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	<title>GemStone IV Wiki - User contributions [en]</title>
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	<updated>2026-04-15T18:31:32Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Adamantine&amp;diff=253789</id>
		<title>Adamantine</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adamantine&amp;diff=253789"/>
		<updated>2026-02-20T03:26:10Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +7&lt;br /&gt;
 | str = 99&lt;br /&gt;
 | dur = 999 (max)&lt;br /&gt;
 | weight = 180%&lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | lvl = 65&lt;br /&gt;
 | special = Disarm/Shatter&lt;br /&gt;
 | color = Blackish-brown&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
Considered to be the strongest material in Elanthia, &#039;&#039;&#039;adamantine&#039;&#039;&#039; has maxed out breakage statistics and has a chance to disarm opponents upon a successful parry or if the attacker strikes the defender&#039;s armor.  If the weapon used is non-magical, it may break instead.  The chance for disarming or breaking is based on the Strength/Durability difference of the attacking weapon compared to the Adamantine, as well as an additional hidden/unknown factor. The &amp;quot;weaker&amp;quot; the attacking weapon, the higher the frequency. Armor made from Adamantine has a chance to deflect bolt spells that would otherwise hit you. The overall effect seems (a cursory analysis of logs) to block about 10% of incoming attacks. &lt;br /&gt;
&lt;br /&gt;
A character must be at least [[level]] 65 before being able to hold and use adamantine weapons and armor.  That adamantine tends to overpower the less experienced is derived from the fact that is it not just very strong, it is essentially supernaturally indestructible. In order to shape that kind of toughness into a useable form (like a weapon or a suit of armor), some pretty powerful magic has to be used continually over the long and slow process of crafting. That kind of mana expenditure leaves behind a very strong magical residue on the resulting item, which takes a fair bit of training to overcome.&lt;br /&gt;
&lt;br /&gt;
The weight of adamantine is 180% that of steel. &lt;br /&gt;
&lt;br /&gt;
===Purified Adamantine===&lt;br /&gt;
A more pure and powerful form of adamantine is called &#039;&#039;&#039;purified adamantine&#039;&#039;&#039;.  It was first available during the [[Grand Auction of 5126]] and has since been available via [[Duskruin]] through the [[material purification]] service.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=purified /&amp;gt;Purified adamantine can be lightened further than regular adamantine (eg. fully lightened plate weighs 38lbs) and has weaken armament and cripple flares. &lt;br /&gt;
&lt;br /&gt;
Purified adamantine retains the standard adamantine its chance to disarm or break an attackers weapon.  In addition, it gains material specific impact flares that will always target the location it collides with.  If the attack is made with an armament, that applies [[Weakened Armament]] to the armament.  If the armament is a natural weapon such as a claw, that body part is [[crippled]].  This flare also applies to proactive movements with this armor (such as tackling).&amp;lt;section end=purified /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Services===&lt;br /&gt;
Adamantine can have services added. The material adds 150 to the base difficulty.&lt;br /&gt;
  &lt;br /&gt;
Adamantine is able to take spikes and flares, a precedent set at the [[Convocation of Coraesine Field]] when the adamantine plate had both spikes and disintegration flares added to it.&lt;br /&gt;
&lt;br /&gt;
Adamantine can be lightened, though the minimum that it can be lightened to is still quite heavy when compared to a similar non-adamantine item. The formula for adamantine&#039;s minimum weight is 150% the base weight of steel.&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
Shattering a non-magical weapon:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A quick flick of Dhask&#039;s wrist sends a pearl-handled bronze dagger into flight!&lt;br /&gt;
Dhask throws a pearl-handled bronze dagger at you!&lt;br /&gt;
Dhask hits you, but his dagger shatters into a thousand pieces against the incredibly hard surface of your adamantine breastplate!&lt;br /&gt;
&lt;br /&gt;
Naijin hurls a small surge of electricity at you!&lt;br /&gt;
Naijin hits you, but his attack bounces harmlessly off of the incredibly hard surface of your adamantine full plate!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Original Release===&lt;br /&gt;
While now generally available via [[Duskruin]]&#039;s [[High End Scrip Shop]] in the form of an ore, adamantine weapons and armor were first released during [[Ebon Gate]] 2006.  These historical items included:&lt;br /&gt;
*a jet black adamantine [[bastard sword]] set with a large ruby pommel&lt;br /&gt;
:From Ebon Gate 2006, +17&lt;br /&gt;
*a suit of exquisite adamantine full plate set with finely cut pieces of Kezmonian honey beryl&lt;br /&gt;
:From Ebon Gate 2006, +7&lt;br /&gt;
*a silver-filmed adamantine breastplate&lt;br /&gt;
:Simply forged and completely unadorned, the adamantine is pitch black. An odd, silvery luster eclipses the ebon metal, causing an oily shimmer on the surface, like moonlight hitting dark water.&lt;br /&gt;
:From [[Ebon Gate 2008]], +7&lt;br /&gt;
*a sea serpent adamantine greatshield&lt;br /&gt;
:Large and rectangular, the greatshield is comprised of a single, thick sheet of adamantine that is wrought in the image of a snarling sea serpent.  Webbed ears flank its face, while teardrop scales cover most of the breath and girth of its body.  Enormous emeralds rest within the eyes, which are covered by long, shaggy brows.  The sinuous body is coiled as if rising out of the cresting waves that decorate the bottom of the piece.  On the reverse of the greatshield, a complex webbing of oiled leather straps and polished buckles forms an intricate arm harness.  The straps are arranged in a pattern that appears able to secure a weapon within.&lt;br /&gt;
:From [[Ebon Gate 2017]], +7, +5 to shield use ranks, +5 to Strength stat, with Shield harness scripts&lt;br /&gt;
&lt;br /&gt;
The weight of adamantine is 180% that of steel.  The [[enchant]]ment of the bastard sword was +17 while the full plate was stated to be just over 1x.  Both of the original items were extremely heavy. The bastard sword is jet black in color, and the full plate had no specific color. The formula for adamantine&#039;s minimum weight is 150% the base weight of steel.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Material/saved_posts#Adamantine_.28And_Other_Metals.29|Material saved posts]]&lt;br /&gt;
* [[Research:Enchant (925) Formula|Adamantine enchant table]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Adamantine&amp;diff=253788</id>
		<title>Adamantine</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Adamantine&amp;diff=253788"/>
		<updated>2026-02-20T03:25:40Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: detail on %chance of blocking and specifics on purified lightening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +7&lt;br /&gt;
 | str = 99&lt;br /&gt;
 | dur = 999 (max)&lt;br /&gt;
 | weight = 180%&lt;br /&gt;
 | use = Weapons, Armor, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | lvl = 65&lt;br /&gt;
 | special = Disarm/Shatter&lt;br /&gt;
 | color = Blackish-brown&lt;br /&gt;
 | dye = Yes&lt;br /&gt;
}}&lt;br /&gt;
Considered to be the strongest material in Elanthia, &#039;&#039;&#039;adamantine&#039;&#039;&#039; has maxed out breakage statistics and has a chance to disarm opponents upon a successful parry or if the attacker strikes the defender&#039;s armor.  If the weapon used is non-magical, it may break instead.  The chance for disarming or breaking is based on the Strength/Durability difference of the attacking weapon compared to the Adamantine, as well as an additional hidden/unknown factor. The &amp;quot;weaker&amp;quot; the attacking weapon, the higher the frequency. Armor made from Adamantine has a chance to deflect bolt spells that would otherwise hit you. The overall effect seems (a cursory analysis of logs) to block about 10% of incoming attacks. &lt;br /&gt;
&lt;br /&gt;
A character must be at least [[level]] 65 before being able to hold and use adamantine weapons and armor.  That adamantine tends to overpower the less experienced is derived from the fact that is it not just very strong, it is essentially supernaturally indestructible. In order to shape that kind of toughness into a useable form (like a weapon or a suit of armor), some pretty powerful magic has to be used continually over the long and slow process of crafting. That kind of mana expenditure leaves behind a very strong magical residue on the resulting item, which takes a fair bit of training to overcome.&lt;br /&gt;
&lt;br /&gt;
The weight of adamantine is 180% that of steel. &lt;br /&gt;
&lt;br /&gt;
===Purified Adamantine===&lt;br /&gt;
A more pure and powerful form of adamantine is called &#039;&#039;&#039;purified adamantine&#039;&#039;&#039;.  It was first available during the [[Grand Auction of 5126]] and has since been available via [[Duskruin]] through the [[material purification]] service.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=purified /&amp;gt;Purified adamantine can be lightened further than regular adamantine eg fully lightened plate weighs 38lbs) and has weaken armament and cripple flares. &lt;br /&gt;
&lt;br /&gt;
Purified adamantine retains the standard adamantine its chance to disarm or break an attackers weapon.  In addition, it gains material specific impact flares that will always target the location it collides with.  If the attack is made with an armament, that applies [[Weakened Armament]] to the armament.  If the armament is a natural weapon such as a claw, that body part is [[crippled]].  This flare also applies to proactive movements with this armor (such as tackling).&amp;lt;section end=purified /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Services===&lt;br /&gt;
Adamantine can have services added. The material adds 150 to the base difficulty.&lt;br /&gt;
  &lt;br /&gt;
Adamantine is able to take spikes and flares, a precedent set at the [[Convocation of Coraesine Field]] when the adamantine plate had both spikes and disintegration flares added to it.&lt;br /&gt;
&lt;br /&gt;
Adamantine can be lightened, though the minimum that it can be lightened to is still quite heavy when compared to a similar non-adamantine item. The formula for adamantine&#039;s minimum weight is 150% the base weight of steel.&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
Shattering a non-magical weapon:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A quick flick of Dhask&#039;s wrist sends a pearl-handled bronze dagger into flight!&lt;br /&gt;
Dhask throws a pearl-handled bronze dagger at you!&lt;br /&gt;
Dhask hits you, but his dagger shatters into a thousand pieces against the incredibly hard surface of your adamantine breastplate!&lt;br /&gt;
&lt;br /&gt;
Naijin hurls a small surge of electricity at you!&lt;br /&gt;
Naijin hits you, but his attack bounces harmlessly off of the incredibly hard surface of your adamantine full plate!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Original Release===&lt;br /&gt;
While now generally available via [[Duskruin]]&#039;s [[High End Scrip Shop]] in the form of an ore, adamantine weapons and armor were first released during [[Ebon Gate]] 2006.  These historical items included:&lt;br /&gt;
*a jet black adamantine [[bastard sword]] set with a large ruby pommel&lt;br /&gt;
:From Ebon Gate 2006, +17&lt;br /&gt;
*a suit of exquisite adamantine full plate set with finely cut pieces of Kezmonian honey beryl&lt;br /&gt;
:From Ebon Gate 2006, +7&lt;br /&gt;
*a silver-filmed adamantine breastplate&lt;br /&gt;
:Simply forged and completely unadorned, the adamantine is pitch black. An odd, silvery luster eclipses the ebon metal, causing an oily shimmer on the surface, like moonlight hitting dark water.&lt;br /&gt;
:From [[Ebon Gate 2008]], +7&lt;br /&gt;
*a sea serpent adamantine greatshield&lt;br /&gt;
:Large and rectangular, the greatshield is comprised of a single, thick sheet of adamantine that is wrought in the image of a snarling sea serpent.  Webbed ears flank its face, while teardrop scales cover most of the breath and girth of its body.  Enormous emeralds rest within the eyes, which are covered by long, shaggy brows.  The sinuous body is coiled as if rising out of the cresting waves that decorate the bottom of the piece.  On the reverse of the greatshield, a complex webbing of oiled leather straps and polished buckles forms an intricate arm harness.  The straps are arranged in a pattern that appears able to secure a weapon within.&lt;br /&gt;
:From [[Ebon Gate 2017]], +7, +5 to shield use ranks, +5 to Strength stat, with Shield harness scripts&lt;br /&gt;
&lt;br /&gt;
The weight of adamantine is 180% that of steel.  The [[enchant]]ment of the bastard sword was +17 while the full plate was stated to be just over 1x.  Both of the original items were extremely heavy. The bastard sword is jet black in color, and the full plate had no specific color. The formula for adamantine&#039;s minimum weight is 150% the base weight of steel.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Material/saved_posts#Adamantine_.28And_Other_Metals.29|Material saved posts]]&lt;br /&gt;
* [[Research:Enchant (925) Formula|Adamantine enchant table]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
* [http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Metals]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fyrswn%27ava&amp;diff=253282</id>
		<title>Fyrswn&#039;ava</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fyrswn%27ava&amp;diff=253282"/>
		<updated>2026-02-10T21:25:01Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: clarifying what the material can be used to make&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{material&lt;br /&gt;
 | bonus = +20&lt;br /&gt;
 | str = &lt;br /&gt;
 | dur =&lt;br /&gt;
 | AvD =&lt;br /&gt;
 | weight = &lt;br /&gt;
 | use = Weapons, Shields&lt;br /&gt;
 | rarity = Extremely Rare&lt;br /&gt;
 | special = Sap flares&lt;br /&gt;
 | color = Heartwood typically golden to reddish brown with paler yellow-grey sapwood and celadon resin streaks&lt;br /&gt;
 | dye = Yes on the wood, but the resin streaks will always be celadon&lt;br /&gt;
}}&lt;br /&gt;
{{PAGENAME}} is a magical wood that is naturally +20 with sap flares that cause status effects against a target.  Lesser fyrswn&#039;ava flares will either [[rooted|root]] or [[blinded|blind]] the target, and greater fyrswn&#039;ava will cause the target to become either [[confused]], [[clumsy]] or [[terrified]].&lt;br /&gt;
&lt;br /&gt;
Fyrswn&#039;ava was released at the August 2025 [[Duskruin]] in [[BVShop:The Celadon Thread]].  It has a golden to reddish brown heartwood with paler yellow-grey sapwood and will always have at least one celadon streak of resin running through it.  The wood can take a dye, however the resin will always remain celadon in color.  Alterations should relect that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: Fyrswn&#039;ava may currently only be used to make Shields, Bows, and Runestaves. No other weapons or armor are valid.  &lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Fyrswn&#039;ava: A Treatise on the Bound Tree]] - Official Lore Document&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]][[Category:Woods]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Animalistic_Totem&amp;diff=253141</id>
		<title>Animalistic Totem</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Animalistic_Totem&amp;diff=253141"/>
		<updated>2026-02-08T20:47:19Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: editng bestial power to include info on fluctuating focus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
&#039;&#039;&#039;Animalistic Totems&#039;&#039;&#039; are highly scripted items that can be worn as either non-functional fluff or for functional mechanical benefit depending on how they are unlocked.  Unlock options are available a la carte, allowing their features to be unlocked in almost any combination instead of in a fixed order.  While similar to [[Animalistic Spirit]] gear, they do not provide added benefit to the gear set and can be used independendly of it.&lt;br /&gt;
&lt;br /&gt;
An Animalistic Totem can attune up to five different animals&#039; spiritual essences to it by {{boldmono|POINTing}} the totem at a monster, mount, familiar, animal companion, or similar creatures.  They can also be pointed at a piece of gear with the [[Animalistic Spirit]] script to attune the currently selected animal in it.  Not all creatures work with Animalistic Totems.  There are noun restrictions in addition to creature type for spiritual essence.  Only the ranger or wizard owner of an animal companion or familiar can add it to a totem.&lt;br /&gt;
&lt;br /&gt;
Animalistic Totems can have different sides customized similar to a [[Deck the Halls]] item or [[Veola hair accessory]], capable of taking a foraged item, feather, bones/teeth, skins, etc., to change the totem&#039;s animalistic decoration.  They were introduced in the August 2024 run of [[Duskruin]] and are sold in its shop, [[BVShop:Totemic Spirits|Totemic Spirits]].  They were designed by GM Avaluka.&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=OTS &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= OTS Animalistic Totems can hold one creature&#039;s spiritual essence.  They come with ambient messaging and a set of fluff verbs.  They have the ability to {{boldmono|PUSH}} an animalistic decoration into the totem, changing a portion of its long description similar to a [[Deck the Halls]] item or a [[Veola hair accessory]]; decorations can be removed at any time.  They also can have the base material changed by {{boldmono|ADDing}} an item that is made of bone, wood, or metal; doing this will &#039;&#039;&#039;permanently destroy the item added&#039;&#039;&#039;.&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&amp;gt;&lt;br /&gt;
You analyze the balsawood idol and sense that the creator has provided the following information:&lt;br /&gt;
    -- Animalistic Totem --&lt;br /&gt;
This idol is an item that holds the spiritual essence of an animal.  The essence can be gained from animal-like creatures, familiars, animal companions, or Animalistic Spirit items.&lt;br /&gt;
        ==Features==&lt;br /&gt;
    * Spiritual Essences [1 out of 5 Slots Unlocked]&lt;br /&gt;
POINT the idol at an appropriate animal-like creature, familiar, animal companion, or Animalistic Spirit item to have the idol absorb some of the creature&#039;s essence.&lt;br /&gt;
If you have more than one spiritual essence slot unlocked, you can use TURN on the idol to switch between the stored essences.&lt;br /&gt;
    * Ambient Messages [ON - PROD to toggle]&lt;br /&gt;
While you are wearing the idol, the spiritual essence currently chosen will make itself known every so often with ambient messaging.  You can use PROD to quiet the spirit at any time.&lt;br /&gt;
    * Animalistic Decoration&lt;br /&gt;
You can PUSH Foraged Items, feathers, bones/teeth, skins, and other small items into the idol and change its long description (the portion after the noun only).  Visit any willing merchant to change how each decoration type looks.  You can then PULL the idol to remove the item at any time.&lt;br /&gt;
While holding something made of metal, wood, or bone in one hand, you can ADD to the idol to change its base material.  CLEAN it to return it to how it looked initially.  WARNING: Materials used to change the idol&#039;s base material are lost forever, so be sure you are happy with what you choose.&lt;br /&gt;
    * Accent Material Change [Locked]&lt;br /&gt;
Once unlocked, you can then TWIST the idol to focus on the accent material instead of the base material, allowing ADD to change the idol&#039;s article.  You can use CLEAN, as well, while focused on the accent material to return the idol to its original article.&lt;br /&gt;
Once an accent material has been added, you can use FLIP to adjust the article to different styles based on that material.&lt;br /&gt;
    * Movement Styles [Locked]&lt;br /&gt;
When unlocked, you can allow the spiritual essence inside the idol to affect how you look when you move from room to room.  SPIN will select a style, while COVER will toggle the feature off.&lt;br /&gt;
    * Wear Location Change [Locked]&lt;br /&gt;
When unlocked, you can use FOLD on the idol to switch between pin, wrist, and neck-worn locations.&lt;br /&gt;
    * Bestial Power [Locked]&lt;br /&gt;
  (Flares: OFF, RUB to toggle)&lt;br /&gt;
When unlocked, the spiritual essence inside the idol can help you passively in combat.  Only one of four paths can be chosen, and this cannot be changed once unlocked.&lt;br /&gt;
Abilities happen at a standard flare rate during combat if there are enough charges available.&lt;br /&gt;
Animalistic Endurance (Defensive) - +2 crit padding per tier.&lt;br /&gt;
Bestial Block (Defensive) - +3 DS/+2 TD per tier&lt;br /&gt;
Shifting Strike (Offensive) - +3 AS/+2 CS per tier&lt;br /&gt;
Feral Ferocity (Offensive) - +2 crit weighting per tier&lt;br /&gt;
The ability is fueled by skins from creatures, and up to 500 charges can be stored.&lt;br /&gt;
    * Fluff Actions [Locked, T1 of 2]&lt;br /&gt;
        ==Alteration Guidelines==&lt;br /&gt;
    * Alterations are fine, though the noun must be &amp;quot;idol&amp;quot;, &amp;quot;totem&amp;quot;, or &amp;quot;fetish&amp;quot;.&lt;br /&gt;
    * The adjective field should contain the material the idol is made of.&lt;br /&gt;
    * This idol cannot accept a show description.&lt;br /&gt;
    * Any willing merchant can change the designs for when feathers, bone/teeth, flowers, gems, bugs/sea creatures, or miscellaneous items are PUSHed into the idol.  These work much like Veolas, but the only part of the description you can customize is the part after the noun.&lt;br /&gt;
    * Any willing merchant can change the color of the different spiritual essences.&lt;br /&gt;
        ==Usage==&lt;br /&gt;
You will find that you can use the following verbs: POINT (attune to a creature), ADD (add a material), PUSH (add a decoration), PULL (remove a current decoration), CLEAN (set material back to default), PROD (toggle ambient messages).&lt;br /&gt;
        ==Current Settings==&lt;br /&gt;
    * Current Spiritual Essence: a raven [Color: misty green]&lt;br /&gt;
    * Feather Design: None [Default]&lt;br /&gt;
    * Bone/Tooth Design: None [Default]&lt;br /&gt;
    * Flower Design: None [Default]&lt;br /&gt;
    * Gem Design: None [Default]&lt;br /&gt;
    * Bug/Aquatic Life Design: None [Default]&lt;br /&gt;
    * Miscellaneous Design: None [Default]&lt;br /&gt;
&lt;br /&gt;
You get no sense of whether or not the idol may be further lightened.&lt;br /&gt;
|affinity= &amp;lt;!-- Brief explanation of affinity for that specific tier, if any.  --&amp;gt;&lt;br /&gt;
|itemverbtable=Yes &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|ADD&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Moving slowly, you let a wooden arrow fletched with skull-painted feathers and tipped with a broadhead and a smooth balsawood idol adorned with a dark panther pelt touch.  Sparks of misty green light scurry out of the balsawood idol before they completely cover the ko&#039;nag arrow.  When the misty green energy recedes, the arrow is gone and the idol appears to be made of ko&#039;nag.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Moving slowly, XXX lets a wooden arrow fletched with skull-painted feathers and tipped with a broadhead and a smooth balsawood idol adorned with a dark panther pelt touch.  Sparks of misty green light scurry out of the balsawood idol before they completely cover the ko&#039;nag arrow.  When the misty green energy recedes, the arrow is gone and the idol appears to be made of ko&#039;nag.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Add a material to change totem&#039;s base material.  &#039;&#039;&#039;Added item will be destroyed.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|CLEAN&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; With a languid motion, you run the tip of one finger down the body of your ko&#039;nag idol, causing a singular spark of misty green light to follow over the surface.  Once the mote winks out, it&#039;s apparent the idol has subtly changed and now appears like a smooth balsawood idol adorned with a dark panther pelt.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With a languid motion, XXX runs the tip of one finger down the body of her ko&#039;nag idol, causing a singular spark of misty green light to follow over the surface.  Once the mote winks out, it&#039;s apparent the idol has subtly changed and now appears like a smooth balsawood idol adorned with a dark panther pelt.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Set material {{boldmono|ADDed}} back to default.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|POINT&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Extending a smooth ko&#039;nag idol adorned with a dark panther pelt in front of you, you point it at a dark panther.  A diffuse cloud of misty green sparks scurries out of it and surrounds the panther briefly.  In a rush of sparkling light, the motes draw back into the ko&#039;nag idol, momentarily taking the shape of a tiny panther before vanishing.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Extending a smooth ko&#039;nag idol adorned with a dark panther pelt in front of her, XXX points it at a dark panther.  A diffuse cloud of misty green sparks scurries out of it and surrounds the viper briefly.  In a rush of sparkling light, the motes draw back into the ko&#039;nag idol, momentarily taking the shape of a tiny panther before vanishing.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Attune to a creature.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|PROD&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You run the tip of one finger over your balsawood idol, putting the essence of the dark panther inside it to sleep.&amp;lt;br&amp;gt;You run the tip of one finger over your balsawood idol, waking the essence of the dark panther inside it back up.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Not seen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Toggle ambient messages.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|PUSH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You deftly add a dark panther pelt to your balsawood idol, arranging it precisely.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX deftly adds a dark panther pelt to her balsawood idol, arranging it precisely.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Add a decoration to change totem&#039;s long description.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|PULL&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; With a deft twist of your wrist, you pull a dark panther pelt free from your balsawood idol.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With a deft twist of her wrist, XXX pulls a dark panther pelt free from her balsawood idol.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Remove a decoration that is changing the totem&#039;s long description.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Fluff Actions Unlock &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= This unlocks the fluff verbs from OTS/Tier 1 to Tier 2.  Four fluff verbs are added.&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&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 &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|POKE&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; With a staccato rhythm, you tap the surface of a smooth ko&#039;nag idol adorned with a dark panther pelt from where it is pinned on your chest, causing the annoyed roar of a panther to rise into the air.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; With a staccato rhythm, XXX taps the surface of a smooth ko&#039;nag idol adorned with a dark panther pelt from from where it is pinned on her chest, causing the annoyed roar of a panther to rise into the air.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|PRAY&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Wrapping your hand around the ko&#039;nag idol pinned to your chest, you bow your head forward in prayer.  Misty green light seeps through your fingers in a dazzling spiral along with the fading sound of a panther&#039;s roar.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Wrapping her hand around the ko&#039;nag idol pinned to her chest, XXX bows her head forward in prayer.  Misty green light seeps through her fingers in a dazzling spiral along with the fading sound of a panther&#039;s roar.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|TOUCH&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Touching one finger to the surface of the ko&#039;nag idol pinned to your chest, you close your eyes and try to match your breathing to the slow but steady heartbeat that seems to permeate it.  After a few moments, you can feel the essence of the dark panther stored inside it stir briefly before it sinks back into somnolence.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Touching one finger to the surface of the ko&#039;nag idol pinned to her chest, XXX closes her violet eyes and slows her breathing.  After a few moments, the flickering misty green visage of a dark panther overlays her face for a few seconds before disappearing into fading motes of light.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|WAVE&amp;lt;br&amp;gt;(targeted)&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Clutching one hand into a fist, you lean forward and wave a smooth ko&#039;nag idol adorned with a dark panther pelt in a complicated motion at a chestnut ferret, sending a scattering of misty green motes swirling in a tight spiral in front of you.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Clutching one hand into a fist, XXX leans forward and waves a smooth ko&#039;nag idol adorned with a dark panther pelt in a complicated motion at a chestnut ferret, sending a scattering of misty green motes swirling in a tight spiral in front of her.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|WAVE&amp;lt;br&amp;gt;(untargeted)&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Clutching one hand into a fist, you lean forward and wave a smooth ko&#039;nag idol adorned with a dark panther pelt in a complicated motion through the air, sending a scattering of misty green motes swirling in a tight spiral in front of you.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Clutching one hand into a fist, XXX leans forward and waves a smooth ko&#039;nag idol adorned with a dark panther pelt in a complicated motion through the air, sending a scattering of misty green motes swirling in a tight spiral in front of her.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Accent Material Unlock &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= This allows the totem to be further customized.  {{boldmono|TWIST}} is now an option to toggle between the totem&#039;s base material or accent material when {{boldmono|ADDing}} a bone, wood, or metal item to change it, and {{boldmono|FLIP}} can further adjust different article styles based on that material type.  &#039;&#039;&#039;The item added will be destroyed.&#039;&#039;&#039;  Due to character count limitations, not all materials added will work with all articles.&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&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 &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|ADD&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; Moving slowly, you let a wooden arrow fletched with skull-painted feathers and tipped with a broadhead and a smooth balsawood idol adorned with a dark panther pelt touch.  Sparks of misty green light scurry out of the balsawood idol before they completely cover the ko&#039;nag arrow.  When the misty green energy recedes, the arrow is gone and the idol appears to be made of ko&#039;nag.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Moving slowly, XXX lets a wooden arrow fletched with skull-painted feathers and tipped with a broadhead and a smooth balsawood idol adorned with a dark panther pelt touch.  Sparks of misty green light scurry out of the balsawood idol before they completely cover the ko&#039;nag arrow.  When the misty green energy recedes, the arrow is gone and the idol appears to be made of ko&#039;nag.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Add a material to change totem&#039;s base material or accent material.  &#039;&#039;&#039;Added item will be destroyed.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|FLIP&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Change the article style based on the added accent material type.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|TWIST&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You tilt your balsawood idol slightly, making sure anything you add will affect only the exterior.&amp;lt;br&amp;gt;You tilt your balsawood idol slightly, making sure anything you add will change the material.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Not seen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Toggle between adding an item to change the totem&#039;s base material or accent material.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Spiritual Essence Unlock &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= This will add +1 Spiritual Essence slot to an Animalistic Totem with each unlock applied, up to a max total of 5 slots.  The additional unlocks allow for different animals&#039; spiritual essences to be stored and used by the totem.  Only one spirit can be active at a given time.&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&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 &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|TURN&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Cycle between spiritual essence slots.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Movement Style Unlock &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= A movement style, visible when moving room to room, can be toggled on or off.  The active movement style varies depending on the currently selected animal&#039;s spiritual essence.  Each animal type has three different options corresponding to a sound, tracks, or a glimpse of the animal selected.  This only works if the wearer&#039;s {{boldmono|MOVEMENT}} is set to {{boldmono|NORMAL}}; [[ranger]] [[Sneaking (617)|sneaking]], if on, will interfere with this movement option.&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&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 &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|COVER&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Turn on/off the totem&#039;s movement style.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|SPIN&lt;br /&gt;
|You draw a circular pattern over the surface of your balsawood idol, a singular spark of deep emerald light following the movement.  You are sure when you move from room to room it will be done in the &amp;quot;Animal Sounds&amp;quot; style.&lt;br /&gt;
|NOT SEEN&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Cycle between movement style types for the selected animal&#039;s spiritual essence.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Movement Style Examples&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Animal Sounds:&#039;&#039;&#039; A cacophony of stallion whinnies surrounds you as you stride west.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Animal Shadow:&#039;&#039;&#039; Flickering motes of deep emerald light briefly coalesce into the transparent form of a tall ebony stallion, the ghostly figure moving to follow you as you stride east.&amp;lt;/br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colorful Footprints:&#039;&#039;&#039; Sparks of deep emerald light coalesce beneath your feet, merging into a trail of hoof-shaped prints that follow you as you stride west.&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Wear Location Unlock &amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= This unlock option allows the worn location to be cycled between pin, wrist, and neck-worn.&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&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 &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|FOLD&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; {{addmetext}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Change wear location.&lt;br /&gt;
|}&lt;br /&gt;
{{itemtier &amp;lt;!-- Copy/Paste x #Tier for item as needed. --&amp;gt;&lt;br /&gt;
|tier=Bestial Power Unlocks&amp;lt;!-- REQUIRED:  Must be entered as Tier # or Tree (Name) --&amp;gt;&lt;br /&gt;
|itemsummary= When unlocked, the spiritual essence inside the idol can help passively in combat.  &amp;lt;s&amp;gt;&#039;&#039;&#039;Only one of four Bestial Power paths can be chosen, and this cannot be changed once unlocked.  The Bestial Power unlock changes the totem from non-functional to functional.&#039;&#039;&#039;&amp;lt;/s&amp;gt; With the release of &#039;&#039;&#039;Fluctuating Focus&#039;&#039;&#039;, one can pay 15,000 bs for the ability to swap between the four types of Bestial Power (out of combat).  Without Fluctuating Focus, the totem is locked to one of four types of Bestial Power. &lt;br /&gt;
&lt;br /&gt;
There are four types of Bestial Power paths, with two focused on offense and two focused on defense.&lt;br /&gt;
&lt;br /&gt;
Bestial Power can be unlocked from Tier 1 to Tier 5, with increasing benefit at each tier unlock for the individual paths:&lt;br /&gt;
* Animalistic Endurance (Defensive) - +2 crit padding per tier.&lt;br /&gt;
* Bestial Block (Defensive) - +3 DS/+2 TD per tier&lt;br /&gt;
* Shifting Strike (Offensive) - +3 AS/+2 CS per tier&lt;br /&gt;
* Feral Ferocity (Offensive) - +2 crit weighting per tier&lt;br /&gt;
&lt;br /&gt;
Bestial Power abilities happen at a standard flare rate during combat if there are enough charges available.  Charges are added by {{boldmono|PUTting}} skins into the totem up to 500 stored charges.  The value of the skin determines how much they charge the totem at a rate of 100 silver value per 1 charge.  Skins can be added individually or bundled.&lt;br /&gt;
