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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-04-17T06:57:23Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Critical&amp;diff=180044</id>
		<title>Critical</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Critical&amp;diff=180044"/>
		<updated>2022-10-07T22:42:52Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Fatal Critical Rank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;critical&#039;&#039;&#039; (or &#039;&#039;&#039;crit&#039;&#039;&#039;) is a term that refers to the extra damage done to a [[creature]] or [[character]] in an attack. For example, a hit that does 18 raw damage to a creature wearing soft leather armor will suffer a level 3 critical, on average. The critical determines the message (see [[critical table]]) that is seen after an attack, the stun, the wound, how badly the creature bleeds, and the extra damage done by the critical hit.&lt;br /&gt;
&lt;br /&gt;
==Determining Critical Rank==&lt;br /&gt;
Critical hits are determined by the [[raw damage]] (not blood loss) and the [[critical divisor]] of the [[armor]] the defender is wearing. The raw damage is determined by the [[damage factor]] of the [[weapon]] used against the armor the defender wears and the [[end roll]] of the attack. The general formula for critical rank is:&lt;br /&gt;
*&#039;&#039;&#039;Critical Rank =&#039;&#039;&#039; &#039;&#039;Truncate[ ( (Endroll - 100) * Weapon Damage Factor - Armor Padding Points + Weapon Weighting Points ) / Armor Critical Divisor ]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Weapon Damage Factor &amp;amp; Raw Damage===&lt;br /&gt;
{{:Raw damage}}&lt;br /&gt;
&lt;br /&gt;
===Armor Critical Divisor===&lt;br /&gt;
{{#section:Armor|critdivisor}}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Critical Randomization===&lt;br /&gt;
{{:Critical randomization}}&lt;br /&gt;
&lt;br /&gt;
==Fatal Critical Rank==&lt;br /&gt;
&lt;br /&gt;
The following table lists the minimum [[critical]] ranks that cause instant death for the victim. Limb injuries are not shown as they are not immediately fatal.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type !! Head !! Neck !! Eye !! Chest !! Abdomen !! Back !! Average&lt;br /&gt;
|-&lt;br /&gt;
| [[acid critical table|ACID]] || 6 || 6 || 6 || 8 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[cold critical table|COLD]] || 6 || 6 || 6 || 8 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[crush critical table|CRUSH]] || 5 || 5 || 7 || 9 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[disintegration critical table|DISINTEGRATION]] || 6 || 6 || 6 || 8 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[disruption critical table|DISRUPTION]] || 6 || 6 || 6 || 9 || 8 || 8 || 7.17&lt;br /&gt;
|-&lt;br /&gt;
| [[electrical critical table|ELECTRICAL]] || 6 || 6 || 6 || 9 || 8 || 8 || 7.17&lt;br /&gt;
|-&lt;br /&gt;
| [[fire critical table|FIRE]] || 6 || 6 || 7 || 8 || 8 || 8 || 7.17&lt;br /&gt;
|-&lt;br /&gt;
| [[grapple critical table|GRAPPLE]] || 9? || 8 || - || - || - || - || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[impact critical table|IMPACT]] || 5 || 5 || 7 || 9 || 8 || 8 || 7&lt;br /&gt;
|-&lt;br /&gt;
| [[plasma critical table|PLASMA]] || 6 || 5 || 7 || 7 || 8 || 8 || 6.83&lt;br /&gt;
|-&lt;br /&gt;
| [[puncture critical table|PUNCTURE]] || 6 || 6 || 4 || 8 || 8 || 8 || 6.67&lt;br /&gt;
|-&lt;br /&gt;
| [[slash critical table|SLASH]] || 6 || 6 || 5 || 8 || 8 || 8 || 6.83&lt;br /&gt;
|-&lt;br /&gt;
| [[steam critical table|STEAM]] || 7 || 7 || 7 || 8 || 8 || 8 || 7.5&lt;br /&gt;
|-&lt;br /&gt;
| [[unbalance critical table|UNBALANCE]] || 9 || 9 || 9 || - || - || - || NA&lt;br /&gt;
|-&lt;br /&gt;
| [[vacuum critical table|VACUUM]] || 6 || 6 || 7 || 8 || 8 || 8 || 7.17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?98570-Whirlin-s-Damage-Crit-Comparing-Spreadsheet Whirlin&#039;s Damage/Crit Comparing Spreadsheet]&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Holy_Weapon_(1625)&amp;diff=179298</id>
		<title>Holy Weapon (1625)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Holy_Weapon_(1625)&amp;diff=179298"/>
		<updated>2022-10-02T16:10:47Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Infusing a Spell to a Bonded Weapon */  Updated ignite text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
 | name = Holy Weapon&lt;br /&gt;
 | number = 1625&lt;br /&gt;
 | duration = Permanent&lt;br /&gt;
 | mnemonic = HOLYWPN&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = Weapon Enhancement&lt;br /&gt;
 | weapon = +[[Attack strength|AS]], Special&lt;br /&gt;
 | enhancement = None&lt;br /&gt;
 | requirements = None, Special&lt;br /&gt;
 | navigation = {{Paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Holy Weapon&#039;&#039;&#039; is a [[Paladin Base]] spell that allows a [[paladin]] to bond with a melee weapon, making it a [[holy armament]] and giving it a few additional abilities depending on the properties of the weapon bonded and removing the damage reduction from fighting undead without a bless.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: There was a wording change where &#039;sanctified&#039; referenced items that were &#039;holy&#039;. The term [[sanctified|sanctified]] now references the Cleric service [[Sanctify]] which [[sanctified|sanctifies]] an item decreasing the damage penalty against undead while lacking a bless. &#039;&#039;&#039;Holy Weapon&#039;&#039;&#039; provides the abilities below for paladins, but does not provide the sanctify S6 flare, or anchor ability from [[Sanctify]] against [[Non-corporeal|Non-corporeal undead creatures]].&lt;br /&gt;
&lt;br /&gt;
== Procedure ==&lt;br /&gt;
To bond to a weapon, find a [[Holy places|holy place]], kneel down, and {{boldmono|[[CAST (verb)|CAST]]}} at your weapon. If the weapon is not already holy, you must first cast [[Consecrate (1604)]] on it to prepare the weapon. To remove a bond, instead {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} at the weapon. A bonded weapon is unswingable by anyone other than the paladin bonded to it. Bonding to a new weapon will sever your connection with the old one, but it will remain unswingable until the next time the paladin touches it.&lt;br /&gt;
&lt;br /&gt;
The maximum attainable bonding level increases with further spell training in the [[Paladin Base]]; the first bonding level is available upon learning Holy Weapon, and an additional bonding level is unlocked for each Paladin Base rank up to 1629.  The paladin must retain this training to sustain the bond level.&lt;br /&gt;
&lt;br /&gt;
To actually increase the bonding level, the Paladin must use the weapon in combat.  Presuming Holy Weapon functions under the same mechanics as [[Weapon Bonding]] for [[Warriors]], it was shown that the bond is increased after Rank# * 100 same-level kills (SLKs).  Knowledge of Holy Weapon and 100 SLKs achieves the first rank; 26 Paladin Base ranks and an additional 200 SLKs achieves the second rank; and so on up to 29 Paladin Base ranks and 500 additional SLKs for the fifth rank.  As a summation, in total 1500 SLKs are required to fully bond to a weapon; however, note that SLKs are not counted without the proper Spell Research training.&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
Bonding to a weapon gives a bonus to maneuvers that utilize the weapon and increase the paladin&#039;s effectiveness and defense against [[Combat Maneuvers]] while using the weapon.  Additionally, the weapon acts as an [[enhancive item]].  These benefits increase as the rank of bonding increases with the weapon and are cumulative per rank.  &lt;br /&gt;
&lt;br /&gt;
*At the first bonding level, the weapon gains the ability to return to the paladin when disarmed or thrown.  This is an increasing chance per bonding tier, and will be 100% when fully bonded. &lt;br /&gt;
&lt;br /&gt;
*At the third bonding level, the weapon will gain [[Consecrate (1604)|Guiding Light]] [[flare]]s, but generally only if the weapon does not already possess [[flare]]s.  While most [[flare]]s interfere with [[Consecrate (1604)]] [[flare]]s, the following script-based [[flare]]s do not:  [[blink weapon|Blink]], [[Bubble flares]], [[Knockout flare]]s, [[Poleaxe flares]], [[Parasitic weapon]], [[Rotflares]], and [[Ethereal weapon]]s.  [[Flare]]s resulting from [[Bane weapon|Creature Bane]] will not interfere with [[Consecrate (1604)]] [[flare]]s.  Unlike the flares applied to a sanctified weapon via 1604, [[weighting]] on the bonded weapon will &#039;&#039;&#039;not&#039;&#039;&#039; diminish the potency of the flares gained at the third bonding rank. &lt;br /&gt;
 &lt;br /&gt;
*At the fifth bonding level, the weapon will be capable of accepting a spell from the paladin to be triggered later before an attack with{{boldmono| [[BESEECH]]}}.  The spells that the weapon can accept depend on a variety of factors, including which sphere of magic the spell comes from, if it is a spell the paladin knows, and the number of ranks the paladin possesses in [[Spiritual Lore, Summoning]] (seed 2 of the [[summation chart]]).&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CAST}}ing 1625 at the weapon will check the status of your bond.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|1=text-align:center;}} width=&amp;quot;80%&amp;quot;&lt;br /&gt;
|-bgcolor=lightblue&lt;br /&gt;
!Bonding Level || CML bonus || STR/WIS bonus || Special || Description || [[Paladin Base]] || Same Level Kills&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
| +0 || +0 || Weapon is holy || You are bonded with the steel flail, but you feel that the connection is largely untested. || 25 || 0&lt;br /&gt;
|- &lt;br /&gt;
!1&lt;br /&gt;
| +2 || +1 || The weapon will return to the Paladin&#039;s hand when disarmed or thrown || The connection is still fresh and new. || 25 || 100&lt;br /&gt;
|- &lt;br /&gt;
!2&lt;br /&gt;
| +4 || +2 || None || You feel that your connection is strong. || 26 || 200&lt;br /&gt;
|- &lt;br /&gt;
!3&lt;br /&gt;
| +6 || +3 || Grants the bonded weapon [[Consecrate]] flares || It is a tried and true friend. || 27 || 300&lt;br /&gt;
|- &lt;br /&gt;
!4&lt;br /&gt;
| +8 || +4 || None || It is almost an extension of your own body. || 28 || 400&lt;br /&gt;
|- &lt;br /&gt;
!5&lt;br /&gt;
| +10|| +5 || Allows a spell to be imbued into the bonded weapon || There is no doubt of the pure spiritual connection you share with it.|| 29 || 500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Infusing a Spell to a Bonded Weapon == &lt;br /&gt;
To infuse a spell to a bonded weapon, simply {{boldmono|[[PREPARE]]}} the spell, then {{boldmono|[[INFUSE (Weapon) (verb)|INFUSE]] &amp;lt;weapon&amp;gt;}}.  Spells can be infused from scrolls multiple times up to the weapon&#039;s mana capacity, or the syntax {{boldmono|INFUSE &amp;lt;weapon&amp;gt; with &amp;lt;scroll&amp;gt;}} will drain all eligible charges from the scroll and insert them into the weapon. &lt;br /&gt;
&lt;br /&gt;
Spells known by the paladin, or that can be known by the paladin count as the spell level of the spell being placed into the bonded weapon.  In the case of spells known by the paladin, multiple charges can be infused, as the bonded weapon can hold 30 mana + ([[Spiritual Mana Control]] skill / 2); the mana will be infused at the time of imbuing and not activation. Spiritual spells that cannot be learned by the paladin (such as from the [[Major Spiritual]] spell circle) count as 1.25&amp;amp;times; the spell&#039;s level.  Hybrid spells that are semi-spiritual in nature, such as spells from the [[Sorcerer Base]] circle, count as 1.5&amp;amp;times; the spell&#039;s level.  Spells that are not spiritual in nature count as double their spell level.  The infusion process will accept any spell that falls within the level range of the bonded weapon&#039;s ability to hold.  That maximum level is the following:&lt;br /&gt;
&lt;br /&gt;
{{equation box|{{math|Max Spell Level {{=}} 4 &amp;amp;times; (Bonding Level - 2) + [[Summation]]&amp;lt;sub&amp;gt;σ{{=}}2&amp;lt;/sub&amp;gt;(Spiritual Lore Summoning Ranks)}}}}&lt;br /&gt;
&lt;br /&gt;
Therefore, with 9 ranks of [[Spiritual Lore, Summoning]], a paladin could infuse a 15th level spell (e.g. [[Repentance (1615)]]) into the weapon.  In order to infuse a spell such as [[Bind (214)]], which counts as a level 18 spell, the paladin would need 27 ranks of [[Spiritual Lore, Summoning]] and a scroll to cast the spell from.  [[Pain (711)]] could be used if the paladin has 20 ranks of Summoning Lore.  It should be noted, with only native spells and no lore training, a Paladin can only infuse [[Pious Trial (1602)]], [[Templar&#039;s Verdict (1603)]], and [[Unbalance (110)]].&lt;br /&gt;
&lt;br /&gt;
There are multiple ways to set your weapon to invoke its infused spell, set via {{boldmono| BESEECH }}:&lt;br /&gt;
*{{boldmono| BESEECH &amp;lt;weapon&amp;gt;}} will command your weapon to invoke its infused spell at the beginning of your next attack &#039;&#039;&#039;only&#039;&#039;&#039;.&lt;br /&gt;
*{{boldmono| BESEECH &amp;lt;weapon&amp;gt; IGNITE}} will command your weapon to invoke its infused spell at the beginning of every attack, until it runs out of charges. (Note: There is an internal timer so it will not ACTUALLY invoke on every swing)&lt;br /&gt;
*{{boldmono| BESEECH &amp;lt;weapon&amp;gt; CONSERVE}} will command your weapon to invoke its infused spell once per target, to conserve charges.  This is primarily intended for use with setup spells.&lt;br /&gt;
&lt;br /&gt;
{{boldmono| BESEECH &amp;lt;weapon&amp;gt; EXTINGUISH}} will set your weapon back to its passive state, such that you will need to command it via {{boldmono|BESEECH}} once again to invoke its infused spell on attack.  &lt;br /&gt;
{{boldmono| BESEECH &amp;lt;weapon&amp;gt; SENSE}} reveals the imbedded spell and the charges remaining.&lt;br /&gt;
&lt;br /&gt;
Infused spells will respect your {{boldmono|[[INCANT (verb)|INCANT]]}} settings.  Spells permitted for infusion are offensive in nature, support single target use, and include [[bolt spell]]s. &lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Lore, Religion]]====&lt;br /&gt;
Each rank of Religion lore, up to 50 ranks, will add 1 additional point of generic magic item [[Casting Strength]] (CS) for spells infused into a weapon.  This bonus is limited to half of the paladin’s arcane symbols ranks and is only applicable to spells infused via scrolls.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Lore, Summoning]]====&lt;br /&gt;
In addition to increasing the maximum spell level that can be infused, each rank will also apply a penalty of -1 [[TD]] / -2 Bolt [[DS]] to targets, to a maximum of 25 ranks.  This target penalty only applies to infused spells.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
===Paladin===&lt;br /&gt;
Bonding with a weapon:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at WEAPON.&lt;br /&gt;
As you call upon the power of DEITY, a [deity-dependent] shaft of light suddenly envelops your WEAPON.  Tendrils of energy begin to flow out of it and wrap themselves around you, as if surrounding you in an ethereal embrace.  Your awareness of your surroundings fade as you begin to experience visions of the WEAPON from its moment of creation to the present.  After a brief moment, your vision returns to normal.  The shaft of light and tendrils of energy are gone, but somehow you still feel a lingering bond between you and the WEAPON.&lt;br /&gt;
Silvery tendrils rise up from your WEAPON and quickly dissipate.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you forget to [[Consecrate (1604)]] the weapon prior to bonding with it:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You gesture at WEAPON.&lt;br /&gt;
A dim shaft of light surrounds the WEAPON, but seems to have no effect on it.  Perhaps the weapon should be first cleansed of impurities.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each time the bonding level increases, the following is reported along with the creature&#039;s death message:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You feel your spiritual bond with your WEAPON strengthen.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First unbonding cast:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at WEAPON&lt;br /&gt;
You focus your concentration on undoing the spiritual bond between you and the WEAPON.  As your magic begins to penetrate the star, you encounter a strange resistance from within it.  You attempt to overcome it, but the power of your spell fades away too soon.  You think that you might be able to overcome it with another attempt.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unbonding:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You channel at WEAPON.&lt;br /&gt;
This time you are prepared for the resistance within the WEAPON and you manage to quickly overcome it.  You feel the remnants of the spiritual bond between you and the WEAPON quickly fade away.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Infusing:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;infuse WEAPON&lt;br /&gt;
You concentrate on infusing the &amp;lt;weapon&amp;gt; and successfully manage to transfer the power of your &amp;lt;spell&amp;gt; into it.  &lt;br /&gt;
The &amp;lt;weapon&amp;gt; pulses &amp;lt;X&amp;gt; times in response.&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elemental Detection===&lt;br /&gt;
For a weapon bonded to a Paladin, [[Elemental Detection (405)]] shows the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;prep 405&lt;br /&gt;
You gesture and invoke the powers of the elements for the Elemental Detection spell...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;cast my mace&lt;br /&gt;
You gesture at a thanot-hafted vultite mace.&lt;br /&gt;
Your vultite mace resists your attempt to use it.&lt;br /&gt;
Cast Roundtime 2 Seconds.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Loresong===&lt;br /&gt;
&#039;&#039;&#039;Verse 2 will show:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
In addition, its use appears to be magically restricted in some way.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Verse 3 will show:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The ITEM hums clearly, indicating that the item will prevent itself from being used unless the acting party meets certain conditions.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Verse 4 will show:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The mace has been bound to PERSON via the spell Holy Weapon.&lt;br /&gt;
The mace hums clearly, indicating that the restriction&#039;s conditions are as follows:&lt;br /&gt;
    This item is restricted to use by PERSON.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[Paladin spell updates (saved posts)]]&lt;br /&gt;
* [[Using Holy Weapon (1625) to bond to a black ora weapon]]&lt;br /&gt;
* [[Breaking weapon bonds (guide)]]&lt;br /&gt;
* [[Gem-eating_weapon#Sanctification|Gem-eating weapons]]&lt;br /&gt;
* [[Ensorcell_(735)#Paladin_bonded_weapons|Ensorcelling bonded weapons]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=177508</id>
		<title>Nairdin&#039;s paladin guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Nairdin%27s_paladin_guide&amp;diff=177508"/>
		<updated>2022-09-19T23:18:14Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NOTE: OUTDATED&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Posted by GALADOS 27 May 2015&lt;br /&gt;
&lt;br /&gt;
Ok, I&#039;ve seen a lot of different posts about [[paladin]] hunting and I&#039;m seeing the same thing over and over so I&#039;m putting in my two cents because I&#039;m sick of the &amp;quot;Glass Cannon&amp;quot; stereotype most paladins have because they have a 600+ AS but die in just a couple hits.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, in this guide i&#039;m referring to paladin training from birth to cap (lvl 100). some post-cap is touched on but that&#039;s for you to figure out. I&#039;m also assuming that you don&#039;t have an army to back you up or spell buff you nonstop. if you do, great. make some little changes.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Weapon Options==&lt;br /&gt;
First off, let&#039;s discuss weapons.&lt;br /&gt;
&lt;br /&gt;
Paladin can be good at any weapon skill because our spells help in so many different ways, you have to take in to consideration lore training carefully for the bonuses from spells, depending on weapon type.&lt;br /&gt;
&lt;br /&gt;
Your weapon is your choice. A paladin can make anything from brawling (utilizing [[sancted]] gloves + a bonded UAC compatible brawling weapon + 1618 a paladin can get 5 offensive flares on a single punch.(*at this time, 1618 does NOT add damage weighting to UAC. Several GM&#039;s including Estild were made aware of this at simucon and hopefully it&#039;s on a list of fixes somewhere.) With [[Arm of the Arkati (1605)]], almost any weapon works. I&#039;ll explain when we get to spells.&lt;br /&gt;
&lt;br /&gt;
I was a capped paladin with mace/shield in order to control the variables involved with critter combat as much as I could for a long time, and this works out great! (crush only damage, best fatal [[crit]] percentage for head/neck shots) I have also used edged&amp;amp;shield/pole/brawl&amp;amp;shield/katar and THW with katana, claid, mattock and maul. I prefer brawling as a personal preference and for my RP.&lt;br /&gt;
&lt;br /&gt;
==Training Dilemma==&lt;br /&gt;
&lt;br /&gt;
Growing up as a paladin, you have to choose. &amp;quot;Do I want extremely high [[AS]], or massive [[DS]] and an average AS?&amp;quot; the answer is simple. If you kill stuff in 1-2 hits with a 300+ endroll, do you really need a 350+ endroll? or is survivability more important to you? Some prefer the method of training [[Spiritual Lore, Religion|Religion lore]] for [[Zealot]] and adding massive AS, but so much is lost, DS loss from not having a [[shield]] and lower DS from having a lower [[Spiritual Lore, Blessings|Blessings lore]] is only a portion of it (see above &amp;quot;Glass cannon&amp;quot; reference). If you train 65 Blessings lore by cap, you&#039;ll have at LEAST a 34% chance to outright block in offensive not considering the unknown stat bonus (assuming tower shield 5% and 2x shield training 10%, +19% chance from 1609 + stat bonus?). That&#039;s HUGE!!&lt;br /&gt;
&lt;br /&gt;
I&#039;m not saying you HAVE to have a shield.  thw/polearm works. you&#039;re just gonna need some help. you&#039;re not able to spell tank yourself because you just don&#039;t have the TP&#039;s for lores and spells after training minimum 1x dodge.&lt;br /&gt;
&lt;br /&gt;
==Lore Training==&lt;br /&gt;
Lores grow more and more important as you near cap and are getting diminishing returns from other skills. I recommend minimal lore training, maybe .5x, until you have 35 ranks [[Paladin Base|paladin spells]] for [[Divine Intervention]] (Beseech) and 20 ranks of [[Minor Spiritual|Minor Spirit]] for 120&#039;s nice DS/Spirit TD bonus.  After that you can choose more lores or more paladin spells, but [[Wall of Force (140)]] is only really viable if you stay in chain hauberk.  The casting [[RT]] from keeping [[Faith&#039;s Clarity (1603)]] up all the time for low [[spell hindrance]] in plate is just too dangerous in a swarm.&lt;br /&gt;
&lt;br /&gt;
At cap 65 Blessings, 30 Religion and 15 [[Spiritual Lore, Summoning|Summoning]] is perfect.  Train more lores post-cap.&lt;br /&gt;
&lt;br /&gt;
===Blessings Lore===&lt;br /&gt;
Why 65 ranks of Blessings Lore?&lt;br /&gt;
*+15 DS through [[Mantle of Faith (1601)]].&lt;br /&gt;
*Adds +6 targets to open casting [[Pious Trial (1602)]].&lt;br /&gt;
*Extra 36% chance for a second flare though [[Consecrate (1604)]] or a bonded weapon that inherits the Consecrate flares at rank 2 bonding. &lt;br /&gt;
*Extra healing from [[Rejuvenation (1607)]] is useful sometimes. Mostly I use 1607 for the [[stamina]] gained and stamina regen when I need to [[mstrike]] 5x in a row on a swarm.)&lt;br /&gt;
*[[Beacon of Courage (1608)]] is one of my favorite new changes. If for nothing else, use this for swarms, [[invasion]]s and [[warcamp]]s.  This does make everything you ward only attack you, so careful not to hit your warrior friend with it in a warcamp or you&#039;ll find his [[Berserk]] aimed right at you!! This spell also gives 60 seconds of ignoring [[Force on Force]] mechanics for +6 additional foes over your [[Multi Opponent Combat]] (MoC) training! WOW! &lt;br /&gt;
*[[Divine Shield (1609)]] adds +19% chance to block, which is enormous! &lt;br /&gt;
*You get +9 more phantom [[Cman]] ranks from [[Patron&#039;s Blessing (1611)]]. &lt;br /&gt;
*A max effect of +20 DS from [[Guard the Meek (1613)]]&lt;br /&gt;
*+10 Health points from [[Vigor (1616)]]&lt;br /&gt;
*And best of all... Heavy [[damage weighting|Damage Weighting]] given by [[Crusade (1618)]] + 1 per 30 skill(not ranks) in blessings lore. 15 points at 65 blessings ranks. **Note this damage weighting does not appear to affect UAC attacks with or without an additional brawling weapon in hand.**&lt;br /&gt;
&lt;br /&gt;
===Religion Lore===&lt;br /&gt;
Why 30 ranks of Religion Lore?&lt;br /&gt;
&lt;br /&gt;
*85% chance to make a target kneel with [[Divine Strike (1615)]]/[[Judgment (1630)]]. Both are awesome, no doubt.  I use 1615 when I need something (quickly fading enemies like [[spectral triton defender]]s in [[Nelemar]]) to stay in RT after I kill them to be able to search them with a 5-8 second RT from my mstrike.  This strategy ONLY works if 1615 makes the target kneel.  If the target is already down, it does not cause RT. This is important to remember because if you need something to not attack for 10 seconds or so, this is your best bet. I don&#039;t think 1630 causes RT or at least not as much RT, even when it makes the target kneel.&lt;br /&gt;
*[[Higher Vision (1610)]]: +4 more DS (seed 5)&lt;br /&gt;
*[[Aura of the Arkati (1614)]]: A PALADIN&#039;S BEST FRIEND!! USE THIS SPELL OFTEN! 30 religion ranks will give you the max DS pushdown on this spell of 15%. There is a trick to 1614. This spell is most effective against [[creature|critters]]/[[player character]]s in a defensive stance! The penalties for a failed warding on this spell are taken off by a percentage, but if a critter loses 75 DS due to 1614 in defensive, they keep that loss of 75 DS in offensive when they switch. If you catch them in offensive, the effect on DS won&#039;t be as much but the [[evade/block/parry]] penalties they take are what REALLY make this spell special. Wanna hit critters 90%+ of the time instead of getting evaded/blocked/parried? Use 1614.&lt;br /&gt;
  **Note- 1614 is super effective as a set up spell for UAC attacks, because it raises your MM by lowering the critter chance to evade/block/parry along with the UDF drop**&lt;br /&gt;
*[[Zealot (1617)]]: A great boost for post-cap paladins to work on. Not a NEEDED spell although most paladins (remember the term for these guys?) use it. WE&#039;RE NOT REFERRING TO A 2X OR 3X CAPPED PALADIN. We&#039;re referring to someone newly capped or growing. Remember, it&#039;s a guide, not a manual.&lt;br /&gt;
*[[Crusade (1618)]]: Religion lore adds a better chance to flare more often.&lt;br /&gt;
*[[Faith Shield (1619)]]: A novelty spell really useful in a few situations ... usually invasions or PvP against a pure/semi. +12 more TD over the base 50. +62 TD for a minute is pretty useful when you&#039;re aggravating Leafiara or Rozy.&lt;br /&gt;
*[[Divine Word (1640)]]: 2x per day with 30 ranks religion, 3x with 40. But... don&#039;t raise unless you have to. Have a [[cleric]] do it. you can&#039;t use [[Chrism]]s anyway and it doesn&#039;t fill your head.&lt;br /&gt;
&lt;br /&gt;
===Summoning Lore===&lt;br /&gt;
&lt;br /&gt;
Having 15 ranks gives bonuses to:&lt;br /&gt;
*1602: adds +1 RT for a total +3 on a failed warding roll.&lt;br /&gt;
*1603: max benefit.&lt;br /&gt;
*1604: Increases crit rank for plasma flares from 1604 or paladin bonding rank 2.&lt;br /&gt;
*1605: +2% DF.  The next DF bonus is 18 ranks.  You can move here for the extra 1% DF but... meh.&lt;br /&gt;
*[[Sanctify (1625)]]:  Mana capacity of the bonded weapon is increased by +1 per rank, level of spell that can be infused is increased. Holds 20 charges of 1602 at 15 summoning ranks, which is what I use most of the time(against defenders to slow them down even more. Beseech weapon, attack, 1615, mstrike will usually take out a defender without giving them a chance to attack more than once and give you plenty of time to search them (about 12-13 seconds).&lt;br /&gt;
&lt;br /&gt;
==Other Skills==&lt;br /&gt;
Remember, just a guide, not a manual of how you MUST do it.&lt;br /&gt;
====Combat Maneuvers====&lt;br /&gt;
1x [[Combat Maneuvers]] (cman) to cap, then work on it as a post-cap goal when you can. You need the cman points. Don&#039;t listen to people that say it&#039;s a waste because you get &amp;quot;132 phantom cman that&#039;s capped at the 202 bonus for maneuver defense and open ambush.&amp;quot;  So what?  You&#039;re not getting 162 ranks of paladin spells for that bonus ANY TIME SOON.  Get the 101 cmans and eventually 202 post-cap. With the training suggested here you will have 42 phantom cman ranks from 1611 at cap.&lt;br /&gt;
====Physical Fitness====&lt;br /&gt;
1x [[Physical Fitness]] to cap, make it a first priority to 2x post-cap. This skill is supposedly used in more different areas than any other single skill.&lt;br /&gt;
&lt;br /&gt;
====Armor Use====&lt;br /&gt;
[[Armor Use]]. This is a big debate. Growing up, it&#039;s easier hunting if you use your set up spells like 118 and 1614. These are heavy on mana but SUPER effective and 1614 is area wide so works great in a swarm. 118 is better growing up 1 on 1. It lowers a critter DS enough that you can usually one-shot em. Area Web is also great if you&#039;re doing bandits and stick to a small search area of 2-3 rooms. cast area web in each room and start searching for bandits. when they jump out and attack, they get tangled up.&lt;br /&gt;
&lt;br /&gt;
My advice is this: If you use a shield, get to 80 ranks and stay in chain hauberk for a while until you have more TP&#039;s to spare after training spells/lores. If you use THW/pole, decide what you&#039;re going to sacrifice to get 150 ranks of armor use ASAP because if you&#039;re not in Heavy crit padded aug chain or hauberk, you&#039;d better be in plate or you&#039;re gonna die. A lot. With Two handers it&#039;s either HCP chain armor and cast your setup spells of 1614 or 118, or go for plate and pretend you&#039;re a warrior never casting in the field.&lt;br /&gt;
&lt;br /&gt;
====Multi Opponent Combat====&lt;br /&gt;
60 ranks when you hit cap. 3x mstrike is plenty until post-cap for a paladin with our DF and Damage weighting bonuses. If you need more FoF you have spells for that.&lt;br /&gt;
====[[Dodging]] and [[Shield Use]]====&lt;br /&gt;
You have the TP&#039;s to choose 2x shield or 1x dodge. pick one.&lt;br /&gt;
&lt;br /&gt;
====[[Spiritual Mana Control]]====&lt;br /&gt;
24 ranks, or 25 if you want to [[multicast]]&lt;br /&gt;
====Perception====&lt;br /&gt;
1x&lt;br /&gt;
====[[Climbing]] and [[Swimming]]====&lt;br /&gt;
1x to 50-65 depending on your preference, your society, and any enhancives you might pick up along the way.&lt;br /&gt;
&lt;br /&gt;
====Spells====&lt;br /&gt;
*MnS: 20 ranks (at cap)&lt;br /&gt;
*Paladin Spells: 40 ranks (at cap)&lt;br /&gt;
**1650 may be released soon.&lt;br /&gt;
===spell training path===&lt;br /&gt;
I reccommend getting 102 first.  yes your AS suffers. you&#039;re a paladin. it&#039;s higher than others anyway.&lt;br /&gt;
then start training 1600 spell circle 1x till you hit 35 ranks. this will give you the life saving beseech ability for webs, poison, stun, disease, measles, mumps, typhoid fever, some curses and more!&lt;br /&gt;
after that train some more MnS ranks until you get 20 ranks.  once you hit this point i recommend stopping until post-cap, to free up TP&#039;s to either A. move in to plate or B. train some more lores. it&#039;s up to you though&lt;br /&gt;
&lt;br /&gt;
====[[Harness Power]]====&lt;br /&gt;
1x&lt;br /&gt;
====[[Ambush]]====&lt;br /&gt;
This is a tricky one.&lt;br /&gt;
If you&#039;re gonna ambush, do it right.&lt;br /&gt;
I say train as much ambush as you can spare the TP&#039;s for at first.  get it to 60 or 70 ranks.&lt;br /&gt;
this sounds crazy, i know.  hear me out.&lt;br /&gt;
&lt;br /&gt;
open ambushing takes in to account cman AND ambushing skill together. once you have tons and tons of cman ranks you can let the tp&#039;s you put in to ambush slink back down and set it at 24 ranks once you have 150+ cman, but this isn&#039;t happening until post-cap. it&#039;s cheaper to train 1x ambush than it is 2x cman.&lt;br /&gt;
&lt;br /&gt;
so it would look like this...&lt;br /&gt;
lvl 5, 7 cman ranks.&lt;br /&gt;
lvl 15, 17 cman ranks&lt;br /&gt;
lvl 25, 27 cman ranks, 4-5 ambushing&lt;br /&gt;
lvl 35, 37 cman ranks, 10-15 ambushing&lt;br /&gt;
lvl 45, 47 cman ranks, 20-25 ambushing (this is the point where you start aiming your shots! before here, you&#039;re pretty much wasting RT trying to aim.)&lt;br /&gt;
lvl 55, 57 cman ranks, 30-35 ambushing (here&#039;s where you start hitting your targetted shot almost every time)&lt;br /&gt;
lvl 65, 67 cman ranks, 40-45 ambushing (here&#039;s where a paladin makes a choice.  Is chain working for me? or am i getting blasted and need plate? If you&#039;re dying from crits and need the plate, here&#039;s where you get extra TP&#039;s to push to that goal because you&#039;re done with spells and can lay off ambushing a bit.)&lt;br /&gt;
lvl 80, 82 cman ranks, 60 ambushing.&lt;br /&gt;
lvl 100+, once you have achieved the goal of 202 physical fitness, you can start migrating that 60 ranks of ambushing down to 24 ranks, and throw all your next TP&#039;s in to cman until that is 2x.  once your PF is 2x and cman is 2x, with 24 ranks ambushing life for a paladin is cake. you rarely miss your target, and stuff just seems to crumble with all that extra DF, damage weighting and flares!  HAVE FUN!&lt;br /&gt;
&lt;br /&gt;
====[[Survival]] and [[First Aid]]====&lt;br /&gt;
*Survival: .5x&lt;br /&gt;
*First aid: whatever you can spare.&lt;br /&gt;
====[[Arcane Symbols]]====&lt;br /&gt;
Arcane Symbols and MIU are a good idea to put most remaining TP&#039;s into because this will increase your spell burst for OTF/Nelemar and you can wear more outside spells. .5x each if you can. more is better if you want to be self-sufficient.&lt;br /&gt;
&lt;br /&gt;
====[[Magic Item Use]]====&lt;br /&gt;
See: arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you know a good sorcerer who can unlock scrolls, (Insert free advertising for Allereli here) focus more on arcane symbols.&lt;br /&gt;
&lt;br /&gt;
If you prefer [[mage rechargeable]]s and imbeds, train more MIU.&lt;br /&gt;
&lt;br /&gt;
====Cmans, Shield Use and [[Armor Specialization]]s====&lt;br /&gt;
Really can vary on what type of weapon combination you use.&lt;br /&gt;
&lt;br /&gt;
Do your research. Test different skills. [[Skill migration|Migrating]] cmans sucks but it&#039;s worth seeing for yourself what&#039;s effective and what&#039;s not.&lt;br /&gt;
When people ask my cman and shield skill advice i tell them this:&lt;br /&gt;
&lt;br /&gt;
If you&#039;re gonna use a shield, go all the way.  get a sancted spiked tower shield, train shield spike mastery and always stay in forward or higher stance for those reactive spike flares on a block, while keeping up 1609 for the extra block chance.&lt;br /&gt;
&lt;br /&gt;
For cmans, 3-4 ranks wspec, 2-3 focus for TD, then train the skills that are being used against you.  if you&#039;re getting wrecked by shield bash, train cman sbash.  if you&#039;re getting charged by stupid critters with their lance to the eye crap move, train cman charge.  if you&#039;re no longer fighting stuff with shields, untrain cman sbash and put the points elsewhere.  It really doesn&#039;t take long to migrate cmans.&lt;br /&gt;
&lt;br /&gt;
Armor skills: [[Armored Fluidity]].&lt;br /&gt;
&lt;br /&gt;
==Hunting==&lt;br /&gt;
&lt;br /&gt;
Paladin life is easy.&lt;br /&gt;
&lt;br /&gt;
Growing up, you don&#039;t have much mana so make it count. You can ward almost anything your level or a little higher so use that to your advantage. Set up entire rooms with 1614 then open mstrike, use web if you are in hauberk (for low spell hindrance using web.) against single foes and lop off some heads with open ambush. If in plate just stick to 1614. Web is more expensive, but a little more effective.&lt;br /&gt;
&lt;br /&gt;
At cap... If you&#039;re not UAC, Be in plate. 1614/open ambush works great, so does mstrike. I&#039;m not gonna go into details for this because you&#039;re cap. If you don&#039;t know how to hunt well by now, you need more than a guide, you need a [[Mentors|mentor]]. Post-cap you can train more armor use, but you&#039;re still going to want to use 1603 because MnS hindrance sucks. With 150 ranks armor use and rank 5 armor fluidity, MnS is 88% without 1603, 2% with it. Paladin hindrance is 8%. 0 with 1603 up (lasts 30 seconds).&lt;br /&gt;
&lt;br /&gt;
===Spells to Keep Up===&lt;br /&gt;
[[Stackable]]s:&lt;br /&gt;
:101, 103, 107, 115, 120&lt;br /&gt;
:1601, 1605, 1606, 1609, 1610, 1611, 1612, 1613, 1616.&lt;br /&gt;
&lt;br /&gt;
Short duration spells:&lt;br /&gt;
*[[Spirit Strike (117)]] - +75 AS for 1 swing plus a chance to activate a second, third or even fourth swing because... you guessed it... Blessings lore! &lt;br /&gt;
*1603 - greatly reduces spell hindrance for paladin and MnS spells.&lt;br /&gt;
*1607 - this spell is overlooked often. Gives a bonus to stamina instantly gained AND stamina regen, as well as healing you a bit. this is good to use in situations like where you mstrike confirm a room full of grimswarm 3x in a row, cast 1607 and suddenly you have full stamina again and mstrike 5x more before running out of steam and having to rest your mstrike for 10 seconds or so between strikes. &lt;br /&gt;
*1608 - Ignore FoF for extra opponents, make everything not grouped to you target only you. Let&#039;s see a warrior block do that! The FoF offset effect lasts 60 seconds.&lt;br /&gt;
*1617 - Cannot be used if 1609 is up. Good for those hunts when you need more AS, but are good on DS &lt;br /&gt;
*1618 - This one&#039;s tricky but if used right, gives at least HDW plus 1 per 30 blessings lore skill to your strikes(except UAC, at this time.). Lasts 1 minute, has no cooldown and can be recast or refreshed.&lt;br /&gt;
*1619: novelty/invasion/pvp against pures/semis. also great to use in the scatter vs liches.&lt;br /&gt;
&lt;br /&gt;
Please read through the section on lores for some more specific hunting tweaks and strategies using spells to your advantage.&lt;br /&gt;
&lt;br /&gt;
This is my short little paladin training guide. Tear it apart, Take my advice, or... don&#039;t. Up to you.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span title=&amp;quot;no kidding&amp;quot;&amp;gt;I didn&#039;t spell check either&amp;lt;/span&amp;gt; so... haha.  &lt;br /&gt;
&lt;br /&gt;
Enjoy&lt;br /&gt;
&lt;br /&gt;
~Nairdin&lt;br /&gt;
[[Category: Guides]][[Category: Professional Guides]][[Category: Paladin]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Shield_Specialization_list&amp;diff=176580</id>
		<title>Template:Shield Specialization list</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Shield_Specialization_list&amp;diff=176580"/>
		<updated>2022-09-11T22:00:31Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=font-size:93%}}&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! [[Warrior]] &lt;br /&gt;
! [[Rogue]] &lt;br /&gt;
! [[Paladin]] &lt;br /&gt;
! Type&lt;br /&gt;
! Prerequisites &lt;br /&gt;
! Description&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Adamantine Bulwark]]&#039;&#039;&#039; [bulwark]&lt;br /&gt;
| X*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Passive&lt;br /&gt;
| Prop Up (rank 2), large/tower shield&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Reduced RT inflicted on you by physical attacks.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Block the Elements]]&#039;&#039;&#039; [blockelements]&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Reduces damage from elemental flares and ball explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Deflect Magic]]&#039;&#039;&#039; [deflectmagic]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Passive&lt;br /&gt;
| Shield Focus (rank 3), Spell Block (rank 1)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Provides a chance to redirect blocked bolt and ball spells while in aggressive stance.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Deflect Missiles]]&#039;&#039;&#039; [deflectmissiles]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Passive&lt;br /&gt;
| Shield Focus (rank 3)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Provides a chance to redirect blocked ranged missiles or thrown weapons while in aggressive stance.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Deflect the Elements]]&#039;&#039;&#039; [deflectelements]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Provides a chance to block elemental flares and ball explosions.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Disarming Presence]]&#039;&#039;&#039; [dpresence]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Martial Stance&lt;br /&gt;
| Disarm Weapon (rank 2)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Martial Stance, chance to disarm on a block.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Guard Mastery]]&#039;&#039;&#039; [gmastery]&lt;br /&gt;
| X*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Increased effectiveness when {{boldmono|[[GUARD]]}}ing.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Large Shield Focus]]&#039;&#039;&#039; [lfocus]&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Adds attack bonus and CvA with large shields, unlocks other abilities&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Medium Shield Focus]]&#039;&#039;&#039; [mfocus]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Adds attack bonus and CvA with medium shields, unlocks other abilities&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Phalanx]]&#039;&#039;&#039; [phalanx]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Work with group members with Phalanx to grant your group extra block chance.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Prop Up]]&#039;&#039;&#039; [prop]&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| Shield Focus (rank 3), large/tower shield&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Reduced chance to be knocked down from critical damage, CML defense against knockdown maneuvers.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Protective Wall]]&#039;&#039;&#039; [pwall]&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| Tower Shield Focus (rank 3)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Reduced DS penalty from conditions on group members/self.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Bash]]&#039;&#039;&#039; [bash]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Setup&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Attempt to wallop your foe with your shield, causing stance change/knockdown/RT/minor damage.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Charge]]&#039;&#039;&#039; [charge]&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
| Setup&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Charge at your foe with a powerful shield attack.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Forward]]&#039;&#039;&#039; [forward]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Gain a bonus to defensive Shield Use after using offensive shield attacks.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Mind]]&#039;&#039;&#039; [mind]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Active&lt;br /&gt;
| Spell Block (rank 2)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Ten seconds of automatic warding success while in defensive stance.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Pin]]&#039;&#039;&#039; [pin]&lt;br /&gt;
| X*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Attack&lt;br /&gt;
| Shield Bash (rank 2)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Fake a shield bash, followed by a weapon attack with critical weighting.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Push]]&#039;&#039;&#039; [push]&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
| Setup&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Push an enemy into another room and give RT.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Riposte]]&#039;&#039;&#039; [riposte]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Martial Stance&lt;br /&gt;
| Shield Bash (rank 2)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Martial Stance, give extra RT to attacking opponents.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| style=&amp;quot;white-space:nowrap;&amp;quot;|&#039;&#039;&#039;[[Shield Spike Mastery]]&#039;&#039;&#039; [spikemastery]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Allows reactive shield spike flares.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Strike]]&#039;&#039;&#039; [strike]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Attack&lt;br /&gt;
| Shield Bash (rank 2)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Quick shield bash followed by weapon attack.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Strike Mastery]]&#039;&#039;&#039; [strikemastery]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| Shield Strike (rank 3), 30 ranks [[MOC]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Start your multi-strikes and assault techniques with a shield bash.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Swiftness]]&#039;&#039;&#039; [swiftness]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Passive&lt;br /&gt;
| Shield Focus (rank 3), small/medium shield&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Reduces dodge DS penalty from shield.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Throw]]&#039;&#039;&#039; [throw]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Area of Effect&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Hurl your shield at your enemies.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shield Trample]]&#039;&#039;&#039; [trample]&lt;br /&gt;
