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		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_combat&amp;diff=111823</id>
		<title>Beginner&#039;s guide to combat</title>
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		<summary type="html">&lt;p&gt;SVRN: Correct typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Combat!  No matter what profession you elect for your character, you will be exposed to combat in the world of [[Elanthia]].  For most professions, combat is the primary path to knowledge, advancement and riches.  Outside of a town&#039;s walls the world awaits, usually to devour your character!  Denizens of the lands like trolls, zombies, orcs, and even the occasional rabid squirrel - yes, all these and more wait to send your character to meet his or her [http://www.play.net/gs4/info/death-help.asp demise].  In many cases, the only way to fight off these horrors is literally to engage them in combat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{PrettyTOCleft}}&lt;br /&gt;
&lt;br /&gt;
==Combat Components==&lt;br /&gt;
Even though for the most part your character should feel safe while in town, from time to time creatures will band together to test the mettle of a town&#039;s population.  Usually, these invasions are immediately noticeable, but a sure sign is if you check the town&#039;s [[JUSTICE (verb)|justice]] status and find that the chaos has the attention of the local constabulary.  In order for your character to have a chance, you need to understand the basics about combat.  This guide will share these basics to give you a fair shot at ensuring your character&#039;s survival. But combat can be very complex, so don&#039;t expect to learn all the in&#039;s and out&#039;s in this guide.  You&#039;ll have to take your character out and experience it for yourself to really gain any competency.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s simplify it a bit, though.  Combat is made up primarily of three factors:  What you&#039;re going to attack with; What you&#039;re going to defend with, and; The combat resolution system itself, which compares your character&#039;s skills and various advantages against your foe&#039;s skills and advantages to determine the outcome of your attack.  Or, of course, the outcome of your foe&#039;s attack against your character.  Let&#039;s take a broad look at each of these three factors.&lt;br /&gt;
&lt;br /&gt;
===Tools for the Attack===&lt;br /&gt;
In general, if your character is going to hit something, pick something stout!  To effectively wield these tools, you must make sure your character has the [[Skill|skill]] to utilize whatever it is you equip him or her with.  For those professions of a more physical mindset, commonly referred to as the [[Square|squares]] and [[Semi|semi]] professions, there are several classes or groupings of weapons to choose from.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;float: right; width: 75%&amp;quot;&lt;br /&gt;
|* [[Edged Weapons|One-handed edged weapons]]||* [[Blunt Weapons|One-handed blunt weapons]]||* [[Two-Handed Weapons|Two-handed weapons]]&lt;br /&gt;
|-&lt;br /&gt;
|* [[Ranged Weapons|Ranged weapons]]||* [[Thrown Weapons|Thrown weapons]]||* [[Polearm Weapons|Polearms]]&lt;br /&gt;
|-&lt;br /&gt;
|* [[Brawling]]&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;clear: left; float: right; width: 75%&amp;quot;&lt;br /&gt;
|[[Pure|Pure magic using professions]] will tend to use [[Bolt spell|bolt]] or [[Ball spell|ball]] spells, or spells which must be [[Warding|warded]] against, generally referred to as [[CS|CS spells]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ways to Defend===&lt;br /&gt;
Mounting an effective defense against a concerted attack is no small task.  At every turn, there are denizens waiting to test the rumor that dinner really can be found in that mobile humanoid-shaped can.  Your character&#039;s defense will be most effective with training in [[Shield|shield]], or if a pure, in skills that allow for [[Runestaff|runestaff]] defense.  Training in [[Armor|armor]] is essential for your character to survive any attacks that may land and do damage.  Other skills such as [[Combat Maneuvers|combat maneuvers]] like [[Vanish]] or [[Side by Side]] can help your character either alone or when in groups.  The single greatest contributor to success in your character&#039;s defense is the [[Stance|stance]] your character is in at the moment of the attack.  We&#039;ll explore this later.&lt;br /&gt;
&lt;br /&gt;
For most new characters in most professions, the key to defending well is to have the best possible [[Enchantment|enchanted]] armor and shield / runestaff available at the time, good [[Brawling|brawling]] or weapon skills, and to capitalize on [[Buff spells|protective spells]] that the character can cast or have cast upon himself or herself by some benevolent spell caster.  In fact, probably the most frequently experienced introduction to other characters in the lands is for your character to go into your town&#039;s central square and ask for a &#039;spell-up&#039;.  Oftentimes it is an additional politeness if your character asks for the specific spells you desire - although this isn&#039;t necessary.  You&#039;ll meet many characters this way and hopefully turn towards assisting others the same way, as you can later in your character&#039;s journey.&lt;br /&gt;
&lt;br /&gt;
===Resolving Conflict===&lt;br /&gt;
This is perhaps the most confusing of the three for new players.  The combat resolution system has myriad mechanisms to determine fairly who hit whom - even though sometimes you&#039;ll scratch your head and wonder what exactly just happened to your character.  There are four primary types of combat resolution that you&#039;ll see.  And you can quickly determine which type of combat resolution your character is facing, based on what the combat type starts with.  We&#039;ll go over each type in a bit of detail, and there&#039;s a lot of math involved.  Fortunately, the combat resolution system handles all that for you, but you need to understand the components.  Let&#039;s get a general view of each type, first.&lt;br /&gt;
&lt;br /&gt;
If, for example, the combat starts, and you see a line of letters and numbers that starts with [[Attack strength|AS]], you know you&#039;re being swung at, shot at, or some mean magic user has cast a bolt or ball spell at you - or that you attempted to do the same to a creature.  This is the most frequent type of attack that you&#039;ll see when first starting.&lt;br /&gt;
&lt;br /&gt;
If the combat starts and you see a line of letters and numbers that starts with [[CS]], you&#039;ll know that an even meaner magic user has cast a warding spell at you - or you cast such a spell at another.&lt;br /&gt;
&lt;br /&gt;
If, on the other hand, you see a line of letters and numbers that starts with [[Unarmed combat system|UAF]], then you&#039;re facing a combatant that is attempting to use the brawling skill to shorten your character&#039;s journey - or that you are swinging away without a weapon.&lt;br /&gt;
&lt;br /&gt;
And finally, if you should see a line of letters and numbers that starts with &#039;&#039;&#039;Roll result:&#039;&#039;&#039;, then you know you&#039;re facing a creature that is attempting a [[Combat Maneuvers|combat maneuver]] against your character - or that you&#039;ve initiated such a skilled attack.&lt;br /&gt;
&lt;br /&gt;
Just because combat is so much fun, sometimes you won&#039;t see anything but the result - some calculation of damage and some effect like [[Stunned|stunned]] or [[Prone|prone]] from a [[Creature maneuver|special]] creature ability.  Or, it could mean you initiated an attack that resolves under the [[Standard success resolution system|Standard Success Resolution System]], the character&#039;s counterpart to the creature ability.  You won&#039;t see too much of this in your character&#039;s early training, though.&lt;br /&gt;
&lt;br /&gt;
==Determining Resolution==&lt;br /&gt;
In keeping with your character&#039;s personality and [[Roleplay|roleplay]], you have likely decided to FIGHT!  While not always your best first choice, if you&#039;re going to do it, do it well.  In [[GemStone]], attacking well means one simple thing - have the entire combat resolution come out with a number greater than &#039;&#039;&#039;100&#039;&#039;&#039; at the end.  That&#039;s when the resolution is considered successful.    Let&#039;s break down each of the four basic types of resolution briefly, to orient you to what you&#039;re actually seeing.&lt;br /&gt;
&lt;br /&gt;
===Attack Strength or AS===&lt;br /&gt;
The first type of combat resolution occurs when someone swings, shoots or casts something at someone else, be it a [[Player character|PC]] or a [[Creature|creature]]. [[Attack strength|AS]] is always compared to [[DS]] in this formula.  This type of resolution looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;AS: +200 vs DS: -3 with AvD: +35 + d100 roll: +38 = +276&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This resolution has four components, each made up of several factors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;1) AS:  +200&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt; AS, or Attack Strength has been calculated to be 200 for this attack.  Factors that make up this component include skills, attribute bonuses like [[STR]] for weapons or [[DEX]] for spells, weapon properties such as [[Enchantment|enchantment]], and certain spells such as [[509|Strength]] or [[215|Bravery]] which can add to the attempted attack.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;2) DS:  -3&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; [[DS]] or Defensive Strength has been calculated to be -3 for this attack.  Factors that make up this component include skills, attribute bonuses like [[AGI]], shield or runestaff use, properties of the shield / runestaff and armor such as enchantment, and those spells from earlier that help protect your character.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;3) AvD:  +35&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;[[AvD]], or attack versus defense, is a numerical value that aggregates the effectiveness of the weapon used in the attack against the effectiveness of the armor worn by the defender.  It is very complicated and wide ranging, but check out your character&#039;s specific weapon to see what AvD is expected against different armors; this can be a very helpful piece of information.  If the AvD value is low, the weapon your character chose will not be nearly as effective against the defender&#039;s armor as you might wish.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;4) d100 roll:  +38&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; And here the magic happens.  Each attack is randomized by a d100 (random number between 1 and 100).  Besides tracking your character&#039;s luck, this number compared against the attack&#039;s final result will give you an immediate impression of whether or not your character might even stand a chance of defeating the opponent.  Or, if you&#039;re looking at the result of an attack on your character, whether or not your character might be in harm&#039;s way.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;=  +276&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; The last number in the string is the one you want to see over 100, if your character is attacking, or under 100 if your character is under attack.  The higher this number over 100, the more pain someone is going to feel!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cast Strength or CS===&lt;br /&gt;
The second combat resolution type occurs when someone casts a warding spell at someone else, again irrespective of PC or creature.  Here, [[CS]] is always compared against [[TD]] or Target Defense, to resolve success or failure of the attack.  This type of resolution looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;CS: +141 - TD: +128 + CvA: +25 + d100: +60 == +98&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This attack likewise has four components which function similarly to the AS/DS resolution type, each component possibly comprised of several factors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;1) CS: +141&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt; CS, or Cast Strength has been calculated to be 141 for this attack.  Factors that make up this component include spell ranks, attribute bonuses like [[WIS]] or [[AUR]], and certain spells such as [[425|Elemental Targeting]] or [[1711|Mystic Focus]] which can add to the spell&#039;s power.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;2) TD: +128&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; TD, or Target Defense has been calculated to be 128 for this attack.  Factors that make up this component include character or creature level, attribute bonuses like WIS or AUR, and those [[:Category:Defensive Spells|defensive spells]] that help your character ward off spells.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;3) CvA: +25&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;[[CvA]], or Cast versus Armor, is a numerical value that shows how hard it may be to penetrate armor with a spell&#039;s effect.  This number is much more straightforward to calculate than AvD, and not quite as wide ranging. A low CvA value usually means that the opponent is in a heavier armor, and likely to take less damage than you might like..&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;4) d100 roll:  +60&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; Again, the attack is randomized by a d100 (random number between 1 and 100).  It is still important to watch this number and compare it to the end result to see how much potential for success the attack may have.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039; ==  +98&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; Bad news!  The last number in the string is not over 100.  In this example, the opponent will successfully ward this spell and will suffer no ill consequence.  This is also a good example of a case where success is questionable.  Since the end result would need to increase by three to indicate success, the attacker in this scenario would need a d100 result of 63 or more. Said differently, there is only a 37 percent chance of success - just a bit more than 1/3rd of the casts will cause damage.  Not very good odds!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unarmed combat or UAF===&lt;br /&gt;
The third combat resolution type occurs when someone attempts using [[Unarmed combat system|unarmed combat]] (referred to in general as UAC) based on their [[Brawling|brawling]] skills to bring about another&#039;s demise.    There are several subtleties in the unarmed combat system that make it a bit more complex than just swinging a blade or tossing a bolt spell.  Here, [[UAF]], or the unarmed attack factor for the attacker is always compared against [[UDF]] or unarmed defense factor of the defender, to resolve success or failure of the attack.  This type of resolution looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&amp;lt;center&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;UAF: 29 vs UDF: 31 = 0.935 * MM: 125 + d100: 92 = 208&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This attack again has four components which function similarly to the preceding resolution types, each component possibly comprised of several factors.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;1) UAF: 29&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt; The UAF or unarmed attack factor has been calculated to be 29 for this attack.  Factors that make up this component include skills, attribute bonuses like [[STR]] and [[AGI]], the [[925|enchantment]] properties of UAC-specific boots and gloves, and certain spells such as [[509|Strength]] or [[1209|Dragonclaw]].&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;2) UDF: 31&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; UDF, or the unarmed defense factor has been calculated to be 31 for this attack.  Factors that make up this component include character or creature level, [[Evade|dodge and parry]] abilities, shield use, the enchantment properties of various items, and those [[:Category:Defensive Spells|defensive spells]] that help your character&#039;s defenses.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;= 0.935&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; In the case of unarmed combat, an interim value is calculated and shown.  This interim value is simply a ratio derived from the UAF divided by the UDF.  Of course, you would like this interim value to be higher than 1.0, and it has a highest potential value of 2.0.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;3) MM: 125&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;[[MM]], or Multiplier Modifier, is calculated here to be 125 and is a concept unique to the UAC system.  It is a numerical value comprised of various advantages and penalties like the attacker&#039;s [[Stance|stance]] and positioning, equipment like shield or weapon held and armor worn, the defender&#039;s status (i.e. stunned or prone), and the lighting conditions in the room or area.  It is a bit complex to understand, but you would like this number to be as high as possible.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;4) + d100: 92&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; Our friend, the random d100 (random number between 1 and 100) puts in its appearance again.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039; = 208&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; And the final result is 208.  This number is calculated by taking the interim ratio calculated earlier, multiplying that ratio and the multiplier modifier, and then adding the d100 result.  Of course, as expected you need this end result to be higher than 100, and the higher the value, the more devastating the blow.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Maneuvers===&lt;br /&gt;
It&#039;s surprising what a little [[Bearhug|hug]] can do in these lands, or how devastating [[Shield Bash|swatting with your shield]] can be!  These types of attacks are generally the purview of the more physical adversaries in the lands - the warrior and paladin types - but all professions have some [[Combat maneuvers|maneuvers]] that can be learned.  And they can be very effective!&lt;br /&gt;
&lt;br /&gt;
This resolution looks much simpler at the outset to understand.  But be warned, that&#039;s simply because a lot of the advantages and penalties are not directly shown.  This makes explaining what you will see straight-forward, and understanding what you will see the journey of your character&#039;s lifetime.  This type of resolution looks like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=55%}}&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;[Roll result: 109 (open d100: 56)]&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Simple, right? This resolution has only two visible components, but there are a couple of peculiarities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;1) Roll result: 109&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;br&amp;gt; Unlike our preceding combat resolution types, this one starts off with the resolution result for the attack.  Again, the value to strive for is greater than 100.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; &#039;&#039;&#039;2) (open d100: 56)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt; And unlike our preceding combat resolution types, the concept of an open-ended d100 (random number between 1 and an unbounded value) is expressed.  What does this mean?  In simple terms, a standard d100 result is generated, and if that value is 96 or greater, another d100 value is generated.  This process continues (open-ended) until the d100 roll result is less than 96.  Then all the values are added together.  Therefore, however unlikely it may be, it is possible to have this number show a result of 200, 300 or more!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One helpful note:  The same rule about comparing values holds true here.  The difference between the final result and the d100 role can give important insights into the potential success of your character&#039;s attack or survival.  The greater the difference between these two numbers, the more skilled or less disadvantaged the attacker is over the defender.  It is well beyond the scope of this beginner&#039;s guide to explain all the nuances that make up the final resulting number as each maneuver has different factors involved.  But with a little research and exploration, those nuances can be understood.&lt;br /&gt;
&lt;br /&gt;
==Surviving Combat==&lt;br /&gt;
This all seems pretty daunting, doesn&#039;t it?  We&#039;ve only scratched the surface to create a general understanding of what tools your character can use to attack, how your character can defend, and what you, the player, see reflected on screen that can give you some important indicators about the likely outcomes.  But with all the factors each component has to consider, it seems almost a nightmare trying to keep track of it all. But rest assured, with experience comes a familiarity that in time will seem almost second nature.  It is that experience that allows a player to explore the unique depths the [[GemStone]] game has to offer in combat, and that allows the entertainment to last.  Exploring a second or third profession can return you, the player, to these early days of excitement, where there&#039;s so much to learn to master your character&#039;s advancement.&lt;br /&gt;
&lt;br /&gt;
Fortunately, for the earlier levels of the game, and for most first-time players, there are some general suggestions that - if built into a practice of habit - can greatly simplify the first few outings.  Success will then allow you to explore other options and gauge the effect on various outcomes.  There are four categories of suggestions we&#039;ll cover here in this beginner&#039;s guide:  &#039;&#039;&#039;Prepare&#039;&#039;&#039; for combat; &#039;&#039;&#039;Dance&#039;&#039;&#039; the combat dance; &#039;&#039;&#039;Recover&#039;&#039;&#039; from short term effects of battle, and; most importantly, know when to &#039;&#039;&#039;Run!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Prepare===&lt;br /&gt;
To face these unknowns, it is important that your character put his or her best foot forward, so to speak.  If you&#039;re reading this guide, you likely have explored some of the companion beginner&#039;s [[:Category:New Player|guides to various professions]].  If you haven&#039;t, spend a bit of time with these beginner&#039;s guides.  Their intent is to get you on a solid footing with the nuances of your chosen profession - including any peculiarities or subtleties in combat associated with that profession.&lt;br /&gt;
&lt;br /&gt;
