:   a bubbling water elemental&lt;br /&gt;
           Examine:   All that distinguishes the elemental from a pool of water is &lt;br /&gt;
                      the faint blue glow suffusing its depths.  Well, that and the &lt;br /&gt;
                      fact that it is walking upright in a vaguely humanoid shape.  &lt;br /&gt;
                      Bubbles and froth adorn its amorphous &#039;neck&#039; like a necklace &lt;br /&gt;
                      of pearls.&lt;br /&gt;
&lt;br /&gt;
          Armament:   none&lt;br /&gt;
&lt;br /&gt;
          Attack 1:   shoots a stream of water toward&lt;br /&gt;
          Attack 2:   hurls globes of water toward&lt;br /&gt;
    Flavor Message:   glowing bright blue&lt;br /&gt;
&lt;br /&gt;
           Special:   Rage of the Elements.  A technique frequently used by &lt;br /&gt;
                      elementals.  The user&#039;s aura flares and it unleashes a potent &lt;br /&gt;
                      stream of enemy at its foe.  Deals standard special ability &lt;br /&gt;
                      damage.  Costs 3 Special Charges.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may only have one version of a Spirit Beast in your collection at a time&#039;&#039;&#039;. You must {{boldmono|BEAST EXPEL}} the Spirit Beast before you can capture another one of the same type.&lt;br /&gt;
&lt;br /&gt;
===Removing a Spirit Beast===&lt;br /&gt;
If you are searching a Spirit Beast with a higher Quality or if your collection is getting too big, you can use {{boldmono|BEAST EXPEL}} to remove a Spirit Beast from your collection. &#039;&#039;&#039;Make sure to use {{boldmono|BEAST SELECT}} first to ensure you release the correct Spirit Beast&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast expel&lt;br /&gt;
Expelling your water elemental will remove it from your collection and it will not be recoverable by any means.  If you&#039;re sure you want to do this, enter BEAST EXPEL again within 30 seconds.&lt;br /&gt;
&amp;gt;beast expel&lt;br /&gt;
With a wrenching feeling of sorrow, you release your water elemental into the environs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once expelled in this manner, that Spirit Beast is gone for good and you will need to capture a new version if you want another one.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can use a Spirit Beast cage or Spirit Beast enchiridion to externally store the beast. To do so, first purchase either from the shop &#039;&#039;Sold Souls&#039;&#039; on [[The Firebird]] and hold the item in your hand. Finally, use {{boldmono|BEAST EXPEL {object}}} to place the Spirit Beast inside. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;get my enchiridion&lt;br /&gt;
You remove a beast-marked leather enchiridion from in your viper skin toolkit.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;open enchiridion&lt;br /&gt;
You open a beast-marked leather enchiridion to the cover page.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;turn enchiridion&lt;br /&gt;
You carefully turn to the 1st page of your enchiridion.  The page is blank.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;beast expel enchiridion&lt;br /&gt;
You breathe gently onto a beast-marked leather enchiridion, and as you do, an uneasy sensation forms in the pit of your belly.  Silvery mist whisks from your lungs, forming into the shape of a spectral water elemental, which slowly sinks into the surface of your enchiridion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Should you want to add the creature back to your collection, use {{boldmono|BEAST OFFER {object}}} while holding the item. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;beast offer enchiridion&lt;br /&gt;
You focus intently on the current page of the enchiridion.  Its ink begins to flow and ebb, pulsing as it takes on radiance and life.  Tendrils of glowing smoke rise from the page, assuming the spectral form of a water elemental.  Its form drifts toward you and merges with yours.&lt;br /&gt;
&lt;br /&gt;
(As you did not have a Spirit Beast selected, the water elemental has been set as your selected Spirit Beast.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can store multiple Spirit Beasts of the same type externally and Spirit Beasts stored this way do not count as part of your collection. This means you can capture another Spirit Beast of that type with not problem. &lt;br /&gt;
&lt;br /&gt;
===Play with your Spirit Beast===&lt;br /&gt;
{{boldmono|BEAST MANIFEST}} allows you to create a non-combat pet that will perform various fluff actions that are visible to everyone in the room. You can only manifest one Spirit Beast at a time in this manner and the creature will follow its owner from room to room. The manifestation will last a few minutes but you can &amp;quot;dismiss&amp;quot; the manifestation to cause it to fade away sooner if needed. It will disperse early if taken into a room that disallows spell-casting or if it senses a Spirit Beast battle.&lt;br /&gt;
&lt;br /&gt;
==Spirit Beast Information==&lt;br /&gt;
&lt;br /&gt;
===Level &amp;amp; Experience===&lt;br /&gt;
Your Spirit Beast will gain levels as it fights. A Spirit Beast will start at level 1 and can grow to a maximum of level 20. As a Spirit Beast levels up, its Primary Stats will increase by a small amount depending on the beast&#039;s Class.&lt;br /&gt;
&lt;br /&gt;
It takes a certain amount of experience to rise to the next level. Beasts gain experience from participating in Spirit Battles with opponents. Experience gain is increased when battling higher-leveled Spirit Beasts, and diminished against lower-leveled Spirit Beasts. Experience gain is increased within Training Bouts. White Spirit Beast ampoules provide Spirit Beast experience.&lt;br /&gt;
&lt;br /&gt;
===Class===&lt;br /&gt;
A classification of Spirit Beasts based on innate traits. The current classes are &#039;&#039;&#039;Humanoid&#039;&#039;&#039;, &#039;&#039;&#039;Beast&#039;&#039;&#039;, &#039;&#039;&#039;Elemental&#039;&#039;&#039;, &#039;&#039;&#039;Arthropod&#039;&#039;&#039;, &#039;&#039;&#039;Aberration&#039;&#039;&#039;, &#039;&#039;&#039;Undead&#039;&#039;&#039;, and &#039;&#039;&#039;Beastman&#039;&#039;&#039;. The class of a Spirit Beast will determine how its Primary Stats grow:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+STAT GROWTH&lt;br /&gt;
! Class&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#F49D9D&amp;quot; | Power&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#FFA07A&amp;quot; | Defense&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#DAA520&amp;quot; | Insight&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#C3F2DD&amp;quot; | Accuracy&lt;br /&gt;
! style=&amp;quot;text-align:center; background:#9CD6F8&amp;quot; | Speed&lt;br /&gt;
|-&lt;br /&gt;
| Humanoid || 3 || 3 || 3 || 3 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Beast || 3 || 2 || 4 || 2 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Elemental || 3 || 3 || 2 || 4 || 3&lt;br /&gt;
|-&lt;br /&gt;
| Arthropod || 2 || 4 || 3 || 4 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Aberration || 4 || 2 || 2 || 3 || 4&lt;br /&gt;
|-&lt;br /&gt;
| Undead || 4 || 3 || 3 || 3 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Beastman || 3 || 3 || 4 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
     &lt;br /&gt;
===Element===&lt;br /&gt;
Many beasts are aligned to an element, the spiritual world, or wild magic, and that alignment will affect how that beast does in battles vs. other aligned beasts according to this chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
|+ATTUNEMENT&lt;br /&gt;
! Element||Weakest Against||Weak Against||Strong Against||Strongest Against&lt;br /&gt;
|-&lt;br /&gt;
| Unaligned || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Fire || Water || Earth || Air || Spirit&lt;br /&gt;
|-&lt;br /&gt;
| Water || Spirit || Air || Earth || Fire&lt;br /&gt;
|-&lt;br /&gt;
| Earth || Air || Water || Fire || Spirit&lt;br /&gt;
|-&lt;br /&gt;
| Air || Spirit || Fire ||Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
| Spirit || Fire || Earth || Water || Air&lt;br /&gt;
|-&lt;br /&gt;
| Wild Magic || Elements || - || - || Spirit&lt;br /&gt;
|-&lt;br /&gt;
| Rift Armament || Spirit || - || - || Elements&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
Spirit Beast armaments are restricted by class as described below:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Class||Armament&lt;br /&gt;
|-&lt;br /&gt;
|Humanoid||Ring&lt;br /&gt;
|-&lt;br /&gt;
|Beast||Collar&lt;br /&gt;
|-&lt;br /&gt;
|Elemental||Rune&lt;br /&gt;
|-&lt;br /&gt;
|Arthropod||War-paint&lt;br /&gt;
|-&lt;br /&gt;
|Aberration||Rune&lt;br /&gt;
|-&lt;br /&gt;
|Undead||Sigil&lt;br /&gt;
|-&lt;br /&gt;
|Beastman||Fetish&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Rarity===&lt;br /&gt;
Spirit Beasts have a rarity denoting how difficult they are to find. There are no differences stat-wise between rarities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Common&#039;&#039;&#039; - Found throughout a given realm. If you can use {{boldmono|BEAST SENSE}} in a room, you will be able to find beasts of this rarity.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Uncommon&#039;&#039;&#039; - Found in a small range of linked rooms such as a hunting ground or similar area. You can begin capturing uncommon Spirit Beasts once you’ve captured 10 common Spirit Beasts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Legendary&#039;&#039;&#039; - Found in a single specific room. Said room will most likely have some sort of special meaning or significance to the spirit beast in question. You can start capturing legendary Spirit Beasts once you’ve captured 25 total common or uncommon Spirit Beasts.&lt;br /&gt;
&lt;br /&gt;
It is not necessary to have 10 or 25 beasts in your collection, and beasts transferred from other players via cage or enchiridion will not count towards your Beasts Captured total.&lt;br /&gt;
&lt;br /&gt;
===Loyalty=== &lt;br /&gt;
Your Spirit Beast becomes more loyal when it wins fights, and it loses loyalty to you when it’s defeated. Loyalty doesn’t change in Training Bouts. When your Spirit Beast’s loyalty hits “waning”, it’s probably wise to buy or collect blood from creatures using a syringe and vial from [[The Firebird]] so you can {{boldmono|BEAST OFFER}} the vial to your Spirit Beast.&lt;br /&gt;
&lt;br /&gt;
Collect blood by killing creatures and {{boldmono|[[DRAW (verb)|DRAW]]}} their blood with the syringe.  The higher the level of the creature, the better the blood will be. Leopards in the Gyldemar Forest yield &amp;quot;moderate&amp;quot; quality blood while war griffins in OTF yield &amp;quot;incredible&amp;quot; quality blood. &lt;br /&gt;
&lt;br /&gt;
The process of drawing blood is thus:&lt;br /&gt;
&lt;br /&gt;
#Kill the creature&lt;br /&gt;
#&amp;lt;tt&amp;gt;{{boldmono|[[KNEEL (verb)|KNEEL]]}}&amp;lt;/tt&amp;gt;&lt;br /&gt;
#&amp;lt;tt&amp;gt;{{boldmono|DRAW {CREATURE} WITH SYRINGE}}&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;K&amp;gt;draw radical with syringe&lt;br /&gt;
