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		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_an_empath&amp;diff=259652</id>
		<title>Beginner&#039;s guide to playing an empath</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_an_empath&amp;diff=259652"/>
		<updated>2026-06-23T21:10:20Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Extended discussion of weapon choice and AGIDEX.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing an Empath&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2026-06-23&lt;br /&gt;
|topic=Empaths&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;[[Empath]]s&#039;&#039;&#039; have the natural ability to transfer wounds from others to their own bodies. They then use their recuperative powers drawn from the spiritual realm of magic to heal themselves.&lt;br /&gt;
&lt;br /&gt;
Not merely healers, their studies into anatomy and the workings of the mind have led empaths to develop powerful offensive magics that can unbind flesh and bone from their enemies, or inflict paralyzing fear and indecision. With dedicated training, they are also very much capable of using weapons and armor in battle.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit}}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Practitioners of empathic magic can be found among all the peoples of Elanthia.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px; border: 1px solid black; background: white; margin: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Statistics grow automatically as a character levels up. Initially low statistics grow quicker, and the rate is also modified by the chosen race. Until reaching level 20, you have the option of changing your initial statistics (up to 5 times) by going to an inn to {{mono|[[CHECK IN]]}}. After that, statistics can only be adjusted by using up a [[Fixstats]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you create your empath, you receive 640 points to distribute between your initial [[statistic]]s, each of which may range from 20 to 100. You receive an additional +10 to your [[prime requisite]]s, which are Wisdom and Influence. The stats may be placed as you like, with the restrictions that:&lt;br /&gt;
*Only one stat may be placed above 90 (not counting the prime requisite bonuses).&lt;br /&gt;
*Only four stats may be placed above 70 (not counting the prime requisite bonuses).&lt;br /&gt;
&lt;br /&gt;
There is no one ideal placement of stats, as it depends on how you want to play.&lt;br /&gt;
&lt;br /&gt;
A fairly well-rounded set of statistics, for example, might be:&lt;br /&gt;
*90+ placement on &#039;&#039;&#039;[[Strength]]&#039;&#039;&#039;.&lt;br /&gt;
*70+ placements on &#039;&#039;&#039;[[Wisdom]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dexterity]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Agility]]&#039;&#039;&#039;&lt;br /&gt;
*High-to-medium placements on &#039;&#039;&#039;[[Aura]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Influence]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Logic]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Discipline]]&#039;&#039;&#039;&lt;br /&gt;
*Low placements on &#039;&#039;&#039;[[Constitution]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intuition]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wisdom]]&#039;&#039;&#039; is the most important statistic for empaths. It contributes directly to the effectiveness of all your warding spells and to your starting mana pool. It grows very quickly, so placing it at 70+ (80+ after the prime requisite bonus) should be plenty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Strength]]&#039;&#039;&#039; has the slowest [[Statistic growth rate|growth rate]] of all statistics for empaths, so setting it high at the start is advisable. It is a major factor in using martial weapons, and is useful as well for carrying equipment without becoming encumbered, dragging your dying friends to safety, and even deflecting attacks with a runestaff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dexterity]]&#039;&#039;&#039; affects your proficiency with ranged weapons and bolt spells, and reduces your [[roundtime]] with melee weapons. It grows fairly slowly, so set it high at the start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Agility]]&#039;&#039;&#039; significantly helps your physical defense, and also reduces your melee roundtime. It grows fairly slowly, so set it high at the start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aura]]&#039;&#039;&#039; determines your [[spirit point]]s and how well you can defend against [[elemental]] warding spells. Empaths draw their magic from the [[spiritual]] sphere and can defend well against spiritual spells, but against elemental attacks they are more vulnerable. Having a high Aura can help alleviate this weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Influence]]&#039;&#039;&#039; is a prime requisite for empaths (along with Wisdom), reflecting the dual spiritual and [[mental]] nature of empathic magic. It contributes to your mana pool, but unlike Wisdom, it does not make any of your spells stronger. Still, you should set it relatively high to get the training point benefits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Logic]]&#039;&#039;&#039; affects the rate you absorb experience, and setting it fairly high is very helpful for that reason alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Discipline]]&#039;&#039;&#039; affects your ability to [[MEDITATE (verb)|meditate]], and is a factor in many [[society]] and [[Empath Guild|guild]] skills. It grows quickly, so starting with a medium-to-high value should be sufficient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Constitution]]&#039;&#039;&#039; affects your maximum health points and resilience against physical attacks, giving you a small amount of critical [[padding]]. It grows at a medium rate, and you should not see many ill effects from setting it fairly low at the start, as you can always heal yourself when you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Intuition]]&#039;&#039;&#039; affects physical defense to a small extent. It is one of the less directly useful stats for empaths, and as it grows at a medium rate, you will have no problems setting it low at the start.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Topic: Optimal Statistics For Level 100 ====&lt;br /&gt;
&lt;br /&gt;
Statistics continue to grow until characters gain enough experience to achieve the level cap, so a frequent concern is how to place statistics at level 0 so that most of them can eventually grow to their maximum possible values (preferably all the way to 100) at the level cap. The table below shows some of the possible configurations that allow most of the statistics to reach 100 (some configurations may have an initial point left over that can be put anywhere without affecting the level 100 value). It is not possible to reach 100 in every statistic, so sacrifices must be made somewhere. Intuition can be placed at the lowest priority, and if that is not enough to fit the constraints then one or two others may need to be placed slightly lower as well.&lt;br /&gt;
&lt;br /&gt;
Because all of these configurations set Wisdom to be fairly low at the start, it is not recommended that new players use these &amp;quot;optimal&amp;quot; starting stats at level 0, or even level 19 when they can still be changed for free. Empath attack spells will be much weaker at the early levels because of the Wisdom deficit, and hunting will be more difficult for potentially years down the road. It is always possible to use a [[Fixstats]] potion later and have those stats at that point without the early suffering. Characters without &amp;quot;optimal&amp;quot; stats are perfectly viable as well, at any level.&lt;br /&gt;
&lt;br /&gt;
If a new player wants to have most of the benefits of statistic growth but still be a strong spellcaster early, then take the &amp;quot;optimal&amp;quot; level 0 stats, lower Intuition to the minimum possible value of 20, lower Constitution somewhat, and use the spare points to start Wisdom at 90. It may also be necessary to set one of the values starting in the 70s down to 70 exactly for that configuration to be allowed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! Race !! Level  !! STR !! CON !! DEX !! AGI !! DIS !! AUR !! LOG !! INT !! WIS !! INF&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Dark Elf&lt;br /&gt;
| Level 0        ||  88 ||  77 ||  73 ||  70 ||  68 ||  73 ||  62 ||  37 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  98 || 100 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Dwarf&lt;br /&gt;
| Level 0        ||  82 ||  62 ||  86 ||  88 ||  58 ||  73 ||  62 ||  47 ||  33 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  84 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Dwarf (alt)&lt;br /&gt;
| Level 0        ||  82 ||  62 ||  86 ||  88 ||  35 ||  73 ||  62 ||  70 ||  33 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 ||  92 || 100 || 100 ||  98 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Elf&lt;br /&gt;
| Level 0        ||  88 ||  82 ||  73 ||  77 ||  70 ||  62 ||  62 ||  39 ||  49 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 ||  98 || 100 || 100 ||  81 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Giantman&lt;br /&gt;
| Level 0        ||  82 ||  68 ||  85 ||  85 ||  62 ||  73 ||  62 ||  31 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  81 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Half-Elf&lt;br /&gt;
| Level 0        ||  86 ||  73 ||  78 ||  69 ||  68 ||  73 ||  62 ||  43 ||  49 ||  59&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  93 || 100 || 100 || 100 ||  82 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Halfling&lt;br /&gt;
| Level 0        ||  94 ||  62 ||  73 ||  73 ||  68 ||  73 ||  68 ||  37 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Human&lt;br /&gt;
| Level 0        ||  86 ||  70 ||  82 ||  82 ||  62 ||  73 ||  62 ||  31 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  81 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Sylvankind&lt;br /&gt;
| Level 0        ||  92 ||  77 ||  73 ||  73 ||  70 ||  68 ||  62 ||  37 ||  49 ||  58&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 ||  98 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Forest Gnome&lt;br /&gt;
| Level 0        ||  92 ||  70 ||  78 ||  77 ||  59 ||  73 ||  62 ||  37 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Burghal Gnome&lt;br /&gt;
| Level 0        ||  94 ||  73 ||  77 ||  70 ||  70 ||  77 ||  49 ||  38 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  95 || 100 || 100 || 100 ||  88 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Half-Krolvin&lt;br /&gt;
| Level 0        ||  85 ||  62 ||  78 ||  78 ||  62 ||  77 ||  68 ||  33 ||  49 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  78 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Erithian&lt;br /&gt;