|analyze= &amp;lt;!-- Tier 1/OTS required to be listed here.  Other tiers only to list changes between analyzes (so as to not populate duplicate information), and final unlock to be listed in full. --&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 &amp;lt;!-- Answer YES if there are verbs associated with this tier.  If not, leave blank. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&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; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|PUT (skin in totem)&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You lower a dark panther pelt close to a smooth ko&#039;nag idol adorned with a dark panther pelt.  Misty green motes scurry out to engulf the pelt.  When the light fades, the panther pelt appears incorporated into some of the decorations on the idol.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; XXX lowers a dark panther pelt close to a smooth ko&#039;nag idol adorned with a dark panther pelt.  Misty green motes scurry out to engulf the pelt.  When the light fades, the panther pelt appears incorporated into some of the decorations on the idol.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Charge the totem&#039;s Bestial Power flares.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;  rowspan=&amp;quot;2&amp;quot;|RUB&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; You run two fingers over the surface of your ko&#039;nag idol, soothing the dark panther spirit inside.  You are sure it will no longer feel compelled to help you in combat.&amp;lt;br&amp;gt;&lt;br /&gt;
You run two fingers over the surface of your ko&#039;nag idol, waking the dark panther spirit inside.  You are sure it will feel compelled to help you in combat now.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; Not seen&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center&amp;quot;|Toggle Bestial Power flares on/off.&lt;br /&gt;
|}&lt;br /&gt;
==Additional Information==&lt;br /&gt;
Due to how the totems are coded, there are some restrictions on what items will work with them for changing the base material or accent.  Items that work for accents include:  small weapons/runestaves, forging blocks, alteration fodder items, gems less than 15 characters in length, certain skins/bones/antlers/horns, ribbons.  The metal or wood name needs to be 15 characters or less.&lt;br /&gt;
&lt;br /&gt;
When altering the different sides for animalistic decorations, only the portion after the totem&#039;s noun can be modified.  The &amp;lt;nowiki&amp;gt;&amp;lt;full&amp;gt;&amp;lt;/nowiki&amp;gt; and &amp;lt;nowiki&amp;gt;&amp;lt;adj&amp;gt;&amp;lt;/nowiki&amp;gt; placeholders both function with totems as they do for a [[Deck the Halls]] item or [[Veola hair accessory]].&lt;br /&gt;
&lt;br /&gt;
Any merchant can change the color associated with an animal if they are comfortable doing so.  Colors are stored per animal and can be different for multiple spiritual essence slots.&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Animalistic Spirit]] gear&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1273047093509886105| Discussion thread] on Discord for Animalistic Totems&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Mechanical &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Accessory &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Totem &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter=Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize=Yes &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=Spiritual essence color for each animal &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|custom2=Long description sides for feather, bone/tooth, flower, gem, bug/aquatic life, or miscellaneous objects&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=Duskruin &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2024 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&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=Yes &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=Certificate &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;
|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, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&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;
|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 with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&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=Noun must be idol, totem, or fetish.&amp;lt;br&amp;gt;Adjective field must contain totem&#039;s material.&amp;lt;br&amp;gt;No shows. &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=ADD &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
|verb2=CLEAN&lt;br /&gt;
|verb3=COVER&lt;br /&gt;
|verb4=FLIP&lt;br /&gt;
|verb5=FOLD&lt;br /&gt;
|verb6=POINT&lt;br /&gt;
|verb7=POKE&lt;br /&gt;
|verb8=PRAY&lt;br /&gt;
|verb9=PROD&lt;br /&gt;
|verb10=PULL&lt;br /&gt;
|verb11=PUSH&lt;br /&gt;
|verb12=PUT&lt;br /&gt;
|verb13=RUB&lt;br /&gt;
|verb14=SPIN&lt;br /&gt;
|verb15=TOUCH&lt;br /&gt;
|verb16=TURN&lt;br /&gt;
|verb17=TWIST&lt;br /&gt;
|verb18=WAVE&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Swappable item scripts]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sheath_making&amp;diff=235312</id>
		<title>Sheath making</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sheath_making&amp;diff=235312"/>
		<updated>2025-03-31T04:14:46Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Inlaid Gems (Decoration) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sheath Making is a skill available to [[Warrior]]s who have mastered the [[Warrior Guild]] skill [[Warrior Tricks]].  The sheaths made by such warriors are among the most useful sheaths in the game.  For detailed instructions, visit your local warrior guild&#039;s workshop and ask the shop master about sheaths.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Weight and Capacity===&lt;br /&gt;
All warrior-made sheaths, regardless of size, weigh a half a pound. A weapon held in a warrior sheath counts as weighing 2 pounds less than it actually does (to a minimum of 0.5 pounds) for encumbrance purposes. For every 10 skins used in a sheath, it can hold 1 item.  For every 2 skins used in a sheath, it can hold 1 pound. Because of the fixed weight, there is no mechanical disadvantage to making a sheath out of the maximum number of skins possible for that worn location. The largest possible sheaths are made of 50 skins, holding 5 weapons to a maximum of 25 pounds.&lt;br /&gt;
&lt;br /&gt;
==== Quivers ====&lt;br /&gt;
&lt;br /&gt;
Arrows are considered weapons, and thus warrior-made quivers reduce the weight of arrows.  Because of the way Gemstone calculates weight, for maximal weight reduction, arrows should be bundled into packs of 24.&lt;br /&gt;
&lt;br /&gt;
== Sheath Creation == &lt;br /&gt;
&lt;br /&gt;
Creating a sheath takes a number of steps.  A few are required, but most are optional choices of decoration.  Warriors can only make and decorate the sheaths in a Workshop in the Warrior Guild. There, the shop master only accepts silvers.&lt;br /&gt;
&lt;br /&gt;
=== Measuring (Optional) ===&lt;br /&gt;
Before making a sheath, the warrior can measure a weapon, to determine the minimum size of the sheath that can hold it. This was a more important task before sheaths were updated to all weigh a half-pound, and can be safely skipped if making a 50-skin sheath. If one intends to make a sheath with ankle, thigh, wrist, or arm straps, measuring the weapon to ensure it fits might be useful.&lt;br /&gt;
&lt;br /&gt;
=== Cutting (Required) ===&lt;br /&gt;
The first step in making a sheath is to cut a bundle of hides into a pattern. The warrior can choose the number of skins to cut into the pattern; extras are not wasted, and can be used later or sold. While it is possible to bundle the patterns that you&#039;ve cut before curing, it is not recommended, as it increases curing time significantly. The pattern choices are:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+&#039;&#039;&#039;Warrior Sheath Patterns&#039;&#039;&#039;&lt;br /&gt;
! Noun !! Name !! Max Skins !! Worn Location&lt;br /&gt;
|-&lt;br /&gt;
|sheath || sheath || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|scabbard || scabbard || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|sling || weapon sling || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|harness || weapon harness || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|baldric || baldric || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|swordbelt || swordbelt || 50 || waist (as a belt) &lt;br /&gt;
|-&lt;br /&gt;
|dagger sheath || dagger sheath || 4 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|dagger scabbard || dagger scabbard || 4 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|frog || axe frog || 50 || belt&lt;br /&gt;
|-&lt;br /&gt;
|bow sling || bow sling || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|quiver || quiver || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;Straps can be added to these sheaths, allowing them to be worn in a number of different locations. Some inventory locations are limited to fewer than 50 skins. See [[Sheath_making#Straps_.28Usually_Required.29|Straps]] for more detailed information.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note:  Even if you are making a leather sheath, all skins must be the same.  If you cut and cure a bundle of troll hides and a bundle of orc scalps, even if they are both cured strong for leather, and cut into the same pattern, they will not bundle.  You&#039;ll get the message, &amp;quot;You can&#039;t bundle two different types of animal hide in the same pattern.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Curing (Required) ===&lt;br /&gt;
The hides must then be cured.  Only the mild curative keeps the name of the skin in the sheath.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Curative !! Effect !! Example !! Time&amp;lt;br&amp;gt;(per skin) !! Price&amp;lt;br&amp;gt;(per skin) !! Price for&amp;lt;br&amp;gt;50 skins&lt;br /&gt;
|-&lt;br /&gt;
|Mild || Preserves skin name|| a lion skin baldric || 42 minutes || 50 || 2500&lt;br /&gt;
|-&lt;br /&gt;
|Strong || Makes leather || a leather baldric|| 42 minutes || 100 || 5000&lt;br /&gt;
|-&lt;br /&gt;
|Laquer || Makes a lacquered item || a lacquered baldric || 42 minutes || 500 || 25,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to cure in smaller bundles to cut down on prep time. For a strong curative, one package of 50 skins would take 35 hours to cure, for example, while 5 packages of 10 would take 7 hours. The smallest bundle you can make is 4 skins, which will take 2 hours and 48 minutes to cure.  That said, since 50 isn&#039;t divisible by 4, if you&#039;re making a 50 skin sheath, its best to use 10 packages of 5 for the shortest cure time (3.5 hours).&lt;br /&gt;
&lt;br /&gt;
Note: Due to character limits, a mild curative will only preserve the name of the skin from the adjective and noun fields of the [[base description]].  Any additional descriptors stored in the article field will be dropped.  For example, &amp;quot;a white puma hide&amp;quot; will result in &amp;quot;a puma hide sheath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also to be clear, &amp;quot;leather&amp;quot; or &amp;quot;lacquered&amp;quot; will remove any reference to the original skin, so it is prudent to collect skins of readily available creatures. Forest trolls, lesser orcs, gaks (though be sure to note that striped/spotted gak pelts cannot be mixed), and phosphorescent worms are some examples of skins that can can be found and skinned easily.    &lt;br /&gt;
&lt;br /&gt;
=== Sewing (Required) ===&lt;br /&gt;
Sewing turns cured hides into the actual sheath.  If you have cured your hides in small patterns, be sure to bundle them &#039;&#039;before&#039;&#039; sewing. (Patterns can only be bundled in the workshop.) The cost for the thread is 1.25 silvers per skin, and thus 60 silvers for a 50-skin sheath.&lt;br /&gt;
&lt;br /&gt;
=== Straps (Usually Required) ===&lt;br /&gt;
Some patterns, such as slings, harnesses, and baldrics, come with straps built in.  These patterns can therefore only be worn in one place on the body, usually across a shoulder.  Sheaths and scabbards do not come with a strap, and can be worn in multiple locations. Dagger sheaths and dagger scabbards can have straps added, but are limited in size and location. &#039;&#039;&#039;A sheath without a strap is belt-worn.&#039;&#039;&#039; Adding a belt strap makes it waist-worn (i.e., as your belt).&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Strap Location !! Price !! Max skins !! Sheath !! Scabbard !! Dagger Sheath !! Dagger Scabbard !! Baldric !! Swordbelt !! Axe Frog !! Weapon Sling !! Weapon Harness !! Bow Sling  !!  Quiver&lt;br /&gt;
|-&lt;br /&gt;
|Belt || included || 50 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Waist &#039;&#039;&#039;(as a belt)&#039;&#039;&#039; || 50 || 50 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Shoulder || 100 || 50 || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Back || 100 || 50 || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Thigh || 100 || 16 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Arm || 100 || 8 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Ankle || 25 || 8 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Wrist || 25 || 4 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Notes===&lt;br /&gt;
&lt;br /&gt;
Myklian Scales are an interesting exception to normal sheath making.  Myklians come in different colors and their scales are tagged with these colors.  The tricky part here is that you can bundle different colors together as long as you start with 2 of the same color.  For example, if you take an orange myklian scale and try to bundle it with a red myklian scale you will not be able to, but once you bundle 2 of the same color myklian scales together, you can then bundle any color scale with your existing bundle.  The trouble comes when, after you&#039;ve cured your bundles, you try to bundle them together.  It turns out that a color is applied to the bundle and that color data is held through the curing process.  Unfortunately there&#039;s no way to tell what color a bundle or a cured pattern is other than trial and error.  While further testing is required, the color of the bundle is EITHER the 2 original seed scales for the bundle OR the last scale that goes into the bundle.  To ensure you can make a sheath using the 5 skins per cure time saving trick is, make a bundle that starts and ends with the same color.  For example, bundle 2 red myklian scales together, then add any 2 myklian scales to that bundle, and then make the 5th scale a red one again.  This will absolutely ensure your bundle will be red, and if all your bundles are red, after the curing process is done you can bundle them all together.  Substitute red for any other color.  The bundle color does not show up in the description of the sheath at all, this info is here simply to ensure that you don&#039;t end up with a bunch of cured patterns that won&#039;t bundle together because they are all different colors that you can&#039;t see.&lt;br /&gt;
&lt;br /&gt;
Skins MUST BUNDLE for them to work, which means troll king hides and grifflet pelts will NOT work for warrior sheaths! Your mileage may vary with other, newer skins, so please test before you commit to any projects (for example, Hinterwilds warg pelts can be used, but NOT undandsormr scales. More testing needs to be done with griffin pelts, as they do bundle but do NOT seem to work, though it may be a similar situation to the above myklian scale issue.&lt;br /&gt;
&lt;br /&gt;
== Sheath Decoration ==&lt;br /&gt;
Once the straps have been added, the sheath is ready to use. It is not particularly decorative, however. At any point, a warrior can add decorations to the sheath to personalize it for the wearer.&lt;br /&gt;
&lt;br /&gt;
=== Decoration Slots ===&lt;br /&gt;
&lt;br /&gt;
There are two decoration slots, one before the noun, one after the noun.  Therefore, a sheath can have two noticeable decorations.  If you made a baldric out of lion skins, you could make a &amp;lt;decoration&amp;gt; lion skin baldric &amp;lt;decoration&amp;gt;.  Mechanically, you can put a longer description in the second slot.  Dyes can only go in the first slot; if you want to put any decorations on before dyeing, use HOLD.&lt;br /&gt;
&lt;br /&gt;
==== Holding Slots ====&lt;br /&gt;
WTRICK SHEATHM HOLD tells the system, &amp;quot;Hold the slot before the noun, I want to fill the second slot first.&amp;quot;  The most important use for this command is putting on a decoration before dyeing the sheath.  This will save a trip back to the guild to add a second decoration to the sheath.&lt;br /&gt;
&lt;br /&gt;
=== Initial (Decoration) ===&lt;br /&gt;
A warrior can affix his or her initials to the sheath. This does not affect any other decorations, and adds, to the end of the show description, the phrase, &amp;quot;You see &amp;lt;Creator&#039;s First Name&amp;gt;&#039;s initials stamped upon it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Binding or Trimming (Decoration) ===&lt;br /&gt;
Your sheath can be bound or trimmed with a metal foil.  If you want to bind or trim your sheath with two metals, it must be in the second slot, after the noun.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Metal !! Price&amp;lt;br&amp;gt;(per skin) !! Price for&amp;lt;br&amp;gt;50 skins !! Town Sold&lt;br /&gt;
|-&lt;br /&gt;
|copper || 2 || 100 || all&lt;br /&gt;
|-&lt;br /&gt;
|brass  || 10 || 500 || all&lt;br /&gt;
|-&lt;br /&gt;
|bronze || 25 || 1250 || all&lt;br /&gt;
|-&lt;br /&gt;
|iron || 30 || 1500 || all&lt;br /&gt;
|-&lt;br /&gt;
|steel || 40 || 2000 || all&lt;br /&gt;
|-&lt;br /&gt;
|silver || 50 || 2500 || all&lt;br /&gt;
|-&lt;br /&gt;
|gold || 100 || 5000 || all&lt;br /&gt;
|-&lt;br /&gt;
|mithril || 140 || 7000 || all&lt;br /&gt;
|-&lt;br /&gt;
|ora || 160 || 8000 || all&lt;br /&gt;
|-&lt;br /&gt;
|alum  || 200 || 10,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|imflass || 200 || 10,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|vultite || 300 || 15,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|glaes || 250 || 12,500 ||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
|laje || 1000 || 50,000 || Solhaven&lt;br /&gt;
|-&lt;br /&gt;
|invar || 1000 || 50,000 || Zul Logoth&lt;br /&gt;
|-&lt;br /&gt;
|mithglin || 1000 || 50,000 || Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
|rhimar || 1000 || 50,000 || Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn || 1000 || 50,000 || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|vaalin || 1000 || 50,000 || River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
|platinum || 1000 || 50,000 || Isle of Four Winds&lt;br /&gt;
|-&lt;br /&gt;
|veniom || 1800 || 90,000 || Wehnimer&#039;s&amp;lt;br&amp;gt;Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fringe (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
A sheath can be fringed with one or two animal parts.  These can be claws, teeth, talons, feathers, horns, fangs, stingers, plumes, manes, mandibles, pincers, whiskers, incisors, canines, jawbones, or bones. If a sheath is fringed with just one item in the second slot, the whole name shows up, such as a brown leather sheath fringed with martial eagle talons.  Otherwise, only the noun shows up: a talon-fringed leather sheath, or a brown leather sheath fringed with talons and claws.   You need 6 of any fringe item to put them on the sheath.  300 silvers.&lt;br /&gt;
&lt;br /&gt;
Note that some newer skins do not fringe, such as Hinterwilds valravn plumes.&lt;br /&gt;
&lt;br /&gt;
=== Inlaid Gems (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
To decorate a sheath, gems can be inlaid. One gem can be put in the first slot, or one to two in the second.  In the second slot, using 6, say, pale green moonstones will result in a sheath inlaid with pale green moonstones, while mixing types of the same base gem (e.g. other moonstones) will result only in a sheath inlaid with moonstones.  You may inlay 1 to 6 of a type of gem, but 6 are required to be part of the description.  50 coins per gem, 300 for all 6. Two have TWO gem nouns show up in the second slot, you must add six of each, for a total of twelve gems. For example, after using WTRICK SHEATHM HOLD, inlaying 6 misty grey deathstones and 6 pieces of jade will yield &amp;quot;a lacquered sheath inlaid with deathstones and jade.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Be aware that many of the newer gems (from Ascension areas primarily, and also Duskruin and Ebon&#039;s Gate gems) do NOT work with warrior sheaths for whatever reason, so please test before you promise something to someone! For example, snowdrops, firedrops, stygian lichstones, nightstones (and more, this is not exhaustive) do NOT work as an inlay.&amp;lt;/s&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
As of March 2025, GM Vanah has announced the range of possible inlay items has been expanded to include nearly all gems, including most ascension gems (some nouns are still excluded, such as cores ) and all scarabs. Thanks Vanah!  &lt;br /&gt;
&lt;br /&gt;
On the bright side, gems modified with lapidary boxes (and presumably other gem cutting items that modify the 15/15/15) WILL work.  &lt;br /&gt;
&lt;br /&gt;
=== Dyes (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
Dyeing costs 50 silvers per skin, and appears to take 50 minutes per skin.  If you would like a color not listed here, you can request one for 5000 silver (non-refundable).&lt;br /&gt;
{{Profession_guild_dye_list}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[List of skins]]&lt;br /&gt;
* [[List of gems]]&lt;br /&gt;
* No longer available: [http://www.sheathdesigner.info Sheath Designer Tool]&lt;br /&gt;
* [https://youtu.be/PwTaSQCS-3Y Tykus Teaches Warrior Made Sheaths] (Apr 2018)&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior Guild Skills]]&lt;br /&gt;
[[Category:Guild Skills]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sheath_making&amp;diff=235311</id>
		<title>Sheath making</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sheath_making&amp;diff=235311"/>
		<updated>2025-03-31T04:02:45Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Inlaid Gems (Decoration) */  Including detail of updates to gem inlays as of March 2025&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sheath Making is a skill available to [[Warrior]]s who have mastered the [[Warrior Guild]] skill [[Warrior Tricks]].  The sheaths made by such warriors are among the most useful sheaths in the game.  For detailed instructions, visit your local warrior guild&#039;s workshop and ask the shop master about sheaths.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Weight and Capacity===&lt;br /&gt;
All warrior-made sheaths, regardless of size, weigh a half a pound. A weapon held in a warrior sheath counts as weighing 2 pounds less than it actually does (to a minimum of 0.5 pounds) for encumbrance purposes. For every 10 skins used in a sheath, it can hold 1 item.  For every 2 skins used in a sheath, it can hold 1 pound. Because of the fixed weight, there is no mechanical disadvantage to making a sheath out of the maximum number of skins possible for that worn location. The largest possible sheaths are made of 50 skins, holding 5 weapons to a maximum of 25 pounds.&lt;br /&gt;
&lt;br /&gt;
==== Quivers ====&lt;br /&gt;
&lt;br /&gt;
Arrows are considered weapons, and thus warrior-made quivers reduce the weight of arrows.  Because of the way Gemstone calculates weight, for maximal weight reduction, arrows should be bundled into packs of 24.&lt;br /&gt;
&lt;br /&gt;
== Sheath Creation == &lt;br /&gt;
&lt;br /&gt;
Creating a sheath takes a number of steps.  A few are required, but most are optional choices of decoration.  Warriors can only make and decorate the sheaths in a Workshop in the Warrior Guild. There, the shop master only accepts silvers.&lt;br /&gt;
&lt;br /&gt;
=== Measuring (Optional) ===&lt;br /&gt;
Before making a sheath, the warrior can measure a weapon, to determine the minimum size of the sheath that can hold it. This was a more important task before sheaths were updated to all weigh a half-pound, and can be safely skipped if making a 50-skin sheath. If one intends to make a sheath with ankle, thigh, wrist, or arm straps, measuring the weapon to ensure it fits might be useful.&lt;br /&gt;
&lt;br /&gt;
=== Cutting (Required) ===&lt;br /&gt;
The first step in making a sheath is to cut a bundle of hides into a pattern. The warrior can choose the number of skins to cut into the pattern; extras are not wasted, and can be used later or sold. While it is possible to bundle the patterns that you&#039;ve cut before curing, it is not recommended, as it increases curing time significantly. The pattern choices are:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+&#039;&#039;&#039;Warrior Sheath Patterns&#039;&#039;&#039;&lt;br /&gt;
! Noun !! Name !! Max Skins !! Worn Location&lt;br /&gt;
|-&lt;br /&gt;
|sheath || sheath || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|scabbard || scabbard || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|sling || weapon sling || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|harness || weapon harness || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|baldric || baldric || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|swordbelt || swordbelt || 50 || waist (as a belt) &lt;br /&gt;
|-&lt;br /&gt;
|dagger sheath || dagger sheath || 4 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|dagger scabbard || dagger scabbard || 4 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|frog || axe frog || 50 || belt&lt;br /&gt;
|-&lt;br /&gt;
|bow sling || bow sling || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|quiver || quiver || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;Straps can be added to these sheaths, allowing them to be worn in a number of different locations. Some inventory locations are limited to fewer than 50 skins. See [[Sheath_making#Straps_.28Usually_Required.29|Straps]] for more detailed information.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note:  Even if you are making a leather sheath, all skins must be the same.  If you cut and cure a bundle of troll hides and a bundle of orc scalps, even if they are both cured strong for leather, and cut into the same pattern, they will not bundle.  You&#039;ll get the message, &amp;quot;You can&#039;t bundle two different types of animal hide in the same pattern.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Curing (Required) ===&lt;br /&gt;
The hides must then be cured.  Only the mild curative keeps the name of the skin in the sheath.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Curative !! Effect !! Example !! Time&amp;lt;br&amp;gt;(per skin) !! Price&amp;lt;br&amp;gt;(per skin) !! Price for&amp;lt;br&amp;gt;50 skins&lt;br /&gt;
|-&lt;br /&gt;
|Mild || Preserves skin name|| a lion skin baldric || 42 minutes || 50 || 2500&lt;br /&gt;
|-&lt;br /&gt;
|Strong || Makes leather || a leather baldric|| 42 minutes || 100 || 5000&lt;br /&gt;
|-&lt;br /&gt;
|Laquer || Makes a lacquered item || a lacquered baldric || 42 minutes || 500 || 25,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to cure in smaller bundles to cut down on prep time. For a strong curative, one package of 50 skins would take 35 hours to cure, for example, while 5 packages of 10 would take 7 hours. The smallest bundle you can make is 4 skins, which will take 2 hours and 48 minutes to cure.  That said, since 50 isn&#039;t divisible by 4, if you&#039;re making a 50 skin sheath, its best to use 10 packages of 5 for the shortest cure time (3.5 hours).&lt;br /&gt;
&lt;br /&gt;
Note: Due to character limits, a mild curative will only preserve the name of the skin from the adjective and noun fields of the [[base description]].  Any additional descriptors stored in the article field will be dropped.  For example, &amp;quot;a white puma hide&amp;quot; will result in &amp;quot;a puma hide sheath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also to be clear, &amp;quot;leather&amp;quot; or &amp;quot;lacquered&amp;quot; will remove any reference to the original skin, so it is prudent to collect skins of readily available creatures. Forest trolls, lesser orcs, gaks (though be sure to note that striped/spotted gak pelts cannot be mixed), and phosphorescent worms are some examples of skins that can can be found and skinned easily.    &lt;br /&gt;
&lt;br /&gt;
=== Sewing (Required) ===&lt;br /&gt;
Sewing turns cured hides into the actual sheath.  If you have cured your hides in small patterns, be sure to bundle them &#039;&#039;before&#039;&#039; sewing. (Patterns can only be bundled in the workshop.) The cost for the thread is 1.25 silvers per skin, and thus 60 silvers for a 50-skin sheath.&lt;br /&gt;
&lt;br /&gt;
=== Straps (Usually Required) ===&lt;br /&gt;
Some patterns, such as slings, harnesses, and baldrics, come with straps built in.  These patterns can therefore only be worn in one place on the body, usually across a shoulder.  Sheaths and scabbards do not come with a strap, and can be worn in multiple locations. Dagger sheaths and dagger scabbards can have straps added, but are limited in size and location. &#039;&#039;&#039;A sheath without a strap is belt-worn.&#039;&#039;&#039; Adding a belt strap makes it waist-worn (i.e., as your belt).&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Strap Location !! Price !! Max skins !! Sheath !! Scabbard !! Dagger Sheath !! Dagger Scabbard !! Baldric !! Swordbelt !! Axe Frog !! Weapon Sling !! Weapon Harness !! Bow Sling  !!  Quiver&lt;br /&gt;
|-&lt;br /&gt;
|Belt || included || 50 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Waist &#039;&#039;&#039;(as a belt)&#039;&#039;&#039; || 50 || 50 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Shoulder || 100 || 50 || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Back || 100 || 50 || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Thigh || 100 || 16 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Arm || 100 || 8 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Ankle || 25 || 8 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Wrist || 25 || 4 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Notes===&lt;br /&gt;
&lt;br /&gt;
Myklian Scales are an interesting exception to normal sheath making.  Myklians come in different colors and their scales are tagged with these colors.  The tricky part here is that you can bundle different colors together as long as you start with 2 of the same color.  For example, if you take an orange myklian scale and try to bundle it with a red myklian scale you will not be able to, but once you bundle 2 of the same color myklian scales together, you can then bundle any color scale with your existing bundle.  The trouble comes when, after you&#039;ve cured your bundles, you try to bundle them together.  It turns out that a color is applied to the bundle and that color data is held through the curing process.  Unfortunately there&#039;s no way to tell what color a bundle or a cured pattern is other than trial and error.  While further testing is required, the color of the bundle is EITHER the 2 original seed scales for the bundle OR the last scale that goes into the bundle.  To ensure you can make a sheath using the 5 skins per cure time saving trick is, make a bundle that starts and ends with the same color.  For example, bundle 2 red myklian scales together, then add any 2 myklian scales to that bundle, and then make the 5th scale a red one again.  This will absolutely ensure your bundle will be red, and if all your bundles are red, after the curing process is done you can bundle them all together.  Substitute red for any other color.  The bundle color does not show up in the description of the sheath at all, this info is here simply to ensure that you don&#039;t end up with a bunch of cured patterns that won&#039;t bundle together because they are all different colors that you can&#039;t see.&lt;br /&gt;
&lt;br /&gt;
Skins MUST BUNDLE for them to work, which means troll king hides and grifflet pelts will NOT work for warrior sheaths! Your mileage may vary with other, newer skins, so please test before you commit to any projects (for example, Hinterwilds warg pelts can be used, but NOT undandsormr scales. More testing needs to be done with griffin pelts, as they do bundle but do NOT seem to work, though it may be a similar situation to the above myklian scale issue.&lt;br /&gt;
&lt;br /&gt;
== Sheath Decoration ==&lt;br /&gt;
Once the straps have been added, the sheath is ready to use. It is not particularly decorative, however. At any point, a warrior can add decorations to the sheath to personalize it for the wearer.&lt;br /&gt;
&lt;br /&gt;
=== Decoration Slots ===&lt;br /&gt;
&lt;br /&gt;
There are two decoration slots, one before the noun, one after the noun.  Therefore, a sheath can have two noticeable decorations.  If you made a baldric out of lion skins, you could make a &amp;lt;decoration&amp;gt; lion skin baldric &amp;lt;decoration&amp;gt;.  Mechanically, you can put a longer description in the second slot.  Dyes can only go in the first slot; if you want to put any decorations on before dyeing, use HOLD.&lt;br /&gt;
&lt;br /&gt;
==== Holding Slots ====&lt;br /&gt;
WTRICK SHEATHM HOLD tells the system, &amp;quot;Hold the slot before the noun, I want to fill the second slot first.&amp;quot;  The most important use for this command is putting on a decoration before dyeing the sheath.  This will save a trip back to the guild to add a second decoration to the sheath.&lt;br /&gt;
&lt;br /&gt;
=== Initial (Decoration) ===&lt;br /&gt;
A warrior can affix his or her initials to the sheath. This does not affect any other decorations, and adds, to the end of the show description, the phrase, &amp;quot;You see &amp;lt;Creator&#039;s First Name&amp;gt;&#039;s initials stamped upon it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Binding or Trimming (Decoration) ===&lt;br /&gt;
Your sheath can be bound or trimmed with a metal foil.  If you want to bind or trim your sheath with two metals, it must be in the second slot, after the noun.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Metal !! Price&amp;lt;br&amp;gt;(per skin) !! Price for&amp;lt;br&amp;gt;50 skins !! Town Sold&lt;br /&gt;
|-&lt;br /&gt;
|copper || 2 || 100 || all&lt;br /&gt;
|-&lt;br /&gt;
|brass  || 10 || 500 || all&lt;br /&gt;
|-&lt;br /&gt;
|bronze || 25 || 1250 || all&lt;br /&gt;
|-&lt;br /&gt;
|iron || 30 || 1500 || all&lt;br /&gt;
|-&lt;br /&gt;
|steel || 40 || 2000 || all&lt;br /&gt;
|-&lt;br /&gt;
|silver || 50 || 2500 || all&lt;br /&gt;
|-&lt;br /&gt;
|gold || 100 || 5000 || all&lt;br /&gt;
|-&lt;br /&gt;
|mithril || 140 || 7000 || all&lt;br /&gt;
|-&lt;br /&gt;
|ora || 160 || 8000 || all&lt;br /&gt;
|-&lt;br /&gt;
|alum  || 200 || 10,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|imflass || 200 || 10,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|vultite || 300 || 15,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|glaes || 250 || 12,500 ||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
|laje || 1000 || 50,000 || Solhaven&lt;br /&gt;
|-&lt;br /&gt;
|invar || 1000 || 50,000 || Zul Logoth&lt;br /&gt;
|-&lt;br /&gt;
|mithglin || 1000 || 50,000 || Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
|rhimar || 1000 || 50,000 || Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn || 1000 || 50,000 || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|vaalin || 1000 || 50,000 || River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
|platinum || 1000 || 50,000 || Isle of Four Winds&lt;br /&gt;
|-&lt;br /&gt;
|veniom || 1800 || 90,000 || Wehnimer&#039;s&amp;lt;br&amp;gt;Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fringe (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
A sheath can be fringed with one or two animal parts.  These can be claws, teeth, talons, feathers, horns, fangs, stingers, plumes, manes, mandibles, pincers, whiskers, incisors, canines, jawbones, or bones. If a sheath is fringed with just one item in the second slot, the whole name shows up, such as a brown leather sheath fringed with martial eagle talons.  Otherwise, only the noun shows up: a talon-fringed leather sheath, or a brown leather sheath fringed with talons and claws.   You need 6 of any fringe item to put them on the sheath.  300 silvers.&lt;br /&gt;
&lt;br /&gt;
Note that some newer skins do not fringe, such as Hinterwilds valravn plumes.&lt;br /&gt;
&lt;br /&gt;
=== Inlaid Gems (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
To decorate a sheath, gems can be inlaid. One gem can be put in the first slot, or one to two in the second.  In the second slot, using 6, say, pale green moonstones will result in a sheath inlaid with pale green moonstones, while mixing types of the same base gem (e.g. other moonstones) will result only in a sheath inlaid with moonstones.  You may inlay 1 to 6 of a type of gem, but 6 are required to be part of the description.  50 coins per gem, 300 for all 6.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Be aware that many of the newer gems (from Ascension areas primarily, and also Duskruin and Ebon&#039;s Gate gems) do NOT work with warrior sheaths for whatever reason, so please test before you promise something to someone! For example, snowdrops, firedrops, stygian lichstones, nightstones (and more, this is not exhaustive) do NOT work as an inlay.&amp;lt;/s&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
As of March 2025, GM Vanah has announced the range of possible inlay items has been expanded to include nearly all gems, including most ascension gems (some nouns are still excluded, such as cores ) and all scarabs. Thanks Vanah!  &lt;br /&gt;
&lt;br /&gt;
On the bright side, gems modified with lapidary boxes (and presumably other gem cutting items that modify the 15/15/15) WILL work.  &lt;br /&gt;
&lt;br /&gt;
=== Dyes (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
Dyeing costs 50 silvers per skin, and appears to take 50 minutes per skin.  If you would like a color not listed here, you can request one for 5000 silver (non-refundable).&lt;br /&gt;
{{Profession_guild_dye_list}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[List of skins]]&lt;br /&gt;
* [[List of gems]]&lt;br /&gt;
* No longer available: [http://www.sheathdesigner.info Sheath Designer Tool]&lt;br /&gt;
* [https://youtu.be/PwTaSQCS-3Y Tykus Teaches Warrior Made Sheaths] (Apr 2018)&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior Guild Skills]]&lt;br /&gt;
[[Category:Guild Skills]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=223143</id>
		<title>Battle Standard (1620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=223143"/>
		<updated>2024-07-21T05:07:48Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Ardent Plea (T4) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = BSTANDARD&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{paladin base navigation}}&lt;br /&gt;