You draw some of a triton radical&#039;s blood into your syringe.  The radical shrivels slightly.&lt;br /&gt;
Roundtime: 3 secs.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat this process 3 more times to completely fill a vial.&#039;&#039;&#039; A full vial (4 kills) is needed to prepare your talisman. {{boldmono|[[LOOK (verb)|LOOK]]}} at the syringe to see how much blood has been collected. Note that the quality of the blood cannot be seen until the vial is full.&lt;br /&gt;
&lt;br /&gt;
===Quality (Skill)===&lt;br /&gt;
Naturally captured Spirit Beasts vary just a tad in their quality. The Skill value of a Spirit Beast provides a small boost to all Primary Stats. Upon capture, a Spirit Beast will have a Skill between +1 and +10. The Skill value cannot be seen directly but is reflected in the &amp;quot;Quality&amp;quot; of the beast. The Quality of a captured Spirit Beast can be either &#039;&#039;&#039;Unimpressive&#039;&#039;&#039;, &#039;&#039;&#039;Average&#039;&#039;&#039;, &#039;&#039;&#039;Robust&#039;&#039;&#039;, or &#039;&#039;&#039;Perfect&#039;&#039;&#039;. Please use the table below for quick reference:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Quality || Skill Value&lt;br /&gt;
|-&lt;br /&gt;
| Unimpressive || +1 - +3&lt;br /&gt;
|-&lt;br /&gt;
| Average || +4 - +6&lt;br /&gt;
|-&lt;br /&gt;
| Robust || +7 - +9&lt;br /&gt;
|-&lt;br /&gt;
| Perfect || +10&lt;br /&gt;
|-&lt;br /&gt;
| Extraordinary || +15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Currently, Quality can only be changed with &#039;&#039;&#039;a radiant bestial soulstone&#039;&#039;&#039; which increases the Spirit Beast&#039;s quality to &#039;&#039;&#039;Extraordinary&#039;&#039;&#039;. Some merchants can enhance a Spirit Beast, boosting all of their Primary Stats by 5 per service to a maximum of +20 to all stats:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
             Class:   Beast&lt;br /&gt;
           Element:   Unattuned&lt;br /&gt;
            Rarity:   Common&lt;br /&gt;
           Loyalty:   Exceptional&lt;br /&gt;
           Quality:   Perfect&lt;br /&gt;
    Merchant Bonus:   5 to all stats&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Primary Stats===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power&#039;&#039;&#039; - Determines how much damage your Spirit Beast does with autoattacks. Power does not have any secondary stats associated with it. Spirit Beasts with very low Power will hit less often as well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Defense&#039;&#039;&#039; - Mitigates damage from an enemy’s autoattacks. Defense, along with level, is also responsible for calculating your Spirit Beast’s &#039;&#039;&#039;Health Points&#039;&#039;&#039;. When your Spirit Beast uses the {{boldmono|FORTIFY}} command, it gains an additional layer of defense that allows it to block enemy autoattacks at a rate equal to its &#039;&#039;&#039;Focused Defense&#039;&#039;&#039; secondary stat. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Insight&#039;&#039;&#039; - Insight is a measure of how good your Spirit Beast is at reading the field of battle and picking up when it’s in an inferior stance to its opponent. Its first secondary stat, &#039;&#039;&#039;Stance Detect&#039;&#039;&#039;, is the rate at which your Spirit Beast will successfully detect its opponent’s stance and switch to counter it when you give the {{boldmono|DETECT}} command. Insight also informs your beast’s &#039;&#039;&#039;Flash of Insight&#039;&#039;&#039; chance, which is the likelihood on any given turn that the beast will freely auto-switch to counter an opponent’s superior stance without needing a command from you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Accuracy&#039;&#039;&#039; - Your Spirit Beast’s Accuracy is all about its precision in combat. It informs &#039;&#039;&#039;Hit Rate&#039;&#039;&#039;, which is the likelihood of your Spirit Beast to hit with autoattacks, and &#039;&#039;&#039;Critical Strike&#039;&#039;&#039;, which is the Spirit Beast’s chance to do extra damage on any given autoattack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Speed&#039;&#039;&#039; - While all Spirit Beasts have the same base roundtime, Speed gives your Spirit Beast the chance to gain a &#039;&#039;&#039;Surge of Speed&#039;&#039;&#039;, which drastically reduces the roundtime before its next turn. It also dictates your Spirit Beast’s &#039;&#039;&#039;Evasion&#039;&#039;&#039;, which is a flat chance to dodge any autoattack that might have otherwise hit.&lt;br /&gt;
&lt;br /&gt;
==Spirit Battles==&lt;br /&gt;
There are a couple of ways to get into a Spirit Battle. You can challenge other players. If no players want to engage in bestial carnage, you can use portals in or near a number of towns to travel to the Talondown Arena, a crossrealm zone aboard [[The Firebird]] that features [[NPC]] beastmasters and a few fun challenges for burgeoning beast tamers.&lt;br /&gt;
&lt;br /&gt;
When you find someone willing to fight, be they man or machine, you’ll use {{boldmono|BEAST CHALLENGE {person}}} to initiate the challenge. They can then {{boldmono|BEAST CHALLENGE ACCEPT}} to begin a Spirit Battle.&lt;br /&gt;
&lt;br /&gt;
Spirit Battles can’t begin in rooms where magic is not allowed, some merchant rooms, or in places where there is already a Spirit Battle going.&lt;br /&gt;
&lt;br /&gt;
On a successful challenge, your Spirit Beasts will erupt into being. One of the Spirit Beasts will begin in a stance superior to the other’s, giving it an immediate advantage. One will also have a Speed advantage. These are partially random, but Insight and Speed play roles in determining the victor, respectively.&lt;br /&gt;
&lt;br /&gt;
After a few seconds, in which you can give your Spirit Beast an opening command, the Spirit Battle begins.&lt;br /&gt;
&lt;br /&gt;
===Battle Commands===&lt;br /&gt;
During a Spirit Battle, your goal is to give your Spirit Beast commands that will lead it toward success. Some commands cost Action Points, and others do not. Your Spirit Beast only gets 6 Action Points per battle, so use them carefully to get a leg up on your opponent. The commands are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Command || Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK || none || Cancels other commands and tells a Spirit Beast to autoattack as normal instead. Has a chance of activating critical strikes, armament abilities, and can miss/be blocked. You should only ever need to issue this command if you give another command by mistake.&lt;br /&gt;
|-&lt;br /&gt;
| DETECT || none || Orders your Spirit Beast to detect its opponent’s stance and switch accordingly. Chance of success is based on your Spirit Beast’s Insight. Has a significantly lower roundtime than other commands.&lt;br /&gt;
|-&lt;br /&gt;
| FORTIFY|| 1AP || Your Spirit Beast gains a chance to block autoattacks equal to its Focused Defense chance for 3 rounds.&lt;br /&gt;
|-&lt;br /&gt;
| HEAL || 1AP || Restores a number of health points based on a percentage of your beast’s maximum health scaling with current health, best used when near defeat.&lt;br /&gt;
|-&lt;br /&gt;
| LASH || 1AP || Does guaranteed light damage to an enemy based on level. Your Spirit Beast also gains a Special Ability charge.&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL || xSC || Expends x Special Ability charges to perform a powerful maneuver that differs by Spirit Beast. Standard special damage scales with level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Success in a Spirit Battle is all about keeping your Spirit Beast alive long enough to take out its opponent. Since Spirit Beasts can’t regain Action Points and always autoattack if they’ve been given nothing else to do, there’s a war of attrition in each fight.&lt;br /&gt;
&lt;br /&gt;
Your Spirit Beast is always in a stance. The stances themselves are not important, except to know that each counters two other stances and is countered by two other stances. If you notice your Spirit Beast doing less damage and taking more damage from autoattacks, you’ll want to weave a {{boldmono|BEAST COMMAND DETECT}} in with whatever else you’re doing, or you risk allowing the fight to snowball out of your control.&lt;br /&gt;
&lt;br /&gt;
If you’re having trouble finding someone with a Spirit Beast of like level to challenge you, you may want to enable {{boldmono|BEAST MATCH}}. If you and your opponent have {{boldmono|BEAST MATCH}} enabled before making your challenge, both Spirit Beasts will perform at the level of the lower one.&lt;br /&gt;
&lt;br /&gt;
===[[Talondown Arena]]===&lt;br /&gt;
Formerly located in the belly of [[The Firebird]], a roving airship, the Talondown is a cross-realm zone that allows you to Spirit Battle with NPCs of different skill levels. The Talondown introduces some other considerations of which players should be aware:&lt;br /&gt;
&lt;br /&gt;
Redsteel Marks -  Redsteel marks are a type of currency that allows you to purchase items from the arena cashier, including Spirit Beast ampoules, gem pouches, and Spirit Beast armaments. Use {{boldmono|BEAST STATUS}} to view balance.&lt;br /&gt;
Talondown Arena Level - Your Talondown Arena level determines how challenging your NPC opponents will be. At level 1, they’ll take it easy on you. Fights with NPCs at level 7 are brutal, and will only be winnable by the most dedicated Spirit Beast enthusiasts. &lt;br /&gt;
&lt;br /&gt;
There are four types of fight available through the Talondown Arena: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood Matches&#039;&#039;&#039; - In Blood Matches, you put your life on the line every time that you step into the fighting pit. Your Spirit Beast’s health is tied to your own in these fights. On a defeat, there’s a good chance that your body will give out, killing you and costing you a deed. There are healers and empaths employed by the Talondown, but you’ll still suffer the effects of resurrection sickness afterward. You have about a 10% chance of winning Spirit Beast-centric prizes with each Blood Arena win. You can engage in Blood Matches against fellow players or NPCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Listed Fights&#039;&#039;&#039; - Listed Fights pit players against champion NPC trainers for a fabulous prize that is awarded at the end of the week. The goal of listed fights is to win as many fights as possible against other players in the arena. The catch is that once you are defeated three times, you’re out for the week and your score can’t further improve. Listed Fights are account-bound, so if you’ve already participated on one character, you can’t participate on a different one until next week. Listed match trainers all use level 20 Spirit Beasts, with no BEAST MATCHing. Your entry token is removed upon entry and returned if you win.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weekly Challenge&#039;&#039;&#039; - Each week, seven NPC trainers are selected at random. Your challenge is to defeat all of them in order of ascending difficulty. These trainers do not level match, unlike the ones in Blood Matches or Training Bouts, so you may have to get your Spirit Beast to maximum level of 20 before you stand a chance against these higher-level trainers. Each trainer uses their own favorite Spirit Beast, so if you fail to defeat one, you can select a different Spirit Beast of your own that might better counter the trainer’s standing choice. If you defeat all seven trainers, you’ll earn a significant prize in the form of a &#039;&#039;&#039;gilded lockbox&#039;&#039;&#039; and a hefty chunk of character experience in the process. Weekly Challenges are only against NPCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Bouts&#039;&#039;&#039; - Training Bouts are the only arena fight type that costs silvers. This is because Training Bouts award additional Spirit Beast experience, meaning that your Spirit Beast will level faster. You can engage in Training Bouts against fellow players or NPCs. Each training bout costs 1000 silver and grants an additional 100 beast experience for a victory.&lt;br /&gt;