| Level 0        ||  91 ||  73 ||  82 ||  69 ||  58 ||  73 ||  59 ||  47 ||  49 ||  58&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  91 || 100 || 100 || 100 || 100 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Erithian (alt)&lt;br /&gt;
| Level 0        ||  91 ||  70 ||  82 ||  82 ||  58 ||  73 ||  59 ||  37 ||  49 ||  58&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 ||  98 || 100 || 100 || 100 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Aelotoi&lt;br /&gt;
| Level 0        ||  88 ||  77 ||  77 ||  70 ||  59 ||  73 ||  62 ||  37 ||  49 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  95 || 100 || 100 || 100 ||  83 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills and Training ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px; border: 1px solid black; background: white; margin: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
It is possible to un-train a skill that you already have to free up training points, but this can require time for [[skill migration]]. Until reaching level 20, all skills will instantly migrate. After that, the un-training process takes much longer and it is generally advisable to avoid making major changes, except when using up a [[Fixskills]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After you allocate your statistics, you will have the opportunity to set your initial skills. Skills can be trained at any time thereafter by going to {{boldmono|[[CHECK IN]]}} at an inn or through the {{boldmono|[[GOALS]]}} screen. Each skill costs a certain number of Physical Training Points (PTP) and Mental Training Points (MTP), which are accrued as you gain experience. Overtraining in a skill by taking more than one rank per level doubles the cost each time. For example, First Aid costs 1 PTP for the first training each level, then 2 PTP for the second, and 4 PTP for the third.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient PTP or MTP for a skill, the trainer will automatically try to convert one to the other at a rate of 2:1.&lt;br /&gt;
&lt;br /&gt;
Every time you level up, the trainer recalculates the total cost of your skills, so you will never permanently lose training points due to overtraining or conversion.&lt;br /&gt;
&lt;br /&gt;
=== Skill List ===&lt;br /&gt;
&lt;br /&gt;
There are 49 different skills available for empaths to train in.&lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:When you wear armor, your ability to avoid attacks and perform physical actions is lowered and there is a chance that your spells will fail due to [[hindrance]]. Armor Use reduces both action penalty and spell hindrance. Double leather armor is the highest armor type that empaths can wear without spell hindrance. With 6 ranks of Armor Use training (30 skill) empaths are fully trained to wear double leather armor. More experienced empaths may choose to wear hard leather armor such as brigandine, or even chain mail, but those armors require more Armor Use skill and there will always be some chance of spell failure while wearing them.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Shield Use increases your defenses while holding a shield in your left hand. Only train in this if your hunting style uses a shield. If you rely on two-handed weapons, polearms, bows, or [[runestaves]], then there is no need to also train in Shield Use.&lt;br /&gt;
&lt;br /&gt;
;[[Edged Weapons]] / [[Blunt Weapons]] / [[Two-Handed Weapons]] / [[Polearm Weapons]] / [[Ranged Weapons]]&lt;br /&gt;
:Training in martial weapons is expensive for empaths, so you should choose at most one style to specialize in instead of dabbling in several. Whichever you choose, you should train in that skill every level. It is also possible to not take any weapon training and instead use [[runestaves]] for defense.&lt;br /&gt;
&lt;br /&gt;
;[[Brawling]]&lt;br /&gt;
:Brawling determines how well you can attack and defend without holding a weapon, or with hand-to-hand weapons such as the [[cestus]] or [[sai]]. It is also the primary factor in the [[unarmed combat system]], which is an alternative way to resolve combat. The system is considered slower and more complex than regular combat, and empaths are not ideally suited for it.&lt;br /&gt;
:Some empaths choose to train in both Shield Use and Brawling for purely defensive purposes. With this style, they hold only a shield for defense and exclusively use their magic to attack, leaving an open right hand to take advantage of [[channel]]ing. There are some advantages to this style, such as immunity to [[Disarm Weapon|Disarm]] and [[Weapon Fire]]. However, this requires a heavy investment of training points, and most pure spellcasters forgo the use of shields and martial weapons entirely to concentrate on magical training.&lt;br /&gt;
&lt;br /&gt;
;[[Thrown Weapons]]&lt;br /&gt;
:Thrown weapons require fairly specialized training and equipment and are not suited for novice empaths.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Physical Fitness increases your health and stamina and helps in many aspects of combat. Most empaths train very heavily in the starting levels to maximize their health points, which are needed for empathic healing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px; border: 1px solid black; background: white; margin: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Empaths have only a limited selection of maneuvers they can specialize in, and typically only train them for defensive purposes. Each rank learned for a maneuver gives a defensive bonus when creatures try the maneuver against them. [[Cunning Defense]] gives a very useful passive defensive bonus against enemy combat maneuvers. Many other trainable maneuvers are situationally useful, but remember that most offensive maneuvers also need you to be in offensive stances to use effectively. Use the {{boldmono|[[CMAN (verb)|CMAN]]}} verb to view and learn maneuvers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Combat maneuver (CM) training is mainly useful for empaths who wield a melee weapon as their primary means of attack. Each rank in CM increases your attack strength with melee weapons and gives you an additional [[CMAN]] point that can be spent on a variety of combat abilities. This is very expensive to train in, and it may not be possible to pick up a rank every level, especially early on.&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Some empaths may pick up a few ranks of Multi Opponent Combat later on, as it can be useful for area attack spells and offsetting the defense penalty from engaging several opponents at once.&lt;br /&gt;
&lt;br /&gt;
;[[Two Weapon Combat]] / [[Ambush]] / [[Dodging]]&lt;br /&gt;
:These combat skills are too expensive to train in for the minimal benefits that they provide.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]]&lt;br /&gt;
:Arcane Symbols improves your proficiency with [[scroll]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Magic Item Use]]&lt;br /&gt;
:Magic Item Use improves your proficiency with [[wand]]s and other magic items.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Harness Power determines your maximum mana pool and mana regeneration rate. Mana is required for spellcasting, both for combat magic and for healing. Every empath should train at least once per level, and dedicated spellcasters may consider investing even more heavily.  Training twice per level early on will help greatly with having enough of a mana pool to use spells as primary attacks, especially as the staple attack spell costs a fair amount of mana.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Spell Aiming determines how well you can attack with [[bolt]] spells. As empaths primarily use [[warding]] spells instead of bolt spells, not all empaths choose to train in this skill.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] / [[Elemental Mana Control]] / [[Mental Mana Control]]&lt;br /&gt;
:Mana control skills determine how well you can share mana with other adventurers by using the {{boldmono|[[SEND (verb)|SEND]]}} verb. They also affect mana regeneration rate as well as the effectiveness of certain spells, and increases the number of targets you can hit with multi-target spells. Empaths derive the most benefits from Spiritual Mana Control. Some high-level spells benefit from Mental Mana Control, so it is also worth training later on.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Empaths have access to the [[Empath Base]], [[Minor Spiritual]], and [[Major Spiritual]] spell circles. You should train once per level in Empath Base, and divide the rest between Minor Spiritual and Major Spiritual.&lt;br /&gt;
:Eventually you will be able to learn every spell, but the order in which you research them is important. Most empaths try to learn [[Bravery (211)]] by level 11 and [[Heroism (215)]] by level 15 to enhance their offensive capabilities. &lt;br /&gt;
:Empaths who use spells as their primary means of attack will often train more than 2x per level, and often take additional ranks in Empath Base than their current level. This increases their casting strength with empathic attack spells at the cost of delaying learning spells from other circles.&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]] / [[Sorcerous Lore]]&lt;br /&gt;
:Elemental and sorcerous lores are not useful for empaths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px; border: 1px solid black; background: white; margin: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Lore skills confer useful benefits (only some of which are listed here), but because training is limited, choices must be made about which benefits you will have access to.&lt;br /&gt;
&lt;br /&gt;
Spiritual Lore, Blessing&lt;br /&gt;
*10 ranks for persistent Untrammel&lt;br /&gt;
*Short-duration group versions of Bravery (25 ranks), Heroism (35 ranks), and Spell Shield (50 ranks)&lt;br /&gt;
*65 ranks for full stamina restoration when casting Adrenal Surge&lt;br /&gt;
&lt;br /&gt;
Spiritual Lore, Summoning&lt;br /&gt;
*20 ranks to unlock bolt version of Web, up to 140 ranks to guarantee web effect when bolt hits a like-level target&lt;br /&gt;
*150 ranks to guarantee extra damage cycle for Wither&lt;br /&gt;
&lt;br /&gt;
Mental Lore, Transformation&lt;br /&gt;
*50 ranks for an extra use per day of Regeneration&lt;br /&gt;
*57 ranks to permanently remove healing roundtime at level 100&lt;br /&gt;
&lt;br /&gt;
Mental Lore, Telepathy&lt;br /&gt;
*Mind-affecting spells against undead require ranks at least half the target&#039;s level&lt;br /&gt;
&lt;br /&gt;
Mental Lore, Transference&lt;br /&gt;
*50 ranks allows scars to be transferred&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;[[Spiritual Lore, Blessings]] / [[Spiritual Lore, Summoning]] / [[Spiritual Lore, Religion]]&lt;br /&gt;