For this category, &#039;&#039;&#039;Prepare&#039;&#039;&#039;, the single most over-whelming observation is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; Preparation for meeting a foe on the battle field begins well before ever setting foot on that battle field.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Without covering all the material we already have, this breaks down into six general pro-tips:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make sure you&#039;re [[WEAR (verb)|wearing]] your armor&#039;&#039;&#039; before you decide to start out.  Nothing is more embarrassing than dying during an encounter with your armor in your hands or your backpack.  It may seem overly simplistic, but it happens more than one might imagine - even to old pros.  Most often simply an oversight, get into the practice of always checking before your character heads out.  It simply isn&#039;t done to enter the battle field under-dressed for the occasion!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[GET (verb)|Equip]] or [[READY (verb)|Ready]] your character&#039;s weapon and shield (if used), or your character&#039;s runestaff&#039;&#039;&#039; before you start to move.  This is probably the most frequent reason for a character meeting his or her demise ahead of [[Lorminstra|Lorminstra&#039;s]] plan, although it is slightly less embarrassing.  Not by much, though!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[SPELL (verb)|Check your spells]]&#039;&#039;&#039; in particular with SPELL ACTIVE to see which spells your character currently has protecting him or her self.  If your character&#039;s [[Buff spells|protections]] are not what they need to be, get those spells before stepping into the unexplored frontier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[INVENTORY (verb)|Check for necessities]] in your inventory&#039;&#039;&#039;, like arrows, if your character is trained in the [[Ranged|ranged]] skill, and [[Herb|healing herbs]] your character may opt to carry to offset wounds received in the field.  This step is particularly critical if your character intends to hunt [[Undead|undead creatures]], which require blessed weapons to effectively strike.  [[LOOK (verb)|Look at]] your weapon (or gloves and boots) to see if you see a glow that indicates these items are currently blessed.  Seek out a [[Cleric|cleric]] or a member of the order of [[Voln]] to assist you if you need your equipment blessed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Check your character&#039;s general readiness in [[HEALTH (verb)|health]], [[Mana|mana]] and [[Encumbrance|encumbrance]]&#039;&#039;&#039; and if necessary put some of your inventory into a [[Locker|storage location]].  If your character is weakened or burdened to the point of dragging his or her feet, the dance becomes very short.&lt;br /&gt;
&lt;br /&gt;
And finally, &#039;&#039;&#039;make doubly sure your character is in [[STANCE (verb)|a defensive stance]]&#039;&#039;&#039; by typing in the command STANCE DEFENSIVE.  Do this twice, just to be sure.  This one suggestion is so important that the game makes sure your character starts the game session in a defensive posture automatically, to give your character the best possible chance of survival.  Learn from it, and be sure to always be in a defensive stance before seeking out a foe.  And check it again.  It&#039;s a great habit to build.&lt;br /&gt;
&lt;br /&gt;
Although not a pro-tip, also remember that hunting - the active pursuit of multiple foes across a region - is safer and oftentimes more enjoyable in groups!  Be sure wherever possible to [[SERVICE (verb)|take along]] a partner or two and build a friendship through travails overcome and foes defeated.&lt;br /&gt;
&lt;br /&gt;
===Dance===&lt;br /&gt;
Well, this is it.  In this section, you are exposed to the core of combat.  Everything that you learned above about the combat resolution system will be brought into play right here.  You&#039;ve chosen to have your character brave the wilds in order to gain knowledge and riches.  You&#039;ve ensured your character is well-prepared by following the habits suggested in the six tips above.  You&#039;re all set, and with your heart pounding slightly faster, you move along a faint trail until your character encounters a foe!&lt;br /&gt;
&lt;br /&gt;
For this category, &#039;&#039;&#039;Dance&#039;&#039;&#039; the single most important observation is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt; Only fools and the most desperate of characters first engage a foe in a fully offensive posture.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Dance is called many things informally, such as &#039;Stance Dancing&#039; or &#039;Parry Tag&#039; (a term the [[Adventurers of Yore|elders]] of the lands may sometimes use).  The intent of the Dance in combat is to minimize your foe&#039;s opportunity to strike you while maximizing your own chances for success in striking back.  And all of what follows in this category is based on the premise that you are following that most important pro-tip in preparing - your character is in STANCE DEFENSIVE when a foe is first encountered.  Always.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[APPRAISE (verb)|Appraising your opponent]]&#039;&#039;&#039; when your character first meets a foe will give you important insights as to the size and potential risk that creature poses.  Use it liberally and your character will likely survive many an encounter.  This step is very similar to sizing up any other partner as a suitable dancing companion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the early levels, it&#039;s ok to let your foe attack first.&#039;&#039;&#039;  This pro-tip won&#039;t hold true for very long, so be careful.  But when you, the player, are first trying to learn various components of the combat system, most of the creatures your young character will run into will attempt to physically attack you.  If your character is in a full defensive posture, the odds are very good that he or she will survive this first probing and gain key insights.  And if mischance should occur and your character is struck despite the best defenses that can be mustered, that&#039;s a clue!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the early levels, get a sense for the timing of your foe&#039;s attack sequence.&#039;&#039;&#039; Yes, this might mean you let your foe swing twice before you attempt to attack.  If your character simply cannot be harmed while in STANCE DEFENSIVE - as evidenced by a negative number in the combat resolution determination - there&#039;s no harm but a few wasted seconds.  Count those seconds!  Knowing that your character&#039;s foe is faster or slower than your character&#039;s ability to dance in combat is often the key to success.  Expect the creature&#039;s [[Roundtime|roundtime]] - or the time between its attacks - to be between four and nine seconds as a general rule during the character&#039;s early levels.  Then observe and confirm it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If your character is a spell caster, [[PREPARE (verb)|prepare]]&#039;&#039;&#039; the spell your character will attempt to cast during this phase of the dance.  Your character can maintain a spell readied for about 15 seconds before it will disappear, long enough in most cases to allow you to watch an attack or two from the foe while your character is holding in readiness to obliterate it!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If your character is a [[Ranged|ranged]] weapon user&#039;&#039;&#039; and you haven&#039;t already done so, now is the right time to GET an arrow or bolt and be ready to fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immediately following a foe&#039;s attack, go to STANCE OFFENSIVE and give it what-for!&#039;&#039;&#039; Armed with a sense of the difficulty and a good idea of how fast your character&#039;s opponent is, you&#039;re in a great position to [[ATTACK (verb)|attack]], [[FIRE (verb)|shoot at]], or [[CAST (verb)|cast a bolt or ball spell at]] your character&#039;s opponent.  This will cause your character to incur [[Roundtime|roundtime]], just as your character&#039;s foe did - a period of time where you&#039;re engaged in making the strike and very little else can hold your character&#039;s focus or attention.  It is at this point that your character is the most vulnerable to another attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If your character is one of the [[Warding|warding]] spell caster persuasion&#039;&#039;&#039;, you do NOT need to go STANCE OFFENSIVE.  You can cast your spell while in a defensive posture.  This will result in a different form of roundtime, called a &#039;Soft&#039; or &#039;Spell&#039; roundtime, during which you can perform actions normally not allowed in roundtime.  It will also result in your character being forced into a GUARDED stance, not quite as good as a full defensive posture, but far better than being stuck in a full offensive posture.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If your character&#039;s attack results in the foe being [[Stunned|stunned]] or [[Prone|knocked down]]&#039;&#039;&#039;, as soon as you can, press the advantage by having your character attack again!  In the case where a foe is prone, that foe uses an action to stand up rather than to attack, in these early levels - giving you an opportunity to have your character put a decisive conclusion to the dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immediately following the expiration of your character&#039;s roundtime, go to STANCE DEFENSIVE&#039;&#039;&#039; to minimize your character&#039;s vulnerability.  And thus the dance completes a turn - the first tentative strikes are made and the results tabulated with the combatants returning to their starting state, and ready to step off again.  If your character&#039;s attack was successful, and your character&#039;s defenses are strong enough - you stand an excellent chance at defeating your character&#039;s antagonist.  The dance may need to be repeated a few times, switching between stances to best effect, but your character should come out on top!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If your character is a spell user&#039;&#039;&#039; casting bolts or ball spells, you should immediately go to STANCE DEFENSIVE, as the roundtime your character experiences is the same &#039;Soft&#039; roundtime that the warding spell users experience.  This likewise will put your character into a GUARDED stance, with all its benefits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When the foe expires, don&#039;t forget to [[LOOT (verb)|gather the creature&#039;s loot]].&#039;&#039;&#039; This is the riches part of the hunting experience, and leaving behind items of value will definitely make your character a candidate to join the [[House Paupers|House of Paupers]], which isn&#039;t bad.  But having the [[Silver coin|silvers]] doesn&#039;t hurt, either!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before moving on, make sure your character is in STANCE DEFENSIVE.&#039;&#039;&#039; Never give a foe an opportunity to &#039;sneak&#039; up on your character without being as fully prepared as possible to withstand the surprise.&lt;br /&gt;
&lt;br /&gt;
It is important to note that the tip about allowing the opponent to attack first is sound for your character&#039;s first few levels.  It is vitally important to learn fast, however.  Beginning sometime around your character&#039;s 12th to 15th level, depending on what your character hunts, foes will start casting warding spells that can seriously detract from your character enjoying the sojourn.  Here, the key is to &#039;know your opponent&#039; before your character has a chance meeting.  Exploring the attack attributes of the creatures your character intends to engage is a vital key to your character&#039;s survival in the later reaches of the game.  A fairly good example of a creature that might surprise your character is the [[Nedum vereri]].  Pay particular attention to the &#039;Near level creatures&#039; feature box at the bottom of that article.  Asking for advice from experienced hunters in the region doesn&#039;t hurt - some of them may even be willing to take you along on an introductory hunt!&lt;br /&gt;
&lt;br /&gt;
===Run!===&lt;br /&gt;
From time to time, the foe will hold all the advantages on the battle field.  Your appraisal of your foe may indicate that it is simply too tough a match for your character.  The foe may be wielding a drake weapon, or worse, a [[Feras|feras]] weapon and your character simply doesn&#039;t want to risk a scratch from these deadly devices.  Your character may be injured beyond the ability to properly defend him or her self.  &lt;br /&gt;
&lt;br /&gt;
All of these, and more, can indicate it is time to &#039;&#039;&#039;Run!&#039;&#039;&#039;, for as the wise wizard once observed:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;Far preferable it is to have walked home without proving oneself a hero, than to have been carried home thereby removing all doubt.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep track of your character&#039;s foes and status.&#039;&#039;&#039;  As more foes may pile into the confrontation with your character, your character&#039;s ability to defend against a [[Multi Opponent Combat#Force on Force|substantial force]] rapidly degrades, especially without [[Multi Opponent Combat|training]] to offset it.  In the earlier levels, all the creatures will likely swing or otherwise attack in unison, allowing you a false sense of security in which to continue the practice of observing roundtimes and picking the moment for your character to strike.  But there is a risk that by sheer numbers your character&#039;s best defense can be overcome.  As a rule of thumb, try to keep your character engaged with a singular foe, certainly no more than two!  Unless you&#039;re group hunting, which then turns the tables on the poor creatures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If your character faces more than two foes&#039;&#039;&#039; simply move a room or two away and recenter your attention.  Wait for a short time, as the odds are one of the foes will follow your character into the temporary haven.  And if it should be more than two, simply move again.  This technique can also serve if your character engages a spell casting foe which has prepared a spell and you&#039;re not interested in witnessing the outcome.  &#039;&#039;Fade&#039;&#039; into the environment and pick your time to strike!  It can be useful to [[PEER (verb)|peer]] into the room or area you just left, to observe how your foes may be responding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;If your character faces more than two foes and your character has managed to stun or knock one down&#039;&#039;&#039;, then fade anyway, and peer.  When the other foe moves from the area, step in and finish the dance with the foe that is disoriented.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Know when to call it quits!&#039;&#039;&#039;  Check your character&#039;s [[Encumbrance|encumbrance]] and [[HEALTH (verb)|health]] often, and if either isn&#039;t what it should be, move your character back to town.  Seek an empath&#039;s assistance and save the salad for another time.  Put the coins in a bank, and unload some of your character&#039;s inventory to get back in dancing trim.  If your character&#039;s unabsorbed experience reaches numbed or beyond, give yourself and your character a rest and head back into town anyway.  Ultimately your character will advance in training faster for resting when absorbing experience.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If your character is hunting undead&#039;&#039;&#039; pay particular attention to when the blessing on your weapon or UAC gear should run out.  There&#039;s no sense remaining behind to fan the opponent ineffectually while facing the brunt of its attack.&lt;br /&gt;
&lt;br /&gt;
===Recover===&lt;br /&gt;
All of this dancing with foes will have one of two possible outcomes:  The good outcome is that your character may have accumulated enough [[Experience|experience]] to feel a bit muddled, numbed or in need of a rest, and; the less good outcome is that your character may need to be seen by an [[Empath|empath]] or use [[Herb|herbs]] to heal - or in the worst of potential outcomes, may need the services of a fairly prominent [[Cleric|cleric]] to restore life to your character.&lt;br /&gt;
&lt;br /&gt;
Irrespective of whether the outcome is on the good side of the spectrum or at the farthest and darkest other end, you need to know how your character should &#039;&#039;&#039;Recover&#039;&#039;&#039; from the rigors of combat.  The single most important observation is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv}}&amp;gt;There&#039;s no place like home to rest and recover, but in a pinch a bundle of [[Acantha leaf|acantha leaves]] is a life saver!&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In extreme circumstances, your character may have to recover &#039;in the field&#039; so to speak. Extreme loss of [[Hit point|hit points]] cause your character to lose combat effectiveness, both in the attack and in the defense!  Your character may suddenly be embarrassed to experience a [[Wound|severed arm or leg]] - and there won&#039;t be an option to bite off the foe&#039;s kneecap.  Ultimately, if you don&#039;t plan for these in-field experiences, your character may be slain where he or she stands.  Then there&#039;s nothing for it but to [[DEPART (verb)|depart]] the field of battle in Lorminstra&#039;s grace, or wait to be rescued.  Far preferable it is to make one&#039;s own way back to town, to rest and recover.&lt;br /&gt;
&lt;br /&gt;
Here are a few pro-tips to help your character in recovering from the rigors of the dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the field, [[TEND (verb)|tend]] to your wounds&#039;&#039;&#039; if you have skill in [[First Aid|first aid]], in particular those that are bleeding.  Even better, that preparation that you undertook for your character&#039;s success hopefully included [[Herb|herbs]] that your character is carrying.  Use them!  But be wary, you&#039;ll have to [[STOW (verb)|stow]] your weapon or your shield to have a free hand to use herbs.  And herbs lead to hard roundtime.  Imagine being unable to focus on anything but eating a healthy salad to restore your character&#039;s readiness only to have a troll wander across your character, looking for its own meal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At home (in town) establish a routine&#039;&#039;&#039; to [[SELL (verb)|sell]] any unwanted items, gems or equipment and [[DEPOSIT (verb)|deposit]] your character&#039;s bounty in the local bank.  Each town has various shops that support these activities:  As an example, see [[A beginner&#039;s guide to Wehnimer&#039;s Landing#Selling your Goods|the Landing&#039;s beginner&#039;s guide]].  Don&#039;t be afraid to solicit advice from fellow adventurers, particularly when the value of an item at a pawnshop seems high, or is of such worth that the pawnshop simply will not take it.  A good standing association with a [[Bard|bard]] is essential in those moments.  Don&#039;t forget to offer a tip.  Some won&#039;t accept any silvers for services, but its considered polite to offer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At home (in town) move to a [[Node|gathering spot]]&#039;&#039;&#039; to take the best advantage of comradeship and recovery rates.  Once at that spot, [[STOW (verb)|stow]] your character&#039;s weapon, and shield or runestaff.  It is &#039;&#039;&#039;critical&#039;&#039;&#039; to remember that if you&#039;re using the PUT verb to put away your character&#039;s items, you should always use the MY keyword - PUT MY BROADSWORD IN &#039;&#039;&#039;MY&#039;&#039;&#039; BACKPACK, as an example.  Many is the item that has found its way to a new owner inadvertently and for no reason better than to have put that item into the wrong container, like someone else&#039;s backpack!  For this reason, STOW is the preferred method to put away your weapons or shield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At home (in town), most likely while at that gathering spot&#039;&#039;&#039; seek out the services of an [[empath]] for healing, or other spell casters, such as a [[cleric]] for weapon [[304|blessing]], and [[wizard]]s or [[sorcerer]]s who can help your character refresh those [[Buff spells|defensive spells]] that were so important in preparing for the dance.  Again, offering to tip is considered polite.&lt;br /&gt;
&lt;br /&gt;
And so the cycle has been completed.  A new foray is in the offing, with opportunities to act upon what your character has learned in the continual struggle for advancing in knowledge and riches.  Be absolutely sure to start &#039;&#039;&#039;Preparing&#039;&#039;&#039; again, and follow the habits you&#039;re learning to give your character the best possible odds of survival in these early levels.&lt;br /&gt;
&lt;br /&gt;
Good luck!&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[https://youtu.be/3Kcmk2Di1ho Tykus Teaches Weapon Damage] (May 2018)&lt;br /&gt;
*[[The Art of Roleplaying in GemStone IV (guide)]]&lt;br /&gt;
*[http://www.play.net/gs4/info/combat_guide/ A new player&#039;s combat overview on Play.net]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Minor_Steam_(1707)&amp;diff=111741</id>
		<title>Minor Steam (1707)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Minor_Steam_(1707)&amp;diff=111741"/>
		<updated>2018-10-28T22:18:29Z</updated>

		<summary type="html">&lt;p&gt;SVRN: Correct typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = MINORSTEAM&lt;br /&gt;
 | duration = Immediate&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = Bolt&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | dtype = Hitpoint&lt;br /&gt;
 | ctype = [[Steam critical table|Steam]]&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | status = None&lt;br /&gt;
 | navigation = {{Arcane navigation}}&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;&#039;Minor [[Steam critical table|Steam]]&#039;&#039;&#039;, which results from the combined effects of the elements water and fire, is a bolt spell that sends a seething blast of steam from the palm of the caster or tip of a wand. This is an elemental attack spell and uses the [[Spell Aiming]] skill. &lt;br /&gt;
&lt;br /&gt;
This spell is native to the [[Wizard Base|Wizard circle]], and can be cast when [[Minor Water (903)]] is [[EVOKE]]d by a [[wizard]] with 20 ranks of [[Elemental Lore, Fire]].&lt;br /&gt;
&lt;br /&gt;
This spell can commonly be found in [[green coral wand]]s available through the [[treasure system]].&lt;br /&gt;
&lt;br /&gt;
==Lore Benefits==&lt;br /&gt;
&lt;br /&gt;
Training in [[Elemental Lore, Fire]] and/or [[Elemental Lore, Water]] will increase the spell&#039;s [[damage factor]]. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores to increase the damage factors for this spell. Total DF bonus with 200 lore ranks is .075.&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;Fire + Water&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 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;
*Note: Damage factor truncates at three decimal places.&lt;br /&gt;
&lt;br /&gt;
[[Cone of Elements (518)]] can cast a multi-fire version of this spell with 10 ranks each of Fire Lore and Water Lore and all damage factor increases will carry over to the other spell.&lt;br /&gt;
&lt;br /&gt;
== Bolt Spell Table ==&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{boltspell table start}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;|- align=center&lt;br /&gt;
|rowspan=2 bgcolor=#eeeeee|&#039;&#039;&#039;Minor Steam&#039;&#039;&#039;||bgcolor=#cccccc|DF&lt;br /&gt;