 | availability = custom&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Battle Standard&#039;&#039;&#039;, a paladin will begin to acquire devotion as they gain [[experience]]. A skilled paladin can use this devotion to permanently empower a battle standard for use in combat. Battle standards occupy their own unique inventory slot and provide both offensive and defensive benefits. [[F2P subscription | F2P]] paladins cannot create battle standards.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 - Rally ===&lt;br /&gt;
Activated with {{boldmono|PRAY}} while dead.  Allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 - Hallowed Reprisal ===&lt;br /&gt;
Activated with {{boldmono|CLENCH}}.  Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 - Reckoning ===&lt;br /&gt;
Passive ability - always active.  Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 - Ardent Plea ===&lt;br /&gt;
Activated with {{boldmono|RAISE}}.  Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 - Divine Bulwark ===&lt;br /&gt;
Passive ability - always active.  When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 - Final Stand ===&lt;br /&gt;
Activated with {{boldmono|BESEECH}}.  The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Paladin Base | Paladin Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 paladin with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per rank&lt;br /&gt;
* [[Magic Item Use]]: +1.5 per rank&lt;br /&gt;
* [[Arcane Symbols]]: +1.5 per rank&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and not at maximum spirit will hinder attempts&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
Battle standards become attuned when used. Attunement lasts 30 days and the attuned character may continue to use the battle standard during this time without resetting the attunement countdown.&lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
&lt;br /&gt;
A new battle standard comes with 200 charges - if all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to Enhancive items, but only during combat. The rate of charges being used is not affected by how often the talisman provides a benefit nor how often you may attack or be attacked, so those who have more &amp;quot;spammy&amp;quot; hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.&lt;br /&gt;
&lt;br /&gt;
Upgrading your battle standard to the next tier refills the charges to 200. You may also have a paladin add charges at a cost of 1000 devotion per charge. The paladin must PREPARE 1620 and EVOKE at the battle standard to recharge.&lt;br /&gt;
&lt;br /&gt;
== Deity Conversion ==&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the battle standard and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This is a tier 6 Battle Standard.&lt;br /&gt;
&lt;br /&gt;
Tier&lt;br /&gt;
  1: Rally [PRAY] - While dead, allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
  2: Hallowed Reprisal [CLENCH] - Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
  3: Reckoning - Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
  4: Ardent Plea [RAISE] - Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
  5: Divine Bulwark - When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
  6: Final Stand [BESEECH] - The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
           Attunement:                       Attuned to Nyxus (29 days remaining)&lt;br /&gt;
           Charges:                          200&lt;br /&gt;
           Deity:                            No deity&lt;br /&gt;
           Deity Primary Color:              Grey&lt;br /&gt;
           Deity Secondary Color:            Silver&lt;br /&gt;
           Rally [PRAY]:                     Ready&lt;br /&gt;
           Hallowed Reprisal [CLENCH]:       Ready&lt;br /&gt;
           Ardent Plea [RAISE]:              Ready&lt;br /&gt;
           Final Stand [BESEECH]:            On Cooldown&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
The battle standard can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
This is a flag on a pole, and the description should not conflict with that.  Base, long, and show description can be altered.  Because of the holy and magical nature of this item, the description may include the following words: holy, sacred, consecrated, sacrosanct, and hallowed.&lt;br /&gt;
&lt;br /&gt;
There will always be a reference to the pole and the banner upon LOOKing at this item.  Please take this into account when composing your show description.  The material may be changed to other types of wood at the merchant&#039;s discretion.  Allowed nouns: standard, flag, banner, ensign, pennant, pennon, banderole, banderol, bannerol, oriflamme, and gonfalon.  Finally, any and all alterations will be irreversibly removed if the battle standard is ever converted to another deity in the future.&lt;br /&gt;
&lt;br /&gt;
The battle standard may not be lightened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
Any missing information below can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
=== Rally (T1) ===&lt;br /&gt;
:Rally&#039;s messaging is the same or similar to the messaging for the Paladin spell [[Aid the Fallen (1613)#Messaging | Aid the Fallen]].&lt;br /&gt;
&lt;br /&gt;
=== Hallowed Reprisal (T2) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Periodic aura damage&lt;br /&gt;
:;Liabo&lt;br /&gt;
::{{#section:Deity messaging|Liabo Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Lornon&lt;br /&gt;
::{{#section:Deity messaging|Lornon Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Neutrality&lt;br /&gt;
::{{#section:Deity messaging|Neutral Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Reckoning (T3) ===&lt;br /&gt;
The flare messaging for Reckoning will be different depending upon the standard&#039;s {{boldmono|[[CONVERT (verb)|CONVERT]]}} status. Expand the chart below to see all known possibilities. Any missing information can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
The type of flare can be viewed under the page for [[Holy critical]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em; font-size: 95%; outline: 1px solid #aaa; background: none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
!Arkati/Spirit||Messaging&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Liabo&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Charl]]}}&lt;br /&gt;
| {{#section:Deity messaging|Charl Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Cholen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Cholen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eonak]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eonak Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Imaera]]}}&lt;br /&gt;
| {{#section:Deity messaging|Imaera Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jastev]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jastev Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kai]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kai Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Koar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Koar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lorminstra]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lorminstra Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lumnis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lumnis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Oleani]]}}&lt;br /&gt;
| {{#section:Deity messaging|Oleani Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Phoen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Phoen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ronan]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ronan Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tonis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tonis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Lornon&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Andelas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Andelas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eorgina]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eorgina Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Fash&#039;lo&#039;nae]]}}&lt;br /&gt;
| {{#section:Deity messaging|Fash&#039;lo&#039;nae Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ivas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ivas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Luukos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Luukos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Marlu]]}}&lt;br /&gt;
| {{#section:Deity messaging|Marlu Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Mularos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Mularos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Sheru]]}}&lt;br /&gt;
| {{#section:Deity messaging|Sheru Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[V&#039;tull]]}}&lt;br /&gt;
| {{#section:Deity messaging|V&#039;tull Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Neutrality&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Gosaena]]}}&lt;br /&gt;
| {{#section:Deity messaging|Gosaena Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Zelia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Zelia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Lesser Spirits&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Aeia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Aeia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Amasalen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Amasalen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Arachne]]}}&lt;br /&gt;
| {{#section:Deity messaging|Arachne Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ghezresh]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ghezresh Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[The Huntress]]}}&lt;br /&gt;
| {{#section:Deity messaging|Huntress Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jaston]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jaston Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kuon]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kuon Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Laethe]]}}&lt;br /&gt;
| {{#section:Deity messaging|Laethe Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Leya]]}}&lt;br /&gt;
| {{#section:Deity messaging|Leya Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Niima]]}}&lt;br /&gt;
| {{#section:Deity messaging|Niima Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Onar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Onar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tilamaire]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tilamaire Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voaris]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voaris Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voln]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voln Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Other&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|Other}}&lt;br /&gt;
| {{#section:Deity messaging|Unaligned Reckoning Battle Standard (1620)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ardent Plea (T4) === &lt;br /&gt;
;Activation&lt;br /&gt;
:As you raise your battle standard high, runes scribed into the grain of its pole flare bright and fade in sequence one after another in a pattern reminiscent of tumbling embers.  Power ripples up your arms, presaging the reckoning to come!&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:The prolonged power of reckoning departs from you, sloughing away with a faint shimmer.&lt;br /&gt;
&lt;br /&gt;
=== Divine Bulwark (T5) ===&lt;br /&gt;
;Liabo&lt;br /&gt;
:{{#section:Deity messaging|Liabo Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Lornon&lt;br /&gt;
:{{#section:Deity messaging|Lornon Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Neutrality&lt;br /&gt;
:{{#section:Deity messaging|Neutral Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Final Stand (T6) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1245152922417889331 Paladin Service thread on Discord]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=223142</id>
		<title>Battle Standard (1620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=223142"/>
		<updated>2024-07-21T05:06:45Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Ardent Plea (T4) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = BSTANDARD&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{paladin base navigation}}&lt;br /&gt;
 | availability = custom&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Battle Standard&#039;&#039;&#039;, a paladin will begin to acquire devotion as they gain [[experience]]. A skilled paladin can use this devotion to permanently empower a battle standard for use in combat. Battle standards occupy their own unique inventory slot and provide both offensive and defensive benefits. [[F2P subscription | F2P]] paladins cannot create battle standards.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 - Rally ===&lt;br /&gt;
Activated with {{boldmono|PRAY}} while dead.  Allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 - Hallowed Reprisal ===&lt;br /&gt;
Activated with {{boldmono|CLENCH}}.  Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 - Reckoning ===&lt;br /&gt;
Passive ability - always active.  Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 - Ardent Plea ===&lt;br /&gt;
Activated with {{boldmono|RAISE}}.  Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 - Divine Bulwark ===&lt;br /&gt;
Passive ability - always active.  When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 - Final Stand ===&lt;br /&gt;
Activated with {{boldmono|BESEECH}}.  The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Paladin Base | Paladin Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 paladin with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per rank&lt;br /&gt;
* [[Magic Item Use]]: +1.5 per rank&lt;br /&gt;
* [[Arcane Symbols]]: +1.5 per rank&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and not at maximum spirit will hinder attempts&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
Battle standards become attuned when used. Attunement lasts 30 days and the attuned character may continue to use the battle standard during this time without resetting the attunement countdown.&lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
&lt;br /&gt;
A new battle standard comes with 200 charges - if all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to Enhancive items, but only during combat. The rate of charges being used is not affected by how often the talisman provides a benefit nor how often you may attack or be attacked, so those who have more &amp;quot;spammy&amp;quot; hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.&lt;br /&gt;
&lt;br /&gt;
Upgrading your battle standard to the next tier refills the charges to 200. You may also have a paladin add charges at a cost of 1000 devotion per charge. The paladin must PREPARE 1620 and EVOKE at the battle standard to recharge.&lt;br /&gt;
&lt;br /&gt;
== Deity Conversion ==&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the battle standard and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This is a tier 6 Battle Standard.&lt;br /&gt;
&lt;br /&gt;
Tier&lt;br /&gt;
  1: Rally [PRAY] - While dead, allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
  2: Hallowed Reprisal [CLENCH] - Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
  3: Reckoning - Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
  4: Ardent Plea [RAISE] - Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
  5: Divine Bulwark - When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
  6: Final Stand [BESEECH] - The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
           Attunement:                       Attuned to Nyxus (29 days remaining)&lt;br /&gt;
           Charges:                          200&lt;br /&gt;
           Deity:                            No deity&lt;br /&gt;
           Deity Primary Color:              Grey&lt;br /&gt;
           Deity Secondary Color:            Silver&lt;br /&gt;
           Rally [PRAY]:                     Ready&lt;br /&gt;
           Hallowed Reprisal [CLENCH]:       Ready&lt;br /&gt;
           Ardent Plea [RAISE]:              Ready&lt;br /&gt;
           Final Stand [BESEECH]:            On Cooldown&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
The battle standard can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
This is a flag on a pole, and the description should not conflict with that.  Base, long, and show description can be altered.  Because of the holy and magical nature of this item, the description may include the following words: holy, sacred, consecrated, sacrosanct, and hallowed.&lt;br /&gt;
&lt;br /&gt;
There will always be a reference to the pole and the banner upon LOOKing at this item.  Please take this into account when composing your show description.  The material may be changed to other types of wood at the merchant&#039;s discretion.  Allowed nouns: standard, flag, banner, ensign, pennant, pennon, banderole, banderol, bannerol, oriflamme, and gonfalon.  Finally, any and all alterations will be irreversibly removed if the battle standard is ever converted to another deity in the future.&lt;br /&gt;
&lt;br /&gt;
The battle standard may not be lightened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
Any missing information below can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
=== Rally (T1) ===&lt;br /&gt;
:Rally&#039;s messaging is the same or similar to the messaging for the Paladin spell [[Aid the Fallen (1613)#Messaging | Aid the Fallen]].&lt;br /&gt;
&lt;br /&gt;
=== Hallowed Reprisal (T2) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Periodic aura damage&lt;br /&gt;
:;Liabo&lt;br /&gt;
::{{#section:Deity messaging|Liabo Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Lornon&lt;br /&gt;
::{{#section:Deity messaging|Lornon Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Neutrality&lt;br /&gt;
::{{#section:Deity messaging|Neutral Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Reckoning (T3) ===&lt;br /&gt;
The flare messaging for Reckoning will be different depending upon the standard&#039;s {{boldmono|[[CONVERT (verb)|CONVERT]]}} status. Expand the chart below to see all known possibilities. Any missing information can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
The type of flare can be viewed under the page for [[Holy critical]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em; font-size: 95%; outline: 1px solid #aaa; background: none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
!Arkati/Spirit||Messaging&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Liabo&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Charl]]}}&lt;br /&gt;
| {{#section:Deity messaging|Charl Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Cholen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Cholen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eonak]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eonak Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Imaera]]}}&lt;br /&gt;
| {{#section:Deity messaging|Imaera Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jastev]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jastev Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kai]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kai Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Koar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Koar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lorminstra]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lorminstra Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lumnis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lumnis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Oleani]]}}&lt;br /&gt;
| {{#section:Deity messaging|Oleani Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Phoen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Phoen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ronan]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ronan Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tonis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tonis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Lornon&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Andelas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Andelas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eorgina]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eorgina Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Fash&#039;lo&#039;nae]]}}&lt;br /&gt;
| {{#section:Deity messaging|Fash&#039;lo&#039;nae Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ivas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ivas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Luukos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Luukos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Marlu]]}}&lt;br /&gt;
| {{#section:Deity messaging|Marlu Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Mularos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Mularos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Sheru]]}}&lt;br /&gt;
| {{#section:Deity messaging|Sheru Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[V&#039;tull]]}}&lt;br /&gt;
| {{#section:Deity messaging|V&#039;tull Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Neutrality&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Gosaena]]}}&lt;br /&gt;
| {{#section:Deity messaging|Gosaena Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Zelia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Zelia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Lesser Spirits&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Aeia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Aeia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Amasalen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Amasalen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Arachne]]}}&lt;br /&gt;
| {{#section:Deity messaging|Arachne Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ghezresh]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ghezresh Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[The Huntress]]}}&lt;br /&gt;
| {{#section:Deity messaging|Huntress Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jaston]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jaston Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kuon]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kuon Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Laethe]]}}&lt;br /&gt;
| {{#section:Deity messaging|Laethe Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Leya]]}}&lt;br /&gt;
| {{#section:Deity messaging|Leya Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Niima]]}}&lt;br /&gt;
| {{#section:Deity messaging|Niima Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Onar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Onar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tilamaire]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tilamaire Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voaris]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voaris Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voln]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voln Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Other&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|Other}}&lt;br /&gt;
| {{#section:Deity messaging|Unaligned Reckoning Battle Standard (1620)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ardent Plea (T4) === &lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:The prolonged power of reckoning departs from you, sloughing away with a faint shimmer.&lt;br /&gt;
&lt;br /&gt;
=== Divine Bulwark (T5) ===&lt;br /&gt;
;Liabo&lt;br /&gt;
:{{#section:Deity messaging|Liabo Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Lornon&lt;br /&gt;
:{{#section:Deity messaging|Lornon Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Neutrality&lt;br /&gt;
:{{#section:Deity messaging|Neutral Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Final Stand (T6) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1245152922417889331 Paladin Service thread on Discord]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=223141</id>
		<title>Battle Standard (1620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=223141"/>
		<updated>2024-07-21T05:05:49Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: Undo revision 223140 by TURKEYBONE (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = BSTANDARD&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{paladin base navigation}}&lt;br /&gt;
 | availability = custom&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Battle Standard&#039;&#039;&#039;, a paladin will begin to acquire devotion as they gain [[experience]]. A skilled paladin can use this devotion to permanently empower a battle standard for use in combat. Battle standards occupy their own unique inventory slot and provide both offensive and defensive benefits. [[F2P subscription | F2P]] paladins cannot create battle standards.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 - Rally ===&lt;br /&gt;
Activated with {{boldmono|PRAY}} while dead.  Allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 - Hallowed Reprisal ===&lt;br /&gt;
Activated with {{boldmono|CLENCH}}.  Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 - Reckoning ===&lt;br /&gt;
Passive ability - always active.  Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 - Ardent Plea ===&lt;br /&gt;
Activated with {{boldmono|RAISE}}.  Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 - Divine Bulwark ===&lt;br /&gt;
Passive ability - always active.  When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 - Final Stand ===&lt;br /&gt;
Activated with {{boldmono|BESEECH}}.  The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Paladin Base | Paladin Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 paladin with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per rank&lt;br /&gt;
* [[Magic Item Use]]: +1.5 per rank&lt;br /&gt;
* [[Arcane Symbols]]: +1.5 per rank&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and not at maximum spirit will hinder attempts&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
Battle standards become attuned when used. Attunement lasts 30 days and the attuned character may continue to use the battle standard during this time without resetting the attunement countdown.&lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
&lt;br /&gt;
A new battle standard comes with 200 charges - if all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to Enhancive items, but only during combat. The rate of charges being used is not affected by how often the talisman provides a benefit nor how often you may attack or be attacked, so those who have more &amp;quot;spammy&amp;quot; hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.&lt;br /&gt;
&lt;br /&gt;
Upgrading your battle standard to the next tier refills the charges to 200. You may also have a paladin add charges at a cost of 1000 devotion per charge. The paladin must PREPARE 1620 and EVOKE at the battle standard to recharge.&lt;br /&gt;
&lt;br /&gt;
== Deity Conversion ==&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the battle standard and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This is a tier 6 Battle Standard.&lt;br /&gt;
&lt;br /&gt;
Tier&lt;br /&gt;
  1: Rally [PRAY] - While dead, allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
  2: Hallowed Reprisal [CLENCH] - Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
  3: Reckoning - Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
  4: Ardent Plea [RAISE] - Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
  5: Divine Bulwark - When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
  6: Final Stand [BESEECH] - The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
           Attunement:                       Attuned to Nyxus (29 days remaining)&lt;br /&gt;
           Charges:                          200&lt;br /&gt;
           Deity:                            No deity&lt;br /&gt;
           Deity Primary Color:              Grey&lt;br /&gt;
           Deity Secondary Color:            Silver&lt;br /&gt;
           Rally [PRAY]:                     Ready&lt;br /&gt;
           Hallowed Reprisal [CLENCH]:       Ready&lt;br /&gt;
           Ardent Plea [RAISE]:              Ready&lt;br /&gt;
           Final Stand [BESEECH]:            On Cooldown&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
The battle standard can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
This is a flag on a pole, and the description should not conflict with that.  Base, long, and show description can be altered.  Because of the holy and magical nature of this item, the description may include the following words: holy, sacred, consecrated, sacrosanct, and hallowed.&lt;br /&gt;
&lt;br /&gt;
There will always be a reference to the pole and the banner upon LOOKing at this item.  Please take this into account when composing your show description.  The material may be changed to other types of wood at the merchant&#039;s discretion.  Allowed nouns: standard, flag, banner, ensign, pennant, pennon, banderole, banderol, bannerol, oriflamme, and gonfalon.  Finally, any and all alterations will be irreversibly removed if the battle standard is ever converted to another deity in the future.&lt;br /&gt;
&lt;br /&gt;
The battle standard may not be lightened.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
Any missing information below can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
=== Rally (T1) ===&lt;br /&gt;
:Rally&#039;s messaging is the same or similar to the messaging for the Paladin spell [[Aid the Fallen (1613)#Messaging | Aid the Fallen]].&lt;br /&gt;
&lt;br /&gt;
=== Hallowed Reprisal (T2) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Periodic aura damage&lt;br /&gt;
:;Liabo&lt;br /&gt;
::{{#section:Deity messaging|Liabo Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Lornon&lt;br /&gt;
::{{#section:Deity messaging|Lornon Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Neutrality&lt;br /&gt;
::{{#section:Deity messaging|Neutral Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Reckoning (T3) ===&lt;br /&gt;
The flare messaging for Reckoning will be different depending upon the standard&#039;s {{boldmono|[[CONVERT (verb)|CONVERT]]}} status. Expand the chart below to see all known possibilities. Any missing information can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
The type of flare can be viewed under the page for [[Holy critical]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em; font-size: 95%; outline: 1px solid #aaa; background: none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
!Arkati/Spirit||Messaging&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Liabo&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Charl]]}}&lt;br /&gt;
| {{#section:Deity messaging|Charl Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Cholen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Cholen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eonak]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eonak Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Imaera]]}}&lt;br /&gt;
| {{#section:Deity messaging|Imaera Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jastev]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jastev Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kai]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kai Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Koar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Koar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lorminstra]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lorminstra Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lumnis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lumnis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Oleani]]}}&lt;br /&gt;
| {{#section:Deity messaging|Oleani Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Phoen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Phoen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ronan]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ronan Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tonis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tonis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Lornon&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Andelas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Andelas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eorgina]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eorgina Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Fash&#039;lo&#039;nae]]}}&lt;br /&gt;
| {{#section:Deity messaging|Fash&#039;lo&#039;nae Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ivas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ivas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Luukos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Luukos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Marlu]]}}&lt;br /&gt;
| {{#section:Deity messaging|Marlu Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Mularos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Mularos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Sheru]]}}&lt;br /&gt;
| {{#section:Deity messaging|Sheru Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[V&#039;tull]]}}&lt;br /&gt;
| {{#section:Deity messaging|V&#039;tull Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Neutrality&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Gosaena]]}}&lt;br /&gt;
| {{#section:Deity messaging|Gosaena Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Zelia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Zelia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Lesser Spirits&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Aeia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Aeia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Amasalen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Amasalen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Arachne]]}}&lt;br /&gt;
| {{#section:Deity messaging|Arachne Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ghezresh]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ghezresh Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[The Huntress]]}}&lt;br /&gt;
| {{#section:Deity messaging|Huntress Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jaston]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jaston Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kuon]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kuon Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Laethe]]}}&lt;br /&gt;
| {{#section:Deity messaging|Laethe Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Leya]]}}&lt;br /&gt;
| {{#section:Deity messaging|Leya Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Niima]]}}&lt;br /&gt;
| {{#section:Deity messaging|Niima Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Onar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Onar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tilamaire]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tilamaire Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voaris]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voaris Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voln]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voln Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Other&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|Other}}&lt;br /&gt;
| {{#section:Deity messaging|Unaligned Reckoning Battle Standard (1620)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ardent Plea (T4) === &lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
=== Divine Bulwark (T5) ===&lt;br /&gt;
;Liabo&lt;br /&gt;
:{{#section:Deity messaging|Liabo Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Lornon&lt;br /&gt;
:{{#section:Deity messaging|Lornon Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Neutrality&lt;br /&gt;
:{{#section:Deity messaging|Neutral Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Final Stand (T6) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1245152922417889331 Paladin Service thread on Discord]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=223140</id>
		<title>Battle Standard (1620)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=223140"/>
		<updated>2024-07-21T05:05:22Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Ardent Plea (T4) */  added messaging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = BSTANDARD&lt;br /&gt;
 | duration = Special&lt;br /&gt;
 | type = Utility&lt;br /&gt;
 | subtype = Combat Gear Enhancement&lt;br /&gt;
 | skill = None&lt;br /&gt;
 | components = None&lt;br /&gt;
 | navigation = {{paladin base navigation}}&lt;br /&gt;
 | availability = custom&lt;br /&gt;
}}&lt;br /&gt;
{{TOC limit|10}} &amp;lt;!-- this is to get the table of contents above the opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- the above and below empty line is to get a space between the table of contents and opening blurb --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After gaining the ability to cast &#039;&#039;&#039;Battle Standard&#039;&#039;&#039;, a paladin will begin to acquire devotion as they gain [[experience]]. A skilled paladin can use this devotion to permanently empower a battle standard for use in combat. Battle standards occupy their own unique inventory slot and provide both offensive and defensive benefits. [[F2P subscription | F2P]] paladins cannot create battle standards.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Tier 1 - Rally ===&lt;br /&gt;
Activated with {{boldmono|PRAY}} while dead.  Allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
&lt;br /&gt;
=== Tier 2 - Hallowed Reprisal ===&lt;br /&gt;
Activated with {{boldmono|CLENCH}}.  Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
&lt;br /&gt;
=== Tier 3 - Reckoning ===&lt;br /&gt;
Passive ability - always active.  Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
&lt;br /&gt;
=== Tier 4 - Ardent Plea ===&lt;br /&gt;
Activated with {{boldmono|RAISE}}.  Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Tier 5 - Divine Bulwark ===&lt;br /&gt;
Passive ability - always active.  When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
&lt;br /&gt;
=== Tier 6 - Final Stand ===&lt;br /&gt;
Activated with {{boldmono|BESEECH}}.  The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
== Skill Formula ==&lt;br /&gt;
&lt;br /&gt;
* [[Level]]: +1 per level&lt;br /&gt;
* [[Paladin Base | Paladin Spell Ranks]]: +2 per rank up to level, +1 per rank above level (&amp;quot;up to level&amp;quot; is based on 1x spell training and thus a level 50 paladin with 100 ranks will have 52 ranks at +2 and 48 ranks at +1)&lt;br /&gt;
* [[Wisdom]]: +1 per stat bonus&lt;br /&gt;
* [[Influence]]: +1 per stat bonus&lt;br /&gt;