&lt;br /&gt;
=== Rewards ===&lt;br /&gt;
Battling with your Spirit Beast awards you a small amount of experience. The first 10 times that you participate in a Spirit Beast battle, you will earn 150 experience for winning or 75 experience for losing. Talondown Arena provides additional rewards for taking part in Listed Fights or the Weekly Challenge:&lt;br /&gt;
&lt;br /&gt;
* The top 3 Listed Fight players for the week are awarded a &#039;&#039;&#039;gilded lockbox&#039;&#039;&#039; the following Sunday. &lt;br /&gt;
* Each master defeated in the Weekly Challenge awards you 150 additional experience. Defeating all 7 masters earns you a &#039;&#039;&#039;gilded lockbox.&#039;&#039;&#039;&lt;br /&gt;
* There is a low (1%?) chance upon winning any Talondown Area battle that you will be awarded &#039;&#039;&#039;a stack of redsteel marks&#039;&#039;&#039; contining 200-600 marks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gilded Lockbox&#039;&#039;&#039; - This impressive prize can be REDEEMed at the Talondown Arena Cashier once earned. Players have one week to REDEEM their lockboxes or they will be lost at the start of the new week on Sunday.  The lockbox contains the following:&lt;br /&gt;
&lt;br /&gt;
* A stack of 200-600 Redsteel Marks. You must BREAK the stack to redeem them.&lt;br /&gt;
* Several random high level gems (possibily from [[Reim]]) worth 10k to 25k silvers.&lt;br /&gt;
* A random weapon, shield, armor, or accessory. This item is randomly enchanted by the treasure system and can possess flares, padding, or [[enhancive|enhancives]].&lt;br /&gt;
* You&#039;ll receive 1,250 field experience upon redeeming the lockbox:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
G&amp;gt;redeem&lt;br /&gt;
A snooty green goblin says, &amp;quot;Yeah, yeah, I gotcher winnings right here!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He hands you a talon-stamped gilded lockbox.&lt;br /&gt;
&lt;br /&gt;
A vivid memory of recent Spirit Battles overcomes you, and you feel enriched by the experience.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Augmenting Your Spirit Beast==&lt;br /&gt;
There are a number of available items to modify and care for your Spirit Beasts. Some of these items can be purchased for silver while other require Redsteel Marks.&lt;br /&gt;
&lt;br /&gt;
=== Ampoules ===&lt;br /&gt;
Ampoules (or potions) come in seven different types which alter Primary Stats or grant experience. You can have a maximum of +10 bonus to any given stat, and a maximum of +20 bonus in total. Reset potions can only be if you have at least one bonus applied. Experience ampoules can be used as long as your Spirit Beast is not yet level 20.&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Color || Effect&lt;br /&gt;
|-&lt;br /&gt;
| Red || +1 Power&lt;br /&gt;
|-&lt;br /&gt;
| Orange || +1 Defense&lt;br /&gt;
|-&lt;br /&gt;
| Yellow || +1 Insight&lt;br /&gt;
|-&lt;br /&gt;
| Green || +1 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| Blue || +1 Speed&lt;br /&gt;
|-&lt;br /&gt;
| Black || Reset stat potion boosts&lt;br /&gt;
|-&lt;br /&gt;
| White || Bonus experience&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armaments===&lt;br /&gt;
Armaments are &amp;quot;equipment&amp;quot; that can be used by a Spirit Beast. Spirit Beast armaments often feature a stat tradeoff, meaning that they’ll lower some stats and raise others. The tradeoff is always a net positive. Armaments can do unusual things like suppress your Spirit Beast’s elemental attunement or give it the ability to resist death.&lt;br /&gt;
&lt;br /&gt;
Spirit Beasts can only use one armament at a time. Armaments can be equipped and disarmed from your Spirit Beast so long as you’re not engaged in a Spirit Battle or challenge. &lt;br /&gt;
&lt;br /&gt;
Armaments come in three tiers: Lesser, Sturdy, and Potent. Lesser armaments can be worn by any Spirit Beast that meets the armor piece’s specific requirements, which can be determined by {{boldmono|LOOK}}ing at it. Sturdy armaments require a Spirit Beast to be at least level 10, and Potent armaments require level 20. &lt;br /&gt;
&lt;br /&gt;
===Cages and Enchiridions===&lt;br /&gt;
Cages and enchiridions provide external storage for Spirit Beasts. By using {{boldmono|BEAST EXPEL {object}}} while one is held in hand, a Spirit Beast will be removed from the user collection and placed in the object. These objects can be given to others, allowing a way to trade Spirit Beasts between players.&lt;br /&gt;
&lt;br /&gt;
Cages can hold a single Spirit Beast and can only be used once. Enchiridions can hold up to 10 and have unlimited uses. {{boldmono|[[ANALYZE (verb)|ANALYZE]]}} each item for usage commands.&lt;br /&gt;
&lt;br /&gt;
===Shops===&lt;br /&gt;
Redsteel Marks can be spent in Talondown Area by purchasing wares from &#039;&#039;&#039;a snooty green goblin&#039;&#039;&#039; with {{boldmono|ORDER}} or {{boldmono|INQUIRE WARES}}.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=line-height:1.3em;}}&lt;br /&gt;
! Color || Cost || Effect&lt;br /&gt;
|-&lt;br /&gt;
| a tiny ancient armament || 350 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.&lt;br /&gt;
|-&lt;br /&gt;
| a sturdy ancient armament || 1,050 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.&lt;br /&gt;
|-&lt;br /&gt;
| an ornate ancient armament || 3,500 redsteel marks || Random armament, weighted towards currently selected beast. CLEAN to reveal.&lt;br /&gt;
|-&lt;br /&gt;
| a small burlap pouch || 250 redsteel marks || Contains several gems totaling about 10k to 20k silver (limit 5 per day)&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled red ampoule || 400 redsteel marks || +1 Power&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled orange ampoule || 400 redsteel marks || +1 Defense&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled yellow ampoule || 400 redsteel marks || +1 Insight&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled green ampoule || 400 redsteel marks || +1 Accuracy&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled blue ampoule || 400 redsteel marks || +1 Speed&lt;br /&gt;
|-&lt;br /&gt;
| a liquid-filled black ampoule || 200 redsteel marks || Reset stat potion boosts&lt;br /&gt;
|-&lt;br /&gt;
| a small liquid-filled white ampoule || 200 redsteel marks || +250 beast xp&lt;br /&gt;
|-&lt;br /&gt;
| a large liquid-filled white ampoule || 400 redsteel marks || +500 beast xp&lt;br /&gt;
|-&lt;br /&gt;
| a huge liquid-filled white ampoule || 2,000 redsteel marks || +2,000 beast xp&lt;br /&gt;
|-&lt;br /&gt;
| a beast-marked leather enchiridion || 2,500 redsteel marks || &lt;br /&gt;
|-&lt;br /&gt;
| a radiant bestial soulstone || 20,000 redsteel marks || increases Spirit Beast&#039;s quality&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The items available rotate every few hours. The armaments and gem pouches will always be available along with 3 random ampoules. There is only a small number of ampoules of each type available per rotation which is shared across all players. After a total of 7(?) purchases of a specific ampoule, it will be out of stock until it shows up again when the stock rotates. Armaments and gem pouches never run out stock but a player can only buy gem pouches 5 times per day.&lt;br /&gt;
&lt;br /&gt;
{{Festshop&lt;br /&gt;
|shopname=Sold Souls&lt;br /&gt;
|look=a brass-marked claret door&lt;br /&gt;
|location=From Firebird entrance, west, south, south, go door&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--==={{{ [Sold Souls] }}}===--&amp;gt;===Sold Souls===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Sold Souls, Salesroom&lt;br /&gt;
|desc=Cabochon soulstones dangle from braided silver chains fastened to the ceiling, bits of emerald light glinting in their milky depths.  Bathed in their glow, a single branching ebony stand holds the only wares for sale on beds of night-hued velvet.  The sounds of the ship seem dimly muted, as if coming through swaddling cloth, though no such cloth exists to excuse the diminution.  You also see a brass-marked claret door.&lt;br /&gt;
|exits= none}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the ebony stand:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a beast-marked leather enchiridion || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-abeastmarkedleatherenchiridion&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-abeastmarkedleatherenchiridion&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;This is a Spirit Beast enchiridion meant for holding multiple Spirit Beasts.  You can OPEN and CLOSE it.  Once open, you can TURN and FLIP through the enchiridion to see what Spirit Beasts are stored inside.  Spirit Beasts can be stored in this item through the use of BEAST EXPEL {object} and then added to a player&#039;s collection via BEAST OFFER {object} when on a page that contains a Spirit Beast.  If you end up with stretches of blank pages in between the stored beasts, try giving the enchiridion a good SHAKE to remove the spaces between pages.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 100000&lt;br /&gt;
|-&lt;br /&gt;
| a fragile rainbow glaes cage || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-afragilerainbowglaescage&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-afragilerainbowglaescage&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;This is a Spirit Beast cage meant for holding a single Spirit Beast.  If this item is filled with a Spirit Beast (typically through BEAST EXPEL {object}), the Spirit Beast can be transfered to and added to another player&#039;s collection via BEAST OFFER {object}.  You can LOOK at this item to determine whether or not there is a beast inside.  If it&#039;s dirty, try CLEANing it to reveal the Spirit Beast it holds!&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 5000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Festshop&lt;br /&gt;