| X*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Area of Effect&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Knock down multiple targets and give RT.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Shielded Brawler]]&#039;&#039;&#039; [brawler]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| Shield Focus (rank 3)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Reduces [[MM]] penalty from shield.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Small Shield Focus]]&#039;&#039;&#039; [sfocus]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Adds attack bonus and CvA with small shields, unlocks other abilities&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Spell Block]]&#039;&#039;&#039; [spellblock]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| Shield Focus (rank 3), ensorcelled/anti-magic shield&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Allows blocking magical bolts and balls.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Steady Shield]]&#039;&#039;&#039; [steady]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| Passive&lt;br /&gt;
| Stun Maneuvers (rank 2)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Reduces the penalty to block chance from being stunned.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Steely Resolve]]&#039;&#039;&#039; [resolve]&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
| Active&lt;br /&gt;
| Tower Shield Focus (rank 3)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Bonus DS and block chance for a brief period.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Tortoise Stance]]&#039;&#039;&#039; [tortoise]&lt;br /&gt;
| X*&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Martial Stance&lt;br /&gt;
| Block Mastery (rank 2)&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Martial Stance, reduced AS and additional block chance.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;[[Tower Shield Focus]]&#039;&#039;&#039; [tfocus]&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
| Passive&lt;br /&gt;
| None&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Adds attack bonus and CvA with tower shields, unlocks other abilities&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;=Exclusive&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Consecrate_(1604)&amp;diff=172154</id>
		<title>Consecrate (1604)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Consecrate_(1604)&amp;diff=172154"/>
		<updated>2022-08-02T01:16:38Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Restrictions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Blessing underwent a revamp in December 2021.  Until this article is updated, be sure to read the [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc Bless System Proposal 2.0]&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = CONSECRATE&lt;br /&gt;
 | duration = 50% additional swings&amp;lt;br&amp;gt;plus special&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Weapon Enhancement&amp;lt;br&amp;gt;plus special&lt;br /&gt;
 | skill = None &lt;br /&gt;
 | components = [[Bless (304)|Blessable]] weapon/food/drink&lt;br /&gt;
 | availability = Special&lt;br /&gt;
 | navigation = {{paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
Calling on the favor of her patron, the Paladin can &#039;&#039;&#039;Consecrate&#039;&#039;&#039; weapons as a preparatory measure, as well as to enhance their effectiveness against the [[undead]]. When cast upon a [[sanctified|holy ]] weapon, the Paladin may channel her spiritual energy into the weapon, causing it to randomly [[flare]] with [[Plasma critical table|plasma criticals]] against a foe. The spell will also allow the Paladin to reduce or eliminate the amount of spoil in certain food and drink items.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s and [[armor]] can also be consecrated, similar to weapons, either for blessing against undead or to apply flares to holy and sanctified items. Consecrated holy armor does not have reactive flares but can flare on offensive combat maneuvers. Consecrated shields can also trigger a flare when blocking while in a more aggressive [[stance]] (forward/advanced/offensive).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Consecrate will also open the [[The Graveyard|Graveyard]] gate near [[Wehnimer&#039;s Landing]]!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Extended Blessing ==&lt;br /&gt;
&lt;br /&gt;
When cast on a blessable weapon, Consecrate will increase the duration (number of swings) of the next cast of [[Bless (304)]], as well as the [[Order of Voln]]&#039;s [[Symbol of Blessing]], by 50% when cast beforehand, within 10 minutes of the blessing. Furthermore, it can be cast upon weapons that are normally unblessable to make them blessed for one swing or one minute, whichever is expended first.&lt;br /&gt;
&lt;br /&gt;
Consecrate is also used to prepare a non-sanctified weapon for [[Holy Weapon (1625)]].&lt;br /&gt;
&lt;br /&gt;
To use Consecrate in this manner:&lt;br /&gt;
#Cast &#039;&#039;&#039;Consecrate (1604)&#039;&#039;&#039; at the weapon&lt;br /&gt;
#Cast [[Bless (304)]], [[Symbol of Blessing]], or [[Holy Weapon (1625)]] at the weapon within the next 10 minutes&lt;br /&gt;
&lt;br /&gt;
=== Lore Benefits 1 ===&lt;br /&gt;
&lt;br /&gt;
[[Spiritual Lore, Blessings]] provides a +5% blessing duration increase per rank (added to the base 50%), up to a maximum of 100% duration increase at 10 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! align=right|Spiritual Lore, Blessings ranks||0||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
| align=right|Total % blesses added||50%||55%||60%||65%||70%||75%||80%||85%||90%||95%||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guiding Light ==&lt;br /&gt;
&lt;br /&gt;
When cast on a [[sanctified|holy]] weapon, Consecrate bestows &#039;&#039;&#039;Guiding Light&#039;&#039;&#039; [[flare]]s on the weapon, causing plasma criticals at the standard flare rate. If the weapon is enchanted or magical, the caster&#039;s Paladin Base spell ranks plus Spiritual Lore, Blessings ranks must be 15 or greater to affect the weapon. These plasma flares will flare against any creature, but only for Paladins and Clerics who wield the consecrated weapon. In addition, upon triggering the first flare, there is a chance of a second plasma flare on the same hit. The chance and potency of the second flare can be increased with lore training.&lt;br /&gt;
&lt;br /&gt;
The spell duration is 20 + (3 * [[Paladin Base|Paladin]] spell ranks) swings.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
&lt;br /&gt;
Generally, a weapon only receives Guiding Light flares if the weapon does not already possess [[flare]]s or [[weighting]] above heavy.  While most flares interfere with Guiding Light flares, the following script-based flares do not:  [[blink weapon|Blink]], [[Bubble flares]], [[Knockout flare]]s, [[Poleaxe flares]], [[Parasitic weapon]], [[Rotflares]], and [[Ethereal weapon]]s.  Flares or weighting resulting from [[Bane weapon|Creature Bane]] will not interfere with &amp;quot;Guiding Light&amp;quot; flares.&lt;br /&gt;
&lt;br /&gt;
If the weapon has critical or damage weighting, the potency of the Guiding Light flares will be diminished. This effect starts at 1 point of effective combat weighting, and essentially caps out at 10 points of weighting (&amp;quot;heavily weighted&amp;quot;). Trying to apply Guiding Light flares on something heavy or over will block it outright.  This does NOT apply to the version of Guiding Light flares applied by 1625.&lt;br /&gt;
&lt;br /&gt;
=== Lore Benefits ===&lt;br /&gt;
&lt;br /&gt;
[[Spiritual Lore, Blessings]] increases the duration, adding +1 swing for every rank. The base chance for a second flare increases by 4% per [[Summation|seed 3 summation]], from an additional 4% chance at 3 ranks to a maximum bonus of 68% at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
[[Spiritual Lore, Summoning]] increases the potency of the secondary lore flares by increasing the critical rank by 0.2 per seed 6 summation. For example, 40 ranks in Spiritual Lore, Summoning will increase the critical rank by +1. Intermediate training also helps. If the Paladin&#039;s lore ranks would give a 0.8 increase in critical rank, then the critical rank level would be increased by +1 80% of the time. This critical rank increase only affects the &#039;&#039;second&#039;&#039; flare (whose chance of occurring is determined by Spiritual Lore, Blessings as described above).&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
Spoiling food and drink items will be renewed. [[Spiritual Lore, Blessings]] training keeps food/drink fresh for a longer period of time.&lt;br /&gt;
&lt;br /&gt;
Consecrate will have diminished returns when reducing the spoilage of [[Manna]] bread, determined by the Paladin&#039;s skill. The mana regeneration rate will be set to 3 + seed 2 summation of Spiritual Lore, Blessings. The maximum mana lore bonus will be set to 10 + (5 * seed 5 [[summation]] of Spiritual Lore, Blessings). If the existing effectiveness is less than the Paladin&#039;s skill set, then the stats are not affected, but the food is no longer spoiled.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Preparing an ordinary weapon for Bless or Sanctify&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Silvery tendrils rise up and wreathe their way around the (weapon) before sinking into its surface.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Applying Guiding Light flares to a sanctified weapon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;A violet tongue of flame enfolds the (weapon) for a moment and then appears to become incorporated into it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Look at weapon&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Heatless violet flames burn across the (weapon).&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Failure or attempt to recast before effect expires&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;A sullen violet flame burns briefly around the (weapon), but it quickly returns to normal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Double flare&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You swing a maple-hafted eonake flail at a cave troll!&lt;br /&gt;
  AS: +205 vs DS: +136 with AvD: +39 + d100 roll: +25 = +133&lt;br /&gt;
   ... and hit for 20 points of damage!&lt;br /&gt;
   Torn muscle in the cave troll&#039;s right leg!&lt;br /&gt;
&lt;br /&gt;
 ** Your eonake flail pulses with a burst of plasma energy! **&lt;br /&gt;
&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Stinging burn to the cave troll&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
 ** Your eonake flail sprays with a burst of plasma energy! **&lt;br /&gt;
&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Stinging burn to the cave troll&#039;s hand.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expiration&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Your (weapon) returns to normal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Purifying food/drink or manna bread&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Silvery tendrils rise up and wreathe their way around your crusty ale bread.  As they continue to swirl, you notice some of the bread&#039;s blemishes completely disappear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Paladin spell updates (saved posts)]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Consecrate_(1604)&amp;diff=172153</id>
		<title>Consecrate (1604)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Consecrate_(1604)&amp;diff=172153"/>
		<updated>2022-08-02T01:15:19Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Restrictions */ Removed CER restrictions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Blessing underwent a revamp in December 2021.  Until this article is updated, be sure to read the [https://docs.google.com/document/d/1dHwFm8BQidYis6DwsLSR2Ue3CkzXjHOaFh_PObdJQJc Bless System Proposal 2.0]&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spell&lt;br /&gt;
 | mnemonic = CONSECRATE&lt;br /&gt;
 | duration = 50% additional swings&amp;lt;br&amp;gt;plus special&lt;br /&gt;
 | span = [[Solid Block]]&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Weapon Enhancement&amp;lt;br&amp;gt;plus special&lt;br /&gt;
 | skill = None &lt;br /&gt;
 | components = [[Bless (304)|Blessable]] weapon/food/drink&lt;br /&gt;
 | availability = Special&lt;br /&gt;
 | navigation = {{paladin base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
Calling on the favor of her patron, the Paladin can &#039;&#039;&#039;Consecrate&#039;&#039;&#039; weapons as a preparatory measure, as well as to enhance their effectiveness against the [[undead]]. When cast upon a [[sanctified|holy ]] weapon, the Paladin may channel her spiritual energy into the weapon, causing it to randomly [[flare]] with [[Plasma critical table|plasma criticals]] against a foe. The spell will also allow the Paladin to reduce or eliminate the amount of spoil in certain food and drink items.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s and [[armor]] can also be consecrated, similar to weapons, either for blessing against undead or to apply flares to holy and sanctified items. Consecrated holy armor does not have reactive flares but can flare on offensive combat maneuvers. Consecrated shields can also trigger a flare when blocking while in a more aggressive [[stance]] (forward/advanced/offensive).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Consecrate will also open the [[The Graveyard|Graveyard]] gate near [[Wehnimer&#039;s Landing]]!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Extended Blessing ==&lt;br /&gt;
&lt;br /&gt;
When cast on a blessable weapon, Consecrate will increase the duration (number of swings) of the next cast of [[Bless (304)]], as well as the [[Order of Voln]]&#039;s [[Symbol of Blessing]], by 50% when cast beforehand, within 10 minutes of the blessing. Furthermore, it can be cast upon weapons that are normally unblessable to make them blessed for one swing or one minute, whichever is expended first.&lt;br /&gt;
&lt;br /&gt;
Consecrate is also used to prepare a non-sanctified weapon for [[Holy Weapon (1625)]].&lt;br /&gt;
&lt;br /&gt;
To use Consecrate in this manner:&lt;br /&gt;
#Cast &#039;&#039;&#039;Consecrate (1604)&#039;&#039;&#039; at the weapon&lt;br /&gt;
#Cast [[Bless (304)]], [[Symbol of Blessing]], or [[Holy Weapon (1625)]] at the weapon within the next 10 minutes&lt;br /&gt;
&lt;br /&gt;
=== Lore Benefits 1 ===&lt;br /&gt;
&lt;br /&gt;
[[Spiritual Lore, Blessings]] provides a +5% blessing duration increase per rank (added to the base 50%), up to a maximum of 100% duration increase at 10 ranks.&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! align=right|Spiritual Lore, Blessings ranks||0||1||2||3||4||5||6||7||8||9||10&lt;br /&gt;
|-&lt;br /&gt;
| align=right|Total % blesses added||50%||55%||60%||65%||70%||75%||80%||85%||90%||95%||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Guiding Light ==&lt;br /&gt;
&lt;br /&gt;
When cast on a [[sanctified|holy]] weapon, Consecrate bestows &#039;&#039;&#039;Guiding Light&#039;&#039;&#039; [[flare]]s on the weapon, causing plasma criticals at the standard flare rate. If the weapon is enchanted or magical, the caster&#039;s Paladin Base spell ranks plus Spiritual Lore, Blessings ranks must be 15 or greater to affect the weapon. These plasma flares will flare against any creature, but only for Paladins and Clerics who wield the consecrated weapon. In addition, upon triggering the first flare, there is a chance of a second plasma flare on the same hit. The chance and potency of the second flare can be increased with lore training.&lt;br /&gt;
&lt;br /&gt;
The spell duration is 20 + (3 * [[Paladin Base|Paladin]] spell ranks) swings.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions ===&lt;br /&gt;
&lt;br /&gt;
Generally, a weapon only receives Guiding Light flares if the weapon does not already possess [[flare]]s or [[weighting]] above heavy.  While most flares interfere with Guiding Light flares, the following script-based flares do not:  [[blink weapon|Blink]], [[Bubble flares]], [[Knockout flare]]s, [[Poleaxe flares]], [[Parasitic weapon]], [[Rotflares]], and [[Ethereal weapon]]s.  Flares or weighting resulting from [[Bane weapon|Creature Bane]] will not interfere with &amp;quot;Guiding Light&amp;quot; flares.&lt;br /&gt;
&lt;br /&gt;
=== Lore Benefits ===&lt;br /&gt;
&lt;br /&gt;
[[Spiritual Lore, Blessings]] increases the duration, adding +1 swing for every rank. The base chance for a second flare increases by 4% per [[Summation|seed 3 summation]], from an additional 4% chance at 3 ranks to a maximum bonus of 68% at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
[[Spiritual Lore, Summoning]] increases the potency of the secondary lore flares by increasing the critical rank by 0.2 per seed 6 summation. For example, 40 ranks in Spiritual Lore, Summoning will increase the critical rank by +1. Intermediate training also helps. If the Paladin&#039;s lore ranks would give a 0.8 increase in critical rank, then the critical rank level would be increased by +1 80% of the time. This critical rank increase only affects the &#039;&#039;second&#039;&#039; flare (whose chance of occurring is determined by Spiritual Lore, Blessings as described above).&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
Spoiling food and drink items will be renewed. [[Spiritual Lore, Blessings]] training keeps food/drink fresh for a longer period of time.&lt;br /&gt;
&lt;br /&gt;
Consecrate will have diminished returns when reducing the spoilage of [[Manna]] bread, determined by the Paladin&#039;s skill. The mana regeneration rate will be set to 3 + seed 2 summation of Spiritual Lore, Blessings. The maximum mana lore bonus will be set to 10 + (5 * seed 5 [[summation]] of Spiritual Lore, Blessings). If the existing effectiveness is less than the Paladin&#039;s skill set, then the stats are not affected, but the food is no longer spoiled.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Preparing an ordinary weapon for Bless or Sanctify&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Silvery tendrils rise up and wreathe their way around the (weapon) before sinking into its surface.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Applying Guiding Light flares to a sanctified weapon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;A violet tongue of flame enfolds the (weapon) for a moment and then appears to become incorporated into it.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Look at weapon&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Heatless violet flames burn across the (weapon).&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Failure or attempt to recast before effect expires&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;A sullen violet flame burns briefly around the (weapon), but it quickly returns to normal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Double flare&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;&lt;br /&gt;
You swing a maple-hafted eonake flail at a cave troll!&lt;br /&gt;
  AS: +205 vs DS: +136 with AvD: +39 + d100 roll: +25 = +133&lt;br /&gt;
   ... and hit for 20 points of damage!&lt;br /&gt;
   Torn muscle in the cave troll&#039;s right leg!&lt;br /&gt;
&lt;br /&gt;
 ** Your eonake flail pulses with a burst of plasma energy! **&lt;br /&gt;
&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Stinging burn to the cave troll&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
 ** Your eonake flail sprays with a burst of plasma energy! **&lt;br /&gt;
&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Stinging burn to the cave troll&#039;s hand.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Expiration&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Your (weapon) returns to normal.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | Purifying food/drink or manna bread&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:200px;&amp;quot; | Cast&lt;br /&gt;
| &amp;lt;pre{{log-inline}}&amp;gt;Silvery tendrils rise up and wreathe their way around your crusty ale bread.  As they continue to swirl, you notice some of the bread&#039;s blemishes completely disappear.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Paladin spell updates (saved posts)]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Assault_Skills_list&amp;diff=169608</id>
		<title>Template:Assault Skills list</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Assault_Skills_list&amp;diff=169608"/>
		<updated>2022-06-22T21:46:39Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; {{prettytable|1=font-size:93%}}&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [[Warrior]]&lt;br /&gt;
! [[Rogue]]&lt;br /&gt;
! [[Monk]]&lt;br /&gt;
! [[Ranger]]&lt;br /&gt;
! [[Bard]]&lt;br /&gt;
! [[Paladin]]&lt;br /&gt;
! [[Weapon]] Skill&lt;br /&gt;
! Description&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Barrage]] [barrage]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| [[Ranged Weapons]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Rapidly fire at a target.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Flurry]] [flurry]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| [[Edged Weapons]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Rapidly slash a target.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Fury]] [fury]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| [[Brawling]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Rapidly bash a target.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Guardant Thrusts]] [gthrusts]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| [[Polearm Weapons]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Rapidly thrust at a target.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Pummel]] [pummel]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| [[Blunt Weapons]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Rapidly pummel a target.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
| [[Thrash]] [thrash]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| [[Two-Handed Weapons]]&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot;|Rapidly beat a target.&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Skills templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=165597</id>
		<title>Spiritual Lore, Blessings</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=165597"/>
		<updated>2022-04-12T23:47:18Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Major Spiritual */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a character&#039;s knowledge and understanding of various prayers, rituals, and invocations used to beseech the lesser and greater spirits. Those with knowledge of blessings will also earn the power of spells cast upon them as opposed to only magic cast by them.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]==&lt;br /&gt;
&lt;br /&gt;
;*[[Disease Resist (104)]] and [[Poison Resist (105)]]&lt;br /&gt;
:For both spells, training in Blessings provides a bonus to your second warding roll. The bonus starts at +2 with 1 rank and reaches +38 at 190 ranks. This is a seed 1 summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Warding II (107)]]&lt;br /&gt;
:Training in Blessings allows the spell to occasionally provide a +25 TD bonus to a warding attempt. The chance for the bonus starts at 1% with 10 ranks and reaches 12% with 186 ranks (a seed 10 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
:Training in Blessings provides a flat bonus to this spell&#039;s chance to activate. The bonus is 1% at 1 rank and reaches 19% at 190 ranks (a seed 1 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Strike (117)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to remain active for an additional attack. The chance for the first additional attack starts at 3% with 5 ranks and increases by 3% at each step of a seed 5 summation, reaching 48% at 200 ranks. Each additional attack halves the chance for the spell to remain active.&lt;br /&gt;
&lt;br /&gt;
;*[[Lesser Shroud (120)]]&lt;br /&gt;
:Sixty ranks in Blessings allow a caster to bestow this spell on another target for two minutes.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Manna (203)]]&lt;br /&gt;
:Training in Blessings causes manna bread to increase maximum mana when consumed. The increase is +5 per step of a seed 10 summation, to a cap of +50 maximum mana at 145 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tend Lore (206)]]&lt;br /&gt;
:Training in Blessings increases the number of [[First Aid]] ranks granted.  The increase is +1 per step of a seed 2 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Untrammel (209)]]&lt;br /&gt;
:With ten ranks of Blessings, Untrammel can be self-cast as a persistent effect, providing the caster with an additional warding or maneuver roll against webbing attempts.&lt;br /&gt;
&lt;br /&gt;
;*[[Bravery (211)]]&lt;br /&gt;
:Fifty ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Heroism (215)]]&lt;br /&gt;
:Sixty-five ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration. In addition, the AS bonus granted to the caster increases by 1 point per ten ranks. For every additional +3 bonus, the mana cost of the spell increases by 1 MP.&lt;br /&gt;
&lt;br /&gt;
;*[[Spell Shield (219)]]&lt;br /&gt;
:Eighty ranks of Blessings allow a caster to cast this spell on their entire group for two minutes. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Prayer of Protection (303)]]&lt;br /&gt;
:Forty ranks of Blessings allow a caster to bestow this spell on another for two minutes.&lt;br /&gt;
&lt;br /&gt;
;*[[Bless (304)]]&lt;br /&gt;
:Each rank of Blessings adds one swing. 40 ranks will allow a blessed weapon to [[anchor]] [[:Category:Non-corporeal undead creatures|non-corporeal undead]].&lt;br /&gt;
&lt;br /&gt;
;*[[Preservation (305)]]&lt;br /&gt;
:Each rank of Blessings adds fifteen seconds of duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Benediction (307)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to provide a +15 AS bonus on a given attack. The chance is 1% with 6 ranks and reaches 15% at 195 ranks. This is a seed 6 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Well of Life (308)]]&lt;br /&gt;
:Each rank of Blessings reduces the cooldown time (for both the living target and dead target versions of the spell) by one second.&lt;br /&gt;
&lt;br /&gt;
;*[[Condemn (309)]]&lt;br /&gt;
:Training in Blessings increases the number of stored charges of holy magic that can be used with EVOKE.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervent Reproach (312)]]&lt;br /&gt;
:Training in Blessings increases the duration of the Wisdom/health/mana boost this spell occasionally grants.&lt;br /&gt;
&lt;br /&gt;
;*[[Relieve Burden (314)]]&lt;br /&gt;
:Training in Blessings increases the number of silvers (including those inside boxes) that this spell allows you to carry without burden by 2,000 per step of a seed 5 summation. The mana cost of the spell is also increased by 1 MP per 4,000 additional silvers. Training in Blessings also further reduces the weight of corpses upon whom this spell is cast, making them easier to drag.&lt;br /&gt;
&lt;br /&gt;
;*[[Remove Curse (315)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Soul Ward (319)]]&lt;br /&gt;
:Training in Blessings provides for a chance to negate subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Training in Blessings increases the chance of success when blessing a spell into a gem. This effect caps out at 21 ranks, providing a bonus of about 7-9%. In addition, five ranks in Blessings are required to utilize the first three tiered effects of this spell, while ten ranks are required for the final two. When blessing [[Chrism]] into a gem, additional ranks of Blessings beyond the required ten increase the amount of experience retained by 5% per step of a seed 1 summation, beginning with 5% extra (55% total) at 11 ranks of Blessings, and reaching a maximum of 50% extra (100% total experience retention) at 65 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Symbol of the Proselyte (340)]]&lt;br /&gt;
:Training in Blessings adds additional charges to a holy symbol when this spell is used. The bonus is 1 additional charge per 50 points of Blessings skill, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Miracle (350)]]&lt;br /&gt;
:Training in Blessings provides a chance that the cleric will receive a free mana-spellup effect upon being resurrected with a Miracle. The chance is 5% per seed 2 summation, beginning at 5% with 2 ranks and reaching 90% with 189 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Natural Colors (601)]]&lt;br /&gt;
:Training in Blessings increases both the hiding and DS bonuses of this spell. The hiding bonus is a seed 1 summation, starting at +1 with 1 rank and reaching a maximum of +13 at 91 ranks, while the DS bonus is a seed 5 summation, starting at +1 at 5 ranks and reaching a maximum of +10 additional DS at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Elements (602)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus of this spell against fire, ice, and electrical bolt attacks. The bonus is a seed 5 summation, starting at +1 with 5 rank and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Nature&#039;s Bounty (604)]]&lt;br /&gt;
:Training in Blessings provided an additional 1% of skin value on a seed 5 summation of ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tangle Weed (610)]]&lt;br /&gt;
:Training in Blessings gives the Ranger a general AS boost equal to the debuff applied, and 60% of that in CS.  Last for 2 minutes, refreshable.&lt;br /&gt;
&lt;br /&gt;
;*[[Moonbeam (611)]]&lt;br /&gt;
:Training in Blessings gives the bolt version of the spell a chance to cause a 4-second immobilization, recurring every 6 seconds at a rate of 1 bonus cycle per 30 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Breeze (612)]]&lt;br /&gt;
:Increases duration of ranged weapon effect by +1 second per 12 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Self Control (613)]]&lt;br /&gt;
:Training in Blessings provides an additional spiritual TD bonus. The bonus is a seed 5 summation, starting at +1 with 5 ranks and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Imbue (614)]]&lt;br /&gt;
:At ranks of Blessings, the Ranger may cast the spell at an imbued wand or rod to create an imbed with [[Wild Entropy (603)]], usable only by its creator.&lt;br /&gt;
&lt;br /&gt;
:At 40 ranks, the Ranger receives double the [[Magic Item Use]] for using the item created with it.&lt;br /&gt;
&lt;br /&gt;
;*[[Sneaking (617)]]&lt;br /&gt;
:Training in Blessings decreases the chance that the Ranger will slip in icy conditions while this spell is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Nature (620)]]&lt;br /&gt;
:The resistance bonus provided by this spell is 20% + (Blessings ranks)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Blessings increases the statistic bonus provided by an assumed aspect. The bonus is a seed 2 summation, starting at +1 to the relevant stat with 2 ranks and reaching a maximum of +12 at 90 ranks. In addition, Blessings increases your bonus chance to evade, block or parry while in the appropriate aspect by the same amount. It will also increase the RT reduction provided by the aspect of the Yierka by 3% per step of a seed 1 summation, reaching 39% at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Empath Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]]&lt;br /&gt;
:With all of these spells, Blessings provides a chance that healing a minor wound will also heal scars in that location. The table below shows the minimum required ranks to activate this effect for each type of scar. The chance of success is 20% plus .5% per rank above the required amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-left:2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Minor&lt;br /&gt;
! Medium&lt;br /&gt;
! Severe&lt;br /&gt;
|-&lt;br /&gt;
! Limb&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
! System&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Head&lt;br /&gt;
| 30&lt;br /&gt;
| 70&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
! Organ&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Adrenal Surge (1107)]]&lt;br /&gt;
:Training in Blessings causes this spell to restore stamina once every five minutes. At 15 ranks, this spell restores 25 stamina; at 35 ranks, 50 stamina; and at 65 ranks, all stamina.&lt;br /&gt;
&lt;br /&gt;
;*[[Solace (1140)]]&lt;br /&gt;
:Reduces cooldown by 12 seconds for every rank&lt;br /&gt;
&lt;br /&gt;
;*[[IMPRINT (verb)|Imprint]] (empath ability)&lt;br /&gt;
:Increases the duration of a successful imprint at a rate of 3 seconds per skill bonus&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Mantle of Faith (1601)]]&lt;br /&gt;
:Training in Blessings provides additional DS and TD. The benefit is a seed 2 summation, starting at +1 with 2 ranks and reaching +18 at 189 ranks. This also increases the mana cost of this spell by an equal amount.&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Blessings provides an additional 5% duration increase per rank, reaching a maximum of an additional 50% (a total duration increase of 100%) at 10 ranks. Blessings also provides a chance for a second flare by 4% per [[summation::seed 3 summation]].&lt;br /&gt;
&lt;br /&gt;
:Blessings increases the effectiveness of purified manna bread. The maximum mana regeneration rate of purified bread is 3 + (seed 2 summation of Blessings), while the maximum mana pool bonus is 10 + (5 * seed 5 summation of Blessings).&lt;br /&gt;
&lt;br /&gt;
:Note: Using this spell on a magical weapon requires that your [[Paladin Base]] ranks and Blessings ranks total at least 15. In addition, each rank of Blessings adds 1 swing to the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Rejuvenation (1607)]]&lt;br /&gt;
:Training in Blessings increases the immediate health and stamina return of this spell. The benefit is +3 per step of a seed 1 summation, reaching a maximum of an additional +57 health and stamina recovered at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Defense of the Faithful (1608)]]&lt;br /&gt;
:Training in Blessings nullifies an additional target&#039;s Force on Force for every [[summation::seed 10 summation]] while the &#039;&#039;&#039;Beacon of Courage&#039;&#039;&#039; effect is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings adds to the percentage chance to block this spell provides. The benefit is a seed 3 summation, starting at an additional 1% (11% total) at 3 ranks, and reaching an additional 17% (27% total) at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
:Training in Blessings increases the Combat Maneuver rank bonus provided by this spell. The benefit starts at +1 Combat Maneuvers rank with three ranks of Blessings and reaches +17 ranks at 187 Blessings ranks (a seed 3 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Vigor (1616)]]&lt;br /&gt;
:Training in Blessings provides an additional health bonus. The bonus is a seed 1 summation, starting with 1 extra point at 1 rank and reaching 19 extra points at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervor (1618)]]&lt;br /&gt;
:Training in Blessings increases the damage [[weighting]] bonus of this spell with physical and magical bolt attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Weapon (1625)]]&lt;br /&gt;
:Training in Blessings increases the chance of a Guiding Light double flare identical to Consecrate (only if the weapon is eligible for Guiding Light flares).&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Training in Blessings increases the resistance of INCARNATE ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, and 125 ranks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wedding_License&amp;diff=163696</id>
		<title>Wedding License</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wedding_License&amp;diff=163696"/>
		<updated>2022-03-24T01:26:01Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: Fixed duplication of text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Purchased through the [[Simucoin]] Store, marriage licenses come in three varieties.  Classic, Choice, and Deluxe.  All Wedding Licenses can be used to wed two people.  Only one person needs to purchase it from the Simucoin Store.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier&lt;br /&gt;
|tier= Classic Wedding License&lt;br /&gt;
|analyze= You analyze your marriage license and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This marriage license is for a Cathedral Classic Wedding Package.&lt;br /&gt;
Before you can begin planning your very special day, both parties must REDEEM the license.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Read&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | This marriage license is an unsigned contract for marriage between two people.  Contracts must be signed by two parties to be considered valid.  Please keep this official document in a safe place.  If you are attending to details with a wedding planner, you must have the document with you.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Redeem&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;| Classic Wedding Offerings&lt;br /&gt;
|-&lt;br /&gt;
!Hours of Glade Use	&lt;br /&gt;
!# of Invitations	&lt;br /&gt;
!# of Food and Drink Items	&lt;br /&gt;
!# of Espousal Clothing Items	&lt;br /&gt;
!# of Confetti	&lt;br /&gt;
!# of Bottles of Signature Drink	&lt;br /&gt;
!# of Toasting Glasses	&lt;br /&gt;
!# of Order Slips in Order Books	&lt;br /&gt;
!Additional Items&lt;br /&gt;
! Days for Honeymoon&lt;br /&gt;
|-&lt;br /&gt;
|3 ||25 ||3 ||2 per partner ||1 ||5||2 || 2 per partner ||1 each partner Wedding band or ring&amp;lt;br&amp;gt;1 each partner bouquet or boutonniere&amp;lt;br&amp;gt;1 Wedding Cake || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{itemtier&lt;br /&gt;
|tier= Choice Wedding License&lt;br /&gt;
|analyze= You analyze your marriage license and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This marriage license is for a Cathedral Choice Wedding Package.&lt;br /&gt;
Before you can begin planning your very special day, both parties must REDEEM the license.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Read&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | This marriage license is an unsigned contract for marriage between two people.  Contracts must be signed by two parties to be considered valid.  Please keep this official document in a safe place.  If you are attending to details with a wedding planner, you must have the document with you.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Redeem&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;| Choice Wedding Offerings&lt;br /&gt;
|-&lt;br /&gt;
!Hours of Glade Use	&lt;br /&gt;
!# of Invitations	&lt;br /&gt;
!# of Food and Drink Items	&lt;br /&gt;
!# of Espousal Clothing Items	&lt;br /&gt;
!# of Confetti	&lt;br /&gt;
!# of Bottles of Signature Drink	&lt;br /&gt;
!# of Toasting Glasses	&lt;br /&gt;
!# of Order Slips in Order Books	&lt;br /&gt;
!Additional Items&lt;br /&gt;
! Days for Honeymoon&lt;br /&gt;
|-&lt;br /&gt;
|4 ||50 ||6 ||4 per partner ||2 ||10||4 || 4 per partner ||1 each partner Wedding band or ring&amp;lt;br&amp;gt;1 each partner bouquet or boutonniere&amp;lt;br&amp;gt;1 Wedding Cake || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier&lt;br /&gt;
|tier= Deluxe Wedding License&lt;br /&gt;
|analyze= You analyze your marriage license and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This marriage license is for a Cathedral Deluxe Wedding Package.&lt;br /&gt;
Before you can begin planning your very special day, both parties must REDEEM the license.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Read&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | This marriage license is an unsigned contract for marriage between two people.  Contracts must be signed by two parties to be considered valid.  Please keep this official document in a safe place.  If you are attending to details with a wedding planner, you must have the document with you.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Redeem&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;| Deluxe Wedding Offerings&lt;br /&gt;
|-&lt;br /&gt;
!Hours of Glade Use	&lt;br /&gt;
!# of Invitations	&lt;br /&gt;
!# of Food and Drink Items	&lt;br /&gt;
!# of Espousal Clothing Items	&lt;br /&gt;
!# of Confetti	&lt;br /&gt;
!# of Bottles of Signature Drink	&lt;br /&gt;
!# of Toasting Glasses	&lt;br /&gt;
!# of Order Slips in Order Books	&lt;br /&gt;
!Additional Items&lt;br /&gt;
! Days for Honeymoon&lt;br /&gt;
|-&lt;br /&gt;
|5 ||100 ||12 ||8 per partner ||3 &amp;lt;br&amp;gt; Customization Options ||25||8 || 8 per partner ||1 each partner Wedding band or ring&amp;lt;br&amp;gt;1 each partner bouquet or boutonniere&amp;lt;br&amp;gt;1 Customized Wedding Cake&amp;lt;br&amp;gt;1 each partner bottomless cologne or perfume&amp;lt;br&amp;gt;4 Person of Honor Clothing Items&amp;lt;br&amp;gt;1 Rings Box&amp;lt;br&amp;gt; 1 Keepsake Album || 10 Days&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Fluff&amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Miscellaneous&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= Marriage License&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= No&lt;br /&gt;
|ld= No&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= &amp;lt;!-- --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, i.e. Bloodrunes and MoonShard Pendants. --&amp;gt;&lt;br /&gt;
|corrscript2=&lt;br /&gt;
|corrscript3=&lt;br /&gt;
|corrscript4=&lt;br /&gt;
|corrscript5=&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= READ&lt;br /&gt;
|verb2= REDEEM&lt;br /&gt;
|verb3= &lt;br /&gt;
|verb4= &lt;br /&gt;
|verb5=&lt;br /&gt;
|verb6=&lt;br /&gt;
|verb7=&lt;br /&gt;
|verb8=&lt;br /&gt;
|verb9=&lt;br /&gt;
|verb10=&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category: Weddings]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Wedding_License&amp;diff=163692</id>
		<title>Wedding License</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Wedding_License&amp;diff=163692"/>
		<updated>2022-03-24T01:14:28Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: Undo revision 163689 by GS4-THANDIWE (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Purchased through the [[Simucoin]] Store, marriage licenses come in three varieties.  Classic, Choice, and Deluxe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier&lt;br /&gt;
|tier= Classic Wedding License&lt;br /&gt;
|itemsummary= The &#039;&#039;&#039;Classic Wedding License&#039;&#039;&#039; can be used to wed two people.  Only one person needs to purchase it from the Simucoin Store.&lt;br /&gt;
|analyze= You analyze your marriage license and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This marriage license is for a Cathedral Classic Wedding Package.&lt;br /&gt;
Before you can begin planning your very special day, both parties must REDEEM the license.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Read&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | This marriage license is an unsigned contract for marriage between two people.  Contracts must be signed by two parties to be considered valid.  Please keep this official document in a safe place.  If you are attending to details with a wedding planner, you must have the document with you.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Redeem&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;| Classic Wedding Offerings&lt;br /&gt;
|-&lt;br /&gt;
!Hours of Glade Use	&lt;br /&gt;
!# of Invitations	&lt;br /&gt;
!# of Food and Drink Items	&lt;br /&gt;
!# of Espousal Clothing Items	&lt;br /&gt;
!# of Confetti	&lt;br /&gt;
!# of Bottles of Signature Drink	&lt;br /&gt;
!# of Toasting Glasses	&lt;br /&gt;
!# of Order Slips in Order Books	&lt;br /&gt;
!Additional Items&lt;br /&gt;
! Days for Honeymoon&lt;br /&gt;
|-&lt;br /&gt;
|3 ||25 ||3 ||2 per partner ||1 ||5||2 || 2 per partner ||1 each partner Wedding band or ring&amp;lt;br&amp;gt;1 each partner bouquet or boutonniere&amp;lt;br&amp;gt;1 Wedding Cake || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{itemtier&lt;br /&gt;
|tier= Choice Wedding License&lt;br /&gt;
|itemsummary= The &#039;&#039;&#039;Choice Wedding License&#039;&#039;&#039; can be used to wed two people.  Only one person needs to purchase it from the Simucoin Store.&lt;br /&gt;
|analyze= You analyze your marriage license and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This marriage license is for a Cathedral Choice Wedding Package.&lt;br /&gt;
Before you can begin planning your very special day, both parties must REDEEM the license.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Read&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | This marriage license is an unsigned contract for marriage between two people.  Contracts must be signed by two parties to be considered valid.  Please keep this official document in a safe place.  If you are attending to details with a wedding planner, you must have the document with you.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Redeem&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;| Choice Wedding Offerings&lt;br /&gt;
|-&lt;br /&gt;
!Hours of Glade Use	&lt;br /&gt;
!# of Invitations	&lt;br /&gt;
!# of Food and Drink Items	&lt;br /&gt;
!# of Espousal Clothing Items	&lt;br /&gt;
!# of Confetti	&lt;br /&gt;
!# of Bottles of Signature Drink	&lt;br /&gt;
!# of Toasting Glasses	&lt;br /&gt;
!# of Order Slips in Order Books	&lt;br /&gt;
!Additional Items&lt;br /&gt;
! Days for Honeymoon&lt;br /&gt;
|-&lt;br /&gt;
|4 ||50 ||6 ||4 per partner ||2 ||10||4 || 4 per partner ||1 each partner Wedding band or ring&amp;lt;br&amp;gt;1 each partner bouquet or boutonniere&amp;lt;br&amp;gt;1 Wedding Cake || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier&lt;br /&gt;
|tier= Deluxe Wedding License&lt;br /&gt;
|itemsummary= The &#039;&#039;&#039;Deluxe Wedding License&#039;&#039;&#039; can be used to wed two people.  Only one person needs to purchase it from the Simucoin Store.&lt;br /&gt;
|analyze= You analyze your marriage license and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This marriage license is for a Cathedral Deluxe Wedding Package.&lt;br /&gt;
Before you can begin planning your very special day, both parties must REDEEM the license.&lt;br /&gt;
|inspect= &amp;lt;!-- ONLY to be used when an item has a custom INSPECT to it. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable= Yes&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For formatting purposes, the table needs to start on the same line that the itemtier template ends.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Read&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | This marriage license is an unsigned contract for marriage between two people.  Contracts must be signed by two parties to be considered valid.  Please keep this official document in a safe place.  If you are attending to details with a wedding planner, you must have the document with you.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|Redeem&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{|  {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;10&amp;quot;| Deluxe Wedding Offerings&lt;br /&gt;
|-&lt;br /&gt;
!Hours of Glade Use	&lt;br /&gt;
!# of Invitations	&lt;br /&gt;
!# of Food and Drink Items	&lt;br /&gt;