| {{{DFcloth|.600}}} || colspan=4| {{{DFleather|.550}}} || colspan=4| {{{DFscale|.385}}} || colspan=4| {{{DFchain|.333}}} || colspan=4| {{{DFplate|.267}}}&lt;br /&gt;
|- align=center&lt;br /&gt;
|bgcolor=#cccccc|AvD&lt;br /&gt;
&amp;lt;!-- Robes --&amp;gt;&lt;br /&gt;
|{{{AvD1|70}}}&lt;br /&gt;
&amp;lt;!-- Leather --&amp;gt;&lt;br /&gt;
|{{{AvD5|60}}}||{{{AvD6|59}}}||{{{AvD7|58}}}||{{{AvD8|57}}}&lt;br /&gt;
&amp;lt;!-- Scale --&amp;gt;&lt;br /&gt;
|{{{AvD9|50}}}||{{{AvD10|48}}}||{{{AvD11|46}}}||{{{AvD12|44}}}&lt;br /&gt;
&amp;lt;!-- Chain --&amp;gt;&lt;br /&gt;
|{{{AvD13|45}}}||{{{AvD14|41}}}||{{{AvD15|37}}}||{{{AvD16|33}}}&lt;br /&gt;
&amp;lt;!-- Plate --&amp;gt;&lt;br /&gt;
|{{{AvD17|40}}}||{{{AvD18|34}}}||{{{AvD19|28}}}||{{{AvD20|22}}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{boltspell table end}}&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Channel Damage==&lt;br /&gt;
{{bolt-channel}} This applies when the spell is channeled by a qualified wizard evoking Minor Water.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
You hurl a seething blast of steam at a human robber!&lt;br /&gt;
 AS: +427 vs DS: +262 with AvD: +40 + d100 roll: +96 = +301&lt;br /&gt;
 ... and hit for 74 points of damage!&lt;br /&gt;
 The human robber cringes from a scalding blast to right arm!&lt;br /&gt;
 The human robber is stunned!&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;
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=14#1707 Arcane Spell Circle: Minor Steam], on Play.net&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sprite_quest&amp;diff=111723</id>
		<title>Sprite quest</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sprite_quest&amp;diff=111723"/>
		<updated>2018-10-27T17:56:39Z</updated>

		<summary type="html">&lt;p&gt;SVRN: Correct typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background: #E6F2FF; border: 1px solid black; padding: 0.8em; margin-right: 20%; margin-bottom: 2em;&amp;quot;&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;thorny pale amber sprite with braided hair&#039;&#039;&#039; flutters up to you and hovers in front of your face.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;The sprite says,&amp;lt;/font&amp;gt; &amp;quot;Hello there!  I&#039;m a forest sprite, and my name is Ridijy.  If you like, I can show you around town, teach you a thing or two, and maybe even find a way to get us into a bit of trouble!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;green&amp;quot;&amp;gt;The sprite says,&amp;lt;/font&amp;gt; &amp;quot;So how does that sound?  Would you like to go on some adventures with me?&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Sprite Quest ==&lt;br /&gt;
&lt;br /&gt;
When you first create your character and step out into one of the bustling towns of Elanthia, a friendly sprite will come by offering help. The quests you go on with the sprite are designed to let you become acquainted with the basics of how to play [[GemStone IV]], as well as give you some valuable experience and treasure.&lt;br /&gt;
&lt;br /&gt;
To start the quest, simply type &#039;&#039;&#039;ACCEPT&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Scenarios ==&lt;br /&gt;
&lt;br /&gt;
=== The Follower of Luukos ===&lt;br /&gt;
&lt;br /&gt;
The first scenario you come across will be an emaciated man on the run. He is a follower of [[Luukos]], the God of Undeath. When a townswoman tries to track him down, you will have to make a moral choice.&lt;br /&gt;
&lt;br /&gt;
During this quest, you will learn how to use the commands [[SAY]], [[ASK]], [[SEARCH]], and [[ACCEPT]]. You will also learn some background about the religious conflict between [[Lorminstra]] and [[Luukos]] and their followers.&lt;br /&gt;
&lt;br /&gt;
Once you have successfully resolved the scenario, &#039;&#039;&#039;NOD SPRITE&#039;&#039;&#039; to continue.&lt;br /&gt;
&lt;br /&gt;
=== The Depressed Young Warrior ===&lt;br /&gt;
&lt;br /&gt;
In this scenario, you find a young warrior who has lost his sword, and you can offer to help him purchase a new one.&lt;br /&gt;
&lt;br /&gt;
During this quest, you will learn how to use the commands [[SHEATHE]] and [[UNSHEATHE]] to manage weapons,  [[DIRECTION]] to find places in town, [[ORDER]] to purchase items from a shop, and [[GIVE]] to hand an item to someone else.&lt;br /&gt;
&lt;br /&gt;
=== The Smuggler Rendezvous ===&lt;br /&gt;
&lt;br /&gt;
In this scenario, a guard will ask you to spy on a smuggling ring inside the city.&lt;br /&gt;
&lt;br /&gt;
During this quest, you will learn how to use the commands [[HIDE]], [[UNHIDE]], [[STEAL]], and [[SHOW]], as well as some other actions depending on your choices. You can also acquire a large amount of [[silver]] coins (for a new character, at least).&lt;br /&gt;
&lt;br /&gt;
=== The Wounded Child ===&lt;br /&gt;
&lt;br /&gt;
In this scenario, a young girl is trying to find a healer for her wounded sister. Even if you are a [[empath|healer]] yourself, the injuries are too severe for someone of your limited experience, so you will have to learn to [[TEND]] bleeding wounds, or [[FORAGE]] or purchase herbs. If you choose to forage, you will have to venture out of town into the wilderness. Don&#039;t worry about your possible lack of foraging skills, since the sprite will be happy to help you out as long as you are in the right place. Once you have found the herb, head back into town. The girl and her sister may not be in the same place when you get back, but as long as you are in town they will eventually find you.&lt;br /&gt;
&lt;br /&gt;
Sadly, you will not be able to save the child in time, but you will learn how to use a [[white flask]] to preserve a body while waiting for an experienced cleric to arrive. Make sure to [[GIVE]] the cleric some silver coins in appreciation. The gods smile on generosity and may grant you a [[deed]] for your efforts (provided you tip well enough).&lt;br /&gt;
&lt;br /&gt;
=== The Terrible Beast ===&lt;br /&gt;
&lt;br /&gt;
In this scenario, a terrible beast lurks in a cave outside town.&lt;br /&gt;
&lt;br /&gt;
During this quest, you will learn the basics of [[a beginner&#039;s guide to combat|combat]]: how to hold a weapon, how to use the [[STANCE]] command, how to [[ATTACK]], and (if you are a spellcaster) how to [[INCANT]] your magic. If you don&#039;t feel perfectly confident before taking on the beast, you can also ask other players in town if they would be willing to cast some defensive spells on you.&lt;br /&gt;
&lt;br /&gt;
== Rewards ==&lt;br /&gt;
&lt;br /&gt;
The rewards for completing the sprite quests depend on your choices, but in general you will receive some silvers, a couple magic items, and a fair amount of experience, usually enough to take you from Level 0 to Level 1, sometimes even Level 2 if you managed to visit enough important places in town. You will also get a little round mirror as a souvenir.&lt;br /&gt;
&lt;br /&gt;
== Reference ==&lt;br /&gt;
&lt;br /&gt;
*[https://www.play.net/gs4/info/npg/adventuring.asp GemStone IV New Player Guide - The Sprite Quest] on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:New Player]]&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Commune_guide&amp;diff=111710</id>
		<title>Commune guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Commune_guide&amp;diff=111710"/>
		<updated>2018-10-27T01:59:17Z</updated>

		<summary type="html">&lt;p&gt;SVRN: Correct typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;Originally posted by GM Jharra 24 August 2004&lt;br /&gt;
&lt;br /&gt;
Here, by request of at least one, is the Jharra Thornweis Guide to Casting [[Prayer of Communion (330)|Commune]] in a Safe and Effective Fashion. Please note that no privileged information will be revealed here, and your mileage may vary depending on the precise circumstances of your commune. Other potential commune-answering [[GameMaster|GMs]] may look for different things; I can only speak for myself and what I look for.&lt;br /&gt;
&lt;br /&gt;
To get the ball rolling, you need a reason to commune. Poor reasons to commune include:&lt;br /&gt;
* you&#039;re bored.&lt;br /&gt;
* you want a [[merchant]].&lt;br /&gt;
* you want an [[invasion]].&lt;br /&gt;
* you want a uber weapon.&lt;br /&gt;
* you want a new area, system, etc. to be built (an example of this would be communing to ask your god for a new hunting ground.)&lt;br /&gt;
* you don&#039;t like the way system X, Y, or Z is set up (an example of this would be communing to ask your god to make you into an instacitizen of [[Wehnimer&#039;s Landing|Wehnimer&#039;s]].)&lt;br /&gt;
* you want an [[RPA]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It should be a reason directly related to roleplay, and, for the greatest likelihood of a response, it should be one of two things:&lt;br /&gt;
:a) a specific enough purpose that a specific GM will take an interest in the matter, or&lt;br /&gt;
:b) a generic enough purpose that understanding the background of the situation is not necessary.&lt;br /&gt;
&lt;br /&gt;
If a [[cleric]] were to commune to learn more of the history of the [[Spider Temple]], for example, the commune would go unanswered if the commune was not observed by a GM who was already familiar with the history of the Spider Temple. This is why quest-related communes have a relatively high chance of success -- there is definitely someone (the quest runner!) who has the information near to hand and knows whether or not it is appropriate for the commune to be answered. On the other hand, if the GM in charge of the quest isn&#039;t around, then no one else is qualified to answer the commune, which can be problematic. Alternately, if the request is quite generic and completely unrelated to any current quest, then it can be answered by a GM who doesn&#039;t know anything about the situation.&lt;br /&gt;
&lt;br /&gt;
Requests that directly relate to other players are very unlikely to be answered (or, if answered, are very unlikely to be answered positively.) If you commune to [[Oleani]] and ask her to make Hotcleric fall in love with you... we as GMs can&#039;t do a darn thing about Hotcleric and his opinions of you, and it would be silly to pretend that we could. If you commune to [[the Huntress]] and ask for her revenge against Vulturesnert, that draws the GMs into a CvC situation that might actually be a PvP situation, and the shrieks of &amp;quot;favoritism!&amp;quot; would be deafening. In my view, it&#039;s safest for me to avoid that kind of commune all round.&lt;br /&gt;
&lt;br /&gt;
Once you have a good, solid reason for communing, it&#039;s a good idea to invite others, if it doesn&#039;t conflict with your purpose. If you post on the forums that there will be a commune to Deity X on Day Y for Reason Z, it not only allows other followers of Deity X to attend and enjoy the roleplay, but also alerts the GMs that something is going on well in advance of the actual event. (I should note here that I recommend against emailing your preferred GM directly. It&#039;s kind of people to think of me this way, but it always makes me feel as if I would be playing favorites if I responded, and, as a result, it reduces the chance that I will respond.)&lt;br /&gt;
&lt;br /&gt;
Next, consider the cleric, the deity, the terrain, and the participants. A commune being cast to Deity X, by a priest of Deity X, in front of an altar of Deity X, for a reason that directly relates to Deity X, with other followers of Deity X and no followers of Deity X&#039;s hated nemesis (Deity Y) present -- that commune has a high chance of success. If the commune is being cast to Deity X by a priest of some god who doesn&#039;t really care about Deity Y for a reason that actually relates to Deity Z in an area that isn&#039;t sacred to anybody, with a whole bunch of tourists around, then it&#039;s significantly less likely that the commune will succeed.&lt;br /&gt;
&lt;br /&gt;
You can slip around parts of the prior requirements under the right circumstances. For example, while it was not during a commune, I once observed a cleric of [[Koar]] invoke [[Ronan]] to give him more information about a Ronan-related situation based on Koar&#039;s authority over Ronan. Koar had nothing to do with the situation -- but the authority was valid, and it was exceedingly well roleplayed. I provided an appropriate response.&lt;br /&gt;
&lt;br /&gt;
However, if a cleric of [[Luukos]] communes to [[Lorminstra]], or a cleric of [[Niima]] communes to Niima in the middle of a forest, or a cleric of [[Lumnis]] communes to Lumnis to ask for her blessing in battle, or if a cleric of [[Eorgina]] casts commune to help out a follower of the Huntress -- you&#039;ve lost the battle before you begin. If the deity doesn&#039;t care about whatever concerns the cleric, or it isn&#039;t within the deity&#039;s sphere of influence, or if the circumstances are insulting or irritating to the deity, then the cleric is just setting himself up for a negative response (if any response at all). This does mean that some clerics are going to have an appropriate opportunity to cast commune more frequently than others. Some deities&#039; interests are so narrow that a spell of commune will rarely (if ever) be appropriate. Like the appearance of [[Divine Wrath]] and [[Blind]], the limited circumstances under which a cleric can cast Commune are just part of being a cleric to whatever deity the cleric has chosen.&lt;br /&gt;
&lt;br /&gt;
Consider your ceremony. The commune spell should be cast when all present are hushed and ready to begin, but prior to any offerings, invocations, etc. -- after all, under most circumstances, the GMs don&#039;t know anything is going on until the commune spell is cast, and it would be a shame for them to miss all the exciting stuff just because you cast commune last! Make it as appropriate to your deity as you possibly can -- a somber, solemn ceremony to [[Cholen]] is less likely to be answered than one that looks like a wild party.&lt;br /&gt;
&lt;br /&gt;
Know your god! Recognize the various signs and symbols that are associated with your deity, and don&#039;t mix your deity up with any alternate force that may respond to your commune. Even the best communes can go wrong if something is wrong with the circumstance, and, as some may remember from the [[Vvrael]] Quest, the servants of the Arkati are not the only things that may respond to a commune. If wildflowers are falling from the sky, then you do not have the ear of [[V&#039;tull]]. If snarling grey mist is coalescing on the ground, then you do not have the attention of Koar. Be ready to roll with the punches.&lt;br /&gt;
&lt;br /&gt;
Make sure everyone in the communing party is aware of the situation and ready to react if anything interesting happens. I once responded to a commune to [[Eonak]] by messaging only the single Eonak follower present... who complained later just as loudly as the rest that nothing had happened! The servants of the Arkati often work in subtle ways, and I rarely find it appropriate to beat people over the head with a hammer. (Of course, it depends on the Arkati.)&lt;br /&gt;
&lt;br /&gt;
At the end of it all... no matter how marvelous your commune, no matter how beautifully roleplayed the situation, no matter how appropriate the question, no matter how well-behaved the spectators are, and no matter how symbolic the circumstances... your commune may go unanswered. This may be due to any of the reasons above, or it may be for one of two other reasons.&lt;br /&gt;
&lt;br /&gt;
It is possible that your commune will be answered in unexpected ways. Sometimes, as cruel as it sounds, silence is the most appropriate response -- the idea &amp;quot;the gods help those who help themselves&amp;quot; is very strong in Elanthia, particularly considering that the clerics channel the living power of the gods.&lt;br /&gt;
&lt;br /&gt;
An example of a different sort of unexpected response entirely exists in the character of the [[Chaeye|Dreamwalker]] ([[Griffin Sword Saga]] again), who came into existence because of an apparently-failed commune to Ronan. Keep your eyes and ears perked for anything that might be related to your request over the next few weeks after your commune.&lt;br /&gt;
&lt;br /&gt;
But it is possible that your commune will really not be answered. This is due to GM availability and circumstance. For example, no matter how perfect your WoN-related commune, it won&#039;t get off the ground if there isn&#039;t a [[War of Nations]] GM online and available to answer it. I might think your commune to [[Amasalen]] is one of the sickest, most twisted, most exquisite things I&#039;ve ever seen in my life, and I might have the answer to your commune sitting right under my coffee cup, but it won&#039;t matter two cents if I&#039;m wrapped up in sorting out an eight-person PvP conflict that ties in with three scams and an abused game bug. It also won&#039;t matter how beautiful your commune is if I&#039;m the only GM (for quest-related reasons) who can conceivably answer your commune, you decide to hold it at 6 AM, and my alarm clock decides to flash red 12:00 due to a power outage instead of waking me up on time. Real life has this way of catching up to people, and every GM has various duties that take precedence over commune-answering.&lt;br /&gt;
&lt;br /&gt;
In real life, people don&#039;t just pray once for something -- they pray over, and over, and over. If the question was worth asking once, and you received no response, why not ask it again? Pick another date and hold another commune. See if it&#039;s more successful.&lt;br /&gt;
&lt;br /&gt;
The above information should be taken with a grain (if not a pinch) of salt. It is not guaranteed to do anything more than provide the perspective and opinion of one GM. It is not intended as an argument to demonstrate the usefulness of Commune or to justify its presence as a level 30 spell. However, I hope that you find it interesting.&lt;br /&gt;
&lt;br /&gt;
~Jharra&lt;br /&gt;
&lt;br /&gt;
[[Category:Cleric Base Spells]]&lt;br /&gt;
[[Category:Arkati]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Guild&amp;diff=111694</id>
		<title>Guild</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Guild&amp;diff=111694"/>
		<updated>2018-10-26T01:56:17Z</updated>

		<summary type="html">&lt;p&gt;SVRN: Correct typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Work-in-progress}}&amp;lt;div class=&amp;quot;alert alert-info&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Wednesday nights are [[#Guild Nights|Guild Nights]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;{{PrettyTOCright}}&lt;br /&gt;
A &#039;&#039;&#039;guild&#039;&#039;&#039; is a professional organization that [[character]]s may join at [[level]] 15 to supplement their training through [[guild skill]]s.  They also serve as professional social organizations and gathering places.  Guilds are not available for all professions and not all guilds have skills, or a complete roster of skills.  In 2014, high-ranking [[GameMaster]]s at [[SimuCon]] said that there are no current plans to add any more guild skills or profession guilds. &lt;br /&gt;
&lt;br /&gt;
;Complete guilds&lt;br /&gt;
*[[Warrior Guild]]&lt;br /&gt;
*[[Rogue Guild]]&lt;br /&gt;
&lt;br /&gt;
;Incomplete guilds&lt;br /&gt;
*[[Sorcerer guild]] (4 skills)&lt;br /&gt;
*[[Cleric Guild]] (3 skills)&lt;br /&gt;
*[[Empath Guild]] (3 skills)&lt;br /&gt;
*[[Wizard Guild]] (3 skills)&lt;br /&gt;
&lt;br /&gt;
;Guilds with buildings but no skills&lt;br /&gt;
*[[Bard Guild]]&lt;br /&gt;
*[[Ranger Guild]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The following information applies to all guilds regardless of profession.&#039;&#039;&#039;&lt;br /&gt;
==Joining a Guild==&lt;br /&gt;
Characters will receive an invite via an automated system to join their respective profession guild shortly after reaching level 15, although the timing is not dependable.  [[Rogue]]s should especially pay attention to this invite as it includes a password to enter the guild.  Other professions do not have this issue.  After the invite (only one automated message will be sent) one may join the guild at any time; there is no expiration to the invite.  Once the invitation is received the character can go to the local guild and find the NPC Guild Master inside (usually in an office) to complete the process. [[F2P_subscription|Free-to-Play]] characters receive invitations, but cannot currently join a guild.&lt;br /&gt;
&lt;br /&gt;
Player character guild masters may also invite and initiate people into the guilds.&lt;br /&gt;
&lt;br /&gt;
Joining fees and monthly dues vary by profession.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
! Profession||Initiation Fee||Monthly Dues&lt;br /&gt;
|-&lt;br /&gt;
| Bard||align=&amp;quot;right&amp;quot;|2250||align=&amp;quot;right&amp;quot;|750&lt;br /&gt;
|-&lt;br /&gt;
| Cleric||align=&amp;quot;right&amp;quot;| ||align=&amp;quot;right&amp;quot;|750&lt;br /&gt;
|-&lt;br /&gt;
| Empath||align=&amp;quot;right&amp;quot;| ||align=&amp;quot;right&amp;quot;|500&lt;br /&gt;
|-&lt;br /&gt;
| Ranger||align=&amp;quot;right&amp;quot;| ||align=&amp;quot;right&amp;quot;|1000&lt;br /&gt;
|-&lt;br /&gt;
| Rogue||align=&amp;quot;right&amp;quot;|15000||align=&amp;quot;right&amp;quot;|5000&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer||align=&amp;quot;right&amp;quot;|4500||align=&amp;quot;right&amp;quot;|1500&lt;br /&gt;
|-&lt;br /&gt;
| Warrior||align=&amp;quot;right&amp;quot;|10500||align=&amp;quot;right&amp;quot;|3500&lt;br /&gt;
|-&lt;br /&gt;
| Wizard||align=&amp;quot;right&amp;quot;|4500||align=&amp;quot;right&amp;quot;|1500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Paying Dues==&lt;br /&gt;
Monthly dues may be paid up to 2 months in advance to the local NPC Guild Master or another player guild master.&lt;br /&gt;
&lt;br /&gt;
==Guild Training Mechanics==&lt;br /&gt;
{| {{prettytable|float:right;}}&lt;br /&gt;
|+ &#039;&#039;&#039;Landmark Ranks and Levels&#039;&#039;&#039;&lt;br /&gt;
! Ranks !! Total Experience !! Character Level&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 265,000 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 270,000 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 44 || 300,000 || 15&lt;br /&gt;
|-&lt;br /&gt;
| 64 || 500,000 || 20&lt;br /&gt;
|-&lt;br /&gt;
| 125 || 1,262,500 || 33&lt;br /&gt;
|-&lt;br /&gt;
| 186 || 2,025,000 || 43&lt;br /&gt;
|-&lt;br /&gt;
| 248 || 2,800,000 || 52&lt;br /&gt;
|-&lt;br /&gt;
| 372 || 4,350,000 || 69&lt;br /&gt;
|}&lt;br /&gt;
One can see guild training progress using [[#GLD (verb)|GLD (verb)]].&lt;br /&gt;
&lt;br /&gt;
===Calculating Guild Rank===&lt;br /&gt;
For all purposes, when calculating a character&#039;s total guild ranks, the first rank in each guild skill is ignored. Thus, an empath with 4 ranks in General Alchemy, 3 ranks in Alchemic Potions, and 2 ranks in Alchemic Trinkets will report as being a 6 rank member of the Empath Guild, not a 9 rank member. (Presumably, this is because the first rank of each skill generally requires only a single introductory task and little actual training.)&lt;br /&gt;
&lt;br /&gt;
===The Guild &#039;Wall&#039;===&lt;br /&gt;
There is a maximum number of guild skill ranks one can have based on the amount of experience accumulated (see below).  At level 15 (265,000 experience) one can have 39 total ranks, and this tops off at level 69 (4,350,000 experience), and 372 ranks. Players are first eligible to become a Guild Master with 125 ranks and one skill mastered. Empaths, clerics, and wizards can complete their guild work with 186 ranks, and sorcerers with 248 ranks.&lt;br /&gt;