|shopname=Marks of the Beast&lt;br /&gt;
|look=a cross-hatched burnt sienna door&lt;br /&gt;
|location=From Talondown entrance, north, go door&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--==={{{ [Marks of the Beast] }}}===--&amp;gt;===Marks of the Beast===&lt;br /&gt;
{{RoomDescription|&lt;br /&gt;
|roomname=Marks of the Beast, Showroom&lt;br /&gt;
|desc=Bone fetishes dangle from the wood plank ceiling, swaying slightly and clacking together in the heavy, incense-laden air.  Held aloft by a faceless stone idol near the entrance, a shallow bowl of polished flowstone holds glittering baubles within.  Beyond the stolid guardian is a tiered rack made of widowwood.  Like the golvern-inlaid hatch behind it, its flat surfaces are carved with leaping beasts.  You also see a cross-hatched burnt sienna door.&lt;br /&gt;
|exits= none}}&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the flowstone bowl:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a small brass talisman || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-asmallbrasstalisman&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-asmallbrasstalisman&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the brass talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE.  It will also allow you to receive notifications when a Spirit Beast battle begins nearby.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the talisman may be further lightened.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a small silver talisman || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-asmallsilvertalisman&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-asmallsilvertalisman&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the silver talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE.  It will also allow you to receive notifications when a Spirit Beast battle begins nearby.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the talisman may be further lightened.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 25000&lt;br /&gt;
|-&lt;br /&gt;
| a small copper talisman || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-asmallcoppertalisman&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-asmallcoppertalisman&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the copper talisman and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
You sense that the talisman could be used in the pursuit of capturing and summoning Spirit Beasts by using BEAST SENSE, BEAST ATTUNE, and BEAST CAPTURE.  It will also allow you to receive notifications when a Spirit Beast battle begins nearby.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the talisman may be further lightened.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 25000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Container|&lt;br /&gt;
|container=On the widowwood rack:}}&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
| a thin silver syringe || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-athinsilversyringe&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-athinsilversyringe&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the silver syringe and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
Syringes and vials of this type are meant for use with the Spirit Beasts system.&lt;br /&gt;
PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood.  All blood should come from the same type of creature or you&#039;ll have to POUR the vial out to clean it.  When you&#039;re done filling up a vial, UNLOCK the syringe to remove it.  You can LOOK at the vial or syringe at any time to see their status.  You can OFFER blood to Spirit Beasts who are disloyal to win their affection back.  These items should not be altered in any way.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the syringe may be further &amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 15000&lt;br /&gt;
|-&lt;br /&gt;
| a small crystal vial || Weight: &amp;lt;1 pound || &lt;br /&gt;
| &amp;lt;div class=&amp;quot;mw-customtoggle-asmallcrystalvial&amp;quot; style=&amp;quot;text-decoration: underline&amp;quot;&amp;gt;analyze, show description&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-asmallcrystalvial&amp;quot;&amp;gt;&#039;&#039;&#039;Analyze:&#039;&#039;&#039;&amp;lt;br&amp;gt;You analyze the crystal vial and sense that the item is largely free from merchant alteration restrictions, but the creator has stated that &amp;quot;The item type should not change.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creator has also provided the following information:&lt;br /&gt;
Syringes and vials of this type are meant for use with the Spirit Beasts system.&lt;br /&gt;
PUT a vial into a syringe, hunt creatures that have blood, then use DRAW {creature} WITH SYRINGE to take its blood.  All blood should come from the same type of creature or you&#039;ll have to POUR the vial out to clean it.  When you&#039;re done filling up a vial, UNLOCK the syringe to remove it.  You can LOOK at the vial or syringe at any time to see their status.  You can OFFER blood to Spirit Beasts who are disloyal to win their affection back.  These items should not be altered in any way.&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the vial may be further lightened.&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved Posts]]&lt;br /&gt;
*[[/Walkthrough|Walkthrough]]&lt;br /&gt;
*[[/Alterations guide|Alterations Guide]]&lt;br /&gt;
*[[Introduction to Spirit Beasts]]&lt;br /&gt;
*[[Spirit Beast Battle Guide/Status Effects|Status Effects]]&lt;br /&gt;
*[[Spirit Beast Battle Guide]]&lt;br /&gt;
*[[EGShop:Ilixil&#039;s Bestiary|Ilixil&#039;s Bestiary Ebon Gate shop]]&lt;br /&gt;
*[[Spirit Beast stats]]&lt;br /&gt;
*[[Talondown Arena]]&lt;br /&gt;
*[[The Firebird]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Kharam_Dzu&amp;diff=256499</id>
		<title>Kharam Dzu</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Kharam_Dzu&amp;diff=256499"/>
		<updated>2026-04-19T01:19:01Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:TI-teras.gif|thumb|right|Kharam Dzu map by Tsoran]]&lt;br /&gt;
&#039;&#039;&#039;Kharam Dzu&#039;&#039;&#039; is a [[dwarven]] settlement located on [[Teras Isle]] established in 4997.  It remains the only livable town on the island.&lt;br /&gt;
&lt;br /&gt;
Kharam Dzu was founded by [[Ghorsa Borthuum]], founder of the [[Borthuum Mining Company]] and the [[Borthuum Clan]] that still rules Kharam Dzu.  It sits as far south as it could be from the mountain volcano Stormbrow, so named because of the dark clouds circling it like a heavybrow.&lt;br /&gt;
&lt;br /&gt;
At first, Ghorsa Borthuum only wanted to share the riches found in his settlement only with those who had joined him, and to this day the Borthuum Clan of dwarves remains the most exclusive of all the dwarven Clans. After settling in, the dwarves decided that the best profits would be gleaned from trading. Ghorsa devised a system by which a small percentage of profits was redistributed equally among all the members of the Borthuum Clan: the [[Borthuum Mining Company]].&lt;br /&gt;
&lt;br /&gt;
Kharam Dzu has grown into a popular port of trade mostly due to its exclusive access to rare rainbow [[glaes]].  Frequented by experienced adventurers, travel between [[Teras Isle]] and the remainder of the adventuring lands was made via passage on the [[Glaesen Star]], a passenger and cargo ship which made periodic round trips to [[Wehnimer&#039;s Landing]].&lt;br /&gt;
&lt;br /&gt;
Passage on the [[Glaesen Star]] used to be restricted to those of &amp;quot;titled&amp;quot; rank ([[level]] 20), hence young adventurers were unable to reach [[Teras Isle]].&lt;br /&gt;
&lt;br /&gt;
[[Voregrek Borthuum]] is the current Prince of Kharam Dzu and the [[Borthuum Clan]] leader.&lt;br /&gt;
&lt;br /&gt;
== [[NPC]]s of note ==&lt;br /&gt;
*a [[plump wild goose]]&lt;br /&gt;
*a [[lost grey mule]]&lt;br /&gt;
*the locksmith Kniknak&lt;br /&gt;
*the scarred [[Agarnil Kris]], the healer&lt;br /&gt;
*[[Nagrek]] the NPC cleric&lt;br /&gt;
&lt;br /&gt;
==Shops==&lt;br /&gt;
*[[Borthuum Company Store#Dry Goods|General Store]]&lt;br /&gt;
*[[Borthuum Company Store#Gemshop|Jewelers]]&lt;br /&gt;
*[[The Rising Tart]] - bakery&lt;br /&gt;
*[[Golden Helm Inn]] - bar&lt;br /&gt;
*[[Hog&#039;s Pen]] - bar&lt;br /&gt;
*[[The Whining Elf Bar]] - bar&lt;br /&gt;
*[[The Ample Larder]] - butcher&lt;br /&gt;
*[[Big Snorri&#039;s Bows]] - fletcher&lt;br /&gt;
*[[Burlitok&#039;s Brewery]]&lt;br /&gt;
*[[Borthuum Company Store#Clerical Supply|Clerical Supply]]&lt;br /&gt;
*[[Borthuum Company Store#Armory|Armory]]&lt;br /&gt;
*[[Borthuum Company Store#Weaponry|Weaponry]]&lt;br /&gt;
*[[Marienna&#039;s Market]] - fancy clothes&lt;br /&gt;
*[[Thurl&#039;s Leaf and Drink]] - pipes and tobacco&lt;br /&gt;
*[[Thistleberry&#039;s Hut]] - Alchemist&lt;br /&gt;
&lt;br /&gt;
==Profession and Guild Buildings==&lt;br /&gt;
*[[Adventurer&#039;s Guild]]: East and south of the main gate&lt;br /&gt;
*[[Teras Isle&#039;s Cobblers&#039; Co-Operative]]: East side of town at the corner of Imflass and Dragonstail&lt;br /&gt;
*[[Bard Guild]]: East side of town on Krodera near the bakery&lt;br /&gt;
*[[Cleric Guild (Kharam Dzu)|Cleric Guild]]: On the east side of town near Eonak&#039;s shrine, just east of the bank on Rolaren&lt;br /&gt;
*[[Empath Guild (Kharam Dzu)|Empath Guild]]: In the southwest area of town, just south of the healer&#039;s tent&lt;br /&gt;
*[[Ranger Guild]]: Just outside town near the North Gate &lt;br /&gt;
*[[Rogue Guild (Kharam Dzu)|Rogue Guild]]: Abandoned warehouse in the Poor Quarter, west side of town&lt;br /&gt;
*[[Sorcerer Guild (Kharam Dzu)|Sorcerer Guild]]: North of the alchemist on Citrine, west side of town&lt;br /&gt;
*[[Warrior Guild]]: All the way north on Aquamarine Street on the west side of town&lt;br /&gt;
*[[Wizard Guild (Kharam Dzu)|Wizard Guild]]: All the way south on DragonSpine, east side of town&lt;br /&gt;
&lt;br /&gt;
==Services==&lt;br /&gt;
*[[Locks Picked and Lockpicks]] - NPC locksmith&lt;br /&gt;
*[[Borthuum Company Store#Gemshop|Gemshop]]&lt;br /&gt;
*[[Borthuum Company Store#Pelt &amp;amp; Mandible|Furrier]]&lt;br /&gt;
*[[Borthuum Company Store#Pawnshop|Pawnshop]]&lt;br /&gt;
*[[Bank of Kharam-Dzu]]&lt;br /&gt;
*[[Kharam-Dzu Exchange]]&lt;br /&gt;
*[[Mother Lode Inn]]&lt;br /&gt;
*[[Borthuum Company Store#Debt Office|Debt Office]]&lt;br /&gt;
*[[Borthuum Company Store#Permit Office|Demon Permit Office]]&lt;br /&gt;
*[[CHE]] [[Borthuum Company Store#House Clerk|House Clerk]]&lt;br /&gt;
*[[Borthuum Company Store#Tannery|Tannery]]&lt;br /&gt;
*[[Surname registry#Locations|Surname Registry]]&lt;br /&gt;
*[[Kharam Dzu Temple]]&lt;br /&gt;
*[[Paspartu Moving Company]] - locker moving&lt;br /&gt;
*[[Borthuum Company Store#Lockers|public lockers]]&lt;br /&gt;
*[[Adventurer&#039;s Rest]] ([[Super Node]], [[CHE]] annexes and house [[locker]]s)&lt;br /&gt;
*Meeting Hall, Amphitheater (Head E on Mithril Way, go gate, then all the way west and down the ramp to find the entry)&lt;br /&gt;
&lt;br /&gt;