:Spiritual lores increase the potency of numerous spells. None of the lores are required training, but they offer an additional level of specialization.&lt;br /&gt;
:Generally, spells affected by Blessings confer additional protective or physical benefits, while spells affected by Summoning can be used more effectively for direct attacks.&lt;br /&gt;
:Religion Lore is not useful for empaths.&lt;br /&gt;
&lt;br /&gt;
;[[Mental Lore, Transformation]] / [[Mental Lore, Manipulation]] / [[Mental Lore, Telepathy]] / [[Mental Lore, Divination]] / [[Mental Lore, Transference]]&lt;br /&gt;
:Mental lores affect many of the spells within the [[Empath Base]] spell circle.&lt;br /&gt;
:Generally, healing spells are improved by Transformation or Transference, while attack spells are improved by Manipulation or Telepathy.&lt;br /&gt;
:Divination Lore is not useful for empaths.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:Perception helps you spot certain types of activity in your surroundings, and has some benefits in combat, especially for archers.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]], [[Swimming]]&lt;br /&gt;
:Climbing and Swimming allow you to navigate the wilds more easily. For example, with just a handful of ranks of Climbing, you will be able to scale the gate to the [[The Graveyard|Graveyard]] near Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:First Aid is mainly useful to empaths for skinning animals. Skins can be sold at the furrier or turned in for bounty tasks.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Survival also contributes to skinning ability, and has other benefits when foraging or traversing difficult terrain.&lt;br /&gt;
&lt;br /&gt;
;[[Disarming Traps]] / [[Picking Locks]]&lt;br /&gt;
:Disarming and picking treasure boxes is a dangerous but profitable activity that is typically undertaken by rogues. It is not unheard of for empaths to learn these skills, though learning to do so requires a heavy investment of training points and is not advised for beginners.&lt;br /&gt;
:However, even if you never work with boxes yourself, you should at least be aware of the various [[trap]]s that could be set on them. Empaths are often called as first responders to the scene of a botched attempt at disarming a trap, and reacting to the situation properly can save many lives.&lt;br /&gt;
&lt;br /&gt;
;[[Stalking and Hiding]] / [[Pickpocketing]]&lt;br /&gt;
:Empaths can never learn to hide effectively in combat. Picking the pockets of other adventurers may be fun--or dangerous, depending on who you try to steal from--but it is not particularly advisable for beginners.&lt;br /&gt;
&lt;br /&gt;
;[[Trading]]&lt;br /&gt;
:Trading affects the prices that you get for buying and selling goods. For a novice adventurer, there is very little reason to train in it. Later on, when you start handling valuable furs and gems on a regular basis, you may find it more useful.&lt;br /&gt;
&lt;br /&gt;
=== Training Style: Balanced Spellcaster ===&lt;br /&gt;
&lt;br /&gt;
Empaths are capable of hunting exclusively with spells and using a [[runestaff]]. Basic training for this style includes 6 ranks of Armor Use to wear double leather armor, various magical skills to improve versatility and runestaff defense, Harness Power twice per level for mana points, Spell Aiming for bolt spells, two spells learned per level on average, and some general skills to help navigate the world. Lore skills have been chosen to improve bolt spells and mind-affecting magic.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot; style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| #&lt;br /&gt;
| PTP/MTP&lt;br /&gt;
| Skill&lt;br /&gt;
| 00 || 01 || 02 || 03 || 04 || 05 || 06 || 07 || 08 || 09 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20 || 21 || 22 || 23 || 24 || 25 || 26 || 27 || 28 || 29 || 30&lt;br /&gt;
| Total&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| 1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|1/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Mental Mana Control]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/8&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Spell Research]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
| 1 || 1 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 1 || 1 || 1 || 1 || 2 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/6&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Spiritual Lore]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Spiritual Lore, Summoning|Summoning]]&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/6&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Mental Lore]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Mental Lore, Telepathy|Telepathy]]&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training Style: Pure Warding Caster ===&lt;br /&gt;
&lt;br /&gt;
Some empaths focus almost exclusively on their offensive warding spells, dismissing the need for utility skills until much later on. They will have somewhat lower defensive ability, but as warding casters can remain in a guarded stance while casting, this is often not a serious concern. The primary goal is to train as heavily as possible in Empath Base spell research to improve offensive casting strength.&lt;br /&gt;
&lt;br /&gt;
At level 30, the training plan below would have a +13 Casting Strength bonus over the more balanced plan, making spells like [[Bone Shatter]] much more powerful, with the potential to widen the gap even more as training progresses.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot; style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| #&lt;br /&gt;
| PTP/MTP&lt;br /&gt;
| Skill&lt;br /&gt;
| 00 || 01 || 02 || 03 || 04 || 05 || 06 || 07 || 08 || 09 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20 || 21 || 22 || 23 || 24 || 25 || 26 || 27 || 28 || 29 || 30&lt;br /&gt;
| Total&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| 1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|1/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2.5x&lt;br /&gt;
|0/8&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Spell Research]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
| 1 || 1 || 0 || 0 || 0 || 0 || 1 || 1 || 0 || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 14&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 1 || 2 || 1 || 2 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 51&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training Style: Two-Handed Weapons ===&lt;br /&gt;
&lt;br /&gt;
Empaths have the most physical ability of the pure spellcasting professions, so following an atypical physical-focused training path is very viable. This style uses two-handed melee weapons and is trained to wear hard leather breastplate armor. Skills include continued heavy training in Combat Maneuvers and Physical Fitness.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot; style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| #&lt;br /&gt;
| PTP/MTP&lt;br /&gt;
| Skill&lt;br /&gt;
| 00 || 01 || 02 || 03 || 04 || 05 || 06 || 07 || 08 || 09 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20 || 21 || 22 || 23 || 24 || 25 || 26 || 27 || 28 || 29 || 30&lt;br /&gt;
| Total&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|13/3&lt;br /&gt;
|[[Two-Handed Weapons]] &lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|12/8&lt;br /&gt;
|[[Combat Maneuvers]] &lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 1 || 0 || 2 || 1 || 2 || 1 || 2 || 2 || 1 || 2 || 1 || 1 || 1 || 2 || 1 || 2 || 1 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 27&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| 1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|1/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/8&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Spell Research]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
| 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 13&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Addendum: Choosing a Martial Weapon ====&lt;br /&gt;
&lt;br /&gt;
One important consideration for a [[Two-Handed Weapons|two-handed]] or [[polearm]] weapon user is the weapon&#039;s speed. Heavier weapons hit harder but are slower to swing, so ideally you will want to use the hardest hitting weapon that you can still swing within the minimum melee roundtime (RT).&lt;br /&gt;
&lt;br /&gt;
The only two-handed weapon that can be swung in 3 seconds RT is the [[quarterstaff]], but it also deals much less damage than the other options.&lt;br /&gt;
&lt;br /&gt;
For all other weapons, the minimum RT is 4 seconds but the base RT is several seconds longer. To reduce the RT to the minimum, you will need to have high enough Agility and Dexterity (&amp;quot;AGIDEX&amp;quot;). This works off the sum of the statistic {{mono|(Bonus)}} values shown in {{boldmono|[[INFO]]}}, which is equal to {{boldmono|[(RawStat - 50) / 2]}} plus any racial modifiers.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable | text-align:center; }}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
! AGI Bonus + DEX Bonus || RT reduction (sec) &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8 - 22 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 23 - 37 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 38 - 52 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 53 - 67 || 4&lt;br /&gt;
|-&lt;br /&gt;
| 68 - 82 || 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &#039;&#039;Roundtime reductions above 5 sec. are not&amp;lt;br&amp;gt;achievable without [[enhancive]]s or [[ascension]].&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* a Human with raw stats of 50 Agility and 50 Dexterity has exactly 0 total AGIDEX bonus. This means they will swing a weapon at exactly the base RT: attacking with a flail (with base RT 7 seconds) will take exactly 7 seconds.&lt;br /&gt;
* a Human with raw stats of 80 Agility and 80 Dexterity has +15 AGI bonus and +15 DEX bonus for +30 total AGIDEX bonus, giving -2 seconds melee RT reduction. Attacking with a flail will take 5 seconds.&lt;br /&gt;
* an Elf with raw stats of 80 Agility and 80 Dexterity has +30 AGI bonus and +20 DEX bonus for +50 total AGIDEX bonus, giving -3 seconds melee RT reduction. Attacking with a flail will take the minimum 4 seconds. Attacking with a claidhmore (base RT 8 seconds) will take 5 seconds.&lt;br /&gt;
* an Elf with raw stats of 90 Agility and 90 Dexterity has +35 AGI bonus and +25 DEX bonus for +60 total AGIDEX bonus, giving -4 seconds melee RT reduction. Attacking with a flail or a claidhmore will both take the minimum 4 seconds.&lt;br /&gt;
&lt;br /&gt;
Some of the more popular weapons are:&lt;br /&gt;
&lt;br /&gt;
* maul (7 sec. base) - a heavy two-handed hammer that is especially effective against heavily armored foes.&lt;br /&gt;
* claidhmore (8 sec. base) - a traditional heavy two-handed sword with massive critical weighting, so any successful hit will hurt a lot. A drawback is that enchanted claidhmores are quite rare and expensive and almost never available off the shelf from shops.&lt;br /&gt;