!# of Espousal Clothing Items	&lt;br /&gt;
!# of Confetti	&lt;br /&gt;
!# of Bottles of Signature Drink	&lt;br /&gt;
!# of Toasting Glasses	&lt;br /&gt;
!# of Order Slips in Order Books	&lt;br /&gt;
!Additional Items&lt;br /&gt;
! Days for Honeymoon&lt;br /&gt;
|-&lt;br /&gt;
|5 ||100 ||12 ||8 per partner ||3 &amp;lt;br&amp;gt; Customization Options ||25||8 || 8 per partner ||1 each partner Wedding band or ring&amp;lt;br&amp;gt;1 each partner bouquet or boutonniere&amp;lt;br&amp;gt;1 Customized Wedding Cake&amp;lt;br&amp;gt;1 each partner bottomless cologne or perfume&amp;lt;br&amp;gt;4 Person of Honor Clothing Items&amp;lt;br&amp;gt;1 Rings Box&amp;lt;br&amp;gt; 1 Keepsake Album || 10 Days&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type= Fluff&amp;lt;!-- REQUIRED: Mechanical or Fluff. --&amp;gt;&lt;br /&gt;
|type2= &amp;lt;!-- OPTIONAL: If an item is feature altering, please enter &amp;quot;Feature altering&amp;quot;. --&amp;gt;&lt;br /&gt;
|itemclass= Miscellaneous&amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creatures (Pets/Mounts), or Miscellaneous --&amp;gt;&lt;br /&gt;
|itemclass2= &amp;lt;!-- OPTIONAL: If a script can be applied to more than one classification.  An example would be scripts that can be applied to clothing and accessories. --&amp;gt;&lt;br /&gt;
|itemclass3=&lt;br /&gt;
|itemtype= Marriage License&lt;br /&gt;
|itemtype2=&lt;br /&gt;
|itemtype3=&lt;br /&gt;
|itemtype4=&lt;br /&gt;
|itemtype5=&lt;br /&gt;
|itemtype6=&lt;br /&gt;
|itemtype7=&lt;br /&gt;
|itemtype8=&lt;br /&gt;
|alter= No&lt;br /&gt;
|ld= No&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered --&amp;gt;&lt;br /&gt;
|feature2=&lt;br /&gt;
|feature3=&lt;br /&gt;
|feature4=&lt;br /&gt;
|feature5=&lt;br /&gt;
|feature6=&lt;br /&gt;
|feature7=&lt;br /&gt;
|feature8=&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;--&amp;gt;&lt;br /&gt;
|custom2=&lt;br /&gt;
|custom3=&lt;br /&gt;
|custom4=&lt;br /&gt;
|custom5=&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue= &amp;lt;!-- --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|unlock2=&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, i.e. Bloodrunes and MoonShard Pendants. --&amp;gt;&lt;br /&gt;
|corrscript2=&lt;br /&gt;
|corrscript3=&lt;br /&gt;
|corrscript4=&lt;br /&gt;
|corrscript5=&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hideable= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if an item is hideable in inventory.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|hide= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if the item is indicated to be hideable.  This should indicate HOW it hides, whether by a verb or simply by being WORN. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell2=&lt;br /&gt;
|spell3=&lt;br /&gt;
|spell4=&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb= READ&lt;br /&gt;
|verb2= REDEEM&lt;br /&gt;
|verb3= &lt;br /&gt;
|verb4= &lt;br /&gt;
|verb5=&lt;br /&gt;
|verb6=&lt;br /&gt;
|verb7=&lt;br /&gt;
|verb8=&lt;br /&gt;
|verb9=&lt;br /&gt;
|verb10=&lt;br /&gt;
|verb11=&lt;br /&gt;
|verb12=&lt;br /&gt;
|verb13=&lt;br /&gt;
|verb14=&lt;br /&gt;
|verb15=&lt;br /&gt;
|verb16=&lt;br /&gt;
|verb17=&lt;br /&gt;
|verb18=&lt;br /&gt;
|verb19=&lt;br /&gt;
|verb20=&lt;br /&gt;
|verb21=&lt;br /&gt;
|verb22=&lt;br /&gt;
|verb23=&lt;br /&gt;
|verb24=&lt;br /&gt;
|verb25=&lt;br /&gt;
|verb26=&lt;br /&gt;
|verb27=&lt;br /&gt;
|verb28=&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
[[Category: Weddings]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=163245</id>
		<title>Gift of Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=163245"/>
		<updated>2022-03-18T02:36:20Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Messaging */  Commented out Lumnis Contest stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=Exp page /&amp;gt;&#039;&#039;&#039;Gift of Lumnis&#039;&#039;&#039; (commonly referred to as &amp;quot;Gift&amp;quot;, &amp;quot;Lumnis&amp;quot;, or &amp;quot;XXX&amp;quot;) multiplies [[field experience]] absorption, increasing the rate at which characters gain [[level]]s.  It was created to decrease the &amp;lt;noinclude&amp;gt;[[&amp;lt;/noinclude&amp;gt;experience&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; disparity between characters of players who can only play a short time each week, and those who can play more frequently.  &lt;br /&gt;
&lt;br /&gt;
Gift occurs once per week for all characters on paid [[subscription]] accounts, and has two phases.  During the first phase experience points are tripled until a certain amount of bonus experience is gained, and during the second phase experience points are doubled until a different set amount of bonus experience is gained.  [[F2P]] accounts may purchase [[Gift of Lumnis token]]s to gain access to Gift. &lt;br /&gt;
&lt;br /&gt;
The total amount of bonus experience gained through Gift of Lumnis is set quarterly during the [[#Lumnis Contest|Lumnis contest]].&amp;lt;section end=Exp page /&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Experience Absorption==&lt;br /&gt;
While under the effects of Lumnis, the amount of experience converted from the field experience pool to total experience is increased by a factor of three, and then two, until the designated amount of bonus experience for that phase has been absorbed.  How much experience a character can hold in their &amp;quot;[[Experience#Size_of_Pool|unabsorbed experience pool]]&amp;quot; and how much is removed from this pool per experience pulse remain unchanged.  &lt;br /&gt;
&lt;br /&gt;
For example, a character with a 100 [[Discipline]] and a 100 [[Logic]] stat that is completely fried (1000/1000 experience in the pool) and resting on a [[node]] with no other modifiers sees 33 experience points converted from the unabsorbed field experience pool in a normal pulse; however, while under the effects of a fresh Gift of Lumnis, the character under the same conditions would instead see 99 experience added to their experience total, while still only 33 experience is subtracted from the unabsorbed field experience pool.  Thus, if this character rested on a node resting from completely fried to clear as a bell, it would see a total of 3000 experience added to its experience total, 2000 of which would be the bonus amount.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Awards==&lt;br /&gt;
The effects of a [[roleplaying award]] (RPA) and the Gift of Lumnis are additive, and experience can be gained up to a factor of 6.  The above character would be able to hold 6000 exp in their head, gain 600 exp for killing a like-level creature, and absorb exp at up to 198 per pulse (unmodified).  Again, each bonus is for a set amount of experience and will last until that bonus experience is absorbed.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
Gift of Lumnis begins on the first pulse that a character on a paid account has unabsorbed experience in their head.  As long as that character has unabsorbed experience in their head, it will absorb bonus experience.  One week minus 3 hours (165 hours) after the initiation of each Gift of Lumnis cycle begins, Gift will begin again on the next experience-gaining pulse.  Because the actual beginning of the Gift requires one to have unabsorbed experience, if a character spends several weeks without gaining any experience to absorb, Gift will not start until they do.  The start of Gift can be controlled via [[#Lumnis Schedule|Lumnis Schedule]].&lt;br /&gt;
&lt;br /&gt;
For [[sorcerer]]s, the timing of Lumnis coincides with their weekly [[necrotic energy]] allowance reset for [[Ensorcell (735)]].  &lt;br /&gt;
{{top}}&lt;br /&gt;
==LUMNIS (verb)==&lt;br /&gt;
The &#039;&#039;&#039;Lumnis&#039;&#039;&#039; verb is used to check a character&#039;s [[Gift of Lumnis]] status and also reset it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
  LUMNIS [option] {args}&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   INFO               - View your current Gift of Lumnis status.&lt;br /&gt;
   SCHEDULE SET [#]   - Pick a set time that your Gift of Lumnis will start each week.&lt;br /&gt;
   SCHEDULE CLEAR     - Clear any preset schedule.&lt;br /&gt;
   CONTEST STATUS     - Check status of Lumnis contest.&lt;br /&gt;
   CONTEST WINNERS    - Display Lumnis contest winners.&lt;br /&gt;
   CONTEST SHOWNAME   - Set your Lumnis contest display options.&lt;br /&gt;
   CONTEST CURRENT    - Show current Lumnis contest status.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Lumnis Info===&lt;br /&gt;
{{boldmono|LUMNIS INFO }}provides the current status of Lumnis, when the next one begins, as well as information about when Lumnis Schedule is set for, if applicable.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS INFO&#039;&#039;&lt;br /&gt;
Your Gift of Lumnis has expired for this week.  It is scheduled to refresh in 1 day, 7 hours and 4 minutes.&lt;br /&gt;
&lt;br /&gt;
You have not selected a Gift of Lumnis schedule.&lt;br /&gt;
You have no available uses of LUMNIS SCHEDULE.  You can purchase uses from the SimuCoins Store.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Lumnis Schedule==&lt;br /&gt;
&amp;lt;section begin=schedule /&amp;gt;{{boldmono|LUMNIS SCHEDULE }}can be used to move a character&#039;s Lumnis earlier or later than its scheduled refresh date.  If it is moved to an earlier time, it will function as expected for the first usage. However, if is it again used to schedule another further refresh date within 6 months of the first change, one will have to wait a week from that date for Gift to activate. This is to avoid players being able to use SimuCoins to schedule back-to-back-to-back-to-back Gifts of Lumnis, every six hours, ad infinitum.  It is possible to have two Gifts of Lumnis in a single week every 6 months, but when using the Lumnis Schedule the new date and time must be at least 1 min later than the current date and time of when your Gift of Lumnis is scheduled to start.  For example, if your Gift of Lumnis is scheduled to start on Saturdays at 12:01 am, your new Lumnis Schedule must be set to Saturdays at 12:02 am or a later date and time to activate a new Gift of Lumnis.  Sunday is considered the start of the week for the purposes of scheduling your Gift of Lumnis.  To take full advantage of this, you must have enough play time to use up your first Gift of Lumnis and enough play time to use up a second Gift of Lumnis in a 7 day period.&lt;br /&gt;
&lt;br /&gt;
This command is available in the [[SimuCoin|SimuCoins Store]] for 500 SCs ([https://store.play.net/store/purchaseitem/320?gameCode=GS a Lumnis schedule])&amp;lt;noinclude&amp;gt;, and is one of the [[Gift of the Gods|Gifts of the Gods]] awarded on the 29th day of [[Login Rewards]]&amp;lt;/noinclude&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Use{{mono| LUMNIS INFO }}to see a character&#039;s current set Lumnis start time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE&lt;br /&gt;
You must specify the time you wish to schedule your Gift of Lumnis to start at in the form of DHHMM.&lt;br /&gt;
&lt;br /&gt;
D is the day that you want your Gift of Lumnis to begin on, starting with Day 1 as Sunday, 2 as Monday, 3 as Tuesday, 4 as Wednesday, 5 as Thursday, 6 as Friday, and 7 as Saturday.&lt;br /&gt;
&lt;br /&gt;
HH is the hour (on the 24 hour clock) that you want your Gift of Lumnis to start at, starting with 00 as midnight (the very start of the day), and ending with 23 (11 PM).  The hour corresponds with the in-game [[TIME]] command (Eastern Time).&lt;br /&gt;
&lt;br /&gt;
MM is the minute of the hour that you want your Gift of Lumnis to start at, starting with 00 as the very start of the hour and ending with 59.&lt;br /&gt;
&lt;br /&gt;
For example, 41630 would result in your Gift of Lumnis being scheduled to start each week on Wednesday at 4:30 PM, in-game time.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lumnis schedule 10800&lt;br /&gt;
You must specify either SET or CLEAR.&lt;br /&gt;
&amp;gt;lumnis schedule set 10800&lt;br /&gt;
You are scheduling your Gift of Lumnis to start on Sundays at 08:00.  If this is correct, please enter LUMNIS SCHEDULE SET 10800 CONFIRM within the next 30 seconds.&lt;br /&gt;
&lt;br /&gt;
Please note that due to the fact that you have already changed your schedule within the last 6 months, the interval between your last Gift of Lumnis and your next one may be between 1-2 weeks instead of the normal 1 week interval, depending on your scheduling choice.  Once this adjustment period finishes, the normal 1 week interval between your Gift of Lumnis activations will resume.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE SET 10800 CONFIRM&lt;br /&gt;
You have scheduled your Gift of Lumnis to start on Sundays at 08:00, in-game time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No uses&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE SET&#039;&#039;&lt;br /&gt;
In order to schedule your Lumnis start time, you must first purchase the option from the SimuCoins Store.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE CLEAR&#039;&#039;&lt;br /&gt;
You do not currently have a preset Gift of Lumnis schedule.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;section end=schedule /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Lumnis Contest==&lt;br /&gt;
&#039;&#039;&#039;Lumnis Contests&#039;&#039;&#039; are held every 90 days to determine the bonus experience total until the end of the next contest.  At the end of the contest period, the average of the top 50 characters in [[Prime]] (top 5 in [[Platinum]]/[[Shattered]]) that absorb the most Lumnis bonus experience sets the size of the weekly Lumnis point pool for everyone until the next contest occurs.  &lt;br /&gt;
&lt;br /&gt;
The next Lumnis contest period will begin &#039;&#039;&#039;Saturday, June 15, 2019 at 01:02:51 AM ET&#039;&#039;&#039;, and is scheduled to last for two weeks.  Characters will only have one chance to contribute to the contest: during the first full Gift of Lumnis that begins after the start of the contest.  Gifts of Lumnis already underway when the contest starts will not count towards the contest.  Gifts of Lumnis still underway when the contest ends will not count beyond the ending time of the contest (i.e., new experience after the contest end time does not count, but anything absorbed up to that point will count).&lt;br /&gt;
&lt;br /&gt;
The system never reverts to the time-based version that existed prior to December 2016 (3 hours of triple experience gain followed by 3 hours of double experience gain), but contests are calculated from what would have been earned under a time-based system while actual earnings are still point-based.  For nearly everybody, the contest period will expire before the Lumnis period does.  When your Lumnis ends but the contest period has not, it means you have done well and beaten the previous contest average, and the character is still in the contest, which will continue tracking as if the character is still on the double experience portion of Lumnis until the three hours that existed under the old system is up (i.e. you will not see your character gaining double experience, but the system will track as if it were gaining double experience).  The system counts base experience only in the manner specified above; any use of experience gaining [[Login Rewards]] will not add to your total.&lt;br /&gt;
&lt;br /&gt;
Some tips for succeeding in the contest include staying &amp;quot;saturated&amp;quot; in a [[group]] on a [[Super Node]]; making heavy use of [[bounty boost|Bounty Boosts]] and [[bounty task voucher|Bounty Task Vouchers]] to only get [[skin]], [[herb]], and [[gem]] bounty tasks; pre-hoarding those items (many will stock [[player run shop]]s with popular items applicable to the locale, and many will give them away in the name of cooperation); and turning [[offline experience absorption]] off via {{mono|FLAG OFFLINEEXP OFF}}.&lt;br /&gt;
&lt;br /&gt;
Players can toggle their characters&#039; names appearing on the contest winners list by using the {{boldmono|LUMNIS CONTEST SHOWNAME }}command.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
{{#section:Lumnis Contest archive|19Q1}}&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;CONTEST SHOWNAME&#039;&#039;&lt;br /&gt;
You are currently allowing your name to be displayed whenever you place in the Lumnis contest.&lt;br /&gt;
  (You may change this with LUMNIS CONTEST SHOWNAME OFF if you no longer wish to display your name).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*[[Lumnis Contest archive]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis starting:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A soft feeling of serenity touches your mind, providing you with a clearer understanding of recent events.&lt;br /&gt;
[Use the LUMNIS verb to see your Gift of Lumnis options.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;When a Lumnis Contest is happening, the start of a Gift of Lumnis will have this added message:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the eyes of Lumnis are upon you this week.&lt;br /&gt;
[You are currently set to absorb experience while logged off.  You may wish to consider disabling this setting with FLAG OFFLINEEXP OFF if actively participating in the Lumnis contest.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis ending:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The soft feeling of serenity slowly dissipates from your mind.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;While under the effects of the Gift of Lumnis, when a character uses the [[EXPERIENCE (verb)]] command, the following message is appended to the end of the normal messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You feel a strange sense of serenity, and find you are able to reflect on recent events with uncommon clarity and understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&#039;&#039;&#039;Lumnis Contest ending (with placement):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the eyes of Lumnis have lifted from you.&lt;br /&gt;
[You earned ##### contest experience during this period.  That is enough for you to claim position # in the current standings!  (Use LUMNIS CONTEST CURRENT to see the full contest standings).]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Experience (saved posts)]]&lt;br /&gt;
* [[Experience (saved posts archive)]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Character Mechanics]]&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=163244</id>
		<title>Gift of Lumnis</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gift_of_Lumnis&amp;diff=163244"/>
		<updated>2022-03-18T02:35:22Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Lumnis Contest */ Commented out, as it is deprecated content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;section begin=Exp page /&amp;gt;&#039;&#039;&#039;Gift of Lumnis&#039;&#039;&#039; (commonly referred to as &amp;quot;Gift&amp;quot;, &amp;quot;Lumnis&amp;quot;, or &amp;quot;XXX&amp;quot;) multiplies [[field experience]] absorption, increasing the rate at which characters gain [[level]]s.  It was created to decrease the &amp;lt;noinclude&amp;gt;[[&amp;lt;/noinclude&amp;gt;experience&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; disparity between characters of players who can only play a short time each week, and those who can play more frequently.  &lt;br /&gt;
&lt;br /&gt;
Gift occurs once per week for all characters on paid [[subscription]] accounts, and has two phases.  During the first phase experience points are tripled until a certain amount of bonus experience is gained, and during the second phase experience points are doubled until a different set amount of bonus experience is gained.  [[F2P]] accounts may purchase [[Gift of Lumnis token]]s to gain access to Gift. &lt;br /&gt;
&lt;br /&gt;
The total amount of bonus experience gained through Gift of Lumnis is set quarterly during the [[#Lumnis Contest|Lumnis contest]].&amp;lt;section end=Exp page /&amp;gt;&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Experience Absorption==&lt;br /&gt;
While under the effects of Lumnis, the amount of experience converted from the field experience pool to total experience is increased by a factor of three, and then two, until the designated amount of bonus experience for that phase has been absorbed.  How much experience a character can hold in their &amp;quot;[[Experience#Size_of_Pool|unabsorbed experience pool]]&amp;quot; and how much is removed from this pool per experience pulse remain unchanged.  &lt;br /&gt;
&lt;br /&gt;
For example, a character with a 100 [[Discipline]] and a 100 [[Logic]] stat that is completely fried (1000/1000 experience in the pool) and resting on a [[node]] with no other modifiers sees 33 experience points converted from the unabsorbed field experience pool in a normal pulse; however, while under the effects of a fresh Gift of Lumnis, the character under the same conditions would instead see 99 experience added to their experience total, while still only 33 experience is subtracted from the unabsorbed field experience pool.  Thus, if this character rested on a node resting from completely fried to clear as a bell, it would see a total of 3000 experience added to its experience total, 2000 of which would be the bonus amount.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Awards==&lt;br /&gt;
The effects of a [[roleplaying award]] (RPA) and the Gift of Lumnis are additive, and experience can be gained up to a factor of 6.  The above character would be able to hold 6000 exp in their head, gain 600 exp for killing a like-level creature, and absorb exp at up to 198 per pulse (unmodified).  Again, each bonus is for a set amount of experience and will last until that bonus experience is absorbed.&lt;br /&gt;
&lt;br /&gt;
==Timing==&lt;br /&gt;
Gift of Lumnis begins on the first pulse that a character on a paid account has unabsorbed experience in their head.  As long as that character has unabsorbed experience in their head, it will absorb bonus experience.  One week minus 3 hours (165 hours) after the initiation of each Gift of Lumnis cycle begins, Gift will begin again on the next experience-gaining pulse.  Because the actual beginning of the Gift requires one to have unabsorbed experience, if a character spends several weeks without gaining any experience to absorb, Gift will not start until they do.  The start of Gift can be controlled via [[#Lumnis Schedule|Lumnis Schedule]].&lt;br /&gt;
&lt;br /&gt;
For [[sorcerer]]s, the timing of Lumnis coincides with their weekly [[necrotic energy]] allowance reset for [[Ensorcell (735)]].  &lt;br /&gt;
{{top}}&lt;br /&gt;
==LUMNIS (verb)==&lt;br /&gt;
The &#039;&#039;&#039;Lumnis&#039;&#039;&#039; verb is used to check a character&#039;s [[Gift of Lumnis]] status and also reset it.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Usage:&lt;br /&gt;
  LUMNIS [option] {args}&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
   INFO               - View your current Gift of Lumnis status.&lt;br /&gt;
   SCHEDULE SET [#]   - Pick a set time that your Gift of Lumnis will start each week.&lt;br /&gt;
   SCHEDULE CLEAR     - Clear any preset schedule.&lt;br /&gt;
   CONTEST STATUS     - Check status of Lumnis contest.&lt;br /&gt;
   CONTEST WINNERS    - Display Lumnis contest winners.&lt;br /&gt;
   CONTEST SHOWNAME   - Set your Lumnis contest display options.&lt;br /&gt;
   CONTEST CURRENT    - Show current Lumnis contest status.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Lumnis Info===&lt;br /&gt;
{{boldmono|LUMNIS INFO }}provides the current status of Lumnis, when the next one begins, as well as information about when Lumnis Schedule is set for, if applicable.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS INFO&#039;&#039;&lt;br /&gt;
Your Gift of Lumnis has expired for this week.  It is scheduled to refresh in 1 day, 7 hours and 4 minutes.&lt;br /&gt;
&lt;br /&gt;
You have not selected a Gift of Lumnis schedule.&lt;br /&gt;
You have no available uses of LUMNIS SCHEDULE.  You can purchase uses from the SimuCoins Store.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Lumnis Schedule==&lt;br /&gt;
&amp;lt;section begin=schedule /&amp;gt;{{boldmono|LUMNIS SCHEDULE }}can be used to move a character&#039;s Lumnis earlier or later than its scheduled refresh date.  If it is moved to an earlier time, it will function as expected for the first usage. However, if is it again used to schedule another further refresh date within 6 months of the first change, one will have to wait a week from that date for Gift to activate. This is to avoid players being able to use SimuCoins to schedule back-to-back-to-back-to-back Gifts of Lumnis, every six hours, ad infinitum.  It is possible to have two Gifts of Lumnis in a single week every 6 months, but when using the Lumnis Schedule the new date and time must be at least 1 min later than the current date and time of when your Gift of Lumnis is scheduled to start.  For example, if your Gift of Lumnis is scheduled to start on Saturdays at 12:01 am, your new Lumnis Schedule must be set to Saturdays at 12:02 am or a later date and time to activate a new Gift of Lumnis.  Sunday is considered the start of the week for the purposes of scheduling your Gift of Lumnis.  To take full advantage of this, you must have enough play time to use up your first Gift of Lumnis and enough play time to use up a second Gift of Lumnis in a 7 day period.&lt;br /&gt;
&lt;br /&gt;
This command is available in the [[SimuCoin|SimuCoins Store]] for 500 SCs ([https://store.play.net/store/purchaseitem/320?gameCode=GS a Lumnis schedule])&amp;lt;noinclude&amp;gt;, and is one of the [[Gift of the Gods|Gifts of the Gods]] awarded on the 29th day of [[Login Rewards]]&amp;lt;/noinclude&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Use{{mono| LUMNIS INFO }}to see a character&#039;s current set Lumnis start time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE&lt;br /&gt;
You must specify the time you wish to schedule your Gift of Lumnis to start at in the form of DHHMM.&lt;br /&gt;
&lt;br /&gt;
D is the day that you want your Gift of Lumnis to begin on, starting with Day 1 as Sunday, 2 as Monday, 3 as Tuesday, 4 as Wednesday, 5 as Thursday, 6 as Friday, and 7 as Saturday.&lt;br /&gt;
&lt;br /&gt;
HH is the hour (on the 24 hour clock) that you want your Gift of Lumnis to start at, starting with 00 as midnight (the very start of the day), and ending with 23 (11 PM).  The hour corresponds with the in-game [[TIME]] command (Eastern Time).&lt;br /&gt;
&lt;br /&gt;
MM is the minute of the hour that you want your Gift of Lumnis to start at, starting with 00 as the very start of the hour and ending with 59.&lt;br /&gt;
&lt;br /&gt;
For example, 41630 would result in your Gift of Lumnis being scheduled to start each week on Wednesday at 4:30 PM, in-game time.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lumnis schedule 10800&lt;br /&gt;
You must specify either SET or CLEAR.&lt;br /&gt;
&amp;gt;lumnis schedule set 10800&lt;br /&gt;
You are scheduling your Gift of Lumnis to start on Sundays at 08:00.  If this is correct, please enter LUMNIS SCHEDULE SET 10800 CONFIRM within the next 30 seconds.&lt;br /&gt;
&lt;br /&gt;
Please note that due to the fact that you have already changed your schedule within the last 6 months, the interval between your last Gift of Lumnis and your next one may be between 1-2 weeks instead of the normal 1 week interval, depending on your scheduling choice.  Once this adjustment period finishes, the normal 1 week interval between your Gift of Lumnis activations will resume.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;LUMNIS SCHEDULE SET 10800 CONFIRM&lt;br /&gt;
You have scheduled your Gift of Lumnis to start on Sundays at 08:00, in-game time.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No uses&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE SET&#039;&#039;&lt;br /&gt;
In order to schedule your Lumnis start time, you must first purchase the option from the SimuCoins Store.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;LUMNIS SCHEDULE CLEAR&#039;&#039;&lt;br /&gt;
You do not currently have a preset Gift of Lumnis schedule.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;section end=schedule /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
==Lumnis Contest==&lt;br /&gt;
&#039;&#039;&#039;Lumnis Contests&#039;&#039;&#039; are held every 90 days to determine the bonus experience total until the end of the next contest.  At the end of the contest period, the average of the top 50 characters in [[Prime]] (top 5 in [[Platinum]]/[[Shattered]]) that absorb the most Lumnis bonus experience sets the size of the weekly Lumnis point pool for everyone until the next contest occurs.  &lt;br /&gt;
&lt;br /&gt;
The next Lumnis contest period will begin &#039;&#039;&#039;Saturday, June 15, 2019 at 01:02:51 AM ET&#039;&#039;&#039;, and is scheduled to last for two weeks.  Characters will only have one chance to contribute to the contest: during the first full Gift of Lumnis that begins after the start of the contest.  Gifts of Lumnis already underway when the contest starts will not count towards the contest.  Gifts of Lumnis still underway when the contest ends will not count beyond the ending time of the contest (i.e., new experience after the contest end time does not count, but anything absorbed up to that point will count).&lt;br /&gt;
&lt;br /&gt;
The system never reverts to the time-based version that existed prior to December 2016 (3 hours of triple experience gain followed by 3 hours of double experience gain), but contests are calculated from what would have been earned under a time-based system while actual earnings are still point-based.  For nearly everybody, the contest period will expire before the Lumnis period does.  When your Lumnis ends but the contest period has not, it means you have done well and beaten the previous contest average, and the character is still in the contest, which will continue tracking as if the character is still on the double experience portion of Lumnis until the three hours that existed under the old system is up (i.e. you will not see your character gaining double experience, but the system will track as if it were gaining double experience).  The system counts base experience only in the manner specified above; any use of experience gaining [[Login Rewards]] will not add to your total.&lt;br /&gt;
&lt;br /&gt;
Some tips for succeeding in the contest include staying &amp;quot;saturated&amp;quot; in a [[group]] on a [[Super Node]]; making heavy use of [[bounty boost|Bounty Boosts]] and [[bounty task voucher|Bounty Task Vouchers]] to only get [[skin]], [[herb]], and [[gem]] bounty tasks; pre-hoarding those items (many will stock [[player run shop]]s with popular items applicable to the locale, and many will give them away in the name of cooperation); and turning [[offline experience absorption]] off via {{mono|FLAG OFFLINEEXP OFF}}.&lt;br /&gt;
&lt;br /&gt;
Players can toggle their characters&#039; names appearing on the contest winners list by using the {{boldmono|LUMNIS CONTEST SHOWNAME }}command.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
{{#section:Lumnis Contest archive|19Q1}}&lt;br /&gt;
&#039;&#039;&#039;&amp;gt;&#039;&#039;CONTEST SHOWNAME&#039;&#039;&lt;br /&gt;
You are currently allowing your name to be displayed whenever you place in the Lumnis contest.&lt;br /&gt;
  (You may change this with LUMNIS CONTEST SHOWNAME OFF if you no longer wish to display your name).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
*[[Lumnis Contest archive]]&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis starting:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A soft feeling of serenity touches your mind, providing you with a clearer understanding of recent events.&lt;br /&gt;
[Use the LUMNIS verb to see your Gift of Lumnis options.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;When a Lumnis Contest is happening, the start of a Gift of Lumnis will have this added message:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the eyes of Lumnis are upon you this week.&lt;br /&gt;
[You are currently set to absorb experience while logged off.  You may wish to consider disabling this setting with FLAG OFFLINEEXP OFF if actively participating in the Lumnis contest.]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gift of Lumnis ending:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
The soft feeling of serenity slowly dissipates from your mind.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;While under the effects of the Gift of Lumnis, when a character uses the [[EXPERIENCE (verb)]] command, the following message is appended to the end of the normal messaging:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You feel a strange sense of serenity, and find you are able to reflect on recent events with uncommon clarity and understanding.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lumnis Contest ending (with placement):&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You sense that the eyes of Lumnis have lifted from you.&lt;br /&gt;
[You earned ##### contest experience during this period.  That is enough for you to claim position # in the current standings!  (Use LUMNIS CONTEST CURRENT to see the full contest standings).]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[Experience (saved posts)]]&lt;br /&gt;
* [[Experience (saved posts archive)]]&lt;br /&gt;
{{top}}&lt;br /&gt;
[[Category:Character Mechanics]]&lt;br /&gt;
[[Category: Experience]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Religion&amp;diff=156469</id>
		<title>Spiritual Lore, Religion</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Religion&amp;diff=156469"/>
		<updated>2021-12-22T22:04:51Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Cleric Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents knowledge and understanding of the doctrine and principles of the [[Arkati]] pantheon, in general. [[Cleric]]s and [[paladin]]s with advanced training in this skill will have a focus on the doctrine and principles of the deity with which they are aligned, and will experience an improved ability to channel spiritual power from their patron deity.&lt;br /&gt;
&lt;br /&gt;
==Deity Title Display==&lt;br /&gt;
The ability for clerics and paladins to show the deity they have chosen via {{boldmono|[[CONVERT]]}} is unlocked at 40 ranks of Religion Lore. It has to be enabled via {{boldmono|[[SET]] ShowDeityTitle ON}}.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
*&#039;&#039;&#039;[[Prayer of Holding (301)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the effectiveness of this spell on a successful warding.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Smite (302)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion grants and increases the chance for an infusion of extra damage. The chance is approximately {{mono|(Religion bonus/10)%}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Holy Bolt (306)]]&#039;&#039;&#039;&lt;br /&gt;
:Thirty ranks of Religion allows Holy Bolt to cause an acidic degeneration on undead targets when hit. Thirty ranks also unlocks an {{boldmono|EVOKE}} version which is meant to be used on living targets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Well of Life (308)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the chance that you will discover the {{boldmono|CONVERT}} status of a corpse you link to.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Blinding (311)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the chance that a target warded with an endroll of at least 120 will be forced to kneel. Every three ranks of Religion increase the chance by 1%.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Fervent Reproach (312)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the number of damage cycles this spell causes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Censure (316)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion allows Censure to hit more targets, starting with one additional target (five total) at five ranks and reaching sixteen additional targets (20 total) at 200 ranks. This is a seed 5 Lore Summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Divine Fury (317)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion provides a chance for a third cycle of critical damage. The chance is {{mono|((Religion ranks)/1.5)%}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Holy Receptacle (325)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion is required to use the five tiered effects of Holy Receptacle:&lt;br /&gt;
&lt;br /&gt;
::*Tier 1, Silver to Gold: 10 ranks&lt;br /&gt;
::*Tier 2, Brimstone: 15 ranks&lt;br /&gt;
::*Tier 3, Nexus: 20 ranks&lt;br /&gt;
::*Tier 4, Chrism: 25 ranks&lt;br /&gt;
::*Tier 5, Intercession: 30 ranks&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ethereal Censer (320)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the strength of the offensive maneuver attack and the chance of a reduced cooldown.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sanctify (330)]]&#039;&#039;&#039;&lt;br /&gt;
:See page for details&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Divine Wrath (335)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the critical damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Miracle (350)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion allows multiple Miracles per 24 hour period. At 60, 125, and 195 ranks of Religion, the cleric gains the ability to use Miracle one additional time per day.&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Higher Vision (1610)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the DS bonus provided by this spell, beginning with +1 additional DS at 5 ranks and reaching +16 additional DS at 200 ranks. This is a seed 5 summation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Aura of the Arkati (1614)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the percentage DS penalty applied by this spell. An additional 1% penalty is applied at 5/11/18/24/30 ranks. In addition, affected targets will suffer a 5% penalty to their [[Evade]], [[Block]], and [[Parry]] chances, with the penalty increasing by 1% per seed 4 summation of Spiritual Lore, Religion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Zealot (1617)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the AS bonus provided by this spell. The benefit starts with +1 at 1 rank and reaches +19 at 190 ranks. This is a seed 1 summation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Fervor (1618)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion adds the chance of a potential [[flare]] to occur after the attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Faith Shield (1619)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the TD boost of this spell. The benefit is 3% per step of a seed 5 summation, to a maximum of +24 at 68 ranks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Holy Weapon (1625)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the CS of spells infused via scrolls only, by +1 CS per rank up to 50. Limited to half of the paladin&#039;s Arcane Symbols skill.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Judgment (1630)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the chance to force the target to kneel by 2% per rank, reaching a maximum bonus of 50% additional chance to kneel at 25 ranks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Divine Word (1640)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion allows the paladin to raise multiple times per day. 20 ranks allows two raises per day, and 40 ranks allows three.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Divine Incarnation (1650)]]&#039;&#039;&#039;&lt;br /&gt;
:Training in Religion increases the amount of damage dealt by {{boldmono|INCARNATE SMITE}} +1 per rank using a seed 5 summation. &lt;br /&gt;
:Training in Religion increases the percentage of the target&#039;s stance that is ignore by {{boldmono|INCARNATE ONSLAUGHT}} by 1% using a (seed 1 * 2) summation.&lt;br /&gt;
&lt;br /&gt;
== Related Links ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Blessings]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]] &lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=156005</id>
		<title>Spiritual Lore, Blessings</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=156005"/>
		<updated>2021-12-12T22:45:50Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Ranger Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a character&#039;s knowledge and understanding of various prayers, rituals, and invocations used to beseech the lesser and greater spirits. Those with knowledge of blessings will also earn the power of spells cast upon them as opposed to only magic cast by them.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]==&lt;br /&gt;
&lt;br /&gt;
;*[[Disease Resist (104)]] and [[Poison Resist (105)]]&lt;br /&gt;
:For both spells, training in Blessings provides a bonus to your second warding roll. The bonus starts at +2 with 1 rank and reaches +38 at 190 ranks. This is a seed 1 summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Warding II (107)]]&lt;br /&gt;
:Training in Blessings allows the spell to occasionally provide a +25 TD bonus to a warding attempt. The chance for the bonus starts at 1% with 10 ranks and reaches 12% with 186 ranks (a seed 10 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
:Training in Blessings provides a flat bonus to this spell&#039;s chance to activate. The bonus is 1% at 1 rank and reaches 19% at 190 ranks (a seed 1 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Strike (117)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to remain active for an additional attack. The chance for the first additional attack starts at 3% with 5 ranks and increases by 3% at each step of a seed 5 summation, reaching 48% at 200 ranks. Each additional attack halves the chance for the spell to remain active.&lt;br /&gt;
&lt;br /&gt;
;*[[Lesser Shroud (120)]]&lt;br /&gt;
:Sixty ranks in Blessings allow a caster to bestow this spell on another target for two minutes.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Manna (203)]]&lt;br /&gt;
:Training in Blessings causes manna bread to increase maximum mana when consumed. The increase is +5 per step of a seed 10 summation, to a cap of +50 maximum mana at 145 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tend Lore (206)]]&lt;br /&gt;
:Training in Blessings increases the number of [[First Aid]] ranks granted.  The increase is +1 per step of a seed 2 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Untrammel (209)]]&lt;br /&gt;
:With ten ranks of Blessings, Untrammel can be cast as a persistent effect, providing the caster with an additional warding or maneuver roll against webbing attempts.&lt;br /&gt;
&lt;br /&gt;
;*[[Bravery (211)]]&lt;br /&gt;
:Fifty ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Heroism (215)]]&lt;br /&gt;
:Sixty-five ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration. In addition, the AS bonus granted to the caster increases by 1 point per ten ranks. For every additional +3 bonus, the mana cost of the spell increases by 1 MP.&lt;br /&gt;
&lt;br /&gt;
;*[[Spell Shield (219)]]&lt;br /&gt;
:Eighty ranks of Blessings allow a caster to cast this spell on their entire group for two minutes. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Prayer of Protection (303)]]&lt;br /&gt;
:Forty ranks of Blessings allow a caster to bestow this spell on another for two minutes.&lt;br /&gt;
&lt;br /&gt;
;*[[Bless (304)]]&lt;br /&gt;
:Each rank of Blessings adds one swing.&lt;br /&gt;
&lt;br /&gt;
;*[[Preservation (305)]]&lt;br /&gt;
:Each rank of Blessings adds fifteen seconds of duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Benediction (307)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to provide a +15 AS bonus on a given attack. The chance is 1% with 6 ranks and reaches 15% at 195 ranks. This is a seed 6 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Well of Life (308)]]&lt;br /&gt;
:Each rank of Blessings reduces the cooldown time (for both the living target and dead target versions of the spell) by one second.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervent Reproach (312)]]&lt;br /&gt;
:Training in Blessings increases the duration of the Wisdom/health/mana boost this spell occasionally grants.&lt;br /&gt;
&lt;br /&gt;
;*[[Relieve Burden (314)]]&lt;br /&gt;
:Training in Blessings increases the number of silvers that this spell allows you to carry without burden by 2,000 per step of a seed 5 summation. The mana cost of the spell is also increased by 1 MP per 4,000 additional silvers.&lt;br /&gt;
&lt;br /&gt;
;*[[Remove Curse (315)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Soul Ward (319)]]&lt;br /&gt;
:Training in Blessings provides for a chance to negate subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Training in Blessings increases the chance of success when blessing a spell into a gem. This effect caps out at 21 ranks, providing a bonus of about 7-9%. In addition, five ranks in Blessings are required to utilize the first three tiered effects of this spell, while ten ranks are required for the final two. When blessing [[Chrism]] into a gem, additional ranks of Blessings beyond the required ten increase the amount of experience retained by 5% per step of a seed 1 summation, beginning with 5% extra (55% total) at 11 ranks of Blessings, and reaching a maximum of 50% extra (100% total experience retention) at 65 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Symbol of the Proselyte (340)]]&lt;br /&gt;
:Training in Blessings adds additional charges to a holy symbol when this spell is used. The bonus is 1 additional charge per 50 points of Blessings skill, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Miracle (350)]]&lt;br /&gt;
:Training in Blessings provides a chance that the cleric will receive a free mana-spellup effect upon being resurrected with a Miracle. The chance is 5% per seed 2 summation, beginning at 5% with 2 ranks and reaching 90% with 189 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Natural Colors (601)]]&lt;br /&gt;
:Training in Blessings increases both the hiding and DS bonuses of this spell. The hiding bonus is a seed 1 summation, starting at +1 with 1 rank and reaching a maximum of +13 at 91 ranks, while the DS bonus is a seed 5 summation, starting at +1 at 5 ranks and reaching a maximum of +10 additional DS at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Elements (602)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus of this spell against fire, ice, and electrical bolt attacks. The bonus is a seed 5 summation, starting at +1 with 5 rank and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Nature&#039;s Bounty (604)]]&lt;br /&gt;