==Premium==&lt;br /&gt;
*[[Welkin Hall]]&lt;br /&gt;
*[[Terasian Seating Emporium]] - [[Premium home#Furniture|furniture]] (chairs)&lt;br /&gt;
*[[Teras premium furniture emporium]] - all other furniture&lt;br /&gt;
*[[Borthuum Company Store#Ashorien Brothers Movers|Furniture Movers]]&lt;br /&gt;
*[[Borthuum Company Store#Muagh River Realty|Realtor]]&lt;br /&gt;
*[[Borthuum Company Store#Borthuum Deed Conveyance|Home deed]]s appraised and purchased&lt;br /&gt;
&lt;br /&gt;
===Premium home neighborhoods===&lt;br /&gt;
*[[Pebble Court]]&lt;br /&gt;
*[[Hedgerows]]&lt;br /&gt;
*[[Pig Puddle Lane]]&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
&lt;br /&gt;
{{Teras Isle clickable map}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
! width=&amp;quot;240px&amp;quot; | Area&lt;br /&gt;
! width=&amp;quot;100px&amp;quot; | Level Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[:Category:Kharam Dzu creatures|Kharam Dzu]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 40-48&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Kharam Dzu was founded by [[Ghorsa Borthuum]] on Teras Isle. Beginning as small dwarven settlement to support the Borthuum Mining Company&#039;s claim on the great peak known as Stormbrow, Kharam Dzu has grown into a popular port of trade mostly due to its exclusive access to rare rainbow glaes. Regular trips between Kharam Dzu and Wehnimer&#039;s Landing can be made courtesy of the good ship Glaesen Star.&lt;br /&gt;
&lt;br /&gt;
Rumors: One of the local brewers claims he has mixed his talent with herbs to create healing ales!&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Hog&#039;s Pen|Hogpen Tavern]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | (non-hostile)&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dwarven ale is known to be smooth, crisp and refreshing. But at the Hogpen Tavern, you&#039;re not likely to enjoy the finer qualities of the brew without breaking a few heads. Miners who frequent the place often call it &#039;the brawling capitol of the world&#039; and it just may be.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: True to its name, the tavern hosts a number of sows in the back.&lt;br /&gt;
&lt;br /&gt;
Rumors: The locals don&#039;t much care for magic so those with the talent would be best advised to keep a low profile.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Greymist Wood]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 26-32&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Basalt Flats]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 28-36&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Fhorian Village]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 38-50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Very little is known about the peoples that once populated this now ruined village. Overgrown with vines, the area shows signs of having been burned to the ground. There is much speculation as to the cause of its demise, but very little evidence to support anyone&#039;s theories.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Mausoleum and Catacombs.&lt;br /&gt;
&lt;br /&gt;
Rumors: Popular opinion is that the village was destroyed by a sky full of angry dragons though no documents or survivors remain to substantiate the rumor.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Temple of Luukos]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 61-63&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | [[Luukos]]: Eater of Souls, God of Death, Lies and Undeath. Needless to say you should not be planning any casual picnics to this place of evil. Although the area is approachable, just getting to the temple is wrought with danger in forms both natural and unnatural. Contact a cleric before attempting visitation.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Dark Palisade, Wind Tunnels, Lover&#039;s Leap.&lt;br /&gt;
&lt;br /&gt;
Rumors: Sailors claim there exists a constant Felstorm or Squall near the temple, something about the foul breath of Luukos.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Eye of V&#039;Tull]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 56-71&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Active and angry, the great volcano on Teras Isle was named after [[V&#039;tull|V&#039;tull the Berserker]], God of Combat and Bloodlust. Though a full eruption has not occurred for many years, it continues to growl and rumble as it pours forth molten rock like a seething wound in the world.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Caverns exist deep within the volcano.&lt;br /&gt;
&lt;br /&gt;
Rumors: When V&#039;tull manifests on Elanthia, it is said the lava from the volcano turns blood red.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Glaes Caverns]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 64-71&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Some places have to be seen to be believed and the Glaes Caverns deep below the Eye of V&#039;Tull is one of these. Beautiful, awe-inspiring and deadly, the caverns are a marvel of nature. Many different and rare types of glaes are displayed both in solid and molten form. There are also signs that the caverns were used by ancient dwarves but for what reason has yet to be determined.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Head of the Beast.&lt;br /&gt;
&lt;br /&gt;
Rumors: This place may have once hosted dark dwarven rituals involving the creation of powerful weapons of glaes.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[McKyren&#039;s Folly]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 81-84&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The McKyren family was well known in Kharam Dzu for their amazing talents in stone working. Legend has it that the youngest son of the family discovered and befriended an ancient power while practicing his craft near some caverns far from town. Remains of his work can be seen in the form of mosaics, now in partial ruin and located deep within a volcano known as the Eye of V&#039;Tull. His &#039;Folly&#039; eludes to a bottomless pit within the caves.&lt;br /&gt;
&lt;br /&gt;
Rumors: It is said that McKyren jumped into the bottomless pit in order to save his mysterious companion from the attack of a powerful foe. It is unknown whether or not he survived the jump, as no one has yet volunteered to journey to the bottom of the bottomless pit to verify his demise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Lava Flows]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 43-58&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Black and sulfurous, the land in and around the lava that flows from the angry Eye of V&#039;Tull is barely navigable. Still, brave or foolish adventurers can find their way across the flows almost as easily as the dreadful creatures that thrive there. Water is at a premium so be sure to pack an extra canteen.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Basalt Hillock.&lt;br /&gt;
&lt;br /&gt;
Rumors: Locals claim that the cinder wasps paralyse their victims and lay eggs within them, which later hatch much to the dismay of the victim. Unfortunately, no one has come forward claiming to have survived such an experience that could offer proof that this is anything more than an old wives tale.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The F&#039;Eyrie]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 85-90&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The highest peaks of Teras Isle&#039;s tallest mountain, Stormbrow.  Inhabited by flaming winged entities and their golem-like protectors.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Pinnacle.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Ruined Temple]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 92-105&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A partially sunken temple off the coast of the Fhorian Village. Intense whirlpools and eddies bar all but the strongest of swimmers from entry. A host of watery denizens walk the halls of the ancient ruins.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: The Nexus.&lt;br /&gt;
&lt;br /&gt;
Rumors: The temple is said to be dedicated to the Great Water Elemental, [[Nelemar]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Public Gathering Places==&lt;br /&gt;
{{#section-h:Node|[[Kharam Dzu]]}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Teras Isle and Kharam Dzu Area (map)|Area maps]]&lt;br /&gt;
* [[Kharam Dzu 120th Anniversary Celebration]]&lt;br /&gt;
* [http://www.play.net/gs4/info/geography/area.asp?area=396 Geographical Area: Kharam Dzu] on play.net&lt;br /&gt;
* [http://www.play.net/gs4/info/tomes/dwarven_history/dwarf_modern.asp A History of Dwarves] on play.net&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Towns/Kharam%20Dzu/view Kharam Dzu Officials folder]&lt;br /&gt;
* [http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Teras%20Isle%20Hunting%20Areas/view Teras Isle Hunting Areas Officials folder]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
{{Dwarves}}&lt;br /&gt;
[[category:Teras Isle| ]]&lt;br /&gt;
[[category:Kharam Dzu| ]]&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Web_(118)&amp;diff=256489</id>
		<title>Web (118)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Web_(118)&amp;diff=256489"/>
		<updated>2026-04-18T00:43:09Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added a note about spell hindrance and added the mana cost for the open (area webs) version.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = WEB&lt;br /&gt;
 | duration = Instantaneous (Targeted)&amp;lt;br&amp;gt;5 min. (Area)&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[SMR]], [[Bolt]], Area Effect&lt;br /&gt;
 | target = Single or Room&lt;br /&gt;
 | interval = Special (see left)&lt;br /&gt;
 | dtype = [[HP]], Critical (Bolt version)&lt;br /&gt;
 | status = [[Webbed]]&lt;br /&gt;
 | cast_rt = Variable&lt;br /&gt;
 | mana_cost = Variable&lt;br /&gt;
 | ctype = [[Unbalance critical table|Unbalance]] (Bolt version)&lt;br /&gt;
 | navigation = {{minor spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;lt;!-- Short description blurb for transclusion --&amp;gt;&amp;lt;section begin=description /&amp;gt;&amp;lt;includeonly&amp;gt;Web can be used as a [[Web (118)#Single Target Maneuver|single target]] maneuver attack, a [[Web (118)#Area|area effect]] that triggers maneuver rolls, or a [[Web (118)#Bolt|bolt spell]].&amp;lt;/includeonly&amp;gt;&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;Web&#039;&#039;&#039; spell has three versions:&lt;br /&gt;
*&#039;&#039;&#039;[[#Single Target Maneuver|Single Target Maneuver]]&#039;&#039;&#039;: When CAST at a target, the caster attempts to summon sticky webbing to ensnare a single target.&lt;br /&gt;
*&#039;&#039;&#039;[[#Area|Area]]&#039;&#039;&#039;: The caster can simply CAST Web and it will generate a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. The area web triggers a maneuver roll on potential enemies attempting to attack or move through the room.&lt;br /&gt;