* naginata (6 sec. base) - a light polearm with very high AvD values, making it easier to land hits with.&lt;br /&gt;
* lance (9 sec. base) - the hardest hitting polearm. The enormous weight means you need a very high AGIDEX to offset its slow speed. &lt;br /&gt;
&lt;br /&gt;
In summary, try to pick a weapon that you can swing in 4 or 5 seconds given your stats and racial bonuses (and conversely, keep AGIDEX in mind when creating a character intended for melee combat). Stats will grow as your character gains experience, and down the road you can also compensate with [[enhancive]]s and [[ascension]] so more choices will eventually become viable.&lt;br /&gt;
&lt;br /&gt;
== Health and Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Before you start playing a healer, it is important to have a thorough understanding of how health, wounds, and ailments are represented in the GemStone IV setting.&lt;br /&gt;
&lt;br /&gt;
=== Health Points ===&lt;br /&gt;
&lt;br /&gt;
Each player character has a pool of [[health point]]s (HP), which is an abstraction of how much blood is being circulated to critical regions of the body. If HP ever drops to 0 or below, the body can no longer sustain life, and the character dies instantly.&lt;br /&gt;
&lt;br /&gt;
=== Disease and Poison ===&lt;br /&gt;
&lt;br /&gt;
A character can become [[diseased]] or [[poisoned]], for instance from being bitten by a rabid squirrel or eating harmful mushrooms. Diseases and poisons are represented by gradual HP loss, and the effect typically diminishes over time. For example, a disease may inflict 10 damage on the first round, 9 damage on the second, 8 damage on the third, and so on until it has fully run its course. A character can suffer simultaneously from multiple diseases and poisons.&lt;br /&gt;
&lt;br /&gt;
Diseases and poisons can be neutralized by the spells [[Undisease (113)]] and [[Unpoison (114)]]. Every separate disease and poison requires an additional cast, so if someone has two active diseases, Undisease must be cast twice to remove both of them.&lt;br /&gt;
&lt;br /&gt;
=== Wounds and Scars ===&lt;br /&gt;
&lt;br /&gt;
Independently of their HP, each character also has fourteen separate body locations. These locations fall into four categories:&lt;br /&gt;
&lt;br /&gt;
*Limbs: left arm, right arm, left hand, right hand, left leg, right leg.&lt;br /&gt;
*System: nerves.&lt;br /&gt;
*Head: head, neck.&lt;br /&gt;
*Organs: left eye, right eye, chest, abdomen, back.&lt;br /&gt;
&lt;br /&gt;
Each of these locations may have [[wound]]s or [[scar]]ring. A wound is a fresh injury, such as those suffered in combat. A scar is an old injury, usually the result of treating a wound with herbs. Wounds and scars each have three ranks of severity. Minor wounds and scars (rank 1 severity) do not greatly impair effectiveness in combat, but major ones (ranks 2 and 3) will. For example, someone with a rank 3 wound or scar to their right hand cannot hold or attack with a sword in that hand, nor be able to cast most spells.&lt;br /&gt;
&lt;br /&gt;
Repeated injuries to the same location will exacerbate existing wounds. If someone has a minor wound on their head, and is struck again with an attack to the head that would have caused a minor wound, the head wound will become a major wound and start bleeding, causing the character to lose HP over time. In general, two rank 1 wounds to the same location become a rank 2 wound, and two rank 2 wounds become a rank 3 wound. Taking a rank 1 wound on top of a rank 2 wound does not cause it to become rank 3, but will likely increase the rate of bleeding.&lt;br /&gt;
&lt;br /&gt;
=== Visual Symptoms ===&lt;br /&gt;
&lt;br /&gt;
You can see the extent of someone else&#039;s injuries by using the {{boldmono|[[LOOK (verb)|LOOK]]}} or {{boldmono|[[APPRAISE (verb)|APPRAISE]]}} verbs, and check your own health with the {{boldmono|[[HEALTH (verb)|HEALTH]]}} verb. The specific messaging for the various wounds and scars depending on their location are:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Location(s)&#039;&#039;&#039; || &#039;&#039;&#039;Severity&#039;&#039;&#039;  || &#039;&#039;&#039;Wound&#039;&#039;&#039;  || &#039;&#039;&#039;Scar&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Arm, Hand, Leg&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || minor cuts and bruises || old battle scars&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || fractured and bleeding || mangled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || completely severed || missing&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Nerves&#039;&#039;&#039; || &#039;&#039;&#039;1&#039;&#039;&#039; || strange case of muscle twitching || developed slurred speech&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || case of sporadic convulsions || constant muscle spasms&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || case of uncontrollable convulsions || very difficult time with muscle control&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || minor bruises || scar across face&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || minor lacerations and a possible mild concussion || several facial scars&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || severe head trauma and bleeding from the ears || old mutilation wounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Neck&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || minor bruises || scar across neck&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || moderate bleeding || old neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || snapped bones and serious bleeding || terrible scars from some serious neck injury&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Eye&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || bruised || black-and-blue&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || swollen || severe bruises and swelling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || blinded || missing&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Chest, Abdomen, Back&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || minor cuts and bruises || old battle scar&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || deep lacerations || several painful-looking scars&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || deep gashes and serious bleeding || terrible, permanent mutilation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Herbal Remedies ===&lt;br /&gt;
&lt;br /&gt;
When adventurers take wounds in the field and there is no empath on hand to assist them, they may choose to heal those wounds by ingesting herbal remedies. Healing a wound with an herb will reduce the severity of the wound by one level, and leave a scar of the same level as the prior wound. If the wound has fully healed and there is only a scar remaining, then it is possible to use specific scar-healing herbs to reduce the scarring level. Herbs for scars will not work if there is still a wound on that location.&lt;br /&gt;
&lt;br /&gt;
Some of the common Elanthian herbs are:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Location(s)&#039;&#039;&#039; || &#039;&#039;&#039;Minor&#039;&#039;&#039;  || &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| blood loss (HP) || acantha leaf || yabathilium fruit&lt;br /&gt;
|-&lt;br /&gt;
| limb wounds || ambrominas leaf || ephlox moss&lt;br /&gt;
|-&lt;br /&gt;
| limb scars || cactacae spine || calamia fruit&lt;br /&gt;
|-&lt;br /&gt;
| nerve wounds || wolifrew lichen || bolmara potion&lt;br /&gt;
|-&lt;br /&gt;
| nerve scars|| torban leaf || woth flower&lt;br /&gt;
|-&lt;br /&gt;
| head/neck wounds || rose-marrow potion || aloeas stem&lt;br /&gt;
|-&lt;br /&gt;
| head/neck scars || haphip root || brostheras potion&lt;br /&gt;
|-&lt;br /&gt;
| eye/torso wounds || basal moss || pothinir grass&lt;br /&gt;
|-&lt;br /&gt;
| eye/torso scars || talneo potion || wingstem potion&lt;br /&gt;
|-&lt;br /&gt;
| missing eye (scar) || || bur-clover potion&lt;br /&gt;
|-&lt;br /&gt;
| missing limb (scar) || || sovyn clove&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In general, one should use the {{boldmono|[[EAT (verb)|EAT]]}} verb for herbs in their harvested form, such as leaf or moss, and use the {{boldmono|[[DRINK (verb)|DRINK]]}} verb for potions.&lt;br /&gt;
&lt;br /&gt;
Without empaths, it is very expensive and time-consuming to fully heal a wound. For example, if someone suffered a rank 3 chest wound, they would first take two bites of pothinir grass, reducing the wound to minor and leaving a rank 3 scar; then they would take a bite of basal moss, healing the wound; then, drink two sips of wingstem potion to reduce the scar to minor; finally, drink one sip of talneo potion to heal the minor scar. Each of these steps could potentially take substantial time to finish.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Further information: [[Herb]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bleeding and First Aid ===&lt;br /&gt;
&lt;br /&gt;
Major wounds usually cause the victim to [[Bleeding|bleed]], losing HP over time. The exact rate depends on severity and location, and can worsen if the same location is struck again. For example, a broken arm will usually bleed less than a gushing neck wound, but taking yet more blows on the arm can cause it to bleed quite severely.&lt;br /&gt;
&lt;br /&gt;
The {{boldmono|[[TEND (verb)|TEND]]}} verb can be used to slow or stop the rate of bleeding with field bandages without healing the wound. The effectiveness of the bandages depends on the tender&#039;s [[First Aid]] skill. Not all wounds can be fully bandaged, and it may take up to several minutes to bandage very severe wounds. It is possible for a skilled tender to bandage someone else, but the patient needs to be lying down.&lt;br /&gt;
&lt;br /&gt;
As an empath, you will generally not need to bandage wounds yourself as you have access to empathic magic. First Aid is still a very useful skill to train in, as it affects how quickly you can ingest herbs and how well you can [[skin]] animals in the wild.&lt;br /&gt;
&lt;br /&gt;
== Empathic Healing ==&lt;br /&gt;
&lt;br /&gt;
Empaths heal others by transferring injuries onto themselves then using spells to restore their own health.&lt;br /&gt;
&lt;br /&gt;
=== Linking ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Empathic Linking is currently only required for [[F2P]] characters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The command {{boldmono|TOUCH {character} LINK}} can optionally be used to establish an [[empathic linking]] between healer and patient.&lt;br /&gt;
&lt;br /&gt;
It takes approximately 15 seconds for the link to form, and the patient cannot be healed while it is still forming. Once the link is active, only the healer who initiated the link will be able to heal the patient. After the healing is finished, either the healer or the patient can manually {{boldmono|[[UNLINK (verb)|UNLINK]]}} to break the link. Empathic linkings can last for up to 3 minutes.&lt;br /&gt;