&lt;br /&gt;
Characters could train 4 more ranks of guild skills per level in the Gemstone III [[experience]] system. The amount of experience required per guild rank has not changed, so under the Gemstone 4 experience system, this aligns to:&lt;br /&gt;
&lt;br /&gt;
*5,000 exp from rank 39 to 40&lt;br /&gt;
*7,500 exp per rank from 40 to 44&lt;br /&gt;
*10,000 exp per rank from 44 to 64&lt;br /&gt;
*12,500 exp per rank for each rank beyond 64&lt;br /&gt;
&lt;br /&gt;
===Diversification===&lt;br /&gt;
When training in the guild, members cannot focus solely in a single skill; the Training Administrators will not allow it. For every six(?) ranks of a single skill, the Training Administrators will require a character train another rank of another skill.&lt;br /&gt;
&lt;br /&gt;
==GLD (verb)==&lt;br /&gt;
&#039;&#039;&#039;GLD&#039;&#039;&#039; is used to view a character&#039;s status and progress in his/her respective profession [[guild]].  It is also used to access various commands for interacting with other guild members, guild promotion, and resigning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;gld&lt;br /&gt;
You are a member of the Cleric Guild.&lt;br /&gt;
You are current with your dues and must check in again sometime in the next 61 days.&lt;br /&gt;
You currently have 0 task trading vouchers.&lt;br /&gt;
You currently have 136 ranks out of a possible 372 for your training.&lt;br /&gt;
&lt;br /&gt;
You are a Master of General Alchemy.&lt;br /&gt;
&lt;br /&gt;
You have 23 ranks in the Alchemic Potions skill.&lt;br /&gt;
You need 62 training points to earn your next rank.&lt;br /&gt;
The Training Administrator told you to practice creating tough solutions that involve boiling.&lt;br /&gt;
You have 4 repetitions remaining to complete this task.&lt;br /&gt;
&lt;br /&gt;
You have 53 ranks in the Alchemic Trinkets skill.&lt;br /&gt;
You need 59 training points to earn your next rank.&lt;br /&gt;
The Training Administrator told you to visit a skilled master for a lesson.&lt;br /&gt;
You have 6 repetitions remaining to complete this task.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Click GLD MENU for additional commands.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;gld menu&lt;br /&gt;
&lt;br /&gt;
Usage:  GLD {option} [{person}]&lt;br /&gt;
&lt;br /&gt;
Where {option} is:&lt;br /&gt;
       (Choose skill to train in)&lt;br /&gt;
STANCE      (Determine amount of skill to use)&lt;br /&gt;
NOMINATE    (Nominate a person)&lt;br /&gt;
NEWS        (View news bulletin)&lt;br /&gt;
ACCEPT      (Accept promotion, etc.)&lt;br /&gt;
DECLINE     (Decline promotion, etc.)&lt;br /&gt;
OATH        (Remind yourself about the membership oath you took)&lt;br /&gt;
RANK        (View a person&#039;s guild rank)&lt;br /&gt;
RANK ALL    (View all the guild ranks of all people in the room)&lt;br /&gt;
RANK ON     (Allow your guild rank information to be viewable by other members)&lt;br /&gt;
RANK OFF    (Disallow other members from viewing your guild rank information)&lt;br /&gt;
PROMOTE     (Promote to next rank)&lt;br /&gt;
ABANDON     (Abandon guild skill ranks)&lt;br /&gt;
RESIGN      (Resign from guild)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Guild Masters==&lt;br /&gt;
Guild Masters are officials of the Guild and have powers when interacting with other members. Player Character Guild Masters can perform all of the same tasks the NPC Guild Master can: they are able to check in in other guild members, promote in skills, initiate new members, nominate others for Guild Master status, and promote them to the office of Guild Master. They receive experience, fame, and a portion of the fees collected when they do so. Furthermore, all members who train guild skills with a Guild Master earn repetitions twice as fast as they would with a general member.&lt;br /&gt;
&lt;br /&gt;
Active guild members are eligible to become Guild Masters once they have reached rank 125 in the guild and have at least one guild skill mastered. Two other guild members eligible for Guild Master status must then nominate the member to Guild Master status.&lt;br /&gt;
&lt;br /&gt;
Guild Masters do not have to pay monthly dues, but they must still check in with another Guild Master at least once every 90 days. If a Guild Master lets his or her guild membership wane, the title is lost, and the character must seek nomination again.&lt;br /&gt;
&lt;br /&gt;
===Nomination and Promotion to Guild Master===&lt;br /&gt;
Being promoted to the office of Guild Master requires two characters eligible for Guild Master status themselves to nominate the intended, using the verb gld nominate. A Guild Master, which can be a player character or the guild NPC, must then complete the promotion ritual using the verb gld promote. (The process used to require 5 nominators, but the requirements have since been relaxed.)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;gld nominate Person master&lt;br /&gt;
You nominate Person for the office of Guild Master.&lt;br /&gt;
Other Master nominates Person for the office of Guild Master.&lt;br /&gt;
Person asks to be promoted to Guild Master.&lt;br /&gt;
&lt;br /&gt;
Vathezir completes the promotion ritual and says, &amp;quot;Congratulations, Person, for achieving Guild Master status!  We trust you&#039;ll serve your guild well.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Advanced Titles====&lt;br /&gt;
Characters who are guild masters and have mastered all six skills in their guild receive an advanced title. Rogues are recognized as a &#039;&#039;&#039;Grandmaster&#039;&#039;&#039;, and Warriors as a &#039;&#039;&#039;Master-at-Arms&#039;&#039;&#039;. The title is granted automatically, and is also available as a [[Title System|post-name title]]. Clerics, empaths, sorcerers, and wizards do not have six skills to master, and thus do not have an advanced title.&lt;br /&gt;
&lt;br /&gt;
===Training with a Guild Master===&lt;br /&gt;
When warriors, rogues, and sorcerers are tasked to train with another guild member, training with a Guild Master earns them two repetitions for every success. This is desirable for obvious reasons, significantly expedites the training process, and is often the prime impetus for those classes become and to nominate more Guild Masters.&lt;br /&gt;
&lt;br /&gt;
===Promotion===&lt;br /&gt;
All guild members who have mastered a skill can promote others to the next rank of that skill. Guild Masters, meanwhile, can promote others in any skill, regardless of their own training status. Promoting another member to the next rank of a skill will earn the promoter 100 [[experience]] and 50 [[fame]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;gld promote Person in alchemy&lt;br /&gt;
You offer to promote Person to his next rank in General Alchemy.&lt;br /&gt;
You promote Person to his next rank of General Alchemy.  Person now has 3 ranks of this skill!&lt;br /&gt;
(You earned 100 exp. and 50 fame.)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As mentioned above, a Guild Master is also required to promote others to the office of Guild Master.&lt;br /&gt;
&lt;br /&gt;
===Initiation and Invitation ===&lt;br /&gt;
Guild Masters can initiate members into their guild, whether or not the character has been invited by the automated system. Sometimes that system fails to invite new members in a timely manner and a guild master must intervene.  Initiating will always earn the guild master 10% of the applicable [[silver coin|silvers]], 200 experience, and 2000 fame. Guild Masters used to be able to invite characters that were as low as level 10, but that practice has been discontinued.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;gld initiate Person&lt;br /&gt;
You invite Person to become a member in the Sorcerer Guild, saying, &amp;quot;Person, by applying to the Sorcerer Guild, you swear by this oath:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I swear to uphold the sanctity, reputation and preeminent position of the Sorcerer Guild in Elanthian Society.  Although I may have differences of opinion with my fellow guild members, I will respect them and their right to voice their opinions.  I am aware of the superiority of sorcerers; I will therefore not stoop to using knowledge gained in the Sorcerer Guild to harm my fellow adventurers, no matter how deserving of harm they may be.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Do you agree to abide by this oath?&amp;quot;&lt;br /&gt;
(You earn 450 silver, 200 experience, 2000 fame.)&lt;br /&gt;
&lt;br /&gt;
Person agrees to the oath and gives you the required 4500 silver initiation fee.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Welcome to the Sorcerer Guild,&amp;quot; you say and shake her hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Checking In and Collecting Dues===&lt;br /&gt;
Guild Masters may check in other members of the same guild to bring them up-to-date or accept months of prepayment (up to 3 months).  Each time a guild master checks another member in he/she will receive 10% of the silvers, 100 exp, and 50 fame.  Checking in another Guild Master will earn no silvers, and will earn no fame or experience if the other Guild Master did not need a check-in. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;gld checkin Person&lt;br /&gt;
You offer to collect Person&#039;s dues.&lt;br /&gt;
You accept Person&#039;s 3000 silvers for his past dues.&lt;br /&gt;
(You earned 300 silver, 100 exp, 50 fame)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;gld checkin Person&lt;br /&gt;
You offer to collect a month of prepayment from Person.&lt;br /&gt;
You accept Person&#039;s 1500 silvers for a month of prepayment.&lt;br /&gt;
(You earned 150 silver, 100 exp, 50 fame)&lt;br /&gt;
&lt;br /&gt;
&amp;gt;gld checkin Other Master&lt;br /&gt;
You offer to bring Other Master up to date.&lt;br /&gt;
You acknowledge Other Master as being current with the guild.&lt;br /&gt;
(You earned 0 silver, 100 exp, 50 fame)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Registration ===&lt;br /&gt;
&lt;br /&gt;
Guild Masters can register with the local NPC Guild Master to be listed on a roster of Guild Masters in that specific guild structure for 4 months.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;ask Grift about registering&lt;br /&gt;
You ask Grift about registering as an active Guild Master in this guild.&lt;br /&gt;
&lt;br /&gt;
Grift says, &amp;quot;Very well, I will note in the guild ledger that you would like to become registered here as an active Guild Master.  Your name should now be on our local Guild Master roster that is posted at the entrance.  Your name will stay on the roster as long as you checkin in this town once every four months.  You can ASK me about UNREGISTERING if you want to remove your name before then.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Guild Nights==&lt;br /&gt;
As of 2016, Wednesday nights are designated as Guild Night.  During the hours of 5p-Midnight in game time (ET), all guild training point awards will be doubled. Point values are determined when you report your success to the Training Administrator, not when you complete the task.&lt;br /&gt;
&lt;br /&gt;
During Guild Nights the [[#GLD (verb) |GLD verb]] will have the following message:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
It is currently a Guild Night, courtesy of the Elanthian Guilds Council!&lt;br /&gt;
[Most guild training points awards will be doubled as a result until not set.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Guild Night Form===&lt;br /&gt;
Guild &amp;quot;Night&amp;quot;s can be purchased from the [[SimuCoin]] Store in the form of [https://store.play.net/store/purchaseitem/380?gameCode=GS an Elanthian Guild Night Form] (also referred to as a custom Guild Night).  Use of the form will double most profession guild training point awards for the entire game for 7 hours.  All players currently in-game or entering the game are notified, and purchasers can take full credit for the purchase or create a custom attribution.&lt;br /&gt;
&lt;br /&gt;
If the weekly free Guild Night will overlap with a custom Guild Night, the custom Guild Night will be paused and resume after the free one is over. If a Guild Night form is redeemed while someone else&#039;s Guild Night is already in effect, the original Guild Night will be extended and the new purchaser will not receive the attribution.  Purchasers will be warned upon redemption if this is the case and can choose to wait.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Profession Guilds| ]]&lt;br /&gt;
[[Category: Character Mechanics]]&lt;br /&gt;
{{Stub}}&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Rhoska-Tor&amp;diff=111672</id>
		<title>Rhoska-Tor</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Rhoska-Tor&amp;diff=111672"/>
		<updated>2018-10-25T02:07:02Z</updated>

		<summary type="html">&lt;p&gt;SVRN: /* Behind the Scenes */ Correct typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Rhoska-Tor&#039;&#039;&#039; is located in the far southern part of the continent of [[Elanthia]], northeast of the [[Southron Wastes]].&amp;lt;ref&amp;gt;[http://www.play.net/images/gs3/maps/elanith.jpg Map of Elanthia], on Play.net&amp;lt;/ref&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Rhoska-Tor is known for the abundance of mana foci in the area and for [[Maelshyve]], Despana&#039;s capital until after [[Undead War]] in [[-15,185]].  The [[Dhe&#039;nar]] first lived at Rhoska-Tor for 5,000 years after they left the [[Elven Empire]], 50,000 years ago.  It also was the location to which the [[Faendryl]] were exiled due to the demonic means they used to end the war. The Faendryl city, [[New Ta&#039;Faendryl]], is located near Maelshyve, just north of Rhoska-Tor.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
[[Southron Wastes]] and [[Maelshyve]] appear to use words derived from Scottish Gaelic. Similarly &amp;quot;Tor&amp;quot; means a &amp;quot;bulging hill&amp;quot; or mound in this context, such as [[Castle Anwyn|Glastonbury Tor]] with its relationship to [[The Broken Lands and ki-lin: Part 3 (log)|faerie folklore]] and the demons of the Celtic Otherworld, where the entrance to such places was underground through the mounds. Fortresses were typically built on top of mounds, and so Rhoska-Tor may have initially been intended to refer only to the immediate surroundings of Maelshyve. Much later there was a [[Dark Elven Horror Stories|Dark Elven horror story]] that gave &amp;quot;rha&#039;sha&#039;tor&amp;quot; the Dhe&#039;nar-si meaning of &amp;quot;the giver and taker of life.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{Dark Elves}}&lt;br /&gt;
[[Category:Places]]&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Human&amp;diff=111631</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Human&amp;diff=111631"/>
		<updated>2018-10-24T03:15:16Z</updated>

		<summary type="html">&lt;p&gt;SVRN: Correct typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Race &lt;br /&gt;
| [[File:Human.gif|center]]&lt;br /&gt;
| regen = 1 per 3 min &lt;br /&gt;
| decay = 14 minutes &lt;br /&gt;
| height = 5&#039; to 6&#039;, max 6.5&#039;&lt;br /&gt;
| weight = 90 to 270 lbs.&lt;br /&gt;
| language = Common}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Humans&#039;&#039;&#039; are of average stature, between 5&#039;5&amp;quot; and 6&#039;, are rather stocky and show a wide range of variation in hair, skin and eye color. They tend to be somewhat rustic appearing, the men often sporting a beard or mustache. The women tend to be sturdy and good-natured.&lt;br /&gt;
&lt;br /&gt;
Before the rise of the humans after the [[Age of Chaos]], they lived a nomadic life and barely survived in the infertile wastelands they were &amp;quot;allowed&amp;quot; by the [[Elves]] to inhabit. The rise of the [[Turamzzyrian Empire]] gave humans nearly as much land and control as the Elves had in the height of their Empire.&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
{{Race stats|str=+5|log=+5|int=+5}}&lt;br /&gt;
&lt;br /&gt;
For [[statistic growth rate]]s by [[profession]], see [[List of statistic growth rates#Human]].&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Other Characteristics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Spirit Regeneration&lt;br /&gt;
| 1 per 3 min&lt;br /&gt;
!Decay Timer&lt;br /&gt;
| 14 min&lt;br /&gt;
|-&lt;br /&gt;
!Max Health&lt;br /&gt;
| 150&lt;br /&gt;
!Base Regeneration&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
!Weight Factor&lt;br /&gt;
| .90&lt;br /&gt;
!Encumbrance Factor&lt;br /&gt;
| 1.00&lt;br /&gt;
|-&lt;br /&gt;
!Maneuver Bonus&lt;br /&gt;
| Average&lt;br /&gt;
!Elemental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Spiritual TD&lt;br /&gt;
| 0&lt;br /&gt;
!Mental TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Sorcerer TD&lt;br /&gt;
| 0&lt;br /&gt;
!Poison TD&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
!Disease TD&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Humans receive a moderate hiding bonus in town.&lt;br /&gt;
&lt;br /&gt;
== Cultures ==&lt;br /&gt;
&lt;br /&gt;
Humans have diverse cultures influenced mostly by geographic location and political activity.&lt;br /&gt;
&lt;br /&gt;
=== Western Empire ===&lt;br /&gt;
&lt;br /&gt;
;Selanthia&lt;br /&gt;
:&#039;&#039;Crest: A crimson sunburst on a field of gold&#039;&#039;&lt;br /&gt;
:The political and cultural center of the Turamzzyrian Empire, Selanthia hosts the Hall of Mages, most prestigious of the arcane colleges, and the Imperial Drakes, magical branch of the military consisting solely of skilled wizards.&lt;br /&gt;
&lt;br /&gt;
;Torre&lt;br /&gt;
:&#039;&#039;Crest: A white stork on a field of light blue&#039;&#039;&lt;br /&gt;
:Married to the sea, the lands of Torre consists mostly of scattered fishing villages and a single large port town. Most locals regularly pay homage to Charl, god of the sea or his daughter Niima.&lt;br /&gt;
&lt;br /&gt;
;Oire&lt;br /&gt;
:&#039;&#039;Crest: A golden sheaf of grain encircled by a grape vine on a field of silver&#039;&#039;&lt;br /&gt;
:Rich in farming and cattle, Oire draws little attention and the people like it that way. The lands remain untouched by the wars and political intrigues that plague the surrounding nations. The people of Oire love the simple life.&lt;br /&gt;
&lt;br /&gt;
=== Southern Empire ===&lt;br /&gt;
&lt;br /&gt;
;Aldora&lt;br /&gt;
:&#039;&#039;Crest: A gold ram&#039;s head facing left within a crown on a field of two horizontal black and white lines&#039;&#039;&lt;br /&gt;
:Dominated by the Gattrof mountains, Aldora provides an abundance of hilly terrain perfect for the grazing of goats and sheep. Most citizens of Aldora are of humble origin.&lt;br /&gt;
&lt;br /&gt;
;Estoria&lt;br /&gt;
:&#039;&#039;Crest: A white horse clenching a black rose in its teeth on a field of blue&#039;&#039;&lt;br /&gt;
:Harsh weather is common in Estoria making farming difficult and thusly the people rely heavily on fishing and whaling. Locals tend towards superstition and are slow lend their trust to those not like themselves.&lt;br /&gt;
&lt;br /&gt;
;Chastonia&lt;br /&gt;
:&#039;&#039;Crest: A golden hawk head facing right on a field of Kestrel blue&#039;&#039;&lt;br /&gt;
:Home to simple folk, superstitious and wary of strangers, Chastonia provides much of the lands food and wine. Here can be found the ruins of Toullaire, a city destroyed in a magical catastrophe many years ago.&lt;br /&gt;
&lt;br /&gt;
;Allace&lt;br /&gt;
:&#039;&#039;Crest: A white seagull with widespread wings facing to the left above a mountain peak on a field of dark blue&#039;&#039;&lt;br /&gt;
:Smaller than most, Allace is of strategic importance to the Empire for its coastal regions. The fishing industry is dominant here. The people of Allace are friendly, easy-going and great lovers of nature.&lt;br /&gt;
&lt;br /&gt;
=== Eastern Empire ===&lt;br /&gt;
&lt;br /&gt;
;Honneland&lt;br /&gt;
:&#039;&#039;Crest: Crossed purple lances on a field of silver&#039;&#039;&lt;br /&gt;
:Land of chivalry and home to the noblest of warriors, Honneland hosts great tournaments and festivals where knights compete to gain fame and glory.&lt;br /&gt;
&lt;br /&gt;
;Trauntor&lt;br /&gt;
:&#039;&#039;Crest: Two black towers on a field of dark green&#039;&#039;&lt;br /&gt;
:The hills and mountains of Trauntor are protected from the Scourge by the Demonwall. Crime is almost non-existent due to harsh punishments for all offenses. The people are militaristic, baring many warriors stalwart and loyal, but untrusting and particularly wary of magic and the ways of sorcery.&lt;br /&gt;
&lt;br /&gt;
;Bourth&lt;br /&gt;
:&#039;&#039;Crest: Three black yew trees on a field of white ringed by five hawk feathers&#039;&#039;&lt;br /&gt;
:Land of legend and folklore, Bourth is home to the mysterious Wyrdeep Forest. Close contact with elves has increased understanding and tolerance between the two races, yet there are still some conflicts.&lt;br /&gt;
&lt;br /&gt;
;Highmount&lt;br /&gt;
:&#039;&#039;Crest: A white bear in manacles facing left on a field of red&#039;&#039;&lt;br /&gt;
:Bordered by impassable mountains, Highmount is mostly forested land. The people are a contrast of personalities, city folk being open and friendly, while small towners keep to themselves.&lt;br /&gt;
&lt;br /&gt;
;Dragach&lt;br /&gt;
:&#039;&#039;Crest: A red bighorn ram facing right before white mountains on a green field&#039;&#039;&lt;br /&gt;
:Harsh and mountainous, Dragach hosts a fierce tribal people, respectful of nature and sporting a hearty appetite for life. Nature dominates the folklore where even the wind is considered alive and in need of feeding to calm its roaring gales.&lt;br /&gt;
&lt;br /&gt;
=== Northern Empire ===&lt;br /&gt;
&lt;br /&gt;
;Hendor&lt;br /&gt;
:&#039;&#039;Crest (South Hendor): A majestic silver oak tree on a field of blue&#039;&#039;&lt;br /&gt;
:&#039;&#039;Crest (North Hendor): A blue phoenix rising on a field of silver&#039;&#039;&lt;br /&gt;
:A land of lush forests and mighty rivers, Hendor thrives as a natural paradise. Its people are hearty and strong of mind, but wary of the icy Dragonspine mountains nearby.&lt;br /&gt;
&lt;br /&gt;
;Seareach&lt;br /&gt;
:&#039;&#039;Crest: A red eagle before a golden sun on a field of deep blue&#039;&#039;&lt;br /&gt;
:The land of sand, sea and mystery, Seareach offers lucrative fishing, mining and rare spice trade along the borders of the Sea of Fire. Locals favor divinations of many types from predicting weather and success of harvests or marriages.&lt;br /&gt;
&lt;br /&gt;
;Jantalar&lt;br /&gt;
:&#039;&#039;Crest: A black triskelion on a field of gold and red&#039;&#039;&lt;br /&gt;
:Hills, rivers and fertile plains mark Jantalar, largest region of the Empire where military presence is a constant. The people of Jantalar suffer few fools, often going to extremes to point out the foolishness of others.&lt;br /&gt;
&lt;br /&gt;
;Talador&lt;br /&gt;
:&#039;&#039;Crest: A white square on a field of black&#039;&#039;&lt;br /&gt;
:Thickly wooded, Talador is bordered by wasteland and elven forests. Mining is the principal resource of the area. The people are peaceful and great lovers of nature.&lt;br /&gt;
&lt;br /&gt;
;Mestanir&lt;br /&gt;
:&#039;&#039;Crest: A gold crown in a circle of white on a field of red&#039;&#039;&lt;br /&gt;
:Known for its honey meads and brown ales, Mestanir is host to several important religious sites. Religion is important to the people and the Church of Koar holds a strong presence. Aside from this, the area breeds many unconventional magic users.&lt;br /&gt;