*&#039;&#039;&#039;[[#Bolt|Bolt]]&#039;&#039;&#039;: This version is accessible with 20 ranks of [[Spiritual Lore, Summoning]]. The caster can EVOKE the spell, upon which webbing shoots forcefully at the target causing damage and potential knockdown. Additionally, the target has a chance to be struck with enough webbing to be ensnared by it for a time.&lt;br /&gt;
&lt;br /&gt;
== Single Target Maneuver ==&lt;br /&gt;
&lt;br /&gt;
The single target maneuver version of the spell is the default when incanting or casting at a target. This version has a cast time of 2 seconds and a mana cost of 5.&lt;br /&gt;
&lt;br /&gt;
The caster attempts to summon sticky webbing to ensnare a single target. This is an [[SMR]] attack that applies [[Webbed]] if successful for a duration calculated with the [[standard negative duration formula]]. The success rate of the attack is improved with the caster&#039;s level, skill ranks in the Minor Spiritual spell circle, and [[Spell Aiming]].&lt;br /&gt;
&lt;br /&gt;
The [[Webbed]] effect prevents targets from taking most actions, applies a significant penalty to [[Defensive Strength]], and disables the chance to outright [[Evade]]/[[Parry]].&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|[[PREP]] 118 {{!}} [[CAST]] {target} }}or{{boldmono| [[INCANT]] 118 }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 CAST CLOSED }}to use once if something else is set to default {{boldmono|INCANT}} ({{boldmono|CLOSED}} is optional unless Area Web is set as the default {{boldmono|INCANT}})&lt;br /&gt;
*{{boldmono|INCANT SET CLOSED 118 }}to reset {{boldmono|INCANT}} to use this version&lt;br /&gt;
&lt;br /&gt;
== Area ==&lt;br /&gt;
&lt;br /&gt;
The area version of the spell is available by [[open cast]]ing without specifying a target. This version has a mana cost of 10.&lt;br /&gt;
&lt;br /&gt;
The caster creates a large sticky web in the room that lasts 5 minutes or until it runs out of snare charges. A fresh web will have 2 snare charges plus additional charges based on [[Spiritual Lore, Summoning]]: see [[#Lore Benefits|Lore Benefits]]. The web does not automatically dissipate if the caster leaves the room.&lt;br /&gt;
&lt;br /&gt;
Player or creature actions have a chance to trigger an [[SMR]] attack (identical to the single target version) in the following situations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Player-Cast Webs&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Creature-Cast Webs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:text-top&amp;quot; | If the web was cast by a player, then it is safe for caster&#039;s group, but a warding check will trigger for:&lt;br /&gt;
*an ungrouped player attempting to attack in the room&lt;br /&gt;
*a creature entering the room&lt;br /&gt;
*a creature attempting to attack in the room&lt;br /&gt;
*a creature attempting to exit the room&lt;br /&gt;
| style=&amp;quot;vertical-align:text-top&amp;quot; | If the web was cast by a creature, then a check will trigger for:&lt;br /&gt;
*a player attempting to attack in the room&lt;br /&gt;
*a player attempting to exit the room&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Every time a web is triggered, it consumes one snare charge (whether or not the check was successful). The [[#Area Web|size descriptor]] of the web indicates the number of charges remaining.&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|PREP 118 {{!}} CAST }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 OPEN }}to cast Area Web once using {{mono|INCANT}} &lt;br /&gt;
*{{boldmono|INCANT SET OPEN 118 }}to always cast Area Web using {{mono|INCANT}}&lt;br /&gt;
&lt;br /&gt;
== Bolt ==&lt;br /&gt;
&lt;br /&gt;
Web Bolt is unlocked with 20 ranks of Spiritual Lore, Summoning.  It is cast using {{boldmono|[[EVOKE]]}}, costs 9 mana, and uses the [[unbalance critical table]], producing injuries along with frequent knockdowns and stuns. When the target is hit successfully there is also a chance to ensnare the target in a web for up to a minute.&lt;br /&gt;
&lt;br /&gt;
As a [[bolt spell]], it requires training in [[Spell Aiming]] to be effective and can be {{boldmono|[[CHANNEL]]}}ed.&lt;br /&gt;
&lt;br /&gt;
;Usage&lt;br /&gt;
*{{boldmono|PREP 118 {{!}} EVOKE {target} }}or{{boldmono| INCANT 118 EVOKE }}to use&lt;br /&gt;
*{{boldmono|INCANT 118 EVOKE CLOSED }}to cast Web Bolt once using {{boldmono|INCANT}} ({{boldmono|CLOSED}} is optional unless Area Web is set as the default {{boldmono|INCANT}})&lt;br /&gt;
*{{boldmono|INCANT 118 EVOKE CHANNEL CLOSED }}to channel Web Bolt once using {{boldmono|INCANT}} &lt;br /&gt;
*{{boldmono|INCANT SET EVOKE 118 }}to always cast Web Bolt using {{boldmono|INCANT}} followed by&lt;br /&gt;
**{{boldmono|INCANT SET CHANNEL 118 }}to always channel Web Bolt using {{boldmono|INCANT}}&lt;br /&gt;
&lt;br /&gt;
===Damage Factor Table===&lt;br /&gt;
{{Boltspell table start}}&lt;br /&gt;
{{Boltspell table entry|spell = Web (118) Bolt|DFcloth = .520|DFleather = .420|DFscale = .330|DFchain = .300|DFplate = .210&lt;br /&gt;
|AvD1=52&lt;br /&gt;
|AvD5=44|AvD6=43|AvD7=42|AvD8=41&lt;br /&gt;
|AvD9=39|AvD10=37|AvD11=35|AvD12=33&lt;br /&gt;
|AvD13=44|AvD14=40|AvD15=36|AvD16=32&lt;br /&gt;
|AvD17=52|AvD18=46|AvD19=40|AvD20=34}}&lt;br /&gt;
{{Table end}}&lt;br /&gt;
&lt;br /&gt;
===Chance to Ensnare Target===&lt;br /&gt;
&lt;br /&gt;
Additional training in Spiritual Lore, Summoning will increase the chance of ensnaring the target in a sticky webbing by 1% for every 2 ranks.  At 140 ranks there is a 100% chance to web a like-level target.  Over training will offset any additional level penalty. The chance of applying the webbed condition is&lt;br /&gt;
{{Equation box|{{math|1=&amp;lt;b&amp;gt;% chance to web = 30 + (SL:S ranks / 2) ± (level difference)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;/b&amp;gt;}}}}&lt;br /&gt;
&lt;br /&gt;
So if the caster is 5 levels over the target, they get a bonus of 25.  If they are 5 levels lower, they get a penalty of 25.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning ranks||20||40||60||80||100||120||140&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|% chance for like-level target to be [[webbed]]||40%||50%||60%||70%||80%||90%||100%&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;Not all thresholds shown.  Chances are vs. like-level targets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Channel===&lt;br /&gt;
{{bolt-channel}}&lt;br /&gt;
&lt;br /&gt;
==Spell Hindrance==&lt;br /&gt;
&lt;br /&gt;
If Web fails due to Spell Hindrance, it costs 10 mana.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
===Area Web===&lt;br /&gt;
The number of ensnare charges increases by 1 at set thresholds of [[Spiritual Lore, Summoning]], with a maximum of 10 total ensnare charges achieved at 180 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center}} &lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning, ranks||-||-||5||15||30||50||75||105||140||180&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total Area Web ensnare charges||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Web descriptor||big||large||expansive||giant||gigantic||huge||enormous|| || ||colossal &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Web Bolt===&lt;br /&gt;
&lt;br /&gt;
Web Bolt is unlocked with 20 ranks of Spiritual Lore, Summoning. Additional training in the lore increases the damage factor and the chance of ensnaring the target on a successful hit.&lt;br /&gt;
&lt;br /&gt;
====Damage Factor Bonus====&lt;br /&gt;
Training in Spiritual Lore, Summoning increases the spell&#039;s [[damage factor]] (DF) according to the table below (bolt version only).&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|- style= &amp;quot;text-align:center; background: #DDD;&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Summoning&amp;lt;br&amp;gt;Lore Ranks&#039;&#039;&#039;||&#039;&#039;&#039;&amp;lt;center&amp;gt;Damage Factor&amp;lt;br&amp;gt;Increase&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1 to 50&amp;lt;/center&amp;gt;||0.001 per rank&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;51 to 100&amp;lt;/center&amp;gt;||0.001 per two ranks&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;101 to 200&amp;lt;/center&amp;gt;||0.001 per four ranks&lt;br /&gt;
|}&lt;br /&gt;
The total DF increase with 200 ranks SL, Summoning lore is 0.100.&lt;br /&gt;
&lt;br /&gt;
==== Ensnare Chance ====&lt;br /&gt;
&lt;br /&gt;
Additional training in Spiritual Lore, Summoning will increase the chance of ensnaring the target in a sticky webbing, from the base chance of 40% vs. same-level targets at 20 lore skill ranks, by 1% for every 2 additional ranks.&lt;br /&gt;
&lt;br /&gt;
==Interactions with Other Spells==&lt;br /&gt;
&lt;br /&gt;
*[[Call Swarm (615)]] will enhance the strength of the web.  Messaging can be viewed [[Call Swarm (615)#Interactions with other spells|here]].&lt;br /&gt;
*[[Arashan]] summoned with [[Minor Summoning (725)]] can add charges to area webs and take control over hostile webs (area webs cast by other characters/creatures).  Multiple arashan can add to the same web.&lt;br /&gt;
&lt;br /&gt;
===Fire===&lt;br /&gt;
[[Fire Spirit (111)]], [[Minor Fire (906)]] / [[gold wand]]s, and [[Major Fire (908)]] can be used on a web (both on a webbed creature and an area effect web) to set the webbing on fire.  This does additional damage to the creatures ensnared in the web, but the web will dissipate quicker.   Vials from immolation traps removed via [[Lock Mastery]] will have the same effect.&lt;br /&gt;
&lt;br /&gt;
Because of the good chances for knockdown, webbing, or general stun from the bolt version of Web, it couples very well with Fire Spirit as a general hunting tactic.  Web can be cast first until a hit is successful (owing to its lower mana cost), and Fire Spirit can then follow, typically with a much stronger hit for one or more of the above reasons.  Of course, the same is true with the warding or area effect versions (although the mana cost will be higher), and a caster can choose the appropriate version of Web for the situation.&lt;br /&gt;
&lt;br /&gt;
If one wants to dissipate a hostile Area Web, setting it on fire and sticking around might backfire.&lt;br /&gt;
&lt;br /&gt;
The interaction with fire also makes Web particularly effective with fire [[flare|flaring]] [[runestaff|runestaves]].  A successful cast of the warding version will always web an appropriate target, where as the chance to web on a bolt cast will depend on the caster&#039;s lore training noted above.  Any case where the spell results in the target becoming webbed and a fire flare occurs will induce extra damage.&lt;br /&gt;
&lt;br /&gt;
=== Dispelling Web ===&lt;br /&gt;
*[[Untrammel (209)]] will dispel webbing, both area and targeted.  They can also be removed by the channeling the various dispels (such as [[Spirit Dispel (119)]] and [[Elemental Dispel (417)]]).&lt;br /&gt;
*[[Alchemy]]-made [[fine opaline dust]] containing the Untrammel spell can be used with no [[Magic Item Use]] to dispel webs.&lt;br /&gt;