&lt;br /&gt;
Establishing a link is &#039;&#039;not a necessary step&#039;&#039; (except for [[F2P]] subscriptions) before healing, but it can be used to prevent confusion about which healer is responsible for whom.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;TOUCH Warrior LINK&lt;br /&gt;
As you touch Warrior, you concentrate on establishing an empathic link.&lt;br /&gt;
 &lt;br /&gt;
&amp;gt;TRANSFER Warrior&lt;br /&gt;
You meditate over Warrior.&lt;br /&gt;
You must wait for the empathic link to form before you can transfer any of Warrior&#039;s wounds.&lt;br /&gt;
 &lt;br /&gt;
You sense a successful empathic link has been forged between you and Warrior.&lt;br /&gt;
 &lt;br /&gt;
&amp;gt;TRANSFER Warrior&lt;br /&gt;
You meditate over Warrior.&lt;br /&gt;
You take all of Warrior&#039;s blood loss.&lt;br /&gt;
 &lt;br /&gt;
&amp;gt;UNLINK&lt;br /&gt;
You sense your empathic link with Warrior fade away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transferring Wounds ===&lt;br /&gt;
&lt;br /&gt;
Empaths can use the {{boldmono|[[TRANSFER]]}} verb to take another character&#039;s injuries onto themselves.&lt;br /&gt;
&lt;br /&gt;
Using the {{boldmono|TRANSFER}} verb without a location will restore some amount of HP, depending on the empath&#039;s level. The maximum HP that can be restored per transfer is 75. It is entirely possible for you to die from transferring HP if you don&#039;t have enough HP yourself, and the game will not give you any warning, so be very careful!&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
*{{boldmono|TRANSFER {character} HEAD}}&lt;br /&gt;
*{{boldmono|TRANSFER {character} LEFT ARM}}&lt;br /&gt;
*{{boldmono|TRANSFER {character} }}&lt;br /&gt;
&lt;br /&gt;
By default, transferring only works on HP and wounds, not on scars. However, if a character has a wound and scar on the same location, then transferring the wound will also fully heal the scar and you will not need to transfer it separately. If you have trained 50 ranks of [[Mental Lore, Transference]], you will be able to transfer scars by themselves. Not all empaths are expected to train for this scar transfer ability, but it is available for higher level empaths who decide to specialize in healing.&lt;br /&gt;
&lt;br /&gt;
Transferring a wound on top of an already wounded location will exacerbate the empath&#039;s wound. For instance, transferring two minor (rank 1) neck wounds consecutively will give the empath a rank 2 neck wound. An empath who already has a rank 3 wound in a location cannot continue to transfer wounds onto that location until healing it down by at least one rank. If you try to transfer with such a wound, you will see the message that you strain over the location but are unable to transfer.&lt;br /&gt;
&lt;br /&gt;
A novice empath does not have the ability to transfer every wound right away, but gradually learns over the first ten levels. By level ten, an empath will be able to transfer wounds of any location and severity.&lt;br /&gt;
&lt;br /&gt;
Whenever you transfer wounds from someone else, you receive a small amount of experience. There are a few exceptions to prevent abuse: you do not receive experience by transferring back and forth from other empaths, nor by restoring blood loss to someone who is actively bleeding, nor by healing self-inflicted injuries.&lt;br /&gt;
&lt;br /&gt;
=== Healing Spells ===&lt;br /&gt;
&lt;br /&gt;
As you gain experience and train in the Empath Base circle, you will learn spells that allow you to heal your own wounds and scars, whether they were taken in the course of your own hunting or through healing others. Each spell costs some [[mana]] to cast, depending on the severity of the wound or scar. The healing spells are:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Spell Name&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Mnemonic&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Mana (Severity)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1101&lt;br /&gt;
|[[Heal (1101)|Heal]]&lt;br /&gt;
|HEAL&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|1102&lt;br /&gt;
|[[Limb Repair (1102)|Limb Repair]]&lt;br /&gt;
|LIMREP&lt;br /&gt;
|2 (minor), 7 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1103&lt;br /&gt;
|[[System Repair (1103)|System Repair]]&lt;br /&gt;
|SYSREP&lt;br /&gt;
|3 (minor), 8 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1104&lt;br /&gt;
|[[Head Repair (1104)|Head Repair]]&lt;br /&gt;
|HEDREP&lt;br /&gt;
|4 (minor), 9 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1105&lt;br /&gt;
|[[Organ Repair (1105)|Organ Repair]]&lt;br /&gt;
|ORGREP&lt;br /&gt;
|5 (minor), 10 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1111&lt;br /&gt;
|[[Limb Scar Repair (1111)|Limb Scar Repair]]&lt;br /&gt;
|LIMSCAR&lt;br /&gt;
|11 (minor), 15 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1112&lt;br /&gt;
|[[System Scar Repair (1112)|System Scar Repair]]&lt;br /&gt;
|SYSSCAR&lt;br /&gt;
|12 (minor), 16 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1113&lt;br /&gt;
|[[Head Scar Repair (1113)|Head Scar Repair]]&lt;br /&gt;
|HEDSCAR&lt;br /&gt;
|13 (minor), 17 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1114&lt;br /&gt;
|[[Organ Scar Repair (1114)|Organ Scar Repair]]&lt;br /&gt;
|ORGSCAR&lt;br /&gt;
|14 (minor), 18 (major)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These spells should be cast on yourself. The various Repair spells do not work at all when cast on others, and casting Heal (1101) on someone other than yourself turns it into Harm, dealing damage to them.&lt;br /&gt;
&lt;br /&gt;
By healing a wound on yourself, you leave a scar just as you would if you had used an herb. Once the wound is fully healed you can then use the scar repair spells to heal the remaining scars.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if the healing spell costs more mana than you currently have, then you will injure your nervous system by casting it, just like any caster who over-expends their mana.&lt;br /&gt;
&lt;br /&gt;
Casting a healing spell incurs some amount of hard roundtime, preventing you from moving or taking most actions. The exact duration depends on the severity of the wound or scar being healed, and decreases as you gain experience. You can further shorten healing roundtime by training in [[Mental Lore, Transformation|Mental Lore: Transformation]]. The 16th level spell [[Rapid Healing (1116)]] can also help in an emergency.&lt;br /&gt;
&lt;br /&gt;
To {{boldmono|[[PREPARE]]}} and {{boldmono|[[CAST]]}} (or {{boldmono|[[INCANT]]}}) a spell, you can use its number, mnemonic, or full name. The following sequences of commands are all equivalent:&lt;br /&gt;
&lt;br /&gt;
*{{boldmono|PREPARE 1102}}, {{boldmono|CAST}}&lt;br /&gt;
*{{boldmono|PREPARE LIMREP}}, {{boldmono|CAST}}&lt;br /&gt;
*{{boldmono|INCANT 1102}}&lt;br /&gt;
*{{boldmono|INCANT LIMREP}}&lt;br /&gt;
&lt;br /&gt;
However, to have greater control over the location to heal and to avoid mistakes, it is highly recommended that you use the targeted healing functionality of the {{boldmono|CURE}} verb.&lt;br /&gt;
&lt;br /&gt;
=== Targeted Healing ===&lt;br /&gt;
&lt;br /&gt;
{{boldmono|[[CURE (verb)|CURE]]}} allows you to specify the location you want to heal. For example, {{boldmono|CURE LEFT ARM}} will reduce the wound or scar level on your left arm by one at the cost of some mana, as if you had prepared and cast the appropriate Limb Repair (1102) or Limb Scar Repair (1111) spell. In addition, using {{boldmono|CURE}} by itself acts as a more potent version of casting Heal (1101), by restoring all of your blood loss at a cost of 1 mana per 10 HP.&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
*{{boldmono|CURE HEAD}}&lt;br /&gt;
*{{boldmono|CURE LEFT ARM}}&lt;br /&gt;
*{{boldmono|CURE}}&lt;br /&gt;
&lt;br /&gt;
=== Curing Overexertion ===&lt;br /&gt;
&lt;br /&gt;
Characters (including you) can become [[overexerted]] from expending too much stamina. This condition wears off by itself after ten minutes, but empaths can instantly cure it by transferring the status to themselves then curing it:&lt;br /&gt;
*{{boldmono|TRANSFER {character} EXERTION}}, {{boldmono|CURE EXERTION}}&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CURE EXERTION}} is the same as casting [[Adrenal Surge (1107)]] and will only work if you know the spell. You can also directly cast Adrenal Surge at someone else to cure them, but some characters may have magic-resistant effects that would cause the spell to fail. Transferring will always work and also give you some field experience points, casting the spell directly does not.&lt;br /&gt;
&lt;br /&gt;
=== Healing with the Wrayth Client ===&lt;br /&gt;
&lt;br /&gt;
If you use the [[Wrayth]] client to connect to GemStone IV, you can create a convenient visual representation of a character&#039;s wounds by using the {{boldmono|[[APPRAISE]]}} verb. As an empath, appraising someone else will tell you whether they are wounded and open up a window with a picture of a body and a (1), (2), or (3) symbol over the various wounded locations, corresponding to the level of the wound. Clicking on a wound symbol will transfer the wound, just as if you had typed in a {{boldmono|TRANSFER}} command.&lt;br /&gt;
&lt;br /&gt;
Visual healing windows will only appear if you have {{boldmono|[[FLAG/SET (verb)|FLAG]] DIALOGS ON}}.&lt;br /&gt;
&lt;br /&gt;
Wrayth also has an Injuries window that shows your own health condition with a similar visual design. Your own wounds are shown with a number in red, and any scars you may have are shown with a number in yellow. Clicking on a wound or scar symbol in the window will prepare and cast the appropriate healing spell.&lt;br /&gt;
&lt;br /&gt;
=== Remote Healing and Imprinting ===&lt;br /&gt;
&lt;br /&gt;
Usually, the empath and patient must be in the same room for transfers. The [[IMPRINT]] ability allows you to do so even if the patient is far away. By default, an empath may imprint only one patient at a time, but this can be increased with dedicated training.&lt;br /&gt;
&lt;br /&gt;
You can attempt to imprint someone using the command &amp;quot;IMPRINT {character}&amp;quot;. The chance of success is based on your training in healing-related skills per level, so lower level empaths are not necessarily at a disadvantage. You can expect about 20% to 50% success rate depending on your training choices. After a successful imprint, you can transfer wounds remotely as long as the patient is not too far away and not currently in combat, using up to 20 [[Stamina]] Points per transfer. Make sure you have enough stamina! You can keep an eye on imprinted patients&#039; well-being using &amp;quot;IMPRINT CHECK&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you want to try to imprint, then it is best to attempt immediately after healing the patient normally, because the lingering effect of the recent transfer makes it easier.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a successful imprint costs 2 [[Spirit]] Points, which typically takes a few minutes to regenerate, and if you have less than 75% of your maximum spirit you will suffer combat penalties. Failed attempts do not cost spirit if you attempt during the lingering healing effect, otherwise they also cost 2 Spirit.&lt;br /&gt;