* [[Spiritual Mana Control]]: +1 per rank&lt;br /&gt;
* [[Magic Item Use]]: +1.5 per rank&lt;br /&gt;
* [[Arcane Symbols]]: +1.5 per rank&lt;br /&gt;
* Shrine Bonus: +20 for matching [[CONVERT (verb)|{{boldmono|CONVERT}}]] exactly, +10 for same {{boldmono|CONVERT}} pantheon (bonuses do not stack)&lt;br /&gt;
* Being wounded and not at maximum spirit will hinder attempts&lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
Battle standards become attuned when used. Attunement lasts 30 days and the attuned character may continue to use the battle standard during this time without resetting the attunement countdown.&lt;br /&gt;
&lt;br /&gt;
== Charges ==&lt;br /&gt;
&lt;br /&gt;
A new battle standard comes with 200 charges - if all charges are drained, it will stop working. Charges are drained in a somewhat random manner similar to Enhancive items, but only during combat. The rate of charges being used is not affected by how often the talisman provides a benefit nor how often you may attack or be attacked, so those who have more &amp;quot;spammy&amp;quot; hunting styles are not penalized. When a charge is drained, there is an unknown and perhaps random cooldown period where no more charges may be drained.&lt;br /&gt;
&lt;br /&gt;
Upgrading your battle standard to the next tier refills the charges to 200. You may also have a paladin add charges at a cost of 1000 devotion per charge. The paladin must PREPARE 1620 and EVOKE at the battle standard to recharge.&lt;br /&gt;
&lt;br /&gt;
== Deity Conversion ==&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
== Analyze ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
You analyze the battle standard and sense that the creator has provided the following information:&lt;br /&gt;
&lt;br /&gt;
This is a tier 6 Battle Standard.&lt;br /&gt;
&lt;br /&gt;
Tier&lt;br /&gt;
  1: Rally [PRAY] - While dead, allows a corpse to teleport itself back to town.  1 use per day at tier 1 and 2 uses per day at tier 3.&lt;br /&gt;
  2: Hallowed Reprisal [CLENCH] - Invoke the power of the standard&#039;s deity to create an aura that periodically lashes out at nearby creatures for 3 minutes.  Base 60 minute cooldown with 15 minutes subtracted at tiers 3, 4, and 5, resulting in a 15 minute cooldown at tier 5.&lt;br /&gt;
  3: Reckoning - Your attacks have a chance to unleash the power of the standard&#039;s deity.  Each additional tier increases the likelihood that this will occur.&lt;br /&gt;
  4: Ardent Plea [RAISE] - Your attacks have a 100% chance to trigger Reckoning and unleash the power of the standard&#039;s deity.  This effect lasts 30 seconds and has a 30 minute cooldown.  At tier 5 the cooldown is reduced to 15 minutes.&lt;br /&gt;
  5: Divine Bulwark - When you receive a blow, the standard may summon an ethereal shield to lessen the severity of the blow.  If an ethereal shield is summoned in this way, the standard&#039;s deity will unleash a retaliatory flare against the attacker.&lt;br /&gt;
  6: Final Stand [BESEECH] - The standard&#039;s deity comes to your aid for 30 seconds, ensuring that all incoming blows will be subject to Divine Bulwark&#039;s abilities.  Can be activated while incapacitated or in roundtime.  1 use per day.&lt;br /&gt;
&lt;br /&gt;
           Attunement:                       Attuned to Nyxus (29 days remaining)&lt;br /&gt;
           Charges:                          200&lt;br /&gt;
           Deity:                            No deity&lt;br /&gt;
           Deity Primary Color:              Grey&lt;br /&gt;
           Deity Secondary Color:            Silver&lt;br /&gt;
           Rally [PRAY]:                     Ready&lt;br /&gt;
           Hallowed Reprisal [CLENCH]:       Ready&lt;br /&gt;
           Ardent Plea [RAISE]:              Ready&lt;br /&gt;
           Final Stand [BESEECH]:            On Cooldown&lt;br /&gt;
&lt;br /&gt;
If the standard&#039;s deity conversion ability is not on cooldown, you may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply PRAY standard TO &amp;lt;deity&amp;gt;.  This ability is subject to a 30 day cooldown, and the cooldown is not currently active.&lt;br /&gt;
&lt;br /&gt;
The battle standard can be TUCKed while worn in order to hide it from sight.&lt;br /&gt;
&lt;br /&gt;
This is a flag on a pole, and the description should not conflict with that.  Base, long, and show description can be altered.  Because of the holy and magical nature of this item, the description may include the following words: holy, sacred, consecrated, sacrosanct, and hallowed.&lt;br /&gt;
&lt;br /&gt;
There will always be a reference to the pole and the banner upon LOOKing at this item.  Please take this into account when composing your show description.  The material may be changed to other types of wood at the merchant&#039;s discretion.  Allowed nouns: standard, flag, banner, ensign, pennant, pennon, banderole, banderol, bannerol, oriflamme, and gonfalon.  Finally, any and all alterations will be irreversibly removed if the battle standard is ever converted to another deity in the future.&lt;br /&gt;
&lt;br /&gt;
The battle standard may not be lightened.&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
Any missing information below can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
=== Rally (T1) ===&lt;br /&gt;
:Rally&#039;s messaging is the same or similar to the messaging for the Paladin spell [[Aid the Fallen (1613)#Messaging | Aid the Fallen]].&lt;br /&gt;
&lt;br /&gt;
=== Hallowed Reprisal (T2) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Periodic aura damage&lt;br /&gt;
:;Liabo&lt;br /&gt;
::{{#section:Deity messaging|Liabo Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Lornon&lt;br /&gt;
::{{#section:Deity messaging|Lornon Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
:;Neutrality&lt;br /&gt;
::{{#section:Deity messaging|Neutral Reprisal Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Reckoning (T3) ===&lt;br /&gt;
The flare messaging for Reckoning will be different depending upon the standard&#039;s {{boldmono|[[CONVERT (verb)|CONVERT]]}} status. Expand the chart below to see all known possibilities. Any missing information can be added at the [[deity messaging]] page.&lt;br /&gt;
&lt;br /&gt;
The type of flare can be viewed under the page for [[Holy critical]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em; font-size: 95%; outline: 1px solid #aaa; background: none; border: none; border-collapse: collapse;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
!Arkati/Spirit||Messaging&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Liabo&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Charl]]}}&lt;br /&gt;
| {{#section:Deity messaging|Charl Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Cholen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Cholen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eonak]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eonak Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Imaera]]}}&lt;br /&gt;
| {{#section:Deity messaging|Imaera Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jastev]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jastev Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kai]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kai Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Koar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Koar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lorminstra]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lorminstra Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Lumnis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Lumnis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Oleani]]}}&lt;br /&gt;
| {{#section:Deity messaging|Oleani Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Phoen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Phoen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ronan]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ronan Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tonis]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tonis Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Lornon&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Andelas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Andelas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Eorgina]]}}&lt;br /&gt;
| {{#section:Deity messaging|Eorgina Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Fash&#039;lo&#039;nae]]}}&lt;br /&gt;
| {{#section:Deity messaging|Fash&#039;lo&#039;nae Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ivas]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ivas Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Luukos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Luukos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Marlu]]}}&lt;br /&gt;
| {{#section:Deity messaging|Marlu Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Mularos]]}}&lt;br /&gt;
| {{#section:Deity messaging|Mularos Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Sheru]]}}&lt;br /&gt;
| {{#section:Deity messaging|Sheru Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[V&#039;tull]]}}&lt;br /&gt;
| {{#section:Deity messaging|V&#039;tull Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Pantheon of Neutrality&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Gosaena]]}}&lt;br /&gt;
| {{#section:Deity messaging|Gosaena Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Zelia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Zelia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Lesser Spirits&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Aeia]]}}&lt;br /&gt;
| {{#section:Deity messaging|Aeia Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Amasalen]]}}&lt;br /&gt;
| {{#section:Deity messaging|Amasalen Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Arachne]]}}&lt;br /&gt;
| {{#section:Deity messaging|Arachne Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Ghezresh]]}}&lt;br /&gt;
| {{#section:Deity messaging|Ghezresh Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[The Huntress]]}}&lt;br /&gt;
| {{#section:Deity messaging|Huntress Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Jaston]]}}&lt;br /&gt;
| {{#section:Deity messaging|Jaston Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Kuon]]}}&lt;br /&gt;
| {{#section:Deity messaging|Kuon Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Laethe]]}}&lt;br /&gt;
| {{#section:Deity messaging|Laethe Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Leya]]}}&lt;br /&gt;
| {{#section:Deity messaging|Leya Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Niima]]}}&lt;br /&gt;
| {{#section:Deity messaging|Niima Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Onar]]}}&lt;br /&gt;
| {{#section:Deity messaging|Onar Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Tilamaire]]}}&lt;br /&gt;
| {{#section:Deity messaging|Tilamaire Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voaris]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voaris Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|[[Voln]]}}&lt;br /&gt;
| {{#section:Deity messaging|Voln Reckoning Battle Standard (1620)}}&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa;background: #F3F3F9&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Other&lt;br /&gt;
|- style=&amp;quot;border: 1px solid #aaa&amp;quot;&lt;br /&gt;
! {{messaging-col-left}} |{{boldmono|Other}}&lt;br /&gt;
| {{#section:Deity messaging|Unaligned Reckoning Battle Standard (1620)}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Ardent Plea (T4) === &lt;br /&gt;
;Activation&lt;br /&gt;
:As you raise your battle standard high, runes scribed into the grain of its pole flare bright and fade in sequence one after another in a pattern reminiscent of tumbling embers.  Power ripples up your arms, presaging the reckoning to come!&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:The prolonged power of reckoning departs from you, sloughing away with a faint shimmer.&lt;br /&gt;
&lt;br /&gt;
=== Divine Bulwark (T5) ===&lt;br /&gt;
;Liabo&lt;br /&gt;
:{{#section:Deity messaging|Liabo Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Lornon&lt;br /&gt;
:{{#section:Deity messaging|Lornon Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
;Neutrality&lt;br /&gt;
:{{#section:Deity messaging|Neutral Bulwark Battle Standard (1620)}}&lt;br /&gt;
&lt;br /&gt;
=== Final Stand (T6) ===&lt;br /&gt;
;Activation&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [https://discord.com/channels/226045346399256576/1245152922417889331 Paladin Service thread on Discord]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Paladin]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shining_winged_disir&amp;diff=222423</id>
		<title>Shining winged disir</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shining_winged_disir&amp;diff=222423"/>
		<updated>2024-07-12T15:13:06Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: Undo revision 222422 by TURKEYBONE (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  114&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Lance&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Censure&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;{{addmetext}}&amp;lt;!-- Add creature description--&amp;gt; &amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;Bards&lt;br /&gt;
* [[Vibration Chant (1002)]] can eliminate their &amp;quot;[[spear]]s&amp;quot; (which hit like [[lance]]s). Disirs then switch to a magical, non-physical shield which can&#039;t be blown up, but many will find that preferable to letting them swing lances with 650 AS.&lt;br /&gt;
;Clerics&lt;br /&gt;
* Disirs behave somewhat unpredictably under the effects of [[Prayer of Holding (301)]], as sometimes it&#039;ll keep them bound while other times they&#039;ll shake it off immediately and counterattack in a single combat round. The fact that it even sometimes holds them makes it viable as a setup leading into [[Condemn (309)]], though, as it just means binding them repeatedly until it sticks.&lt;br /&gt;
;Paladins&lt;br /&gt;
* Disirs move fairly quickly in combat, so, in this case, casting [[Aura of the Arkati (1614)]] the hard way and then attacking with a beseeched [[Repentance (1615)]] is far more reliable than the other way around. Opening with Repentance might allow the disir to get up by the time the paladin&#039;s out of cast RT and on to her physical attack, but opening with the Aura of the Arkati debuff will leave that lasting long enough to carry through to the followup. &lt;br /&gt;
;Rangers&lt;br /&gt;
* [[Moonbeam (611)]] is a near universal solution in the [[Hinterwilds]] and disirs are no exception. However, they can occasionally get out of even that, so tread carefully. A followup [[Spike Thorn (616)]] against a bound disir will often miss the kill even with heavy training in [[Ranger Base]] and [[Spiritual Lore, Summoning|Summoning lore]], which is more than most Hinterwilds creatures can say, but repeated casts will still win the day.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 112&lt;br /&gt;
|levelm1 = 113&lt;br /&gt;
|level = 114&lt;br /&gt;
|levelp1 = 115&lt;br /&gt;
|levelp2 = 116&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Shining_winged_disir&amp;diff=222422</id>
		<title>Shining winged disir</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Shining_winged_disir&amp;diff=222422"/>
		<updated>2024-07-12T15:12:51Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: warrior strat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  114&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type =  &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Lance&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Censure&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = ? &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = ?&lt;br /&gt;
 | boxes = ?&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = ?&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;{{addmetext}}&amp;lt;!-- Add creature description--&amp;gt; &lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;Bards&lt;br /&gt;
* [[Vibration Chant (1002)]] can eliminate their &amp;quot;[[spear]]s&amp;quot; (which hit like [[lance]]s). Disirs then switch to a magical, non-physical shield which can&#039;t be blown up, but many will find that preferable to letting them swing lances with 650 AS.&lt;br /&gt;
;Clerics&lt;br /&gt;
* Disirs behave somewhat unpredictably under the effects of [[Prayer of Holding (301)]], as sometimes it&#039;ll keep them bound while other times they&#039;ll shake it off immediately and counterattack in a single combat round. The fact that it even sometimes holds them makes it viable as a setup leading into [[Condemn (309)]], though, as it just means binding them repeatedly until it sticks.&lt;br /&gt;
;Paladins&lt;br /&gt;
* Disirs move fairly quickly in combat, so, in this case, casting [[Aura of the Arkati (1614)]] the hard way and then attacking with a beseeched [[Repentance (1615)]] is far more reliable than the other way around. Opening with Repentance might allow the disir to get up by the time the paladin&#039;s out of cast RT and on to her physical attack, but opening with the Aura of the Arkati debuff will leave that lasting long enough to carry through to the followup. &lt;br /&gt;
;Rangers&lt;br /&gt;
* [[Moonbeam (611)]] is a near universal solution in the [[Hinterwilds]] and disirs are no exception. However, they can occasionally get out of even that, so tread carefully. A followup [[Spike Thorn (616)]] against a bound disir will often miss the kill even with heavy training in [[Ranger Base]] and [[Spiritual Lore, Summoning|Summoning lore]], which is more than most Hinterwilds creatures can say, but repeated casts will still win the day.&lt;br /&gt;
;Warriors&lt;br /&gt;
* Like Bards, warriors can also DISARM their spears, and SUNDER the shield which they pull out afterwards. At this point, their defenses will be pretty well lowered and susceptible to attack. Carn&#039;s Cry and Feint will also be effective.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 112&lt;br /&gt;
|levelm1 = 113&lt;br /&gt;
|level = 114&lt;br /&gt;
|levelp1 = 115&lt;br /&gt;
|levelp2 = 116&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Corpulent_kresh_ravager&amp;diff=222421</id>
		<title>Corpulent kresh ravager</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Corpulent_kresh_ravager&amp;diff=222421"/>
		<updated>2024-07-12T15:05:47Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 106 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Kiramon &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Insect &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 750&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Keening Cry&lt;br /&gt;
| AB2 = Acid Blood&lt;br /&gt;
| AB3 = Giant Fall&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 8N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a glittering kresh foreclaw &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Hugely bloated, the abdomen of the kresh ravager is fleshy and sickly white-yellow.  It jiggles as the ravager skitters around on undersized legs that, while thin and short, appear to possess enough strength to support the ticklike monstrosity&#039;s great bulk.  By contrast, the ravager&#039;s forelegs are powerful and armored in a glittering substance that resembles diamond.  Comically undersized mandibles frame its small mouth, which constantly drips an unsavory yellow-green ichor.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Kresh ravagers are large, high-health enemies with many dangerous characteristics and abilities, making them both difficult to remove and dangerous to ignore.&lt;br /&gt;
&lt;br /&gt;
Kresh have acid blood retaliation, meaning that criticals not from AS/DS resolution have a chance to splash acid blood on random players in the area as an SMR attack, causing natural acid damage if struck. This makes many spell-based approaches to killing them hazardous, as you may generate multiple SMR retaliation attacks in the course of killing them.&lt;br /&gt;
&lt;br /&gt;
Kresh are also gigantic and can fall on you when knocked down as an SMR attack. The same attack can trigger both acid blood and giant fall retaliation.&lt;br /&gt;
&lt;br /&gt;
Kresh can emit a keening cry as an SSR attack which causes roundtime and a disruption critical if it hits and can strike all players in the room This attack is used often, but can be countered with a Kroderine Soul&#039;s Absorb Magic ability.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 104&lt;br /&gt;
|levelm1 = 105&lt;br /&gt;
|level = 106&lt;br /&gt;
|levelp1 = 107&lt;br /&gt;
|levelp2 = 108&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Chitinous_kiramon_myrmidon&amp;diff=222420</id>
		<title>Chitinous kiramon myrmidon</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Chitinous_kiramon_myrmidon&amp;diff=222420"/>
		<updated>2024-07-12T15:04:14Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 102 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Kiramon &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Insect &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Bite &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PA2 = Pincer (attack)&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Feint &lt;br /&gt;
| MN2 = Headbutt&lt;br /&gt;
| MN3 = Crowd Press &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = Kiramon lunge&lt;br /&gt;
|AB2 = Durable Carapace&lt;br /&gt;
| AB3 = Chitin Disarm &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 = Brace-like effect&lt;br /&gt;
| SDA2 = Durable carapace &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = some glossy kiramon chitin &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The myrmidon&#039;s chitin is a cold and lustrous black, infused with an oil slick of darkly rainbowed colors that are almost hypnotically beautiful to behold.  Clusters of barbed spines protrude from the upper segments of his spindly arms, each of which ends in a sharp scythe-like claw.  Above a set of oversized, prehensile mandibles, the kiramon myrmidon&#039;s orb-shaped eyes are a sullen red and are faceted like pristine rubies.  They are possessed of an intellect that is as vast as it is otherworldly.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Kiramon myrmidons are square type enemies who use disabling combat maneuvers to set up player characters. Myrmidons have a natural [[Brace]]-like effect which can cause weapon attacks at them to fail and disarm the attacker.&lt;br /&gt;
&lt;br /&gt;
Myrmidons have a durable carapace that has a chance to reduce an instance of damage to 1 health damage.&lt;br /&gt;
&lt;br /&gt;
Myrmidons will frequently PROTECT other kiramon in the room.&lt;br /&gt;
&lt;br /&gt;
Kiramon myrmidons have the lunge maneuver possessed by kiramon defenders, an [[SMR]] attack that can cause hand injuries, knockdown and [[Staggered]].&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 100&lt;br /&gt;
|levelm1 = 101&lt;br /&gt;
|level = 102&lt;br /&gt;
|levelp1 = 103&lt;br /&gt;
|levelp2 = 104&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bloated_kiramon_broodtender&amp;diff=222419</id>
		<title>Bloated kiramon broodtender</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bloated_kiramon_broodtender&amp;diff=222419"/>
		<updated>2024-07-12T15:02:20Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Hunting Strategies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 112 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Kiramon &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Insect &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 500&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 14N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a thin broodtender tendril&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Possessed of a small, glossy black head with a long proboscis, the kiramon broodtender would be comical in shape were it not so grotesque.  Most of its abdomen is bloated, gelatinous, and yielding.  Riotous colors ooze across flesh like the surface hues of an oil slick.  Eight glinting black eyes stare from her undersized head, nestled amidst a thicket of coarse hairs.  Wrapped around the monstrosity&#039;s abdomen are a number of gooey sensory tendrils.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Broodtenders appear only on the lowest level of The Hive. They are surrounded by an &amp;quot;aura&amp;quot; of larvae, who will periodically lash out and attack (via SMR). When in danger, they can let loose a shrill cry and instantly summon nearby critters to their aid. Even with fear and other disablers in play, broodtenders have a very high natural DS (600s), so a high AS will be needed, or attacks by other means (they, like all kiramon in The Hive, are quite susceptible to a tossed boltstone).   &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 110&lt;br /&gt;
|levelm1 = 111&lt;br /&gt;
|level = 112&lt;br /&gt;
|levelp1 = 113&lt;br /&gt;
|levelp2 = 114&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Translucent_kiramon_strandweaver&amp;diff=222418</id>
		<title>Translucent kiramon strandweaver</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Translucent_kiramon_strandweaver&amp;diff=222418"/>
		<updated>2024-07-12T14:57:21Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Hunting Strategies */  Some detail about healing powers and the danger of being webbed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 110 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Kiramon &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Insect &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 325&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 1N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Empathic Focus (1109) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Strength of Will (1119)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a pallid strandweaver spinnere&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Glistening as if moist, the carapace of the kiramon strandweaver is ghost-pale and translucent in places, revealing pulsating organs and fluid-filled sacs quivering beneath.  The strandweaver is around the size of a halfling, her undersized body supported by six segmented legs. Her abdomen tapers toward a pair of spinnerets aglisten with prismatic threads of spent webbing.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Strandweavers are quite formidable, appearing only on the second and third levels of The Hive. They are well versed with the ethereal nature of mana, and can quickly heal themselves and nearby enemies. Perhaps their most fearsome ability is their webbing, as being webbed will trigger stalkers&#039; &amp;quot;On The Hunt&amp;quot; ability -- you can &#039;&#039;very quickly&#039;&#039; find yourself surrounded by stalkers who will use this opportunity to snap your neck. Preventing them from using webs is paramount.  &lt;br /&gt;
&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
{{addmetext}} &amp;lt;!-- Remove when adding to section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 108&lt;br /&gt;
|levelm1 = 109&lt;br /&gt;
|level = 110&lt;br /&gt;
|levelp1 = 111&lt;br /&gt;
|levelp2 = 112&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Vvrael_destroyer&amp;diff=222417</id>
		<title>Vvrael destroyer</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Vvrael_destroyer&amp;diff=222417"/>
		<updated>2024-07-12T14:51:38Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = &lt;br /&gt;
| level = 108&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Vvrael&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Extraplanar&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Anti-mana&lt;br /&gt;
| area = The Rift&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = &lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claidhmore&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 450 - 469&lt;br /&gt;
| PA2 = Maul&lt;br /&gt;
| PAB = 450 - 469&lt;br /&gt;
| PA3 = &lt;br /&gt;
| PAC = &lt;br /&gt;
| BT1 = &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = Mighty Blow&amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = Sunder Shield&lt;br /&gt;
| MN3 = Tackle&lt;br /&gt;
| MN4 = Warcry&lt;br /&gt;
| MN5 = Weapon Bonding&lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = &lt;br /&gt;
| Ranged = 375&lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = &lt;br /&gt;
| BarTD = &lt;br /&gt;
| CleTD = &lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = &lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = &lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = &lt;br /&gt;
| MnMTD = &lt;br /&gt;
| DSP1 = &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = &lt;br /&gt;
| DSP3 = &lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = &lt;br /&gt;
 | magic items = &lt;br /&gt;
 | gems = &lt;br /&gt;
 | boxes = &lt;br /&gt;
 | other = &lt;br /&gt;
 | skin = &lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Vvrael destroyer&#039;&#039;&#039; can be found in the Scatter in the Rift. This is a greater servant of the [[Vvrael]], sent to dispatch the strongest of their foes. These are [[warrior]] type creatures; very powerful and highly destructive.&lt;br /&gt;
&lt;br /&gt;
A strong jawline and shrewd, narrowed eyes are prominent in the features of the Vvrael destroyer&#039;s countenance, creating of his mouth a severe line and of his gaze an openly vicious stare. All the malice caught in the creature&#039;s eyes make promises to be answered by the muscular, though ephemeral physique obvious even below his segmented pieces of armor. Despite the bulk of his form, the destroyer moves with the militant grace of a seasoned warrior, precise and purposeful.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
They can [[tackle]], focused [[mstrike]], [[Mighty Blow]], force your stance to offensive with a warcry, and [[Sunder_Shield|sunder]] your shield..&lt;br /&gt;
&lt;br /&gt;
Take care when facing multiple vvrael destroyers in the room as they can combo their maneuvers with devastating effect. For example tackle, then focused mstrike with a claidhmore. Or tackle and mighty blow. Their RT is extended after a focused MSTRIKE, which provides a longer window of attack.&lt;br /&gt;
&lt;br /&gt;
==Other information==&lt;br /&gt;
* Magic immune&lt;br /&gt;
* Can redirect attacks on other creatures towards themselves&lt;br /&gt;
* At least 11 points of [[Critical Padding]]&lt;br /&gt;
* Vvrael destroyers are extraplanar beings&lt;br /&gt;
* Immune to cold / vacuum&lt;br /&gt;
* Most spawn with a maul, some spawn with a claidhmore&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;With a flash of ebon, a Vvrael destroyer&#039;s eyes widen into swirling voids resembling tempests turning over midnight seas. He growls low in his throat as his hands flex open and closed on empty air.&lt;br /&gt;
&lt;br /&gt;
Crouching low, a Vvrael destroyer sways back and forth on the balls of his feet as if he were a panther poised to pounce.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [http://www.play.net/gs4/info/bestiary/ Vvrael destroyer is not listed on the Play.net bestiary]&lt;br /&gt;
* [[Extraplanar beings (saved post)]]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 106&lt;br /&gt;
|levelm1 = 107&lt;br /&gt;
|level = 108&lt;br /&gt;
|levelp1 = 109&lt;br /&gt;
|levelp2 = 110&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Savage_fork-tongued_wendigo&amp;diff=222416</id>
		<title>Savage fork-tongued wendigo</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Savage_fork-tongued_wendigo&amp;diff=222416"/>
		<updated>2024-07-12T14:50:36Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: added to hunting strategies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 105 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Claw (attack) &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 515&lt;br /&gt;
| PA2 = Bite (attack)&lt;br /&gt;
| PAB = 505&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = CS &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 502&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 = [[MSTRIKE]] &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = x 5 &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
| AB2 = [[Attack Strength]] boost&lt;br /&gt;
| ABB = +100 AS&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 10N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 432-434&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 471&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 489&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 444&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The wendigo looks to have once been humanoid.  Magics have contorted and stretched its form into an atrocity of exposed bone and raw tissues that stands several heads taller than a giantman.  Sprouting antlers of bloodstained bone breach up from the sparse flesh of the wendigo&#039;s skull.  Its eyes are misty pools of light that cast the rest of the wendigo&#039;s face in haunted shadow.  The abomination&#039;s maw is forced open by multifarious rows of shark-like teeth, but its tongue is forked like that of a snake.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Wendigos are one of the most dangerous creatures in the Boreal Forest sections of the [[Hinterwilds]], with a plethora of dangerous characteristics like quick attacks, focused mstrikes, and a [[Sympathy (1120)]] (or at very least Sympathy-like) spell. Normally this would mean keeping them busy with stuns, but they&#039;re also unstunnable, so instead keep them busy with [[Staggered]] (they are NOT susceptible to Carn&#039;s Cry), knocking them prone, and other disablers while poking in damage where possible. In general, being able to disrupt whichever of wendigos&#039; attacks are most dangerous to a player&#039;s build makes disablers strong options rather than trying to brute force through them. When they MSTRIKE, they will have an extended RT compared to other attacks, providing some opportunity. &lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;[[Bite (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A savage fork-tongued wendigo&#039;s jaw unhinges as it tries to ravage you with its shark-like teeth!&lt;br /&gt;
  AS: +505 vs DS: +638 with AvD: +34 + d100 roll: +85 = -14&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Claw (attack)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Lashing out unpredictably, a savage fork-tongued wendigo slices at you with an elongated talon!&lt;br /&gt;
  AS: +515 vs DS: +589 with AvD: +37 + d100 roll: +78 = +41&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Attack Strength]] Boost (+100 AS)&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A savage fork-tongued wendigo&#039;s eyes blaze a murderous crimson!&amp;lt;/pre&amp;gt;&lt;br /&gt;
When activated the AS boost applies to each mstrike attack.&lt;br /&gt;
&lt;br /&gt;
;[[MSTRIKE]] x 5&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;In an awe-inspiring display of combat mastery, a savage fork-tongued wendigo engages you in a furious dance macabre, spiraling into a blur of strikes and ripostes!&lt;br /&gt;
Lashing out unpredictably, a savage fork-tongued wendigo slices at you with an elongated talon!&lt;br /&gt;
  AS: +531 vs DS: +839 with AvD: +37 + d100 roll: +50 = -221&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
Lashing out unpredictably, a savage fork-tongued wendigo slices at you with an elongated talon!&lt;br /&gt;
  AS: +531 vs DS: +839 with AvD: +37 + d100 roll: +42 = -229&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
Lashing out unpredictably, a savage fork-tongued wendigo slices at you with an elongated talon!&lt;br /&gt;
  AS: +531 vs DS: +839 with AvD: +37 + d100 roll: +1 = -270&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
Lashing out unpredictably, a savage fork-tongued wendigo slices at you with an elongated talon!&lt;br /&gt;
  AS: +531 vs DS: +839 with AvD: +37 + d100 roll: +85 = -186&lt;br /&gt;
   A clean miss.&lt;br /&gt;
&lt;br /&gt;
Lashing out unpredictably, a savage fork-tongued wendigo slices at you with an elongated talon!&lt;br /&gt;
You evade the attack by inches!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Entering room&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A savage fork-tongued wendigo steps in, eyes like luminous pools searching the surroundings.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Eyes like twin pools of ghostly light materialize through the falling snow, illuminating the abominable shape of a savage fork-tongued wendigo.  The creature races forward with unnatural speed, mouth opening unnaturally wide as it bares rows of shark-like teeth.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Death&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Rage flickers in the wendigo&#039;s eyes as it collapses, bloody maw still working hungrily until the last hint of life goes out of its form.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 103&lt;br /&gt;
|levelm1 = 104&lt;br /&gt;
|level = 105&lt;br /&gt;
|levelp1 = 106&lt;br /&gt;
|levelp2 = 107&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Mug&amp;diff=222415</id>
		<title>Mug</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Mug&amp;diff=222415"/>
		<updated>2024-07-12T14:47:57Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player System Manager&lt;br /&gt;
  |mnemonic = mug&lt;br /&gt;
  |verb = [[CMAN]]&lt;br /&gt;
  |type = Attack&lt;br /&gt;
  |roundtime = ATTACK-2&lt;br /&gt;
  |stamina = 15&lt;br /&gt;
  |offensivegear = Both hands, gloves, or armor covering the hands&lt;br /&gt;
  |attributes =Hostile&amp;lt;br&amp;gt;Initiator Stance Penalty&amp;lt;br&amp;gt;Shield Defensive Bonus&amp;lt;br&amp;gt;Target Stance Bonus&amp;lt;br&amp;gt;&lt;br /&gt;
  |availableto = [[Rogue]]s&lt;br /&gt;
}}&lt;br /&gt;
{{PSM3.0costs&lt;br /&gt;
  |rank1 = 2&lt;br /&gt;
  |rank2 = 4&lt;br /&gt;
  |rank3 = 6&lt;br /&gt;
  |rank4 = 8&lt;br /&gt;
  |rank5 = 10&lt;br /&gt;
}}&lt;br /&gt;
{{PSMinfo&lt;br /&gt;
  |description = Plunder your target&#039;s pockets as you distract them with an attack.&lt;br /&gt;
  |mechanics = Attack a target and simultaneously attempt to [[steal]] from them.  Stealing from creatures can produce treasure as if you {{boldmono|[[LOOT]]ed}} their corpse.  Stealing from a creature can only be done once per creature.  Success based on [[Pickpocketing]] skill, higher success if done from [[stealth|hiding]]. Please note that many creatures cannot be mugged due to their coding. In such cases, you will receive a message saying the creature is &amp;quot;too wary&amp;quot; - this is not a failure, the action simply is not possible (generally very old creatures cannot be mugged, such as those in the Broken Lands). &lt;br /&gt;
  |additionalinfo = You can specify an attack type for Mug to use as part of the command, using the syntax {{boldmono|CMAN MUG [attack] [target]}}.&lt;br /&gt;