:Training in Blessings provided an additional 1% of skin value on a seed 5 summation of ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tangle Weed (610)]]&lt;br /&gt;
:Training in Blessings gives the Ranger a general AS boost equal to the debuff applied, and 60% of that in CS.  Last for 2 minutes, refreshable.&lt;br /&gt;
&lt;br /&gt;
;*[[Moonbeam (611)]]&lt;br /&gt;
:Training in Blessings gives the bolt version of the spell a chance to cause a 4-second immobilization, recurring every 6 seconds at a rate of 1 bonus cycle per 30 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Breeze (612)]]&lt;br /&gt;
:Increases duration of ranged weapon effect by +1 second per 12 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Self Control (613)]]&lt;br /&gt;
:Training in Blessings provides an additional spiritual TD bonus. The bonus is a seed 5 summation, starting at +1 with 5 ranks and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Imbue (614)]]&lt;br /&gt;
:At ranks of Bleeings, the Ranger may cast the spell at an imbued wand or rod to create an imbed with [[Wild Entropu (603)]], usable only by its creator.&lt;br /&gt;
&lt;br /&gt;
:At 40 ranks, the Ranger receives double the [[Magic Item Use]] for using the item created with it.&lt;br /&gt;
&lt;br /&gt;
;*[[Sneaking (617)]]&lt;br /&gt;
:Training in Blessings decreases the chance that the Ranger will slip in icy conditions while this spell is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Nature (620)]]&lt;br /&gt;
:The resistance bonus provided by this spell is 20% + (Blessings ranks)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Blessings increases the statistic bonus provided by an assumed aspect. The bonus is a seed 2 summation, starting at +1 to the relevant stat with 2 ranks and reaching a maximum of +12 at 90 ranks. In addition, Blessings increases your bonus chance to evade, block or parry while in the appropriate aspect by the same amount. It will also increase the RT reduction provided by the aspect of the Yierka by 3% per step of a seed 1 summation, reaching 39% at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Empath Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]]&lt;br /&gt;
:With all of these spells, Blessings provides a chance that healing a minor wound will also heal scars in that location. The table below shows the minimum required ranks to activate this effect for each type of scar. The chance of success is 20% plus .5% per rank above the required amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-left:2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Minor&lt;br /&gt;
! Medium&lt;br /&gt;
! Severe&lt;br /&gt;
|-&lt;br /&gt;
! Limb&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
! System&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Head&lt;br /&gt;
| 30&lt;br /&gt;
| 70&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
! Organ&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Adrenal Surge (1107)]]&lt;br /&gt;
:Training in Blessings causes this spell to restore stamina once every five minutes. At 15 ranks, this spell restores 25 stamina; at 35 ranks, 50 stamina; and at 65 ranks, all stamina.&lt;br /&gt;
&lt;br /&gt;
;*[[Solace (1140)]]&lt;br /&gt;
:Reduces cooldown by 12 seconds for every rank&lt;br /&gt;
&lt;br /&gt;
;*[[IMPRINT (verb)|Imprint]] (empath ability)&lt;br /&gt;
:Increases the duration of a successful imprint at a rate of 3 seconds per skill bonus&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Mantle of Faith (1601)]]&lt;br /&gt;
:Training in Blessings provides additional DS and TD. The benefit is a seed 2 summation, starting at +1 with 2 ranks and reaching +18 at 189 ranks. This also increases the mana cost of this spell by an equal amount.&lt;br /&gt;
&lt;br /&gt;
;*[[Pious Trial (1602)]]&lt;br /&gt;
:Every 10 ranks of Spiritual Lore, Blessings lore allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Blessings provides an additional 5% duration increase per rank, reaching a maximum of an additional 50% (a total duration increase of 100%) at 10 ranks. Blessings also provides a chance for a second flare by 4% per [[summation::seed 3 summation]].&lt;br /&gt;
&lt;br /&gt;
:Blessings increases the effectiveness of purified manna bread. The maximum mana regeneration rate of purified bread is 3 + (seed 2 summation of Blessings), while the maximum mana pool bonus is 10 + (5 * seed 5 summation of Blessings).&lt;br /&gt;
&lt;br /&gt;
:Note: Using this spell on a magical weapon requires that your [[Paladin Base]] ranks and Blessings ranks total at least 15. In addition, each rank of Blessings adds 1 swing to the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Rejuvenation (1607)]]&lt;br /&gt;
:Training in Blessings increases the immediate health and stamina return of this spell. The benefit is +3 per step of a seed 1 summation, reaching a maximum of an additional +57 health and stamina recovered at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Defense of the Faithful (1608)]]&lt;br /&gt;
:Training in Blessings nullifies an additional target&#039;s Force on Force for every [[summation::seed 10 summation]] while the &#039;&#039;&#039;Beacon of Courage&#039;&#039;&#039; effect is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings adds to the percentage chance to block this spell provides. The benefit is a seed 3 summation, starting at an additional 1% (11% total) at 3 ranks, and reaching an additional 17% (27% total) at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
:Training in Blessings increases the Combat Maneuver rank bonus provided by this spell. The benefit starts at +1 Combat Maneuvers rank with three ranks of Blessings and reaches +17 ranks at 187 Blessings ranks (a seed 3 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Vigor (1616)]]&lt;br /&gt;
:Training in Blessings provides an additional health bonus. The bonus is a seed 1 summation, starting with 1 extra point at 1 rank and reaching 19 extra points at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Crusade (1618)]]&lt;br /&gt;
:Training in Blessings increases the damage [[weighting]] bonus of this spell with physical and magical bolt attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Training in Blessings increases the resistance of INCARNATE ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, and 125 ranks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Twin_Weapons/saved_posts&amp;diff=154869</id>
		<title>Twin Weapons/saved posts</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Twin_Weapons/saved_posts&amp;diff=154869"/>
		<updated>2021-10-17T16:25:01Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* SAVED POSTS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==SAVED POSTS==&lt;br /&gt;
{{saved-post&lt;br /&gt;
| category = Paid Events: Adventures, Quests, and SimuCoins&lt;br /&gt;
| topic = Duskruin&lt;br /&gt;
| messagenum = 11544&lt;br /&gt;
| author = GS4-RETSER&lt;br /&gt;
| date = 03/23/2017 10:45 PM EST&lt;br /&gt;
| subject = Parasitic Weapons, Coming to a Duskruin near you! &lt;br /&gt;
}}Hey everyone. I have a new TWC weapon line that will be released this Duskruin at some point, probably, maybe. (Finishing a few things up.)&lt;br /&gt;
&lt;br /&gt;
The weapon line requires you to be wielding one in each hand. If you&#039;re only using one, the abilities will not work.&lt;br /&gt;
&lt;br /&gt;
Lets start with the basics...&lt;br /&gt;
&lt;br /&gt;
FLARES&lt;br /&gt;
Twin Rising: Hitting an opponent with these weapons applies a counter. Consecutive strikes against the target increase the effects of these counters which in turn increases the weapon&#039;s flare strength. The counters last for 10 seconds before falling off. This effect works with both weapons and will only work if wielding two weapons. Wielding two weapons of the same flare type will increase the counter application rate.&lt;br /&gt;
&lt;br /&gt;
These are script flares so the standard flare slot is still open. There will be the standard 4 flare types in the shop. There will be certificates available to change this to an uncommon flare.&lt;br /&gt;
&lt;br /&gt;
These work OFF THE SHELF! (T0)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You swing a blue longsword at an Ithzir adept!&lt;br /&gt;
&lt;br /&gt;
AS: +433 vs DS: +271 with AvD: +27 + d100 roll: +76 = +265&lt;br /&gt;
&lt;br /&gt;
... and hit for 70 points of damage!&lt;br /&gt;
&lt;br /&gt;
Amazing shot through the Ithzir adept&#039;s nose enters the brain!&lt;br /&gt;
&lt;br /&gt;
Strands of blue-colored energy lash onto the Ithzir adept from the blue longsword!&lt;br /&gt;
&lt;br /&gt;
You swing a red main gauche at an Ithzir adept!&lt;br /&gt;
&lt;br /&gt;
AS: +428 vs DS: +264 with AvD: +27 + d100 roll: +88 = +279&lt;br /&gt;
&lt;br /&gt;
... and hit for 79 points of damage!&lt;br /&gt;
&lt;br /&gt;
Strike punctures thigh and shatters femur!&lt;br /&gt;
&lt;br /&gt;
An Ithzir adept falls to the ground grasping her mangled left leg!&lt;br /&gt;
&lt;br /&gt;
Strands of red-colored energy lash onto the Ithzir adept from the main gauche!&lt;br /&gt;
&lt;br /&gt;
The strands attaching are the counters. They will happen as long as you hit the target.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
TWIN DETONATION&lt;br /&gt;
When you reach the maximum number of counters on a target creature a detonation will occur.&lt;br /&gt;
This will essentially be a forced flare at the target at maximum counter strength and will&lt;br /&gt;
remove the counters on the target.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a round of combat using the fully unlocked weapons with grapple flares in the standard slot and the script flares set to grapple.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;You swing a blue longsword at an Ithzir adept!&lt;br /&gt;
&lt;br /&gt;
AS: +433 vs DS: +210 with AvD: +27 + d100 roll: +32 = +282&lt;br /&gt;
... and hit for 65 points of damage!&lt;br /&gt;
&lt;br /&gt;
Jagged slash to the Ithzir adept&#039;s right arm!&lt;br /&gt;
&lt;br /&gt;
Cut clean through at the wrist.&lt;br /&gt;
&lt;br /&gt;
Need a hand?&lt;br /&gt;
&lt;br /&gt;
Your blue longsword releases a twisted tendril of force!&lt;br /&gt;
&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
Hard pull on head strains neck.&lt;br /&gt;
&lt;br /&gt;
Strands of blue-colored energy lash onto the Ithzir adept from the blue longsword!&lt;br /&gt;
&lt;br /&gt;
You feel as if your main gauche is guiding your strike!&lt;br /&gt;
&lt;br /&gt;
You swing a red main gauche at an Ithzir adept!&lt;br /&gt;
&lt;br /&gt;
AS: +440 vs DS: +210 with AvD: +27 + d100 roll: +92 = +349&lt;br /&gt;
&lt;br /&gt;
... and hit for 83 points of damage!&lt;br /&gt;
&lt;br /&gt;
Jagged slash to the Ithzir adept&#039;s left arm!&lt;br /&gt;
&lt;br /&gt;
Cut clean through at the wrist.&lt;br /&gt;
&lt;br /&gt;
Need a hand?&lt;br /&gt;
&lt;br /&gt;
Your main gauche releases a twisted tendril of force!&lt;br /&gt;
&lt;br /&gt;
... 35 points of damage!&lt;br /&gt;
&lt;br /&gt;
Grapple pins weapon arm, and twists it severely!&lt;br /&gt;
&lt;br /&gt;
Strands of red-colored energy lash onto the Ithzir adept from the main gauche!&lt;br /&gt;
&lt;br /&gt;
The buildup of red-colored energy surrounding the Ithzir adept explodes!&lt;br /&gt;
&lt;br /&gt;
The main gauche glows slightly as it unleashes a wave of red-colored energy!&lt;br /&gt;
&lt;br /&gt;
Tendrils of white and red-colored energy lash out from your a red main gauche hitting an Ithzir adept&#039;s left arm!&lt;br /&gt;
&lt;br /&gt;
... 25 points of damage!&lt;br /&gt;
&lt;br /&gt;
Solid arm grapple, pulls muscles to their limits!&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Below we&#039;ll be outlining by tiers as follows: OTS/T1/T2&lt;br /&gt;
&lt;br /&gt;
TWIN STANCE&lt;br /&gt;
&lt;br /&gt;
Twin Primary: While the weapon is held in the primary hand it has a 1%/3%/5% chance to strike again.&lt;br /&gt;
Twin Offhand: If the weapon is held in the offhand it has a 5%/10%/10% to increase your DS by 4/8/12 when attacked by enemies.&lt;br /&gt;
&lt;br /&gt;
TWIN APPRENTICE/ADEPT/MASTER&lt;br /&gt;
Twin Primary: While the weapon is held in the primary hand it has a 5%/10%/10% chance to increase the wielders Two Weapon Combat skill bonus by 5/10/10 for that attack.&lt;br /&gt;
Twin Offhand: If the weapon is held in the offhand it has a 5%/10%/10% to increase your AS by 4/8/12 when attacking.&lt;br /&gt;
&lt;br /&gt;
TWIN GRIP&lt;br /&gt;
BOTH WEAPONS UNLOCKED TO T1&lt;br /&gt;
Allows the ability to flip your offhand into your mainhand and pull it back out.&lt;br /&gt;
NOTE: This requires both weapons to be unlocked to tier 1.&lt;br /&gt;
&lt;br /&gt;
grip longs&lt;br /&gt;
You quickly flip your main gauche against your blue longsword into your other hand!&lt;br /&gt;
grip longs&lt;br /&gt;
You deftly flip your main gauche from against your blue longsword and into your awaiting hand!&lt;br /&gt;
(This allows you to free your second hand by storing your weapon in your primary.)&lt;br /&gt;
&lt;br /&gt;
BOTH WEAPONS UNLOCKED TO T2&lt;br /&gt;
&lt;br /&gt;
Your Twin Grip will now allow you to auto-draw your second weapon when the first is stored with GRIP.&lt;br /&gt;
In addition, your Twin Grip will auto wield your weapon when attacked. Both of these require you&lt;br /&gt;
to be holding the main weapon in your primary (right) hand.&lt;br /&gt;
NOTE: This requires both weapons to be unlocked to tier 2.&lt;br /&gt;
&lt;br /&gt;
grip longs&lt;br /&gt;
You quickly flip your main gauche against your blue longsword into your other hand!&lt;br /&gt;
glance&lt;br /&gt;
You glance down to see a blue longsword in your right hand and nothing in your left hand.&lt;br /&gt;
at&lt;br /&gt;
You deftly flip your main gauche from against your blue longsword and into your awaiting hand!&lt;br /&gt;
You swing a blue longsword at an Ithzir adept!&lt;br /&gt;
AS: +433 vs DS: +212 with AvD: +27 + d100 roll: +77&lt;br /&gt;
&lt;br /&gt;
grip longs&lt;br /&gt;
You quickly flip your main gauche against your blue longsword into your other hand!&lt;br /&gt;
glance&lt;br /&gt;
You glance down to see a blue longsword in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You deftly flip your main gauche from against your blue longsword and into your awaiting hand!&lt;br /&gt;
THING1 swings a closed fist at you!&lt;br /&gt;
Amazingly, you manage to parry the attack with your longsword!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are TWO abilities on the weapons that you can activate outside of the GRIP function.&lt;br /&gt;
&lt;br /&gt;
TIER1&lt;br /&gt;
&lt;br /&gt;
TWIN LUNGE&lt;br /&gt;
Twin Lunge: Applies Max Stacks of Twin Rising Counters.&lt;br /&gt;
Cooldown: 15 minutes.&lt;br /&gt;
Verb: WAVE longsword AT TARGET&lt;br /&gt;
&lt;br /&gt;
This will be a forced detonation.&lt;br /&gt;
&lt;br /&gt;
TIER2&lt;br /&gt;
&lt;br /&gt;
Twin Strikes: When active, all strikes will apply double the counters for the duration.&lt;br /&gt;
Cooldown: 30 minutes.&lt;br /&gt;
Duration: 2 Minutes.&lt;br /&gt;
Verb: RAISE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is a collection of fluff verbs, but I wanted to get something up.&lt;br /&gt;
&lt;br /&gt;
PRICING &amp;amp; AVAILABILITY&lt;br /&gt;
&lt;br /&gt;
Weapon: 7500 Each&lt;br /&gt;
Unlock 1: 20000&lt;br /&gt;
Unlock 2: 40000&lt;br /&gt;
Uncommon Flare Change: 30000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapons: Unlimited&lt;br /&gt;
Unlock 1: 32&lt;br /&gt;
Unlock 2: 16&lt;br /&gt;
Exotic Flare Change: Unlimited&lt;br /&gt;
&lt;br /&gt;
There are probably some things I&#039;m forgetting, but I wanted to get something out there for everyone to digest prior. These are cutting it close otherwise I would have teased sooner.&lt;br /&gt;
&lt;br /&gt;
If you enjoy TWC as much as I do you&#039;ll have a blast with these!&lt;br /&gt;
&lt;br /&gt;
Retser, SGM&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Knockout_flare&amp;diff=154819</id>
		<title>Knockout flare</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Knockout_flare&amp;diff=154819"/>
		<updated>2021-10-15T13:02:06Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Verbs */ Removed section.  Was specific to a single weapon that was not the focus of the article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Knockout flares&#039;&#039;&#039; are a &amp;lt;section begin=intro /&amp;gt;rare specialty &amp;lt;noinclude&amp;gt;[[&amp;lt;/noinclude&amp;gt;flare&amp;lt;noinclude&amp;gt;]]&amp;lt;/noinclude&amp;gt; which can be placed on weapons that primarily do [[crush critical table|crushing damage]], such as [[mace]]s, [[handaxe]]s, and [[maul]]s, as well as [[UCS]] gloves and boots.  The flares always targets the victim&#039;s head.  If the head is sufficiently wounded the crush damage from the flare may be applied to the chest.  Any part of the body may be hit for the flares to activate.  Besides the crush damage applied to the targets head, the flare can also impart a status effect on the target, such as the rooted condition or the prone condition.&amp;lt;section end=intro /&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
Knockout flares take up the script slot on a weapon, meaning an already flaring weapon can have knockout flares added.&lt;br /&gt;
&lt;br /&gt;
While knockout flares can also be added to [[runestaff|runestaves]], this is not advisable as the flare will only activate on a melee hit, e.g. when the runestaff is swung.&lt;br /&gt;
&lt;br /&gt;
==In Action==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing with a vultite-bound thick leather blackjack at a Vvrael destroyer!&lt;br /&gt;
AS: +508 vs DS: +281 with AvD: -18 + d100 roll: +80 = +289&lt;br /&gt;
... and hit for 17 points of damage!&lt;br /&gt;
Jarring blow to the Vvrael destroyer&#039;s back.&lt;br /&gt;
Your blackjack cracks the Vvrael destroyer on the back of the head. He gibbers mindlessly then drops to his hands and knees.&lt;br /&gt;
... 15 points of damage!&lt;br /&gt;
You broke the Vvrael destroyer&#039;s nose!&lt;br /&gt;
&lt;br /&gt;
&amp;gt;amb orc head&lt;br /&gt;
You swing with a vultite-bound dark leather blackjack at a [[silverback orc]]!&lt;br /&gt;
AS: +226 vs DS: +123 with AvD: +25 + d100 roll: +65 = +193&lt;br /&gt;
 ... and hit for 18 points of damage!&lt;br /&gt;
 Hearty smack to the head.&lt;br /&gt;
 The silverback orc is stunned!&lt;br /&gt;
&lt;br /&gt;
Your blackjack thumps the silverback orc in the head. He stumbles around for a moment desperate to keep his balance but in the end he fails miserably, and collapses to the ground in a heap, looking dazed.&lt;br /&gt;
 ... 25 points of damage!&lt;br /&gt;
 Eye crushed by a hard blow to the face!&lt;br /&gt;
 Roundtime: 4 sec.&lt;br /&gt;
&lt;br /&gt;
R&amp;gt;amb orc head&lt;br /&gt;
You swing with a vultite-bound dark leather blackjack at a silverback orc!&lt;br /&gt;
AS: +226 vs DS: +110 with AvD: +25 + d100 roll: +79 = +220&lt;br /&gt;
 ... and hit for 16 points of damage!&lt;br /&gt;
 Blow to the head causes the silverback orc&#039;s ears to ring! &lt;br /&gt;
&lt;br /&gt;
Your blackjack cracks the silverback orc on the back of the head. She gibbers mindlessly then drops to her hands and knees.&lt;br /&gt;
 ... 10 points of damage!&lt;br /&gt;
 Blow to back cracks several vertebrae.&lt;br /&gt;
 Roundtime: 4 sec.&lt;br /&gt;
&lt;br /&gt;
You swing with a vultite-bound thick leather blackjack at a giantman robber!&lt;br /&gt;
 AS: +501 vs DS: +358 with AvD: +7 + d100 roll: +45 = +195&lt;br /&gt;
  ... and hit for 20 points of damage!&lt;br /&gt;
  Hearty smack to the head.&lt;br /&gt;
  The giantman robber is stunned!&lt;br /&gt;
 &lt;br /&gt;
You smack the giantman robber with your thick leather blackjack on one side of his head, then reverse direction and crack him across the other!&lt;br /&gt;
The giantman robber wobbles a bit then dramatically falls to the ground!&lt;br /&gt;
  ... 25 points of damage!&lt;br /&gt;
  Solid strike caves the giantman robber&#039;s skull in, resulting in instant death!&lt;br /&gt;
The giantman robber rolls over and dies.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a spiked-head vultite maul at a [[kiramon defender]]!&lt;br /&gt;
AS: +345 vs DS: +188 with AvD: +38 + d100 roll: +55 = +250&lt;br /&gt;
 ... and hit for 84 points of damage!&lt;br /&gt;
 Crushing blow to head closes that eye for good.&lt;br /&gt;
 The kiramon defender is stunned!&lt;br /&gt;
&lt;br /&gt;
Your vultite maul plows right into the forehead of the kiramon defender!&lt;br /&gt;
The kiramon defender wobbles then falls to the floor! Knockout!&lt;br /&gt;
  ... 10 points of damage!&lt;br /&gt;
  Jarring blow to the kiramon defender&#039;s back.&lt;br /&gt;
&lt;br /&gt;
You swing a spiked-head vultite maul at a [[forest trali]]!&lt;br /&gt;
AS: +345 vs DS: +166 with AvD: +44 + d100 roll: +13 = +236&lt;br /&gt;
 ... and hit for 78 points of damage!&lt;br /&gt;
 Crushing blow to head closes that eye for good.&lt;br /&gt;
 The forest trali is stunned!&lt;br /&gt;
&lt;br /&gt;
You feint left, then right, then crack the forest trali across the head!&lt;br /&gt;
The forest trali drops to the floor!&lt;br /&gt;
  ... 20 points of damage!&lt;br /&gt;
  Grazing blow to the stomach.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You swing a high steel moon axe at an [[Ithzir champion]]!&lt;br /&gt;
  AS: +551 vs DS: +292 with AvD: +41 + d100 roll: +41 = +341&lt;br /&gt;
   ... and hit for 75 points of damage!&lt;br /&gt;
   Right kneecap smashed into pulp.&lt;br /&gt;
   The Ithzir champion is knocked to the ground!&lt;br /&gt;
&lt;br /&gt;
You smack the Ithzir champion with your high steel moon axe on one side of his head, then reverse direction and crack him across the other!&lt;br /&gt;
 &lt;br /&gt;
The Ithzir champion slumps to the ground.&lt;br /&gt;
&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Blow to the head causes the Ithzir champion&#039;s ears to ring!&lt;br /&gt;
The Ithzir champion vainly struggles to rise, then goes still.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Comprehensive_Bard_Guide&amp;diff=153261</id>
		<title>Comprehensive Bard Guide</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Comprehensive_Bard_Guide&amp;diff=153261"/>
		<updated>2021-09-15T19:07:49Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Race and Stat Considerations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Test-guide&lt;br /&gt;
| [[File:Bard Weapons.jpg|450px]]&lt;br /&gt;
| name = Comprehensive Bard Guide&lt;br /&gt;
| type = [[Elemental]]/[[Mental]] [[Semi]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Bard Base]]&lt;br /&gt;
| prime = [[Influence]], [[Aura]]&lt;br /&gt;
| mana = [[Influence]], [[Aura]]&lt;br /&gt;
  | TWCcost = 3/2 | TWCranks = 2&lt;br /&gt;
  | AUcost = 5/0 | AUranks = 2&lt;br /&gt;
  | SUcost = 5/0 | SUranks = 2&lt;br /&gt;
  | CMcost = 8/4 | CMranks = 2&lt;br /&gt;
  | OHEcost = 3/1 | OHEranks = 2&lt;br /&gt;
  | OHBcost = 4/1 | OHBranks = 2&lt;br /&gt;
  | THWcost = 7/2 | THWranks = 2&lt;br /&gt;
  | RWcost = 4/2 | RWranks = 2&lt;br /&gt;
  | TWcost = 3/1 | TWranks = 2&lt;br /&gt;
  | PWcost = 6/1 | PWranks = 2&lt;br /&gt;
  | BRLcost = 3/1 | BRLranks = 2&lt;br /&gt;
  | AMBcost = 4/4 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 7/3 | MOCranks = 1&lt;br /&gt;
  | PFcost = 4/0 | PFranks = 2&lt;br /&gt;
  | DODcost = 6/6 | DODranks = 2&lt;br /&gt;
  | AScost = 0/4 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/4 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/10 | SAranks = 1&lt;br /&gt;
  | HPcost = 0/5 | HPranks = 2&lt;br /&gt;
  | EMCcost = 0/6 | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/6 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/12 | SMCranks = 1&lt;br /&gt;
  | SRcost = 0/17 | SRranks = 2&lt;br /&gt;
  | ELcost = 0/8 | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/20 | SpLranks = 1&lt;br /&gt;
  | SoLcost = 0/18 | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/8 | MLranks = 1&lt;br /&gt;
  | SURcost = 2/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/3 | DTranks = 2&lt;br /&gt;
  | PLcost = 2/1 | PLranks = 2&lt;br /&gt;
  | SHcost = 3/2 | SHranks = 2&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 3/0 | CLIranks = 2&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 2&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/2 | TRAranks = 2&lt;br /&gt;
  | PPcost = 2/1 | PPranks = 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=About the Guide=&lt;br /&gt;
The basis for this guide was originally created by Whirlin, using information gathered by the community, and then reformatted and updated by Kithus.  It has been expanded upon by members of the Gemstone community from discussions via various forums, Discord chats and direct player input on GSWiki. Any and all contributions from the community are welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
Last Updated:  8/1/2020&lt;br /&gt;
&lt;br /&gt;
=Race and Stat Considerations=&lt;br /&gt;
&lt;br /&gt;
{{Table of Racial Modifiers}}&lt;br /&gt;
&lt;br /&gt;
==AgiDex==&lt;br /&gt;
Roundtime is quite simple.  Strength and encumbrance can be a factor but that can be managed by carefully managing inventory.  The most important factor is [[AgiDex]], or the sum of the bonuses of a character&#039;s [[Dexterity]] and [[Agility]].   This combined total helps reduce the Roundtime of a physical attack by a specified amount:&lt;br /&gt;
{{agidex roundtime reduction}}&lt;br /&gt;
&lt;br /&gt;
Pairing that table with the stat table above we can break it down to see each races theoretical maximum AgiDex, before enhancives:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!5 RT Reduction!!4 RT Reduction!!3 RT Reduction&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]||[[Aelotoi]]||[[Erithian]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||[[Dark elf]]||[[Human]]&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]||[[Forest gnome]]||[[Dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Half-elf]]||[[Giantman]]&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Sylvankind]]||&lt;br /&gt;
|-&lt;br /&gt;
| ||[[Half-Krolvin]]||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This is important because weapons have a minimum RT, and a base RT. By taking the base RT and subtracting the bard&#039;s AgiDex we can find that bard&#039;s unencumbered swing RT.&amp;lt;br&amp;gt;&lt;br /&gt;
This is especially interesting to bards who use polearms because of their high base roundtimes:&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Weapon Type!!Weapon Name!!Base RT!!Min RT&lt;br /&gt;
|-&lt;br /&gt;
|THW||Claid||8||5&lt;br /&gt;
|-&lt;br /&gt;
|Polearm||Lance||9||5&lt;br /&gt;
|-&lt;br /&gt;
|Polearm||Awl-Pike||9||5&lt;br /&gt;
|}&lt;br /&gt;
A Human, Dwarf, or Giantman cannot use a lance with minimum RT unless they use enhancives.  Those in the middle columns can grow into a lance but their stats will not likely be placed for growth, so they will eventually want to invest in a fixstat.  Halflings, Burghal Gnomes, and Elves are able to reach the highest AgiDex totals and will have a far easier time swinging a lance in at the minimum roundtime.&lt;br /&gt;
&lt;br /&gt;
Dexterity is also important as the AS stat for the Archer Bard.&lt;br /&gt;
&lt;br /&gt;
==Strength==&lt;br /&gt;
Strength bonus adds directly to melee AS. Any melee bard is going to want a decent Strength stat.  Polearm bards will want to pair that with a decent AgiDex possibility.  The table below compares the [[Strength]] stats of those races capable of using a lance at minimum RT:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!5 RT Reduction!!STR Mod!! !!4 RT Reduction!!STR Mod&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]]||-15|| ||[[Aelotoi]]||-5&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome]]||-15|| ||[[Dark elf]]||0&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]]||0|| ||[[Forest gnome]]||-10&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Half-elf]]||0&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Sylvankind]]||0&lt;br /&gt;
|-&lt;br /&gt;
| || || ||[[Half-krolvin]]||10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As we can see from the table an elf is likely to be the most balanced polearm user between their high AgiDex and lack of a strength penalty.  Half-Krolvin, with their +10 strength bonus and reasonable AgiDex value can also be a good choice.  Any race will make a viable polearm bard but those wanting to maximize their efficiency should look to those two, as well as the sylvan, half-elf, or dark elf.&lt;br /&gt;
&lt;br /&gt;
==Multi-song Penalty==&lt;br /&gt;
The [[Discipline]] and [[Logic]] stat bonuses are factors in the multi-song penalty.  There is no reason to pick a race specifically based on these stats but they can be a factor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combined DIS and LOG Bonus:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+15: [[Dwarf]]&amp;lt;br&amp;gt;&lt;br /&gt;
+10: [[Aelotoi]], [[Erithian]], [[Forest gnome]]&amp;lt;br&amp;gt;&lt;br /&gt;
+5 [[Burghal gnome]], [[Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
0: [[Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
-5: [[Sylvan]], [[Half-elf]], [[Giantman]]&amp;lt;br&amp;gt;&lt;br /&gt;
-10: [[Dark elf]], [[Half-krolvin]]&amp;lt;br&amp;gt;&lt;br /&gt;
-15: [[Elf]]&lt;br /&gt;
&lt;br /&gt;
==Pure Build CS Considerations==&lt;br /&gt;
&#039;&#039;&#039;[[Aura]] is the Bard CS Stat:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+10 [[Dark elf]]&amp;lt;br&amp;gt;&lt;br /&gt;
+5 [[Burghal gnome]], [[Elf]], [[Sylvan]]&amp;lt;br&amp;gt;&lt;br /&gt;
0 [[Aelotoi]], [[Erithian]], [[Forest gnome]], [[Half elf]], [[Half-krolvin]], [[Human]]&amp;lt;br&amp;gt;&lt;br /&gt;
-5 [[Giantman]] &amp;amp; [[Halfling]]&amp;lt;br&amp;gt;&lt;br /&gt;
-10 [[Dwarf]]&lt;br /&gt;
&lt;br /&gt;
==Other Racial Factors==&lt;br /&gt;
Bear in mind that there are many other mechanical factors to consider when selecting a race.  Not to mention all the role playing decisions.  The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races.  As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more.  Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells.  Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic.  Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves.  Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects.  &lt;br /&gt;
&lt;br /&gt;
The races of Elanthia all have their pros and cons.  They are well balanced and any one could make an excellent bard.  Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours.  Then you can likely pick an Elf because bards want to be pretty!&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
==Physical Skills==&lt;br /&gt;
*[[Armor Use]] Reduces RT associated with heavier armor, Combat maneuver penalties, and spell hindrance from wearing armor&lt;br /&gt;
*[[Shield Use]] Generates DS when using a shield.&lt;br /&gt;
* Weapon Use Raises AS with a particular Weapon.&lt;br /&gt;
*[[Two Weapon Combat]] Allows the use of two one-handed weapons.&lt;br /&gt;
*[[Combat Maneuvers]] +.5 Melee AS per rank and access to combat maneuvers.&lt;br /&gt;
*[[Multi-Opponent Combat]] Reduces penalties from force-on-force and allows for mstrike.&lt;br /&gt;
*[[Ambush]] Assists in aiming physical attacks.&lt;br /&gt;
*[[Physical Fitness]] Core training, HP growth, Maneuver defense&lt;br /&gt;
*[[Dodge]] Generates evasion DS.&lt;br /&gt;
&lt;br /&gt;
==Magical Skills==&lt;br /&gt;
*[[Arcane Symbols]] Allows the use of and improves durations from scrolls.&lt;br /&gt;
*[[Magic Item Use]] Allows the use of and improves the durations from magic items.&lt;br /&gt;
*[[Harness Power]] 3 mana per training up to your level, 1 per after that.&lt;br /&gt;
*[[Spell Aiming]] Weapon training for bolts, which bards do not use.&lt;br /&gt;
*Mana Control  Allows the sharing of mana and improves your own mana regen.  Bards, as hybrids, have easy access to both mental and elemental mana controls.&lt;br /&gt;
*[[Spell Research]] Learn spells and spellsongs and make those you already know better.&lt;br /&gt;
*Lores  Incremental improvements to specific spells related to that lore.&lt;br /&gt;
&lt;br /&gt;
==General Overview of Bard Songs==&lt;br /&gt;
===Buffing Songs: ===&lt;br /&gt;
*[[Fortitude Song (1003)]] (DS)&lt;br /&gt;
*[[Song of Luck (1006)]] (Maneuver Defense, group)&lt;br /&gt;
*[[Kai&#039;s Triumph Song (1007)]] (AS, Group)&lt;br /&gt;
*[[Song of Valor (1010)]] (DS)&lt;br /&gt;
*[[Song of Mirrors (1019)]] (Dodge ranks/DS)&lt;br /&gt;
&lt;br /&gt;
===Sonic Equipment===&lt;br /&gt;
*[[Sonic Shield Song (1009)]]&lt;br /&gt;
*[[Sonic Weapon Song (1012)]]&lt;br /&gt;
*[[Sonic Armor Song (1014)]]&lt;br /&gt;
&lt;br /&gt;
===Attack Songs===&lt;br /&gt;
*[[Holding Song (1001)]]: Warding, Reduces target&#039;s DS.&lt;br /&gt;
*[[Vibration Chant (1002)]]: Warding, causes a target&#039;s weapon or shield to vibrate potentially causing them to drop it or to shatter it entirely and deal damage.&lt;br /&gt;
*[[Lullabye (1005)]]: Level vs. Level check, can cause the target to slow down, sit, or even full asleep entirely.&lt;br /&gt;
*[[Stunning Shout (1008)]]: Warding, damage + knockdown potential.&lt;br /&gt;
*[[Song of Sonic Disruption (1030)]]: Warding, Single target or AOE attack.  This can potentially have the highest DF of any attack in the game.&lt;br /&gt;
&lt;br /&gt;
===Miscellaneous Songs===&lt;br /&gt;
*[[Purification Song (1004)]]: Improve gem values.&lt;br /&gt;
*[[Song of Unravelling (1013)]]: Dispel targets or absorb the mana out of magic items.&lt;br /&gt;
*[[Singing Sword Song (1025)]]: Animated weapon combat assistant.&lt;br /&gt;
&lt;br /&gt;
===Situational Room-Effect Songs===&lt;br /&gt;
*[[Song of Peace (1011)]]: Caster-centered mobile sanctuary.&lt;br /&gt;
*[[Song of Depression (1015)]]: TD pushdown and additional slow effect.&lt;br /&gt;
*[[Song of Rage (1016)]]: Forces target into offensive and to focus attacks on the bard.&lt;br /&gt;
*[[Song of Noise (1017)]]: Makes it extremely difficult to cast any spell in the vicinity of the caster, including renewing your own songs.&lt;br /&gt;
*[[Song of Power (1018)]]: Caster-centered mobile mana node that can blow you up.&lt;br /&gt;
*[[Traveler&#039;s Song (1020)]]: Teleport back to the nearest bar.  Make sure to get yourself a drink.&lt;br /&gt;
&lt;br /&gt;
===High Level Spellsongs===&lt;br /&gt;
*[[Song of Tonis (1035)]]: Group Haste and Dodge buff.&lt;br /&gt;
*[[Troubadour&#039;s Rally (1040)]]: Group status effect breaker.&lt;br /&gt;
&lt;br /&gt;
===How do they work?===&lt;br /&gt;
Songs have an initial cost to activate and a shorter duration than standard spells.  When their duration ends they can renew, at a cost in mana.  Like other spells, duration is increased via gaining a more spell ranks.  In additon, [[Mental Lore, Telepathy]] training, [[Logic]], and [[Influence]] factor in. The upkeep cost is dependent on the songs being sung, and are then influenced by a multi-song penalty.&lt;br /&gt;
&lt;br /&gt;
===Multi-Song Penalty===&lt;br /&gt;
The multi-song penalty is still being researched but the basic gist is that there is a default additional 12 mana cost for every song that you keep up after the first three. This is reduced by bard song ranks, [[Discipline]], and [[Logic]]. This is a very steep cost. It can cause some preferential gaming of the system. For example: The initial cast of 1003 only costs 3 mana. So, 5 seconds before the renew cycle you can drop 1003, do your renewal manually, and then recast 1003 back up: You just saved up to 10 mana.&lt;br /&gt;
&lt;br /&gt;
The multi-song penalty becomes a non-issue over time. The known part of the equation is that each bard rank provides -.5 renewal cost on the multi-song penalty. However, the upkeep costs for songs also increases as bard ranks increase:&amp;lt;br&amp;gt;&lt;br /&gt;
1006 grows at +.125 upkeep&amp;lt;br&amp;gt;&lt;br /&gt;
1010 grows at +.1 upkeep&amp;lt;br&amp;gt;&lt;br /&gt;
1019 grows at +.1 upkeep&lt;br /&gt;
&lt;br /&gt;
If you keep those three songs up, you are essentially losing out on .325 upkeep gains against the multi-song penalty. This means each rank is only decreasing mana costs by .175 mana total.&lt;br /&gt;
&lt;br /&gt;
==Lores:==&lt;br /&gt;
As hybrid list, bard spells take advantage of both mental and elemental lores.  While there are five mental lores and four elemental, bards only really need to worry about three total:  Telepathy and Manipulation on the mental side and Air on the elemental side.  The minor elemental spell list does have interactions with all the elemental lores but it is rarely, if ever, a good idea to train lores specifically for the minor elemental circle.&lt;br /&gt;
&lt;br /&gt;
===[[Mental Lore, Telepathy]]===&lt;br /&gt;
[[Mental Lore, Telepathy]] primarily benefits physical Bards, but is also great for low level bards.&amp;lt;br&amp;gt;&lt;br /&gt;
For Physical builds, Telepathy training offers additional AS from 1007, and additional duration on 1035. &lt;br /&gt;
For Pure builds, it furthers the TD pushdown of 1015 but Manipulation typically offers a greater benefit.&lt;br /&gt;
For all builds, each rank gives a flat +2 second increase to song durations, hence why it can be important for low level bards.&lt;br /&gt;
&lt;br /&gt;
===[[Mental Lore, Manipulation]]===&lt;br /&gt;
[[Mental Lore, Manipulation]] affects [[1002]], [[1004]], and [[1030]].&lt;br /&gt;
1030 is the biggest influence.  Manipulation allows you to improve the power of the spell as if you were playing an instrument.  At 60 ranks you cause damage as though playing a mastered two-handed instrument without one; 15 additional ranks are required to do the same against a single target.&lt;br /&gt;
&lt;br /&gt;
===[[Elemental Lore, Air]]===&lt;br /&gt;
Air Lore is great for 1035 and Sonic gear.&lt;br /&gt;
&lt;br /&gt;
==Sonic Equipment==&lt;br /&gt;
[[1009]] and [[1012]] has a base of 2x, growth of 1/2 bonus per rank&amp;lt;br&amp;gt;&lt;br /&gt;
[[1014]] has a base of 3x, growth of 1/2 bonus per rank&amp;lt;br&amp;gt;&lt;br /&gt;
All have a max of 7x&lt;br /&gt;
&lt;br /&gt;
===Sonic Shield===&lt;br /&gt;
A Sonic Shield is the best shield you can use in Elanthia.  For one thing it is nearly weightless.  In addition, the Air Lore benefit for [[1009|Sonic Shield]] is AMAZING!  At 20/50/100 ranks of air lore, the shield is effectively -1/-2/-3 sizes for purposes of penalties. This means at 100 air ranks, a tower shield reduces evade chances and DS as if it were a small shield.  To maximize DS you will always want to sing the smallest shield you can to maintain your evasion.  At 20 ranks of air lore that would be a medium shield, at 50 ranks a large, and at 100 ranks a tower shield.&lt;br /&gt;
&lt;br /&gt;
===Sonic Weapons===&lt;br /&gt;
Sonic weapons are one of the best reasons to be a physical bard. Much like sonic shields they are almost weightless.  Plus, all sonic weapons have strong air flares.  With air lore, you can even get a chance for a second flare. This increases at 3% per seed 3 summation.  This uses continuous, rather than discrete growth, so each rank adds a fraction of that 3% instead of gaining 3% in chunks at specific breakpoints.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That said there are many variables involved in the choice between a sonic weapon or a physical one.  The first thing to account for is your bard ranks and air lore ranks versus your next best physical weapon alternative.  Not using a sonic weapon will save you mana on your renewal cycle, which can be channeled towards [[1035]] or more [[1030]] for damage.  One important thing to remember is that Sonic Weapons cannot be disarmed.  If you&#039;re fighting something with Disarming CMANs you can just use a sonic weapon to avoid it completely.&lt;br /&gt;
&lt;br /&gt;
===Sonic Armor===&lt;br /&gt;
Sonic armor is great, especially when you first receive the spell.  You get to choose the ASG when you cast it.  This means that as you train up your armor use you can continuously improve the ASG of your armor without having to buy new sets.  On top of that sonic armor is 25% of the standard weight for armor of the ASG you choose.  That provides quite a nice bonus for encumbrance.  Also, sonic armor has built in resistance to heat, cold, and electric attacks that grows with your training in the bard circle and air lore.  It also has a small vulnerability to impact attacks but that one does not change.  Sonic Armor is the only sonic equipment that starts at 3x, which means it will max out at 40 Spellsongs, where shield and weapon take 50 spellsongs.  The growing availability of padding for physical armor does make sonic armor the most replaceable of the sonic gears.&lt;br /&gt;
----&lt;br /&gt;
==Spell Research Training==&lt;br /&gt;
This spell progression applies to all bard builds.&lt;br /&gt;
&lt;br /&gt;
The recommended spell progression path is:&lt;br /&gt;
Bard Spellsongs to 1020&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Elemental Spells to 430&amp;lt;br&amp;gt;&lt;br /&gt;
Bard Spellsongs up to equal to your level&amp;lt;bard&amp;gt; &lt;br /&gt;
&lt;br /&gt;
There are multiple reasons for this:&lt;br /&gt;
*Unlocking Sonic Armor (1014) is incredibly powerful because it allows you to keep yourself in the highest ASG you are trained for until you are fully trained for your chosen armor.&lt;br /&gt;
*[[1030]] and [[1035]] are extremely mana intensive. If you unlock then at level 30 and 35 respectively, you will not have the max mana pool to support utilizing them.&lt;br /&gt;
*The AS bonus from additional bard songs for [[1007|Kai&#039;s Triumph Song (1007)]] maxes out at 17 Bard Ranks.&lt;br /&gt;
*The 20th rank of Bard gives +2 DS total due to rounding on 1010 and 1014. This makes it worth picking up the 20th rank after song of Mirrors, even if you do not care about [[1020|Traveler&#039;s Song]]&lt;br /&gt;
*The first 20 bard songs are objectively better than the first 20 Minor Elemental spells and should be prioritized first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Proof for this Conclusion:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Using an Excel Spreadsheet that analyzes AS, DS, and CS for Minor Elemental/Bard Ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
Assuming 1012 or 411 is used, whichever has the superior AS bonus&amp;lt;br&amp;gt;&lt;br /&gt;
Assuming 1014 is used.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Measurement !!Times when Bard 35 First is highest !!Times When MnE 30 is Highest!!Times when Bard20 -&amp;gt; MnE 30 -&amp;gt; Bard35 is Highest&lt;br /&gt;
|-&lt;br /&gt;
|AS||31||47||38&lt;br /&gt;
|-&lt;br /&gt;
|DS||27||22||43&lt;br /&gt;
|-&lt;br /&gt;
|CS||30||31||36&lt;br /&gt;
|-&lt;br /&gt;
|Total:||88||100||117&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Ties were counted for both winners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Emphasizing Minor Elemental before 1035 is also 100% dependent on being a SOLO player. If you have a pocket wizard, mana battery, and all other sorts of helpers available, the gap diminishes to a point of pure subjectivity. Multi-account builds can be VERY different than solo builds to maximize performance of a group. This guide is really only dealing with solo builds.&lt;br /&gt;
&lt;br /&gt;
It is worth noting that everything evens out at after you have the 65 spell ranks regardless.&lt;br /&gt;
&lt;br /&gt;
=Training=&lt;br /&gt;
This is broken down into &#039;&#039;&#039;Core Training&#039;&#039;&#039;, and &#039;&#039;&#039;Discrete Training&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Core training&#039;&#039;&#039; includes skills you train in a certain amount each level for that build.&lt;br /&gt;
*&#039;&#039;&#039;Discrete Training&#039;&#039;&#039; includes skills that you want to hit a breakpoint on.&lt;br /&gt;
&lt;br /&gt;
==Common Core Training==&lt;br /&gt;
Core training for ANY bard:&lt;br /&gt;
*1x [[Dodging]] (6/6)&lt;br /&gt;
*1x [[Physical Fitness]] (4/0)&lt;br /&gt;
*1x-1 [[Harness Power]] (0/5)&lt;br /&gt;
*1x [[Spell Research]] (0/17)&lt;br /&gt;
*1x [[Perception]] (0/3)&amp;lt;br&amp;gt;&lt;br /&gt;
Total: (10/30)&lt;br /&gt;
&lt;br /&gt;
==Common Discrete Training==&lt;br /&gt;
*50 Ranks in [[Armor Use]]&lt;br /&gt;
*50 Ranks [[Climbing]]&lt;br /&gt;
*50 Ranks [[Swimming]]&lt;br /&gt;
*25 Ranks [[Mental Lore, Telepathy]] (This can be dropped by Pure bards until they have 75 ranks of [[Mental Lore, Manipulation]])&lt;br /&gt;
&lt;br /&gt;
==The Polearm Bard==&lt;br /&gt;
A lot of support for polearm bards actually lies within racial selection. Polearms are some of the highest Damage Factor weapons in Elanthia, at the cost of higher RTs. This makes their AgiDex requirement for minimizing RTs a major factor.  Since they are also fairly heavy weapons, the weightlessness of sonic weapons is a major boon. Given the potency of [[1035|Song of Tonis]], polearm bards are eventually swinging the highest DF weapons available in the minimum amount of time possible.  This, coupled with the impressive flares on sonic weapons, makes them exceptionally deadly hunters.&lt;br /&gt;
&lt;br /&gt;
===Polearm Bard Core Training===&lt;br /&gt;
*1x [[Combat Maneuvers]] (8/4) &lt;br /&gt;
*2x [[Polearm Weapons]] (18/3)&lt;br /&gt;
*1x [[Physical Fitness]] (4/0)&lt;br /&gt;
*1x [[Dodging]] (6/6)&lt;br /&gt;
*1x-1 [[Harness Power]] (0/5)&lt;br /&gt;
*1x [[Spell Research]] (0/17)&amp;lt;br&amp;gt;&lt;br /&gt;
Total: (36/35)&lt;br /&gt;
&lt;br /&gt;
===Polearm Bard Discrete Training===&lt;br /&gt;
*50 Ranks in [[Armor Use]]&lt;br /&gt;
*25 Ranks [[Mental Lore, Telepathy]]&lt;br /&gt;
*1x [[Perception]]&lt;br /&gt;
*1x [[Elemental Lore, Air]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*50 Ranks [[Climbing]]&lt;br /&gt;
*50 Ranks [[Swimming]]&lt;br /&gt;
*30/55 [[Multi-Opponent Combat]] Ranks&lt;br /&gt;
*[[Magic Item Use]]&lt;br /&gt;
&lt;br /&gt;
===Polearm Bard Discrete Training Prioritization===&lt;br /&gt;
Start with the 25 ranks of [[Mental Lore, Telepathy]]. Telepathy will increase spellsong duration by 2 seconds per rank. At low levels, this increased spellsong duration is the greatest benefit you can get from your spare training points.  In addition you have the AS bonus Telepathy gives for [[1007]].&lt;br /&gt;
&lt;br /&gt;
As bards can only single in Mental Lores, you will likely find yourself with extra points beyond this.  These other points should be used for [[Armor Use]] up to 50 ranks. The impacts of armor make maximizing your armor early on the best thing you can do for your survivability. Fifty ranks in Armor will train off as much as you can for RT, Maneuver, and Bard Hinderance for Augmented Chain (ASG15). &lt;br /&gt;
&lt;br /&gt;
These goals will take most bards into their 40s level wise. After this, powering in spell research until you unlock both 1020 and 430 will be the most efficient use of TPs. &lt;br /&gt;
&lt;br /&gt;
After that, training branches subjectively depending on your weapon, hunting grounds, and personal preferences.&lt;br /&gt;
*Bards using sonic gear will find building up [[Elemental Lore, Air]] beneficial.&lt;br /&gt;