&lt;br /&gt;
The level 40 spell [[Solace (1140)]] can establish an imprint with 100% success rate. For a short time, it also bypasses the normal in-combat restriction for transfers.&lt;br /&gt;
&lt;br /&gt;
== Common Healing Practices ==&lt;br /&gt;
&lt;br /&gt;
Generally, when your fellow adventurers are looking for a healer, they will go to the main gathering spot in town, such as:&lt;br /&gt;
*Town Square Central in [[A beginner&#039;s guide to Wehnimer&#039;s Landing|Wehnimer&#039;s Landing]]&lt;br /&gt;
*Town Center in [[A beginner&#039;s guide to Icemule Trace|Icemule Trace]]&lt;br /&gt;
*King&#039;s Court in [[A beginner&#039;s guide to Ta&#039;Vaalor|Ta&#039;Vaalor]]&lt;br /&gt;
&lt;br /&gt;
They might actively ask for healing, or simply be in visible distress and constantly eating acantha leaf to counteract their bleeding. And often the bodies of the dead will be dragged in and will need their injuries mended before a cleric can resurrect them. If you want to help them, there are a few general guidelines you should follow:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communicate with fellow healers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to learn who the other healers in the area are. This will let you know if you must personally see to every patient or if others can assist, and they can also be very helpful in reducing the amount of time you need to heal scars. You can {{boldmono|[[SPEAK (verb)|SPEAK EMPATH]]}} to switch to speech that can only be heard by other empaths in the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOOK, APPRAISE, DIAGNOSE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{boldmono|LOOK}} or {{boldmono|APPRAISE}} will tell you what wounds someone is currently suffering from. Often that is enough for you to fully heal them. However, it will not tell you if someone is diseased or poisoned, how quickly they are bleeding out, or their exact amount of HP.&lt;br /&gt;
&lt;br /&gt;
If you need additional information, you may consider using the {{boldmono|[[DIAGNOSE (verb)|DIAGNOSE]]}} verb. Diagnosing someone will tell you if there are any diseases or poisons, and if they still have any blood loss even without wounds. You can also use {{boldmono|DIAGNOSE {target} FULL}} to get a comprehensive read on someone&#039;s health, including the exact severity of every wound and ailment. A full diagnosis incurs a small amount of roundtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acknowledge patients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you have determined that someone needs your help and they are willing to accept it, you should acknowledge in some way that you are about to heal them. Traditionally this is done with a simple NOD, though you can do something else that feels appropriate for your character. This step is not always necessary but some people might consider it rude not to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep yourself alive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you start healing someone, you should make sure that your own body is able to take the injuries that you are about to transfer. If your own health is very low, transferring someone else&#039;s blood loss can potentially kill you. Likewise, if you are still very low level and can only heal minor wounds in a location, then you may want to heal your existing wound before transferring another that would have made it more severe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aid the fallen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before an adventurer can be raised from the dead, it is important to heal them so their body can sustain life. Since resurrection spells can restore some HP, you will not have to heal all of the blood loss from a dead body, but you should always transfer any bleeding wounds.&lt;br /&gt;
&lt;br /&gt;
You should also make sure that the body is properly preserved to prevent it from decaying. Clerics can use the [[Preservation (305)]] spell to keep bodies preserved, but in their absence [[white flask]]s are a temporary substitute. {{boldmono|[[POUR (verb)|POUR]]}} a white flask into the body to preserve it.&lt;br /&gt;
&lt;br /&gt;
If no clerics or paladins can be found, you may need to drag the body to the local [[town cleric]].&lt;br /&gt;
&lt;br /&gt;
== Hunting and Combat == &lt;br /&gt;
&lt;br /&gt;
To survive in the wild, whether to protect and rescue fellow adventurers or to hunt the dangerous creatures of Elanthia, empaths should also learn to be proficient in battle by acquiring the proper equipment, training, and general combat knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
Every newly created character is equipped with a set of [[Newbie gear (saved post)|starting gear]] appropriate to their race and initial set of skills, including a set of armor and a basic weapon. For levels 0-9, the starting gear should serve well enough, though you can visit the local shops if you prefer different items.&lt;br /&gt;
&lt;br /&gt;
When you reach level 10, you will be able to use equipment with up to +20 (also known as 4x) [[enchantment]] bonus. Enchanted gear can give a substantial boost to your combat capabilities, and it is advisable that you acquire some as soon as you have set aside enough silvers to do so. A piece of 4x equipment with no other special properties usually costs about 35,000 to 50,000 silvers. Generally, you would be looking for weapons and shields made from [[vultite]] or [[rolaren]] (for metals), and [[faewood]], [[orase]], or [[ruic]] (for woods). Enchanted leather armor is not as easy to identify, but you can ask around on the [[ESP]] network or check the [[player run shop]]s.&lt;br /&gt;
&lt;br /&gt;
Most hunting areas are balanced for wearing full 4x gear, and many adventurers have used them all the way to level 100. More highly enchanted gear, and those with special properties such as [[flare]]s, [[weighting]], or [[padding]], are rarer and more costly, but they can give you additional advantages if you should ever find them.&lt;br /&gt;
&lt;br /&gt;
=== Early Hunting ===&lt;br /&gt;
&lt;br /&gt;
Each of the starter towns—Wehnimer&#039;s Landing, Icemule Trace, and Ta&#039;Vaalor—has hunting areas appropriate for a novice adventurer. Follow the maps out to the hunting grounds and look around for hostile creatures.&lt;br /&gt;
&lt;br /&gt;
When you spot an unfamiliar creature, it helps to {{boldmono|APPRAISE}} it to get a general idea about its capabilities.&lt;br /&gt;
&amp;lt;pre{{log2|background=none|border=none}}&amp;gt;&lt;br /&gt;
&amp;gt;APPRAISE RAT&lt;br /&gt;
The giant rat is small in size and about one foot high in its current state.&lt;br /&gt;
The rat would be a pretty even match for you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure you are in {{boldmono|STANCE DEFENSIVE}}, and wait for the creature to make an attack:&lt;br /&gt;
&amp;lt;pre{{log2|background=none|border=none}}&amp;gt;&lt;br /&gt;
You are now in a defensive stance.&lt;br /&gt;
A giant rat tries to bite you!&lt;br /&gt;
AS: +34 vs DS: +87 with AvD: +34 + d100 roll: +3 = -16&lt;br /&gt;
A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is what is known as an &#039;&#039;&#039;attack roll&#039;&#039;&#039;. The factors involved in an attack roll are:&lt;br /&gt;
*[[Attack Strength]] (AS), determined by stance and weapon skill&lt;br /&gt;
*[[Defensive Strength]] (DS), likewise determined by stance and weapon skill&lt;br /&gt;
*[[AvD|Attack vs. Defense]] (AvD), a measure of how well the type of armor protects against the specific attack&lt;br /&gt;
*[[d100]], a random die roll from 1 to 100&lt;br /&gt;
&lt;br /&gt;
If these add up to over 100, then the attack hits. But as you can see, that rat has no chance of landing a hit no matter how high the d100 roll might be. The chances are very different in {{boldmono|STANCE OFFENSIVE}}:&lt;br /&gt;
&amp;lt;pre{{log2|background=none|border=none}}&amp;gt;&lt;br /&gt;
You are now in an offensive stance.&lt;br /&gt;
A giant rat tries to bite you!&lt;br /&gt;
AS: +34 vs DS: +32 with AvD: +34 + d100 roll: +38 = +74&lt;br /&gt;
A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now the rat can land a hit as long as it can roll above a 64. In general, it is a good idea to not let creatures attack you while you are in an offensive stance. You will want to wait for the creature to attack, then quickly switch into offensive stance and make your own attack, then return to defensive stance before the creature can retaliate. This is known as &amp;quot;stance-dancing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 400px; border: 1px solid black; background: white; margin: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Damage is calculated based on the final margin above 100, a comparison between weapon and armor, and the location of the hit. In the example here, the result of the combat factors is +143, so the margin is 43. A [[war hammer]] has a [[damage factor]] of 0.410 against unarmored foes such as rats, so the attack deals at least 43 * 0.410 = 18 points (rounded up). &lt;br /&gt;
&lt;br /&gt;
Additional damage comes from the [[critical]] calculation. The unarmored rat has a critical divisor of 5, so the maximum potential critical rank of the attack is 18 / 5 = 3 (rounded down). A (hidden) random roll is made to determine the actual critical rank, which could be anywhere between half to full of the potential maximum. In this case the result is the full rank 3 critical.&lt;br /&gt;
&lt;br /&gt;
The war hammer has a 2/3 chance of inflicting [[crush]] criticals and a 1/3 chance of [[puncture]], so another hidden random roll is made to determine which type it is. In this case it is determined to be a crush critical, and looking up the crush critical table, a rank 3 crush to the back deals 15 critical damage and a minor wound.&lt;br /&gt;
&lt;br /&gt;
The total damage inflicted is therefore 18 + 15 = 33 points and a minor back wound.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
To make your own attack, use the {{boldmono|[[ATTACK]]}} verb:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px|background=none|border=none}}&amp;gt;&lt;br /&gt;
&amp;gt;ATTACK&lt;br /&gt;
You swing a war hammer at a giant rat!&lt;br /&gt;
AS: +35 vs DS: +14 with AvD: +25 + d100 roll: +97 = +143&lt;br /&gt;
   ... and hit for 33 points of damage!&lt;br /&gt;