* Example: {{boldmono|CMAN MUG KICK KOBOLD}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;cman mug kick kobold&lt;br /&gt;
You boldly accost a kobold, your attack masking your larcenous intent!&lt;br /&gt;
You leap from hiding to strike!&lt;br /&gt;
You attempt to kick a kobold!&lt;br /&gt;
You have good positioning against a kobold.&lt;br /&gt;
  UAF: 273 vs UDF: 42 = 2.000 (capped) * MM: 95 + d100: 11 = 201&lt;br /&gt;
  ... and hit for 80 points of damage!&lt;br /&gt;
  Rapid twisting kick deals nasty double strike to lower left leg!&lt;br /&gt;
   A kobold falls to the ground grasping its mangled left leg!&lt;br /&gt;
  The kobold is stunned!&lt;br /&gt;
[SMR result: 322 (Open d100: 123, Bonus: 86)]&lt;br /&gt;
Taking advantage of the scuffle, you roughly pat the kobold down for hidden valuables!&lt;br /&gt;
You rifle its pockets and discover 123 silvers!&lt;br /&gt;
Your hasty search scatters the kobold&#039;s riches to the ground!&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[/saved posts|Saved posts]]&lt;br /&gt;
* [[Player System Manager/saved posts|Player System Manager saved posts]]&lt;br /&gt;
[[Category:Combat Maneuvers]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=222414</id>
		<title>Stone giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=222414"/>
		<updated>2024-07-12T14:44:21Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: Undo revision 222413 by TURKEYBONE (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = stone_giant.jpg&lt;br /&gt;
| level = 58&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Thanatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 324 - 346&lt;br /&gt;
| PA2 = Stomp&lt;br /&gt;
| PAB = 324 - 346&lt;br /&gt;
| PA3 = War mattock&lt;br /&gt;
| PAC = 324 - 346&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 334&lt;br /&gt;
| WD1 = Unbalance (110)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 251 - 263&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 167 - 317&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 261 - 474&lt;br /&gt;
| BarTD = 202&lt;br /&gt;
| CleTD = 219&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 192&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 241&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 216&lt;br /&gt;
| MnMTD = 186&lt;br /&gt;
| DSP1 = Natural Colors&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Resist Elements&lt;br /&gt;
| DSP3 = Self Control&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Looming high above you, taller than three of the tallest giantmen, this stone giant dominates the surrounding area.  The stone giant&#039;s skin is a smooth dull grey with mottled brown splotches and its eyes, concealed under a heavy brow, gleam black with hatred.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
Stone giants fall to the ground when killed, and can crush an adventurer in their path while doing so.  Disabling a stone giant and knocking it to the ground before killing it is wise. However, knocking stone giants to the ground can cause them to topple onto you.&lt;br /&gt;
&lt;br /&gt;
An example of a stone giant falling on someone:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a vain attempt, you leap to dodge the massive falling creature! The giant strikes you squarely, crushing you beneath her and the ground!&lt;br /&gt;
&lt;br /&gt;
You swing a mithril claidhmore at a stone giant!&lt;br /&gt;
  AS: +336 vs DS: +146 with AvD: +19 + d100 roll: +89 = +298&lt;br /&gt;
  ... and hits for 74 points of damage!&lt;br /&gt;
  Hard blow breaks the femur!&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a futile attempt, Person leaps to dodge the massive falling creature!  The giant strikes him squarely, crushing you beneath her and the ground&lt;br /&gt;
  ... 60 points of damage!&lt;br /&gt;
  Incredible smash to what used to be a stomach!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even a minor failure to dodge the fall can cause considerable roundtime, here 15 seconds (in addition to the 5-second swing):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
You swing a rosy pink imflass claidhmore at a stone giant!&lt;br /&gt;
  AS: +348 vs DS: +123 with AvD: +19 + d100 roll: +19 = +263&lt;br /&gt;
   ... and hit for 67 points of damage!&lt;br /&gt;
   Blow ruptures the stomach!&lt;br /&gt;
You sense a surge of essence being dragged from the giant and into your multicolored soulstone.&lt;br /&gt;
[SMR result: 140 (Open d100: 89)]&lt;br /&gt;
The stone giant rumbles in agony as he teeters for a moment, then falls directly at you!&lt;br /&gt;
You leap to dodge the massive falling creature, but he strikes you hard, pinning you painfully to the ground!&lt;br /&gt;
&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Blow to your back cracks several vertebrae.&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
The stone giant shudders and goes still.&lt;br /&gt;
A stone giant seems to lose an aura of confidence.&lt;br /&gt;
The air about a stone giant stops shimmering.&lt;br /&gt;
The powerful look leaves a stone giant.&lt;br /&gt;
A stone giant returns to normal color.&lt;br /&gt;
A stone giant seems to lose some internal strength.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
In some rooms, [[Major Sanctuary (220)]] will misfire.&lt;br /&gt;
&lt;br /&gt;
Also, if someone attempts to pull you up off the ground it will cause both to plummet over the cliff (in some rooms: u/d).&lt;br /&gt;
&lt;br /&gt;
The giants use lightning as a weapon, which fries the nervous system of the target, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
Stone giants, like stone trolls, recover quickly from stuns.&lt;br /&gt;
&lt;br /&gt;
It is possible to be a Master of Sweep and be unable to sweep a stone giant. Don&#039;t try it, as you will only end up on your knees and stuck in RT when the giant attacks.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 56&lt;br /&gt;
|levelm1 = 57&lt;br /&gt;
|level = 58&lt;br /&gt;
|levelp1 = 59&lt;br /&gt;
|levelp2 = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=222413</id>
		<title>Stone giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=222413"/>
		<updated>2024-07-12T14:43:42Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: muggable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = stone_giant.jpg&lt;br /&gt;
| level = 58&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Thanatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 324 - 346&lt;br /&gt;
| PA2 = Stomp&lt;br /&gt;
| PAB = 324 - 346&lt;br /&gt;
| PA3 = War mattock&lt;br /&gt;
| PAC = 324 - 346&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 334&lt;br /&gt;
| WD1 = Unbalance (110)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 251 - 263&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 167 - 317&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 261 - 474&lt;br /&gt;
| BarTD = 202&lt;br /&gt;
| CleTD = 219&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 192&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 241&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 216&lt;br /&gt;
| MnMTD = 186&lt;br /&gt;
| DSP1 = Natural Colors&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Resist Elements&lt;br /&gt;
| DSP3 = Self Control&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Looming high above you, taller than three of the tallest giantmen, this stone giant dominates the surrounding area.  The stone giant&#039;s skin is a smooth dull grey with mottled brown splotches and its eyes, concealed under a heavy brow, gleam black with hatred.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
Stone giants fall to the ground when killed, and can crush an adventurer in their path while doing so.  Disabling a stone giant and knocking it to the ground before killing it is wise. However, knocking stone giants to the ground can cause them to topple onto you.&lt;br /&gt;
&lt;br /&gt;
An example of a stone giant falling on someone:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a vain attempt, you leap to dodge the massive falling creature! The giant strikes you squarely, crushing you beneath her and the ground!&lt;br /&gt;
&lt;br /&gt;
You swing a mithril claidhmore at a stone giant!&lt;br /&gt;
  AS: +336 vs DS: +146 with AvD: +19 + d100 roll: +89 = +298&lt;br /&gt;
  ... and hits for 74 points of damage!&lt;br /&gt;
  Hard blow breaks the femur!&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a futile attempt, Person leaps to dodge the massive falling creature!  The giant strikes him squarely, crushing you beneath her and the ground&lt;br /&gt;
  ... 60 points of damage!&lt;br /&gt;
  Incredible smash to what used to be a stomach!&lt;br /&gt;
&lt;br /&gt;
Even a minor failure to dodge the fall can cause considerable roundtime, here 15 seconds (in addition to the 5-second swing):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
You swing a rosy pink imflass claidhmore at a stone giant!&lt;br /&gt;
  AS: +348 vs DS: +123 with AvD: +19 + d100 roll: +19 = +263&lt;br /&gt;
   ... and hit for 67 points of damage!&lt;br /&gt;
   Blow ruptures the stomach!&lt;br /&gt;
You sense a surge of essence being dragged from the giant and into your multicolored soulstone.&lt;br /&gt;
[SMR result: 140 (Open d100: 89)]&lt;br /&gt;
The stone giant rumbles in agony as he teeters for a moment, then falls directly at you!&lt;br /&gt;
You leap to dodge the massive falling creature, but he strikes you hard, pinning you painfully to the ground!&lt;br /&gt;
&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Blow to your back cracks several vertebrae.&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
The stone giant shudders and goes still.&lt;br /&gt;
A stone giant seems to lose an aura of confidence.&lt;br /&gt;
The air about a stone giant stops shimmering.&lt;br /&gt;
The powerful look leaves a stone giant.&lt;br /&gt;
A stone giant returns to normal color.&lt;br /&gt;
A stone giant seems to lose some internal strength.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
In some rooms, [[Major Sanctuary (220)]] will misfire.&lt;br /&gt;
&lt;br /&gt;
Also, if someone attempts to pull you up off the ground it will cause both to plummet over the cliff (in some rooms: u/d).&lt;br /&gt;
&lt;br /&gt;
The giants use lightning as a weapon, which fries the nervous system of the target, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
Stone giants, like stone trolls, recover quickly from stuns, and can unstun and attack in the same action.&lt;br /&gt;
&lt;br /&gt;
It is possible to be a Master of Sweep and be unable to sweep a stone giant. Don&#039;t try it, as you will only end up on your knees and stuck in RT when the giant attacks.&lt;br /&gt;
&lt;br /&gt;
CAN be mugged.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 56&lt;br /&gt;
|levelm1 = 57&lt;br /&gt;
|level = 58&lt;br /&gt;
|levelp1 = 59&lt;br /&gt;
|levelp2 = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=222412</id>
		<title>Stone giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=222412"/>
		<updated>2024-07-12T14:42:51Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: Undo revision 222411 by TURKEYBONE (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = stone_giant.jpg&lt;br /&gt;
| level = 58&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Thanatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 324 - 346&lt;br /&gt;
| PA2 = Stomp&lt;br /&gt;
| PAB = 324 - 346&lt;br /&gt;
| PA3 = War mattock&lt;br /&gt;
| PAC = 324 - 346&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 334&lt;br /&gt;
| WD1 = Unbalance (110)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 251 - 263&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 167 - 317&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 261 - 474&lt;br /&gt;
| BarTD = 202&lt;br /&gt;
| CleTD = 219&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 192&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 241&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 216&lt;br /&gt;
| MnMTD = 186&lt;br /&gt;
| DSP1 = Natural Colors&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Resist Elements&lt;br /&gt;
| DSP3 = Self Control&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Looming high above you, taller than three of the tallest giantmen, this stone giant dominates the surrounding area.  The stone giant&#039;s skin is a smooth dull grey with mottled brown splotches and its eyes, concealed under a heavy brow, gleam black with hatred.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
Stone giants fall to the ground when killed, and can crush an adventurer in their path while doing so.  Disabling a stone giant and knocking it to the ground before killing it is wise. However, knocking stone giants to the ground can cause them to topple onto you.&lt;br /&gt;
&lt;br /&gt;
An example of a stone giant falling on someone:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a vain attempt, you leap to dodge the massive falling creature! The giant strikes you squarely, crushing you beneath her and the ground!&lt;br /&gt;
&lt;br /&gt;
You swing a mithril claidhmore at a stone giant!&lt;br /&gt;
  AS: +336 vs DS: +146 with AvD: +19 + d100 roll: +89 = +298&lt;br /&gt;
  ... and hits for 74 points of damage!&lt;br /&gt;
  Hard blow breaks the femur!&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a futile attempt, Person leaps to dodge the massive falling creature!  The giant strikes him squarely, crushing you beneath her and the ground&lt;br /&gt;
  ... 60 points of damage!&lt;br /&gt;
  Incredible smash to what used to be a stomach!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even a minor failure to dodge the fall can cause considerable roundtime, here 15 seconds (in addition to the 5-second swing):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
You swing a rosy pink imflass claidhmore at a stone giant!&lt;br /&gt;
  AS: +348 vs DS: +123 with AvD: +19 + d100 roll: +19 = +263&lt;br /&gt;
   ... and hit for 67 points of damage!&lt;br /&gt;
   Blow ruptures the stomach!&lt;br /&gt;
You sense a surge of essence being dragged from the giant and into your multicolored soulstone.&lt;br /&gt;
[SMR result: 140 (Open d100: 89)]&lt;br /&gt;
The stone giant rumbles in agony as he teeters for a moment, then falls directly at you!&lt;br /&gt;
You leap to dodge the massive falling creature, but he strikes you hard, pinning you painfully to the ground!&lt;br /&gt;
&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Blow to your back cracks several vertebrae.&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
The stone giant shudders and goes still.&lt;br /&gt;
A stone giant seems to lose an aura of confidence.&lt;br /&gt;
The air about a stone giant stops shimmering.&lt;br /&gt;
The powerful look leaves a stone giant.&lt;br /&gt;
A stone giant returns to normal color.&lt;br /&gt;
A stone giant seems to lose some internal strength.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
In some rooms, [[Major Sanctuary (220)]] will misfire.&lt;br /&gt;
&lt;br /&gt;
Also, if someone attempts to pull you up off the ground it will cause both to plummet over the cliff (in some rooms: u/d).&lt;br /&gt;
&lt;br /&gt;
The giants use lightning as a weapon, which fries the nervous system of the target, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
Stone giants, like stone trolls, recover quickly from stuns.&lt;br /&gt;
&lt;br /&gt;
It is possible to be a Master of Sweep and be unable to sweep a stone giant. Don&#039;t try it, as you will only end up on your knees and stuck in RT when the giant attacks.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 56&lt;br /&gt;
|levelm1 = 57&lt;br /&gt;
|level = 58&lt;br /&gt;
|levelp1 = 59&lt;br /&gt;
|levelp2 = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=222411</id>
		<title>Stone giant</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stone_giant&amp;diff=222411"/>
		<updated>2024-07-12T14:42:06Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: added muggability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture = stone_giant.jpg&lt;br /&gt;
| level = 58&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant&amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped&amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = &lt;br /&gt;
| area = Thanatoph&amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| area2 = &lt;br /&gt;
| area3 = &lt;br /&gt;
| area4 = &lt;br /&gt;
| area5 = &lt;br /&gt;
| area6 = &lt;br /&gt;
| area7 = &lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Pound&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 324 - 346&lt;br /&gt;
| PA2 = Stomp&lt;br /&gt;
| PAB = 324 - 346&lt;br /&gt;
| PA3 = War mattock&lt;br /&gt;
| PAC = 324 - 346&lt;br /&gt;
| BT1 = Hurl Boulder (510)&amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = 334&lt;br /&gt;
| WD1 = Unbalance (110)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 251 - 263&lt;br /&gt;
| WD2 = &lt;br /&gt;
| WDB = &lt;br /&gt;
| WD3 = &lt;br /&gt;
| WDC = &lt;br /&gt;
| OS1 = Earthen Fury (917)&amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 = &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| MN2 = &lt;br /&gt;
| AB1 = &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA = &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 20N&amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = 167 - 317&lt;br /&gt;
| Ranged = &lt;br /&gt;
| Bolt = &lt;br /&gt;
| UDF = 261 - 474&lt;br /&gt;
| BarTD = 202&lt;br /&gt;
| CleTD = 219&lt;br /&gt;
| EmpTD = &lt;br /&gt;
| PalTD = 192&lt;br /&gt;
| RanTD = &lt;br /&gt;
| SorTD = 241&lt;br /&gt;
| WizTD = &lt;br /&gt;
| MjETD = &lt;br /&gt;
| MnETD = &lt;br /&gt;
| MjSTD = &lt;br /&gt;
| MnSTD = 216&lt;br /&gt;
| MnMTD = 186&lt;br /&gt;
| DSP1 = Natural Colors&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Resist Elements&lt;br /&gt;
| DSP3 = Self Control&lt;br /&gt;
| DSP4 = &lt;br /&gt;
| DSP5 = &lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = None&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Looming high above you, taller than three of the tallest giantmen, this stone giant dominates the surrounding area.  The stone giant&#039;s skin is a smooth dull grey with mottled brown splotches and its eyes, concealed under a heavy brow, gleam black with hatred.&lt;br /&gt;
&lt;br /&gt;
== Hunting strategies ==&lt;br /&gt;
Stone giants fall to the ground when killed, and can crush an adventurer in their path while doing so.  Disabling a stone giant and knocking it to the ground before killing it is wise. However, knocking stone giants to the ground can cause them to topple onto you.&lt;br /&gt;
&lt;br /&gt;
An example of a stone giant falling on someone:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a vain attempt, you leap to dodge the massive falling creature! The giant strikes you squarely, crushing you beneath her and the ground!&lt;br /&gt;
&lt;br /&gt;
You swing a mithril claidhmore at a stone giant!&lt;br /&gt;
  AS: +336 vs DS: +146 with AvD: +19 + d100 roll: +89 = +298&lt;br /&gt;
  ... and hits for 74 points of damage!&lt;br /&gt;
  Hard blow breaks the femur!&lt;br /&gt;
The stone giant rumbles in agony as she teeters for a moment, then falls directly at you!&lt;br /&gt;
In a futile attempt, Person leaps to dodge the massive falling creature!  The giant strikes him squarely, crushing you beneath her and the ground&lt;br /&gt;
  ... 60 points of damage!&lt;br /&gt;
  Incredible smash to what used to be a stomach!&lt;br /&gt;
&lt;br /&gt;
Even a minor failure to dodge the fall can cause considerable roundtime, here 15 seconds (in addition to the 5-second swing):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=27em}}&amp;gt;&lt;br /&gt;
You swing a rosy pink imflass claidhmore at a stone giant!&lt;br /&gt;
  AS: +348 vs DS: +123 with AvD: +19 + d100 roll: +19 = +263&lt;br /&gt;
   ... and hit for 67 points of damage!&lt;br /&gt;
   Blow ruptures the stomach!&lt;br /&gt;
You sense a surge of essence being dragged from the giant and into your multicolored soulstone.&lt;br /&gt;
[SMR result: 140 (Open d100: 89)]&lt;br /&gt;
The stone giant rumbles in agony as he teeters for a moment, then falls directly at you!&lt;br /&gt;
You leap to dodge the massive falling creature, but he strikes you hard, pinning you painfully to the ground!&lt;br /&gt;
&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Blow to your back cracks several vertebrae.&lt;br /&gt;
Roundtime: 15 sec.&lt;br /&gt;
The stone giant shudders and goes still.&lt;br /&gt;
A stone giant seems to lose an aura of confidence.&lt;br /&gt;
The air about a stone giant stops shimmering.&lt;br /&gt;
The powerful look leaves a stone giant.&lt;br /&gt;
A stone giant returns to normal color.&lt;br /&gt;
A stone giant seems to lose some internal strength.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&lt;br /&gt;
== Other information ==&lt;br /&gt;
&lt;br /&gt;
In some rooms, [[Major Sanctuary (220)]] will misfire.&lt;br /&gt;
&lt;br /&gt;
Also, if someone attempts to pull you up off the ground it will cause both to plummet over the cliff (in some rooms: u/d).&lt;br /&gt;
&lt;br /&gt;
The giants use lightning as a weapon, which fries the nervous system of the target, injuring or killing them.&lt;br /&gt;
&lt;br /&gt;
Stone giants, like stone trolls, recover quickly from stuns, and can shake a stun and attack in the same turn.&lt;br /&gt;
&lt;br /&gt;
It is possible to be a Master of Sweep and be unable to sweep a stone giant. Don&#039;t try it, as you will only end up on your knees and stuck in RT when the giant attacks.&lt;br /&gt;
&lt;br /&gt;
MUGgable: Yes&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 56&lt;br /&gt;
|levelm1 = 57&lt;br /&gt;
|level = 58&lt;br /&gt;
|levelp1 = 59&lt;br /&gt;
|levelp2 = 60&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sheath_making&amp;diff=222376</id>
		<title>Sheath making</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sheath_making&amp;diff=222376"/>
		<updated>2024-07-11T01:37:59Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: noting that leather/lacquered sheaths would benefit from finding easy, plentiful skins from low level creatures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sheath Making is a skill available to [[Warrior]]s who have mastered the [[Warrior Guild]] skill [[Warrior Tricks]].  The sheaths made by such warriors are among the most useful sheaths in the game.  For detailed instructions, visit your local warrior guild&#039;s workshop and ask the shop master about sheaths.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Weight and Capacity===&lt;br /&gt;
All warrior-made sheaths, regardless of size, weigh a half a pound. A weapon held in a warrior sheath counts as weighing 2 pounds less than it actually does for encumbrance purposes. For every 10 skins used in a sheath, it can hold 1 item.  For every 2 skins used in a sheath, it can hold 1 pound. Because of the fixed weight, there is no mechanical disadvantage to making a sheath out of the maximum number of skins possible for that worn location. The largest possible sheaths are made of 50 skins, holding 5 weapons to a maximum of 25 pounds.&lt;br /&gt;
&lt;br /&gt;
==== Quivers ====&lt;br /&gt;
&lt;br /&gt;
Arrows are considered weapons, and thus warrior-made quivers reduce the weight of arrows.  Because of the way Gemstone calculates weight, for maximal weight reduction, arrows should be bundled into packs of 24.&lt;br /&gt;
&lt;br /&gt;
== Sheath Creation == &lt;br /&gt;
&lt;br /&gt;
Creating a sheath takes a number of steps.  A few are required, but most are optional choices of decoration.  Warriors can only make and decorate the sheaths in a Workshop in the Warrior Guild. There, the shop master only accepts silvers.&lt;br /&gt;
&lt;br /&gt;
=== Measuring (Optional) ===&lt;br /&gt;
Before making a sheath, the warrior can measure a weapon, to determine the minimum size of the sheath that can hold it. This was a more important task before sheaths were updated to all weigh a half-pound, and can be safely skipped if making a 50-skin sheath. If one intends to make a sheath with ankle, thigh, wrist, or arm straps, measuring the weapon to ensure it fits might be useful.&lt;br /&gt;
&lt;br /&gt;
=== Cutting (Required) ===&lt;br /&gt;
The first step in making a sheath is to cut a bundle of hides into a pattern. The warrior can choose the number of skins to cut into the pattern; extras are not wasted, and can be used later or sold. While it is possible to bundle the patterns that you&#039;ve cut before curing, it is not recommended, as it increases curing time significantly. The pattern choices are:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+&#039;&#039;&#039;Warrior Sheath Patterns&#039;&#039;&#039;&lt;br /&gt;
! Noun !! Name !! Max Skins !! Worn Location&lt;br /&gt;
|-&lt;br /&gt;
|sheath || sheath || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|scabbard || scabbard || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|sling || weapon sling || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|harness || weapon harness || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|baldric || baldric || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|swordbelt || swordbelt || 50 || waist (as a belt) &lt;br /&gt;
|-&lt;br /&gt;
|dagger sheath || dagger sheath || 4 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|dagger scabbard || dagger scabbard || 4 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|frog || axe frog || 50 || belt&lt;br /&gt;
|-&lt;br /&gt;
|bow sling || bow sling || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|quiver || quiver || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;Straps can be added to these sheaths, allowing them to be worn in a number of different locations. Some inventory locations are limited to fewer than 50 skins. See [[Sheath_making#Straps_.28Usually_Required.29|Straps]] for more detailed information.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note:  Even if you are making a leather sheath, all skins must be the same.  If you cut and cure a bundle of troll hides and a bundle of orc scalps, even if they are both cured strong for leather, and cut into the same pattern, they will not bundle.  You&#039;ll get the message, &amp;quot;You can&#039;t bundle two different types of animal hide in the same pattern.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Curing (Required) ===&lt;br /&gt;
The hides must then be cured.  Only the mild curative keeps the name of the skin in the sheath.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Curative !! Effect !! Example !! Time&amp;lt;br&amp;gt;(per skin) !! Price&amp;lt;br&amp;gt;(per skin) !! Price for&amp;lt;br&amp;gt;50 skins&lt;br /&gt;
|-&lt;br /&gt;
|Mild || Preserves skin name|| a lion skin baldric || 42 minutes || 50 || 2500&lt;br /&gt;
|-&lt;br /&gt;
|Strong || Makes leather || a leather baldric|| 42 minutes || 100 || 5000&lt;br /&gt;
|-&lt;br /&gt;
|Laquer || Makes a lacquered item || a lacquered baldric || 42 minutes || 500 || 25,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to cure in smaller bundles to cut down on prep time. For a strong curative, one package of 50 skins would take 35 hours to cure, for example, while 5 packages of 10 would take 7 hours. The smallest bundle you can make is 4 skins, which will take 2 hours and 48 minutes to cure.  That said, since 50 isn&#039;t divisible by 4, if you&#039;re making a 50 skin sheath, its best to use 10 packages of 5 for the shortest cure time (3.5 hours).&lt;br /&gt;
&lt;br /&gt;
Note: Due to character limits, a mild curative will only preserve the name of the skin from the adjective and noun fields of the [[base description]].  Any additional descriptors stored in the article field will be dropped.  For example, &amp;quot;a white puma hide&amp;quot; will result in &amp;quot;a puma hide sheath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also to be clear, &amp;quot;leather&amp;quot; or &amp;quot;lacquered&amp;quot; will remove any reference to the original skin, so it is prudent to collect skins of readily available creatures. Forest trolls, lesser orcs, gaks (though be sure to note that striped/spotted gak pelts cannot be mixed), and phosphorescent worms are some examples of skins that can can be found and skinned easily.    &lt;br /&gt;
&lt;br /&gt;
=== Sewing (Required) ===&lt;br /&gt;
Sewing turns cured hides into the actual sheath.  If you have cured your hides in small patterns, be sure to bundle them &#039;&#039;before&#039;&#039; sewing. (Patterns can only be bundled in the workshop.) The cost for the thread is 1.25 silvers per skin, and thus 60 silvers for a 50-skin sheath.&lt;br /&gt;
&lt;br /&gt;
=== Straps (Usually Required) ===&lt;br /&gt;
Some patterns, such as slings, harnesses, and baldrics, come with straps built in.  These patterns can therefore only be worn in one place on the body, usually across a shoulder.  Sheaths and scabbards do not come with a strap, and can be worn in multiple locations. Dagger sheaths and dagger scabbards can have straps added, but are limited in size and location. &#039;&#039;&#039;A sheath without a strap is belt-worn.&#039;&#039;&#039; Adding a belt strap makes it waist-worn (i.e., as your belt).&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Strap Location !! Price !! Max skins !! Sheath !! Scabbard !! Dagger Sheath !! Dagger Scabbard !! Baldric !! Swordbelt !! Axe Frog !! Weapon Sling !! Weapon Harness !! Bow Sling  !!  Quiver&lt;br /&gt;
|-&lt;br /&gt;
|Belt || included || 50 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Waist &#039;&#039;&#039;(as a belt)&#039;&#039;&#039; || 50 || 50 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Shoulder || 100 || 50 || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Back || 100 || 50 || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Thigh || 100 || 16 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Arm || 100 || 8 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Ankle || 25 || 8 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Wrist || 25 || 4 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Notes===&lt;br /&gt;
&lt;br /&gt;
Myklian Scales are an interesting exception to normal sheath making.  Myklians come in different colors and their scales are tagged with these colors.  The tricky part here is that you can bundle different colors together as long as you start with 2 of the same color.  For example, if you take an orange myklian scale and try to bundle it with a red myklian scale you will not be able to, but once you bundle 2 of the same color myklian scales together, you can then bundle any color scale with your existing bundle.  The trouble comes when, after you&#039;ve cured your bundles, you try to bundle them together.  It turns out that a color is applied to the bundle and that color data is held through the curing process.  Unfortunately there&#039;s no way to tell what color a bundle or a cured pattern is other than trial and error.  While further testing is required, the color of the bundle is EITHER the 2 original seed scales for the bundle OR the last scale that goes into the bundle.  To ensure you can make a sheath using the 5 skins per cure time saving trick is, make a bundle that starts and ends with the same color.  For example, bundle 2 red myklian scales together, then add any 2 myklian scales to that bundle, and then make the 5th scale a red one again.  This will absolutely ensure your bundle will be red, and if all your bundles are red, after the curing process is done you can bundle them all together.  Substitute red for any other color.  The bundle color does not show up in the description of the sheath at all, this info is here simply to ensure that you don&#039;t end up with a bunch of cured patterns that won&#039;t bundle together because they are all different colors that you can&#039;t see.&lt;br /&gt;
&lt;br /&gt;
Skins MUST BUNDLE for them to work, which means troll king hides and grifflet pelts will NOT work for warrior sheaths! Your mileage may vary with other, newer skins, so please test before you commit to any projects (for example, Hinterwilds warg pelts can be used, but NOT undandsormr scales. More testing needs to be done with griffin pelts, as they do bundle but do NOT seem to work, though it may be a similar situation to the above myklian scale issue.&lt;br /&gt;
&lt;br /&gt;
== Sheath Decoration ==&lt;br /&gt;
Once the straps have been added, the sheath is ready to use. It is not particularly decorative, however. At any point, a warrior can add decorations to the sheath to personalize it for the wearer.&lt;br /&gt;
&lt;br /&gt;
=== Decoration Slots ===&lt;br /&gt;
&lt;br /&gt;
There are two decoration slots, one before the noun, one after the noun.  Therefore, a sheath can have two noticeable decorations.  If you made a baldric out of lion skins, you could make a &amp;lt;decoration&amp;gt; lion skin baldric &amp;lt;decoration&amp;gt;.  Mechanically, you can put a longer description in the second slot.  Dyes can only go in the first slot; if you want to put any decorations on before dyeing, use HOLD.&lt;br /&gt;
&lt;br /&gt;
==== Holding Slots ====&lt;br /&gt;
WTRICK SHEATHM HOLD tells the system, &amp;quot;Hold the slot before the noun, I want to fill the second slot first.&amp;quot;  The most important use for this command is putting on a decoration before dyeing the sheath.  This will save a trip back to the guild to add a second decoration to the sheath.&lt;br /&gt;
&lt;br /&gt;
=== Initial (Decoration) ===&lt;br /&gt;
A warrior can affix his or her initials to the sheath. This does not affect any other decorations, and adds, to the end of the show description, the phrase, &amp;quot;You see &amp;lt;Creator&#039;s First Name&amp;gt;&#039;s initials stamped upon it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Binding or Trimming (Decoration) ===&lt;br /&gt;
Your sheath can be bound or trimmed with a metal foil.  If you want to bind or trim your sheath with two metals, it must be in the second slot, after the noun.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Metal !! Price&amp;lt;br&amp;gt;(per skin) !! Price for&amp;lt;br&amp;gt;50 skins !! Town Sold&lt;br /&gt;
|-&lt;br /&gt;
|copper || 2 || 100 || all&lt;br /&gt;
|-&lt;br /&gt;
|brass  || 10 || 500 || all&lt;br /&gt;
|-&lt;br /&gt;
|bronze || 25 || 1250 || all&lt;br /&gt;
|-&lt;br /&gt;
|iron || 30 || 1500 || all&lt;br /&gt;
|-&lt;br /&gt;
|steel || 40 || 2000 || all&lt;br /&gt;
|-&lt;br /&gt;
|silver || 50 || 2500 || all&lt;br /&gt;
|-&lt;br /&gt;
|gold || 100 || 5000 || all&lt;br /&gt;
|-&lt;br /&gt;
|mithril || 140 || 7000 || all&lt;br /&gt;
|-&lt;br /&gt;
|ora || 160 || 8000 || all&lt;br /&gt;
|-&lt;br /&gt;
|alum  || 200 || 10,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|imflass || 200 || 10,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|vultite || 300 || 15,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|glaes || 250 || 12,500 ||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
|laje || 1000 || 50,000 || Solhaven&lt;br /&gt;
|-&lt;br /&gt;
|invar || 1000 || 50,000 || Zul Logoth&lt;br /&gt;
|-&lt;br /&gt;
|mithglin || 1000 || 50,000 || Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
|rhimar || 1000 || 50,000 || Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn || 1000 || 50,000 || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|vaalin || 1000 || 50,000 || River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
|platinum || 1000 || 50,000 || Isle of Four Winds&lt;br /&gt;
|-&lt;br /&gt;
|veniom || 1800 || 90,000 || Wehnimer&#039;s&amp;lt;br&amp;gt;Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fringe (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
A sheath can be fringed with one or two animal parts.  These can be claws, teeth, talons, feathers, horns, fangs, stingers, plumes, manes, mandibles, pincers, whiskers, incisors, canines, jawbones, or bones. If a sheath is fringed with just one item in the second slot, the whole name shows up, such as a brown leather sheath fringed with martial eagle talons.  Otherwise, only the noun shows up: a talon-fringed leather sheath, or a brown leather sheath fringed with talons and claws.   You need 6 of any fringe item to put them on the sheath.  300 silvers.&lt;br /&gt;
&lt;br /&gt;
Note that some newer skins do not fringe, such as Hinterwilds valravn plumes.&lt;br /&gt;
&lt;br /&gt;
=== Inlaid Gems (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
To decorate a sheath, gems can be inlaid. One gem can be put in the first slot, or one to two in the second.  In the second slot, using 6, say, pale green moonstones will result in a sheath inlaid with pale green moonstones, while mixing types of the same base gem (e.g. other moonstones) will result only in a sheath inlaid with moonstones.  You may inlay 1 to 6 of a type of gem, but 6 are required to be part of the description.  50 coins per gem, 300 for all 6.&lt;br /&gt;
&lt;br /&gt;
Be aware that many of the newer gems (from Ascension areas primarily) do NOT work with warrior sheaths for whatever reason, so please test before you promise something to someone! For example, snowdrops, firedrops, stygian lichstones, nightstones (and more, this is not exhaustive) do NOT work as an inlay. &lt;br /&gt;
&lt;br /&gt;
On the bright side, gems modified with lapidary boxes (and presumably other gem cutting items that modify the 15/15/15) WILL work.  &lt;br /&gt;
&lt;br /&gt;
=== Dyes (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
Dyeing costs 50 silvers per skin, and appears to take 50 minutes per skin.  If you would like a color not listed here, you can request one for 5000 silver (non-refundable).&lt;br /&gt;
{{Profession_guild_dye_list}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[List of skins]]&lt;br /&gt;
* [[List of gems]]&lt;br /&gt;
* No longer available: [http://www.sheathdesigner.info Sheath Designer Tool]&lt;br /&gt;
* [https://youtu.be/PwTaSQCS-3Y Tykus Teaches Warrior Made Sheaths] (Apr 2018)&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior Guild Skills]]&lt;br /&gt;
[[Category:Guild Skills]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sheath_making&amp;diff=222375</id>
		<title>Sheath making</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sheath_making&amp;diff=222375"/>
		<updated>2024-07-11T01:33:07Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: Made notes/warnings about items that may NOT work as sheaths and newer gems that will NOT work as inlays.. and noted that gems altered with lapidary boxes will work (provided the original works as well).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sheath Making is a skill available to [[Warrior]]s who have mastered the [[Warrior Guild]] skill [[Warrior Tricks]].  The sheaths made by such warriors are among the most useful sheaths in the game.  For detailed instructions, visit your local warrior guild&#039;s workshop and ask the shop master about sheaths.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