*[[Adrenal Surge (1107)]] has a chance to release a webbed target from webs.&lt;br /&gt;
*[[Troubadour&#039;s Rally (1040)]] has a chance when [[SHOUT_(verb)|shouted]] to free a person trapped by a web, as well as other players joined to the [[Bard]]. Ranks of [[Mental Lore, Telepathy]] add to this chance.&lt;br /&gt;
*[[Berserk]] and [[Divine Intervention]] will attempt to break the webbed effect on oneself.&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
*Use Area Web in swarms of creatures.&lt;br /&gt;
*Web adjacent rooms for some added protection while [[foraging]].&lt;br /&gt;
*Use Web against flying creatures.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
;Single target maneuver&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a rolton.&lt;br /&gt;
Cloudy wisps swirl about a rolton.&lt;br /&gt;
[SMR result: 442 (Open d100: 34)]&lt;br /&gt;
The wisps solidify into thick strands of webbing that tighten about his body!&lt;br /&gt;
Cast Roundtime 2 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Area Web with fire&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A monkey scampers in!&lt;br /&gt;
Moving forward, a monkey gets too close to the rippling, sticky web!&lt;br /&gt;
Dozens of silk threads spin into action, ensnaring a monkey!&lt;br /&gt;
A monkey is overcome by the heat of the burning web!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
Back bursts into a spectacular display of flames.  Bet it hurts too.&lt;br /&gt;
The monkey is stunned!&lt;br /&gt;
The webbing around a monkey catches fire!&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
Burst of flames char abdomen a crispy black.&lt;br /&gt;
The flames surrounding a monkey continue to burn.&lt;br /&gt;
&lt;br /&gt;
{10 seconds later...}&lt;br /&gt;
&lt;br /&gt;
The flames surrounding a monkey flare up violently...&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
Extreme heat causes a monkey&#039;s left arm to expand and snap.  That must hurt!&lt;br /&gt;
&lt;br /&gt;
{10 seconds later...}&lt;br /&gt;
&lt;br /&gt;
The flames surrounding a monkey flare up violently...&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
Flames cook a monkey&#039;s back.  Looks about medium well.&lt;br /&gt;
The monkey falls back into a heap and dies.&lt;br /&gt;
The flames surrounding a monkey quickly die down.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Flaring Runestaff&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a gaunt spectral servant.&lt;br /&gt;
You shoot strands of webbing at a gaunt spectral servant!&lt;br /&gt;
   AS: +323 vs DS: +230 with AvD: +52 + d100 roll: +43 = +188&lt;br /&gt;
   ... and hit for 63 points of damage!&lt;br /&gt;
   Painful attack flays the leg from thigh to calf.&lt;br /&gt;
   New skin lies, snakelike, beneath the old.&lt;br /&gt;
   The spectral servant is stunned!&lt;br /&gt;
A gaunt spectral servant is firmly webbed in place.&lt;br /&gt;
&lt;br /&gt;
 ** Your ebonwood staff flares with a burst of flame! **&lt;br /&gt;
&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Your attack whistles right through the spectral servant&#039;s face.&lt;br /&gt;
   Dimples!&lt;br /&gt;
The webbing around a gaunt spectral servant catches fire!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Smash to the chest!&lt;br /&gt;
   Good thing there were no ribs there to shatter.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Web Bolt&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at a kobold.&lt;br /&gt;
You shoot strands of webbing at a kobold!&lt;br /&gt;
  AS: +386 vs DS: -37 with AvD: +44 + d100 roll: +67 = +534&lt;br /&gt;
   ... and hit for 224 points of damage!&lt;br /&gt;
   Strike to lower back stuns the kobold.&lt;br /&gt;
The kobold crumples to a heap on the ground and dies.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]&lt;br /&gt;
*[[Announcement: Spell Disabler Review Live!]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=3#118 Minor Spiritual Spell Circle: Web], on Play.net&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ethereal_Censer_(320)&amp;diff=256488</id>
		<title>Ethereal Censer (320)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ethereal_Censer_(320)&amp;diff=256488"/>
		<updated>2026-04-18T00:41:12Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: Added a note about spell hindrance.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | mnemonic = CENSER&lt;br /&gt;
 | duration = 30 seconds&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[SMRv2|Maneuver]] (SMRv2)&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | dtype = Health&lt;br /&gt;
 | ctype = [[Disintegration critical table|Disintegration]]&lt;br /&gt;
 | status = None&lt;br /&gt;
 | mana_cost = 0&lt;br /&gt;
 | navigation = {{cleric base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Ethereal Censer&#039;&#039;&#039; shapes mana into a smoky haze that invigorates the caster and may optionally be targeted to ensnare a single enemy in a [[SMR|maneuver]]-based attack. The strength of the attack is determined by Cleric Base spell ranks, [[Spell Aiming]], and [[Spiritual Lore, Religion]].&lt;br /&gt;
&lt;br /&gt;
The lingering effect of the smoke provides a replenishment effect to the caster for 30 seconds which reduces the mana cost of subsequent spells. This effect occurs even if the initial maneuver misses.&lt;br /&gt;
&lt;br /&gt;
The base mana reduction benefit for subsequent spells is 20% and increases once a cleric has more than 200 skill bonus (i.e. 100 skill ranks) in [[Spirit Mana Control]] (up to 30% at 3x SMC). In addition, there is a spell rotation bonus for casting different spells. Every time the cleric casts a different spell than the previous few spells, the bonus is +5%, up to +25% after 5 spells. If at any time the cleric recasts any spell they had already cast since starting the rotation, the spell rotation &#039;&#039;&#039;bonus&#039;&#039;&#039; resets to 0%. &lt;br /&gt;
&lt;br /&gt;
Ethereal Censer has a 30 second cooldown between recasts. There is a base 0.3% chance every 2 seconds for the cooldown to end early, increased by [[#Lore Benefits|Spiritual Lore, Religion]].&lt;br /&gt;
&lt;br /&gt;
Ethereal Censer has no mana cost.&lt;br /&gt;
&lt;br /&gt;
{{Usage|s=320}}&lt;br /&gt;
&lt;br /&gt;
==Maneuver==&lt;br /&gt;
1x Cleric Base spell ranks and 2x Spell Aiming ranks are expected for normal like-level performance.&lt;br /&gt;
&lt;br /&gt;
To increase the maneuver&#039;s effectiveness through training: 2 Cleric Base spell ranks = 4 Spell Aim ranks = each Religion Lore threshold.&lt;br /&gt;
&lt;br /&gt;
Cleric Base spell ranks above level help but have diminishing returns: the next 50 Cleric Base spell ranks above level are only half as effective. Ranks 51+ past level are 1/5 as effective.&lt;br /&gt;
&lt;br /&gt;
The maneuver is only meant to be moderately powerful, as the main design of the spell is around mana reduction. The damage output is based solely on the maneuver roll result and if successful deals [[Disintegration critical table|disintegration]] critical damage.&lt;br /&gt;
&lt;br /&gt;
==Mana Reduction==&lt;br /&gt;
The base mana reduction benefit for subsequent spells is 20% and increases once a cleric has more than 200 skill bonus (i.e. 100 skill ranks) in [[Spirit Mana Control]] (up to 30% at 300 SMC Ranks, using the formula of &#039;&#039;&#039;20% + ((SMC skill bonus - 200) / 20)&#039;&#039;&#039;). In addition, there is a spell rotation bonus for casting different spells. Every time the cleric casts a different spell than the previous few spells, the bonus is +5%, up to +25% after 5 spells. If at any time the cleric recasts any spell they had already cast since starting the rotation, the spell rotation bonus resets to 0%. &lt;br /&gt;
Subsequent casts of 320 have no effect, positive or negative, on the rotation.&lt;br /&gt;
&lt;br /&gt;
The mana reduction effect does not apply to spells above level 19 but those spells will count towards the rotation bonus.&lt;br /&gt;
&lt;br /&gt;
The rotation bonus does not apply to any spells that do not use mana (i.e. wands, scrolls, 1700, etc.).&lt;br /&gt;
&lt;br /&gt;
The spell also tracks partial mana savings over time and refunds the mana when a full mana point of savings is reached (i.e. if you save 0.4 mana on each 302 cast, you would receive 0 mana reduction on the first two casts and 1 mana reduction on the third cast, with an additional 0.2 mana savings to be applied later).&lt;br /&gt;
&lt;br /&gt;
[[Multicast]] functions properly both on reducing the cost of each cast, as well as triggering the bonus.&lt;br /&gt;
&lt;br /&gt;
== Spell Hindrance ==&lt;br /&gt;
&lt;br /&gt;
If a cast of Ethereal Censer fails due to Spell Hindrance, it costs the full 20 mana. As a consequence, this spell is almost certainly not worth casting if you&#039;re wearing any armor heavier than Double Leather.&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] increases the effectiveness of the maneuver attack using a [[Summation chart|seed 1 summation]] of ranks. Example: 55 ranks = 10 thresholds = +10% maneuver effectiveness.&lt;br /&gt;
&lt;br /&gt;
Religion Lore also increases the base 0.3% chance for the cooldown to end early by 0.1% per seed 1 summation of ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable|text-align:center}}&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Religion ranks||0||1||3||6||10||15||21||28||36||45||55||66||78||91||105||120||136||153||171||190&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Reset Chance Every 2s||.3%||.4%||.5%||.6%||.7%||.8%||.9%||1.0%||1.1%||1.2%||1.3%||1.4%||1.5%||1.6%||1.7%||1.8%||1.9%||2.0%||2.1%||2.2%&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Cumulative Reset Chance||4.1%||5.5%||6.8%||8.1%||9.4%||10.6%||11.9%||13.1%||14.3%||15.6%||16.7%||17.9%||19.1%||20.2%||21.3%||22.5%||23.6%||24.6%||25.7%||26.8%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The base chance for the cooldown to end early is 1 - .997^14 = 4.1% (over 14 ticks, every 2 seconds for 30 seconds). With 28 ranks of [[Spiritual Lore, Religion]] this is increased to 1 - .99^14 = 13.1%. The value of the cooldown resetting early goes down with each 2s tick as the natural end of the cooldown approaches.&lt;br /&gt;
&lt;br /&gt;
If the cooldown ends early and you recast while the original effects are still active, the mana return effect will stack but the 30 duration on the mana reduction effect is simply reset to 30 seconds.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Self-Cast &lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 320&lt;br /&gt;
You chant a reverent litany, clasping your hands while focusing upon the Ethereal Censer spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast&lt;br /&gt;
You gesture.&lt;br /&gt;
&#039;&#039;This section on cast changes based on CONVERT-status. See below deity messaging.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the fragrant haze settles over you, you feel revitalized.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Cooldown &lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