*Those hunting in Rivers Rest, Solhaven, or Icemule may want to pick up Climbing/Swimming a bit earlier&lt;br /&gt;
*Multi-Opponent combat is fun but it tends to be more of a nice-to-have rather than a major training requirement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Sword and Board Bard==&lt;br /&gt;
Using a one-handed weapon and shield provides a much higher DS than a two-handed weapon or polearm.  Additionally, there are the benefits already discussed to using a Sonic Shield.  Even if bards do not have access shield maneuvers, they are one of the classes that gets some of the greatest benefit from shields.  A tower shield with the evasion reduction of a small shield is extremely powerful defensively.&amp;lt;br&amp;gt;&lt;br /&gt;
A single, small one-handed weapon gives you the ability to make ample use of air flares for some amazing damage.&lt;br /&gt;
&lt;br /&gt;
===Sword and Board Bard Core Training===&lt;br /&gt;
*1x [[Combat Maneuvers]] (8/4) &lt;br /&gt;
*2x [[Edged Weapons]]  or [[Brawling]](9/3)&lt;br /&gt;
*1x [[Shield Use]] (5/0)&lt;br /&gt;
*1x [[Physical Fitness]] (4/0)&lt;br /&gt;
*1x [[Dodging]] (6/6)&lt;br /&gt;
*1x-1 [[Harness Power]] (0/5)&lt;br /&gt;
*1x [[Spell Research]] (0/17)&lt;br /&gt;
*1x [[Elemental Lore, Air]] (0/8)&lt;br /&gt;
*1x [[Perception]](0/3)&amp;lt;br&amp;gt;&lt;br /&gt;
Total: (32/46)&lt;br /&gt;
Yes this will be tight.&lt;br /&gt;
&lt;br /&gt;
===Sword and Board Bard Discrete Training===&lt;br /&gt;
*50 Ranks in [[Armor Use]]&lt;br /&gt;
*25 Ranks in [[Mental Lore, Telepathy]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*50 Ranks [[Climbing]]&lt;br /&gt;
*50 Ranks [[Swimming]]&lt;br /&gt;
*30/55 [[Multi-Opponent Combat]] Ranks&lt;br /&gt;
*[[Magic Item Use]]&lt;br /&gt;
&lt;br /&gt;
===Sword and Board Discrete Training Priorities===&lt;br /&gt;
Most of the training is similar between the polearm and sword/board builds. This build has the same overall prioritization in the Discrete training, 25 Telepathy, 50 armor, spells to 1020 and 430.  The 1x Air Lore is part of the Core Training for sword/board due to the relative strength of sonic shield, and the reliance on air flares from a sonic weapon for kill speed. Therefore, it will take longer to get the telepathy ranks than it does for the polearm build.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Archer Bard==&lt;br /&gt;
Archery is one of the most powerful attack forms in Elanthia.  Archers can easily combine master fletched, e-bladed arrows with a 5x bow to make a fairly cheap 10x weapon. Archery Bards do lose out on a few bard-specific tools, specifically sonic weapon and shield, but that can be a fair trade off for the power of archery.  &lt;br /&gt;
&lt;br /&gt;
===Archery Bard Core Training===&lt;br /&gt;
*2x [[Ranged Weapons]] (12/6)&lt;br /&gt;
*1x [[Ambush]] (4/4)&lt;br /&gt;
*1x [[Physical Fitness]] (4/0)&lt;br /&gt;
*1x [[Dodging]] (6/6)&lt;br /&gt;
*1x [[Harness Power]] (0/5)&lt;br /&gt;
*1x [[Spell Research]] (0/17)&lt;br /&gt;
*2x [[Perception]] (0/9)&amp;lt;br&amp;gt;&lt;br /&gt;
Total: (26/47)&lt;br /&gt;
&lt;br /&gt;
===Archery Bard Discrete Training===&lt;br /&gt;
*50 Ranks in [[Armor Use]]&lt;br /&gt;
*25 Ranks [[Mental Lore, Telepathy]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*50 Ranks [[Climbing]]&lt;br /&gt;
*50 Ranks [[Swimming]]&lt;br /&gt;
*75 Ranks of [[Elemental Lore, Air]]&lt;br /&gt;
*1x [[Combat Maneuvers]]&lt;br /&gt;
*[[Magic Item Use]]&lt;br /&gt;
&lt;br /&gt;
===Archery Bard Discrete Training Priorities===&lt;br /&gt;
Archer bards spend a lot of MTPs each level.  From the 2x Perception, increased weapon training costs, and the higher MTP requirement of Ambush as compared to Combat Maneuvers, archer bards will be strapped for mental points.  The ranks of Telepathy lore and, eventually, air lore are going to be farther out than other physical builds.  &lt;br /&gt;
Archer bards do not utilize the double flaring potential of sonic weaponry. Nor will they get to ignore disarm, due to their lack of a sonic weapon.  Air Lore is ONLY going to be beneficial for 1035 roundtime reduction and possibly sonic armor. Since aiming shots also adds 1 RT, archer bards really need to get to 75 ranks of Air Lore for the maximum 1035 RT reduction. Unfortunately, since this build is already VERY MTP intensive, it will not be easy to balance all of the necessary skill training without sacrificing stat placement or slowing overall power growth.&lt;br /&gt;
&lt;br /&gt;
As the AS bonus from [[1007|Kai&#039;s Song of Triumph]] caps out at 17 ranks in Bard Circle, the only way to improve AS growth at a competitive rate will be a heavy investment in Minor Elemental. This means trading .5 Dodge and .5 DS per spell rank from increasing the Bard Circle for .5 DS, .5 TD, and .5 AS from the Minor Elemental Circle. &amp;lt;br&amp;gt;&lt;br /&gt;
[[1040|Troubadour&#039;s Rally]] is important at higher levels, in terms of keeping songs up, so bard ranks should be taken at least that far.  With 1x spell research that will get the archer bard to 62 ranks in Minor Elemental. On the bright side, that leaves some room for growth post cap.&lt;br /&gt;
&lt;br /&gt;
==The Two Weapon Bard==&lt;br /&gt;
What could be better than a sonic weapon that can flare twice in a hit? Swinging a sonic weapon and another flaring weapon at the same time.  Two-Weapon Combat Bards can be a whirling dervish of flaring death. &lt;br /&gt;
&lt;br /&gt;
TWC is a very expensive build and this path opens up fewer additional training options.  It will also take much longer to reach all of the training goals.  The payoff can certainly be worth it though.&lt;br /&gt;
&lt;br /&gt;
===TWC Bard Core Training===&lt;br /&gt;
*2x [[Two Weapon Combat]] (9/6)&lt;br /&gt;
*2x [[Edged Weapons]] or [[Brawling]](9/3)&lt;br /&gt;
*1x [[Combat Maneuvers]] (8/4)&lt;br /&gt;
*1x [[Physical Fitness]] (4/0)&lt;br /&gt;
*1x [[Dodging]] (6/6)&lt;br /&gt;
*1x [[Harness Power]] (0/5)&lt;br /&gt;
*1x [[Spell Research]] (0/17)&lt;br /&gt;
*1x [[Perception]](0/3)&amp;lt;br&amp;gt;&lt;br /&gt;
Total: (36/44)&lt;br /&gt;
&lt;br /&gt;
===TWC Bard Discrete Training===&lt;br /&gt;
*50 Ranks in [[Armor Use]]&lt;br /&gt;
*25 Ranks [[Mental Lore, Telepathy]]&lt;br /&gt;
*1x [[Elemental Lore, Air]]&lt;br /&gt;
*[[Elemental Mana Control]]&lt;br /&gt;
*[[Mental Mana Control]]&lt;br /&gt;
*50 Ranks [[Climbing]]&lt;br /&gt;
*50 Ranks [[Swimming]]&lt;br /&gt;
*30/55 Ranks [[ Multi-Opponent Combat]]&lt;br /&gt;
*[[Magic Item Use]]&lt;br /&gt;
&lt;br /&gt;
===TWC Bard Discrete Training Priorities===&lt;br /&gt;
The discrete training of the TWC bard is similar to that of the other melee builds.  Priority should be given to 25 ranks of Telepathy lore and 50 ranks of [[Armor Use]].  Then spells should be taken up to 1020 and 430.  Unfortunately, while air lore is almost as important to the TWC bard as it is to the Sword/Bard bard, there is simply no room for it in the core build.  After spells, air lore should be a priority unless the bard desperately needs some climbing and/or swimming.&lt;br /&gt;
&lt;br /&gt;
==The Pure Bard==&lt;br /&gt;
&lt;br /&gt;
Melting faces with music is the realm of the Pure Bard. Imagine playing the intro to Dragonforce: Through the Fire and Flames in a room of 50 Ithzir and then BAM, all of their heads explode! That is the Pure Bard.  This build also has the fringe benefit of longer purification sessions, and more silvers from gems.  This is a result of the heavy investment into Manipulation Lore.&lt;br /&gt;
&lt;br /&gt;
===Pure Bard Core Training===&lt;br /&gt;
*2x [[Shield Use]] (15/0)&lt;br /&gt;
*1x [[Dodging]] (6/6)&lt;br /&gt;
*1x [[Physical Fitness]] (4/0)&lt;br /&gt;
*1x [[Harness Power]] (0/5)&lt;br /&gt;
*1x [[Spell Research]] (0/17)&amp;lt;br&amp;gt;&lt;br /&gt;
Total: (25/22)&lt;br /&gt;
&lt;br /&gt;
===Pure Bard Discrete Training===&lt;br /&gt;
*75 Ranks [[Mental Lore, Manipulation]]&lt;br /&gt;
*25 Ranks [[Mental Lore, Telepathy]]&lt;br /&gt;
*50 Ranks in [[Armor Use]]&lt;br /&gt;
*Moar [[Spell Research]]!&lt;br /&gt;
*75 Ranks [[Elemental Lore, Air]]&lt;br /&gt;
*25 [[Mental Mana Control]]&lt;br /&gt;
*50 Ranks [[Climbing]]&lt;br /&gt;
*50 Ranks [[Swimming]]&lt;br /&gt;
*1x [[Perception]]&lt;br /&gt;
*2x [[Brawling]]&lt;br /&gt;
*[[Magic Item Use]]&lt;br /&gt;
&lt;br /&gt;
===Shield versus Runestaff===&lt;br /&gt;
There have been quite a few discussions about the use of a shield versus a runestaff for a Pure Bard. A Runestaff is certainly viable and has some benefits, but DS will be much better with a shield.  It will also require additional magical ranks per level to gather viable runestaff DS.  The best training point investment for runestaff defense would be obtained through [[Magic Item Use]] and [[Arcane Symbols]]. However, the Pure Bard already trains heavily in mental skills, so they will run an MTP deficit. One rank of AS, and 1 rank of MIU is will cost 0/8 or 16/0 once TPs are converted. It is cheaper to get 2 ranks in shield use by 1 PTP and it will provide more DS. Additionally, many pure bards feel that the high crit-kill rate of 1030 renders runestaff flares less effective.  There are pros and cons to either choice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===When to Pure===&lt;br /&gt;
Opinions about this are markedly split.&lt;br /&gt;
&lt;br /&gt;
Once a bard has the TPs to have 1030, 430, and 60 ranks in Armor, while also being up to level in the core training and lores, they are probably alright to convert over to a Pure Bard. If stats are placed for mid tier growth (that is, starting to max out around 50-60 range), this is possible as early as level 40, though it may be safer to wait until roughly level 60.  Be warned that mana pool will still be quite low at this point.  Find out which creatures have mana but few worn spells: [[Mental Mana Control]] can help extend hunts by utilizing Song of Unraveling (1013) against them while in the field, and carrying blue or crystal wands will let them be drained as batteries.&lt;br /&gt;
&lt;br /&gt;
If the Bard is still training in a weapon style--to possibly include Shield Use--just for the ability to sit in Guarded while casting, then yes, training points will be tight.  (For example, only 52 Songs known at 46th level; though less-than-doubled in weapon.)  Whereas if those points are sunk into magical skills towards runestaff defense, to include forgoing CM ranks, that changes dramatically.  (Same Bard, retrained, with no weapon or shield or CM, to 41 Songs and 30 Minor Elemental [enough to self-cast both Targeting and Barrier].)  Another key is, once the Bard &#039;&#039;has&#039;&#039; all of those magical skills, to then go ahead and &#039;&#039;use&#039;&#039; them: pick up cheap imbeds, and save scrolls found in treasure or on a pawn table.  Routinely head out hunting wearing everything from every profession, because the ranks of Item Use and Symbols will give good benefits for a good duration.&lt;br /&gt;
&lt;br /&gt;
===Pure CS Calculation===&lt;br /&gt;
Up to level, Bard Circle grant +1 CS per rank&amp;lt;br&amp;gt;&lt;br /&gt;
+1 to +20 over level Bard Circle grants +.75 CS per rank&amp;lt;br&amp;gt;&lt;br /&gt;
From +21 to +60 over level, Bard Circle grants +.5 CS per rank&lt;br /&gt;
&lt;br /&gt;
425 adds +.5 CS Per rank up to 75 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
Up to 2/3 level, and before 75 ranks, Minor Elemental grants .83 CS (.33 CS + .5 from 425)&amp;lt;br&amp;gt;&lt;br /&gt;
From 2/3 up to level, Minor Elemental grants .6 CS (.1 CS + .5 from 425)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Simply Put&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*If Bard Ranks &amp;lt; Level Then train Bard&lt;br /&gt;
*If Bard Ranks = Level &amp;amp; Minor Elemental &amp;lt; 2/3 level Then train Minor Elemental&lt;br /&gt;
*If Bard Ranks =&amp;lt; Level + 20 &amp;amp; Minor Elemental = 2/3 Level, Then Train Bard&lt;br /&gt;
*If Bard Ranks =&amp;gt; Level +20 &amp;amp; Minor Elemental &amp;lt; 75, then train Minor Elemental&lt;br /&gt;
*If Minor Elemental = 75, Then Train Bard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bard CMAN Selection==&lt;br /&gt;
&#039;&#039;&#039;For Melee Bards&#039;&#039;&#039;&lt;br /&gt;
There are a few offensive CMANs that are perfect for the different builds:&amp;lt;br&amp;gt;&lt;br /&gt;
*Polearm Bards have access to Charge&amp;lt;br&amp;gt;&lt;br /&gt;
*Sword and Board make great use of Shield Bash&amp;lt;br&amp;gt;&lt;br /&gt;
*TWC builds benefit from Hamstring&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After capping the best offensive CMAN, there are a lot of points left to put towards defensive skills:&amp;lt;br&amp;gt;&lt;br /&gt;
*Bandits use Cheapshot, Tackle, Hamstring, Feint, Subdual Strike, Sweep&amp;lt;br&amp;gt;&lt;br /&gt;
Of course, Defensive CMANs include:&amp;lt;br&amp;gt;&lt;br /&gt;
*Combat Focus (+2 TD)&amp;lt;br&amp;gt;&lt;br /&gt;
*Combat Movement (+2 DS)&amp;lt;br&amp;gt;&lt;br /&gt;
*Cunning Defense (+3 Combat Maneuver Defense)&lt;br /&gt;
*Disarm Weapon can be good if you are using a physical weapon.&lt;br /&gt;
*Bards who enjoy group hunting could potentially use Side-by-side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Ranged Bards&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Multi-Fire is a terrible maneuver that no archer should ever take. Mfire attacks cannot be aimed and there is no roundtime advantage to using it.&amp;lt;br&amp;gt;&lt;br /&gt;
*Ranged Bards WILL need to train in Disarm as they are not using a sonic weapon to be immune.  An archer generates a great deal of DS from their bow and losing it can be deadly.&amp;lt;br&amp;gt;&lt;br /&gt;
*Beyond that refer to the defensive CMAN options above.&lt;br /&gt;
&lt;br /&gt;
=Societies=&lt;br /&gt;
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.&lt;br /&gt;
&lt;br /&gt;
==CoL==&lt;br /&gt;
COL is the society for people who love big numbers. The society offers very little outside of the core AS/DS benefits, but those additional benefits are pretty nice mechanically.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Staunching stops all bleeding for 1 mana.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Healing is full Health for 2 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Wracking is full mana for 5 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
Sign of Darkness is a teleport back to town for 6 spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keeping some of these signs up costs spirit.  Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs.  Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. &lt;br /&gt;
&lt;br /&gt;
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races.&lt;br /&gt;
&lt;br /&gt;
==GoS==&lt;br /&gt;
Sunfist is an attractive option, depending on your playstyle.  It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]].  This includes bolts and fire can be VERY effective against a warcamp full of trolls.  On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.&lt;br /&gt;
&lt;br /&gt;
Sigil of Power converts 50 stamina to 25 mana, and often bard CMAN points are better used in defensive skills, leaving stamina free.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Escape provides protection against Stun/web/binds/etc, once per day.  This is definitely going to save your life at times and is a nice alternative to 1040.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Sigil of Concentration provides a +10 boost to mana recovery per pulse.&amp;lt;br&amp;gt;&lt;br /&gt;
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant.  They can be one of many professions and have the abilities to match.  Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly.  &lt;br /&gt;
&lt;br /&gt;
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute.  Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.&lt;br /&gt;
&lt;br /&gt;
==Voln==&lt;br /&gt;
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.&lt;br /&gt;
&lt;br /&gt;
Symbol of blessing is useless for all but Archer Bards because sonic weapons are permablessed.  The ability to UAC without needing a bless can be helpful to the new subset of brawling bards.&lt;br /&gt;
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage.  &lt;br /&gt;
&lt;br /&gt;
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.&lt;br /&gt;
&lt;br /&gt;
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.&lt;br /&gt;
&lt;br /&gt;
Voln&#039;s symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. With sonic weapons melee bards can fight undead, and pures can just spellcast. Undead are typically pretty easy targets to hunt relative to other critters at like levels, so a lot of time is typically spent hunting them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Useful Links=&lt;br /&gt;
*[[Loresinging]]:  One of the premier services a bard can provide.  This is an in depth explanation of it.&lt;br /&gt;
*[[Purification Song (1004)]]:  Another important skill for a bard wanting to make some extra silver.  If anyone has a good purification guide I would like to add it here.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Bard]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spell_Block&amp;diff=151794</id>
		<title>Spell Block</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spell_Block&amp;diff=151794"/>
		<updated>2021-07-26T21:13:35Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = spellblock&lt;br /&gt;
  |type = Passive Buff&lt;br /&gt;
  |requirements = An [[ensorcell]]ed or anti-magical (veil iron/krodera/kroderine) shield that you are maintaining the prerequisite ranks of [[Shield Focus]] in.&lt;br /&gt;
  |availableto = [[Warrior]]s, [[Rogue]]s, [[Paladin]]s&lt;br /&gt;
  |availablein = Shield Specializations&lt;br /&gt;
  |prereqs = Any [[Shield Focus]] (at rank 3)&lt;br /&gt;
}}&lt;br /&gt;
{{PSMcosts&lt;br /&gt;
  |sq1 = 10|se1 = -  |pu1 = -&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = You have learned how to harness the unnatural energy of your shield to block hostile ball and bolt spells cast at you.&lt;br /&gt;
  |mechanics = Allows the blocking of magical ball/bolt spells at 75% of your normal block chance, provided that you are using an ensorcelled or anti-magical shield to do so.&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146932</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146932"/>
		<updated>2021-04-14T19:27:17Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Possible Sorc Changes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_sorc.jpg]]&lt;br /&gt;
| name = Sorcerer&lt;br /&gt;
| type = [[Elemental]]/[[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]&lt;br /&gt;
| prime = [[Aura]], [[Wisdom]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/1 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/6 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/6 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; are [[pure]] spell casters affluent in both [[elemental]] and [[spiritual]] [[magic]]. They also possess knowledge of an ancient, arcane [[spell circle|circle]] of magic which can only be explained as a &#039;hybrid&#039; of both types. The two primary foci of sorcerous magic are [[Sorcerous Lore, Demonology|Demonology]] and [[Sorcerous Lore, Necromancy|Necromancy]], though it also commands the manipulation of [[flows of essence|essence]] and a number of [[illusion]]s. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on [[:category:Attack Spells|combat-oriented magic]]. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.&lt;br /&gt;
&lt;br /&gt;
=== Related Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]&lt;br /&gt;
&lt;br /&gt;
== [[Race]] &amp;amp; [[Statistics]] ==&lt;br /&gt;
Race is a [[roleplaying]] choice.  See [[list of statistic growth rates]] for how to place stats to max at cap and adjust for maximum points allowed and if maxing certain stats earlier is desired.&lt;br /&gt;
&lt;br /&gt;
== [[Skills]] ==&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
&lt;br /&gt;
Although sorcerers are primarily focused on magic, most will still hunt to earn [[experience]], [[fame]], and [[treasure]]. Due to the physical nature of combat, minimums of certain skills are trained during the earlier [[level]]s (0-30) of the sorcerer&#039;s career.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Training this skill is required to obtain [[hitpoint]]s. Even though pures tend to survive by &#039;&#039;not&#039;&#039; getting hit, it is still recommended that sorcerers train 1&amp;amp;times; per level for defense (or at least to mitigate damage) against [[creature maneuver]]s.  &lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:The amount a sorcerer should train this skill depends upon which type of armor the player selects for their character. Most commonly sorcerers are seen with robes (0% spell failure, 0 ranks armor use), full leather (0% spell failure, 4 ranks armor use), or double leathers (2% spell failure, 8 ranks armor use). Heavier armors provide better protection, but also carry a high percentage of spell failure. Whatever the choice, it is highly recommended that the character be considered &#039;fully trained&#039; for their armor. This will eliminate any movement and maneuver penalties, as well as reduce the amount of spell failure to the lowest possible percentage.&lt;br /&gt;
&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:Most will opt to defend their sorcerer with a [[runestaff]] which does not require weapon training to be used as a defensive tool. Thus it is the minority who choose otherwise, usually selecting one of the weapon skill types ([[Edged Weapons|edged]], [[Blunt Weapons|blunt]], [[Two-Handed Weapons|two-handed]], [[Ranged Weapons|ranged]], [[Thrown Weapons|thrown]], [[Polearm Weapons|polearm]], or [[Brawling|hand-to-hand combat]]) to dedicate themselves to. Those who choose a one-handed weapon type most likely train Shield Use as well. &lt;br /&gt;
&lt;br /&gt;
:Due to the fact that sorcerers can only train once per level in the weapon types, they experience a large disparity in [[attack strength]] when compared to their [[square]] counterparts. Unfortunately, creature defenses will reflect the abilities of those &#039;&#039;most&#039;&#039; capable, which results in a very challenging progression for weapon-wielding sorcerers past level fifty. The expenditure of training points on weapon skills is not without its benefits, though. Sorcerers skilled with weapons possess an additional form of attack to supplement their magic, or replace it if their [[mana]] supply is low or they have sustained an injury which prevents them from casting. Additionally, those skilled with weapons also experience [[defensive strength]]s greater than what is capable from a runestaff and/or spells alone.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Reserved for those who have chosen to utilize a one-handed weapon or are dissatisfied with the defense offered by runestaves (especially in more offensive [[stance]]s). Between 0.5&amp;amp;times; and 1&amp;amp;times; ranks per level is recommended for either of these purposes.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Sorcerers will generally not train in combat maneuvers until higher levels or after level 100 (cap).  These are primarily for defensive purpose, and as such the more popular choices are [[Cunning Defense]] and [[Disarm Weapon]].  Given the large cost of gaining these combat maneuvers for [[Pure|pures]], a capped sorcerer fully trained in combat maneuvers would have barely enough points to master both of these two skills.  Obviously, any sorcerers planning to swing a weapon will have more reason to train in this skill for offensive purposes, since their AS will already be comparatively low.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Available Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
|&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Though expensive, this skill can actually help sorcerers in a few areas. First, [[area of effect]] spells (such as [[Implosion]]) will affect more opponents more often with proficiency in this skill. Second, [[ball spell]]s can &#039;splash&#039; more additional targets.   It should be emphasized that just a small number of ranks, even one or two, are quite effective for striking additional opponents.  Finally, MOC affords the character increased defenses against [[Multi_Opponent_Combat#Force_on_Force|force on force]] mechanics, when being swarmed by multiple foes.  All benefits considered, this skill is more of a bonus than something a sorcerer should dedicate themselves to.  More than five or ten ranks is probably foolish for a magically-oriented sorcerer.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
&lt;br /&gt;
Being a [[pure]] profession, sorcerers typically concentrate the majority of their training points on their magical skills. Those who choose to defend themselves with a [[runestaff]] will generally obtain one rank per level of each type of magical skill for the course of their character&#039;s career. This strategy also helps bolster the general magical capabilities of their character. It is quite common for sorcerers to be converting their physical training points to be used on magical skills.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Easily the most important skill for a sorcerer. The majority of a sorcerer&#039;s attack spells are [[warding]] based, and spell ranks are the most influential factor in [[casting strength]] (CS). Anything less than 2 ranks per level is considered foolish, many opt for more. It is possible to train up to 3 ranks per level, though the cost is prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Another important skill, ranks in this skill equal to or less than the character&#039;s level increases their maximum mana capacity by three. Ranks exceeding one&#039;s level will only garner one additional mana capacity. Each rank will also increase the rate at which mana is regenerated naturally. Although it is a significant cost for a small benefit to train ranks in excess of one&#039;s level, some don&#039;t mind the expenditure. 2&amp;amp;times; per level is particularly common among lower level ranges, but most average 1&amp;amp;times; once their mana supply reaches a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]] and [[Magic Item Use]]&lt;br /&gt;
:Both staple magical skills for the sorcerer. One rank per level in both of these skills is expected. In addition to being cheap skills for the runestaff, each rank adds to the success and duration of magic activated from [[scroll]]s and [[magic item]]s respectively. Both skills are primary factors in the success of [[Scroll Infusion (714)]], and secondary factors in [[Ensorcell (735)]]. MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]].&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] and [[Elemental Mana Control]]&lt;br /&gt;
:1&amp;amp;times; per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of [[SEND (verb)|sharing mana]], increased mana regeneration, and access to the [[MANA (verb)|MANA verb abilities]], these skills offer significant benefits for spells in all three trained circles. Most notably, the mana cost of focused [[Implosion (720)]] is reduced by training in MCs. The amount of mana returned by [[Dark Catalyst (719)]], success of both [[Animate Dead (730)]] and [[Planar Shift (740)]], and the ability to share mana with [[minor demon]]s are all increased by these skills. MC skill also determines the percentage chance of a demon flare on [[Balefire (713)]]. Significant amounts of MCs have been known to reduce the amount of mana required when performing Scroll Infusion as well.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Adds directly to the power of a sorcerer&#039;s focused [[Energy Maelstrom (710)]], and [[Implosion (720)]] spells. Those with less than 2&amp;amp;times; per level in this skill will have severe penalties to their CS when using the targeted version of [[Limb Disruption (708)]]. &lt;br /&gt;
&lt;br /&gt;
:Spell Aiming is also the primary factor when determining the [[attack strength]] (AS) of one&#039;s [[bolt spell]]s. Sorcerers have direct access to five bolt spells ([[Arcane Blast (1700)]], [[Fire Spirit (111)]], [[Balefire (713)]], and potentially [[Disintegrate (705)]] and [[Web (118)]]), and bolting can be a reliable form of attack against foes whose [[target defense]] (TD) is difficult to overcome.  Spell Aiming provides AS to &#039;&#039;any&#039;&#039; bolt spell, meaning a low level sorcerer proficiently trained in Spell Aiming could reliably use the wands of any profession to supplement mana.&lt;br /&gt;
&lt;br /&gt;
:It can be also considered a cheap magical skill in the sense that the majority of its cost is in physical training points, which sorcerers often have an excess of. Either don&#039;t train in Spell Aiming or train 2&amp;amp;times; per level.&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Demonology]]&lt;br /&gt;
:Demonology benefits seven sorcerer spells. It increases the weight limit of [[Phase (704)]], provides a chance for a [[Mind Jolt (706)]] stun to carry over to a new target, increases retribution success with [[Cloak of Shadows (712)]], increases the [[damage factor|DF bonus]] and maximum number of targets of [[Balefire (713)]], reduces the [[Torment (718)]] spell preparation restriction, increases the [[Minor Summoning (725)]] success rate and capabilities of the demon, and increases cross-[[realm]]s success rates and same-realm passenger capacity in [[Planar Shift (740)]].&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Necromancy]]&lt;br /&gt;
:Necromancy benefits eight sorcerer spells and [[Sacrifice]]. It increases hitpoint return of [[Blood Burst (701)]], increases chance of limb animation in [[Limb Disruption (708)]], increases the [[Pain (711)]] damage and incapacitation potential, increases the number of charges and chance for reactive attack by [[Pestilence (716)]], and increases [[Maximum Animatable Level]] as well as success of [[Animate Dead (730)]].  It also increases the absorption rate of [[Necrotic Energy]] for [[Ensorcell]] and provides for additional attacks with flare benefits.  For Sacrifice, it will negate the spirit loss. &lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]]&lt;br /&gt;
:Elemental Lores (EL) benefit the spells [[Energy Maelstrom (710)]], [[Dark Catalyst (719)]], and [[Animate Dead (730)]] corpse explosions.  In addition, various Minor Elemental spells have EL benefits.  Please see the individual EL pages for specific information for each spell.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:[[Spiritual Lore, Summoning]] increases [[Curse (715)#Power|cursing power]], as well as giving modest benefits to a handful of [[Minor Spiritual]] spells; the main combat benefits are for those using bolt spells, as Summoning Lore increases the power of [[Fire Spirit (111)]] and unlocks the bolt version of [[Web (118)]].  [[Spiritual Lore, Blessings]] provides quite limited benefits to spells directly accessible by sorcerers and only with a significant dedication to training.  [[Spiritual Lore, Religion]] does not affect any spells native to sorcerers.&lt;br /&gt;
&lt;br /&gt;
=== General Skills ===&lt;br /&gt;
&lt;br /&gt;
There are a variety of secondary skills to train, each benefiting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:Certain locations require these skills in order to be traversed. Having some proficiency in both early on can save time and injury down the road.  Most characters are well-advised to get 5&amp;amp;ndash;10 ranks of swimming and 5&amp;amp;ndash;15 ranks of climbing at the outset, and then just increase the relevant skill as it becomes necessary (when the sorcerer has difficulty travelling to some location of interest).  Even though sorcerers will eventually learn [[Planar Shift (740)]] and may be able to circumvent such hazards, in order to set a planar rune, one still needs to be able to get to the location, and might not want to rely on friends to set [[gold ring]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:This skill helps in addition to Survival on attempts to [[forage]] items. The more ranks in perception the easier it becomes to find herbs.  It is a success factor in the [[Illusions]] guild skill.  It also helps for success with [[Piercing Gaze]], which is useful for [[popping boxes]].  It also aids in defense against [[creature maneuver]]s as much as [[combat maneuvers]], but at an extremely lower cost.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Training in this skill will help increase chances of success in foraging.  It also helps in reducing damage taken in frigid weather conditions such as those found in some of the [[Icemule Trace]] hunting areas. It also contributes toward [[skin]]ning ability.&lt;br /&gt;
 &lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in this skill will increase [[skin]]ning ability and is cheaper to train in than [[survival]] and allow tending and faster eating of herbs.&lt;br /&gt;
&lt;br /&gt;
== [[Spell]] and Ability Highlights ==&lt;br /&gt;
Sorcerers are the most effective profession at disabling creatures and have some of the best utility spells.&lt;br /&gt;
&lt;br /&gt;
;[[Sacrifice]]&lt;br /&gt;
:Turn the life force of [[creature|enemies]] into usable [[mana]], refresh and heal [[Animate Dead (730)|animates]], and infest future creature spawns with AS/DS/CS/TD penalties.&lt;br /&gt;
&lt;br /&gt;
;[[Alchemy]]&lt;br /&gt;
:Make a limited number of useful potions/trinkets with this trio of [[Sorcerer guild]] skills. [[Alchemy dye]]s, [[inky black potion]]s, and [[mana potion]]s are all useful.&lt;br /&gt;
&lt;br /&gt;
;[[Illusions]]&lt;br /&gt;
:A [[guild]] skill teaching visual manipulation of essence.&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate (705)]]&lt;br /&gt;
:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items.  Also available in bolt form.&lt;br /&gt;
&lt;br /&gt;
;[[Grasp of the Grave (709)]]&lt;br /&gt;
:Arms erupt from the floor and drag enemies down.&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of Shadows (712)]]&lt;br /&gt;
:A standard defensive spell with the ability to retaliate against an attacker when the sorcerer is [[stunned]]. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
;[[Scroll Infusion (714)]]&lt;br /&gt;
:The unique ability to unlock and [[recharge]] [[scroll]]s. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by [[Wizard|other magical professions]].&lt;br /&gt;
&lt;br /&gt;
;[[Curse (715)]]&lt;br /&gt;
:Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.&lt;br /&gt;
&lt;br /&gt;
;[[Pestilence (716)]]&lt;br /&gt;
:Both a defensive and offensive spell, self-cast Pestilence will store charges within the sorcerer to potentially backlash at anything that attacks, regardless of the success of the attack.&lt;br /&gt;
&lt;br /&gt;
;[[Implosion (720)]]&lt;br /&gt;
:One of the most destructive magics known to all of [[Elanthia]], a miniature [http://en.wikipedia.org/wiki/Gravitational_singularity singularity] is created, causing widespread destruction and a general sucking effect.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Summoning (725)]]&lt;br /&gt;
:Historically, the art of [[demonic summoning|summoning]] [[demon|extraplanar creatures]] is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of [[minor demon]]s which can perform a myriad of utility functions for their master.&lt;br /&gt;
&lt;br /&gt;
;[[Animate Dead (730)]]&lt;br /&gt;
:Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of [[undead]] creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one&#039;s [[creature|foes]] for attack or utility purposes, as well as fallen [[character|comrades]] to expedite rescues.&lt;br /&gt;
&lt;br /&gt;
;[[Ensorcell (735)]]&lt;br /&gt;
:While some may shun weapons and armor tainted by black magic, Ensorcell is an extremely popular service that provides a flaring bonus to AS/CS (on the next attack), or regenerates mana, stamina, spirit, or hitpoints.  Sorcerers gain [[Necrotic Energy]] needed to cast Ensorcell by hunting.  Sorcerers with knowledge of the spell may use temporary Ensorcell on their own staves/weapons, or cast for a lower level sorcerer for a 4 hour real time duration.&lt;br /&gt;
 &lt;br /&gt;
;[[Planar Shift (740)]]&lt;br /&gt;
:By [[SENSE (verb)|sensing]] the surrounding flows and recording their unique pattern into a [[Rune book|book]], a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective [[rune]]s and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately transport a traveler great distances.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Sorcerer 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;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||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;
==Profession Verbs==&lt;br /&gt;
&lt;br /&gt;
You can set a verb by using:  &amp;lt;verb&amp;gt; set profession&lt;br /&gt;
&lt;br /&gt;
* GAZE &amp;lt;person, creature, item&amp;gt; - You shift your eyes to &amp;lt;person&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Hybrid casting changes (saved post)]]&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer&#039;s%20Corner%20-%20Sorcerers/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Banter/view Banter]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view Spells]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Demonology/view Sorcerous Lore - Demonology]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Sorcerous Lore - Necromancy]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/So%20You%20Want%20to%20be%20a%20Sorcerer%3F/view So You Want to be a Sorcerer?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Roleplaying%20a%20Sorcerer/view Roleplaying a Sorcerer]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20General%20Discussion/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a sorcerer]] &lt;br /&gt;
*[[Pure sorcerer]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide| Goat&#039;s Mutant Sorcerer Guide] - for the rare few who want to use a weapon&lt;br /&gt;
*[[Comprehensive Sorcerer Guide]]&lt;br /&gt;
&lt;br /&gt;
=====Possible Sorcerer Changes=====&lt;br /&gt;
[https://docs.google.com/document/d/1vFQcOJVAVCMLnXD8UksBBxgFJDJE4xMVXCdVmxXPFBk/edit Possible Sorcerer Changes]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146931</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146931"/>
		<updated>2021-04-14T19:27:06Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_sorc.jpg]]&lt;br /&gt;
| name = Sorcerer&lt;br /&gt;
| type = [[Elemental]]/[[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]&lt;br /&gt;
| prime = [[Aura]], [[Wisdom]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/1 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/6 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/6 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; are [[pure]] spell casters affluent in both [[elemental]] and [[spiritual]] [[magic]]. They also possess knowledge of an ancient, arcane [[spell circle|circle]] of magic which can only be explained as a &#039;hybrid&#039; of both types. The two primary foci of sorcerous magic are [[Sorcerous Lore, Demonology|Demonology]] and [[Sorcerous Lore, Necromancy|Necromancy]], though it also commands the manipulation of [[flows of essence|essence]] and a number of [[illusion]]s. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on [[:category:Attack Spells|combat-oriented magic]]. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.&lt;br /&gt;
&lt;br /&gt;
=== Related Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]&lt;br /&gt;
&lt;br /&gt;
== [[Race]] &amp;amp; [[Statistics]] ==&lt;br /&gt;
Race is a [[roleplaying]] choice.  See [[list of statistic growth rates]] for how to place stats to max at cap and adjust for maximum points allowed and if maxing certain stats earlier is desired.&lt;br /&gt;
&lt;br /&gt;
== [[Skills]] ==&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
&lt;br /&gt;
Although sorcerers are primarily focused on magic, most will still hunt to earn [[experience]], [[fame]], and [[treasure]]. Due to the physical nature of combat, minimums of certain skills are trained during the earlier [[level]]s (0-30) of the sorcerer&#039;s career.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Training this skill is required to obtain [[hitpoint]]s. Even though pures tend to survive by &#039;&#039;not&#039;&#039; getting hit, it is still recommended that sorcerers train 1&amp;amp;times; per level for defense (or at least to mitigate damage) against [[creature maneuver]]s.  &lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:The amount a sorcerer should train this skill depends upon which type of armor the player selects for their character. Most commonly sorcerers are seen with robes (0% spell failure, 0 ranks armor use), full leather (0% spell failure, 4 ranks armor use), or double leathers (2% spell failure, 8 ranks armor use). Heavier armors provide better protection, but also carry a high percentage of spell failure. Whatever the choice, it is highly recommended that the character be considered &#039;fully trained&#039; for their armor. This will eliminate any movement and maneuver penalties, as well as reduce the amount of spell failure to the lowest possible percentage.&lt;br /&gt;
&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:Most will opt to defend their sorcerer with a [[runestaff]] which does not require weapon training to be used as a defensive tool. Thus it is the minority who choose otherwise, usually selecting one of the weapon skill types ([[Edged Weapons|edged]], [[Blunt Weapons|blunt]], [[Two-Handed Weapons|two-handed]], [[Ranged Weapons|ranged]], [[Thrown Weapons|thrown]], [[Polearm Weapons|polearm]], or [[Brawling|hand-to-hand combat]]) to dedicate themselves to. Those who choose a one-handed weapon type most likely train Shield Use as well. &lt;br /&gt;
&lt;br /&gt;
:Due to the fact that sorcerers can only train once per level in the weapon types, they experience a large disparity in [[attack strength]] when compared to their [[square]] counterparts. Unfortunately, creature defenses will reflect the abilities of those &#039;&#039;most&#039;&#039; capable, which results in a very challenging progression for weapon-wielding sorcerers past level fifty. The expenditure of training points on weapon skills is not without its benefits, though. Sorcerers skilled with weapons possess an additional form of attack to supplement their magic, or replace it if their [[mana]] supply is low or they have sustained an injury which prevents them from casting. Additionally, those skilled with weapons also experience [[defensive strength]]s greater than what is capable from a runestaff and/or spells alone.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Reserved for those who have chosen to utilize a one-handed weapon or are dissatisfied with the defense offered by runestaves (especially in more offensive [[stance]]s). Between 0.5&amp;amp;times; and 1&amp;amp;times; ranks per level is recommended for either of these purposes.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Sorcerers will generally not train in combat maneuvers until higher levels or after level 100 (cap).  These are primarily for defensive purpose, and as such the more popular choices are [[Cunning Defense]] and [[Disarm Weapon]].  Given the large cost of gaining these combat maneuvers for [[Pure|pures]], a capped sorcerer fully trained in combat maneuvers would have barely enough points to master both of these two skills.  Obviously, any sorcerers planning to swing a weapon will have more reason to train in this skill for offensive purposes, since their AS will already be comparatively low.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Available Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
|&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Though expensive, this skill can actually help sorcerers in a few areas. First, [[area of effect]] spells (such as [[Implosion]]) will affect more opponents more often with proficiency in this skill. Second, [[ball spell]]s can &#039;splash&#039; more additional targets.   It should be emphasized that just a small number of ranks, even one or two, are quite effective for striking additional opponents.  Finally, MOC affords the character increased defenses against [[Multi_Opponent_Combat#Force_on_Force|force on force]] mechanics, when being swarmed by multiple foes.  All benefits considered, this skill is more of a bonus than something a sorcerer should dedicate themselves to.  More than five or ten ranks is probably foolish for a magically-oriented sorcerer.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
&lt;br /&gt;
Being a [[pure]] profession, sorcerers typically concentrate the majority of their training points on their magical skills. Those who choose to defend themselves with a [[runestaff]] will generally obtain one rank per level of each type of magical skill for the course of their character&#039;s career. This strategy also helps bolster the general magical capabilities of their character. It is quite common for sorcerers to be converting their physical training points to be used on magical skills.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Easily the most important skill for a sorcerer. The majority of a sorcerer&#039;s attack spells are [[warding]] based, and spell ranks are the most influential factor in [[casting strength]] (CS). Anything less than 2 ranks per level is considered foolish, many opt for more. It is possible to train up to 3 ranks per level, though the cost is prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Another important skill, ranks in this skill equal to or less than the character&#039;s level increases their maximum mana capacity by three. Ranks exceeding one&#039;s level will only garner one additional mana capacity. Each rank will also increase the rate at which mana is regenerated naturally. Although it is a significant cost for a small benefit to train ranks in excess of one&#039;s level, some don&#039;t mind the expenditure. 2&amp;amp;times; per level is particularly common among lower level ranges, but most average 1&amp;amp;times; once their mana supply reaches a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]] and [[Magic Item Use]]&lt;br /&gt;
:Both staple magical skills for the sorcerer. One rank per level in both of these skills is expected. In addition to being cheap skills for the runestaff, each rank adds to the success and duration of magic activated from [[scroll]]s and [[magic item]]s respectively. Both skills are primary factors in the success of [[Scroll Infusion (714)]], and secondary factors in [[Ensorcell (735)]]. MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]].&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] and [[Elemental Mana Control]]&lt;br /&gt;