=== Weight and Capacity===&lt;br /&gt;
All warrior-made sheaths, regardless of size, weigh a half a pound. A weapon held in a warrior sheath counts as weighing 2 pounds less than it actually does for encumbrance purposes. For every 10 skins used in a sheath, it can hold 1 item.  For every 2 skins used in a sheath, it can hold 1 pound. Because of the fixed weight, there is no mechanical disadvantage to making a sheath out of the maximum number of skins possible for that worn location. The largest possible sheaths are made of 50 skins, holding 5 weapons to a maximum of 25 pounds.&lt;br /&gt;
&lt;br /&gt;
==== Quivers ====&lt;br /&gt;
&lt;br /&gt;
Arrows are considered weapons, and thus warrior-made quivers reduce the weight of arrows.  Because of the way Gemstone calculates weight, for maximal weight reduction, arrows should be bundled into packs of 24.&lt;br /&gt;
&lt;br /&gt;
== Sheath Creation == &lt;br /&gt;
&lt;br /&gt;
Creating a sheath takes a number of steps.  A few are required, but most are optional choices of decoration.  Warriors can only make and decorate the sheaths in a Workshop in the Warrior Guild. There, the shop master only accepts silvers.&lt;br /&gt;
&lt;br /&gt;
=== Measuring (Optional) ===&lt;br /&gt;
Before making a sheath, the warrior can measure a weapon, to determine the minimum size of the sheath that can hold it. This was a more important task before sheaths were updated to all weigh a half-pound, and can be safely skipped if making a 50-skin sheath. If one intends to make a sheath with ankle, thigh, wrist, or arm straps, measuring the weapon to ensure it fits might be useful.&lt;br /&gt;
&lt;br /&gt;
=== Cutting (Required) ===&lt;br /&gt;
The first step in making a sheath is to cut a bundle of hides into a pattern. The warrior can choose the number of skins to cut into the pattern; extras are not wasted, and can be used later or sold. While it is possible to bundle the patterns that you&#039;ve cut before curing, it is not recommended, as it increases curing time significantly. The pattern choices are:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|+&#039;&#039;&#039;Warrior Sheath Patterns&#039;&#039;&#039;&lt;br /&gt;
! Noun !! Name !! Max Skins !! Worn Location&lt;br /&gt;
|-&lt;br /&gt;
|sheath || sheath || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|scabbard || scabbard || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|sling || weapon sling || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|harness || weapon harness || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|baldric || baldric || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|swordbelt || swordbelt || 50 || waist (as a belt) &lt;br /&gt;
|-&lt;br /&gt;
|dagger sheath || dagger sheath || 4 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|dagger scabbard || dagger scabbard || 4 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|frog || axe frog || 50 || belt&lt;br /&gt;
|-&lt;br /&gt;
|bow sling || bow sling || 50 || shoulder&lt;br /&gt;
|-&lt;br /&gt;
|quiver || quiver || 50 || various&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;Straps can be added to these sheaths, allowing them to be worn in a number of different locations. Some inventory locations are limited to fewer than 50 skins. See [[Sheath_making#Straps_.28Usually_Required.29|Straps]] for more detailed information.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note:  Even if you are making a leather sheath, all skins must be the same.  If you cut and cure a bundle of troll hides and a bundle of orc scalps, even if they are both cured strong for leather, and cut into the same pattern, they will not bundle.  You&#039;ll get the message, &amp;quot;You can&#039;t bundle two different types of animal hide in the same pattern.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Curing (Required) ===&lt;br /&gt;
The hides must then be cured.  Only the mild curative keeps the name of the skin in the sheath.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
!Curative !! Effect !! Example !! Time&amp;lt;br&amp;gt;(per skin) !! Price&amp;lt;br&amp;gt;(per skin) !! Price for&amp;lt;br&amp;gt;50 skins&lt;br /&gt;
|-&lt;br /&gt;
|Mild || Preserves skin name|| a lion skin baldric || 42 minutes || 50 || 2500&lt;br /&gt;
|-&lt;br /&gt;
|Strong || Makes leather || a leather baldric|| 42 minutes || 100 || 5000&lt;br /&gt;
|-&lt;br /&gt;
|Laquer || Makes a lacquered item || a lacquered baldric || 42 minutes || 500 || 25,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It is highly recommended to cure in smaller bundles to cut down on prep time. For a strong curative, one package of 50 skins would take 35 hours to cure, for example, while 5 packages of 10 would take 7 hours. The smallest bundle you can make is 4 skins, which will take 2 hours and 48 minutes to cure.  That said, since 50 isn&#039;t divisible by 4, if you&#039;re making a 50 skin sheath, its best to use 10 packages of 5 for the shortest cure time (3.5 hours).&lt;br /&gt;
&lt;br /&gt;
Note: Due to character limits, a mild curative will only preserve the name of the skin from the adjective and noun fields of the [[base description]].  Any additional descriptors stored in the article field will be dropped.  For example, &amp;quot;a white puma hide&amp;quot; will result in &amp;quot;a puma hide sheath&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Sewing (Required) ===&lt;br /&gt;
Sewing turns cured hides into the actual sheath.  If you have cured your hides in small patterns, be sure to bundle them &#039;&#039;before&#039;&#039; sewing. (Patterns can only be bundled in the workshop.) The cost for the thread is 1.25 silvers per skin, and thus 60 silvers for a 50-skin sheath.&lt;br /&gt;
&lt;br /&gt;
=== Straps (Usually Required) ===&lt;br /&gt;
Some patterns, such as slings, harnesses, and baldrics, come with straps built in.  These patterns can therefore only be worn in one place on the body, usually across a shoulder.  Sheaths and scabbards do not come with a strap, and can be worn in multiple locations. Dagger sheaths and dagger scabbards can have straps added, but are limited in size and location. &#039;&#039;&#039;A sheath without a strap is belt-worn.&#039;&#039;&#039; Adding a belt strap makes it waist-worn (i.e., as your belt).&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Strap Location !! Price !! Max skins !! Sheath !! Scabbard !! Dagger Sheath !! Dagger Scabbard !! Baldric !! Swordbelt !! Axe Frog !! Weapon Sling !! Weapon Harness !! Bow Sling  !!  Quiver&lt;br /&gt;
|-&lt;br /&gt;
|Belt || included || 50 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Waist &#039;&#039;&#039;(as a belt)&#039;&#039;&#039; || 50 || 50 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Shoulder || 100 || 50 || {{yes}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{no}} || {{no}} || {{yes}} || {{yes}} || {{yes}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Back || 100 || 50 || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Thigh || 100 || 16 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Arm || 100 || 8 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Ankle || 25 || 8 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|-&lt;br /&gt;
|Wrist || 25 || 4 || {{yes}} || {{yes}} || {{yes}} || {{yes}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{no}} || {{yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Notes===&lt;br /&gt;
&lt;br /&gt;
Myklian Scales are an interesting exception to normal sheath making.  Myklians come in different colors and their scales are tagged with these colors.  The tricky part here is that you can bundle different colors together as long as you start with 2 of the same color.  For example, if you take an orange myklian scale and try to bundle it with a red myklian scale you will not be able to, but once you bundle 2 of the same color myklian scales together, you can then bundle any color scale with your existing bundle.  The trouble comes when, after you&#039;ve cured your bundles, you try to bundle them together.  It turns out that a color is applied to the bundle and that color data is held through the curing process.  Unfortunately there&#039;s no way to tell what color a bundle or a cured pattern is other than trial and error.  While further testing is required, the color of the bundle is EITHER the 2 original seed scales for the bundle OR the last scale that goes into the bundle.  To ensure you can make a sheath using the 5 skins per cure time saving trick is, make a bundle that starts and ends with the same color.  For example, bundle 2 red myklian scales together, then add any 2 myklian scales to that bundle, and then make the 5th scale a red one again.  This will absolutely ensure your bundle will be red, and if all your bundles are red, after the curing process is done you can bundle them all together.  Substitute red for any other color.  The bundle color does not show up in the description of the sheath at all, this info is here simply to ensure that you don&#039;t end up with a bunch of cured patterns that won&#039;t bundle together because they are all different colors that you can&#039;t see.&lt;br /&gt;
&lt;br /&gt;
Skins MUST BUNDLE for them to work, which means troll king hides and grifflet pelts will NOT work for warrior sheaths! Your mileage may vary with other, newer skins, so please test before you commit to any projects (for example, Hinterwilds warg pelts can be used, but NOT undandsormr scales. More testing needs to be done with griffin pelts, as they do bundle but do NOT seem to work, though it may be a similar situation to the above myklian scale issue.&lt;br /&gt;
&lt;br /&gt;
== Sheath Decoration ==&lt;br /&gt;
Once the straps have been added, the sheath is ready to use. It is not particularly decorative, however. At any point, a warrior can add decorations to the sheath to personalize it for the wearer.&lt;br /&gt;
&lt;br /&gt;
=== Decoration Slots ===&lt;br /&gt;
&lt;br /&gt;
There are two decoration slots, one before the noun, one after the noun.  Therefore, a sheath can have two noticeable decorations.  If you made a baldric out of lion skins, you could make a &amp;lt;decoration&amp;gt; lion skin baldric &amp;lt;decoration&amp;gt;.  Mechanically, you can put a longer description in the second slot.  Dyes can only go in the first slot; if you want to put any decorations on before dyeing, use HOLD.&lt;br /&gt;
&lt;br /&gt;
==== Holding Slots ====&lt;br /&gt;
WTRICK SHEATHM HOLD tells the system, &amp;quot;Hold the slot before the noun, I want to fill the second slot first.&amp;quot;  The most important use for this command is putting on a decoration before dyeing the sheath.  This will save a trip back to the guild to add a second decoration to the sheath.&lt;br /&gt;
&lt;br /&gt;
=== Initial (Decoration) ===&lt;br /&gt;
A warrior can affix his or her initials to the sheath. This does not affect any other decorations, and adds, to the end of the show description, the phrase, &amp;quot;You see &amp;lt;Creator&#039;s First Name&amp;gt;&#039;s initials stamped upon it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Binding or Trimming (Decoration) ===&lt;br /&gt;
Your sheath can be bound or trimmed with a metal foil.  If you want to bind or trim your sheath with two metals, it must be in the second slot, after the noun.&lt;br /&gt;
&lt;br /&gt;
{|class = &amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!Metal !! Price&amp;lt;br&amp;gt;(per skin) !! Price for&amp;lt;br&amp;gt;50 skins !! Town Sold&lt;br /&gt;
|-&lt;br /&gt;
|copper || 2 || 100 || all&lt;br /&gt;
|-&lt;br /&gt;
|brass  || 10 || 500 || all&lt;br /&gt;
|-&lt;br /&gt;
|bronze || 25 || 1250 || all&lt;br /&gt;
|-&lt;br /&gt;
|iron || 30 || 1500 || all&lt;br /&gt;
|-&lt;br /&gt;
|steel || 40 || 2000 || all&lt;br /&gt;
|-&lt;br /&gt;
|silver || 50 || 2500 || all&lt;br /&gt;
|-&lt;br /&gt;
|gold || 100 || 5000 || all&lt;br /&gt;
|-&lt;br /&gt;
|mithril || 140 || 7000 || all&lt;br /&gt;
|-&lt;br /&gt;
|ora || 160 || 8000 || all&lt;br /&gt;
|-&lt;br /&gt;
|alum  || 200 || 10,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|imflass || 200 || 10,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|vultite || 300 || 15,000 || all&lt;br /&gt;
|-&lt;br /&gt;
|glaes || 250 || 12,500 ||Teras Isle&lt;br /&gt;
|-&lt;br /&gt;
|laje || 1000 || 50,000 || Solhaven&lt;br /&gt;
|-&lt;br /&gt;
|invar || 1000 || 50,000 || Zul Logoth&lt;br /&gt;
|-&lt;br /&gt;
|mithglin || 1000 || 50,000 || Ta&#039;Illistim&lt;br /&gt;
|-&lt;br /&gt;
|rhimar || 1000 || 50,000 || Icemule Trace&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn || 1000 || 50,000 || Ta&#039;Vaalor&lt;br /&gt;
|-&lt;br /&gt;
|vaalin || 1000 || 50,000 || River&#039;s Rest&lt;br /&gt;
|-&lt;br /&gt;
|platinum || 1000 || 50,000 || Isle of Four Winds&lt;br /&gt;
|-&lt;br /&gt;
|veniom || 1800 || 90,000 || Wehnimer&#039;s&amp;lt;br&amp;gt;Landing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fringe (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
A sheath can be fringed with one or two animal parts.  These can be claws, teeth, talons, feathers, horns, fangs, stingers, plumes, manes, mandibles, pincers, whiskers, incisors, canines, jawbones, or bones. If a sheath is fringed with just one item in the second slot, the whole name shows up, such as a brown leather sheath fringed with martial eagle talons.  Otherwise, only the noun shows up: a talon-fringed leather sheath, or a brown leather sheath fringed with talons and claws.   You need 6 of any fringe item to put them on the sheath.  300 silvers.&lt;br /&gt;
&lt;br /&gt;
Note that some newer skins do not fringe, such as Hinterwilds valravn plumes.&lt;br /&gt;
&lt;br /&gt;
=== Inlaid Gems (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
To decorate a sheath, gems can be inlaid. One gem can be put in the first slot, or one to two in the second.  In the second slot, using 6, say, pale green moonstones will result in a sheath inlaid with pale green moonstones, while mixing types of the same base gem (e.g. other moonstones) will result only in a sheath inlaid with moonstones.  You may inlay 1 to 6 of a type of gem, but 6 are required to be part of the description.  50 coins per gem, 300 for all 6.&lt;br /&gt;
&lt;br /&gt;
Be aware that many of the newer gems (from Ascension areas primarily) do NOT work with warrior sheaths for whatever reason, so please test before you promise something to someone! For example, snowdrops, firedrops, stygian lichstones, nightstones (and more, this is not exhaustive) do NOT work as an inlay. &lt;br /&gt;
&lt;br /&gt;
On the bright side, gems modified with lapidary boxes (and presumably other gem cutting items that modify the 15/15/15) WILL work.  &lt;br /&gt;
&lt;br /&gt;
=== Dyes (Decoration) ===&lt;br /&gt;
&lt;br /&gt;
Dyeing costs 50 silvers per skin, and appears to take 50 minutes per skin.  If you would like a color not listed here, you can request one for 5000 silver (non-refundable).&lt;br /&gt;
{{Profession_guild_dye_list}}&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[List of skins]]&lt;br /&gt;
* [[List of gems]]&lt;br /&gt;
* No longer available: [http://www.sheathdesigner.info Sheath Designer Tool]&lt;br /&gt;
* [https://youtu.be/PwTaSQCS-3Y Tykus Teaches Warrior Made Sheaths] (Apr 2018)&lt;br /&gt;
&lt;br /&gt;
[[Category:Warrior Guild Skills]]&lt;br /&gt;
[[Category:Guild Skills]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=War_Cries&amp;diff=220199</id>
		<title>War Cries</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=War_Cries&amp;diff=220199"/>
		<updated>2024-06-03T16:22:13Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Seanette&amp;#039;s Shout */  Making it clear that it works for just the warrior, even if not in a party&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| {{prettytable|text-align: center;float:right;}}&lt;br /&gt;
|-&lt;br /&gt;
! War Cry || Rank&lt;br /&gt;
|-&lt;br /&gt;
| BELLOW || 1&lt;br /&gt;
|-&lt;br /&gt;
| YOWLP || 20&lt;br /&gt;
|-&lt;br /&gt;
| GROWL || 30&lt;br /&gt;
|-&lt;br /&gt;
| SHOUT || 40&lt;br /&gt;
|-&lt;br /&gt;
| CRY || 50&lt;br /&gt;
|-&lt;br /&gt;
| HOLLER || 60&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;War Cries&#039;&#039;&#039; are the skill of projecting a [[Warrior|Warrior&#039;s]] voice to rally his party or cow his enemies.  War Cries are one of the six skills that can be studied at the [[Warrior Guild]].  &lt;br /&gt;
&lt;br /&gt;
==Using War Cries==&lt;br /&gt;
War cries are activated using {{boldmono|[[WARCRY (verb)|WARCRY]]}}.  Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin&#039;s Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.&lt;br /&gt;
&lt;br /&gt;
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.&lt;br /&gt;
&lt;br /&gt;
War Cries have been converted to use the Standard Success Resolution system.  Attacker power is {{mono|(50 + War Cry Ranks)}}. For comparison, Society attack power is {{mono|(40 + (Society Ranks * 2))}}.&lt;br /&gt;
&lt;br /&gt;
===Offensive War Cries===&lt;br /&gt;
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin&#039;s Voice stance and has trained that stance to the second or third rank.&lt;br /&gt;
&lt;br /&gt;
====Single Target====&lt;br /&gt;
Offensive war cries can be used on a single target via {{boldmono|WARCRY [cry] [target]}}. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).&lt;br /&gt;
&lt;br /&gt;
====Open Crying====&lt;br /&gt;
Offensive war cries can also be directed at all creatures in the room (player-friendly) with {{boldmono|WARCRY [cry] ALL}}. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior&#039;s vocal cords than single-target cries.&lt;br /&gt;
&lt;br /&gt;
====Untargeted====&lt;br /&gt;
If invoked without a target ({{boldmono|WARCRY [cry]}}), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).&lt;br /&gt;
&lt;br /&gt;
===Supporting War Cries===&lt;br /&gt;
All supporting war cries are invoked without a target ({{boldmono|WARCRY [cry]}}), and most require a group to have any effect.  Only the final cry, Horland&#039;s Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=70%}}&amp;gt;2 &amp;amp;times; (War Cry Ranks + Level / 4) seconds&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Vocal Cord Stress===&lt;br /&gt;
As of the release of the 3rd phase of the Player System Manager (PSM 3.0), War Cries have been converted to use stamina instead of vocal stress. Vocal Stress was a difficult mechanic for players to track because there was no real-time feedback. Vocal Stress is no longer factored into the success chance of war cries, so players should see higher success rates in general.&lt;br /&gt;
&lt;br /&gt;
==War Cries==&lt;br /&gt;
&lt;br /&gt;
===Bertrandt&#039;s Bellow=== &lt;br /&gt;
Bertrandt&#039;s Bellow is the first war cry a warrior learns.  It is an offensive war cry that can be targeted at a single foe for 10 stamina or used as [[AoE]] for 20 stamina.  A successful use of bellow applies [[Staggered]].&lt;br /&gt;
&lt;br /&gt;
:Bertrant&#039;s Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.&lt;br /&gt;
&lt;br /&gt;
===Yertie&#039;s Yowlp===&lt;br /&gt;
Yertie&#039;s Yowlp is a supporting war cry.  Yowlp bolsters the warrior&#039;s party&#039;s defense against offensive war cries and similar attacks, such as a griffin&#039;s screech or a bear&#039;s roar, for 10 stamina.&lt;br /&gt;
&lt;br /&gt;
:Yertie&#039;s Yowlp is learned at Rank 20.&lt;br /&gt;
&lt;br /&gt;
::In the past, Yertie&#039;s Yowlp boosted a party&#039;s AS by 5, but its under-use lead to a redesign.&lt;br /&gt;
&lt;br /&gt;
===Gerrelle&#039;s Growl===&lt;br /&gt;
Gerrelle&#039;s Growl is an offensive war cry that can be used against a single target for 7 stamina or [[AoE]] for 14 stamina.  Foes affected by growl are forced into a more offensive stance and [[Demoralized]].&lt;br /&gt;
&lt;br /&gt;
:Gerrelle&#039;s Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.&lt;br /&gt;
&lt;br /&gt;
===Seanette&#039;s Shout===&lt;br /&gt;
Seanette&#039;s Shout is a supporting war cry that invigorates the warrior and their party and encourages them to strengthen their efforts for 25 stamina.  The warrior and all party members are [[Empowered]] for a bonus of 20 to all [[Attack strength|AS]] attacks. (To be clear, this can be used not in a party for the same effects.) &lt;br /&gt;
&lt;br /&gt;
:Seanette&#039;s Shout is learned at Rank 40.&lt;br /&gt;
&lt;br /&gt;
===Carn&#039;s Cry===&lt;br /&gt;
The final offensive war cry, Carn&#039;s Cry attempts to [[Terrified|terrify]] a single creature for 15 stamina or multiple targets ([[AoE]]) for 30 stamina.  Mechanically, Carn&#039;s Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success.  A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn&#039;s Cry cannot earn a &amp;quot;kill&amp;quot; by causing a target to drop its treasure and permanently flee the area.&lt;br /&gt;
&lt;br /&gt;
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn&#039;s Cry, making it occasionally useful to set up a [[Coup de Grace]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;warcry cry all&lt;br /&gt;
You let loose an eerie, modulating cry! &lt;br /&gt;
A bandit is forced from hiding!&lt;br /&gt;
A bandit looks at you in utter terror! &lt;br /&gt;
The bandit convulses with terrified shivers!&lt;br /&gt;
&lt;br /&gt;
Roundtime: 3 sec.&lt;br /&gt;
&lt;br /&gt;
:Carn&#039;s Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior&#039;s study of War Cries.&lt;br /&gt;
&lt;br /&gt;
===Horland&#039;s Holler===&lt;br /&gt;
Horland&#039;s Holler is a room taunt that lasts for a duration based on [[Influence]] bonus. Any attacks made in the room have a chance to be redirected back to the warrior. Success of a redirect is based on [[Multi Opponent Combat]] training and the [[Influence]] bonus of the warrior. In addition, Holler provides the Warrior and Warrior’s party with a short term Boost Health (20). The success of the taunt is based on the [[Standard success resolution system]], and attackers gain a bonus for every attempt made.&lt;br /&gt;
&lt;br /&gt;
:Horland&#039;s Holler is learned at Rank 60.&lt;br /&gt;
&lt;br /&gt;
==Tasks Assigned==&lt;br /&gt;
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin&#039;s Voice when working on the skill, especially for critter reps.&lt;br /&gt;
&lt;br /&gt;
===Teacher===&lt;br /&gt;
Ask a fellow warrior to teach you.  The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.&lt;br /&gt;
To teach someone type {{boldmono|WARCRY TEACH &amp;lt;person&amp;gt;}}&lt;br /&gt;
:This task is worth 12 points.&lt;br /&gt;
&lt;br /&gt;
===Skilled Masters===&lt;br /&gt;
Ask a skilled master to teach you.&lt;br /&gt;
:This task is worth 10 points.&lt;br /&gt;
&lt;br /&gt;
===Critter===&lt;br /&gt;
Use the most recent War Cry against a challenging critter.  Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry.  A critter task with Carn&#039;s Cry can be one of the more annoying guild tasks.&lt;br /&gt;
:This task is worth 15 points.&lt;br /&gt;
&lt;br /&gt;
===Chores===&lt;br /&gt;
====Rake leaves====&lt;br /&gt;
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard.  In areas with scattered leaves, {{boldmono|PULL RAKE}} to gather the leaves into a pile and then {{boldmono|GET PILE}} to gather the leaves into your bag.  When the bag is full, return to the tool rack and {{boldmono|PUT BAG IN BIN}} to complete the rep.&lt;br /&gt;
:This task is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
====Polish armor====&lt;br /&gt;
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and {{boldmono|RUB ARMOR}} to polish them.  Return the rag when you are finished.  Each suit of armor can only be polished once every 10 minutes.&lt;br /&gt;
:This task is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
====Prune shrubs====&lt;br /&gt;
:Again, go to the tool rack and retrieve pruning shears.  Then, at each bush, hedge, or shrub, {{boldmono|PRUNE}} it.  Return the shears to the rack when finished.  Each shrub can only be pruned once every 10 minutes.&lt;br /&gt;
:This task is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
====Scrub floors====&lt;br /&gt;
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, {{boldmono|CLEAN}} the floor of inside rooms.  Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.&lt;br /&gt;
:This task is worth 5 points.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Warrior Guild (saved posts)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Stunted_halfling_bloodspeaker&amp;diff=218419</id>
		<title>Stunted halfling bloodspeaker</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Stunted_halfling_bloodspeaker&amp;diff=218419"/>
		<updated>2024-04-27T00:06:30Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: adding Wither to spell list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level =  103&amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family =  Humanoid&amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = Hinterwilds  &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 360&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Runestaff&amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = 550&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Bone Shatter (1106)&amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = 442&lt;br /&gt;
| WD2 = Corrupt Essence (703)&lt;br /&gt;
| WDB = 467&lt;br /&gt;
| WD3 = Wither (1115)&lt;br /&gt;
| WDC = 450&lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 2 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee =  &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = 470&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = 482&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = 537&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = 461&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Prayer (313)&lt;br /&gt;
| DSP2 = Foresight (1204)&amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP3 = Mindward (1208)&lt;br /&gt;
| SDA1 = [[Health]] regeneration &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = Yes&lt;br /&gt;
 | magic items = Yes&lt;br /&gt;
 | gems = Yes&lt;br /&gt;
 | boxes = Yes&lt;br /&gt;
 | other = Herbs, gigas fragments&lt;br /&gt;
 | skin = None&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Small even for a halfling, the bloodspeaker is twisted of limb and stunted of form.  Bulging eyes the color of dried blood peer out from a face like molten wax.  The ritualistic burn scars marring his flesh look painful beyond the most grotesque of imaginings.  The bloodspeaker wears heavy robes of red velvet that do little to conceal the broken-puppet jangle of his misshapen body beneath them.  His tongue is bisected and lolls forth from a mouth that looks like a wet gash in his obscene face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
;General Advice&lt;br /&gt;
* Warding casters will have more success against this creature with a high [[TD]] if they cast dispelling magic upon it first.&lt;br /&gt;
* [[Standard_maneuver_roll|SMR]]-based attacks like [[Condemn (309)]], [[Earthen Fury (917)]], and [[Spike Thorn (616)]] frequently tear through bloodspeakers. [[Animal Companion (630)|Animal companions]] can also do significant damage.&lt;br /&gt;
* [[Silenced|Silencing]] tactics like [[Cutthroat]] and [[Sucker Punch]], or the similar [[Corrupt Essence (703)]], will halt their threatening [[Wither (1115)]] spell. ([[Silence (210)]] itself is unlikely to hit barring an unusual build heavily focused on [[Major Spiritual]] ranks.)&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
;Arrival messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A stunted halfling bloodspeaker hurries in, ebon eyes darting about in paranoia.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Spell prep messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A stunted halfling bloodspeaker utters a garbled, sibilant phrase as globules of crimson light spin around her gnarled hands.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Unstun messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Rivulets of swirling incarnadine energy envelop a stunted halfling bloodspeaker&#039;s scarred flesh, allowing her to move freely once more.&amp;lt;/pre&amp;gt;&lt;br /&gt;
; [[Health]] Regeneration&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A stunted halfling bloodspeaker raises his malformed fingers overhead, contorting them into jarring patterns as globules of carmine radiance pirouette through the air around him. The spinning beads of radiance gather into a dripping sanguine orb that hovers in the air nearby, pulsing with otherworldly light.&lt;br /&gt;
A stunted halfling bloodspeaker utters a garbled, sibilant phrase as globules of crimson light spin around his gnarled hands.&lt;br /&gt;
Eldritch radiance from a swirling sanguine orb bathes a stunted halfling bloodspeaker, causing his wounds to sluggishly tug themselves closed in the sanguine light.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Death messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A stunted halfling bloodspeaker&#039;s eyes bulge as she stares toward the heavens, mouthing a gurgling prayer as she succumbs to death.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;Search messaging&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A stunted halfling bloodspeaker&#039;s body collapses in upon itself as if everything solid within has turned to liquid, the sanguine remains oozing out of the remaining folds of skin.&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Combat messaging==&lt;br /&gt;
;Gnarled dark wooded crook ([[Runestaff]]) attack&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;With incongruous alacrity, a stunted halfling bloodspeaker swings a gnarled dark wooden crook adorned with sinuous patterns at you!&lt;br /&gt;
  AS: +508 vs DS: +676 with AvD: +14 + d100 roll: +34 = -120&lt;br /&gt;
   A clean miss.&amp;lt;/pre&amp;gt;&lt;br /&gt;
;[[Bone Shatter (1106)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A stunted halfling bloodspeaker concentrates intently on you, and a pulse of pearlescent energy ripples toward you!&lt;br /&gt;
  CS: +442 - TD: +460 + CvA: -6 + d100: +93 == +69&lt;br /&gt;
  Warded off!&amp;lt;/pre&amp;gt;&lt;br /&gt;
;[[Corrupt Essence (703)]]&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;A stunted halfling bloodspeaker&#039;s eyes widen as a forbidden insight dawns upon her.&lt;br /&gt;
A stunted halfling bloodspeaker points a blunt, swollen finger at XXXX!&lt;br /&gt;
The evanescent shield shrouding XXXX fades briefly, then flickers with a pale incandescence.&lt;br /&gt;
  CS: +467 - TD: +409 + CvA: -8 + d100: +63 == +113&lt;br /&gt;
  Warding failed!&lt;br /&gt;
XXXX is suddenly surrounded by a blood red haze.&lt;br /&gt;
&lt;br /&gt;
The forbidden insights empowering a stunted halfling bloodspeaker subside.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 101&lt;br /&gt;
|levelm1 = 102&lt;br /&gt;
|level = 103&lt;br /&gt;
|levelp1 = 104&lt;br /&gt;
|levelp2 = 105&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=218051</id>
		<title>Illoke elder</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=218051"/>
		<updated>2024-04-24T16:36:25Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: Undo revision 218050 by TURKEYBONE (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 86 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Thanatoph &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp (attack) &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +339&lt;br /&gt;
| PA2 = Sledgehammer&lt;br /&gt;
| PAB = +408&lt;br /&gt;
| PA3 = Stalagmite&lt;br /&gt;
| PAC = +425&lt;br /&gt;
| PA4 = Rock (hurled)&lt;br /&gt;
| PAD = +423&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 = Major Elemental Wave (435) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Disjunction (530)&lt;br /&gt;
| OS3 = Sandstorm (914)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = +305 &lt;br /&gt;
| Ranged = +285-309&lt;br /&gt;
| Bolt = +202&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = radiant crimson essence shard&lt;br /&gt;
 | skin = none&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The enormous form of the &#039;&#039;&#039;Illoke elder&#039;&#039;&#039; occupies a large section of the area, over twenty feet at his full height.  He carries himself with an air of confident superiority, casting a hate-filled gaze around him.  Thick and rough grey skin covers him from head to toe, providing protection against all but the strongest of blows.  A deep crimson symbol of Illoke is chiseled into his forehead, bathing his face in a lurid illumination.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* The Illoke elders&#039; weapons (stalagmite) have [[Impact critical table|vibration flares]]..&lt;br /&gt;
* Illoke elders have the spell [[Transference (225)]].  The spell does take up the normal amount of roundtime upon casting for them.&lt;br /&gt;
* The room range of the Illoke creatures&#039; version of Transference is solely comprised of the whole of the Thanatoph Bowels. (Quoted from GM Mestys)&lt;br /&gt;
* The Illoke creatures&#039; Stone Fist spell is primarily based around the standard maneuver roll. Spells such as [[Mobility (618)]], [[Prayer (313)]], and [[Dauntless (1606)]] will benefit you. Ranks in [[Combat Maneuvers]], [[Perception]], and [[Physical Fitness]] will also be of assistance. The [[Dexterity]] and [[Agility]] stats also play a role. (Quoted from [[GameMaster|GM]] Mestys)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039; Illoke Elder Stone Fist is currently BUGGED and using warrior berserk to try to break free will result in false success, wasted stamina, and you will still be bound anyway. Possibly this is the case with other stun breakers. Warriors who are of the Kroderine Soul persuasion can &amp;quot;correctly&amp;quot; break out of stone fists using &#039;&#039;&#039;FEAT DISPEL MAGIC&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
An example of an Illoke elder&#039;s Stone Fist:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder invokes the power of his god, the symbol on his forehead glowing brightly.&lt;br /&gt;
&lt;br /&gt;
An Illoke elder summons the wrath of his god as he gestures at you!&lt;br /&gt;
A massive stone hand appears in the air before you!&lt;br /&gt;
You almost avoid the massive hand, but it catches you between its rough, stony fingers, squeezing you in its powerful grip!&lt;br /&gt;
&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Good blow to your right arm!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
   An Illoke elder looks weakened!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Illoke elders can shake stuns and be hostile (be it a physical attack, spellcast, or maneuver) in a single action.&lt;br /&gt;
* If two Illoke elders are in the same room, they can summon a roa&#039;ter:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder turns to face an Illoke elder, intoning a rumbling chant.  The two figures raise their hands together, touching palms, and a sudden tremor shakes the area!&lt;br /&gt;
&lt;br /&gt;
You feel a rumble come from beneath your feet.&lt;br /&gt;
Dirt and rock explode from the floor beneath you as a roa&#039;ter erupts from underground and crashes onto the surface!&lt;br /&gt;
Rocks and dirt pelt you as you are thrown into the air!&lt;br /&gt;
[SMR result: 51 (Open d100: 57, Bonus: 100)]&lt;br /&gt;
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 84&lt;br /&gt;
|levelm1 = 85&lt;br /&gt;
|level = 86&lt;br /&gt;
|levelp1 = 87&lt;br /&gt;
|levelp2 = 88&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=218050</id>
		<title>Illoke elder</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=218050"/>
		<updated>2024-04-24T16:35:31Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 86 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Thanatoph &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp (attack) &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +339&lt;br /&gt;
| PA2 = Sledgehammer&lt;br /&gt;
| PAB = +408&lt;br /&gt;
| PA3 = Stalagmite&lt;br /&gt;
| PAC = +425&lt;br /&gt;
| PA4 = Rock (hurled)&lt;br /&gt;
| PAD = +423&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 = Major Elemental Wave (435) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Disjunction (530)&lt;br /&gt;
| OS3 = Sandstorm (914)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = +305 &lt;br /&gt;
| Ranged = +285-309&lt;br /&gt;
| Bolt = +202&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = radiant crimson essence shard&lt;br /&gt;
 | skin = none&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The enormous form of the &#039;&#039;&#039;Illoke elder&#039;&#039;&#039; occupies a large section of the area, over twenty feet at his full height.  He carries himself with an air of confident superiority, casting a hate-filled gaze around him.  Thick and rough grey skin covers him from head to toe, providing protection against all but the strongest of blows.  A deep crimson symbol of Illoke is chiseled into his forehead, bathing his face in a lurid illumination.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* The Illoke elders&#039; weapons (stalagmite) have [[Impact critical table|vibration flares]]..&lt;br /&gt;
* Illoke elders have the spell [[Transference (225)]].  The spell does take up the normal amount of roundtime upon casting for them.&lt;br /&gt;
* The room range of the Illoke creatures&#039; version of Transference is solely comprised of the whole of the Thanatoph Bowels. (Quoted from GM Mestys)&lt;br /&gt;
* The Illoke creatures&#039; Stone Fist spell is primarily based around the standard maneuver roll. Spells such as [[Mobility (618)]], [[Prayer (313)]], and [[Dauntless (1606)]] will benefit you. Ranks in [[Combat Maneuvers]], [[Perception]], and [[Physical Fitness]] will also be of assistance. The [[Dexterity]] and [[Agility]] stats also play a role. (Quoted from [[GameMaster|GM]] Mestys)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039; Illoke Elder Stone Fist is currently BUGGED and using warrior berserk to try to break free will result in false success, wasted stamina, and you will still be bound anyway. Possibly this is the case with other stun breakers. Warriors who are of the Kroderine Soul persuasion can &amp;quot;correctly&amp;quot; break out of stone fists using &#039;&#039;&#039;FEAT DISPEL MAGIC&#039;&#039;&#039; .&amp;lt;/pre&amp;gt; &lt;br /&gt;
&lt;br /&gt;
An example of an Illoke elder&#039;s Stone Fist:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder invokes the power of his god, the symbol on his forehead glowing brightly.&lt;br /&gt;
&lt;br /&gt;
An Illoke elder summons the wrath of his god as he gestures at you!&lt;br /&gt;
A massive stone hand appears in the air before you!&lt;br /&gt;
You almost avoid the massive hand, but it catches you between its rough, stony fingers, squeezing you in its powerful grip!&lt;br /&gt;