&lt;br /&gt;
;Vornavis&lt;br /&gt;
:&#039;&#039;Crest: A single ivory swan facing right on a field of emerald&#039;&#039;&lt;br /&gt;
:A coastal province, Vornavis hosts the free port of Solhaven. Most tolerant of all humans to those unlike themselves, their beliefs have caused political friction with their neighbors.&lt;br /&gt;
&lt;br /&gt;
;Riverwood&lt;br /&gt;
:&#039;&#039;Crest: Two interlocking circles of blue pierced by a red arrow on a field of white&#039;&#039;&lt;br /&gt;
:The plush wooded region of Riverwood provides plentiful game and many natural resources. The people favor Imaera and are highly superstitious and ceremonial.&lt;br /&gt;
&lt;br /&gt;
=== Sea of Fire ===&lt;br /&gt;
&lt;br /&gt;
;The Tehir Tribes&lt;br /&gt;
:A nomadic people, the Tehir live within the Sea of Fire. They migrate from oasis to oasis living off the sparse desert bounty. Men of the tribes wear veils over their faces, a sign of adulthood. Women wear head scarfs and sport elaborate tattoos on their faces and necks.&lt;br /&gt;
&lt;br /&gt;
;The Shakat&lt;br /&gt;
:Still considered Tehir by many outside the Sea of Fire, the Shakat are emerging to become quite a different people. They are descendants of the Tehir who left the Sea of Fire for some years, when a rare escalation of land temperature caused a severe drought and many deaths. When the Shakat attempted to return to the desert, those who had remained refused to let them stay. The Shakat slinked back to their small settlements outside the Sea of Fire, where a set of wholly unique cultural and spiritual beliefs have developed in the centuries since.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&amp;lt;section begin=verbs /&amp;gt;&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
! colspan=2 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;[[BOW (verb)|BOW]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| BOW CONTEMPTUOUSLY&lt;br /&gt;
|You make a contemptuous half-bow.&lt;br /&gt;
|-&lt;br /&gt;
| BOW GRANDLY&lt;br /&gt;
|Sweeping your arm outward, you bow low in a grand fashion.&lt;br /&gt;
|-&lt;br /&gt;
| BOW MOCKINGLY&lt;br /&gt;
|You bow mockingly, your every move a grotesque exaggeration.&lt;br /&gt;
|-&lt;br /&gt;
| BOW RESPECTFULLY&lt;br /&gt;
|Fixing your eyes firmly on the ground, you bow respectfully.&lt;br /&gt;
|-&lt;br /&gt;
| BOW SUBMISSIVELY&lt;br /&gt;
|You bow low, abasing yourself before all.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;section end=verbs /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Turamzzyrian Empire]]&lt;br /&gt;
*[[Turamzzyrian Titles]]&lt;br /&gt;
*[[Human Anxieties in Zajai and the Butterfly|Human Anxieties in Zajai and the Butterfly by Silvean Rashere]]&lt;br /&gt;
*[[Orders of the Turamzzyrian Empire]]&lt;br /&gt;
*[http://www.play.net/gs4/info/races/human.asp Humans], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Races/Humans/view Officials folder]&lt;br /&gt;
{{Humans}}&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]] [[Category:Humans| ]]&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Order_of_Voln&amp;diff=111592</id>
		<title>Order of Voln</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Order_of_Voln&amp;diff=111592"/>
		<updated>2018-10-23T04:37:42Z</updated>

		<summary type="html">&lt;p&gt;SVRN: /* Joining */ Correct typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Order of Voln navigation}}&lt;br /&gt;
The &#039;&#039;&#039;Order of Voln&#039;&#039;&#039; is a [[society]] devoted to the release of [[undead]] from the torment they endure on [[Elanthia]].&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
{{main|The History of the Order of Voln}}&lt;br /&gt;
&lt;br /&gt;
== Joining ==&lt;br /&gt;
&lt;br /&gt;
To join the Order of Voln, an adventurer must first receive an invitation. This invitation may be extended to any adventurer, [[level]] 3 or higher, by the &#039;&#039;&#039;[[grizzled old warrior]]&#039;&#039;&#039; in [[Wehnimer&#039;s Landing]], the &#039;&#039;&#039;[[robed erithian monk]]&#039;&#039;&#039; in [[Ta&#039;Vaalor]], or by a Master (Rank 26 member) in the Order. Masters can extend an invitation with the command {{mono|[[INVITE]] &amp;lt;NAME&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
Once invited, prospective members must travel to an Order of Voln monastery, stow the items in their hands, and enter the pool of water. While relaxing in the pool, the prospective member will receive a series of messages. Once the message &amp;quot;&#039;&#039;you have been cleansed of all worldly pollutions&#039;&#039;&amp;quot; has been received, they will then be permitted to enter the monastery proper.&lt;br /&gt;
&lt;br /&gt;
Upon entering the monastery, prospective members must visit the Grandmaster. He will welcome and instruct the individual on the Order&#039;s mission, a bit of history and the responsibilities of membership.&lt;br /&gt;
&lt;br /&gt;
Finally, the Grandmaster will direct the prospective member to recite an oath to the [[Voln|Great Spirit Voln]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;I pledge to aid and succor the Great Spirit Voln in his mission on Elanthia.&amp;quot;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Upon correctly repeating this oath the character will then receive another welcome from the Grandmaster and additional instructions on how to proceed. The new member may then begin their journey along the Path to Enlightenment by visiting the first monk on the path.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: You cannot join the Order of Voln if you are currently a member of another [[society]], such as the [[Council of Light]] or the [[Guardians of Sunfist]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Advancement ==&lt;br /&gt;
&lt;br /&gt;
Members receive a new usable [[#Symbols|symbol]] for each rank gained in the Order of Voln. To advance in rank, one must earn a certain amount of [[#Favor|favor]] (see section below), visit a monk on the Path to Enlightenment, and then complete a task. To check if one has enough favor to obtain the next rank, one can either visit a monk on the Path or enter the [[#Visions|vision]] room and [[PRAY]].&lt;br /&gt;
&lt;br /&gt;
If in River&#039;s Rest and eligible to step, one can visit the Voln Outpost and ask the monk present about &amp;quot;travel&amp;quot; and a free chronomage orb will be given for travel to Wehnimer&#039;s Landing (return trip included).&lt;br /&gt;
&lt;br /&gt;
The first rank and [[Symbol of Recognition]] are given without any task or favor requirement. The favor requirement increases for each additional step.&lt;br /&gt;
&lt;br /&gt;
Using symbols costs favor but does &#039;&#039;&#039;not&#039;&#039;&#039; slow down advancement, only the amount of favor cumulatively earned matters.&lt;br /&gt;
&lt;br /&gt;
== Favor ==&lt;br /&gt;
{{main|Favor}}&lt;br /&gt;
{{#section:Favor|intro}}&lt;br /&gt;
&lt;br /&gt;
== Symbols ==&lt;br /&gt;
&lt;br /&gt;
Members of the Order of Voln gain access to one new [[symbol]] per rank. Master&#039;s of the Order have access to a total of 26 symbols. Symbols are similar to [[spell]]s but are powered by favor instead of mana. The favor cost to activate symbols increases with a character&#039;s level. However, the amount of favor gained from releasing an undead also increases with level.&lt;br /&gt;
&lt;br /&gt;
The favor required to activate a symbol is character level-based. For example, the favor cost for one use of symbol of courage for a level 20 member is 29 units and increases to 218 units for a level 100 character. Although there is nearly a 7 fold increase in cost, this is offset by a higher percentage of favor gained by the 100 level character. A level 20 character releasing a level 20 creature will receive (20 &amp;amp;divide; 15) * 20 = 27 units of favor. A level 100 character releasing a level 100 undead receives (100 &amp;amp;divide; 15) * 100 = 667 units of favor.&lt;br /&gt;
&lt;br /&gt;
The relative cost column, in the table below, can be used to compare one symbol&#039;s cost to another. For example, Symbol of Return&#039;s favor cost is approximately 10x the cost of Symbol of Courage. Actual cost will vary based upon the character&#039;s level.&lt;br /&gt;
 &lt;br /&gt;
===Symbol Table===&lt;br /&gt;
&amp;lt;small&amp;gt;Note: Each symbol has a dedicated page with more detailed information.&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;
!Rank&lt;br /&gt;
!Symbol&amp;lt;br&amp;gt;Name&lt;br /&gt;
!Arkati&lt;br /&gt;
!Thumbnail Description&lt;br /&gt;
!Relative&amp;lt;br&amp;gt;Cost Factor&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 20&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 40&lt;br /&gt;
!Cost at&amp;lt;br&amp;gt;Lev 100&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Recognition]]&lt;br /&gt;
|&amp;lt;center&amp;gt;[[Tonis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Identifies other members of the Order and any [[undead]] present. No [[favor]] cost.&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Blessing]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Eonak]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Bless weapons, including magical metal/enchanted weapons, and other combat gear used to strike undead. Enchant bonus bless is limited to member&#039;s (Voln rank * 2). Eg., Rank 10 member can bless maximum +20 (4x) enchanted gear.&lt;br /&gt;
||0.4x/2x&lt;br /&gt;
||&amp;lt;center&amp;gt;12 non-magic/58 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;30 non-magic/146 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;87 non-magic/435 magic&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Thought]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Oleani]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Transmit thought message to all members within range.&lt;br /&gt;
||&amp;lt;center&amp;gt;Fixed&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Min 1&amp;lt;br&amp;gt;Max 83&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Diminishment]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Cholen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Temporarily reduces a targeted undead creature&#039;s [[DS]], [[TD]], and [[CMAN]] defense by -1 per rank with a maximum penalty of -26. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Courage]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Jastev]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increases member&#039;s [[Attack Strength]] +1 per rank (Max bonus +26). Duration of 10 seconds per rank ([[stackable]]). Fear based attack protection.&lt;br /&gt;
||&amp;lt;center&amp;gt;1x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;73&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;218&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Offense/Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Protection]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Imaera]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Increases member&#039;s [[Defensive Strength]] +1 per rank (Max bonus +26). Duration of 20 seconds per rank. Protection also adds a TD boost of 1/2 total ranks. (Max bonus +13) ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;1x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;29&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;73&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;218&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Submission]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Charl]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Forces undead to offensive stance and lowers [[DS]] -1 per rank. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Kai&#039;s Strike]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Kai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Allows [[unarmed combat]] attacks to damage undead creatures without the normal requirement of blessed gear. This is a passive ability and has no favor cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Holiness]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Phoen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Direct damage attack against undead using the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;10&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Recall]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lorminstra]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Restores spells after death. Must be invoked while dead. No benefit if member voluntarily [[DEPART (verb)|departs]].&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Sleep]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Ronan]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Targeted or mass disabling attack used against both undead and living creatures. Uses the [[standard success resolution system]]. Player friendly.&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 2x&amp;lt;br&amp;gt;Max 10x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 58&amp;lt;br&amp;gt;Max 286&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 146&amp;lt;br&amp;gt;Max 728&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 435&amp;lt;br&amp;gt;Max 2174&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;12&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Transcendence]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lumnis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|For 30 seconds member will take damage as if in an [[Non-corporeal|incorporeal]] state.  3 minute cooldown period / 10 minutes if used in emergency.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Defense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;13&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Mana]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Koar]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Restores 50 mana. Initially, no deed cost. 5 minute cooldown period.&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;14&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Sight]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Tonis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Locate other members of the Order within range.&lt;br /&gt;
||&amp;lt;center&amp;gt;3x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;15&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Retribution]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Eonak]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Direct attack against undead when member is deceased. When used while living (self-cast version) will reactively flare if struck by an undead creature. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;0.4x per attack&amp;lt;br&amp;gt;3x self-cast&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;12/86&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;30/219&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;87/653&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;16&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Supremacy]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Oleani]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Bonus of +1 per two Voln ranks to [[Attack strength|AS]]/[[CS]],[[CMAN]], [[UAF]] against undead creatures. Duration: 10 seconds per rank - ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;5x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;143&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;364&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1087&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#CCFF99 align=center|Offense&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;17&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Restoration]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Cholen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Returns up to half of a members [[Hitpoint|health point]] loss. Minimum +10/Maximum +50 HP recovery per use.&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;18&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Need]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Jastev]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Transmits an image of the member&#039;s location to all other members within range. Can be used while dead.&lt;br /&gt;
||&amp;lt;center&amp;gt;4x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;115&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;292&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;870&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;19&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Renewal]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Imaera]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Immediately restores 1 [[Spirit]] Point per use to the member. Hard cooldown period of 2 minutes in which the symbol cannot be reactivated.&lt;br /&gt;
||&amp;lt;center&amp;gt;5x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;143&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;364&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1087&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;20&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Disruption]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Charl]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Casts an aura around user and group members. Any &#039;&#039;&#039;[[Non-corporeal|noncorporeal]]&#039;&#039;&#039; undead struck will sustain penalties to [[Attack strength|AS]]/[[DS]],[[CS]]/[[TD]],[[UDF]], [[CMAN]]. Duration: 10 seconds per rank - ([[stackable]]).&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 3x&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 86&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 219&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 653&amp;lt;br&amp;gt;Max ?&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack &lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;21&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Kai&#039;s Smite]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Kai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|An [[unarmed combat]] attack, activated via the SMITE verb. Will temporarily pull a non-corporeal undead creature into corporealness. Will make corp undead more susceptible to damage. No [[favor]] cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;22&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Turning]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Phoen]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Targeted or mass attack causing states similar to fear effects with possible instant death result. Uses the [[standard success resolution system]].&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 3x&amp;lt;br&amp;gt;Max 15x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 86&amp;lt;br&amp;gt;Max 429&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 219&amp;lt;br&amp;gt;Max 1092&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;Base 653&amp;lt;br&amp;gt;Max 3261&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#FF9999 align=center|Attack&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;23&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Preservation]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lorminstra]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Lifekeep]]. Can be used whether living or dead, on yourself or on other characters.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;24&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Dreams]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Ronan]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Member enters a sleep-state during which time there is increased recovery of [[Hitpoint|health]], [[Mana|mana]], [[Spirit|spirit]] and reduced [[stat]]s from [[Death&#039;s Sting]]. You are able to speak while this is active, but whispers or thought net activities will awaken you.&lt;br /&gt;
||&amp;lt;center&amp;gt;6x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;172&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;437&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;1305&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;25&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Return]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Lumnis]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Immediate Teleportation of member or member&#039;s group (certain areas will only allow individual transport) to the nearest Voln outpost.&lt;br /&gt;
||&amp;lt;center&amp;gt;10x&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;286&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;728&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;2174&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;26&amp;lt;/center&amp;gt;&lt;br /&gt;
|[[Symbol of Seeking]]&lt;br /&gt;
||&amp;lt;center&amp;gt;[[Koar]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|Teleportation of member or member&#039;s group from a voln outpost to an undead hunting area within the general vicinity. No [[favor]] cost.&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
||&amp;lt;center&amp;gt;None&amp;lt;/center&amp;gt;&lt;br /&gt;
|bgcolor=#99CCFF align=center|Utility&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Masters (rank 26 members) of the Order of Voln may enter the [[Master&#039;s hall]] which includes:&lt;br /&gt;
* Access to a scrying-type effect centered on a few rooms via the [[tapestry]] (in [[Wehnimer&#039;s Landing]])&lt;br /&gt;
&lt;br /&gt;
* Access to teleportation centered on a few rooms via the tapestry (in Wehnimer&#039;s Landing)&lt;br /&gt;
&lt;br /&gt;
* Access to a [[favor]]-measuring [[globe]] and the ability to trade a [[deed]] for favor via the globe&lt;br /&gt;
&lt;br /&gt;
== Visions ==&lt;br /&gt;
&lt;br /&gt;
By praying in the monastery meditation chamber in the Landing and Ta&#039;Vaalor or at the Altar in the Ice Garden of Voln in Icemule Trace, members will receive a vision indicating the percentage of favor they have acquired toward completion of the step. Visions are in 10% increments.&lt;br /&gt;
&lt;br /&gt;
=== Wehnimer&#039;s Landing, Icemule Trace, and Ta&#039;Vaalor Visions ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&lt;br /&gt;
&amp;gt;PRAY&lt;br /&gt;
You kneel down and begin your prayers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Followed (approximately 45 seconds) by one of the following eleven visions.&lt;br /&gt;
&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a flower that has not yet begun to open. (0 to &amp;lt;10%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a baby eagle barely hatched from its egg. (10 to &amp;lt;20%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a butterfly drying its wings on a leaf. (20 to &amp;lt;30%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of the headwaters of a mighty river. Here it has joined with several other streams and is growing quickly. (30 to &amp;lt;40%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a weaver on a loom, nearly half way in the creation of an intricate tapestry. (40 to &amp;lt;50%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a brief vision of twin bowls of wine. You reach out and empty the contents of one into the other filling it up. You have a sudden desire to fill up the empty bowl too. (50 to &amp;lt;60%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a hiker as he clears the peak of a hill and begins to descend the other side. (60 to &amp;lt;70%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a lute, finely crafted, but missing a third of its strings. (70 to &amp;lt;80%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a rainbow forming as a thunder storm begins to abate. (80 to &amp;lt;90%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a path as it winds its way through a forest and to the edge of a clear pool. You have a sudden desire to jump in but cannot. (90 to &amp;lt;100%)&lt;br /&gt;