:1&amp;amp;times; per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of [[SEND (verb)|sharing mana]], increased mana regeneration, and access to the [[MANA (verb)|MANA verb abilities]], these skills offer significant benefits for spells in all three trained circles. Most notably, the mana cost of focused [[Implosion (720)]] is reduced by training in MCs. The amount of mana returned by [[Dark Catalyst (719)]], success of both [[Animate Dead (730)]] and [[Planar Shift (740)]], and the ability to share mana with [[minor demon]]s are all increased by these skills. MC skill also determines the percentage chance of a demon flare on [[Balefire (713)]]. Significant amounts of MCs have been known to reduce the amount of mana required when performing Scroll Infusion as well.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Adds directly to the power of a sorcerer&#039;s focused [[Energy Maelstrom (710)]], and [[Implosion (720)]] spells. Those with less than 2&amp;amp;times; per level in this skill will have severe penalties to their CS when using the targeted version of [[Limb Disruption (708)]]. &lt;br /&gt;
&lt;br /&gt;
:Spell Aiming is also the primary factor when determining the [[attack strength]] (AS) of one&#039;s [[bolt spell]]s. Sorcerers have direct access to five bolt spells ([[Arcane Blast (1700)]], [[Fire Spirit (111)]], [[Balefire (713)]], and potentially [[Disintegrate (705)]] and [[Web (118)]]), and bolting can be a reliable form of attack against foes whose [[target defense]] (TD) is difficult to overcome.  Spell Aiming provides AS to &#039;&#039;any&#039;&#039; bolt spell, meaning a low level sorcerer proficiently trained in Spell Aiming could reliably use the wands of any profession to supplement mana.&lt;br /&gt;
&lt;br /&gt;
:It can be also considered a cheap magical skill in the sense that the majority of its cost is in physical training points, which sorcerers often have an excess of. Either don&#039;t train in Spell Aiming or train 2&amp;amp;times; per level.&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Demonology]]&lt;br /&gt;
:Demonology benefits seven sorcerer spells. It increases the weight limit of [[Phase (704)]], provides a chance for a [[Mind Jolt (706)]] stun to carry over to a new target, increases retribution success with [[Cloak of Shadows (712)]], increases the [[damage factor|DF bonus]] and maximum number of targets of [[Balefire (713)]], reduces the [[Torment (718)]] spell preparation restriction, increases the [[Minor Summoning (725)]] success rate and capabilities of the demon, and increases cross-[[realm]]s success rates and same-realm passenger capacity in [[Planar Shift (740)]].&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Necromancy]]&lt;br /&gt;
:Necromancy benefits eight sorcerer spells and [[Sacrifice]]. It increases hitpoint return of [[Blood Burst (701)]], increases chance of limb animation in [[Limb Disruption (708)]], increases the [[Pain (711)]] damage and incapacitation potential, increases the number of charges and chance for reactive attack by [[Pestilence (716)]], and increases [[Maximum Animatable Level]] as well as success of [[Animate Dead (730)]].  It also increases the absorption rate of [[Necrotic Energy]] for [[Ensorcell]] and provides for additional attacks with flare benefits.  For Sacrifice, it will negate the spirit loss. &lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]]&lt;br /&gt;
:Elemental Lores (EL) benefit the spells [[Energy Maelstrom (710)]], [[Dark Catalyst (719)]], and [[Animate Dead (730)]] corpse explosions.  In addition, various Minor Elemental spells have EL benefits.  Please see the individual EL pages for specific information for each spell.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:[[Spiritual Lore, Summoning]] increases [[Curse (715)#Power|cursing power]], as well as giving modest benefits to a handful of [[Minor Spiritual]] spells; the main combat benefits are for those using bolt spells, as Summoning Lore increases the power of [[Fire Spirit (111)]] and unlocks the bolt version of [[Web (118)]].  [[Spiritual Lore, Blessings]] provides quite limited benefits to spells directly accessible by sorcerers and only with a significant dedication to training.  [[Spiritual Lore, Religion]] does not affect any spells native to sorcerers.&lt;br /&gt;
&lt;br /&gt;
=== General Skills ===&lt;br /&gt;
&lt;br /&gt;
There are a variety of secondary skills to train, each benefiting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:Certain locations require these skills in order to be traversed. Having some proficiency in both early on can save time and injury down the road.  Most characters are well-advised to get 5&amp;amp;ndash;10 ranks of swimming and 5&amp;amp;ndash;15 ranks of climbing at the outset, and then just increase the relevant skill as it becomes necessary (when the sorcerer has difficulty travelling to some location of interest).  Even though sorcerers will eventually learn [[Planar Shift (740)]] and may be able to circumvent such hazards, in order to set a planar rune, one still needs to be able to get to the location, and might not want to rely on friends to set [[gold ring]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:This skill helps in addition to Survival on attempts to [[forage]] items. The more ranks in perception the easier it becomes to find herbs.  It is a success factor in the [[Illusions]] guild skill.  It also helps for success with [[Piercing Gaze]], which is useful for [[popping boxes]].  It also aids in defense against [[creature maneuver]]s as much as [[combat maneuvers]], but at an extremely lower cost.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Training in this skill will help increase chances of success in foraging.  It also helps in reducing damage taken in frigid weather conditions such as those found in some of the [[Icemule Trace]] hunting areas. It also contributes toward [[skin]]ning ability.&lt;br /&gt;
 &lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in this skill will increase [[skin]]ning ability and is cheaper to train in than [[survival]] and allow tending and faster eating of herbs.&lt;br /&gt;
&lt;br /&gt;
== [[Spell]] and Ability Highlights ==&lt;br /&gt;
Sorcerers are the most effective profession at disabling creatures and have some of the best utility spells.&lt;br /&gt;
&lt;br /&gt;
;[[Sacrifice]]&lt;br /&gt;
:Turn the life force of [[creature|enemies]] into usable [[mana]], refresh and heal [[Animate Dead (730)|animates]], and infest future creature spawns with AS/DS/CS/TD penalties.&lt;br /&gt;
&lt;br /&gt;
;[[Alchemy]]&lt;br /&gt;
:Make a limited number of useful potions/trinkets with this trio of [[Sorcerer guild]] skills. [[Alchemy dye]]s, [[inky black potion]]s, and [[mana potion]]s are all useful.&lt;br /&gt;
&lt;br /&gt;
;[[Illusions]]&lt;br /&gt;
:A [[guild]] skill teaching visual manipulation of essence.&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate (705)]]&lt;br /&gt;
:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items.  Also available in bolt form.&lt;br /&gt;
&lt;br /&gt;
;[[Grasp of the Grave (709)]]&lt;br /&gt;
:Arms erupt from the floor and drag enemies down.&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of Shadows (712)]]&lt;br /&gt;
:A standard defensive spell with the ability to retaliate against an attacker when the sorcerer is [[stunned]]. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
;[[Scroll Infusion (714)]]&lt;br /&gt;
:The unique ability to unlock and [[recharge]] [[scroll]]s. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by [[Wizard|other magical professions]].&lt;br /&gt;
&lt;br /&gt;
;[[Curse (715)]]&lt;br /&gt;
:Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.&lt;br /&gt;
&lt;br /&gt;
;[[Pestilence (716)]]&lt;br /&gt;
:Both a defensive and offensive spell, self-cast Pestilence will store charges within the sorcerer to potentially backlash at anything that attacks, regardless of the success of the attack.&lt;br /&gt;
&lt;br /&gt;
;[[Implosion (720)]]&lt;br /&gt;
:One of the most destructive magics known to all of [[Elanthia]], a miniature [http://en.wikipedia.org/wiki/Gravitational_singularity singularity] is created, causing widespread destruction and a general sucking effect.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Summoning (725)]]&lt;br /&gt;
:Historically, the art of [[demonic summoning|summoning]] [[demon|extraplanar creatures]] is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of [[minor demon]]s which can perform a myriad of utility functions for their master.&lt;br /&gt;
&lt;br /&gt;
;[[Animate Dead (730)]]&lt;br /&gt;
:Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of [[undead]] creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one&#039;s [[creature|foes]] for attack or utility purposes, as well as fallen [[character|comrades]] to expedite rescues.&lt;br /&gt;
&lt;br /&gt;
;[[Ensorcell (735)]]&lt;br /&gt;
:While some may shun weapons and armor tainted by black magic, Ensorcell is an extremely popular service that provides a flaring bonus to AS/CS (on the next attack), or regenerates mana, stamina, spirit, or hitpoints.  Sorcerers gain [[Necrotic Energy]] needed to cast Ensorcell by hunting.  Sorcerers with knowledge of the spell may use temporary Ensorcell on their own staves/weapons, or cast for a lower level sorcerer for a 4 hour real time duration.&lt;br /&gt;
 &lt;br /&gt;
;[[Planar Shift (740)]]&lt;br /&gt;
:By [[SENSE (verb)|sensing]] the surrounding flows and recording their unique pattern into a [[Rune book|book]], a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective [[rune]]s and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately transport a traveler great distances.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Sorcerer 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;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||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;
==Profession Verbs==&lt;br /&gt;
&lt;br /&gt;
You can set a verb by using:  &amp;lt;verb&amp;gt; set profession&lt;br /&gt;
&lt;br /&gt;
* GAZE &amp;lt;person, creature, item&amp;gt; - You shift your eyes to &amp;lt;person&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Hybrid casting changes (saved post)]]&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer&#039;s%20Corner%20-%20Sorcerers/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Banter/view Banter]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view Spells]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Demonology/view Sorcerous Lore - Demonology]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Sorcerous Lore - Necromancy]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/So%20You%20Want%20to%20be%20a%20Sorcerer%3F/view So You Want to be a Sorcerer?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Roleplaying%20a%20Sorcerer/view Roleplaying a Sorcerer]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20General%20Discussion/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a sorcerer]] &lt;br /&gt;
*[[Pure sorcerer]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide| Goat&#039;s Mutant Sorcerer Guide] - for the rare few who want to use a weapon&lt;br /&gt;
*[[Comprehensive Sorcerer Guide]]&lt;br /&gt;
&lt;br /&gt;
=====Possible Sorc Changes=====&lt;br /&gt;
[https://docs.google.com/document/d/1vFQcOJVAVCMLnXD8UksBBxgFJDJE4xMVXCdVmxXPFBk/edit Possible Sorcerer Changes]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146930</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146930"/>
		<updated>2021-04-14T19:26:56Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_sorc.jpg]]&lt;br /&gt;
| name = Sorcerer&lt;br /&gt;
| type = [[Elemental]]/[[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]&lt;br /&gt;
| prime = [[Aura]], [[Wisdom]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/1 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/6 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/6 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; are [[pure]] spell casters affluent in both [[elemental]] and [[spiritual]] [[magic]]. They also possess knowledge of an ancient, arcane [[spell circle|circle]] of magic which can only be explained as a &#039;hybrid&#039; of both types. The two primary foci of sorcerous magic are [[Sorcerous Lore, Demonology|Demonology]] and [[Sorcerous Lore, Necromancy|Necromancy]], though it also commands the manipulation of [[flows of essence|essence]] and a number of [[illusion]]s. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on [[:category:Attack Spells|combat-oriented magic]]. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.&lt;br /&gt;
&lt;br /&gt;
=== Related Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]&lt;br /&gt;
&lt;br /&gt;
== [[Race]] &amp;amp; [[Statistics]] ==&lt;br /&gt;
Race is a [[roleplaying]] choice.  See [[list of statistic growth rates]] for how to place stats to max at cap and adjust for maximum points allowed and if maxing certain stats earlier is desired.&lt;br /&gt;
&lt;br /&gt;
== [[Skills]] ==&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
&lt;br /&gt;
Although sorcerers are primarily focused on magic, most will still hunt to earn [[experience]], [[fame]], and [[treasure]]. Due to the physical nature of combat, minimums of certain skills are trained during the earlier [[level]]s (0-30) of the sorcerer&#039;s career.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Training this skill is required to obtain [[hitpoint]]s. Even though pures tend to survive by &#039;&#039;not&#039;&#039; getting hit, it is still recommended that sorcerers train 1&amp;amp;times; per level for defense (or at least to mitigate damage) against [[creature maneuver]]s.  &lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:The amount a sorcerer should train this skill depends upon which type of armor the player selects for their character. Most commonly sorcerers are seen with robes (0% spell failure, 0 ranks armor use), full leather (0% spell failure, 4 ranks armor use), or double leathers (2% spell failure, 8 ranks armor use). Heavier armors provide better protection, but also carry a high percentage of spell failure. Whatever the choice, it is highly recommended that the character be considered &#039;fully trained&#039; for their armor. This will eliminate any movement and maneuver penalties, as well as reduce the amount of spell failure to the lowest possible percentage.&lt;br /&gt;
&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:Most will opt to defend their sorcerer with a [[runestaff]] which does not require weapon training to be used as a defensive tool. Thus it is the minority who choose otherwise, usually selecting one of the weapon skill types ([[Edged Weapons|edged]], [[Blunt Weapons|blunt]], [[Two-Handed Weapons|two-handed]], [[Ranged Weapons|ranged]], [[Thrown Weapons|thrown]], [[Polearm Weapons|polearm]], or [[Brawling|hand-to-hand combat]]) to dedicate themselves to. Those who choose a one-handed weapon type most likely train Shield Use as well. &lt;br /&gt;
&lt;br /&gt;
:Due to the fact that sorcerers can only train once per level in the weapon types, they experience a large disparity in [[attack strength]] when compared to their [[square]] counterparts. Unfortunately, creature defenses will reflect the abilities of those &#039;&#039;most&#039;&#039; capable, which results in a very challenging progression for weapon-wielding sorcerers past level fifty. The expenditure of training points on weapon skills is not without its benefits, though. Sorcerers skilled with weapons possess an additional form of attack to supplement their magic, or replace it if their [[mana]] supply is low or they have sustained an injury which prevents them from casting. Additionally, those skilled with weapons also experience [[defensive strength]]s greater than what is capable from a runestaff and/or spells alone.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Reserved for those who have chosen to utilize a one-handed weapon or are dissatisfied with the defense offered by runestaves (especially in more offensive [[stance]]s). Between 0.5&amp;amp;times; and 1&amp;amp;times; ranks per level is recommended for either of these purposes.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Sorcerers will generally not train in combat maneuvers until higher levels or after level 100 (cap).  These are primarily for defensive purpose, and as such the more popular choices are [[Cunning Defense]] and [[Disarm Weapon]].  Given the large cost of gaining these combat maneuvers for [[Pure|pures]], a capped sorcerer fully trained in combat maneuvers would have barely enough points to master both of these two skills.  Obviously, any sorcerers planning to swing a weapon will have more reason to train in this skill for offensive purposes, since their AS will already be comparatively low.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Available Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
|&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Though expensive, this skill can actually help sorcerers in a few areas. First, [[area of effect]] spells (such as [[Implosion]]) will affect more opponents more often with proficiency in this skill. Second, [[ball spell]]s can &#039;splash&#039; more additional targets.   It should be emphasized that just a small number of ranks, even one or two, are quite effective for striking additional opponents.  Finally, MOC affords the character increased defenses against [[Multi_Opponent_Combat#Force_on_Force|force on force]] mechanics, when being swarmed by multiple foes.  All benefits considered, this skill is more of a bonus than something a sorcerer should dedicate themselves to.  More than five or ten ranks is probably foolish for a magically-oriented sorcerer.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
&lt;br /&gt;
Being a [[pure]] profession, sorcerers typically concentrate the majority of their training points on their magical skills. Those who choose to defend themselves with a [[runestaff]] will generally obtain one rank per level of each type of magical skill for the course of their character&#039;s career. This strategy also helps bolster the general magical capabilities of their character. It is quite common for sorcerers to be converting their physical training points to be used on magical skills.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Easily the most important skill for a sorcerer. The majority of a sorcerer&#039;s attack spells are [[warding]] based, and spell ranks are the most influential factor in [[casting strength]] (CS). Anything less than 2 ranks per level is considered foolish, many opt for more. It is possible to train up to 3 ranks per level, though the cost is prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Another important skill, ranks in this skill equal to or less than the character&#039;s level increases their maximum mana capacity by three. Ranks exceeding one&#039;s level will only garner one additional mana capacity. Each rank will also increase the rate at which mana is regenerated naturally. Although it is a significant cost for a small benefit to train ranks in excess of one&#039;s level, some don&#039;t mind the expenditure. 2&amp;amp;times; per level is particularly common among lower level ranges, but most average 1&amp;amp;times; once their mana supply reaches a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]] and [[Magic Item Use]]&lt;br /&gt;
:Both staple magical skills for the sorcerer. One rank per level in both of these skills is expected. In addition to being cheap skills for the runestaff, each rank adds to the success and duration of magic activated from [[scroll]]s and [[magic item]]s respectively. Both skills are primary factors in the success of [[Scroll Infusion (714)]], and secondary factors in [[Ensorcell (735)]]. MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]].&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] and [[Elemental Mana Control]]&lt;br /&gt;
:1&amp;amp;times; per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of [[SEND (verb)|sharing mana]], increased mana regeneration, and access to the [[MANA (verb)|MANA verb abilities]], these skills offer significant benefits for spells in all three trained circles. Most notably, the mana cost of focused [[Implosion (720)]] is reduced by training in MCs. The amount of mana returned by [[Dark Catalyst (719)]], success of both [[Animate Dead (730)]] and [[Planar Shift (740)]], and the ability to share mana with [[minor demon]]s are all increased by these skills. MC skill also determines the percentage chance of a demon flare on [[Balefire (713)]]. Significant amounts of MCs have been known to reduce the amount of mana required when performing Scroll Infusion as well.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Adds directly to the power of a sorcerer&#039;s focused [[Energy Maelstrom (710)]], and [[Implosion (720)]] spells. Those with less than 2&amp;amp;times; per level in this skill will have severe penalties to their CS when using the targeted version of [[Limb Disruption (708)]]. &lt;br /&gt;
&lt;br /&gt;
:Spell Aiming is also the primary factor when determining the [[attack strength]] (AS) of one&#039;s [[bolt spell]]s. Sorcerers have direct access to five bolt spells ([[Arcane Blast (1700)]], [[Fire Spirit (111)]], [[Balefire (713)]], and potentially [[Disintegrate (705)]] and [[Web (118)]]), and bolting can be a reliable form of attack against foes whose [[target defense]] (TD) is difficult to overcome.  Spell Aiming provides AS to &#039;&#039;any&#039;&#039; bolt spell, meaning a low level sorcerer proficiently trained in Spell Aiming could reliably use the wands of any profession to supplement mana.&lt;br /&gt;
&lt;br /&gt;
:It can be also considered a cheap magical skill in the sense that the majority of its cost is in physical training points, which sorcerers often have an excess of. Either don&#039;t train in Spell Aiming or train 2&amp;amp;times; per level.&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Demonology]]&lt;br /&gt;
:Demonology benefits seven sorcerer spells. It increases the weight limit of [[Phase (704)]], provides a chance for a [[Mind Jolt (706)]] stun to carry over to a new target, increases retribution success with [[Cloak of Shadows (712)]], increases the [[damage factor|DF bonus]] and maximum number of targets of [[Balefire (713)]], reduces the [[Torment (718)]] spell preparation restriction, increases the [[Minor Summoning (725)]] success rate and capabilities of the demon, and increases cross-[[realm]]s success rates and same-realm passenger capacity in [[Planar Shift (740)]].&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Necromancy]]&lt;br /&gt;
:Necromancy benefits eight sorcerer spells and [[Sacrifice]]. It increases hitpoint return of [[Blood Burst (701)]], increases chance of limb animation in [[Limb Disruption (708)]], increases the [[Pain (711)]] damage and incapacitation potential, increases the number of charges and chance for reactive attack by [[Pestilence (716)]], and increases [[Maximum Animatable Level]] as well as success of [[Animate Dead (730)]].  It also increases the absorption rate of [[Necrotic Energy]] for [[Ensorcell]] and provides for additional attacks with flare benefits.  For Sacrifice, it will negate the spirit loss. &lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]]&lt;br /&gt;
:Elemental Lores (EL) benefit the spells [[Energy Maelstrom (710)]], [[Dark Catalyst (719)]], and [[Animate Dead (730)]] corpse explosions.  In addition, various Minor Elemental spells have EL benefits.  Please see the individual EL pages for specific information for each spell.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:[[Spiritual Lore, Summoning]] increases [[Curse (715)#Power|cursing power]], as well as giving modest benefits to a handful of [[Minor Spiritual]] spells; the main combat benefits are for those using bolt spells, as Summoning Lore increases the power of [[Fire Spirit (111)]] and unlocks the bolt version of [[Web (118)]].  [[Spiritual Lore, Blessings]] provides quite limited benefits to spells directly accessible by sorcerers and only with a significant dedication to training.  [[Spiritual Lore, Religion]] does not affect any spells native to sorcerers.&lt;br /&gt;
&lt;br /&gt;
=== General Skills ===&lt;br /&gt;
&lt;br /&gt;
There are a variety of secondary skills to train, each benefiting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:Certain locations require these skills in order to be traversed. Having some proficiency in both early on can save time and injury down the road.  Most characters are well-advised to get 5&amp;amp;ndash;10 ranks of swimming and 5&amp;amp;ndash;15 ranks of climbing at the outset, and then just increase the relevant skill as it becomes necessary (when the sorcerer has difficulty travelling to some location of interest).  Even though sorcerers will eventually learn [[Planar Shift (740)]] and may be able to circumvent such hazards, in order to set a planar rune, one still needs to be able to get to the location, and might not want to rely on friends to set [[gold ring]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:This skill helps in addition to Survival on attempts to [[forage]] items. The more ranks in perception the easier it becomes to find herbs.  It is a success factor in the [[Illusions]] guild skill.  It also helps for success with [[Piercing Gaze]], which is useful for [[popping boxes]].  It also aids in defense against [[creature maneuver]]s as much as [[combat maneuvers]], but at an extremely lower cost.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Training in this skill will help increase chances of success in foraging.  It also helps in reducing damage taken in frigid weather conditions such as those found in some of the [[Icemule Trace]] hunting areas. It also contributes toward [[skin]]ning ability.&lt;br /&gt;
 &lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in this skill will increase [[skin]]ning ability and is cheaper to train in than [[survival]] and allow tending and faster eating of herbs.&lt;br /&gt;
&lt;br /&gt;
== [[Spell]] and Ability Highlights ==&lt;br /&gt;
Sorcerers are the most effective profession at disabling creatures and have some of the best utility spells.&lt;br /&gt;
&lt;br /&gt;
;[[Sacrifice]]&lt;br /&gt;
:Turn the life force of [[creature|enemies]] into usable [[mana]], refresh and heal [[Animate Dead (730)|animates]], and infest future creature spawns with AS/DS/CS/TD penalties.&lt;br /&gt;
&lt;br /&gt;
;[[Alchemy]]&lt;br /&gt;
:Make a limited number of useful potions/trinkets with this trio of [[Sorcerer guild]] skills. [[Alchemy dye]]s, [[inky black potion]]s, and [[mana potion]]s are all useful.&lt;br /&gt;
&lt;br /&gt;
;[[Illusions]]&lt;br /&gt;
:A [[guild]] skill teaching visual manipulation of essence.&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate (705)]]&lt;br /&gt;
:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items.  Also available in bolt form.&lt;br /&gt;
&lt;br /&gt;
;[[Grasp of the Grave (709)]]&lt;br /&gt;
:Arms erupt from the floor and drag enemies down.&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of Shadows (712)]]&lt;br /&gt;
:A standard defensive spell with the ability to retaliate against an attacker when the sorcerer is [[stunned]]. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
;[[Scroll Infusion (714)]]&lt;br /&gt;
:The unique ability to unlock and [[recharge]] [[scroll]]s. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by [[Wizard|other magical professions]].&lt;br /&gt;
&lt;br /&gt;
;[[Curse (715)]]&lt;br /&gt;
:Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.&lt;br /&gt;
&lt;br /&gt;
;[[Pestilence (716)]]&lt;br /&gt;
:Both a defensive and offensive spell, self-cast Pestilence will store charges within the sorcerer to potentially backlash at anything that attacks, regardless of the success of the attack.&lt;br /&gt;
&lt;br /&gt;
;[[Implosion (720)]]&lt;br /&gt;
:One of the most destructive magics known to all of [[Elanthia]], a miniature [http://en.wikipedia.org/wiki/Gravitational_singularity singularity] is created, causing widespread destruction and a general sucking effect.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Summoning (725)]]&lt;br /&gt;
:Historically, the art of [[demonic summoning|summoning]] [[demon|extraplanar creatures]] is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of [[minor demon]]s which can perform a myriad of utility functions for their master.&lt;br /&gt;
&lt;br /&gt;
;[[Animate Dead (730)]]&lt;br /&gt;
:Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of [[undead]] creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one&#039;s [[creature|foes]] for attack or utility purposes, as well as fallen [[character|comrades]] to expedite rescues.&lt;br /&gt;
&lt;br /&gt;
;[[Ensorcell (735)]]&lt;br /&gt;
:While some may shun weapons and armor tainted by black magic, Ensorcell is an extremely popular service that provides a flaring bonus to AS/CS (on the next attack), or regenerates mana, stamina, spirit, or hitpoints.  Sorcerers gain [[Necrotic Energy]] needed to cast Ensorcell by hunting.  Sorcerers with knowledge of the spell may use temporary Ensorcell on their own staves/weapons, or cast for a lower level sorcerer for a 4 hour real time duration.&lt;br /&gt;
 &lt;br /&gt;
;[[Planar Shift (740)]]&lt;br /&gt;
:By [[SENSE (verb)|sensing]] the surrounding flows and recording their unique pattern into a [[Rune book|book]], a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective [[rune]]s and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately transport a traveler great distances.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Sorcerer 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;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||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;
==Profession Verbs==&lt;br /&gt;
&lt;br /&gt;
You can set a verb by using:  &amp;lt;verb&amp;gt; set profession&lt;br /&gt;
&lt;br /&gt;
* GAZE &amp;lt;person, creature, item&amp;gt; - You shift your eyes to &amp;lt;person&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Hybrid casting changes (saved post)]]&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer&#039;s%20Corner%20-%20Sorcerers/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Banter/view Banter]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view Spells]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Demonology/view Sorcerous Lore - Demonology]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Sorcerous Lore - Necromancy]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/So%20You%20Want%20to%20be%20a%20Sorcerer%3F/view So You Want to be a Sorcerer?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Roleplaying%20a%20Sorcerer/view Roleplaying a Sorcerer]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20General%20Discussion/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a sorcerer]] &lt;br /&gt;
*[[Pure sorcerer]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide| Goat&#039;s Mutant Sorcerer Guide] - for the rare few who want to use a weapon&lt;br /&gt;
*[[Comprehensive Sorcerer Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Possible Sorc Changes=====&lt;br /&gt;
[https://docs.google.com/document/d/1vFQcOJVAVCMLnXD8UksBBxgFJDJE4xMVXCdVmxXPFBk/edit Possible Sorcerer Changes]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146929</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146929"/>
		<updated>2021-04-14T19:26:47Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_sorc.jpg]]&lt;br /&gt;
| name = Sorcerer&lt;br /&gt;
| type = [[Elemental]]/[[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]&lt;br /&gt;
| prime = [[Aura]], [[Wisdom]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/1 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/6 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/6 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; are [[pure]] spell casters affluent in both [[elemental]] and [[spiritual]] [[magic]]. They also possess knowledge of an ancient, arcane [[spell circle|circle]] of magic which can only be explained as a &#039;hybrid&#039; of both types. The two primary foci of sorcerous magic are [[Sorcerous Lore, Demonology|Demonology]] and [[Sorcerous Lore, Necromancy|Necromancy]], though it also commands the manipulation of [[flows of essence|essence]] and a number of [[illusion]]s. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on [[:category:Attack Spells|combat-oriented magic]]. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.&lt;br /&gt;
&lt;br /&gt;
=== Related Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]&lt;br /&gt;
&lt;br /&gt;
== [[Race]] &amp;amp; [[Statistics]] ==&lt;br /&gt;
Race is a [[roleplaying]] choice.  See [[list of statistic growth rates]] for how to place stats to max at cap and adjust for maximum points allowed and if maxing certain stats earlier is desired.&lt;br /&gt;
&lt;br /&gt;
== [[Skills]] ==&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
&lt;br /&gt;
Although sorcerers are primarily focused on magic, most will still hunt to earn [[experience]], [[fame]], and [[treasure]]. Due to the physical nature of combat, minimums of certain skills are trained during the earlier [[level]]s (0-30) of the sorcerer&#039;s career.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Training this skill is required to obtain [[hitpoint]]s. Even though pures tend to survive by &#039;&#039;not&#039;&#039; getting hit, it is still recommended that sorcerers train 1&amp;amp;times; per level for defense (or at least to mitigate damage) against [[creature maneuver]]s.  &lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:The amount a sorcerer should train this skill depends upon which type of armor the player selects for their character. Most commonly sorcerers are seen with robes (0% spell failure, 0 ranks armor use), full leather (0% spell failure, 4 ranks armor use), or double leathers (2% spell failure, 8 ranks armor use). Heavier armors provide better protection, but also carry a high percentage of spell failure. Whatever the choice, it is highly recommended that the character be considered &#039;fully trained&#039; for their armor. This will eliminate any movement and maneuver penalties, as well as reduce the amount of spell failure to the lowest possible percentage.&lt;br /&gt;
&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:Most will opt to defend their sorcerer with a [[runestaff]] which does not require weapon training to be used as a defensive tool. Thus it is the minority who choose otherwise, usually selecting one of the weapon skill types ([[Edged Weapons|edged]], [[Blunt Weapons|blunt]], [[Two-Handed Weapons|two-handed]], [[Ranged Weapons|ranged]], [[Thrown Weapons|thrown]], [[Polearm Weapons|polearm]], or [[Brawling|hand-to-hand combat]]) to dedicate themselves to. Those who choose a one-handed weapon type most likely train Shield Use as well. &lt;br /&gt;
&lt;br /&gt;
:Due to the fact that sorcerers can only train once per level in the weapon types, they experience a large disparity in [[attack strength]] when compared to their [[square]] counterparts. Unfortunately, creature defenses will reflect the abilities of those &#039;&#039;most&#039;&#039; capable, which results in a very challenging progression for weapon-wielding sorcerers past level fifty. The expenditure of training points on weapon skills is not without its benefits, though. Sorcerers skilled with weapons possess an additional form of attack to supplement their magic, or replace it if their [[mana]] supply is low or they have sustained an injury which prevents them from casting. Additionally, those skilled with weapons also experience [[defensive strength]]s greater than what is capable from a runestaff and/or spells alone.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Reserved for those who have chosen to utilize a one-handed weapon or are dissatisfied with the defense offered by runestaves (especially in more offensive [[stance]]s). Between 0.5&amp;amp;times; and 1&amp;amp;times; ranks per level is recommended for either of these purposes.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Sorcerers will generally not train in combat maneuvers until higher levels or after level 100 (cap).  These are primarily for defensive purpose, and as such the more popular choices are [[Cunning Defense]] and [[Disarm Weapon]].  Given the large cost of gaining these combat maneuvers for [[Pure|pures]], a capped sorcerer fully trained in combat maneuvers would have barely enough points to master both of these two skills.  Obviously, any sorcerers planning to swing a weapon will have more reason to train in this skill for offensive purposes, since their AS will already be comparatively low.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Available Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
|&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Though expensive, this skill can actually help sorcerers in a few areas. First, [[area of effect]] spells (such as [[Implosion]]) will affect more opponents more often with proficiency in this skill. Second, [[ball spell]]s can &#039;splash&#039; more additional targets.   It should be emphasized that just a small number of ranks, even one or two, are quite effective for striking additional opponents.  Finally, MOC affords the character increased defenses against [[Multi_Opponent_Combat#Force_on_Force|force on force]] mechanics, when being swarmed by multiple foes.  All benefits considered, this skill is more of a bonus than something a sorcerer should dedicate themselves to.  More than five or ten ranks is probably foolish for a magically-oriented sorcerer.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
&lt;br /&gt;
Being a [[pure]] profession, sorcerers typically concentrate the majority of their training points on their magical skills. Those who choose to defend themselves with a [[runestaff]] will generally obtain one rank per level of each type of magical skill for the course of their character&#039;s career. This strategy also helps bolster the general magical capabilities of their character. It is quite common for sorcerers to be converting their physical training points to be used on magical skills.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Easily the most important skill for a sorcerer. The majority of a sorcerer&#039;s attack spells are [[warding]] based, and spell ranks are the most influential factor in [[casting strength]] (CS). Anything less than 2 ranks per level is considered foolish, many opt for more. It is possible to train up to 3 ranks per level, though the cost is prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Another important skill, ranks in this skill equal to or less than the character&#039;s level increases their maximum mana capacity by three. Ranks exceeding one&#039;s level will only garner one additional mana capacity. Each rank will also increase the rate at which mana is regenerated naturally. Although it is a significant cost for a small benefit to train ranks in excess of one&#039;s level, some don&#039;t mind the expenditure. 2&amp;amp;times; per level is particularly common among lower level ranges, but most average 1&amp;amp;times; once their mana supply reaches a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]] and [[Magic Item Use]]&lt;br /&gt;
:Both staple magical skills for the sorcerer. One rank per level in both of these skills is expected. In addition to being cheap skills for the runestaff, each rank adds to the success and duration of magic activated from [[scroll]]s and [[magic item]]s respectively. Both skills are primary factors in the success of [[Scroll Infusion (714)]], and secondary factors in [[Ensorcell (735)]]. MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]].&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] and [[Elemental Mana Control]]&lt;br /&gt;
:1&amp;amp;times; per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of [[SEND (verb)|sharing mana]], increased mana regeneration, and access to the [[MANA (verb)|MANA verb abilities]], these skills offer significant benefits for spells in all three trained circles. Most notably, the mana cost of focused [[Implosion (720)]] is reduced by training in MCs. The amount of mana returned by [[Dark Catalyst (719)]], success of both [[Animate Dead (730)]] and [[Planar Shift (740)]], and the ability to share mana with [[minor demon]]s are all increased by these skills. MC skill also determines the percentage chance of a demon flare on [[Balefire (713)]]. Significant amounts of MCs have been known to reduce the amount of mana required when performing Scroll Infusion as well.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Adds directly to the power of a sorcerer&#039;s focused [[Energy Maelstrom (710)]], and [[Implosion (720)]] spells. Those with less than 2&amp;amp;times; per level in this skill will have severe penalties to their CS when using the targeted version of [[Limb Disruption (708)]]. &lt;br /&gt;
&lt;br /&gt;
:Spell Aiming is also the primary factor when determining the [[attack strength]] (AS) of one&#039;s [[bolt spell]]s. Sorcerers have direct access to five bolt spells ([[Arcane Blast (1700)]], [[Fire Spirit (111)]], [[Balefire (713)]], and potentially [[Disintegrate (705)]] and [[Web (118)]]), and bolting can be a reliable form of attack against foes whose [[target defense]] (TD) is difficult to overcome.  Spell Aiming provides AS to &#039;&#039;any&#039;&#039; bolt spell, meaning a low level sorcerer proficiently trained in Spell Aiming could reliably use the wands of any profession to supplement mana.&lt;br /&gt;
&lt;br /&gt;
:It can be also considered a cheap magical skill in the sense that the majority of its cost is in physical training points, which sorcerers often have an excess of. Either don&#039;t train in Spell Aiming or train 2&amp;amp;times; per level.&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Demonology]]&lt;br /&gt;
:Demonology benefits seven sorcerer spells. It increases the weight limit of [[Phase (704)]], provides a chance for a [[Mind Jolt (706)]] stun to carry over to a new target, increases retribution success with [[Cloak of Shadows (712)]], increases the [[damage factor|DF bonus]] and maximum number of targets of [[Balefire (713)]], reduces the [[Torment (718)]] spell preparation restriction, increases the [[Minor Summoning (725)]] success rate and capabilities of the demon, and increases cross-[[realm]]s success rates and same-realm passenger capacity in [[Planar Shift (740)]].&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Necromancy]]&lt;br /&gt;
:Necromancy benefits eight sorcerer spells and [[Sacrifice]]. It increases hitpoint return of [[Blood Burst (701)]], increases chance of limb animation in [[Limb Disruption (708)]], increases the [[Pain (711)]] damage and incapacitation potential, increases the number of charges and chance for reactive attack by [[Pestilence (716)]], and increases [[Maximum Animatable Level]] as well as success of [[Animate Dead (730)]].  It also increases the absorption rate of [[Necrotic Energy]] for [[Ensorcell]] and provides for additional attacks with flare benefits.  For Sacrifice, it will negate the spirit loss. &lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]]&lt;br /&gt;
:Elemental Lores (EL) benefit the spells [[Energy Maelstrom (710)]], [[Dark Catalyst (719)]], and [[Animate Dead (730)]] corpse explosions.  In addition, various Minor Elemental spells have EL benefits.  Please see the individual EL pages for specific information for each spell.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:[[Spiritual Lore, Summoning]] increases [[Curse (715)#Power|cursing power]], as well as giving modest benefits to a handful of [[Minor Spiritual]] spells; the main combat benefits are for those using bolt spells, as Summoning Lore increases the power of [[Fire Spirit (111)]] and unlocks the bolt version of [[Web (118)]].  [[Spiritual Lore, Blessings]] provides quite limited benefits to spells directly accessible by sorcerers and only with a significant dedication to training.  [[Spiritual Lore, Religion]] does not affect any spells native to sorcerers.&lt;br /&gt;
&lt;br /&gt;
=== General Skills ===&lt;br /&gt;
&lt;br /&gt;
There are a variety of secondary skills to train, each benefiting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:Certain locations require these skills in order to be traversed. Having some proficiency in both early on can save time and injury down the road.  Most characters are well-advised to get 5&amp;amp;ndash;10 ranks of swimming and 5&amp;amp;ndash;15 ranks of climbing at the outset, and then just increase the relevant skill as it becomes necessary (when the sorcerer has difficulty travelling to some location of interest).  Even though sorcerers will eventually learn [[Planar Shift (740)]] and may be able to circumvent such hazards, in order to set a planar rune, one still needs to be able to get to the location, and might not want to rely on friends to set [[gold ring]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:This skill helps in addition to Survival on attempts to [[forage]] items. The more ranks in perception the easier it becomes to find herbs.  It is a success factor in the [[Illusions]] guild skill.  It also helps for success with [[Piercing Gaze]], which is useful for [[popping boxes]].  It also aids in defense against [[creature maneuver]]s as much as [[combat maneuvers]], but at an extremely lower cost.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Training in this skill will help increase chances of success in foraging.  It also helps in reducing damage taken in frigid weather conditions such as those found in some of the [[Icemule Trace]] hunting areas. It also contributes toward [[skin]]ning ability.&lt;br /&gt;
 &lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in this skill will increase [[skin]]ning ability and is cheaper to train in than [[survival]] and allow tending and faster eating of herbs.&lt;br /&gt;
&lt;br /&gt;
== [[Spell]] and Ability Highlights ==&lt;br /&gt;
Sorcerers are the most effective profession at disabling creatures and have some of the best utility spells.&lt;br /&gt;
&lt;br /&gt;
;[[Sacrifice]]&lt;br /&gt;
:Turn the life force of [[creature|enemies]] into usable [[mana]], refresh and heal [[Animate Dead (730)|animates]], and infest future creature spawns with AS/DS/CS/TD penalties.&lt;br /&gt;
&lt;br /&gt;
;[[Alchemy]]&lt;br /&gt;
:Make a limited number of useful potions/trinkets with this trio of [[Sorcerer guild]] skills. [[Alchemy dye]]s, [[inky black potion]]s, and [[mana potion]]s are all useful.&lt;br /&gt;
&lt;br /&gt;
;[[Illusions]]&lt;br /&gt;
:A [[guild]] skill teaching visual manipulation of essence.&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate (705)]]&lt;br /&gt;
:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items.  Also available in bolt form.&lt;br /&gt;
&lt;br /&gt;
;[[Grasp of the Grave (709)]]&lt;br /&gt;