   Respectable shot to the back.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever you make a melee attack, you will incur some amount of &#039;&#039;&#039;[[roundtime]]&#039;&#039;&#039;. This is a period in which you cannot move, switch stances, or make most other actions. Most physical weapons have a roundtime of 4 seconds, but heavier weapons such as most two-handed weapons and polearms can take longer to swing. Having high Dexterity and Agility statistics can offset the heavy weapon penalties. Generally for melee combatants, swinging a weapon in 5 or 6 seconds is acceptable, since that will let you stance dance effectively against most creatures. Against quick foes like lynxes that can attack faster than your swings, you will need to be very careful.&lt;br /&gt;
&lt;br /&gt;
If you prefer not to use physical weapons, then remember that empaths have more than swords and hammers in their arsenal—they can wield spiritual and mental magic against their enemies.&lt;br /&gt;
&lt;br /&gt;
The first attack spell that every empath learns is [[Arcane Blast]], and it requires no mana to cast. Unlike melee, there is no need to switch to offensive stance. Simply use the {{boldmono|INCANT}} verb to cast the spell:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px|background=none|border=none}}&amp;gt;&lt;br /&gt;
&amp;gt;INCANT ARCANEBLAST&lt;br /&gt;
You gesture sharply and recite the esoteric command for Arcane Blast...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a giant rat.&lt;br /&gt;
CS: +32 - TD: +3 + CvA: +25 + d100: +87 == +141&lt;br /&gt;
Warding failed!&lt;br /&gt;
A torrent of arcane energy blasts the giant rat for 10 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Blow grazes left arm lightly.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
(Forcing stance down to guarded)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is known as a &#039;&#039;&#039;[[warding|warding roll]]&#039;&#039;&#039;, and it looks slightly different from an attack roll. The factors involved are:&lt;br /&gt;
*[[Casting Strength]] (CS), determined by level and spell research&lt;br /&gt;
*[[Target Defense]] (TD), determined by level and defensive magics&lt;br /&gt;
*[[CvA|Cast vs. Armor]] (CvA), a measure of how well the type of armor protects against magic&lt;br /&gt;
*[[d100]], a random die roll from 1 to 100&lt;br /&gt;
&lt;br /&gt;
Like attack rolls, these must add up to over 100 for the spell to hit. &lt;br /&gt;
&lt;br /&gt;
Casting the spell also forced stance from Defensive down to Guarded. This is normal, as all spells force the caster out of a completely defensive stance, but it will not lower stance to any more than Guarded.&lt;br /&gt;
&lt;br /&gt;
Casting spells incurs some amount of &#039;&#039;&#039;[[cast roundtime]]&#039;&#039;&#039;. Unlike standard roundtime, you can still move or change stances during this period, and are only prohibited from using additional attacks or spells. Arcane Blast requires both standard roundtime and cast roundtime, but most spells you learn later on will only require cast roundtime.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 400px; border: 1px solid black; background: white; margin: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Bolt Spells are only effective if you are in offensive stance, but you can freely change stance during Cast Roundtime. You can create a macro/alias in your front end settings to quickly change in and out of offensive stance, for example:&lt;br /&gt;
&lt;br /&gt;
{{mono|STANCE OFFENSIVE\rINCANT 111\rSTANCE GUARDED}}&lt;br /&gt;
&lt;br /&gt;
or a script:&lt;br /&gt;
&lt;br /&gt;
{{mono|put STANCE OFFENSIVE&amp;lt;br&amp;gt;put INCANT 111&amp;lt;br&amp;gt;put STANCE GUARDED}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Arcane Blast itself has two modes. When cast normally, it uses a warding roll as above. By using the [[EVOKE]] syntax, it makes an attack roll, with attack strength determined by stance and the [[Spell Aiming]] skill:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px|background=none|border=none}}&amp;gt;&lt;br /&gt;
You are now in an offensive stance.&lt;br /&gt;
&amp;gt;INCANT ARCANEBLAST EVOKE&lt;br /&gt;
You gesture sharply and recite the esoteric command for Arcane Blast...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a giant rat.&lt;br /&gt;
You hurl a torrent of arcane energy at a giant rat!&lt;br /&gt;
AS: +35 vs DS: +12 with AvD: +35 + d100 roll: +89 = +147&lt;br /&gt;
   ... and hit for 8 points of damage!&lt;br /&gt;
   Stubs left hand finger.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells that make attack rolls are known as [[bolt spell]]s. In the early levels, there is not much advantage in using the bolt version of Arcane Blast, as it is much safer to stay in defensive or guarded stance.&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Hunting ===&lt;br /&gt;
&lt;br /&gt;
Stance-dancing with a heavy two-handed weapon or plinking away with Arcane Blast are effective for low-level hunting grounds. When you have outgrown those areas, take a look at the [[list of creatures by level]] and choose some targets appropriate for your level range. Higher level creatures tend to have tricks that they can use to make your hunting more exciting.&lt;br /&gt;
&lt;br /&gt;
==== Turtled Creatures ====&lt;br /&gt;
&lt;br /&gt;
Many creatures, once they have taken some damage, will adopt a defensive stance. There is often no indication of this happening except that the creature&#039;s DS will suddenly be much higher. Unlike player characters, they can do this immediately &#039;&#039;after&#039;&#039; their attack (when a player character would still be in roundtime). As an empath, even one with martial training, this is a good time to switch to warding attacks which ignore stance. Those with heavy investment in Combat Maneuvers may also consider using [[Feint]].&lt;br /&gt;
&lt;br /&gt;
==== Ranged Enemies ====&lt;br /&gt;
&lt;br /&gt;
While low-level creatures tend to only use melee combat, you will eventually come across enemies that use bows or magical bolts. Depending on your equipment, these enemies can be far more dangerous because your ranged DS may be much lower than in melee. Generally speaking, two-handed weapon users have the lowest ranged DS, followed by runestaff users with medium defenses, and shield users have the highest. If you are not trained for shields, you might consider avoiding areas with enemy archers.&lt;br /&gt;
&lt;br /&gt;
==== Standard Maneuvers ====&lt;br /&gt;
&lt;br /&gt;
[[Standard maneuver roll|Standard maneuvers]], or often &amp;quot;creature maneuvers&amp;quot; (though they can also be initiated by player characters), are special abilities that bypass the attack roll system. Common standard maneuvers used by creatures include [[Elemental Wave]], [[Call Wind]], and [[Earthen Fury]]. Failing a standard maneuver roll will usually put you in lengthy roundtime with stuns or knockdowns that leave you vulnerable to followup attacks. Empaths have good passive defense against them from training twice a level or more in Physical Fitness, but you should not rely on the roll going in your favor. If you know an enemy can use a dangerous maneuver, either use a disabling spell first or assume that you will fail the roll and be adequately defensive so that you won&#039;t die if someone swings at you while you&#039;re flat on the ground. To disable an enemy, if it can be stunned then Bone Shatter is a good choice, otherwise Empathy, Unbalance, Bind, or Web Bolt are possibilities depending on which you are ideally trained for. Defensive spells from other players can also help, especially [[Mobility]] from rangers.&lt;br /&gt;
&lt;br /&gt;
==== Finding Groups ====&lt;br /&gt;
&lt;br /&gt;
[[Group]]ing with other players is an excellent way for empaths to gain experience, especially as you can patch up their combat injuries to keep the hunt going. Many tasks from the [[Adventurer&#039;s Guild]] allow you to add partners, especially &amp;quot;hunt bandits&amp;quot; which is much safer in a group. If you notice others frequenting the same hunting grounds, see if they are willing to join a group as you will both complete your tasks much faster instead of competing for a limited number of creatures.&lt;br /&gt;
&lt;br /&gt;
Even without a group, you can often find help in the form of &amp;quot;mass&amp;quot; spells in town. Spellcasters may ask the crowd to {{boldmono|[[JOIN]]}} them when they cast [[Mass Elemental Defense (419)]], [[Mass Blur (911)]], or [[Natural Colors (601)]]--&amp;quot;guards&amp;quot;, &amp;quot;blurs&amp;quot;, and &amp;quot;colors&amp;quot; in colloquial terms. These defensive spells can persist for up to four hours after the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
==== Encumbrance ====&lt;br /&gt;
&lt;br /&gt;
As you carry more coins and items, you will start to feel [[encumbrance]]. You can use the {{boldmono|ENCUMBRANCE}} command to check--if you see the message: &amp;quot;You adjust your gear comfortably and feel satisfied that you are not encumbered enough to notice&amp;quot;, then you are fine, but any other message means you are suffering penalties from carrying too much. The effects are most obvious in melee combat where you will start to swing slower (more roundtime) and become worse at defending against enemy attacks and maneuvers. Avoid carrying too much on you, use [[bank]]s and [[locker]]s to stash your coins and valuables, and offload treasure boxes at the [[locksmith pool]]s when you can.&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
&lt;br /&gt;
[[Wand]]s and rods are commonly available from the treasure system, alchemy shops, and player crafting. Each wand contains a specific spell with a limited number of charges.&lt;br /&gt;
&lt;br /&gt;
To attempt to activate a wand, hold the wand in either hand, or in the [[reserve]] slot (with &amp;quot;RESERVE MY WAND&amp;quot;), and use the command &amp;quot;[[WAVE]] MY {wand} AT {target}&amp;quot;. It is usually (but not always) safe to simply &amp;quot;WAVE MY {wand}&amp;quot; as the game will try to pick a hostile target for you.&lt;br /&gt;
&lt;br /&gt;
When you wave a wand, there is a skill check to determine success. Properly using a wand requires training in [[Magic Item Use]] (MIU). The exact success formula can be found in the MIU article. Because empaths cannot learn spells from elemental spell circles, elemental bolt wands such as iron/silver wands ([[Minor Shock (901)]]), aquamarine wands ([[Minor Water (903)]]), and golden wands ([[Minor Fire (906)]]) are more difficult to activate. Generally speaking, 20 MIU ranks means you are minimally competent at wands to be able to use them while hunting, and 40 MIU ranks means you can activate almost any wand without failure.&lt;br /&gt;
&lt;br /&gt;
If you try to activate a wand but do not see any skill check roll, that likely means the wand is out of [[Charge (magic)|charge]]s. You can either sell uncharged wands at a pawnshop or find an experienced [[wizard]] to recharge them. Wands made of metal (such as silver, gold, copper, and bronze) tend to be non-[[crumbly]] and can go down to zero charges, while other wands will crumble and disappear when they are out of charges.&lt;br /&gt;