*After a few moments of prayer and reflection you see a vision of a pool of clear water. You dive in and swim to the bottom where you find a gold coin engraved with the image of Voln. An overwhelming feeling makes you realize that you are indeed ready to take the next step along the Path to Enlightenment. (100%)&lt;br /&gt;
&lt;br /&gt;
===River&#039;s Rest Visions===&lt;br /&gt;
&lt;br /&gt;
Praying in the garden in River&#039;s Rest gives a different set of visions. (not a complete list)&lt;br /&gt;
&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a monastery built of riverstone and timber and a messenger running to approach the nearest monk.   The messenger exclaims, &amp;quot;A call has gone out from Nydds.  The Order is needed in the South!  Make fast your preparations to begin.  Lord Voln calls!&amp;quot;&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a Grandmaster walking before an assembly of monks outfitted for war and travel.  He blesses each monk separately before saying, &amp;quot;Now is the time to heed Lord Voln&#039;s call.  Go forth, do good, and know Torre awaits your return.&amp;quot;&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a column of monks marching over a hill, under banners of blue and gold and black and white.  In the distance behind them, a great river stretches toward a brilliant shining sea and at its mouth, a turtle-egg shaped island.&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of dust-covered monks sitting around campfires.  Traveling equipment lies around them, and you hear talk of Selanthia and Tamzyrr.  One subdued voice says, &amp;quot;It&#039;s not too late to turn back.&amp;quot;&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of monks marching, surrounded by dry heat and hot dust.  Word passes up and down the column of Chastonia reached and Aldora not far ahead.  One monk quips, &amp;quot;Lets hope the next half of this journey has better rations than the last.&amp;quot;&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a column of monks standing on the side of a road allowing caravans of merchants and refugees to pass them by.  Murmurs pass through the column of a battle at an Aldoran town known as Tyllan, and the monks gaze determinedly to the south.&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a band of monks silhouetted against the radiant sky at sunset, and beyond them, columns of black smoke rise from unseen sources.  A voice whispers softly, &amp;quot;It&#039;s begun, we are nearly there!&amp;quot;&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a company of monks marching quickly down a road.  Several pointing ahead, others slinging shields onto their arms, and some beginning to chant spells through ragged breaths of exertion.  Someone shouts, &amp;quot;Rally!  We&#039;re almost there!&amp;quot;&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of a great walled city and a host of undead moving swiftly towards it.  On the opposite side of the city, you see a column of monks under banners of blue and gold and black and white, racing to intercept the undead, their journey nearly complete.&lt;br /&gt;
*After a few moments of prayer and reflection, you see a vision of an undead host charging across a plain before the gates of a great walled city.  Directly before them stands a company of monks underneath flowing banners of blue and gold and black and white.  They gaze stoically toward the undead until a voice from high above upon the city wall shouts, &amp;quot;Are you Torre?  Have you arrived at last?&amp;quot;  Their eyes narrow with accompanying confident expressions, and a single monk quietly says, &amp;quot;Aye,&amp;quot; which is followed by the crushing sound of metal upon metal.&lt;br /&gt;
&lt;br /&gt;
== Resigning ==&lt;br /&gt;
Approach the Grandmaster and say, &amp;quot;I resign from the Order&amp;quot;. You will then be free to join another [[society]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Monk and UCS release storyline]]&lt;br /&gt;
*[[Old Voln symbols]] list&lt;br /&gt;
*[[River&#039;s Rest Voln expansion (saved post)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
*[https://sites.google.com/site/loresinging/voln-for-dummies Voln for Dummies]&lt;br /&gt;
&lt;br /&gt;
[[Category:Societies]]&lt;br /&gt;
[[Category:Order of Voln| ]]&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Paladin&amp;diff=111539</id>
		<title>Paladin</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Paladin&amp;diff=111539"/>
		<updated>2018-10-21T17:00:02Z</updated>

		<summary type="html">&lt;p&gt;SVRN: Correct typos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HSN}}&lt;br /&gt;
{{Profession&lt;br /&gt;
| [[File:Small_paladin.jpg]]&lt;br /&gt;
| name = Paladin&lt;br /&gt;
| type = [[Spiritual]] [[Semi]]&lt;br /&gt;
| circles = [[Minor Spiritual]], [[Paladin Base]]&lt;br /&gt;
| prime = [[Wisdom]] [[Strength]]&lt;br /&gt;
| mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 3 / 3 | TWCranks = 2&lt;br /&gt;
  | AUcost  = 3 / 0 | AUranks  = 3&lt;br /&gt;
  | SUcost  = 3 / 0 | SUranks  = 2&lt;br /&gt;
  | CMcost  = 5 / 4 | CMranks  = 2&lt;br /&gt;
  | OHEcost = 3 / 1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 3 / 1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 4 / 2 | THWranks = 2&lt;br /&gt;
  | RWcost  = 6 / 2 | RWranks  = 2&lt;br /&gt;
  | TWcost  = 5 / 1 | TWranks  = 2&lt;br /&gt;
  | PWcost  = 5 / 2 | PWranks  = 2&lt;br /&gt;
  | BRLcost = 4 / 1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 4 / 5 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 5 / 2 | MOCranks = 1&lt;br /&gt;
  | PFcost  = 3 / 0 | PFranks  = 2&lt;br /&gt;
  | DODcost = 5 / 3 | DODranks = 2&lt;br /&gt;
  | SRcost  = 0 / 27 | SRranks  = 2&lt;br /&gt;
  | AScost  = 0 / 5 | ASranks  = 1&lt;br /&gt;
  | MIUcost = 0 / 6 | MIUranks = 1&lt;br /&gt;
  | SAcost  = 5 / 20 | SAranks  = 1&lt;br /&gt;
  | HPcost  = 0 / 5 | HPranks  = 2&lt;br /&gt;
  | EMCcost = 0 / 15 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0 / 15 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0 / 6 | SMCranks = 1&lt;br /&gt;
  | ELcost  = 0 / 20 | ELranks  = 1&lt;br /&gt;
  | SpLcost = 0 / 7 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0 / 18 | SoLranks = 1&lt;br /&gt;
  | MLcost  = 0 / 20 | MLranks  = 1&lt;br /&gt;
  | SURcost = 2 / 2 | SURranks = 2&lt;br /&gt;
  | DTcost  = 2 / 5 | DTranks  = 1&lt;br /&gt;
  | PLcost  = 2 / 4 | PLranks  = 2&lt;br /&gt;
  | SHcost  = 4 / 4 | SHranks  = 1&lt;br /&gt;
  | PERcost = 0 / 3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3 / 0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 2 / 0 | SWIranks = 2&lt;br /&gt;
  | FAcost  = 1 / 1 | FAranks  = 2&lt;br /&gt;
  | TRAcost = 0 / 3 | TRAranks = 2&lt;br /&gt;
  | PPcost  = 4 / 4 | PPranks  = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paladins&#039;&#039;&#039; are a [[semi]] profession in GemStone IV, and were the first new profession added to the original eight from GemStone III.  As holy warriors, paladins span the range of space between [[warrior]]s and [[cleric]]s; characters of these two professions were granted the ability to convert to paladins until the release of the tenth profession, [[monk]]s.  Because of this history, paladins have professional abilities which are otherwise considered exclusive to both warriors and clerics; for instance, compare [[Sanctify (1625)]] to [[Weapon Bonding]] or [[Divine Word (1640)]] to [[Raise Dead (318)]].  Some of these were not even retained by the original class; [[Zealot (1617)]] used to be a [[Cleric Base]] spell, its slot now occupied by [[Divine Fury (317)]].  Their place as holy warriors is cemented by nearly-innate abilities such as [[Divine Vengeance]].&lt;br /&gt;
&lt;br /&gt;
Although in the most general sense Paladins find themselves in between a [[Square]] and a [[Pure]] class, they should be considered the most square of the semi classes, having the cheapest total skill costs to attain [[Redux]], the ability to triple train in [[Armor Use]], and a more difficult time hunting by solely magical means than [[ranger]]s or [[bard]]s.&lt;br /&gt;
&lt;br /&gt;
Paladins are spiritual fighters who can boast the lowest [[spell hindrance]] and one of the highest physical [[attack strength]]s of any class.  The price paid for this [[melee]] combat prowess is largely higher training costs for general skills and diversity compared to the other square and semi classes.&lt;br /&gt;
{{TOC limit|3}}&lt;br /&gt;
==General Training Suggestions==&lt;br /&gt;
As square-leaning semis, Paladins should ensure they have enough physical skills to be robust hunters.  A typical path will also include some magical skills and general skills to improve and supplement their combat prowess.  Naturally, the information below is merely a guide, particularly for those unfamiliar with the class, and a variety of training paths can be effective.&lt;br /&gt;
&lt;br /&gt;
===Physical Skills===&lt;br /&gt;
&lt;br /&gt;
The core of any paladin is their selection of and dedication to combat-oriented physical skills.&lt;br /&gt;
&lt;br /&gt;
====Weapon Skills====&lt;br /&gt;
Paladins will normally specialize in a [[melee]] weapon: [[Edged Weapons]], [[Blunt Weapons]], [[Polearm Weapons]], or [[Two-Handed Weapons]].  As far as the remaining options, it can be said that [[Thrown Weapons]] are unpopular in general, Paladins are somewhat lacking in access to abundant and cheap skills to be effective at [[Ranged Weapons]], and they would not be as effective at [[Brawling]] as [[Warrior]]s or [[Monk]]s (although it may be a useful supplementary skill).  Paladins also have access to specific spells which increase the power of melee and thrown weapons: [[Arm of the Arkati (1605)]], [[Zealot (1617)]] and [[Sanctify (1625)]].  The choice of the particular melee weapon is largely up to the player&#039;s taste.  Two-Handed Weapons will prohibit the effective use of a shield, whereas the [[damage factor]]s for these and polearms are generally higher than for edged or blunt weapons.  A more flexible hunting style is possible coupling weapons that can be used one or two handed ([[katana]], [[bastard sword]]s, or various approaches with polearms) with a shield.  Whatever the choice, the paladin should train twice per level in at least one type of weapon.&lt;br /&gt;
&lt;br /&gt;
====[[Two Weapon Combat]] ====&lt;br /&gt;
As Paladins have the highest training cost for Two Weapon Combat among all the other squares and semis, they are not necessarily the best suited for the skill.  However, the effectiveness of Arm of the Arkati (1605) and Zealot (1617) is certainly improved when using two weapons.  Coupling this skill with edged or blunt weapons is most sensible, although brawling is also possible.  The dedicated paladin would train twice every level, and also forego the benefits of a shield.&lt;br /&gt;
&lt;br /&gt;
====[[Shield Use]]====&lt;br /&gt;
Access to [[Shield Specialization]]s (detailed below) as well as the spell [[Divine Shield (1609)]] gives Paladins more reason than most to be efficient at using a shield.  [[Consecrate (1604)]] can also be used on a shield for plasma flares.  Furthermore, the [[Paladin Base]] circle is largely lacking in good defenses against [[bolt spell]]s (although this is reasonably supplemented by the [[Minor Spiritual]] circle).  Using [[Zealot (1617)]] also forces the paladin into offensive stance and further lowers their defenses (although this cannot be cast at the same time as Divine Shield).  That being said, many paladins choose to use primarily two-handed weapons or large polearms and forego the benefits of a shield.  Certainly the choice of weapon skill should be coupled with the shield training.  If using a shield, a paladin should single or double train the skill.&lt;br /&gt;
&lt;br /&gt;
====[[Dodging]]====&lt;br /&gt;
As the primary factor in [[evade|evading]], this is a staple defensive skill.  Any paladin without a shield ought to at least single train in this skill, and as a paladin wears heavier armor, the skill becomes more important.  Because dodging is more difficult with a larger shield, a paladin heavily training in shield use with a large shield may find an unimpressive benefit to spending many points on dodge.  Even so, more dodge ranks always make dodging easier, so this skill (in any amount, more always being better) fits well into any training path, but training twice per level becomes prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
====[[Combat Maneuvers]]====&lt;br /&gt;
Combat maneuvers is another staple skill for any melee-combat oriented character.  It helps defend against opposing maneuvers (combat or [[creature maneuver|creature]]), increases physical AS, and gains one CMAN point per rank for learning specific maneuvers (see below).  However, it should be said that paladins have [[Patron&#039;s Blessing (1611)]] to increase their AS in a similar manner, and [[Sanctify (1625)]] for better CM defenses.  Even so, a paladin should be expected to single train in this skill.&lt;br /&gt;
&lt;br /&gt;
====[[Armor Use]]====&lt;br /&gt;
Every paladin should quickly find themselves in heavier [[armor]]; paladins have few reasons to stay in soft or even hard leather.  Heavier armor obviously protects the wearer better when fully trained (with the exception of some aspects of the evade system), typically considered as a trade-off for the ability to easily cast spells.  However, paladins have many advantages when it comes to casting spells in armor.  In the first place, the [[Paladin Base]] circle has the lowest [[Spell hindrance]] of any circle (often by half or much more), and the [[Minor Spiritual]] circle has the second lowest hindrance.  But these low base hindrances are only the beginning, as paladins have [[Faith&#039;s Clarity (1603)]] to temporarily reduce the hindrance, which can be important when casting a high-cost spell such as [[Spirit Strike (117)]], [[Wall of Force (140)]], [[Faith Shield (1619)]], or [[Judgment (1630)]].  Finally, paladins have access to two unique [[Armor Specialization]]s (see below); not only does each rank of armor use give one point towards learning either of these skills, but they both decrease the penalties for casting spells when well-armored.  As the ability to easily cast spells in heavy armor is unique to paladins, one ought to take advantage of this fact with dedicated training in armor use.  &lt;br /&gt;
&lt;br /&gt;
Unlike the other physical skills, armor use should be trained in a tiered system rather than on a per-level basis, because a new armor should not be used until one is fully trained for at least the RT and maneuver penalties (which is usually similar to the requirements for the Paladin Base), and it isn&#039;t realistic to expect most paladins to change armors every few levels (unless they enjoy an extensive armor collection).  On the whole, the paladin should have some goals set with their next armor set in their possession as they gain the ability to wear it.  As an example, by triple-training armor use, a paladin, like a warrior, can be in augmented chain by level 20.  The paladin could then skip training in armor use for many levels, picking up other skills, while eventually working towards the next goal, for instance, being triple trained again at level 50 to wear full plate.  A simple reason to choose a type of armor may very well be having access to a particularly nice set of a given armor, but most paladins eventually are working towards full platemail.  This system is feasible because of other threshold based skills (particularly magical skills, see below), as well as stat growth which increases the total training points available.&lt;br /&gt;
&lt;br /&gt;
====[[Physical Fitness]]====&lt;br /&gt;
Physical fitness increases hitpoints up to a character&#039;s maximum, plays the most important role in [[Redux]], helps with some environmental checks, defends against some combat maneuvers, and is the strongest factor in defending against [[creature maneuver]]s.  Training less than once per level in this skill is absolutely silly, and every paladin should have the eventual goal of reaching two times per level as their training path allows.  In particular, training more than once per level may be used to achieve redux faster or gain full HPs.&lt;br /&gt;
&lt;br /&gt;
====[[Multi-Opponent Combat]]====&lt;br /&gt;
Training in Multi-Opponent Combat helps both defend against swarms and attack multiple times at once.  As paladins do not have access to [[Berserk]], this is as good as it gets (besides of course, [[Judgment (1630)]]).  However, a normal training path would already allocate most of a paladin&#039;s training points without including this skill, and similar to armor use, it is better viewed as a threshold skill than something to train each level.  Although the defensive benefits increase with each rank, the offensive benefits are strictly tiered.  A paladin is well-advised to quickly get five ranks so two opponents can be attacked at once, and after that set their own goals for additional training as they can.  The benefits of this skill will be self-evident after a short time playing a paladin, and each player can choose how quickly or slowly to progress beyond the first five ranks.  This is in part because the incurred roundtime is effected by [[Dexterity]] and [[Agility]] bonuses as well as the base roundtime of the weapon; for example, a halfling swinging three times with a dagger will be much faster than a giantman with a claidhmore.&lt;br /&gt;
&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This skill helps aim attacks or successfully ambush from hiding, as well as with ranged and thrown weapons in general.  However, this skill is costly for paladins and can only be trained once per level.  Coupled with the same situation for [[Stalking and Hiding]], this skill is not worthwhile for a normal paladin training path.  It can be useful later on for open aimed swings, for example to prevent creatures from casting spells, and so on.&lt;br /&gt;
{{top}}&lt;br /&gt;
===Magical Skills===&lt;br /&gt;
Although most of a paladin&#039;s skills will be physical, being a semi would be pointless if one does not take some advantage of the magical skills available.  At the very least, every paladin should learn a number of spells and get enough mana to cast them.  As mental points are tight for paladins, one will likely be sparse in training magical skills or be forced to convert physical points.&lt;br /&gt;
&lt;br /&gt;
====[[Spell Research]]====&lt;br /&gt;
Easily the most important magical skill for a paladin, this skill should be trained once per level early in a paladin&#039;s career, often for life, but some may drop the training after some essential spells are achieved to focus on other training.  At least early on, the only real leeway to singling is that a paladin could go slightly over this value to more quickly reach a given goal, or do slightly less to squeeze in a tight training path.  &lt;br /&gt;
&lt;br /&gt;
At first, a paladin should focus on the [[Paladin Base]] up to some point of their own choosing, often to [[Divine Word (1640)]]; there are also benefits for continuing to train in the Paladin base, such as higher DS, CS, HPs, etc.  &lt;br /&gt;
*[[Aid The Fallen (1620)]]: A natural stopping point since it is the first time a paladin would not learn a new spell with one more rank, and moderately helpful on rescues.&lt;br /&gt;
*[[Sanctify (1625)]]: Not a very good stopping point, since only the first bonding rank can be unlocked with 25 spells.  29 spells are required to fully bond to a weapon.&lt;br /&gt;
*[[Divine Intervention (1635)]]: Unlocking BESEECH is critical for combat, and a reasonable stopping point for any paladin not interested in raising the dead.&lt;br /&gt;
*[[Divine Word (1640)]]: The last paladin spell at present.  Further paladin base ranks provide benefits to known spells, but no new spells can be learned.&lt;br /&gt;
&lt;br /&gt;
Most paladins will train slightly in the [[Minor Spiritual]] circle early on, at least to get [[Spirit Warding I (101)]] right away, and potentially up to [[Spirit Defense (103)]] to delay their Paladin base knowledge by one level.  The next most generally important spells for a paladin are:&lt;br /&gt;
*[[Spirit Warding II (107)]]: The paladin base does not have much warding or bolt defenses.&lt;br /&gt;
*[[Locate Person (116)]]: Important for those dedicated to rescuing.&lt;br /&gt;
*[[Spirit Strike (117)]]: With a general abundance of mana and focusing on melee combat, this spell is a perpetual mana sink for any paladin.&lt;br /&gt;
*[[Lesser Shroud (120)]]: A very respectable self-cast defensive spell.&lt;br /&gt;
*[[Spirit Guide (130)]]: Important to those dedicated to rescuing and raising the dead.  Aid The Fallen (1620) can be learned more easily, but is much more limited in application.  [[Symbol of Return]] could be learned much sooner, but only for those who join the [[Order of Voln]].&lt;br /&gt;
*[[Wall of Force (140)]]: The best defensive magic in Elanthia.  Paladins also have fewer uses for mana than most other classes, and can keep this up much more easily.&lt;br /&gt;
&lt;br /&gt;
Overall, the most common approach is a quick rank in Minor Spiritual to get light blues, then all the way up to Divine Word to be able to raise the dead, and then back to the Minor Spiritual until Lesser Shroud or Wall of Force.  After that, further training the Paladin Base is most beneficial.  It&#039;s worth noting that before about the spell [[Fasthr&#039;s Reward (115)]], most Minor Spiritual spells are not limited to self-casting, and furthermore that the MnS circle is known by the most professions; if a paladin has lots of friends or is good at begging for spells, training in this circle can be put off until such a time that the paladin is likely to want Spirit Strike and/or Lesser Shroud.&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
This skill is required to get more [[mana]], which is needed to make use of the above spells.  The first rank per level gains 3 mana points, and each additional rank gains only one additional mana point.  Training up to once per level is probably normal, but a paladin with a tight training path could variously delay or occasionally skip this skill, since the class is largely physical in nature.  Training more than once per level is a path for a mutant magical paladin build, but likely necessary in that case owing to the high cost of [[Divine Strike (1615)]].  For all others, it is important to skip this skill at level 0 and for in-between level training.  That is to say that, for instance, a level 20 paladin could have up to 22 ranks of harness power for the 0/5 cost per rank, but the last two ranks only give one mana each and are not worth it.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