:Arms erupt from the floor and drag enemies down.&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of Shadows (712)]]&lt;br /&gt;
:A standard defensive spell with the ability to retaliate against an attacker when the sorcerer is [[stunned]]. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
;[[Scroll Infusion (714)]]&lt;br /&gt;
:The unique ability to unlock and [[recharge]] [[scroll]]s. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by [[Wizard|other magical professions]].&lt;br /&gt;
&lt;br /&gt;
;[[Curse (715)]]&lt;br /&gt;
:Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.&lt;br /&gt;
&lt;br /&gt;
;[[Pestilence (716)]]&lt;br /&gt;
:Both a defensive and offensive spell, self-cast Pestilence will store charges within the sorcerer to potentially backlash at anything that attacks, regardless of the success of the attack.&lt;br /&gt;
&lt;br /&gt;
;[[Implosion (720)]]&lt;br /&gt;
:One of the most destructive magics known to all of [[Elanthia]], a miniature [http://en.wikipedia.org/wiki/Gravitational_singularity singularity] is created, causing widespread destruction and a general sucking effect.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Summoning (725)]]&lt;br /&gt;
:Historically, the art of [[demonic summoning|summoning]] [[demon|extraplanar creatures]] is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of [[minor demon]]s which can perform a myriad of utility functions for their master.&lt;br /&gt;
&lt;br /&gt;
;[[Animate Dead (730)]]&lt;br /&gt;
:Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of [[undead]] creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one&#039;s [[creature|foes]] for attack or utility purposes, as well as fallen [[character|comrades]] to expedite rescues.&lt;br /&gt;
&lt;br /&gt;
;[[Ensorcell (735)]]&lt;br /&gt;
:While some may shun weapons and armor tainted by black magic, Ensorcell is an extremely popular service that provides a flaring bonus to AS/CS (on the next attack), or regenerates mana, stamina, spirit, or hitpoints.  Sorcerers gain [[Necrotic Energy]] needed to cast Ensorcell by hunting.  Sorcerers with knowledge of the spell may use temporary Ensorcell on their own staves/weapons, or cast for a lower level sorcerer for a 4 hour real time duration.&lt;br /&gt;
 &lt;br /&gt;
;[[Planar Shift (740)]]&lt;br /&gt;
:By [[SENSE (verb)|sensing]] the surrounding flows and recording their unique pattern into a [[Rune book|book]], a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective [[rune]]s and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately transport a traveler great distances.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Sorcerer 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;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||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;
==Profession Verbs==&lt;br /&gt;
&lt;br /&gt;
You can set a verb by using:  &amp;lt;verb&amp;gt; set profession&lt;br /&gt;
&lt;br /&gt;
* GAZE &amp;lt;person, creature, item&amp;gt; - You shift your eyes to &amp;lt;person&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Hybrid casting changes (saved post)]]&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer&#039;s%20Corner%20-%20Sorcerers/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Banter/view Banter]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view Spells]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Demonology/view Sorcerous Lore - Demonology]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Sorcerous Lore - Necromancy]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/So%20You%20Want%20to%20be%20a%20Sorcerer%3F/view So You Want to be a Sorcerer?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Roleplaying%20a%20Sorcerer/view Roleplaying a Sorcerer]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20General%20Discussion/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a sorcerer]] &lt;br /&gt;
*[[Pure sorcerer]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide| Goat&#039;s Mutant Sorcerer Guide] - for the rare few who want to use a weapon&lt;br /&gt;
*[[Comprehensive Sorcerer Guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Possible Sorc Changes=====&lt;br /&gt;
[https://docs.google.com/document/d/1vFQcOJVAVCMLnXD8UksBBxgFJDJE4xMVXCdVmxXPFBk/edit Possible Sorcerer Changes]&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146928</id>
		<title>Sorcerer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sorcerer&amp;diff=146928"/>
		<updated>2021-04-14T19:26:21Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Profession&lt;br /&gt;
| [[File:Small_sorc.jpg]]&lt;br /&gt;
| name = Sorcerer&lt;br /&gt;
| type = [[Elemental]]/[[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]&lt;br /&gt;
| prime = [[Aura]], [[Wisdom]]&lt;br /&gt;
| mana = [[Aura]], [[Wisdom]]&lt;br /&gt;
  | TWCcost = 12/12 | TWCranks = 1&lt;br /&gt;
  | AUcost = 15/0 | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0 | SUranks = 1&lt;br /&gt;
  | CMcost = 12/8 | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/2 | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/2 | OHBranks = 1&lt;br /&gt;
  | THWcost = 14/3 | THWranks = 1&lt;br /&gt;
  | RWcost = 14/3 | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3 | TWranks = 1&lt;br /&gt;
  | PWcost = 14/3 | PWranks = 1&lt;br /&gt;
  | BRLcost = 10/2 | BRLranks = 1&lt;br /&gt;
  | AMBcost = 15/14 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/10 | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0 | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/1 | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2 | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1 | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4 | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/3 | EMCranks = 2&lt;br /&gt;
  | MMCcost = 0/12 | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3 | SMCranks = 2&lt;br /&gt;
  | SRcost = 0/8 | SRranks = 3&lt;br /&gt;
  | ELcost = 0/6 | ELranks = 2&lt;br /&gt;
  | SpLcost = 0/6 | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/6 | SoLranks = 2&lt;br /&gt;
  | MLcost = 0/20 | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2 | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6 | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4 | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4 | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3 | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0 | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0 | SWIranks = 1&lt;br /&gt;
  | FAcost = 2/1 | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3 | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3 | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcerers&#039;&#039;&#039; are [[pure]] spell casters affluent in both [[elemental]] and [[spiritual]] [[magic]]. They also possess knowledge of an ancient, arcane [[spell circle|circle]] of magic which can only be explained as a &#039;hybrid&#039; of both types. The two primary foci of sorcerous magic are [[Sorcerous Lore, Demonology|Demonology]] and [[Sorcerous Lore, Necromancy|Necromancy]], though it also commands the manipulation of [[flows of essence|essence]] and a number of [[illusion]]s. Much of sorcery is dedicated to destruction of both animate and inanimate matter, with many spells focused on [[:category:Attack Spells|combat-oriented magic]]. However, sorcerer spells are by no means limited to war, many offer utility and productive purposes.&lt;br /&gt;
&lt;br /&gt;
=== Related Essays ===&lt;br /&gt;
&lt;br /&gt;
* [[The True Meaning of Sorcery (essay)|The True Meaning of Sorcery]]&lt;br /&gt;
* [[On the Nature of Sorcery (essay)|On the Nature of Sorcery]]&lt;br /&gt;
* [[Of War, Sorcery, and the Passion for Power (essay)|Of War, Sorcery, and the Passion for Power]]&lt;br /&gt;
&lt;br /&gt;
== [[Race]] &amp;amp; [[Statistics]] ==&lt;br /&gt;
Race is a [[roleplaying]] choice.  See [[list of statistic growth rates]] for how to place stats to max at cap and adjust for maximum points allowed and if maxing certain stats earlier is desired.&lt;br /&gt;
&lt;br /&gt;
== [[Skills]] ==&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
&lt;br /&gt;
Although sorcerers are primarily focused on magic, most will still hunt to earn [[experience]], [[fame]], and [[treasure]]. Due to the physical nature of combat, minimums of certain skills are trained during the earlier [[level]]s (0-30) of the sorcerer&#039;s career.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Training this skill is required to obtain [[hitpoint]]s. Even though pures tend to survive by &#039;&#039;not&#039;&#039; getting hit, it is still recommended that sorcerers train 1&amp;amp;times; per level for defense (or at least to mitigate damage) against [[creature maneuver]]s.  &lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:The amount a sorcerer should train this skill depends upon which type of armor the player selects for their character. Most commonly sorcerers are seen with robes (0% spell failure, 0 ranks armor use), full leather (0% spell failure, 4 ranks armor use), or double leathers (2% spell failure, 8 ranks armor use). Heavier armors provide better protection, but also carry a high percentage of spell failure. Whatever the choice, it is highly recommended that the character be considered &#039;fully trained&#039; for their armor. This will eliminate any movement and maneuver penalties, as well as reduce the amount of spell failure to the lowest possible percentage.&lt;br /&gt;
&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:Most will opt to defend their sorcerer with a [[runestaff]] which does not require weapon training to be used as a defensive tool. Thus it is the minority who choose otherwise, usually selecting one of the weapon skill types ([[Edged Weapons|edged]], [[Blunt Weapons|blunt]], [[Two-Handed Weapons|two-handed]], [[Ranged Weapons|ranged]], [[Thrown Weapons|thrown]], [[Polearm Weapons|polearm]], or [[Brawling|hand-to-hand combat]]) to dedicate themselves to. Those who choose a one-handed weapon type most likely train Shield Use as well. &lt;br /&gt;
&lt;br /&gt;
:Due to the fact that sorcerers can only train once per level in the weapon types, they experience a large disparity in [[attack strength]] when compared to their [[square]] counterparts. Unfortunately, creature defenses will reflect the abilities of those &#039;&#039;most&#039;&#039; capable, which results in a very challenging progression for weapon-wielding sorcerers past level fifty. The expenditure of training points on weapon skills is not without its benefits, though. Sorcerers skilled with weapons possess an additional form of attack to supplement their magic, or replace it if their [[mana]] supply is low or they have sustained an injury which prevents them from casting. Additionally, those skilled with weapons also experience [[defensive strength]]s greater than what is capable from a runestaff and/or spells alone.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Reserved for those who have chosen to utilize a one-handed weapon or are dissatisfied with the defense offered by runestaves (especially in more offensive [[stance]]s). Between 0.5&amp;amp;times; and 1&amp;amp;times; ranks per level is recommended for either of these purposes.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Sorcerers will generally not train in combat maneuvers until higher levels or after level 100 (cap).  These are primarily for defensive purpose, and as such the more popular choices are [[Cunning Defense]] and [[Disarm Weapon]].  Given the large cost of gaining these combat maneuvers for [[Pure|pures]], a capped sorcerer fully trained in combat maneuvers would have barely enough points to master both of these two skills.  Obviously, any sorcerers planning to swing a weapon will have more reason to train in this skill for offensive purposes, since their AS will already be comparatively low.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Available Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|width=&amp;quot;45%&amp;quot;|&lt;br /&gt;
*[[Combat Movement]]&lt;br /&gt;
*[[Combat Mastery]]&lt;br /&gt;
*[[Cunning Defense]]&lt;br /&gt;
*[[Dirtkick]]&lt;br /&gt;
*[[Disarm Weapon]]&lt;br /&gt;
*[[Feint]]&lt;br /&gt;
|&lt;br /&gt;
*[[Multi-Fire]]&lt;br /&gt;
*[[Precision]]&lt;br /&gt;
*[[Side by Side]] (prereq: Combat Movement at rank 2)&lt;br /&gt;
*[[Subdual Strike]]&lt;br /&gt;
*[[Trip]]&lt;br /&gt;
*[[Unarmed Specialist]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Though expensive, this skill can actually help sorcerers in a few areas. First, [[area of effect]] spells (such as [[Implosion]]) will affect more opponents more often with proficiency in this skill. Second, [[ball spell]]s can &#039;splash&#039; more additional targets.   It should be emphasized that just a small number of ranks, even one or two, are quite effective for striking additional opponents.  Finally, MOC affords the character increased defenses against [[Multi_Opponent_Combat#Force_on_Force|force on force]] mechanics, when being swarmed by multiple foes.  All benefits considered, this skill is more of a bonus than something a sorcerer should dedicate themselves to.  More than five or ten ranks is probably foolish for a magically-oriented sorcerer.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
&lt;br /&gt;
Being a [[pure]] profession, sorcerers typically concentrate the majority of their training points on their magical skills. Those who choose to defend themselves with a [[runestaff]] will generally obtain one rank per level of each type of magical skill for the course of their character&#039;s career. This strategy also helps bolster the general magical capabilities of their character. It is quite common for sorcerers to be converting their physical training points to be used on magical skills.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Easily the most important skill for a sorcerer. The majority of a sorcerer&#039;s attack spells are [[warding]] based, and spell ranks are the most influential factor in [[casting strength]] (CS). Anything less than 2 ranks per level is considered foolish, many opt for more. It is possible to train up to 3 ranks per level, though the cost is prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Another important skill, ranks in this skill equal to or less than the character&#039;s level increases their maximum mana capacity by three. Ranks exceeding one&#039;s level will only garner one additional mana capacity. Each rank will also increase the rate at which mana is regenerated naturally. Although it is a significant cost for a small benefit to train ranks in excess of one&#039;s level, some don&#039;t mind the expenditure. 2&amp;amp;times; per level is particularly common among lower level ranges, but most average 1&amp;amp;times; once their mana supply reaches a reasonable amount.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]] and [[Magic Item Use]]&lt;br /&gt;
:Both staple magical skills for the sorcerer. One rank per level in both of these skills is expected. In addition to being cheap skills for the runestaff, each rank adds to the success and duration of magic activated from [[scroll]]s and [[magic item]]s respectively. Both skills are primary factors in the success of [[Scroll Infusion (714)]], and secondary factors in [[Ensorcell (735)]]. MIU is particularly useful at lower level ranges, for those who choose to supplement their lack of mana or low hit ratios with [[wand]]s. Arcane Symbols can aid the character in spotting magical traps (such as [[glyph]] and [[scarab]]) when using the [[DETECT (verb)]].&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] and [[Elemental Mana Control]]&lt;br /&gt;
:1&amp;amp;times; per level in both of these skills is expected from the proficient sorcerer. In addition to the capability of [[SEND (verb)|sharing mana]], increased mana regeneration, and access to the [[MANA (verb)|MANA verb abilities]], these skills offer significant benefits for spells in all three trained circles. Most notably, the mana cost of focused [[Implosion (720)]] is reduced by training in MCs. The amount of mana returned by [[Dark Catalyst (719)]], success of both [[Animate Dead (730)]] and [[Planar Shift (740)]], and the ability to share mana with [[minor demon]]s are all increased by these skills. MC skill also determines the percentage chance of a demon flare on [[Balefire (713)]]. Significant amounts of MCs have been known to reduce the amount of mana required when performing Scroll Infusion as well.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Adds directly to the power of a sorcerer&#039;s focused [[Energy Maelstrom (710)]], and [[Implosion (720)]] spells. Those with less than 2&amp;amp;times; per level in this skill will have severe penalties to their CS when using the targeted version of [[Limb Disruption (708)]]. &lt;br /&gt;
&lt;br /&gt;
:Spell Aiming is also the primary factor when determining the [[attack strength]] (AS) of one&#039;s [[bolt spell]]s. Sorcerers have direct access to five bolt spells ([[Arcane Blast (1700)]], [[Fire Spirit (111)]], [[Balefire (713)]], and potentially [[Disintegrate (705)]] and [[Web (118)]]), and bolting can be a reliable form of attack against foes whose [[target defense]] (TD) is difficult to overcome.  Spell Aiming provides AS to &#039;&#039;any&#039;&#039; bolt spell, meaning a low level sorcerer proficiently trained in Spell Aiming could reliably use the wands of any profession to supplement mana.&lt;br /&gt;
&lt;br /&gt;
:It can be also considered a cheap magical skill in the sense that the majority of its cost is in physical training points, which sorcerers often have an excess of. Either don&#039;t train in Spell Aiming or train 2&amp;amp;times; per level.&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Demonology]]&lt;br /&gt;
:Demonology benefits seven sorcerer spells. It increases the weight limit of [[Phase (704)]], provides a chance for a [[Mind Jolt (706)]] stun to carry over to a new target, increases retribution success with [[Cloak of Shadows (712)]], increases the [[damage factor|DF bonus]] and maximum number of targets of [[Balefire (713)]], reduces the [[Torment (718)]] spell preparation restriction, increases the [[Minor Summoning (725)]] success rate and capabilities of the demon, and increases cross-[[realm]]s success rates and same-realm passenger capacity in [[Planar Shift (740)]].&lt;br /&gt;
&lt;br /&gt;
;[[Sorcerous Lore, Necromancy]]&lt;br /&gt;
:Necromancy benefits eight sorcerer spells and [[Sacrifice]]. It increases hitpoint return of [[Blood Burst (701)]], increases chance of limb animation in [[Limb Disruption (708)]], increases the [[Pain (711)]] damage and incapacitation potential, increases the number of charges and chance for reactive attack by [[Pestilence (716)]], and increases [[Maximum Animatable Level]] as well as success of [[Animate Dead (730)]].  It also increases the absorption rate of [[Necrotic Energy]] for [[Ensorcell]] and provides for additional attacks with flare benefits.  For Sacrifice, it will negate the spirit loss. &lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]]&lt;br /&gt;
:Elemental Lores (EL) benefit the spells [[Energy Maelstrom (710)]], [[Dark Catalyst (719)]], and [[Animate Dead (730)]] corpse explosions.  In addition, various Minor Elemental spells have EL benefits.  Please see the individual EL pages for specific information for each spell.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:[[Spiritual Lore, Summoning]] increases [[Curse (715)#Power|cursing power]], as well as giving modest benefits to a handful of [[Minor Spiritual]] spells; the main combat benefits are for those using bolt spells, as Summoning Lore increases the power of [[Fire Spirit (111)]] and unlocks the bolt version of [[Web (118)]].  [[Spiritual Lore, Blessings]] provides quite limited benefits to spells directly accessible by sorcerers and only with a significant dedication to training.  [[Spiritual Lore, Religion]] does not affect any spells native to sorcerers.&lt;br /&gt;
&lt;br /&gt;
=== General Skills ===&lt;br /&gt;
&lt;br /&gt;
There are a variety of secondary skills to train, each benefiting and customizing the character in their own way. Most of these skills are optional for sorcery, though a few have benefits worth their investment.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:Certain locations require these skills in order to be traversed. Having some proficiency in both early on can save time and injury down the road.  Most characters are well-advised to get 5&amp;amp;ndash;10 ranks of swimming and 5&amp;amp;ndash;15 ranks of climbing at the outset, and then just increase the relevant skill as it becomes necessary (when the sorcerer has difficulty travelling to some location of interest).  Even though sorcerers will eventually learn [[Planar Shift (740)]] and may be able to circumvent such hazards, in order to set a planar rune, one still needs to be able to get to the location, and might not want to rely on friends to set [[gold ring]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:This skill helps in addition to Survival on attempts to [[forage]] items. The more ranks in perception the easier it becomes to find herbs.  It is a success factor in the [[Illusions]] guild skill.  It also helps for success with [[Piercing Gaze]], which is useful for [[popping boxes]].  It also aids in defense against [[creature maneuver]]s as much as [[combat maneuvers]], but at an extremely lower cost.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Training in this skill will help increase chances of success in foraging.  It also helps in reducing damage taken in frigid weather conditions such as those found in some of the [[Icemule Trace]] hunting areas. It also contributes toward [[skin]]ning ability.&lt;br /&gt;
 &lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in this skill will increase [[skin]]ning ability and is cheaper to train in than [[survival]] and allow tending and faster eating of herbs.&lt;br /&gt;
&lt;br /&gt;
== [[Spell]] and Ability Highlights ==&lt;br /&gt;
Sorcerers are the most effective profession at disabling creatures and have some of the best utility spells.&lt;br /&gt;
&lt;br /&gt;
;[[Sacrifice]]&lt;br /&gt;
:Turn the life force of [[creature|enemies]] into usable [[mana]], refresh and heal [[Animate Dead (730)|animates]], and infest future creature spawns with AS/DS/CS/TD penalties.&lt;br /&gt;
&lt;br /&gt;
;[[Alchemy]]&lt;br /&gt;
:Make a limited number of useful potions/trinkets with this trio of [[Sorcerer guild]] skills. [[Alchemy dye]]s, [[inky black potion]]s, and [[mana potion]]s are all useful.&lt;br /&gt;
&lt;br /&gt;
;[[Illusions]]&lt;br /&gt;
:A [[guild]] skill teaching visual manipulation of essence.&lt;br /&gt;
&lt;br /&gt;
;[[Disintegrate (705)]]&lt;br /&gt;
:A potent destructive magic which can melt flesh, disassemble [[non-corporeal]] beings, and even destroy items.  Also available in bolt form.&lt;br /&gt;
&lt;br /&gt;
;[[Grasp of the Grave (709)]]&lt;br /&gt;
:Arms erupt from the floor and drag enemies down.&lt;br /&gt;
&lt;br /&gt;
;[[Cloak of Shadows (712)]]&lt;br /&gt;
:A standard defensive spell with the ability to retaliate against an attacker when the sorcerer is [[stunned]]. This potent magic can turn the tides of a battle gone wrong quickly into the sorcerer&#039;s favor.&lt;br /&gt;
&lt;br /&gt;
;[[Scroll Infusion (714)]]&lt;br /&gt;
:The unique ability to unlock and [[recharge]] [[scroll]]s. This extends the life of the usable magic found on scrolls many times over, granting a level of versatility reviled by [[Wizard|other magical professions]].&lt;br /&gt;
&lt;br /&gt;
;[[Curse (715)]]&lt;br /&gt;
:Various debilitating hexes can be placed on foes and items. Cursed items will impart their curse upon others than its caster when touched.&lt;br /&gt;
&lt;br /&gt;
;[[Pestilence (716)]]&lt;br /&gt;
:Both a defensive and offensive spell, self-cast Pestilence will store charges within the sorcerer to potentially backlash at anything that attacks, regardless of the success of the attack.&lt;br /&gt;
&lt;br /&gt;
;[[Implosion (720)]]&lt;br /&gt;
:One of the most destructive magics known to all of [[Elanthia]], a miniature [http://en.wikipedia.org/wiki/Gravitational_singularity singularity] is created, causing widespread destruction and a general sucking effect.&lt;br /&gt;
&lt;br /&gt;
;[[Minor Summoning (725)]]&lt;br /&gt;
:Historically, the art of [[demonic summoning|summoning]] [[demon|extraplanar creatures]] is widely disapproved. This spell is a lesser form of such magic, limited to the seizing of [[minor demon]]s which can perform a myriad of utility functions for their master.&lt;br /&gt;
&lt;br /&gt;
;[[Animate Dead (730)]]&lt;br /&gt;
:Animation of dead corpses is not a matter taken lightly. Most Elanthians frown upon this practice, viewing it as a form of [[undead]] creation. However this magic can be quite beneficial, offering the ability to command the re-animated cadaver of one&#039;s [[creature|foes]] for attack or utility purposes, as well as fallen [[character|comrades]] to expedite rescues.&lt;br /&gt;
&lt;br /&gt;
;[[Ensorcell (735)]]&lt;br /&gt;
:While some may shun weapons and armor tainted by black magic, Ensorcell is an extremely popular service that provides a flaring bonus to AS/CS (on the next attack), or regenerates mana, stamina, spirit, or hitpoints.  Sorcerers gain [[Necrotic Energy]] needed to cast Ensorcell by hunting.  Sorcerers with knowledge of the spell may use temporary Ensorcell on their own staves/weapons, or cast for a lower level sorcerer for a 4 hour real time duration.&lt;br /&gt;
 &lt;br /&gt;
;[[Planar Shift (740)]]&lt;br /&gt;
:By [[SENSE (verb)|sensing]] the surrounding flows and recording their unique pattern into a [[Rune book|book]], a sorcerer can later recall those patterns and inscribe them upon the ground. Coupled with protective [[rune]]s and sorcerous magic, these otherwise dormant lines activate a rift in space. Stepping through can immediately transport a traveler great distances.&lt;br /&gt;
&lt;br /&gt;
==Sorcerer Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Sorcerer 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;Sorcerer&#039;&#039;&#039;||10||15||20||15||25||30||25||20||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;
==Profession Verbs==&lt;br /&gt;
&lt;br /&gt;
You can set a verb by using:  &amp;lt;verb&amp;gt; set profession&lt;br /&gt;
&lt;br /&gt;
* GAZE &amp;lt;person, creature, item&amp;gt; - You shift your eyes to &amp;lt;person&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Hybrid casting changes (saved post)]]&lt;br /&gt;
&lt;br /&gt;
=====Officials Folders=====&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Sorcerers/view Main folder]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Announcements/view Announcements]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Developer&#039;s%20Corner%20-%20Sorcerers/view Developer&#039;s Corner]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Banter/view Banter]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Spells/view Spells]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Demonology/view Sorcerous Lore - Demonology]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerous%20Lore%20-%20Necromancy/view Sorcerous Lore - Necromancy]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20Guild%20Discussions/view Guild Discussions]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/So%20You%20Want%20to%20be%20a%20Sorcerer%3F/view So You Want to be a Sorcerer?]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Roleplaying%20a%20Sorcerer/view Roleplaying a Sorcerer]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Sorcerer%20General%20Discussion/view General Discussion]&lt;br /&gt;
**[http://forums.play.net/forums/GemStone%20IV/Sorcerers/Hunting%20Strategies/view Hunting Strategies]&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a sorcerer]] &lt;br /&gt;
*[[Pure sorcerer]]&lt;br /&gt;
*[http://forum.gsplayers.com/showthread.php?93777-Goat-s-mutant-sorcerer-guide| Goat&#039;s Mutant Sorcerer Guide] - for the rare few who want to use a weapon&lt;br /&gt;
*[[Comprehensive Sorcerer Guide]]&lt;br /&gt;
&lt;br /&gt;
{{Sorcerer}}&lt;br /&gt;
{{Professions}}&lt;br /&gt;
&lt;br /&gt;
=====Possible Sorc Changes=====&lt;br /&gt;
[https://docs.google.com/document/d/1vFQcOJVAVCMLnXD8UksBBxgFJDJE4xMVXCdVmxXPFBk/edit Possible Sorcerer Changes]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Summoning&amp;diff=146236</id>
		<title>Spiritual Lore, Summoning</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Summoning&amp;diff=146236"/>
		<updated>2021-03-26T00:38:55Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Paladin Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a spiritualist&#039;s knowledge of and experience with summoning lesser and greater spirits.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Fog (106)]]&lt;br /&gt;
:With forty ranks of Summoning, casting this spell will hide the caster for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
;*[[Unbalance (110)]]&lt;br /&gt;
:Training in Summoning increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Fire Spirit (111)]]&lt;br /&gt;
:Training in Summoning increases this spell&#039;s [[damage factor]]. The first fifty ranks add .001 DF each, while any additional ranks add .0005 each. In addition, Summoning increases the maximum number of targets you may hit with a single cast, starting with one additional target (9 total) at 1 rank and reaching 19 additional targets (27 total) at 190. This is a seed 1 summation (see the [[Summation Chart]]). &lt;br /&gt;
&lt;br /&gt;
;*[[Locate Person (116)]]&lt;br /&gt;
:Training in Summoning allows the caster to locate targets in other realms. 30 ranks allows you to locate targets one realm away, 60 ranks allows you to locate two realms away, and 90 ranks allows you to locate a target anywhere. In addition, 30 ranks of Summoning allows you to cast Locate in a room where a person has just been located to identify the locator.&lt;br /&gt;
&lt;br /&gt;
;*[[Web (118)]]&lt;br /&gt;
:Summoning ranks increase the charges of the room-cast Web. Additional charges are acquired at 5/15/30/50/75/105/140/180 ranks. In addition, twenty ranks of Summoning allow you to cast the bolt version of Web.&lt;br /&gt;
&lt;br /&gt;
;*[[Call Lightning (125)]]&lt;br /&gt;
:Training in Summoning reduces the startup delay. The reduction is 1 second per ten ranks, with a maximum reduction of 7 seconds at 70 ranks. In addition, the spell can be cast indoors with at least 80 ranks of Summoning; Rangers with [[Nature&#039;s Touch (625)]] active need only 40 ranks to do so.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Guide (130)]]&lt;br /&gt;
:Training in Summoning reduces the randomness of the landing location.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Silence (210)]]&lt;br /&gt;
:Training in Summoning allows the caster to use this spell on multiple targets at once. Every twenty ranks of Summoning adds an additional target.&lt;br /&gt;
&lt;br /&gt;
;*[[Interference (212)]]&lt;br /&gt;
:Training in Summoning increases the TD penalty this spell applies. The increase starts at +1 with 5 ranks and reaches +16 at 200 ranks; this is a seed 5 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Minor Sanctuary (213)]]&lt;br /&gt;
:Training in Summoning increases the power of this spell, both for establishing a sanctuary in the face of disrupting forces, and for preventing disruption once the spell has been cast.&lt;br /&gt;
&lt;br /&gt;
;*[[Frenzy (216)]]&lt;br /&gt;
:Training in Summoning increases the TD pushdown of this spell. The increase is +1 at 1 rank and reaches +19 at 190 ranks. This is a seed 1 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Mass Interference (217)]]&lt;br /&gt;
:Training in Summoning increases the TD penalty this spell applies. The increase starts at +1 with 5 ranks and reaches +16 at 200 ranks; this is a seed 5 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Servant (218)]]&lt;br /&gt;
:Every rank of Summoning increases the duration of the servant by 30 seconds. In addition, each rank up to 100 ranks increases the duration of the spirit&#039;s Preservation of your corpse by 15 seconds, and each rank afterwards adds 10 seconds.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Slayer (240)]]&lt;br /&gt;
:Training in Summoning increases the likelihood of a recast. The increase is 2% per step of a seed 1 summation, with a maximum of 38% increase (98% total chance) at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Summoning training is required to use some of the tiered effects of this spell. 5 ranks are required for [[Brimstone]], 10 ranks for [[Nexus]], and 15 ranks for [[Chrism]].&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Whispering Willow (605)]]&lt;br /&gt;
:Various levels in Summoning enable additional capabilities of this spell. See the spell description for details.&lt;br /&gt;
&lt;br /&gt;
;*[[Sounds (607)]]&lt;br /&gt;
:Training in Summoning increases the spell hindrance caused by this spell. The increase is a seed 1 summation, starting with an additional 1% (11% total) at 1 rank and reaching a maximum of an additional 13% (23% total) at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tangle Weed (610)]]&lt;br /&gt;
:Training in Summoning gives this spell a chance to drain the target&#039;s strength. The chance is (Summoning bonus)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Breeze (612)]]&lt;br /&gt;
:Training in Summoning allows this spell to hinder the movements of creatures in the area for a few seconds. The chance for each creature to be hindered is (Summoning bonus)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Imbue (614)]]&lt;br /&gt;
:Training in Summoning increases the maximum amount of mana an imbued item can hold. The increase is a seed 1 summation, starting with an additional 1 mana at 1 rank and reaching an additional 13 mana at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Call Swarm (615)]]&lt;br /&gt;
:Training in Summoning increases the effectiveness of this spell. The increase is on a seed 5 summation, starting with +1 at 5 ranks and reaching +16 at 200 ranks. The exact benefit varies with the version of the spell you are casting.&lt;br /&gt;
&lt;br /&gt;
;*[[Spike Thorn (616)]]&lt;br /&gt;
:Training in Summoning provides a chance for an additional damage cycle. The chance is (Summoning bonus)/2 - 30%.&lt;br /&gt;
&lt;br /&gt;
;*[[Nature&#039;s Fury (635)]]&lt;br /&gt;
:Training in Summoning provides a chance for additional damage cycles. The chance for a second cycle is equal to your Summoning skill bonus; the chance for a third cycle is equal to your bonus - 100.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Training in Summoning increases the [[Wall of Thorns (640)]] benefit provided by the aspect of the porcupine, as well as the health provided by the aspect of the bear.&lt;br /&gt;
&lt;br /&gt;
== [[Sorcerer Base]]  ==&lt;br /&gt;
;*[[Curse (715)]]&lt;br /&gt;
:A sorcerer&#039;s cursing power increases by one point for every three ranks of Summoning.&lt;br /&gt;
&lt;br /&gt;
==  [[Empath Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Wither (1115)]]&lt;br /&gt;
:Training in Summoning provides a chance for an additional damage cycle. The chance is (Summoning ranks)/1.5.&lt;br /&gt;
&lt;br /&gt;
;*[[Herb Production (1118)]]&lt;br /&gt;
:Training in Summoning allows you to summon specific herbs. See the spell description for more details.&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Pious Trial (1602)]]&lt;br /&gt;
:Training in Summoning increases the roundtime addition of this spell. 10 ranks gives 1 additional second (3 seconds total) while 25 ranks gives 2 additional seconds (4 seconds total).&lt;br /&gt;
&lt;br /&gt;
;*[[Templar&#039;s Verdict (1603)]]&lt;br /&gt;
:Training in Summoning increases the number of times the debuff effect can trigger, further details pending.&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Summoning increases the potency of the the [[flare]]s.&lt;br /&gt;
&lt;br /&gt;
;*[[Arm of the Arkati (1605)]]&lt;br /&gt;
:Training in Summoning increases the percentage bonus to [[DF]] provided by this spell. The increase is a seed 5 summation, starting with an additional 1% (11% total) at 5 ranks and reaching an additional 16% (26%) at 200 ranks. &lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings increases the maximum charges of the &#039;&#039;&#039;Swift Justice&#039;&#039;&#039; effect to 3 at 40 ranks, and 4 at 105 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Aid The Fallen (1613)]]&lt;br /&gt;
:With 20 ranks of SL, Summoning, a paladin may, when dead, return their corpse to their anchored location.&lt;br /&gt;
&lt;br /&gt;
;*[[Sanctify (1625)]]&lt;br /&gt;
:Increases the maximum level of spell that can be infused into the paladin&#039;s bonded weapon using the seed 2 [[summation chart]] bonus.&lt;br /&gt;
&lt;br /&gt;
;*[[Judgment (1630)]]&lt;br /&gt;
:Every 50 points of Summoning skill bonus increases the number of targets this spell will strike by one.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Increases the duration of INCARNATE ZEAL 2 seconds using a Seed 10 summation.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Blessings]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=146235</id>
		<title>Spiritual Lore, Blessings</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=146235"/>
		<updated>2021-03-26T00:38:21Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Paladin Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a character&#039;s knowledge and understanding of various prayers, rituals, and invocations used to beseech the lesser and greater spirits. Those with knowledge of blessings will also earn the power of spells cast upon them as opposed to only magic cast by them.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]==&lt;br /&gt;
&lt;br /&gt;
;*[[Disease Resist (104)]] and [[Poison Resist (105)]]&lt;br /&gt;
:For both spells, training in Blessings provides a bonus to your second warding roll. The bonus starts at +2 with 1 rank and reaches +38 at 190 ranks. This is a seed 1 summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Warding II (107)]]&lt;br /&gt;
:Training in Blessings allows the spell to occasionally provide a +25 TD bonus to a warding attempt. The chance for the bonus starts at 1% with 10 ranks and reaches 12% with 186 ranks (a seed 10 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
:Training in Blessings provides a flat bonus to this spell&#039;s chance to activate. The bonus is 1% at 1 rank and reaches 19% at 190 ranks (a seed 1 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Strike (117)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to remain active for an additional attack. The chance for the first additional attack starts at 3% with 5 ranks and increases by 3% at each step of a seed 5 summation, reaching 48% at 200 ranks. Each additional attack halves the chance for the spell to remain active.&lt;br /&gt;
&lt;br /&gt;
;*[[Lesser Shroud (120)]]&lt;br /&gt;
:Sixty ranks in Blessings allow a caster to bestow this spell on another target for two minutes.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Manna (203)]]&lt;br /&gt;
:Training in Blessings causes manna bread to increase maximum mana when consumed. The increase is +5 per step of a seed 10 summation, to a cap of +50 maximum mana at 145 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tend Lore (206)]]&lt;br /&gt;
:Training in Blessings increases the number of [[First Aid]] ranks granted.  The increase is +1 per step of a seed 2 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Untrammel (209)]]&lt;br /&gt;
:With ten ranks of Blessings, Untrammel can be cast as a persistent effect, providing the caster with an additional warding or maneuver roll against webbing attempts.&lt;br /&gt;
&lt;br /&gt;
;*[[Bravery (211)]]&lt;br /&gt;
:Fifty ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Heroism (215)]]&lt;br /&gt;
:Sixty-five ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration. In addition, the AS bonus granted to the caster increases by 1 point per ten ranks. For every additional +3 bonus, the mana cost of the spell increases by 1 MP.&lt;br /&gt;
&lt;br /&gt;
;*[[Spell Shield (219)]]&lt;br /&gt;
:Eighty ranks of Blessings allow a caster to cast this spell on their entire group for two minutes. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Prayer of Protection (303)]]&lt;br /&gt;
:Forty ranks of Blessings allow a caster to bestow this spell on another for two minutes.&lt;br /&gt;
&lt;br /&gt;
;*[[Bless (304)]]&lt;br /&gt;
:Each rank of Blessings adds one swing.&lt;br /&gt;
&lt;br /&gt;
;*[[Preservation (305)]]&lt;br /&gt;
:Each rank of Blessings adds fifteen seconds of duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Benediction (307)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to provide a +15 AS bonus on a given attack. The chance is 1% with 6 ranks and reaches 15% at 195 ranks. This is a seed 6 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Well of Life (308)]]&lt;br /&gt;
:Each rank of Blessings reduces the cooldown time (for both the living target and dead target versions of the spell) by one second.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervent Reproach (312)]]&lt;br /&gt;
:Training in Blessings increases the duration of the Wisdom/health/mana boost this spell occasionally grants.&lt;br /&gt;
&lt;br /&gt;
;*[[Relieve Burden (314)]]&lt;br /&gt;
:Training in Blessings increases the number of silvers that this spell allows you to carry without burden by 2,000 per step of a seed 5 summation. The mana cost of the spell is also increased by 1 MP per 4,000 additional silvers.&lt;br /&gt;
&lt;br /&gt;
;*[[Remove Curse (315)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Soul Ward (319)]]&lt;br /&gt;
:Training in Blessings provides for a chance to negate subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Training in Blessings increases the chance of success when blessing a spell into a gem. This effect caps out at 21 ranks, providing a bonus of about 7-9%. In addition, five ranks in Blessings are required to utilize the first three tiered effects of this spell, while ten ranks are required for the final two. When blessing [[Chrism]] into a gem, additional ranks of Blessings beyond the required ten increase the amount of experience retained by 5% per step of a seed 1 summation, beginning with 5% extra (55% total) at 11 ranks of Blessings, and reaching a maximum of 50% extra (100% total experience retention) at 65 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Symbol of the Proselyte (340)]]&lt;br /&gt;
:Training in Blessings adds additional charges to a holy symbol when this spell is used. The bonus is 1 additional charge per 50 points of Blessings skill, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Miracle (350)]]&lt;br /&gt;
:Training in Blessings provides a chance that the cleric will receive a Chrism-like effect upon being resurrected with a Miracle. The chance is 5% per seed 2 summation, beginning at 5% with 2 ranks and reaching 90% with 189 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Natural Colors (601)]]&lt;br /&gt;
:Training in Blessings increases both the hiding and DS bonuses of this spell. The hiding bonus is a seed 1 summation, starting at +1 with 1 rank and reaching a maximum of +13 at 91 ranks, while the DS bonus is a seed 5 summation, starting at +1 at 5 ranks and reaching a maximum of +10 additional DS at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Elements (602)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus of this spell against fire, ice, and electrical bolt attacks. The bonus is a seed 5 summation, starting at +1 with 5 rank and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Foraging (603)]]&lt;br /&gt;
:Each rank of Spiritual Lore, Blessings grants +1, up to a maximum lore bonus of 30.  Each point of this bonus is worth 3x the bonus received from 1 rank of training in Survival.&lt;br /&gt;
&lt;br /&gt;
;*[[Skinning (604)]]&lt;br /&gt;
:Training in Blessings provides a percentage bonus to the value of skins produced. The bonus is a seed 5 summation, starting at 1% with 5 ranks and reaching a maximum of 10% at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Mass Colors (611)]]&lt;br /&gt;
:See Natural Colors, above.&lt;br /&gt;
&lt;br /&gt;
;*[[Self Control (613)]]&lt;br /&gt;
:Training in Blessings provides an additional spiritual TD bonus. The bonus is a seed 5 summation, starting at +1 with 5 ranks and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Sneaking (617)]]&lt;br /&gt;
:Training in Blessings decreases the chance that the Ranger will slip in icy conditions while this spell is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Nature (620)]]&lt;br /&gt;
:The resistance bonus provided by this spell is 20% + (Blessings ranks)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Blessings increases the statistic bonus provided by an assumed aspect. The bonus is a seed 2 summation, starting at +1 to the relevant stat with 2 ranks and reaching a maximum of +12 at 90 ranks. In addition, Blessings increases your bonus chance to evade, block or parry while in the appropriate aspect by the same amount. It will also increase the RT reduction provided by the aspect of the Yierka by 3% per step of a seed 1 summation, reaching 39% at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Empath Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]]&lt;br /&gt;
:With all of these spells, Blessings provides a chance that healing a minor wound will also heal scars in that location. The table below shows the minimum required ranks to activate this effect for each type of scar. The chance of success is 20% plus .5% per rank above the required amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-left:2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Minor&lt;br /&gt;
! Medium&lt;br /&gt;
! Severe&lt;br /&gt;
|-&lt;br /&gt;
! Limb&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
! System&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Head&lt;br /&gt;
| 30&lt;br /&gt;
| 70&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
! Organ&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Adrenal Surge (1107)]]&lt;br /&gt;
:Training in Blessings causes this spell to restore stamina once every five minutes. At 15 ranks, this spell restores 25 stamina; at 35 ranks, 50 stamina; and at 65 ranks, all stamina.&lt;br /&gt;
&lt;br /&gt;
;*[[Solace (1140)]]&lt;br /&gt;
:Reduces cooldown by 12 seconds for every rank&lt;br /&gt;
&lt;br /&gt;
;*[[IMPRINT (verb)|Imprint]] (empath ability)&lt;br /&gt;
:Increases the duration of a successful imprint at a rate of 3 seconds per skill bonus&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Mantle of Faith (1601)]]&lt;br /&gt;