&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Good blow to your right arm!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
   An Illoke elder looks weakened!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Illoke elders can shake stuns and be hostile (be it a physical attack, spellcast, or maneuver) in a single action.&lt;br /&gt;
* If two Illoke elders are in the same room, they can summon a roa&#039;ter:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder turns to face an Illoke elder, intoning a rumbling chant.  The two figures raise their hands together, touching palms, and a sudden tremor shakes the area!&lt;br /&gt;
&lt;br /&gt;
You feel a rumble come from beneath your feet.&lt;br /&gt;
Dirt and rock explode from the floor beneath you as a roa&#039;ter erupts from underground and crashes onto the surface!&lt;br /&gt;
Rocks and dirt pelt you as you are thrown into the air!&lt;br /&gt;
[SMR result: 51 (Open d100: 57, Bonus: 100)]&lt;br /&gt;
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 84&lt;br /&gt;
|levelm1 = 85&lt;br /&gt;
|level = 86&lt;br /&gt;
|levelp1 = 87&lt;br /&gt;
|levelp2 = 88&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=218049</id>
		<title>Illoke elder</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Illoke_elder&amp;diff=218049"/>
		<updated>2024-04-24T16:35:04Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: Adding that kroderine soul dispel will correctly remove the stone fist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 86 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Giant &amp;lt;!-- Add creature to family page list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = Living&amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| otherclass2 = Boss&lt;br /&gt;
| area = Thanatoph &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 600&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 = Stomp (attack) &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PAA = +339&lt;br /&gt;
| PA2 = Sledgehammer&lt;br /&gt;
| PAB = +408&lt;br /&gt;
| PA3 = Stalagmite&lt;br /&gt;
| PAC = +425&lt;br /&gt;
| PA4 = Rock (hurled)&lt;br /&gt;
| PAD = +423&lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 = Stone Fist (514) &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = ?&lt;br /&gt;
| OS1 = Major Elemental Wave (435) &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| OS2 = Elemental Disjunction (530)&lt;br /&gt;
| OS3 = Sandstorm (914)&lt;br /&gt;
| MN1 =  &amp;lt;!-- Combat Maneuvers insert up to MN10 --&amp;gt;&lt;br /&gt;
| AB1 =  &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 16N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = +305 &lt;br /&gt;
| Ranged = +285-309&lt;br /&gt;
| Bolt = +202&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = radiant crimson essence shard&lt;br /&gt;
 | skin = none&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
The enormous form of the &#039;&#039;&#039;Illoke elder&#039;&#039;&#039; occupies a large section of the area, over twenty feet at his full height.  He carries himself with an air of confident superiority, casting a hate-filled gaze around him.  Thick and rough grey skin covers him from head to toe, providing protection against all but the strongest of blows.  A deep crimson symbol of Illoke is chiseled into his forehead, bathing his face in a lurid illumination.&lt;br /&gt;
&lt;br /&gt;
==Hunting strategies==&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
==Other information==&lt;br /&gt;
* The Illoke elders&#039; weapons (stalagmite) have [[Impact critical table|vibration flares]]..&lt;br /&gt;
* Illoke elders have the spell [[Transference (225)]].  The spell does take up the normal amount of roundtime upon casting for them.&lt;br /&gt;
* The room range of the Illoke creatures&#039; version of Transference is solely comprised of the whole of the Thanatoph Bowels. (Quoted from GM Mestys)&lt;br /&gt;
* The Illoke creatures&#039; Stone Fist spell is primarily based around the standard maneuver roll. Spells such as [[Mobility (618)]], [[Prayer (313)]], and [[Dauntless (1606)]] will benefit you. Ranks in [[Combat Maneuvers]], [[Perception]], and [[Physical Fitness]] will also be of assistance. The [[Dexterity]] and [[Agility]] stats also play a role. (Quoted from [[GameMaster|GM]] Mestys)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;NOTE&#039;&#039;&#039; Illoke Elder Stone Fist is currently BUGGED and using warrior berserk to try to break free will result in false success, wasted stamina, and you will still be bound anyway. Possibly this is the case with other stun breakers. Warriors who are of the Kroderine Soul persuasion can &amp;quot;correctly&amp;quot; break out of stone fists using &#039;&#039;&#039;FEAT DISPEL MAGIC&#039;&#039;&#039; . &lt;br /&gt;
&lt;br /&gt;
An example of an Illoke elder&#039;s Stone Fist:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder invokes the power of his god, the symbol on his forehead glowing brightly.&lt;br /&gt;
&lt;br /&gt;
An Illoke elder summons the wrath of his god as he gestures at you!&lt;br /&gt;
A massive stone hand appears in the air before you!&lt;br /&gt;
You almost avoid the massive hand, but it catches you between its rough, stony fingers, squeezing you in its powerful grip!&lt;br /&gt;
&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Good blow to your right arm!&lt;br /&gt;
   You are stunned for 2 rounds!&lt;br /&gt;
   An Illoke elder looks weakened!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Illoke elders can shake stuns and be hostile (be it a physical attack, spellcast, or maneuver) in a single action.&lt;br /&gt;
* If two Illoke elders are in the same room, they can summon a roa&#039;ter:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=350px}}&amp;gt;An Illoke elder turns to face an Illoke elder, intoning a rumbling chant.  The two figures raise their hands together, touching palms, and a sudden tremor shakes the area!&lt;br /&gt;
&lt;br /&gt;
You feel a rumble come from beneath your feet.&lt;br /&gt;
Dirt and rock explode from the floor beneath you as a roa&#039;ter erupts from underground and crashes onto the surface!&lt;br /&gt;
Rocks and dirt pelt you as you are thrown into the air!&lt;br /&gt;
[SMR result: 51 (Open d100: 57, Bonus: 100)]&lt;br /&gt;
You make a stunning maneuver in the air avoiding the majority of the debris and landing on your feet!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
* [[Illoke]]&lt;br /&gt;
* [https://en.wikipedia.org/wiki/Giant Giant on Wikipedia]&lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 84&lt;br /&gt;
|levelm1 = 85&lt;br /&gt;
|level = 86&lt;br /&gt;
|levelp1 = 87&lt;br /&gt;
|levelp2 = 88&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Sunfist hated enemies]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Sanctum_creatures&amp;diff=217953</id>
		<title>Category:Sanctum creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Sanctum_creatures&amp;diff=217953"/>
		<updated>2024-04-24T00:46:26Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: why oh why did it not say anywhere to WEAR the periapt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SanctumMap-Eiadh.png|thumb|right|upright=0.70|Sanctum of Scales map by Eiadh]]Also known as &#039;&#039;&#039;Sanctum of Scales&#039;&#039;&#039;, the area opened in the [[Sea of Fire]] in 2016 containing creatures ranging approximately from level 95-102.  It is accessible from [[Solhaven]] for 3000 [[silver coin|silvers]] via wagons in the [[Vornavis Caravansary]].  &lt;br /&gt;
&lt;br /&gt;
Travel by caravan is subject to possible ambushes. Adventurers who frequently visit the Sanctum may find special bone periapts, which are charged by defeating Sanctum creatures and can be used to open a portal from a Luukosian holy site beneath Solhaven to the Sanctum and vice versa. The periapt glows ever brighter as the charges, from empty to full (&#039;&#039;&#039;please note you have to WEAR the periapt, take it from me, updating the wiki from the bottom of the latrne)&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*The periapt&#039;s inlaid emerald is dun, devoid of any power. (empty)&lt;br /&gt;
*The periapt&#039;s inlaid emerald glows faintly with a greenish light. (not enough to summon a portal)&lt;br /&gt;
*The periapt&#039;s inlaid emerald radiates a halo of steady viridescent light.&lt;br /&gt;
*The periapt&#039;s inlaid emerald is suffused with a vivid green iridescence.&lt;br /&gt;
*The periapt&#039;s inlaid emerald shines brightly, like a tiny viridian star.(full)&lt;br /&gt;
&lt;br /&gt;
The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as [[gold ring]]s or [[Familiar Gate|Wizard familiars]] can be set within the Sanctum for easier travel between the Sanctum and the Oasis. Moving within the desert maze deals heat (during the day) or cold (during the night) damage. [[Resist Elements]] helps in mitigating the damage. If you die in the desert, your body will be taken to the oasis.&lt;br /&gt;
&lt;br /&gt;
The Sanctum area is subject to [[spell burst]].&lt;br /&gt;
&lt;br /&gt;
There are two ways to leave the Sanctum: The caravan service in the Oasis (no charge) or with a charged periapt in the privy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Solhaven entry:&#039;&#039;&#039; (one west of caravansary entrance)&lt;br /&gt;
&lt;br /&gt;
{{RoomDescription&lt;br /&gt;
|roomname=Vornavis Caravansary, Tent Lane&lt;br /&gt;
|rnum=5579&lt;br /&gt;
|desc=A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a {{blue|large caravaner&#039;s tent}} to the north.  Several disgruntled-looking yaks are yoked up to hitches at the tent&#039;s front, and a constant stream of caravans moves to and from its open-air embrace, filling the area with the squeaking music of wagon wheels.&lt;br /&gt;
|paths=north, east, south, west&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privy exit:&#039;&#039;&#039; (Periapt required)&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Sanctum of Scales, Privy - 25172] (u4216056)&lt;br /&gt;
Obvious exits: out&lt;br /&gt;
&amp;gt;climb pit&lt;br /&gt;
You skillfully move down the pit.  Before you have even begun to pant, your climb comes to an end at the bottom.&lt;br /&gt;
&lt;br /&gt;
[Subterrain, Pit - 25231] (u4216057)&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;&lt;br /&gt;
&amp;gt;rub periapt&lt;br /&gt;
You run your fingers over a small bone periapt and light erupts from its inlaid emerald, spiraling out to form a swirling viridian portal hanging in midair.&lt;br /&gt;
&amp;gt;go portal&lt;br /&gt;
The moment you touch the edge of the crystalline tile with the tip of your foot, blazing green-white light builds around you and sends you spinning through space.  You feel yourself shooting upward at breakneck speeds.  Suddenly, you come to a bone-jarring halt in changed surroundings.&lt;br /&gt;
[Dark Cavern, Underground Lake - 25210] (u4900308)&lt;br /&gt;
You notice a virescent crystalline tile.&lt;br /&gt;
Obvious exits: south&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Sanctum of Scales/saved posts|Saved posts]]&lt;br /&gt;
* [[Hunting areas/saved posts | Hunting Areas saved posts]]&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/The%20Sea%20of%20Fire%20-%20Hunting%20Area/view Officials folder]&lt;br /&gt;
*[[Sanctum of Scales release]] (log and summary)&lt;br /&gt;
&lt;br /&gt;
[[Category: Solhaven Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sleek_black_kiramon_stalker&amp;diff=217911</id>
		<title>Sleek black kiramon stalker</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sleek_black_kiramon_stalker&amp;diff=217911"/>
		<updated>2024-04-23T22:25:53Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 108 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Kiramon &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Insect &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 325&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Claw&lt;br /&gt;
| PA2 = Stinger (attack)&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Eviscerate&lt;br /&gt;
| MN2 = Coup de Grace&lt;br /&gt;
| MN3 = Dirtkick&lt;br /&gt;
| AB1 =  Weapon Web&lt;br /&gt;
| AB2 = Stealth&lt;br /&gt;
| AB3 = On the Hunt&lt;br /&gt;
| AB4 = Durable Carapace&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a mottled kiramon poison gland&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Glittering, spherical eyes stand out from the matte black of the kiramon stalker&#039;s carapace, which is so dark that it seems to drink the surrounding light.  The stalker is a creature seemingly tailored for speed and stealth.  Roughly shaped like a mantis, it balances on stick-like legs with powerful hindquarters, and it looks ever ready to spring.  Wings like gossamer shadows enfold the stalker&#039;s thorax like a dusky cloak.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Kiramon stalkers are stealthy square enemies who move in concealment in the Hive and attack from hiding using both physical attacks and rogue maneuvers. They have the On the Hunt ability, which allows them to move directly to your location from elsewhere if you are disabled, making them an ever-present danger if things go wrong. Kneeling is not sufficient for this, but being stunned or webbed is. Immediately using AOE control effects after you recover may be a good idea to prevent the oncoming ambush.&lt;br /&gt;
&lt;br /&gt;
Kiramon stalkers have a durable carapace which can reduce some damage instances to 1 damage.&lt;br /&gt;
&lt;br /&gt;
Kiramon stalkers have a web-based SMR attack which, if it succeeds, will tangle your weapon in webbing, rendering it useless in combat. The webbing can be removed by PRYing your weapon, which induces roundtime.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
A stalker is nearby if:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Something stirs in the shadows.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon-webbing:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[SMR result: 113 (Open d100: 49, Bonus: 6)]&lt;br /&gt;
A sleek black kiramon stalker spreads its gossamer wings and arches its back, spraying coarse webbing toward your vultite sledgehammer!&lt;br /&gt;
The webbing entangles your sledgehammer, rendering it useless!&lt;br /&gt;
&lt;br /&gt;
You try to pry your vultite sledgehammer free from the webbing entangling it, but it is difficult to work with the coarse, dark silk of the sloppy cocoon.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
&lt;br /&gt;
You pry your vultite sledgehammer free from the webbing entangling it.&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 106&lt;br /&gt;
|levelm1 = 107&lt;br /&gt;
|level = 108&lt;br /&gt;
|levelp1 = 109&lt;br /&gt;
|levelp2 = 110&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Sleek_black_kiramon_stalker&amp;diff=217910</id>
		<title>Sleek black kiramon stalker</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Sleek_black_kiramon_stalker&amp;diff=217910"/>
		<updated>2024-04-23T22:25:38Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: added weapon webbing detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 108 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Kiramon &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Insect &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 325&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Claw&lt;br /&gt;
| PA2 = Stinger (attack)&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Eviscerate&lt;br /&gt;
| MN2 = Coup de Grace&lt;br /&gt;
| MN3 = Dirtkick&lt;br /&gt;
| AB1 =  Weapon Web&lt;br /&gt;
| AB2 = Stealth&lt;br /&gt;
| AB3 = On the Hunt&lt;br /&gt;
| AB4 = Durable Carapace&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 12N &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 =  &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = ?&lt;br /&gt;
 | magic items = ?&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = no&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = a mottled kiramon poison gland&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;Glittering, spherical eyes stand out from the matte black of the kiramon stalker&#039;s carapace, which is so dark that it seems to drink the surrounding light.  The stalker is a creature seemingly tailored for speed and stealth.  Roughly shaped like a mantis, it balances on stick-like legs with powerful hindquarters, and it looks ever ready to spring.  Wings like gossamer shadows enfold the stalker&#039;s thorax like a dusky cloak.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Kiramon stalkers are stealthy square enemies who move in concealment in the Hive and attack from hiding using both physical attacks and rogue maneuvers. They have the On the Hunt ability, which allows them to move directly to your location from elsewhere if you are disabled, making them an ever-present danger if things go wrong. Kneeling is not sufficient for this, but being stunned or webbed is. Immediately using AOE control effects after you recover may be a good idea to prevent the oncoming ambush.&lt;br /&gt;
&lt;br /&gt;
Kiramon stalkers have a durable carapace which can reduce some damage instances to 1 damage.&lt;br /&gt;
&lt;br /&gt;
Kiramon stalkers have a web-based SMR attack which, if it succeeds, will tangle your weapon in webbing, rendering it useless in combat. The webbing can be removed by PRYing your weapon, which induces roundtime.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
&lt;br /&gt;
A stalker is nearby if:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Something stirs in the shadows.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weapon-webbing:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
[SMR result: 113 (Open d100: 49, Bonus: 6)]&lt;br /&gt;
A sleek black kiramon stalker spreads its gossamer wings and arches its back, spraying coarse webbing toward your vultite sledgehammer!&lt;br /&gt;
The webbing entangles your sledgehammer, rendering it useless!&lt;br /&gt;
You try to pry your vultite sledgehammer free from the webbing entangling it, but it is difficult to work with the coarse, dark silk of the sloppy cocoon.&lt;br /&gt;
Roundtime: 4 sec.&lt;br /&gt;
You pry your vultite sledgehammer free from the webbing entangling it.&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{Nearlevel&lt;br /&gt;
|levelm2 = 106&lt;br /&gt;
|levelm1 = 107&lt;br /&gt;
|level = 108&lt;br /&gt;
|levelp1 = 109&lt;br /&gt;
|levelp2 = 110&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217909</id>
		<title>Disfigured hive thrall</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217909"/>
		<updated>2024-04-23T22:22:12Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 104 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 375&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Charge &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Major Acid&lt;br /&gt;
| BT2 =  Web bolt &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Wild Entropy &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Powersink &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Bull Rush&lt;br /&gt;
| MN2 = Bearhug&lt;br /&gt;
| AB1 =  [[Spirit Strike]]&lt;br /&gt;
| AB2 = Project Misery &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Iron Skin (1202) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Focus Barrier (1216)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = no&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The thrall looks to have once been humanoid, but her form has been mutilated into a tortured, stooped shape with a mismatch of clashing parts.  One eye is huge and insectoid, but the other remains painfully close to mammalian, its pupil bleeding into the bright green iris.  Her jaw hangs slack, forced open at all times by a set of bristled mandibles that seem to have a mind of their own as they twitch and clench.  Tumorous growths stud the thrall&#039;s spine, unsavory green where they are not blotchy violet-red with pustules.  One has burst to reveal a single rudimentary wing that resembles a fly&#039;s.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Hive thralls have an unusually wide variety of abilities, including disabling combat maneuvers, disabling mental spells, offensive warding spells, weak physical attacks, or attacking with a variety of &amp;quot;naturally&amp;quot; produced bolt spells. They can give themselves [[Spirit Strike]] as part of their attack, and they use bolts with additional negative effects if they hit. They have fairly poor defenses, but can shake off stuns and immobilization, so finishing them off quickly may be wise.&lt;br /&gt;
&lt;br /&gt;
Hive thralls can shake off stuns, potentially grant themselves Spirit Strike, and attack in the same action. They cannot stand up and attack in the same action.&lt;br /&gt;
&lt;br /&gt;
Hive thralls have an [[SSR]] ability where they psychically project misery at their enemies, causing roundtime and a debuff.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
Project Misery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Frothing tears burn at the corner of a disfigured hive thrall&#039;s eyes as her misery overwhelms her, seeping outward in an oppressive tide.&lt;br /&gt;
[SSR result: 101 (Open d100: 57)]&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
The foreign thoughts mingle with your own, plunging you into all-consuming bleakness that leaves your limbs feeling like lead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Acid Spit:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
A disfigured hive thrall&#039;s eyes widen as she topples forward, belching caustic bile at you!&lt;br /&gt;
  AS: +470 vs DS: +274 with AvD: +15 + d100 roll: +46 = +257&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Spray just catches the hand as your little finger is badly blistered.&lt;br /&gt;
The bubbling ball of acid strikes you, blossoming into a much larger sphere of acid upon impact.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Acid raises angry red welts on the leg!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217908</id>
		<title>Disfigured hive thrall</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217908"/>
		<updated>2024-04-23T22:20:05Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 104 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 375&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Charge &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Major Acid&lt;br /&gt;
| BT2 =  Web bolt &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Wild Entropy &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Powersink &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Bull Rush&lt;br /&gt;
| MN2 = Bearhug&lt;br /&gt;
| AB1 =  [[Spirit Strike]]&lt;br /&gt;
| AB2 = Project Misery &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Iron Skin (1202) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Focus Barrier (1216)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = no&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The thrall looks to have once been humanoid, but her form has been mutilated into a tortured, stooped shape with a mismatch of clashing parts.  One eye is huge and insectoid, but the other remains painfully close to mammalian, its pupil bleeding into the bright green iris.  Her jaw hangs slack, forced open at all times by a set of bristled mandibles that seem to have a mind of their own as they twitch and clench.  Tumorous growths stud the thrall&#039;s spine, unsavory green where they are not blotchy violet-red with pustules.  One has burst to reveal a single rudimentary wing that resembles a fly&#039;s.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Hive thralls have an unusually wide variety of abilities, including disabling combat maneuvers, disabling mental spells, offensive warding spells, weak physical attacks, or attacking with a variety of &amp;quot;naturally&amp;quot; produced bolt spells. They can give themselves [[Spirit Strike]] as part of their attack, and they use bolts with additional negative effects if they hit. They have fairly poor defenses, but can shake off stuns and immobilization, so finishing them off quickly may be wise.&lt;br /&gt;
&lt;br /&gt;
Hive thralls can shake off stuns, potentially grant themselves Spirit Strike, and attack in the same action. They cannot stand up and attack in the same action.&lt;br /&gt;
&lt;br /&gt;
Hive thralls have an [[SSR]] ability where they psychically project misery at their enemies, causing roundtime and a debuff.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
Project Misery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Frothing tears burn at the corner of a disfigured hive thrall&#039;s eyes as her misery overwhelms her, seeping outward in an oppressive tide.&lt;br /&gt;
[SSR result: 101 (Open d100: 57)]&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
The foreign thoughts mingle with your own, plunging you into all-consuming bleakness that leaves your limbs feeling like lead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Acid Spit:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A disfigured hive thrall&#039;s eyes widen as she topples forward, belching caustic bile at you!&lt;br /&gt;
  AS: +470 vs DS: +274 with AvD: +15 + d100 roll: +46 = +257&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
   Spray just catches the hand as your little finger is badly blistered.&lt;br /&gt;
The bubbling ball of acid strikes you, blossoming into a much larger sphere of acid upon impact.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Acid raises angry red welts on the leg!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217907</id>
		<title>Disfigured hive thrall</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217907"/>
		<updated>2024-04-23T22:19:00Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 104 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 375&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Charge &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Major Acid&lt;br /&gt;
| BT2 =  Web bolt &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Wild Entropy &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Powersink &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Bull Rush&lt;br /&gt;
| MN2 = Bearhug&lt;br /&gt;
| AB1 =  [[Spirit Strike]]&lt;br /&gt;
| AB2 = Project Misery &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Iron Skin (1202) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Focus Barrier (1216)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = no&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The thrall looks to have once been humanoid, but her form has been mutilated into a tortured, stooped shape with a mismatch of clashing parts.  One eye is huge and insectoid, but the other remains painfully close to mammalian, its pupil bleeding into the bright green iris.  Her jaw hangs slack, forced open at all times by a set of bristled mandibles that seem to have a mind of their own as they twitch and clench.  Tumorous growths stud the thrall&#039;s spine, unsavory green where they are not blotchy violet-red with pustules.  One has burst to reveal a single rudimentary wing that resembles a fly&#039;s.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Hive thralls have an unusually wide variety of abilities, including disabling combat maneuvers, disabling mental spells, offensive warding spells, weak physical attacks, or attacking with a variety of &amp;quot;naturally&amp;quot; produced bolt spells. They can give themselves [[Spirit Strike]] as part of their attack, and they use bolts with additional negative effects if they hit. They have fairly poor defenses, but can shake off stuns and immobilization, so finishing them off quickly may be wise.&lt;br /&gt;
&lt;br /&gt;
Hive thralls can shake off stuns, potentially grant themselves Spirit Strike, and attack in the same action. They cannot stand up and attack in the same action.&lt;br /&gt;
&lt;br /&gt;
Hive thralls have an [[SSR]] ability where they psychically project misery at their enemies, causing roundtime and a debuff.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
Project Misery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Frothing tears burn at the corner of a disfigured hive thrall&#039;s eyes as her misery overwhelms her, seeping outward in an oppressive tide.&lt;br /&gt;
[SSR result: 101 (Open d100: 57)]&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
The foreign thoughts mingle with your own, plunging you into all-consuming bleakness that leaves your limbs feeling like lead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Acid Spit:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A disfigured hive thrall&#039;s eyes widen as she topples forward, belching caustic bile at you!&lt;br /&gt;
&lt;br /&gt;
  AS: +470 vs DS: +274 with AvD: +15 + d100 roll: +46 = +257&lt;br /&gt;
&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
&lt;br /&gt;
   Spray just catches the hand as your little finger is badly blistered.&lt;br /&gt;
&lt;br /&gt;
The bubbling ball of acid strikes you, blossoming into a much larger sphere of acid upon impact.&lt;br /&gt;
&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
&lt;br /&gt;
   Acid raises angry red welts on the leg!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;/pre&amp;gt;&amp;lt;/nowiki&amp;gt;{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217906</id>
		<title>Disfigured hive thrall</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217906"/>
		<updated>2024-04-23T22:18:07Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 104 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 375&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Charge &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Major Acid&lt;br /&gt;
| BT2 =  Web bolt &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Wild Entropy &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Powersink &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Bull Rush&lt;br /&gt;
| MN2 = Bearhug&lt;br /&gt;
| AB1 =  [[Spirit Strike]]&lt;br /&gt;
| AB2 = Project Misery &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Iron Skin (1202) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Focus Barrier (1216)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = no&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The thrall looks to have once been humanoid, but her form has been mutilated into a tortured, stooped shape with a mismatch of clashing parts.  One eye is huge and insectoid, but the other remains painfully close to mammalian, its pupil bleeding into the bright green iris.  Her jaw hangs slack, forced open at all times by a set of bristled mandibles that seem to have a mind of their own as they twitch and clench.  Tumorous growths stud the thrall&#039;s spine, unsavory green where they are not blotchy violet-red with pustules.  One has burst to reveal a single rudimentary wing that resembles a fly&#039;s.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Hive thralls have an unusually wide variety of abilities, including disabling combat maneuvers, disabling mental spells, offensive warding spells, weak physical attacks, or attacking with a variety of &amp;quot;naturally&amp;quot; produced bolt spells. They can give themselves [[Spirit Strike]] as part of their attack, and they use bolts with additional negative effects if they hit. They have fairly poor defenses, but can shake off stuns and immobilization, so finishing them off quickly may be wise.&lt;br /&gt;
&lt;br /&gt;
Hive thralls can shake off stuns, potentially grant themselves Spirit Strike, and attack in the same action. They cannot stand up and attack in the same action.&lt;br /&gt;
&lt;br /&gt;
Hive thralls have an [[SSR]] ability where they psychically project misery at their enemies, causing roundtime and a debuff.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
Project Misery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Frothing tears burn at the corner of a disfigured hive thrall&#039;s eyes as her misery overwhelms her, seeping outward in an oppressive tide.&lt;br /&gt;
[SSR result: 101 (Open d100: 57)]&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
The foreign thoughts mingle with your own, plunging you into all-consuming bleakness that leaves your limbs feeling like lead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Acid Spit:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A disfigured hive thrall&#039;s eyes widen as she topples forward, belching caustic bile at you!&lt;br /&gt;
&lt;br /&gt;
  AS: +470 vs DS: +274 with AvD: +15 + d100 roll: +46 = +257&lt;br /&gt;
&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
&lt;br /&gt;
   Spray just catches the hand as your little finger is badly blistered.&lt;br /&gt;
&lt;br /&gt;
The bubbling ball of acid strikes you, blossoming into a much larger sphere of acid upon impact.&lt;br /&gt;
&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
&lt;br /&gt;
   Acid raises angry red welts on the leg!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;/nowiki&amp;gt;{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217905</id>
		<title>Disfigured hive thrall</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217905"/>
		<updated>2024-04-23T22:17:51Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 104 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 375&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Charge &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Major Acid&lt;br /&gt;
| BT2 =  Web bolt &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Wild Entropy &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Powersink &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Bull Rush&lt;br /&gt;
| MN2 = Bearhug&lt;br /&gt;
| AB1 =  [[Spirit Strike]]&lt;br /&gt;
| AB2 = Project Misery &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Iron Skin (1202) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Focus Barrier (1216)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = no&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The thrall looks to have once been humanoid, but her form has been mutilated into a tortured, stooped shape with a mismatch of clashing parts.  One eye is huge and insectoid, but the other remains painfully close to mammalian, its pupil bleeding into the bright green iris.  Her jaw hangs slack, forced open at all times by a set of bristled mandibles that seem to have a mind of their own as they twitch and clench.  Tumorous growths stud the thrall&#039;s spine, unsavory green where they are not blotchy violet-red with pustules.  One has burst to reveal a single rudimentary wing that resembles a fly&#039;s.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Hive thralls have an unusually wide variety of abilities, including disabling combat maneuvers, disabling mental spells, offensive warding spells, weak physical attacks, or attacking with a variety of &amp;quot;naturally&amp;quot; produced bolt spells. They can give themselves [[Spirit Strike]] as part of their attack, and they use bolts with additional negative effects if they hit. They have fairly poor defenses, but can shake off stuns and immobilization, so finishing them off quickly may be wise.&lt;br /&gt;
&lt;br /&gt;
Hive thralls can shake off stuns, potentially grant themselves Spirit Strike, and attack in the same action. They cannot stand up and attack in the same action.&lt;br /&gt;
&lt;br /&gt;
Hive thralls have an [[SSR]] ability where they psychically project misery at their enemies, causing roundtime and a debuff.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
Project Misery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Frothing tears burn at the corner of a disfigured hive thrall&#039;s eyes as her misery overwhelms her, seeping outward in an oppressive tide.&lt;br /&gt;
[SSR result: 101 (Open d100: 57)]&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
The foreign thoughts mingle with your own, plunging you into all-consuming bleakness that leaves your limbs feeling like lead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Acid Spit:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A disfigured hive thrall&#039;s eyes widen as she topples forward, belching caustic bile at you!&lt;br /&gt;
&lt;br /&gt;
  AS: +470 vs DS: +274 with AvD: +15 + d100 roll: +46 = +257&lt;br /&gt;
&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
&lt;br /&gt;
   Spray just catches the hand as your little finger is badly blistered.&lt;br /&gt;
&lt;br /&gt;
The bubbling ball of acid strikes you, blossoming into a much larger sphere of acid upon impact.&lt;br /&gt;
&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
&lt;br /&gt;
   Acid raises angry red welts on the leg!&lt;br /&gt;
&lt;br /&gt;
/&amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;/nowiki&amp;gt;{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217904</id>
		<title>Disfigured hive thrall</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Disfigured_hive_thrall&amp;diff=217904"/>
		<updated>2024-04-23T22:17:07Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: /* Other Information */  trying to add some more attacks etc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Creature start2 &amp;lt;!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --&amp;gt;&lt;br /&gt;
| picture =  &lt;br /&gt;
| level = 104 &amp;lt;!-- This will also be used at the end of the page in the Near level creature template --&amp;gt;&lt;br /&gt;
| family = Humanoid &amp;lt;!-- Add creature to family page subcategory/list, which will be linked on preview/save --&amp;gt;&lt;br /&gt;
| type = Biped &amp;lt;!-- Creature body type --&amp;gt;&lt;br /&gt;
| otherclass = &amp;lt;!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --&amp;gt;&lt;br /&gt;
| area = The Hive &amp;lt;!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --&amp;gt;&lt;br /&gt;
| bcs = Yes &amp;lt;!-- All new creatures are BCS --&amp;gt;&lt;br /&gt;
| hitpoints = 375&lt;br /&gt;
| roundtime = &amp;lt;!-- Creature speed --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creature attack attributes2 &amp;lt;!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY.  --&amp;gt;&lt;br /&gt;
| PA1 =  Charge &amp;lt;!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --&amp;gt;&lt;br /&gt;
| PA2 = Claw&lt;br /&gt;
| PAA = &lt;br /&gt;
| BT1 =  Major Acid&lt;br /&gt;
| BT2 =  Web bolt &amp;lt;!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --&amp;gt;&lt;br /&gt;
| BTA = &lt;br /&gt;
| WD1 =  Wild Entropy &amp;lt;!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --&amp;gt;&lt;br /&gt;
| WDA = &lt;br /&gt;
| OS1 =  Powersink &amp;lt;!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --&amp;gt;&lt;br /&gt;
| MN1 =  Bull Rush&lt;br /&gt;
| MN2 = Bearhug&lt;br /&gt;
| AB1 =  [[Spirit Strike]]&lt;br /&gt;