Your ethereal censer fades away, leaving only a faint lingering scent of incense.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You sense the flows of mana around you are once again strong enough to support the manifestation of an ethereal censer.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!SNIFF Messaging&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&lt;br /&gt;
&amp;gt;&lt;br /&gt;
You have the powerful scent of cedar and aromatic cypress wafting from your skin.  Notes of crisp vetiver linger above a sharp incense base, like the flame of a flickering taper.&lt;br /&gt;
&amp;gt;&lt;br /&gt;
The subtle scent which had been clinging to you dissipates.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|Combat Resolution&lt;br /&gt;
|-&lt;br /&gt;
!Successful cast&lt;br /&gt;
|&amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 320&lt;br /&gt;
You chant a reverent litany, clasping your hands while focusing upon the Ethereal Censer spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&amp;gt;cast rolt&lt;br /&gt;
You gesture at a rolton.&lt;br /&gt;
&#039;&#039;This section on cast changes based on CONVERT-status. See below deity messaging.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[SMR result: 581 (Open d100: 179)]&lt;br /&gt;
A rolton becomes enveloped in the incense smoke!&lt;br /&gt;
   ... 50 points of damage!&lt;br /&gt;
   Vicious attack begins at base of neck and moves upwards, leaving only a fine mist above the rolton&#039;s shoulders!&lt;br /&gt;
The rolton collapses to the ground, emits a final bleat, and dies.&lt;br /&gt;
&lt;br /&gt;
As the fragrant haze settles over you, you feel revitalized.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Spells-Arkati-LST}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Cleric_Base_(saved_posts)#Ethereal Censer (320)|Ethereal Censer (saved posts)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#320 Cleric Spell Circle: Ethereal Censer], on play.net&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rotting_Citadel_arbalester&amp;diff=256040</id>
		<title>Rotting Citadel arbalester</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rotting_Citadel_arbalester&amp;diff=256040"/>
		<updated>2026-04-14T22:45:03Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: /* Hunting strategies */ clarified that they do sweep, but rarely.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 58&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Citadel&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Heavy crossbow&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 312&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Sweep&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 272&lt;br /&gt;
| Ranged = 261&lt;br /&gt;
| Bolt = 251&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 185&lt;br /&gt;
| CleTD = 202&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 173&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 224&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = 224&lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
A rusted conical helmet, wrapped in a band of buff and blue, sits above the empty eye sockets of a skull draped in the rotting remains of a rotting Citadel arbalester&#039;s face.  Residual juices drip from the head of the arbalester and down a ragged surcoat of buff and blue cinched with a tattered leather belt buckled with a rusted shield stamped with a large letter &amp;quot;E.&amp;quot;  A quiver hangs from the belt, flush with feathered bolts and within easy reach of the arbalester&#039;s gloved hands.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
&lt;br /&gt;
It&#039;s well advised to somehow prevent arbalesters from firing at all unless you are absolutely certain they cannot hit you. Besides having a very short roundtime between shots (about 3 seconds), their arrows flare fire, so even a near-miss is potentially lethal, and successful shots hit the eyes often enough it&#039;s possible they are aiming for them. Stunning, inducing [[Roundtime|RT]] (e.g. [[Slow (504)]], [[Pious Trial (1602)]], etc), and removing an arm are all good options.&lt;br /&gt;
&lt;br /&gt;
They can sweep but don&#039;t do it very often.&lt;br /&gt;
&lt;br /&gt;
[[Vibration Chant (1002)]] works particularly well; their heavy crossbows, by virtue of crumbling once the arbalester is dead, will disappear into the shadows if chanted out of their hands, at which point they are limited to swinging at you with a fist which is essentially harmless. They will sometimes still sweep, keep that in mind if using this strategy.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Arbalesters can set their arrows on fire, which can then result in flares:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A rotting Citadel arbalester pulls a linen-wrapped bolt and a piece of flint from her quiver.  She strikes the flint against the bolt&#039;s metal tip and the linen is immediately set ablaze!&lt;br /&gt;
A rotting Citadel arbalester cocks her arbalest and loads it with a wooden burning bolt.&lt;br /&gt;
A rotting Citadel arbalester fires a wooden burning bolt at you!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;AS: +312 vs DS: +306 with AvD: +22 + d100 roll: +96 = +124&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... and hits for 4 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Tap to the arm pricks some interest but not much else.&lt;br /&gt;
&amp;amp;nbsp;** As a rotting Citadel arbalester&#039;s burning bolt hits you, it emits a burst of flame! **&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 20 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Flames incinerate muscle tissue in neck exposing the trachea.  More than you ever wanted to see.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;You are stunned for 4 rounds!&lt;br /&gt;
The burning bolt burns away into nothingness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 56&lt;br /&gt;
|levelm1 = 57&lt;br /&gt;
|level = 58&lt;br /&gt;
|levelp1 = 59&lt;br /&gt;
|levelp2 = 60&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Decaying_Citadel_guardsman&amp;diff=256039</id>
		<title>Decaying Citadel guardsman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Decaying_Citadel_guardsman&amp;diff=256039"/>
		<updated>2026-04-14T22:42:48Z</updated>

		<summary type="html">&lt;p&gt;SURIAL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 56&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = corporeal undead&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = The Citadel&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 300&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Hammer of Kai&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 327&lt;br /&gt;
| PA2 = &lt;br /&gt;
| PAB = &lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Charge&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Trip&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 303&lt;br /&gt;
| Ranged = 216&lt;br /&gt;
| Bolt = 259&lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = 168&lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 197&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 194&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = none&lt;br /&gt;
 | skin = none&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
Blazing white balefire fills the eye sockets of the &#039;&#039;&#039;Citadel guardsman&#039;&#039;&#039;, who is dressed in the deteriorating remains of a once resplendent uniform of buff and blue.  The taut, sinewy flesh stretched over the guardsman&#039;s exposed face and hands is riddled with gaping holes that reveal the desiccated remains of muscle and cartilage.  Gripped firmly in hands of exposed bone and flesh is an immaculate Hammer of Kai, which is aflame in a radiant white fire that burns along its blade.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
For some reason, they cannot be swept, even by a rogue who has mastered Sweep. Trying will result in roundtime and may leave the hunter in a kneeling position.&lt;br /&gt;
&lt;br /&gt;
Since they shake off stuns easily, removing a leg and then their weapon arm may be a good idea.&lt;br /&gt;
&lt;br /&gt;
Their only threat is the rather hard hitting Hammer of Kai that they hold, especially if it is a red steel one. Singing it out of their hands with [[Vibration Chant (1002)]] is a good answer to them: Their usual weapon will roll into the shadows and disappear, though red steel hammers of kai will simply drop to the floor, so be ready to pick them up and stow them or put them in a disk. Red steel hammers of kai can still shatter on a high enough warding roll; if you intend to sell them, keep that in mind.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
Although their default weapon is a tarnished and rusted [[Hammer of Kai]], sometimes they spawn with a polished red steel Hammer of Kai, which has [[plasma critical table|plasma flares]].  Most other creatures will readily snatch up this weapon if it is left on the ground; for this reason, and because they nominally sell for 1500 silvers at the pawnshop, it is a good idea to bring in a [[Floating Disk (511)|disk]] in which to stash them.  These red Hammers also have a special maneuver attack:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!&lt;br /&gt;
&lt;br /&gt;
One of the brilliant white motes heads right for you!&lt;br /&gt;
You struggle as you try to avoid a mote of radiant white energy, falling to the floor just as it hits you with a searing blast!&lt;br /&gt;
&lt;br /&gt;
... 75 points of damage!&lt;br /&gt;
Muscle and bone blasted to pieces by searing wave of energy!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;&lt;br /&gt;
A decaying Citadel guardsman raises his red steel Hammer of Kai high above his head and begins twirling it around. Faster and faster it spins, causing radiant white flames to fly out in all directions and shower the room in motes of searing plasma!&lt;br /&gt;
&lt;br /&gt;
One of the brilliant white motes heads right for you!&lt;br /&gt;
A mote of radiant white energy passes harmlessly by you!&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{Log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
A decaying Citadel guardsman marches into the room shouting, &amp;quot;The Citadel will not fall, you troll scum!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman paces anxiously back and forth muttering, &amp;quot;Mother&#039;s mercy, when will those drums cease?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman hefts his red steel Hammer of Kai, readying himself for battle.&lt;br /&gt;
&lt;br /&gt;
A decaying Citadel guardsman kneels and murmurs a short prayer before rising back to her feet.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 54&lt;br /&gt;
|levelm1 = 55&lt;br /&gt;
|level = 56&lt;br /&gt;
|levelp1 = 57&lt;br /&gt;
|levelp2 = 58&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>SURIAL</name></author>
	</entry>
</feed>