:Training in Blessings provides additional DS and TD. The benefit is a seed 2 summation, starting at +1 with 2 ranks and reaching +18 at 189 ranks. This also increases the mana cost of this spell by an equal amount.&lt;br /&gt;
&lt;br /&gt;
;*[[Pious Trial (1602)]]&lt;br /&gt;
:Every 10 ranks of Spiritual Lore, Blessings lore allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Blessings provides an additional 5% duration increase per rank, reaching a maximum of an additional 50% (a total duration increase of 100%) at 10 ranks. Blessings also provides a chance for a second flare by 4% per [[summation::seed 3 summation]].&lt;br /&gt;
&lt;br /&gt;
:Blessings increases the effectiveness of purified manna bread. The maximum mana regeneration rate of purified bread is 3 + (seed 2 summation of Blessings), while the maximum mana pool bonus is 10 + (5 * seed 5 summation of Blessings).&lt;br /&gt;
&lt;br /&gt;
:Note: Using this spell on a magical weapon requires that your [[Paladin Base]] ranks and Blessings ranks total at least 15. In addition, each rank of Blessings adds 1 swing to the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Rejuvenation (1607)]]&lt;br /&gt;
:Training in Blessings increases the immediate health and stamina return of this spell. The benefit is +3 per step of a seed 1 summation, reaching a maximum of an additional +57 health and stamina recovered at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Defense of the Faithful (1608)]]&lt;br /&gt;
:Training in Blessings nullifies an additional target&#039;s Force on Force for every [[summation::seed 10 summation]] while the &#039;&#039;&#039;Because of Courage&#039;&#039;&#039; effect is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings adds to the percentage chance to block this spell provides. The benefit is a seed 3 summation, starting at an additional 1% (11% total) at 3 ranks, and reaching an additional 17% (27% total) at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
:Training in Blessings increases the Combat Maneuver rank bonus provided by this spell. The benefit starts at +1 Combat Maneuvers rank with three ranks of Blessings and reaches +17 ranks at 187 Blessings ranks (a seed 3 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Vigor (1616)]]&lt;br /&gt;
:Training in Blessings provides an additional health bonus. The bonus is a seed 1 summation, starting with 1 extra point at 1 rank and reaching 19 extra points at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Crusade (1618)]]&lt;br /&gt;
:Training in Blessings increases the damage [[weighting]] bonus of this spell with physical and magical bolt attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Training in Blessings increases the resistance of INCARNATE ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, and 125 ranks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Summoning&amp;diff=146234</id>
		<title>Spiritual Lore, Summoning</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Summoning&amp;diff=146234"/>
		<updated>2021-03-26T00:35:50Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Paladin Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a spiritualist&#039;s knowledge of and experience with summoning lesser and greater spirits.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Fog (106)]]&lt;br /&gt;
:With forty ranks of Summoning, casting this spell will hide the caster for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
;*[[Unbalance (110)]]&lt;br /&gt;
:Training in Summoning increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Fire Spirit (111)]]&lt;br /&gt;
:Training in Summoning increases this spell&#039;s [[damage factor]]. The first fifty ranks add .001 DF each, while any additional ranks add .0005 each. In addition, Summoning increases the maximum number of targets you may hit with a single cast, starting with one additional target (9 total) at 1 rank and reaching 19 additional targets (27 total) at 190. This is a seed 1 summation (see the [[Summation Chart]]). &lt;br /&gt;
&lt;br /&gt;
;*[[Locate Person (116)]]&lt;br /&gt;
:Training in Summoning allows the caster to locate targets in other realms. 30 ranks allows you to locate targets one realm away, 60 ranks allows you to locate two realms away, and 90 ranks allows you to locate a target anywhere. In addition, 30 ranks of Summoning allows you to cast Locate in a room where a person has just been located to identify the locator.&lt;br /&gt;
&lt;br /&gt;
;*[[Web (118)]]&lt;br /&gt;
:Summoning ranks increase the charges of the room-cast Web. Additional charges are acquired at 5/15/30/50/75/105/140/180 ranks. In addition, twenty ranks of Summoning allow you to cast the bolt version of Web.&lt;br /&gt;
&lt;br /&gt;
;*[[Call Lightning (125)]]&lt;br /&gt;
:Training in Summoning reduces the startup delay. The reduction is 1 second per ten ranks, with a maximum reduction of 7 seconds at 70 ranks. In addition, the spell can be cast indoors with at least 80 ranks of Summoning; Rangers with [[Nature&#039;s Touch (625)]] active need only 40 ranks to do so.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Guide (130)]]&lt;br /&gt;
:Training in Summoning reduces the randomness of the landing location.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Silence (210)]]&lt;br /&gt;
:Training in Summoning allows the caster to use this spell on multiple targets at once. Every twenty ranks of Summoning adds an additional target.&lt;br /&gt;
&lt;br /&gt;
;*[[Interference (212)]]&lt;br /&gt;
:Training in Summoning increases the TD penalty this spell applies. The increase starts at +1 with 5 ranks and reaches +16 at 200 ranks; this is a seed 5 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Minor Sanctuary (213)]]&lt;br /&gt;
:Training in Summoning increases the power of this spell, both for establishing a sanctuary in the face of disrupting forces, and for preventing disruption once the spell has been cast.&lt;br /&gt;
&lt;br /&gt;
;*[[Frenzy (216)]]&lt;br /&gt;
:Training in Summoning increases the TD pushdown of this spell. The increase is +1 at 1 rank and reaches +19 at 190 ranks. This is a seed 1 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Mass Interference (217)]]&lt;br /&gt;
:Training in Summoning increases the TD penalty this spell applies. The increase starts at +1 with 5 ranks and reaches +16 at 200 ranks; this is a seed 5 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Servant (218)]]&lt;br /&gt;
:Every rank of Summoning increases the duration of the servant by 30 seconds. In addition, each rank up to 100 ranks increases the duration of the spirit&#039;s Preservation of your corpse by 15 seconds, and each rank afterwards adds 10 seconds.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Slayer (240)]]&lt;br /&gt;
:Training in Summoning increases the likelihood of a recast. The increase is 2% per step of a seed 1 summation, with a maximum of 38% increase (98% total chance) at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Summoning training is required to use some of the tiered effects of this spell. 5 ranks are required for [[Brimstone]], 10 ranks for [[Nexus]], and 15 ranks for [[Chrism]].&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Whispering Willow (605)]]&lt;br /&gt;
:Various levels in Summoning enable additional capabilities of this spell. See the spell description for details.&lt;br /&gt;
&lt;br /&gt;
;*[[Sounds (607)]]&lt;br /&gt;
:Training in Summoning increases the spell hindrance caused by this spell. The increase is a seed 1 summation, starting with an additional 1% (11% total) at 1 rank and reaching a maximum of an additional 13% (23% total) at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tangle Weed (610)]]&lt;br /&gt;
:Training in Summoning gives this spell a chance to drain the target&#039;s strength. The chance is (Summoning bonus)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Breeze (612)]]&lt;br /&gt;
:Training in Summoning allows this spell to hinder the movements of creatures in the area for a few seconds. The chance for each creature to be hindered is (Summoning bonus)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Imbue (614)]]&lt;br /&gt;
:Training in Summoning increases the maximum amount of mana an imbued item can hold. The increase is a seed 1 summation, starting with an additional 1 mana at 1 rank and reaching an additional 13 mana at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Call Swarm (615)]]&lt;br /&gt;
:Training in Summoning increases the effectiveness of this spell. The increase is on a seed 5 summation, starting with +1 at 5 ranks and reaching +16 at 200 ranks. The exact benefit varies with the version of the spell you are casting.&lt;br /&gt;
&lt;br /&gt;
;*[[Spike Thorn (616)]]&lt;br /&gt;
:Training in Summoning provides a chance for an additional damage cycle. The chance is (Summoning bonus)/2 - 30%.&lt;br /&gt;
&lt;br /&gt;
;*[[Nature&#039;s Fury (635)]]&lt;br /&gt;
:Training in Summoning provides a chance for additional damage cycles. The chance for a second cycle is equal to your Summoning skill bonus; the chance for a third cycle is equal to your bonus - 100.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Training in Summoning increases the [[Wall of Thorns (640)]] benefit provided by the aspect of the porcupine, as well as the health provided by the aspect of the bear.&lt;br /&gt;
&lt;br /&gt;
== [[Sorcerer Base]]  ==&lt;br /&gt;
;*[[Curse (715)]]&lt;br /&gt;
:A sorcerer&#039;s cursing power increases by one point for every three ranks of Summoning.&lt;br /&gt;
&lt;br /&gt;
==  [[Empath Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Wither (1115)]]&lt;br /&gt;
:Training in Summoning provides a chance for an additional damage cycle. The chance is (Summoning ranks)/1.5.&lt;br /&gt;
&lt;br /&gt;
;*[[Herb Production (1118)]]&lt;br /&gt;
:Training in Summoning allows you to summon specific herbs. See the spell description for more details.&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Pious Trial (1602)]]&lt;br /&gt;
:Training in Summoning increases the roundtime addition of this spell. 10 ranks gives 1 additional second (3 seconds total) while 25 ranks gives 2 additional seconds (4 seconds total).&lt;br /&gt;
&lt;br /&gt;
;*[[Templar&#039;s Verdict (1603)]]&lt;br /&gt;
:Training in Summoning increases the number of times the debuff effect can trigger, further details pending.&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Summoning increases the potency of the the [[flare]]s.&lt;br /&gt;
&lt;br /&gt;
;*[[Arm of the Arkati (1605)]]&lt;br /&gt;
:Training in Summoning increases the percentage bonus to [[DF]] provided by this spell. The increase is a seed 5 summation, starting with an additional 1% (11% total) at 5 ranks and reaching an additional 16% (26%) at 200 ranks. &lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings increases the maximum charges of the &#039;&#039;&#039;Swift Justice&#039;&#039;&#039; effect to 3 at 40 ranks, and 4 at 105 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Aid The Fallen (1620)]]&lt;br /&gt;
:With 40 ranks of SL, Summoning, a paladin may, when dead, return their corpse to their anchored location.&lt;br /&gt;
&lt;br /&gt;
;*[[Sanctify (1625)]]&lt;br /&gt;
:Increases the maximum level of spell that can be infused into the paladin&#039;s bonded weapon using the seed 2 [[summation chart]] bonus.&lt;br /&gt;
&lt;br /&gt;
;*[[Judgment (1630)]]&lt;br /&gt;
:Every 50 points of Summoning skill bonus increases the number of targets this spell will strike by one.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Increases the duration of INCARNATE ZEAL 2 seconds using a Seed 10 summation.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Blessings]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=146233</id>
		<title>Spiritual Lore, Blessings</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=146233"/>
		<updated>2021-03-26T00:34:19Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Paladin Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a character&#039;s knowledge and understanding of various prayers, rituals, and invocations used to beseech the lesser and greater spirits. Those with knowledge of blessings will also earn the power of spells cast upon them as opposed to only magic cast by them.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]==&lt;br /&gt;
&lt;br /&gt;
;*[[Disease Resist (104)]] and [[Poison Resist (105)]]&lt;br /&gt;
:For both spells, training in Blessings provides a bonus to your second warding roll. The bonus starts at +2 with 1 rank and reaches +38 at 190 ranks. This is a seed 1 summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Warding II (107)]]&lt;br /&gt;
:Training in Blessings allows the spell to occasionally provide a +25 TD bonus to a warding attempt. The chance for the bonus starts at 1% with 10 ranks and reaches 12% with 186 ranks (a seed 10 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
:Training in Blessings provides a flat bonus to this spell&#039;s chance to activate. The bonus is 1% at 1 rank and reaches 19% at 190 ranks (a seed 1 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Strike (117)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to remain active for an additional attack. The chance for the first additional attack starts at 3% with 5 ranks and increases by 3% at each step of a seed 5 summation, reaching 48% at 200 ranks. Each additional attack halves the chance for the spell to remain active.&lt;br /&gt;
&lt;br /&gt;
;*[[Lesser Shroud (120)]]&lt;br /&gt;
:Sixty ranks in Blessings allow a caster to bestow this spell on another target for two minutes.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Manna (203)]]&lt;br /&gt;
:Training in Blessings causes manna bread to increase maximum mana when consumed. The increase is +5 per step of a seed 10 summation, to a cap of +50 maximum mana at 145 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tend Lore (206)]]&lt;br /&gt;
:Training in Blessings increases the number of [[First Aid]] ranks granted.  The increase is +1 per step of a seed 2 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Untrammel (209)]]&lt;br /&gt;
:With ten ranks of Blessings, Untrammel can be cast as a persistent effect, providing the caster with an additional warding or maneuver roll against webbing attempts.&lt;br /&gt;
&lt;br /&gt;
;*[[Bravery (211)]]&lt;br /&gt;
:Fifty ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Heroism (215)]]&lt;br /&gt;
:Sixty-five ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration. In addition, the AS bonus granted to the caster increases by 1 point per ten ranks. For every additional +3 bonus, the mana cost of the spell increases by 1 MP.&lt;br /&gt;
&lt;br /&gt;
;*[[Spell Shield (219)]]&lt;br /&gt;
:Eighty ranks of Blessings allow a caster to cast this spell on their entire group for two minutes. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Prayer of Protection (303)]]&lt;br /&gt;
:Forty ranks of Blessings allow a caster to bestow this spell on another for two minutes.&lt;br /&gt;
&lt;br /&gt;
;*[[Bless (304)]]&lt;br /&gt;
:Each rank of Blessings adds one swing.&lt;br /&gt;
&lt;br /&gt;
;*[[Preservation (305)]]&lt;br /&gt;
:Each rank of Blessings adds fifteen seconds of duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Benediction (307)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to provide a +15 AS bonus on a given attack. The chance is 1% with 6 ranks and reaches 15% at 195 ranks. This is a seed 6 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Well of Life (308)]]&lt;br /&gt;
:Each rank of Blessings reduces the cooldown time (for both the living target and dead target versions of the spell) by one second.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervent Reproach (312)]]&lt;br /&gt;
:Training in Blessings increases the duration of the Wisdom/health/mana boost this spell occasionally grants.&lt;br /&gt;
&lt;br /&gt;
;*[[Relieve Burden (314)]]&lt;br /&gt;
:Training in Blessings increases the number of silvers that this spell allows you to carry without burden by 2,000 per step of a seed 5 summation. The mana cost of the spell is also increased by 1 MP per 4,000 additional silvers.&lt;br /&gt;
&lt;br /&gt;
;*[[Remove Curse (315)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Soul Ward (319)]]&lt;br /&gt;
:Training in Blessings provides for a chance to negate subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Training in Blessings increases the chance of success when blessing a spell into a gem. This effect caps out at 21 ranks, providing a bonus of about 7-9%. In addition, five ranks in Blessings are required to utilize the first three tiered effects of this spell, while ten ranks are required for the final two. When blessing [[Chrism]] into a gem, additional ranks of Blessings beyond the required ten increase the amount of experience retained by 5% per step of a seed 1 summation, beginning with 5% extra (55% total) at 11 ranks of Blessings, and reaching a maximum of 50% extra (100% total experience retention) at 65 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Symbol of the Proselyte (340)]]&lt;br /&gt;
:Training in Blessings adds additional charges to a holy symbol when this spell is used. The bonus is 1 additional charge per 50 points of Blessings skill, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Miracle (350)]]&lt;br /&gt;
:Training in Blessings provides a chance that the cleric will receive a Chrism-like effect upon being resurrected with a Miracle. The chance is 5% per seed 2 summation, beginning at 5% with 2 ranks and reaching 90% with 189 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Natural Colors (601)]]&lt;br /&gt;
:Training in Blessings increases both the hiding and DS bonuses of this spell. The hiding bonus is a seed 1 summation, starting at +1 with 1 rank and reaching a maximum of +13 at 91 ranks, while the DS bonus is a seed 5 summation, starting at +1 at 5 ranks and reaching a maximum of +10 additional DS at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Elements (602)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus of this spell against fire, ice, and electrical bolt attacks. The bonus is a seed 5 summation, starting at +1 with 5 rank and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Foraging (603)]]&lt;br /&gt;
:Each rank of Spiritual Lore, Blessings grants +1, up to a maximum lore bonus of 30.  Each point of this bonus is worth 3x the bonus received from 1 rank of training in Survival.&lt;br /&gt;
&lt;br /&gt;
;*[[Skinning (604)]]&lt;br /&gt;
:Training in Blessings provides a percentage bonus to the value of skins produced. The bonus is a seed 5 summation, starting at 1% with 5 ranks and reaching a maximum of 10% at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Mass Colors (611)]]&lt;br /&gt;
:See Natural Colors, above.&lt;br /&gt;
&lt;br /&gt;
;*[[Self Control (613)]]&lt;br /&gt;
:Training in Blessings provides an additional spiritual TD bonus. The bonus is a seed 5 summation, starting at +1 with 5 ranks and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Sneaking (617)]]&lt;br /&gt;
:Training in Blessings decreases the chance that the Ranger will slip in icy conditions while this spell is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Nature (620)]]&lt;br /&gt;
:The resistance bonus provided by this spell is 20% + (Blessings ranks)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Blessings increases the statistic bonus provided by an assumed aspect. The bonus is a seed 2 summation, starting at +1 to the relevant stat with 2 ranks and reaching a maximum of +12 at 90 ranks. In addition, Blessings increases your bonus chance to evade, block or parry while in the appropriate aspect by the same amount. It will also increase the RT reduction provided by the aspect of the Yierka by 3% per step of a seed 1 summation, reaching 39% at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Empath Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]]&lt;br /&gt;
:With all of these spells, Blessings provides a chance that healing a minor wound will also heal scars in that location. The table below shows the minimum required ranks to activate this effect for each type of scar. The chance of success is 20% plus .5% per rank above the required amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-left:2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Minor&lt;br /&gt;
! Medium&lt;br /&gt;
! Severe&lt;br /&gt;
|-&lt;br /&gt;
! Limb&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
! System&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Head&lt;br /&gt;
| 30&lt;br /&gt;
| 70&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
! Organ&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Adrenal Surge (1107)]]&lt;br /&gt;
:Training in Blessings causes this spell to restore stamina once every five minutes. At 15 ranks, this spell restores 25 stamina; at 35 ranks, 50 stamina; and at 65 ranks, all stamina.&lt;br /&gt;
&lt;br /&gt;
;*[[Solace (1140)]]&lt;br /&gt;
:Reduces cooldown by 12 seconds for every rank&lt;br /&gt;
&lt;br /&gt;
;*[[IMPRINT (verb)|Imprint]] (empath ability)&lt;br /&gt;
:Increases the duration of a successful imprint at a rate of 3 seconds per skill bonus&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Mantle of Faith (1601)]]&lt;br /&gt;
:Training in Blessings provides additional DS and TD. The benefit is a seed 2 summation, starting at +1 with 2 ranks and reaching +18 at 189 ranks. This also increases the mana cost of this spell by an equal amount.&lt;br /&gt;
&lt;br /&gt;
;*[[Pious Trial (1602)]]&lt;br /&gt;
:Every 10 ranks of Spiritual Lore, Blessings lore allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Blessings provides an additional 5% duration increase per rank, reaching a maximum of an additional 50% (a total duration increase of 100%) at 10 ranks. Blessings also provides a chance for a second flare by 4% per [[summation::seed 3 summation]].&lt;br /&gt;
&lt;br /&gt;
:Blessings increases the effectiveness of purified manna bread. The maximum mana regeneration rate of purified bread is 3 + (seed 2 summation of Blessings), while the maximum mana pool bonus is 10 + (5 * seed 5 summation of Blessings).&lt;br /&gt;
&lt;br /&gt;
:Note: Using this spell on a magical weapon requires that your [[Paladin Base]] ranks and Blessings ranks total at least 15. In addition, each rank of Blessings adds 1 swing to the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Rejuvenation (1607)]]&lt;br /&gt;
:Training in Blessings increases the immediate health and stamina return of this spell. The benefit is +3 per step of a seed 1 summation, reaching a maximum of an additional +57 health and stamina recovered at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Defense of the Faithful (1608)]]&lt;br /&gt;
:Training in Blessings nullifies an additional target&#039;s Force on Force for every [[summation::seed 10 summation]] while the &#039;&#039;&#039;Because of Courage&#039;&#039;&#039; effect is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings adds to the percentage chance to block this spell provides. The benefit is a seed 3 summation, starting at an additional 1% (11% total) at 3 ranks, and reaching an additional 17% (27% total) at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
:Training in Blessings increases the Combat Maneuver rank bonus provided by this spell. The benefit starts at +1 Combat Maneuvers rank with three ranks of Blessings and reaches +17 ranks at 187 Blessings ranks (a seed 3 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Guard the Meek (1613)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus this spell provides the Paladin by +1 per step of a seed 6 summation, with a maximum of +5 additional DS (+20 total) at 40 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Vigor (1616)]]&lt;br /&gt;
:Training in Blessings provides an additional health bonus. The bonus is a seed 1 summation, starting with 1 extra point at 1 rank and reaching 19 extra points at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Crusade (1618)]]&lt;br /&gt;
:Training in Blessings increases the damage [[weighting]] bonus of this spell with physical and magical bolt attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Training in Blessings increases the resistance of INCARNATE ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, and 125 ranks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Summoning&amp;diff=146232</id>
		<title>Spiritual Lore, Summoning</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Summoning&amp;diff=146232"/>
		<updated>2021-03-26T00:32:26Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Paladin Base */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a spiritualist&#039;s knowledge of and experience with summoning lesser and greater spirits.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Fog (106)]]&lt;br /&gt;
:With forty ranks of Summoning, casting this spell will hide the caster for 30 seconds.&lt;br /&gt;
&lt;br /&gt;
;*[[Unbalance (110)]]&lt;br /&gt;
:Training in Summoning increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Fire Spirit (111)]]&lt;br /&gt;
:Training in Summoning increases this spell&#039;s [[damage factor]]. The first fifty ranks add .001 DF each, while any additional ranks add .0005 each. In addition, Summoning increases the maximum number of targets you may hit with a single cast, starting with one additional target (9 total) at 1 rank and reaching 19 additional targets (27 total) at 190. This is a seed 1 summation (see the [[Summation Chart]]). &lt;br /&gt;
&lt;br /&gt;
;*[[Locate Person (116)]]&lt;br /&gt;
:Training in Summoning allows the caster to locate targets in other realms. 30 ranks allows you to locate targets one realm away, 60 ranks allows you to locate two realms away, and 90 ranks allows you to locate a target anywhere. In addition, 30 ranks of Summoning allows you to cast Locate in a room where a person has just been located to identify the locator.&lt;br /&gt;
&lt;br /&gt;
;*[[Web (118)]]&lt;br /&gt;
:Summoning ranks increase the charges of the room-cast Web. Additional charges are acquired at 5/15/30/50/75/105/140/180 ranks. In addition, twenty ranks of Summoning allow you to cast the bolt version of Web.&lt;br /&gt;
&lt;br /&gt;
;*[[Call Lightning (125)]]&lt;br /&gt;
:Training in Summoning reduces the startup delay. The reduction is 1 second per ten ranks, with a maximum reduction of 7 seconds at 70 ranks. In addition, the spell can be cast indoors with at least 80 ranks of Summoning; Rangers with [[Nature&#039;s Touch (625)]] active need only 40 ranks to do so.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Guide (130)]]&lt;br /&gt;
:Training in Summoning reduces the randomness of the landing location.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Silence (210)]]&lt;br /&gt;
:Training in Summoning allows the caster to use this spell on multiple targets at once. Every twenty ranks of Summoning adds an additional target.&lt;br /&gt;
&lt;br /&gt;
;*[[Interference (212)]]&lt;br /&gt;
:Training in Summoning increases the TD penalty this spell applies. The increase starts at +1 with 5 ranks and reaches +16 at 200 ranks; this is a seed 5 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Minor Sanctuary (213)]]&lt;br /&gt;
:Training in Summoning increases the power of this spell, both for establishing a sanctuary in the face of disrupting forces, and for preventing disruption once the spell has been cast.&lt;br /&gt;
&lt;br /&gt;
;*[[Frenzy (216)]]&lt;br /&gt;
:Training in Summoning increases the TD pushdown of this spell. The increase is +1 at 1 rank and reaches +19 at 190 ranks. This is a seed 1 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Mass Interference (217)]]&lt;br /&gt;
:Training in Summoning increases the TD penalty this spell applies. The increase starts at +1 with 5 ranks and reaches +16 at 200 ranks; this is a seed 5 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Servant (218)]]&lt;br /&gt;
:Every rank of Summoning increases the duration of the servant by 30 seconds. In addition, each rank up to 100 ranks increases the duration of the spirit&#039;s Preservation of your corpse by 15 seconds, and each rank afterwards adds 10 seconds.&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Slayer (240)]]&lt;br /&gt;
:Training in Summoning increases the likelihood of a recast. The increase is 2% per step of a seed 1 summation, with a maximum of 38% increase (98% total chance) at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Summoning training is required to use some of the tiered effects of this spell. 5 ranks are required for [[Brimstone]], 10 ranks for [[Nexus]], and 15 ranks for [[Chrism]].&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Whispering Willow (605)]]&lt;br /&gt;
:Various levels in Summoning enable additional capabilities of this spell. See the spell description for details.&lt;br /&gt;
&lt;br /&gt;
;*[[Sounds (607)]]&lt;br /&gt;
:Training in Summoning increases the spell hindrance caused by this spell. The increase is a seed 1 summation, starting with an additional 1% (11% total) at 1 rank and reaching a maximum of an additional 13% (23% total) at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tangle Weed (610)]]&lt;br /&gt;
:Training in Summoning gives this spell a chance to drain the target&#039;s strength. The chance is (Summoning bonus)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Breeze (612)]]&lt;br /&gt;
:Training in Summoning allows this spell to hinder the movements of creatures in the area for a few seconds. The chance for each creature to be hindered is (Summoning bonus)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Imbue (614)]]&lt;br /&gt;
:Training in Summoning increases the maximum amount of mana an imbued item can hold. The increase is a seed 1 summation, starting with an additional 1 mana at 1 rank and reaching an additional 13 mana at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Call Swarm (615)]]&lt;br /&gt;
:Training in Summoning increases the effectiveness of this spell. The increase is on a seed 5 summation, starting with +1 at 5 ranks and reaching +16 at 200 ranks. The exact benefit varies with the version of the spell you are casting.&lt;br /&gt;
&lt;br /&gt;
;*[[Spike Thorn (616)]]&lt;br /&gt;
:Training in Summoning provides a chance for an additional damage cycle. The chance is (Summoning bonus)/2 - 30%.&lt;br /&gt;
&lt;br /&gt;
;*[[Nature&#039;s Fury (635)]]&lt;br /&gt;
:Training in Summoning provides a chance for additional damage cycles. The chance for a second cycle is equal to your Summoning skill bonus; the chance for a third cycle is equal to your bonus - 100.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Training in Summoning increases the [[Wall of Thorns (640)]] benefit provided by the aspect of the porcupine, as well as the health provided by the aspect of the bear.&lt;br /&gt;
&lt;br /&gt;
== [[Sorcerer Base]]  ==&lt;br /&gt;
;*[[Curse (715)]]&lt;br /&gt;
:A sorcerer&#039;s cursing power increases by one point for every three ranks of Summoning.&lt;br /&gt;
&lt;br /&gt;
==  [[Empath Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Wither (1115)]]&lt;br /&gt;
:Training in Summoning provides a chance for an additional damage cycle. The chance is (Summoning ranks)/1.5.&lt;br /&gt;
&lt;br /&gt;
;*[[Herb Production (1118)]]&lt;br /&gt;
:Training in Summoning allows you to summon specific herbs. See the spell description for more details.&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]]  ==&lt;br /&gt;
&lt;br /&gt;
;*[[Pious Trial (1602)]]&lt;br /&gt;
:Training in Summoning increases the roundtime addition of this spell. 10 ranks gives 1 additional second (3 seconds total) while 25 ranks gives 2 additional seconds (4 seconds total).&lt;br /&gt;
&lt;br /&gt;
;*[[Templar&#039;s Verdict (1603)]]&lt;br /&gt;
:Training in Summoning increases the number of times the debuff effect can trigger, further details pending.&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Summoning increases the potency of the the [[flare]]s.&lt;br /&gt;
&lt;br /&gt;
;*[[Arm of the Arkati (1605)]]&lt;br /&gt;
:Training in Summoning increases the percentage bonus to [[DF]] provided by this spell. The increase is a seed 5 summation, starting with an additional 1% (11% total) at 5 ranks and reaching an additional 16% (26%) at 200 ranks. &lt;br /&gt;
&lt;br /&gt;
;*[[Aid The Fallen (1620)]]&lt;br /&gt;
:With 40 ranks of SL, Summoning, a paladin may, when dead, return their corpse to their anchored location.&lt;br /&gt;
&lt;br /&gt;
;*[[Sanctify (1625)]]&lt;br /&gt;
:Increases the maximum level of spell that can be infused into the paladin&#039;s bonded weapon using the seed 2 [[summation chart]] bonus.&lt;br /&gt;
&lt;br /&gt;
;*[[Judgment (1630)]]&lt;br /&gt;
:Every 50 points of Summoning skill bonus increases the number of targets this spell will strike by one.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Increases the duration of INCARNATE ZEAL 2 seconds using a Seed 10 summation.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Blessings]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=146231</id>
		<title>Spiritual Lore, Blessings</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=146231"/>
		<updated>2021-03-26T00:30:20Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: /* Paladin Base */   Starting to update for lore changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;alert alert-danger&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;&#039;&#039;&#039;Rangers and Paladins received an update in December 2020.  Until this article is updated, be sure to read the saved posts for [[Ranger Base/saved posts|Ranger]] and [[Paladin Base/saved posts|Paladin]] spells.&amp;lt;/div&amp;gt; &amp;lt;!--REMOVE ALERT MESSAGE WHEN ARTICLE UPDATED FOR CHANGES--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This lore represents a character&#039;s knowledge and understanding of various prayers, rituals, and invocations used to beseech the lesser and greater spirits. Those with knowledge of blessings will also earn the power of spells cast upon them as opposed to only magic cast by them.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]==&lt;br /&gt;
&lt;br /&gt;
;*[[Disease Resist (104)]] and [[Poison Resist (105)]]&lt;br /&gt;
:For both spells, training in Blessings provides a bonus to your second warding roll. The bonus starts at +2 with 1 rank and reaches +38 at 190 ranks. This is a seed 1 summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Warding II (107)]]&lt;br /&gt;
:Training in Blessings allows the spell to occasionally provide a +25 TD bonus to a warding attempt. The chance for the bonus starts at 1% with 10 ranks and reaches 12% with 186 ranks (a seed 10 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
:Training in Blessings provides a flat bonus to this spell&#039;s chance to activate. The bonus is 1% at 1 rank and reaches 19% at 190 ranks (a seed 1 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Strike (117)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to remain active for an additional attack. The chance for the first additional attack starts at 3% with 5 ranks and increases by 3% at each step of a seed 5 summation, reaching 48% at 200 ranks. Each additional attack halves the chance for the spell to remain active.&lt;br /&gt;
&lt;br /&gt;
;*[[Lesser Shroud (120)]]&lt;br /&gt;
:Sixty ranks in Blessings allow a caster to bestow this spell on another target for two minutes.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Manna (203)]]&lt;br /&gt;
:Training in Blessings causes manna bread to increase maximum mana when consumed. The increase is +5 per step of a seed 10 summation, to a cap of +50 maximum mana at 145 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tend Lore (206)]]&lt;br /&gt;
:Training in Blessings increases the number of [[First Aid]] ranks granted.  The increase is +1 per step of a seed 2 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Untrammel (209)]]&lt;br /&gt;
:With ten ranks of Blessings, Untrammel can be cast as a persistent effect, providing the caster with an additional warding or maneuver roll against webbing attempts.&lt;br /&gt;
&lt;br /&gt;
;*[[Bravery (211)]]&lt;br /&gt;
:Fifty ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Heroism (215)]]&lt;br /&gt;
:Sixty-five ranks of Blessings allow a caster to cast this spell on their entire group for one minute. The caster still receives the full duration. In addition, the AS bonus granted to the caster increases by 1 point per ten ranks. For every additional +3 bonus, the mana cost of the spell increases by 1 MP.&lt;br /&gt;
&lt;br /&gt;
;*[[Spell Shield (219)]]&lt;br /&gt;
:Eighty ranks of Blessings allow a caster to cast this spell on their entire group for two minutes. The caster still receives the full duration.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Prayer of Protection (303)]]&lt;br /&gt;
:Forty ranks of Blessings allow a caster to bestow this spell on another for two minutes.&lt;br /&gt;
&lt;br /&gt;
;*[[Bless (304)]]&lt;br /&gt;
:Each rank of Blessings adds one swing.&lt;br /&gt;
&lt;br /&gt;
;*[[Preservation (305)]]&lt;br /&gt;
:Each rank of Blessings adds fifteen seconds of duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Benediction (307)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to provide a +15 AS bonus on a given attack. The chance is 1% with 6 ranks and reaches 15% at 195 ranks. This is a seed 6 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Well of Life (308)]]&lt;br /&gt;
:Each rank of Blessings reduces the cooldown time (for both the living target and dead target versions of the spell) by one second.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervent Reproach (312)]]&lt;br /&gt;
:Training in Blessings increases the duration of the Wisdom/health/mana boost this spell occasionally grants.&lt;br /&gt;
&lt;br /&gt;
;*[[Relieve Burden (314)]]&lt;br /&gt;
:Training in Blessings increases the number of silvers that this spell allows you to carry without burden by 2,000 per step of a seed 5 summation. The mana cost of the spell is also increased by 1 MP per 4,000 additional silvers.&lt;br /&gt;
&lt;br /&gt;
;*[[Remove Curse (315)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Soul Ward (319)]]&lt;br /&gt;
:Training in Blessings provides for a chance to negate subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Training in Blessings increases the chance of success when blessing a spell into a gem. This effect caps out at 21 ranks, providing a bonus of about 7-9%. In addition, five ranks in Blessings are required to utilize the first three tiered effects of this spell, while ten ranks are required for the final two. When blessing [[Chrism]] into a gem, additional ranks of Blessings beyond the required ten increase the amount of experience retained by 5% per step of a seed 1 summation, beginning with 5% extra (55% total) at 11 ranks of Blessings, and reaching a maximum of 50% extra (100% total experience retention) at 65 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Symbol of the Proselyte (340)]]&lt;br /&gt;
:Training in Blessings adds additional charges to a holy symbol when this spell is used. The bonus is 1 additional charge per 50 points of Blessings skill, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Miracle (350)]]&lt;br /&gt;
:Training in Blessings provides a chance that the cleric will receive a Chrism-like effect upon being resurrected with a Miracle. The chance is 5% per seed 2 summation, beginning at 5% with 2 ranks and reaching 90% with 189 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Natural Colors (601)]]&lt;br /&gt;
:Training in Blessings increases both the hiding and DS bonuses of this spell. The hiding bonus is a seed 1 summation, starting at +1 with 1 rank and reaching a maximum of +13 at 91 ranks, while the DS bonus is a seed 5 summation, starting at +1 at 5 ranks and reaching a maximum of +10 additional DS at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Elements (602)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus of this spell against fire, ice, and electrical bolt attacks. The bonus is a seed 5 summation, starting at +1 with 5 rank and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Foraging (603)]]&lt;br /&gt;
:Each rank of Spiritual Lore, Blessings grants +1, up to a maximum lore bonus of 30.  Each point of this bonus is worth 3x the bonus received from 1 rank of training in Survival.&lt;br /&gt;
&lt;br /&gt;
;*[[Skinning (604)]]&lt;br /&gt;
:Training in Blessings provides a percentage bonus to the value of skins produced. The bonus is a seed 5 summation, starting at 1% with 5 ranks and reaching a maximum of 10% at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Mass Colors (611)]]&lt;br /&gt;
:See Natural Colors, above.&lt;br /&gt;
&lt;br /&gt;
;*[[Self Control (613)]]&lt;br /&gt;
:Training in Blessings provides an additional spiritual TD bonus. The bonus is a seed 5 summation, starting at +1 with 5 ranks and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Sneaking (617)]]&lt;br /&gt;
:Training in Blessings decreases the chance that the Ranger will slip in icy conditions while this spell is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Nature (620)]]&lt;br /&gt;
:The resistance bonus provided by this spell is 20% + (Blessings ranks)/2, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Blessings increases the statistic bonus provided by an assumed aspect. The bonus is a seed 2 summation, starting at +1 to the relevant stat with 2 ranks and reaching a maximum of +12 at 90 ranks. In addition, Blessings increases your bonus chance to evade, block or parry while in the appropriate aspect by the same amount. It will also increase the RT reduction provided by the aspect of the Yierka by 3% per step of a seed 1 summation, reaching 39% at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Empath Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]]&lt;br /&gt;
:With all of these spells, Blessings provides a chance that healing a minor wound will also heal scars in that location. The table below shows the minimum required ranks to activate this effect for each type of scar. The chance of success is 20% plus .5% per rank above the required amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-left:2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Minor&lt;br /&gt;
! Medium&lt;br /&gt;
! Severe&lt;br /&gt;
|-&lt;br /&gt;
! Limb&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
! System&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Head&lt;br /&gt;
| 30&lt;br /&gt;
| 70&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
! Organ&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Adrenal Surge (1107)]]&lt;br /&gt;
:Training in Blessings causes this spell to restore stamina once every five minutes. At 15 ranks, this spell restores 25 stamina; at 35 ranks, 50 stamina; and at 65 ranks, all stamina.&lt;br /&gt;
&lt;br /&gt;
;*[[Solace (1140)]]&lt;br /&gt;
:Reduces cooldown by 12 seconds for every rank&lt;br /&gt;
&lt;br /&gt;
;*[[IMPRINT (verb)|Imprint]] (empath ability)&lt;br /&gt;
:Increases the duration of a successful imprint at a rate of 3 seconds per skill bonus&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Mantle of Faith (1601)]]&lt;br /&gt;
:Training in Blessings provides additional DS and TD. The benefit is a seed 2 summation, starting at +1 with 2 ranks and reaching +18 at 189 ranks. This also increases the mana cost of this spell by an equal amount.&lt;br /&gt;
&lt;br /&gt;
;*[[Pious Trial (1602)]]&lt;br /&gt;
:Every 10 ranks of Spiritual Lore, Blessings lore allows for the spell to affect one additional target when the spell is open cast (cast without specifying a target).&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Blessings provides an additional 5% duration increase per rank, reaching a maximum of an additional 50% (a total duration increase of 100%) at 10 ranks. Blessings also provides a chance for a second flare by 4% per [[summation::seed 3 summation]].&lt;br /&gt;
&lt;br /&gt;
:Blessings increases the effectiveness of purified manna bread. The maximum mana regeneration rate of purified bread is 3 + (seed 2 summation of Blessings), while the maximum mana pool bonus is 10 + (5 * seed 5 summation of Blessings).&lt;br /&gt;
&lt;br /&gt;
:Note: Using this spell on a magical weapon requires that your [[Paladin Base]] ranks and Blessings ranks total at least 15. In addition, each rank of Blessings adds 1 swing to the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Rejuvenation (1607)]]&lt;br /&gt;
:Training in Blessings increases the immediate health and stamina return of this spell. The benefit is +3 per step of a seed 1 summation, reaching a maximum of an additional +57 health and stamina recovered at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings adds to the percentage chance to block this spell provides. The benefit is a seed 3 summation, starting at an additional 1% (11% total) at 3 ranks, and reaching an additional 17% (27% total) at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
:Training in Blessings increases the Combat Maneuver rank bonus provided by this spell. The benefit starts at +1 Combat Maneuvers rank with three ranks of Blessings and reaches +17 ranks at 187 Blessings ranks (a seed 3 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Guard the Meek (1613)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus this spell provides the Paladin by +1 per step of a seed 6 summation, with a maximum of +5 additional DS (+20 total) at 40 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Vigor (1616)]]&lt;br /&gt;
:Training in Blessings provides an additional health bonus. The bonus is a seed 1 summation, starting with 1 extra point at 1 rank and reaching 19 extra points at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Crusade (1618)]]&lt;br /&gt;
:Training in Blessings increases the damage [[weighting]] bonus of this spell with physical and magical bolt attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Training in Blessings increases the resistance of INCARNATE ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, and 125 ranks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Murderverse&amp;diff=145999</id>
		<title>Murderverse</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Murderverse&amp;diff=145999"/>
		<updated>2021-03-17T00:09:44Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: Redirected page to Loresinging#Permanent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Loresinging#Permanent]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Murderverse&amp;diff=145998</id>
		<title>Murderverse</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Murderverse&amp;diff=145998"/>
		<updated>2021-03-17T00:07:14Z</updated>

		<summary type="html">&lt;p&gt;TGILLTAP: Redirected page to Https://gswiki.play.net/Loresinging#Permanent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[https://gswiki.play.net/Loresinging#Permanent]]&lt;/div&gt;</summary>
		<author><name>TGILLTAP</name></author>
	</entry>
</feed>