Mana control influences [[CAST|multi-casting]], the ability to [[SEND]] or receive spiritual mana, unlocks some [[MANA (verb)]] skills, increases the mana gained at each pulse, and most importantly allows one to successfully cast [[Divine Word (1640)]] to raise the dead.  A skill of 102, or 24 ranks, is required to raise the dead without chance of failure.  This is also the same amount of skill to achieve the best mana sharing possible with another fully trained character.  As the first multi-cast is unlocked at 25 ranks, a typical goal would be 25 ranks by the time Divine Word is learned.  However, even for those not interested in raising the dead, sending spiritual mana is an easier way to access to defensive spells known by others who typically train spiritual mana control ([[cleric]]s, [[empath]]s, [[sorcerer]]s, and to a lesser extent [[ranger]]s and [[monk]]s).&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Lore]]====&lt;br /&gt;
&lt;br /&gt;
Spiritual Lores are entirely unnecessary, particularly at lower levels, but give perks to spells paladins cast, even with slight dabbling in the skills.  It is interesting to note that paladins have the cheapest in-sphere lore cost of any semi, but that Paladin Base spells are affected by all three different spiritual lores.  This is in contrast to having the highest cost for learning spells among semis.  Because most lores use a [[Summation Chart]], it usually makes the most sense for paladins to get a small number of ranks (five or fewer) in many lores before dedicating themselves to a single one; here, the term &#039;dedication&#039; loosely means more than five to ten ranks of a single lore.  However, significant dedication to lores is not without benefits.  Although there are minor benefits for the [[Minor Spiritual]] circle, the benefits are much more relevant for the [[Paladin Base]] circle.&lt;br /&gt;
*[[Spiritual Lore, Blessings]]: Most notable is the DS and TD increases to [[Mantle of Faith (1601)]], the only spells paladins can trade with others.  [[Consecrate (1604)]] also becomes much more potent even for a small number of ranks.  Many of the benefits here are for helping others, and gaining more defensive prowess for the Paladin and his/her group.&lt;br /&gt;
*[[Spiritual Lore, Religion]]: Arguably the most important lore for paladins from a roleplaying perspective, it gives great benefits to [[Zealot (1617)]] and allows more raises per day with [[Divine Word (1640)]] with dedicated training, two of the professional-specific abilities of paladins.  This also unlocks a popular [[Title system|title]] at 40 ranks: &#039;Paladin of Deity&#039; (where &#039;Paladin&#039; is any of the Paladin professional titles).&lt;br /&gt;
*[[Spiritual Lore, Summoning]]: Perhaps the least versatile, but notably increases the DF for [[Arm of the Arkati (1605)]], the level of spells which can be infused with [[Sanctify (1625)]] and dedicated training allows more targets with [[Judgment (1630)]].  Getting up to 10 ranks allows [[Divine Strike (1615)]] to be infused to a fully bonded weapon and hit an additional target with Judgement, making this a reasonable goal for early lore training.  40 ranks can also allow the Paladin to self-cast [[Aid The Fallen (1620)]].&lt;br /&gt;
&lt;br /&gt;
As a vast majority of Paladin base spells have lore benefits, it is worth carefully studying the [[Lore_chart#Paladin Base|Lore Chart]] to make an informed decision to suit the character&#039;s style.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]] and [[Arcane Symbols]]====&lt;br /&gt;
Training in these skills not only allows paladins to use magic items or scrolls they otherwise might not, it can also extend the duration of that magic.  20 ranks should allow the use of most items, and 40 ranks would enable use of practically all items; the duration gained beyond these number of ranks would be generally not worth the investment of training points.  For the helpful paladin, using an [[oaken wand]] before learning [[Stun Relief (108)]] might be suitable either for raising clerics or during group hunts.  Arcane Symbols, in particular, is relevant for infusing spells outside the paladin&#039;s knowledge to their weapon bonded with [[Sanctify (1625)]], which opens up a new array of combat utility.  Some arcane symbols are also needed for access to certain areas, in particular reading the runes in the Misty Chamber.  Overall, these skills are threshold skills a paladin can pick up later in their career.&lt;br /&gt;
&lt;br /&gt;
====Other Magical Skills====&lt;br /&gt;
None of the other skills are particularly important for a paladin, with the exception of [[Elemental Mana Control]] if a paladin really wishes to be able to send mana to [[wizard]]s.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
===General Skills===&lt;br /&gt;
Paladins will not generally acquire a lot of general skills, since the training costs are prohibitively high and the maximum number of ranks low.  It should be noted that [[Guardians of Sunfist]] gives abilities to help swimming, climbing, and eating herbs, and if one plans to join that society, the advice below may be less applicable.&lt;br /&gt;
&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
A base amount of these skills are needed simply to get around Elanthia.  10 to 15 ranks of climbing should be acquired early on, as well as 5 to 10 ranks of swimming, depending what area of the world the paladin prefers.  The best rule of thumb to increase the ranks is to save some extra training points when going to a new hunting area with such skill checks.  If the paladin significantly fails a skill check, immediately type GOALS to add 5 ranks in the relevant skill, and try again.  Then the paladin will not have to spend unneeded training points on these skills.  35 ranks of climbing and 20-35 ranks of swimming is more than enough for the pre-cap areas.&lt;br /&gt;
&lt;br /&gt;
====[[Perception]]====&lt;br /&gt;
Arguably one of the most useful skills in general, paladins will have a hard time fitting dedication to this skill into their training path.  Paladins hardly need to work on added maneuver defense, and most other benefits are irrelevant except for its minor boon to [[foraging]].  Basically a paladin should get some ranks of this skill early on to be able to travel around, similar with climbing and swimming above.  10 ranks is a good value to aim for by level 20.&lt;br /&gt;
&lt;br /&gt;
====[[First Aid]]====&lt;br /&gt;
The only cheap general skill for paladins, this helps a paladin eat herbs faster, tend wounds, and skin better.  Paladins will often get beat up while hunting, so eating herbs faster is a definite benefit.  Skinning creatures is easy supplemental income, but it&#039;s worth noting that a certain amount of combined ranks in First Aid and Survival toggles the Adventurer&#039;s Guild into assigning skinning tasks, which the paladin may have a positive or negative feeling towards; these tasks are assigned when the total ranks equal or exceed 0.5 times per level (see [[Adventurer&#039;s Guild#Skinning|skinning bounties]]).  All in all, at such a cheap cost, training in this skill once per level is practically free and easily worthwhile for most, or just under 0.5x to avoid skinning tasks.&lt;br /&gt;
&lt;br /&gt;
====[[Survival]]====&lt;br /&gt;
Like climbing, swimming, and first aid, a threshold of this skill may be necessary for travelling around, especially in cold climates.  10 ranks of this skill may be useful if one plans to hunt around [[Icemule Trace]], for instance.  This skill helps for foraging, which a paladin may like to pursue.  If training in First Aid, this can certainly help increase skin quality, as well.  Survival is useful enough to train, but not useful enough to be a staple skill.&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
== Combat Maneuvers ==&lt;br /&gt;
Paladins have the ability to train in the following [[combat maneuvers]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ CMAN Cost Per Rank&lt;br /&gt;
|-&lt;br /&gt;
! Combat Maneuver (cman)|| width=50px | Rank 1 || width=50px | Rank 2 || width=50px | Rank 3 || width=50px | Rank 4 || width=50px | Rank 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Movement]] (cmovement) || 3 || 4 || 6 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Focus]] (focus) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Mastery]] (cmastery) || 3 || 6 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Dirtkick]] (dirtkick) || 3 || 4 || 6 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Bash]] (sbash) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Charge]] (scharge) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Disarm Weapon]] (disarm) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Feint]] (feint) || 3 || 4 || 7 || 10 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Charge (combat maneuver)|Charge]] (charge) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Precision]] (precision) || 6 || 9 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Subdual Strike]] (sstrike) || 3 || 4 || 6 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Specialization]] (wspec1/2/3) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Multi-Fire]] (mfire) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Side by Side]] (sidebyside) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Crowd Press]] (cpress) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Combat Toughness]] (toughness) || 9 || 12 || 15 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Truehand]] (truehand) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Bull Rush]] (bullrush) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Surge of Strength]] (surge) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Trip]] (trip) || 3 || 6 || 9 || 12 || 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Cunning Defense]] (cdefense) || 3 || 4 || 6 || 7 || 9&lt;br /&gt;
|-&lt;br /&gt;
| [[Tainted Bond]] (tainted) || 30 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor Spike Focus]] (spikefocus) || 7 || 15 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Unarmed Specialist]] (unarmedspec) || 9 || - || - || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Shield Specializations==&lt;br /&gt;
&lt;br /&gt;
Paladins have the ability to train in the following [[shield specialization]]s.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Shield Cost Per Rank&lt;br /&gt;
|-&lt;br /&gt;
! Specialization || width=50px | Rank 1 || width=50px | Rank 2 || width=50px | Rank 3 || width=50px | Rank 4 || width=50px | Rank 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Medium Shield Focus]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Large Shield Focus]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower Shield Focus]] || 4 || 6 || 8 || 10 || 12&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Bash]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Charge]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Push]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Shielded Brawler]] || 6 || 8 || 10 || 12 || 14&lt;br /&gt;
|-&lt;br /&gt;
| [[Prop Up]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Forward]] || 4 || 8 || 12 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Spike Focus]] || 8 || 12 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Spike Mastery]] || 8 || 12 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Block the Elements]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Spell Block]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Mind]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Protective Wall]] || 4 || 6 || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Strike]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield Strike Mastery]] || 30 || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Steely Resolve]] || 6 || 12 || 18 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| [[Phalanx]] || 2 || 4 || 6 || 8 || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor Specializations == &lt;br /&gt;
&lt;br /&gt;
Paladins can train in several [[Armor Specialization]]s relevant for spell casting in heavy armor.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Armor Cost Per Rank&lt;br /&gt;
! Specialization || width=50px | Rank 1 || width=50px | Rank 2 || width=50px | Rank 3 || width=50px | Rank 4 || width=50px | Rank 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor Blessing]] || 20 || 30 || 40 || 50 || 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Armored Casting]] || 20 || 30 || 40 || 50 || 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Armored Fluidity]] || 20 || 30 || 40 || 50 || 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Paladin Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate | statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Paladin Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Paladin&#039;&#039;&#039; ||30||25||20||20||25||15||10||15||25||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://www.play.net/gs4/info/professions/paladins.asp Professions: Paladins], on Play.net.&lt;br /&gt;
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=13 Paladin Base Spell Circle], on Play.net&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/view Main folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Announcements/view Announcements]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Developer&#039;s%20Corner%20-%20Paladins/view Developer&#039;s Corner]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Banter/view Banter]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20Spells/view Spells]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/So%20You%20Want%20to%20be%20a%20Paladin%3F/view So You Want to be a Paladin]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Roleplaying%20a%20Paladin/view Roleplaying a Paladin]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Paladin%20General%20Discussion/view General Discussion]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Paladins/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a paladin]] (work-in-progress)&lt;br /&gt;
*[[Nairdin&#039;s paladin guide (saved post)]]&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
{{Paladin}}&lt;br /&gt;
&lt;br /&gt;
{{Professions}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Professions]]&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User_talk:SVRN&amp;diff=111536</id>
		<title>User talk:SVRN</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User_talk:SVRN&amp;diff=111536"/>
		<updated>2018-10-21T14:32:07Z</updated>

		<summary type="html">&lt;p&gt;SVRN: Create page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing&amp;diff=111518</id>
		<title>Wehnimer&#039;s Landing</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wehnimer%27s_Landing&amp;diff=111518"/>
		<updated>2018-10-20T19:40:19Z</updated>

		<summary type="html">&lt;p&gt;SVRN: /* Hunting */ Remove repeated word&lt;/p&gt;
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&lt;div&gt;[[File:Wehnimer&#039;s_Landing.png|thumb|right|upright=1.5|Map of Wehnimer&#039;s Landing]]&lt;br /&gt;
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&#039;&#039;&#039;Wehnimer&#039;s Landing&#039;&#039;&#039; is an outpost on the shore of [[Darkstone Bay]].  It was established around 4873 when [[Rone Wehnimer]] established the [[Wayside Inn]]. The symbol of the city is a [[striped warcat]] as it represented the trade and textile business that allowed the city to thrive and grow when it attracted the original residents. &lt;br /&gt;
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{{TOC limit|2}}&lt;br /&gt;
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== Township of Wehnimer&#039;s Landing ==&lt;br /&gt;
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[[File:Wehnimers map9.jpg|frame|right|Wehnimer&#039;s Landing]]&lt;br /&gt;
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=== History ===&lt;br /&gt;
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Commonly referred to as &amp;quot;The Landing,&amp;quot; Wehnimer&#039;s Landing is a melting pot of the various races of [[Elanthia]].  Despite its size, the town has experienced many traumatic events since its inception from the [[Krolvin War]], the spark of the first [[Griffin Sword War]], the home of many of Lorminstra&#039;s chosen during the Vvrael saga, and its occupation by the [[Jantalar|Barony of Jantalar]] in 5103.  It was the location of the [[Order of the Silver Gryphon]]s, a knighthood created by the Baron of [[Vornavis]] to protect the town from the expansionist dreams of Jantalaran Baron, [[Lerep Hochstib]]. Since then it has occasionally maintained itself as a quiet local for adventurers and those seeking to live outside the boundaries of more lawful locales. &lt;br /&gt;
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The town is home to many of the [[Cooperative Houses of Elanthia]], and the town office continuously employed runners to carry messages to them.  The town is bisected by the [[Locksmehr River]] on its eastern side, which opens onto a bay that proves useful for sea trade.  Until 5103, the town was home to the nefarious [[Council of Light]] which had headquartered itself in a bathhouse north of the town square. Much of the cities early conflicts revolved around those looking to stamp out the Council&#039;s influence. The departure of the Council coincided with the murder of the town mayor, whose body was found in the bathhouse minus its head.  A subsequent election was held to fill the position, only to reveal itself as a sham at its conclusion. These events were largely pushed forward by the Council&#039;s grand assassin, Lacheis Taurvon.&lt;br /&gt;
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The town had two gates, a north gate and a west gate.  The west gate which faced the fields adjacent to [[Dragonsclaw Forest]] was guarded by a single sentry, nicknamed [[Sleepy]] for his attention to duty.  Underneath the town was a vast labyrinth of catacombs, which if one avoided the small wildlife which dwelled within it, allowed for access to different parts of the town.  A water slew accessed in the catacombs deposited individuals outside the town walls.&lt;br /&gt;
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In addition to the Wayside Inn, the town is serviced by two other inns.  The [[Raging Thrak Inn]], located in the northwest corner of the town square, and [[Frith&#039;s Inn]], which is located off of Dragonsclaw Road.  Due to the size of the town, there is only one great temple.  It is served primarily by followers of [[Lorminstra]].  However, in the region surrounding the town, several shrines and altars to other [[Arkati]] and spirits are located. It is also home to a substantial satellite of the [[Order of Voln]] as verdant followers have flocked to join its ranks due to numerous [[undead]] denizens in the North.&lt;br /&gt;
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In terms of trade, two significant factors occurred in the last part of the 51st century.  First, in 5096, the Baron of Jantalar, Hochstib, established a blockade on the free port of [[Solhaven]].  This resulted in the redirection of the [[Glaesen Star]], a cargo and passenger vessel that operated between [[Teras Isle]] and the continent.  Ever since the ship has made its destination port the Landing.  The second event occurred as a consequent reaction to the blockade.  The Baron of Vornavis, [[Dunrith Malwind]], sought to replace the lost sea trade by construction of a caravansary road to Wehnimer&#039;s Landing.  This road was completed in 5098 and facilitated a large amount of traffic between the port and the trading post.  It may have also encouraged Malwind&#039;s support of the town&#039;s independence while it was beset by Jantalar in 5103. It also continues to prosper based on it&#039;s original trade, pelts and local herbs.&lt;br /&gt;
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It was also the location of the Griffin Sword when it was tainted and shattered to spark the Second Griffin War that culminated in Solhaven in 5105 with the destruction of the Black Temple.  The city has a penchant for trouble when the Summoner [[Grishom Stone]] appeared in the fall of 5110 to again embroil the Landing in chaos that would again shift the wrong kind of attention it&#039;s way from both the Turamzzyrian Empire and Elven Houses.&lt;br /&gt;
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=== Politics ===&lt;br /&gt;
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:&#039;&#039;See also: [[Wehnimer&#039;s Landing: Frontier Politics]], [[Wehnimer&#039;s Landing Militia (saved posts)|Wehnimer&#039;s Landing Militia]]&#039;&#039;&lt;br /&gt;
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Wehnimer&#039;s Landing is governed by an elected mayor and an appointed council.&lt;br /&gt;
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Past mayors have included:&lt;br /&gt;
*[[Stennis]]&lt;br /&gt;
*[[Walkar]]&lt;br /&gt;
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Starting in 5115, adventurers could apply to serve as mayor for a one-year term with the option to run for re-election only once.&lt;br /&gt;
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Adventurers elected as mayor:&lt;br /&gt;
*Puptilian (5115-5117)&lt;br /&gt;
*[[Cruxophim]] (5117-5118)&lt;br /&gt;
*[[Lylia]] (5118-)&lt;br /&gt;
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&#039;&#039;See also: [[Mayoral Debate 5116 for Wehnimer&#039;s Landing]], [[Second Mayoral Debate 5116 for Wehnimer&#039;s Landing]], [[Wehnimer&#039;s Landing Mayoral Election 5118]]&#039;&#039;&lt;br /&gt;
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&#039;&#039;For mayoral elections in [[Platinum]], see [http://gsguide.wikia.com/wiki/Wehnimer&#039;s_Landing_Mayor_Campaign GSGuide].&#039;&#039;&lt;br /&gt;
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=== Recent History ===&lt;br /&gt;
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Year 5118 - [[Rise of Rone]]&lt;br /&gt;
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For more information, see: &#039;&#039;&#039;[[Wehnimer&#039;s Landing Storylines]]&#039;&#039;&#039;&lt;br /&gt;
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=== Festivals ===&lt;br /&gt;
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Annual town festivals include [[Wehnimer&#039;s Landing Frontier Days]] in the summer, and the [[Festival of Frost]] in the winter.&lt;br /&gt;
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=== Shops ===&lt;br /&gt;
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&#039;&#039;For a full list of shops in and around town, see the [[:Category:Wehnimer&#039;s Landing Shops|Wehnimer&#039;s Landing shops]].&#039;&#039;&lt;br /&gt;
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{{clear}}&lt;br /&gt;
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== Hunting ==&lt;br /&gt;
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{{Wehnimer&#039;s Landing clickable map}}&lt;br /&gt;
{{Lysierian Hills clickable map}}&lt;br /&gt;
[[Image:Dragonsclaw_map1.jpg|frame|right|Dragonsclaw Mountains - [[Glatoph]] &amp;amp; Glacier&amp;lt;br&amp;gt;[[Wehntoph]] - [[Sentoph]] - [[Zeltoph]] - [[Thanatoph]]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This series of mountains serves as a protective barrier, shielding Wehnimer&#039;s Landing and its environs from the rest of Elanthia. Only recently have regular trade routes been carved through the dangerous mountain passes to allow outside contact with the various centers of civilization. Of all the mountains, the five named below are the grandest of the range with many stories of their own to be told.]]&lt;br /&gt;