| AB2 = Project Misery &amp;lt;!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --&amp;gt;&lt;br /&gt;
| ABA =  &amp;lt;!-- Special abilities right column, use respective corresponding right column as needed for misc info --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature defense attributes2 &amp;lt;!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --&amp;gt;&lt;br /&gt;
| asg = 6 &amp;lt;!-- Insert asg # and template will automatically convert to include type of armor --&amp;gt;&lt;br /&gt;
| IMM1 = &amp;lt;!-- add IMM2 (up to 15) for additional immunities --&amp;gt;&lt;br /&gt;
| Melee = ? &lt;br /&gt;
| Ranged = ?&lt;br /&gt;
| Bolt = ?&lt;br /&gt;
| UDF = ?&lt;br /&gt;
| BarTD = ?&lt;br /&gt;
| CleTD = ?&lt;br /&gt;
| EmpTD = ?&lt;br /&gt;
| PalTD = ?&lt;br /&gt;
| RanTD = ?&lt;br /&gt;
| SorTD = ?&lt;br /&gt;
| WizTD = ?&lt;br /&gt;
| MjETD = ?&lt;br /&gt;
| MnETD = ?&lt;br /&gt;
| MjSTD = ?&lt;br /&gt;
| MnSTD = ?&lt;br /&gt;
| MnMTD = ? &lt;br /&gt;
| DSP1 = Iron Skin (1202) &amp;lt;!-- Defensive spells insert up to DSP15, they will automatically link --&amp;gt;&lt;br /&gt;
| DSP2 = Foresight (1204)&lt;br /&gt;
| DSP3 = Focus Barrier (1216)&lt;br /&gt;
| SDA1 =  &amp;lt;!-- Special defensive abilities list insert up to SDA10, these will not link automatically --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{Creature special other|?}} &amp;lt;!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --&amp;gt;&lt;br /&gt;
{{Creature treasure&lt;br /&gt;
 | coins = yes&lt;br /&gt;
 | magic items = yes&lt;br /&gt;
 | gems = yes&lt;br /&gt;
 | boxes = yes&lt;br /&gt;
 | other = ?&lt;br /&gt;
 | skin = no&lt;br /&gt;
}}&lt;br /&gt;
{{Creature end}}&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;The thrall looks to have once been humanoid, but her form has been mutilated into a tortured, stooped shape with a mismatch of clashing parts.  One eye is huge and insectoid, but the other remains painfully close to mammalian, its pupil bleeding into the bright green iris.  Her jaw hangs slack, forced open at all times by a set of bristled mandibles that seem to have a mind of their own as they twitch and clench.  Tumorous growths stud the thrall&#039;s spine, unsavory green where they are not blotchy violet-red with pustules.  One has burst to reveal a single rudimentary wing that resembles a fly&#039;s.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunting Strategies==&lt;br /&gt;
Hive thralls have an unusually wide variety of abilities, including disabling combat maneuvers, disabling mental spells, offensive warding spells, weak physical attacks, or attacking with a variety of &amp;quot;naturally&amp;quot; produced bolt spells. They can give themselves [[Spirit Strike]] as part of their attack, and they use bolts with additional negative effects if they hit. They have fairly poor defenses, but can shake off stuns and immobilization, so finishing them off quickly may be wise.&lt;br /&gt;
&lt;br /&gt;
Hive thralls can shake off stuns, potentially grant themselves Spirit Strike, and attack in the same action. They cannot stand up and attack in the same action.&lt;br /&gt;
&lt;br /&gt;
Hive thralls have an [[SSR]] ability where they psychically project misery at their enemies, causing roundtime and a debuff.&lt;br /&gt;
&lt;br /&gt;
==Other Information==&lt;br /&gt;
Project Misery:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
Frothing tears burn at the corner of a disfigured hive thrall&#039;s eyes as her misery overwhelms her, seeping outward in an oppressive tide.&lt;br /&gt;
[SSR result: 101 (Open d100: 57)]&lt;br /&gt;
Roundtime: 8 sec.&lt;br /&gt;
The foreign thoughts mingle with your own, plunging you into all-consuming bleakness that leaves your limbs feeling like lead.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;!-- Logs should be added using: &amp;lt;pre{{log2|margin-right=26em}}&amp;gt;, insert a return and paste log, no formatting needed most of the time, close with /pre tag --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Acid Spit:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=26em}}&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A disfigured hive thrall&#039;s eyes widen as she topples forward, belching caustic bile at you!&lt;br /&gt;
&lt;br /&gt;
  AS: +470 vs DS: +274 with AvD: +15 + d100 roll: +46 = +257&lt;br /&gt;
&lt;br /&gt;
   ... and hits for 10 points of damage!&lt;br /&gt;
&lt;br /&gt;
   Spray just catches the hand as your little finger is badly blistered.&lt;br /&gt;
&lt;br /&gt;
The bubbling ball of acid strikes you, blossoming into a much larger sphere of acid upon impact.&lt;br /&gt;
&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
&lt;br /&gt;
   Acid raises angry red welts on the leg!&lt;br /&gt;
&lt;br /&gt;
/pre{{Nearlevel&lt;br /&gt;
|levelm2 = 102&lt;br /&gt;
|levelm1 = 103&lt;br /&gt;
|level = 104&lt;br /&gt;
|levelp1 = 105&lt;br /&gt;
|levelp2 = 106&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=217035</id>
		<title>Category:Darkstone Castle creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=217035"/>
		<updated>2024-04-15T17:52:54Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:WL-darkstone.gif|thumb|Tsoran&#039;s map]]&lt;br /&gt;
[[File:Wehnimers_map7.jpg|thumb|Darkstone Castle]]&lt;br /&gt;
&lt;br /&gt;
This category lists all creatures found in the Darkstone Castle hunting area.  The Darkstone Castle hunting area is nearest to the town of [[Wehnimer&#039;s Landing]].  It is found on the Tsoran map [[:Image:WL-darkstone.gif|WL-darkstone]]. As of the events of Octaven, part of this original map is no longer accessible. Only the castle itself was moved to the Bleaklands, beginning with the drawbridge room. The initial areas of the Gorge and Cavern (with centaurs and the external roa&#039;ters) is presumed to be destroyed and no longer accessible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkstone Castle&#039;&#039;&#039; was built from the ruins of an older castle by a sorcerer named [[Estrion]] near [[Wehnimer&#039;s Landing]].  The results of the dark experiments conducted there still reside in the castle in the form of [[huge mein golem]]s, [[stone gargoyle]]s, [[stone sentinel]]s, and the like.  Estrion was killed while attempting to destroy the world, after he was abandoned for his failed betrayal of [[Sheru]]. It is believed that his ghost still inhabits the castle, and was summoned there once by a Tehir spiritcaller. &lt;br /&gt;
&lt;br /&gt;
However, Estrion has appeared at [[Ebon Gate]] festivals before, mocking the mage who killed him. Estrion&#039;s partner, [[Siarl]], is believed to still be alive, and is wanted for petty theft by the Kobold Village.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a result of the events with Octaven, the entire castle was transported from its original location to the Bleaklands of Talador. Access to Darkstone can now be made through a portal in Melgorehn&#039;s valley, where lesser burrow orcs reside (lich room 7927).&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==The Castle==&lt;br /&gt;
&lt;br /&gt;
=== Dark Caverns ===&lt;br /&gt;
Sometimes called the dungeons, these caverns are located underneath Darkstone Castle; however, entering them is a [[Darkstone Castle puzzle|puzzle]].  The more powerful creatures, like the [[massive troll king]]s and the [[Sheruvian harbinger]]s reside in the caverns.  The machine that Estrion was building in order to destroy the world is located on the third level.  It now sits broken along with the bodies of numerous sacrifices.&lt;br /&gt;
&lt;br /&gt;
===Random Dispel Events===&lt;br /&gt;
When inside the castle walls, adventurers may experience an occasional random dispel. Note the &#039;&#039;&#039;&#039;energy surrounding &amp;lt;you/him/her&amp;gt; is weakening&#039;&#039;&#039;&#039; clause which immediately precedes the dispel event (see messaging below). [[Arcane Decoy (1701)]], contained in dull gold coins, does not afford protection from this event. This is caused by the lingering [[Flow storm|mana storm]] anchored over the castle, caused by a backlash from Estrion&#039;s [[Avatar|attempt]] to force a portal to [[Lornon]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light.&lt;br /&gt;
&lt;br /&gt;
Faint tracings of static electricity begin to crawl up and down Luicindas&#039;s body, as if the &#039;&#039;&#039;energy surrounding her is weakening&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The brilliant luminescence fades from around Luicindas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the &#039;&#039;&#039;energy surrounding you is weakening&#039;&#039;&#039; slightly.&lt;br /&gt;
&lt;br /&gt;
Your sense of faith and conviction wanes.  You are less sure of yourself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Circles===&lt;br /&gt;
&lt;br /&gt;
In some areas, there are various types of circles, which are environmental hazards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Darkstone, Dungeon]&lt;br /&gt;
A reinforced, iron door appears to have been ripped from its hinges by a remarkable force.  It hangs by fragile, twisted bits of metal from its frame, revealing the utter darkness within the cell beyond.  You also see a banshee and an intense shimmering circle.&lt;br /&gt;
Obvious exits: north, south&lt;br /&gt;
&lt;br /&gt;
An intense shimmering circle explodes in a shower of shimmering sparks.&lt;br /&gt;
You are hit by the explosion.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Electric blast goes right to the heart!  You&#039;ll miss that steady beat.&lt;br /&gt;
(All spells fall)&lt;br /&gt;
A barely perceptible pulse radiates from your imflass plate, harnessing your connection to the Paladin to alert your brothers and sisters of the Order of your need.&lt;br /&gt;
It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
...departing in 16 mins...&lt;br /&gt;
&lt;br /&gt;
Circles can be destroyed with many offensive spells, but their destruction is often violent and may injure anyone in the area.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Estrion story line happened in the [[ICE age|I.C.E. Age]], when it was still called [[Seoltang|Castle Claedesbrim]]. Claedesbrim Bay was changed to [[Darkstone Bay]], and the castle was re-named correspondingly. The castle existed in the game for a few years prior to being remodeled, with a different set of creatures and layout tweaks for the building. No one seems to [[Darkstone Castle (saved post)|know the premise]] of the original castle, which was haunted by creatures that should have required a [[Bandur Etrevion|master]] necromancer and golem constructor. However, there is no guarantee the castle has any narrative basis, and provides nothing suggesting it.&lt;br /&gt;
&lt;br /&gt;
One theory is that it is part of the [[The Legend of the Necropolis of Etrevion|Etrevion]] storyline, having been a feudal construct in [[Kestrel Etrevion]]&#039;s territory, whose associated areas were being developed simultaneously. It is &#039;&#039;most&#039;&#039; likely these were the people Kestrel ([[Kharuugh|barely]]) conquered. But the castle may have instead been a failed siege by the [[Orhan marble|nephews]] or [[Lorgalis]], explaining their epitaph in [[The Graveyard]]. It might even be related to the fall of [[Quellburn]], or else completely devoid of historical context. All of the other areas associated with the Etrevion story are heavily laden with subtle references to [[Shadow World]] and literature.&lt;br /&gt;
&lt;br /&gt;
===Claedesbrim Castle===&lt;br /&gt;
Very little is known with certainty to survive of the original Claedesbrim Castle. The following is an excerpt of a religious site known to exist at the time, which leans toward the conquest by Kestrel interpretation. However, it is important to note that the maps of the original castle are still mostly valid, which suggests most things of relevance for interpreting the original were not changed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A magnificent stained-glass window and a gold-trimmed altar fill you with awe as you enter this simple temple to the gods of Kulthea.&lt;br /&gt;
&lt;br /&gt;
[[The Dark Path]] would not have had such a temple (unless mockingly) if it was using the castle at the time it was sieged, nor would have it been built by other members of their family. Its haunted ruins and monstrosities would be the meaning of &amp;quot;[[The Legend of the Necropolis of Etrevion|sorcerous intervention]]&amp;quot; by [[Bandur Etrevion]]. It is not inconsistent with the [[Quellbourne]] theory, but it would require [[The Iron Wind]], since [[Zenon]] himself was sieging [[Quellburn|the citadel]]. It may even be arbitrary. These possibilities would be easy to distinguish if old logs were discovered of the original castle, so it is clear how the room descriptions were changed. For example, the stone pedestal in the Great Hall with its demonic reliefs and the unstable void above it is a [[Lord of Essaence]] style gateway, and would strongly suggest Bandur if it was present before Estrion.&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Darkstone Castle/saved posts|Saved posts]]&lt;br /&gt;
* [[The History of Darkstone Castle]]&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=453 Darkstone Castle] on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=217034</id>
		<title>Category:Darkstone Castle creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=217034"/>
		<updated>2024-04-15T17:52:41Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: bold-ing the new location as I assume many people will come here to look for it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:WL-darkstone.gif|thumb|Tsoran&#039;s map]]&lt;br /&gt;
[[File:Wehnimers_map7.jpg|thumb|Darkstone Castle]]&lt;br /&gt;
&lt;br /&gt;
This category lists all creatures found in the Darkstone Castle hunting area.  The Darkstone Castle hunting area is nearest to the town of [[Wehnimer&#039;s Landing]].  It is found on the Tsoran map [[:Image:WL-darkstone.gif|WL-darkstone]]. As of the events of Octaven, part of this original map is no longer accessible. Only the castle itself was moved to the Bleaklands, beginning with the drawbridge room. The initial areas of the Gorge and Cavern (with centaurs and the external roa&#039;ters) is presumed to be destroyed and no longer accessible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkstone Castle&#039;&#039;&#039; was built from the ruins of an older castle by a sorcerer named [[Estrion]] near [[Wehnimer&#039;s Landing]].  The results of the dark experiments conducted there still reside in the castle in the form of [[huge mein golem]]s, [[stone gargoyle]]s, [[stone sentinel]]s, and the like.  Estrion was killed while attempting to destroy the world, after he was abandoned for his failed betrayal of [[Sheru]]. It is believed that his ghost still inhabits the castle, and was summoned there once by a Tehir spiritcaller. &lt;br /&gt;
&lt;br /&gt;
However, Estrion has appeared at [[Ebon Gate]] festivals before, mocking the mage who killed him. Estrion&#039;s partner, [[Siarl]], is believed to still be alive, and is wanted for petty theft by the Kobold Village.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a result of the events with Octaven, the entire castle was transported from its original location and to the Bleaklands of Talador. Access to Darkstone can now be made through a portal in Melgorehn&#039;s valley, where lesser burrow orcs reside (lich room 7927).&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==The Castle==&lt;br /&gt;
&lt;br /&gt;
=== Dark Caverns ===&lt;br /&gt;
Sometimes called the dungeons, these caverns are located underneath Darkstone Castle; however, entering them is a [[Darkstone Castle puzzle|puzzle]].  The more powerful creatures, like the [[massive troll king]]s and the [[Sheruvian harbinger]]s reside in the caverns.  The machine that Estrion was building in order to destroy the world is located on the third level.  It now sits broken along with the bodies of numerous sacrifices.&lt;br /&gt;
&lt;br /&gt;
===Random Dispel Events===&lt;br /&gt;
When inside the castle walls, adventurers may experience an occasional random dispel. Note the &#039;&#039;&#039;&#039;energy surrounding &amp;lt;you/him/her&amp;gt; is weakening&#039;&#039;&#039;&#039; clause which immediately precedes the dispel event (see messaging below). [[Arcane Decoy (1701)]], contained in dull gold coins, does not afford protection from this event. This is caused by the lingering [[Flow storm|mana storm]] anchored over the castle, caused by a backlash from Estrion&#039;s [[Avatar|attempt]] to force a portal to [[Lornon]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light.&lt;br /&gt;
&lt;br /&gt;
Faint tracings of static electricity begin to crawl up and down Luicindas&#039;s body, as if the &#039;&#039;&#039;energy surrounding her is weakening&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The brilliant luminescence fades from around Luicindas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the &#039;&#039;&#039;energy surrounding you is weakening&#039;&#039;&#039; slightly.&lt;br /&gt;
&lt;br /&gt;
Your sense of faith and conviction wanes.  You are less sure of yourself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Circles===&lt;br /&gt;
&lt;br /&gt;
In some areas, there are various types of circles, which are environmental hazards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Darkstone, Dungeon]&lt;br /&gt;
A reinforced, iron door appears to have been ripped from its hinges by a remarkable force.  It hangs by fragile, twisted bits of metal from its frame, revealing the utter darkness within the cell beyond.  You also see a banshee and an intense shimmering circle.&lt;br /&gt;
Obvious exits: north, south&lt;br /&gt;
&lt;br /&gt;
An intense shimmering circle explodes in a shower of shimmering sparks.&lt;br /&gt;
You are hit by the explosion.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Electric blast goes right to the heart!  You&#039;ll miss that steady beat.&lt;br /&gt;
(All spells fall)&lt;br /&gt;
A barely perceptible pulse radiates from your imflass plate, harnessing your connection to the Paladin to alert your brothers and sisters of the Order of your need.&lt;br /&gt;
It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
...departing in 16 mins...&lt;br /&gt;
&lt;br /&gt;
Circles can be destroyed with many offensive spells, but their destruction is often violent and may injure anyone in the area.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Estrion story line happened in the [[ICE age|I.C.E. Age]], when it was still called [[Seoltang|Castle Claedesbrim]]. Claedesbrim Bay was changed to [[Darkstone Bay]], and the castle was re-named correspondingly. The castle existed in the game for a few years prior to being remodeled, with a different set of creatures and layout tweaks for the building. No one seems to [[Darkstone Castle (saved post)|know the premise]] of the original castle, which was haunted by creatures that should have required a [[Bandur Etrevion|master]] necromancer and golem constructor. However, there is no guarantee the castle has any narrative basis, and provides nothing suggesting it.&lt;br /&gt;
&lt;br /&gt;
One theory is that it is part of the [[The Legend of the Necropolis of Etrevion|Etrevion]] storyline, having been a feudal construct in [[Kestrel Etrevion]]&#039;s territory, whose associated areas were being developed simultaneously. It is &#039;&#039;most&#039;&#039; likely these were the people Kestrel ([[Kharuugh|barely]]) conquered. But the castle may have instead been a failed siege by the [[Orhan marble|nephews]] or [[Lorgalis]], explaining their epitaph in [[The Graveyard]]. It might even be related to the fall of [[Quellburn]], or else completely devoid of historical context. All of the other areas associated with the Etrevion story are heavily laden with subtle references to [[Shadow World]] and literature.&lt;br /&gt;
&lt;br /&gt;
===Claedesbrim Castle===&lt;br /&gt;
Very little is known with certainty to survive of the original Claedesbrim Castle. The following is an excerpt of a religious site known to exist at the time, which leans toward the conquest by Kestrel interpretation. However, it is important to note that the maps of the original castle are still mostly valid, which suggests most things of relevance for interpreting the original were not changed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A magnificent stained-glass window and a gold-trimmed altar fill you with awe as you enter this simple temple to the gods of Kulthea.&lt;br /&gt;
&lt;br /&gt;
[[The Dark Path]] would not have had such a temple (unless mockingly) if it was using the castle at the time it was sieged, nor would have it been built by other members of their family. Its haunted ruins and monstrosities would be the meaning of &amp;quot;[[The Legend of the Necropolis of Etrevion|sorcerous intervention]]&amp;quot; by [[Bandur Etrevion]]. It is not inconsistent with the [[Quellbourne]] theory, but it would require [[The Iron Wind]], since [[Zenon]] himself was sieging [[Quellburn|the citadel]]. It may even be arbitrary. These possibilities would be easy to distinguish if old logs were discovered of the original castle, so it is clear how the room descriptions were changed. For example, the stone pedestal in the Great Hall with its demonic reliefs and the unstable void above it is a [[Lord of Essaence]] style gateway, and would strongly suggest Bandur if it was present before Estrion.&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Darkstone Castle/saved posts|Saved posts]]&lt;br /&gt;
* [[The History of Darkstone Castle]]&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=453 Darkstone Castle] on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=217033</id>
		<title>Category:Darkstone Castle creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=217033"/>
		<updated>2024-04-15T17:48:44Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: added note that the new darkstone map is slightly changed -- there is no longer access to the first centaur/roater areas&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:WL-darkstone.gif|thumb|Tsoran&#039;s map]]&lt;br /&gt;
[[File:Wehnimers_map7.jpg|thumb|Darkstone Castle]]&lt;br /&gt;
&lt;br /&gt;
This category lists all creatures found in the Darkstone Castle hunting area.  The Darkstone Castle hunting area is nearest to the town of [[Wehnimer&#039;s Landing]].  It is found on the Tsoran map [[:Image:WL-darkstone.gif|WL-darkstone]]. As of the events of Octaven, part of this original map is no longer accessible. Only the castle itself was moved to the Bleaklands, beginning with the drawbridge room. The initial areas of the Gorge and Cavern (with centaurs and the external roa&#039;ters) is presumed to be destroyed and no longer accessible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkstone Castle&#039;&#039;&#039; was built from the ruins of an older castle by a sorcerer named [[Estrion]] near [[Wehnimer&#039;s Landing]].  The results of the dark experiments conducted there still reside in the castle in the form of [[huge mein golem]]s, [[stone gargoyle]]s, [[stone sentinel]]s, and the like.  Estrion was killed while attempting to destroy the world, after he was abandoned for his failed betrayal of [[Sheru]]. It is believed that his ghost still inhabits the castle, and was summoned there once by a Tehir spiritcaller. &lt;br /&gt;
&lt;br /&gt;
However, Estrion has appeared at [[Ebon Gate]] festivals before, mocking the mage who killed him. Estrion&#039;s partner, [[Siarl]], is believed to still be alive, and is wanted for petty theft by the Kobold Village.&lt;br /&gt;
&lt;br /&gt;
As a result of the events with Octaven, the entire castle was transported from its original location and to the Bleaklands of Talador. Access to Darkstone can now be made through a portal in Melgorehn&#039;s valley, where lesser burrow orcs reside (lich room 7927). &lt;br /&gt;
&lt;br /&gt;
==The Castle==&lt;br /&gt;
&lt;br /&gt;
=== Dark Caverns ===&lt;br /&gt;
Sometimes called the dungeons, these caverns are located underneath Darkstone Castle; however, entering them is a [[Darkstone Castle puzzle|puzzle]].  The more powerful creatures, like the [[massive troll king]]s and the [[Sheruvian harbinger]]s reside in the caverns.  The machine that Estrion was building in order to destroy the world is located on the third level.  It now sits broken along with the bodies of numerous sacrifices.&lt;br /&gt;
&lt;br /&gt;
===Random Dispel Events===&lt;br /&gt;
When inside the castle walls, adventurers may experience an occasional random dispel. Note the &#039;&#039;&#039;&#039;energy surrounding &amp;lt;you/him/her&amp;gt; is weakening&#039;&#039;&#039;&#039; clause which immediately precedes the dispel event (see messaging below). [[Arcane Decoy (1701)]], contained in dull gold coins, does not afford protection from this event. This is caused by the lingering [[Flow storm|mana storm]] anchored over the castle, caused by a backlash from Estrion&#039;s [[Avatar|attempt]] to force a portal to [[Lornon]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light.&lt;br /&gt;
&lt;br /&gt;
Faint tracings of static electricity begin to crawl up and down Luicindas&#039;s body, as if the &#039;&#039;&#039;energy surrounding her is weakening&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The brilliant luminescence fades from around Luicindas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the &#039;&#039;&#039;energy surrounding you is weakening&#039;&#039;&#039; slightly.&lt;br /&gt;
&lt;br /&gt;
Your sense of faith and conviction wanes.  You are less sure of yourself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Circles===&lt;br /&gt;
&lt;br /&gt;
In some areas, there are various types of circles, which are environmental hazards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Darkstone, Dungeon]&lt;br /&gt;
A reinforced, iron door appears to have been ripped from its hinges by a remarkable force.  It hangs by fragile, twisted bits of metal from its frame, revealing the utter darkness within the cell beyond.  You also see a banshee and an intense shimmering circle.&lt;br /&gt;
Obvious exits: north, south&lt;br /&gt;
&lt;br /&gt;
An intense shimmering circle explodes in a shower of shimmering sparks.&lt;br /&gt;
You are hit by the explosion.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Electric blast goes right to the heart!  You&#039;ll miss that steady beat.&lt;br /&gt;
(All spells fall)&lt;br /&gt;
A barely perceptible pulse radiates from your imflass plate, harnessing your connection to the Paladin to alert your brothers and sisters of the Order of your need.&lt;br /&gt;
It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
...departing in 16 mins...&lt;br /&gt;
&lt;br /&gt;
Circles can be destroyed with many offensive spells, but their destruction is often violent and may injure anyone in the area.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Estrion story line happened in the [[ICE age|I.C.E. Age]], when it was still called [[Seoltang|Castle Claedesbrim]]. Claedesbrim Bay was changed to [[Darkstone Bay]], and the castle was re-named correspondingly. The castle existed in the game for a few years prior to being remodeled, with a different set of creatures and layout tweaks for the building. No one seems to [[Darkstone Castle (saved post)|know the premise]] of the original castle, which was haunted by creatures that should have required a [[Bandur Etrevion|master]] necromancer and golem constructor. However, there is no guarantee the castle has any narrative basis, and provides nothing suggesting it.&lt;br /&gt;
&lt;br /&gt;
One theory is that it is part of the [[The Legend of the Necropolis of Etrevion|Etrevion]] storyline, having been a feudal construct in [[Kestrel Etrevion]]&#039;s territory, whose associated areas were being developed simultaneously. It is &#039;&#039;most&#039;&#039; likely these were the people Kestrel ([[Kharuugh|barely]]) conquered. But the castle may have instead been a failed siege by the [[Orhan marble|nephews]] or [[Lorgalis]], explaining their epitaph in [[The Graveyard]]. It might even be related to the fall of [[Quellburn]], or else completely devoid of historical context. All of the other areas associated with the Etrevion story are heavily laden with subtle references to [[Shadow World]] and literature.&lt;br /&gt;
&lt;br /&gt;
===Claedesbrim Castle===&lt;br /&gt;
Very little is known with certainty to survive of the original Claedesbrim Castle. The following is an excerpt of a religious site known to exist at the time, which leans toward the conquest by Kestrel interpretation. However, it is important to note that the maps of the original castle are still mostly valid, which suggests most things of relevance for interpreting the original were not changed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A magnificent stained-glass window and a gold-trimmed altar fill you with awe as you enter this simple temple to the gods of Kulthea.&lt;br /&gt;
&lt;br /&gt;
[[The Dark Path]] would not have had such a temple (unless mockingly) if it was using the castle at the time it was sieged, nor would have it been built by other members of their family. Its haunted ruins and monstrosities would be the meaning of &amp;quot;[[The Legend of the Necropolis of Etrevion|sorcerous intervention]]&amp;quot; by [[Bandur Etrevion]]. It is not inconsistent with the [[Quellbourne]] theory, but it would require [[The Iron Wind]], since [[Zenon]] himself was sieging [[Quellburn|the citadel]]. It may even be arbitrary. These possibilities would be easy to distinguish if old logs were discovered of the original castle, so it is clear how the room descriptions were changed. For example, the stone pedestal in the Great Hall with its demonic reliefs and the unstable void above it is a [[Lord of Essaence]] style gateway, and would strongly suggest Bandur if it was present before Estrion.&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Darkstone Castle/saved posts|Saved posts]]&lt;br /&gt;
* [[The History of Darkstone Castle]]&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=453 Darkstone Castle] on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=217031</id>
		<title>Category:Darkstone Castle creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Darkstone_Castle_creatures&amp;diff=217031"/>
		<updated>2024-04-15T17:46:13Z</updated>

		<summary type="html">&lt;p&gt;TURKEYBONE: added new location post Octaven&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:WL-darkstone.gif|thumb|Tsoran&#039;s map]]&lt;br /&gt;
[[File:Wehnimers_map7.jpg|thumb|Darkstone Castle]]&lt;br /&gt;
&lt;br /&gt;
This category lists all creatures found in the Darkstone Castle hunting area.  The Darkstone Castle hunting area is nearest to the town of [[Wehnimer&#039;s Landing]].  It is found on the Tsoran map [[:Image:WL-darkstone.gif|WL-darkstone]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darkstone Castle&#039;&#039;&#039; was built from the ruins of an older castle by a sorcerer named [[Estrion]] near [[Wehnimer&#039;s Landing]].  The results of the dark experiments conducted there still reside in the castle in the form of [[huge mein golem]]s, [[stone gargoyle]]s, [[stone sentinel]]s, and the like.  Estrion was killed while attempting to destroy the world, after he was abandoned for his failed betrayal of [[Sheru]]. It is believed that his ghost still inhabits the castle, and was summoned there once by a Tehir spiritcaller. &lt;br /&gt;
&lt;br /&gt;
However, Estrion has appeared at [[Ebon Gate]] festivals before, mocking the mage who killed him. Estrion&#039;s partner, [[Siarl]], is believed to still be alive, and is wanted for petty theft by the Kobold Village.&lt;br /&gt;
&lt;br /&gt;
As a result of the events with Octaven, the entire castle was transported from its original location and to the Bleaklands of Talador. Access to Darkstone can now be made through a portal in Melgorehn&#039;s valley, where lesser burrow orcs reside (lich room 7927). &lt;br /&gt;
&lt;br /&gt;
==The Castle==&lt;br /&gt;
&lt;br /&gt;
=== Dark Caverns ===&lt;br /&gt;
Sometimes called the dungeons, these caverns are located underneath Darkstone Castle; however, entering them is a [[Darkstone Castle puzzle|puzzle]].  The more powerful creatures, like the [[massive troll king]]s and the [[Sheruvian harbinger]]s reside in the caverns.  The machine that Estrion was building in order to destroy the world is located on the third level.  It now sits broken along with the bodies of numerous sacrifices.&lt;br /&gt;
&lt;br /&gt;
===Random Dispel Events===&lt;br /&gt;
When inside the castle walls, adventurers may experience an occasional random dispel. Note the &#039;&#039;&#039;&#039;energy surrounding &amp;lt;you/him/her&amp;gt; is weakening&#039;&#039;&#039;&#039; clause which immediately precedes the dispel event (see messaging below). [[Arcane Decoy (1701)]], contained in dull gold coins, does not afford protection from this event. This is caused by the lingering [[Flow storm|mana storm]] anchored over the castle, caused by a backlash from Estrion&#039;s [[Avatar|attempt]] to force a portal to [[Lornon]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
For an instant, the whole world seems blanketed in darkness as the clouds thicken and swirl outward, like some malignant tumor eating away at the light.&lt;br /&gt;
&lt;br /&gt;
Faint tracings of static electricity begin to crawl up and down Luicindas&#039;s body, as if the &#039;&#039;&#039;energy surrounding her is weakening&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The brilliant luminescence fades from around Luicindas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=2em}}&amp;gt;&lt;br /&gt;
Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the &#039;&#039;&#039;energy surrounding you is weakening&#039;&#039;&#039; slightly.&lt;br /&gt;
&lt;br /&gt;
Your sense of faith and conviction wanes.  You are less sure of yourself.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Circles===&lt;br /&gt;
&lt;br /&gt;
In some areas, there are various types of circles, which are environmental hazards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[Darkstone, Dungeon]&lt;br /&gt;
A reinforced, iron door appears to have been ripped from its hinges by a remarkable force.  It hangs by fragile, twisted bits of metal from its frame, revealing the utter darkness within the cell beyond.  You also see a banshee and an intense shimmering circle.&lt;br /&gt;
Obvious exits: north, south&lt;br /&gt;
&lt;br /&gt;
An intense shimmering circle explodes in a shower of shimmering sparks.&lt;br /&gt;
You are hit by the explosion.&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;... 30 points of damage!&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Electric blast goes right to the heart!  You&#039;ll miss that steady beat.&lt;br /&gt;
(All spells fall)&lt;br /&gt;
A barely perceptible pulse radiates from your imflass plate, harnessing your connection to the Paladin to alert your brothers and sisters of the Order of your need.&lt;br /&gt;
It seems you have died, my friend.  Although you cannot do anything, you are keenly aware of what is going on around you...&lt;br /&gt;
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.&lt;br /&gt;
...departing in 16 mins...&lt;br /&gt;
&lt;br /&gt;
Circles can be destroyed with many offensive spells, but their destruction is often violent and may injure anyone in the area.&lt;br /&gt;
&lt;br /&gt;
==Behind the Scenes==&lt;br /&gt;
The Estrion story line happened in the [[ICE age|I.C.E. Age]], when it was still called [[Seoltang|Castle Claedesbrim]]. Claedesbrim Bay was changed to [[Darkstone Bay]], and the castle was re-named correspondingly. The castle existed in the game for a few years prior to being remodeled, with a different set of creatures and layout tweaks for the building. No one seems to [[Darkstone Castle (saved post)|know the premise]] of the original castle, which was haunted by creatures that should have required a [[Bandur Etrevion|master]] necromancer and golem constructor. However, there is no guarantee the castle has any narrative basis, and provides nothing suggesting it.&lt;br /&gt;
&lt;br /&gt;
One theory is that it is part of the [[The Legend of the Necropolis of Etrevion|Etrevion]] storyline, having been a feudal construct in [[Kestrel Etrevion]]&#039;s territory, whose associated areas were being developed simultaneously. It is &#039;&#039;most&#039;&#039; likely these were the people Kestrel ([[Kharuugh|barely]]) conquered. But the castle may have instead been a failed siege by the [[Orhan marble|nephews]] or [[Lorgalis]], explaining their epitaph in [[The Graveyard]]. It might even be related to the fall of [[Quellburn]], or else completely devoid of historical context. All of the other areas associated with the Etrevion story are heavily laden with subtle references to [[Shadow World]] and literature.&lt;br /&gt;
&lt;br /&gt;
===Claedesbrim Castle===&lt;br /&gt;
Very little is known with certainty to survive of the original Claedesbrim Castle. The following is an excerpt of a religious site known to exist at the time, which leans toward the conquest by Kestrel interpretation. However, it is important to note that the maps of the original castle are still mostly valid, which suggests most things of relevance for interpreting the original were not changed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
A magnificent stained-glass window and a gold-trimmed altar fill you with awe as you enter this simple temple to the gods of Kulthea.&lt;br /&gt;
&lt;br /&gt;
[[The Dark Path]] would not have had such a temple (unless mockingly) if it was using the castle at the time it was sieged, nor would have it been built by other members of their family. Its haunted ruins and monstrosities would be the meaning of &amp;quot;[[The Legend of the Necropolis of Etrevion|sorcerous intervention]]&amp;quot; by [[Bandur Etrevion]]. It is not inconsistent with the [[Quellbourne]] theory, but it would require [[The Iron Wind]], since [[Zenon]] himself was sieging [[Quellburn|the citadel]]. It may even be arbitrary. These possibilities would be easy to distinguish if old logs were discovered of the original castle, so it is clear how the room descriptions were changed. For example, the stone pedestal in the Great Hall with its demonic reliefs and the unstable void above it is a [[Lord of Essaence]] style gateway, and would strongly suggest Bandur if it was present before Estrion.&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Darkstone Castle/saved posts|Saved posts]]&lt;br /&gt;
* [[The History of Darkstone Castle]]&lt;br /&gt;
*[http://www.play.net/gs4/info/geography/area.asp?area=453 Darkstone Castle] on Play.net&lt;br /&gt;
&lt;br /&gt;
[[Category:Wehnimer&#039;s Landing Hunting Areas]]&lt;/div&gt;</summary>
		<author><name>TURKEYBONE</name></author>
	</entry>
</feed>