[[Image:Locksmehr_trail_map1.jpg|frame|right|Locksmehr Trail&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Only the bravest of adventurers dare to begin the journey necessary to traverse the unforgiving landscape along the Locksmehr Trail. Many that do begin do not see the end of it, but for those that do the rewards are great as the trail provides the only known access between the civilizations of western Elanith and the lesser known [[Elven Nations]] to the east.]]&lt;br /&gt;
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{| 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; | [[Wehnimer&#039;s Environs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-16&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Nestled within the cradle of the DragonsClaw Mountains, the surrounding lands of Wehnimer&#039;s Landing offer a large variety of flora and fauna. Care must be taken with the creatures of the wild here as they are often clever, awaiting to ambush the unwary traveller.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Catacombs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Graendlor Pasture]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-3&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Ocoma Vale]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 3-7&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Upper Trollfang]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Abandoned Inn]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 10-12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Kobold Village]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A quaint and simple native village atmosphere is not something you will find in this rubbish-laden dirty excuse for a settlement. Kobolds seem to go out of their way to find ragged filthy things to decorate their habitat. Make no mistake, they will not hesitate to attempt to send you to an early grave to add to their collections.&lt;br /&gt;
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Points of Interest: Dirt Mines.&lt;br /&gt;
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Rumors: There&#039;s an odd rumor about an old boot somewhere in the village being magical.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Coastal Cliffs]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Stretching along high above Darkstone Bay, the Coastal Cliffs offers perhaps the finest scenic vistas this side of the continent. Unfortunately, the view opposite the bay is sorely lacking due to the abandoned villages, ruins and unkempt grounds. Travel through the area can be dangerous due to a variety of hostile creatures inhabiting the cliffs.&lt;br /&gt;
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Points of Interest: Wrecked Village, Cemetery, Underground Ruin, Black Sands, Sea Caves.&lt;br /&gt;
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Rumors: A local hermit was overheard prattling about dark and light shrines nearby but gave no clues to their exact location.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The Graveyard]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 1-28&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | A place of calm and reflection upon those lost to us? well, it was before the undead appeared. The Graveyard has been carefully walled and fenced in to keep the presence of undead from spreading to Wehnimer&#039;s Landing. As if the undead were not enough, a plague of monstrous goblins, hobgoblins, orcs and other foul creatures can be found lurking within.&lt;br /&gt;
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Points of Interest: Secluded Valley, Slither Creek.&lt;br /&gt;
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Rumors: Hidden somewhere beneath the crypt and through countless tunnels there is rumored to be a magical portal to the Realm of Shadow. The Tomes of Elanthia contain some related information about this strange location.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Shadow Valley]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 33-43&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | &amp;quot;Everything under the sun has a shadow... everything.&amp;quot; Some places exist in parallel with our own. The same in form but different each in their own way. The realm of Shadow is one such place. Yet where our valleys are lush, theirs are dead and lifeless. The lore of Shadow Valley revolves around the legend of some extraordinary wild horses. Though little but tall tales remain, there is [[A Popular History of Shadow Valley|an accounting]] of the legend within the Tomes of Elanthia.&lt;br /&gt;
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Rumors: A powerful evil being is said to be trapped somewhere within the realm, waiting for its chance to escape.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Melgorehn&#039;s Valley]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 6-8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The soothing power of nature is evident in this beautiful valley just below the Reach. Unfortunately, nearby burrow orcs make the area less than peaceful.&lt;br /&gt;
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Points of Interest: [[Melgorehn&#039;s Reach]].&lt;br /&gt;
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Rumors: The legends of immense magical power at the top of Melgorehn&#039;s Reach are well documented. Making it to the top, however, is the real challenge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Old Mine Road]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 2-25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Long abandoned by the original miners, the old mine road serves as the quickest route into the hills over Darkstone Bay. Well travelled by creatures and adventurers alike, it serves as a fine place to find new friends, comrades and even romance.&lt;br /&gt;
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Points of Interest: Kobold Mine, Wolves Den, Troll Caves, Leya&#039;s Shrine, [[Aillidh Brae]], and [[Luinne Bheinn]].&lt;br /&gt;
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Rumors: Amongst many abandoned mines in the area, word has it that one still offers a bit of ore for the industrious adventurer.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Spider Temple]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 20-30&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Servants of the spider goddess [[Arachne]] have erected a large spider-shaped temple deep in the woods not far from the Old Mine Road. Tourism is not encouraged due to the fanatical and hostile acts of the followers who claim the lives of visitors in the name of their goddess.&lt;br /&gt;
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Rumors: A former prisoner of the temple made claims of finding a secret passage used for escape but when questioned further refused to answer.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Darkstone Castle]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 23-63&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Of infamous beginnings, Darkstone Castle represents the most dangerous area to be found in northwestern Elanith. Built by an evil sorcerer known as [[Estrion]], the castle became a center for dark experiments resulting in the horrifying and deadly monstrosities that now inhabit the stronghold.&lt;br /&gt;
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Points of Interest: Dark Caverns below the castle dungeons.&lt;br /&gt;
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Rumors: Though Estrion was killed while attempting to destroy the known world his ghost is rumored to haunt the castle to this day. His partner Siarl escaped this fate.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Castle Anwyn]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 18-28&lt;br /&gt;
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| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Perched on an island just off the shore of Lough Ne&#039;Halin, Castle Anwyn breaks through the mists with an eerie silence. The castle has many battlements, enough to have been a major stronghold in even the greatest wars. Time, however, seems to have been its greatest enemy as the only inhabitants of now abandoned castle are the undead.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Smokey Caverns]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 16-20&lt;br /&gt;
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| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | High up in the northwestern Lysierian Hills lies this series of caverns. A nefarious pit of blackness compared to its more beautiful surroundings, the caverns are home to a strange variety of cats and rats. These creatures claws rake sparks of flame. It is uncertain whether it was the smokey caverns that changed the creatures, or the creatures that brought smoke to the caverns.&lt;br /&gt;
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Rumors: Legend states that these caverns represent the quintessential blemish upon nature&#039;s beauty caused by the Lords of Liabo&#039;s tolerance of the Lords of Lornon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Abandoned Mine]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 17-25&lt;br /&gt;
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| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Abandoned only by the civilized races, this mine crawls with the presence of Krolvin. The mining village once thrived along the shores of Lake Marliese. Krolvin incursions into the area, however, made continued prosperity impossible.&lt;br /&gt;
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Points of Interest: [[Lake Marliese]], Shrine of [[Imaera]].&lt;br /&gt;
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Rumors: Much can be learned about the history of the region by investigating the shrine on the island in Lake Marliese.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The Monastery]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 25-28&lt;br /&gt;
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| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | This infamous series of chambers lies hidden deep underground. The only known entrance lies at the shores of an underground lake which can be found somewhere within the Lysierian Hills. Of those that know of its existence, none have ever claimed that the place was anything other than a hive of evil. Only the resourceful adventurer can gain entry and those that do face grave danger.&lt;br /&gt;
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Points of Interest: The Broken Lands.&lt;br /&gt;
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Rumors: Hidden within a misty chamber somewhere in the monastery lies a spinning rune portal. Those that master the runes are teleported to another realm known only as the [[The Broken Lands|Broken Lands]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[The Broken Lands]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 30-50&lt;br /&gt;
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| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Dark, dangerous and evil. Little more than these words are needed to describe nature of this realm. Unfortunate adventurers who find themselves in this realm will most often awaken within a [[Sheru]]vian Monastery. Despite the obvious dangers inside, it&#039;s often safer than the jagged, difficult to traverse terrain outside.&lt;br /&gt;
&lt;br /&gt;
Rumors: Many say this realm exists upon the surface of [[Lornon]], the dark moon.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Shores of Lough Ne&#039;Halin]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 4-17&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | The winding shore wavers from northwest to southeast along the misty fog-covered lake. Bordered mostly by pine trees and lake reeds, the shores provide a calm mysterious view for travellers upon the Old Noralgar road that mirrors its path.&lt;br /&gt;
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Rumors: Deep within the lough lies an unspeakable terror. When questioning locals about it, they refused to say anything at all. Curious.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Abandoned Village]]&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; | This village is nothing more than a few shacks and buildings. Once inhabited by functionaries of the nearby Castle Anwyn, the village lies in ruin and decay.&lt;br /&gt;
&lt;br /&gt;
Rumors: A fairly well known merchant, Dervich Felenar, used to frequent the village claiming they had the best leather workings on the continent. Though few people in the region ever bought a thing from the fellow, they were always happy to sell their old worn out wares. When met with bemusement, Dervich was heard to say, &amp;quot;Everything has a worth but only a few like myself can be trusted to bring it out.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Danjirland]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 8-26&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Few places in the realms have earned such a grand reputation for such insignificant events as the valley that separates Glatoph from its companion mountains to the south. Danjirland, as dubbed by an unknown sign-maker long ago, is the closest example of true chaos to the more civilized lands around Wehnimer&#039;s Landing. Abandoned by settlers and overrun by dangerous creatures, this land should be visited only with the utmost caution.&lt;br /&gt;
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Points of Interest: Elven Village, Potter&#039;s Field, Upper Trollfang.&lt;br /&gt;
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Rumors: The mysterious tower of Melgorehn once appeared in this region to baffle adventurers. However, it has long been absent and no one knows where it will appear next.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Wehntoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Twin Canyons: 1-5&amp;lt;br&amp;gt;Northern Slopes: 15-20&amp;lt;br&amp;gt;Labyrinth: 70-78&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Wehntoph Mountain, third largest of the Dragonsclaw range, offers danger in many forms. From the gnome mine in its western base, to the twin canyons infested with gremlins, to the northern slopes where all sorts of dangerous weather-magic monsters roam, to the darker dangers of the minotaur labyrinth, Wehntoph leaves nary an unturned stone for the casual explorer under which to hide.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Gnome Mine, Twin Canyons, Northern Slopes, Krag Slopes, Ocoma Vale.&lt;br /&gt;
&lt;br /&gt;
Rumors: The curse of the minotaur is whispered only rarely and never spoken aloud. There are those that say the mere mention of it will bring down the curse upon you and your family.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Glatoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Volcano: 6-16&amp;lt;br&amp;gt;The Keep: 20&amp;lt;br&amp;gt;Glacier: 29-38&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Glatoph Mountain, the largest and coldest of the Dragonclaw range is almost entirely covered in snow and ice. A glacier has crept down from the north covering part of the lower east side. Despite its icy demeanor, Glatoph is still volcanically active. Evidence of this can be found in deep crevices and caves in the west side. Most notably, just a thousand feet below the summit lies the entrance to some sort of keep made of steel. The immense steel door that once protected the keep, appears to have been kicked open. Only legend and rumors are left to explain what lies inside.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: A dangerous [[Cave of Ice|trail through the glacier]] leads towards the environs of [[Icemule Trace]].&lt;br /&gt;
&lt;br /&gt;
Rumors: The legends of Melgorehn are many and in this place no exception. Mountaineers speak of the powerful wizard having hired locals to assist in the creation of a lab within the mountain. Whispers of strange experiments with metal and monsters were common. Yet one day, the lab was found sealed by a great steel door. No one has yet seen the wizard in this area since.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Thanatoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | &amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Stone Valley: 16-18&amp;lt;br&amp;gt;Stronghold: 58-67&amp;lt;br&amp;gt;Bowels: 79-89&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Thanatoph Mountain, second largest of the Dragonsclaw range, sports two major snow-covered peaks. Though mostly dominated by stone, Thanatoph is not cursed with the bitter cold of nearby Glatoph and thus offers a more pleasant atmosphere for climbers. The natural hot springs along the southeast side show the versatility of nature&#039;s grand scheme.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Stone Valley and Illoke Stronghold.&lt;br /&gt;
&lt;br /&gt;
Rumors: Followers of an immortal stone giant known as Illoke frequent the region. Though many think Illoke now dead, the &#039;immortal&#039; part of its legend keeps people wary.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Zeltoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 10-25&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Zeltoph Mountain, the smallest of the DragonsClaw range, is still a challenge for average adventurer. It is best known as the home of the gnolls of [[Cavernhold]], which still inhabit the underground city within the mountain. Zeltoph also plays host to the only navigable trail to the [[Solhaven]]/[[Vornavis]] areas.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Cavernhold, [[Northern Caravansary]].&lt;br /&gt;
&lt;br /&gt;
Rumors: Many an unwise adventurer have fallen in attempts to breach Cavernhold due to well hidden gnoll archers which protect their stronghold without mercy.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Sentoph]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 13-17&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&#039;&#039;Temple of Love: 18&amp;lt;br&amp;gt;Sentoph Peak: 33-39&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | Sentoph Mountain, fourth largest of the Dragonsclaw range, is harsh and craggy. Offering little in the way of trees or greenery, the terrain makes travel though this region less than joyful. Sentoph plays host to several dangerous varieties of creatures. Of landmarks, the now ruined [[Temple of Love]] lies along its southwest side. No longer the safehaven of old, the remnants of the Merciful Sisters of Perpetual Adoration echo their ill fate.&lt;br /&gt;
&lt;br /&gt;
Points of Interest: Temple of Love, [[Obsidian Tower]].&lt;br /&gt;
&lt;br /&gt;
Rumors: Even the trees in this region have become dark with evil. The wise adventurer will take care under which trees he or she rests their hat.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border-right: none; border-bottom: none;&amp;quot; | [[Vipershroud]]&lt;br /&gt;
| style=&amp;quot;text-align: center; border-left: none; border-bottom: none;&amp;quot; | 22-24&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 style=&amp;quot;border-top: none; font-size: smaller;&amp;quot; | When the topic of deep jungles was brought up, the locals would conjure up visions of danger far to the south; that is, they did until they discovered Vipershroud. This nearly impenetrable forest rests along the western shore of the Locksmehr River not far from the small [[Elven Village|Elven settlement]] in Danjirland. Great care must be taken here as the wild life is savage and will just as soon attack travellers as they will each other.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*[[Locksmehr River Ferry]]&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
===Kelfour&#039;s Landing and Early History===&lt;br /&gt;
The world of GemStone was originally different than the world that exists today.  Under the management of [[:Category:ICE Age|Iron Crown Enterprises]], the game had different names for gods, materials, and places.  After Simutronics gained full control of the game, names had to be changed to avoid copyright issues.  As a result, the town that was originally named [[Kelfour&#039;s Landing]] was renamed Wehnimer&#039;s Landing.  For years after, there were some aspects of the old Kelfour&#039;s Landing era still recognizable in various parts of the town.&lt;br /&gt;
&lt;br /&gt;
For the majority of the game&#039;s existence, the Landing was the starting point for all new players.  Even with the later release of new towns and regions in Elanthia, the Landing remains one of the core starting points.  Due to its historical role, the Landing remains the most populated of towns in game and is the economic center in terms of buying and selling in game, despite its [[in character]] size.&lt;br /&gt;
&lt;br /&gt;
Prior to the expansion of GemStone to include [[Ta&#039;Vaalor]], the vast majority of new players started here, and the Cul-de-Sac entrance to the Catacombs (and thus the [[giant rat]] hunting area) was a very popular resting point, used almost exclusively by young adventurers. (It is now usually deserted, and is no longer a node.)&lt;br /&gt;
&lt;br /&gt;
===Street Names===&lt;br /&gt;
Unlike nearly any other town in GemStone, Wehnimer&#039;s Landing has streets named after the characters of some of its earliest players.  One such example is Taarna Road, which was named for the founder of [[House Brigatta]]. &lt;br /&gt;
&lt;br /&gt;
===Mayor&#039;s Office===&lt;br /&gt;
This is what the mayor&#039;s office looked like about the time that a new mayor was chosen in [[Calendar|5110]]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The mayor&#039;s office is spartan, with straightbacked chairs, over one of which is draped a striped voalcat vest, and a stolid desk.  A cabinet contains a menacing assortment of iron and steel weapons, a few hunting trophies, and parchment maps of the Landing and outlying districts.  You also see a varnished modwir door.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Careful to those seeking this seat! Mayors have been killed or gone missing more often then completing their time in office. &lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[A beginner&#039;s guide to Wehnimer&#039;s Landing]]&lt;br /&gt;
*[[Wehnimer&#039;s Landing Area (map)|Area maps]]&lt;br /&gt;
*[[:Category: Wehnimer&#039;s Landing Hunting Areas|Hunting areas]]&lt;br /&gt;
*[[/saved posts|Saved posts]] (town updates)&lt;br /&gt;
*[[Wehnimer&#039;s Landing: Frontier Politics]] (official documentation)&lt;br /&gt;
*[[Wehnimer&#039;s Landing: Trade and Resources]] (official documentation)&lt;br /&gt;
*[[Wehnimer&#039;s Landing Militia]]&lt;br /&gt;
*[[The Ribbon]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Towns/Wehnimer&#039;s%20Landing/view Wehnimer&#039;s Landing Officials folder]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Wehnimer&#039;s%20Landing%20Hunting%20Areas/view Wehnimer&#039;s Landing Hunting Areas Officials folder]&lt;br /&gt;
&lt;br /&gt;
{{Humans}}&lt;br /&gt;
[[Category:Player Accessible]]&lt;br /&gt;
[[Category:Towns]]&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing| ]]&lt;/div&gt;</summary>
		<author><name>SVRN</name></author>
	</entry>
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