&lt;br /&gt;
If you want to use elemental wands early on, you should train 2x in MIU up to about 40 ranks (140 bonus), enough to offset almost all of the spell level penalties. Keep in mind that most wands contain bolt spells which are only useful if you also train 2x in Spell Aiming.&lt;br /&gt;
&lt;br /&gt;
Some useful bolt wands you may come across as treasure or crafted by player alchemists include:&lt;br /&gt;
&lt;br /&gt;
*Empathic Assault - lapis lazuli wand / faceted amethyst wand&lt;br /&gt;
*Fire Spirit - electrum wand / grooved ebony wand&lt;br /&gt;
*Hurl Boulder - bronze wand&lt;br /&gt;
*Major Shock - copper wand&lt;br /&gt;
&lt;br /&gt;
Hurl Boulder and Major Shock are among the most damaging bolts and hit quite a bit harder than an empath&#039;s own bolt spells, so it may be worth keeping those wands if you find them.&lt;br /&gt;
&lt;br /&gt;
Some useful non-bolt wands:&lt;br /&gt;
*Bone Shatter - cracked ivory wand / slender ivory wand&lt;br /&gt;
*Unbalance - wavy driftwood wand&lt;br /&gt;
&lt;br /&gt;
== Spell Guide ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable|text-align: left; font-size: 95%;}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;text-align: center; font-size: larger; font-weight: bold; background: #DDD;&amp;quot;|[[Arcane|Arcane Circle]]&lt;br /&gt;
|-style = &amp;quot;background: #DDD; color: blue; text-align: center;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Spell&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Arcane Blast (1700)]]&lt;br /&gt;
|A basic free attack effective at low levels.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;text-align: center; font-size: larger; font-weight: bold; background: #DDD;&amp;quot;|[[Empath Base|Empath Base Circle]]&lt;br /&gt;
|-style = &amp;quot;background: #DDD; color: blue; text-align: center;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Spell&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Heal/Harm (1101)]]&lt;br /&gt;
|The offensive version, Harm, can be improved by [[Mental Lore, Manipulation]], but it is not any better than Arcane Blast early on, and there are much better attack options later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Bone Shatter (1106)]]&lt;br /&gt;
|For many empaths, Bone Shatter will be the main attack spell for most of their careers. To make even better use of it, you can [[channel]] the spell with an open hand. INCANT SET CHANNEL 1106 to set the spell to channel by default whenever you INCANT it. [[Mental Lore, Manipulation]] adds a small chance of instantly killing a target when the spell lands, but does not improve the spell in any other way, and since the chance remains fairly small—about 9% even with 100 lore ranks, and that is assuming you succeed in the warding roll by a significant margin—it is generally better to prioritize those training points into other skills that have more significant benefits.&lt;br /&gt;
&lt;br /&gt;
Also, keep in mind that not every type of creature has bones. Those without them, such as non-corporeal undead or elementals, are immune to this spell.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Adrenal Surge (1107)]]&lt;br /&gt;
|By default, a simple utility spell that forces the target to stand upright. Useful, for example, if you have been knocked down by some creature and need to quickly get back on your feet. You can also use this on fellow adventurers who complain about &amp;quot;popped muscles&amp;quot;. With [[Spiritual Lore, Blessings]], it can also restore [[stamina]]. Not everyone uses stamina, but for melee-focused empaths who employ combat maneuvers, or masters of the [[Guardians of Sunfist]] society who use stamina to power their sigils, having the ability to easily refill stamina is indispensable.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Empathy (1108)]]&lt;br /&gt;
|A warding attack spell that deals no direct damage, but can cause the target to run away or become frozen in fear. The best results of this spell are only achieved with end rolls above 150, so it is not especially useful in the lower levels.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Empathic Focus (1109)]]&lt;br /&gt;
|Gives bonuses to your defense against physical and magical attacks, as well as your own melee attacks. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Empathic Assault (1110)]]&lt;br /&gt;
|This is the first [[bolt]] spell available to empaths, and requires full (2x) training in [[Spell Aiming]] to be effective. It is usually not as effective as other direct damage spell options, but can be very good if the enemy is already knocked down or if it is especially weak against ranged attacks. Later on, it may be the only option against certain types of creatures such as elementals which are immune to other empath spells. For those cases it is recommended to train some Telepathy lore (at least 20 ranks) for additional damage cycles per cast.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Wither (1115)]]&lt;br /&gt;
|This [[CHANNEL (verb)|channellable]] spell requires very dedicated spellcaster training to be effective. To make the best use of Wither, you must have a high enough [[Casting Strength]] to not just pass the warding check, but pass it by a large margin consistently. [[Spiritual Lore, Summoning]] adds additional critical damage, but you need a lot of it: 150 skill ranks to guarantee the extra critical. [[Mental Lore, Manipulation]] also adds an instant death chance, though as with Bone Shatter it is not a significant factor in practice.&lt;br /&gt;
&lt;br /&gt;
An end roll of 110 on Wither will usually deal less damage than the same roll on Bone Shatter, and for more than twice the mana cost. But an end roll of 160 on Wither, with four critical damage cycles, will almost certainly disintegrate multiple parts of the target&#039;s body, often killing them immediately.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Rapid Healing (1116)]]&lt;br /&gt;
|Temporarily reduces [[healing roundtime]]. This is useful for cleaning yourself up after taking many wounds at once, or for quickly getting back into action if you suffered a debilitating head or limb wound in combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Empathic Link (1117)]]&lt;br /&gt;
|Gives a chance of duplicating damage on affected targets. This spell is more effective if the caster is trained in [[Mental Lore, Telepathy]] and [[Spiritual Mana Control|Spiritual]]/[[Mental Mana Control]]. Because of its high mana cost and the chance that damage is not always duplicated, the spell is mainly for higher level characters who can afford to cast it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Herb Production (1118)]]&lt;br /&gt;
|A utility spell that spontaneously creates healing [[herb]]s when outdoors. With [[Spiritual Lore, Summoning]], you can specify the type of herb. For serious wounds and scars, it costs less mana to make an herb and eat it than to heal it directly.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Strength of Will (1119)]]&lt;br /&gt;
|Gives bonuses to defense. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Sympathy (1120)]]&lt;br /&gt;
|A warding attack that turns enemies in a room against each other for a brief time. This is only room-wide disabling spell that empaths have, and is sometimes the best option even though it is fairly costly in mana. Casting Sympathy can give you time to assess the situation and not be overwhelmed, and you can pick out specific dangers to use longer-lasting disabling abilities on, or try to kill them outright. [[Spiritual Mana Control|Spiritual]]/[[Mental Mana Control]] training allows the spell to affect more targets.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Troll&#039;s Blood (1125)]]&lt;br /&gt;
|Heals minor wounds on its own, adds some HP regeneration, and gives a chance to break out of stuns. [[Spiritual Mana Control]] quickens the pulses of this spell. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Intensity (1130)]]&lt;br /&gt;
|Gives substantial bonuses to both defense and attack. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Bloodsmith (1135)]]&lt;br /&gt;
|Creates bloodstone jewelry that enhances the wearer&#039;s attributes and provides restorative effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Solace (1140)]]&lt;br /&gt;
|Can be used to heal a target who is not in the same room. This can be useful if someone needs help in an area too difficult or too dangerous for you to reach.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Regeneration (1150)]]&lt;br /&gt;
|Can be used only once every day, fully healing you every 6 seconds for a total of 30 seconds. You can activate it even while stunned or immobilized by using the {{boldmono|[[REGENERATE (verb)|REGENERATE]]}} verb.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;text-align: center; font-size: larger; font-weight: bold; background: #DDD;&amp;quot;|[[Minor Spiritual|Minor Spiritual Circle]]&lt;br /&gt;
|-style = &amp;quot;background: #DDD; color: blue; text-align: center;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Spell&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Warding I (101)]]&lt;br /&gt;
|Protects against hostile spells. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Barrier (102)]]&lt;br /&gt;
|Gives additional defense at the cost of physical offense. Keep this spell active unless you use non-magical attacks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Defense (103)]]&lt;br /&gt;
|General defensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Disease Resistance (104)]]&lt;br /&gt;
|Grants additional protection against disease. Keep this spell active when fighting animals and sorcerers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Poison Resistance (105)]]&lt;br /&gt;
|Grants additional protection against disease. Keep this spell active when fighting venomous creatures like snakes and insects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spirit Fog (106)]]&lt;br /&gt;
|Increases defense for everyone in the area, both yourself and your enemies. Very situational, but can be useful if you are camping in a single room for a long time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Warding II (107)]]&lt;br /&gt;
|Protects against hostile spells. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Stun Relief (108)]]&lt;br /&gt;
|Removes [[stun]] from a target. You cannot use it on yourself if you are stunned, but this can save your companions in a tough spot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Dispel Invisibility (109)]]&lt;br /&gt;
|This spell is rarely used as almost no creatures use invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Unbalance (110)]]&lt;br /&gt;
|A [[SMR|maneuver]] attack spell that knocks the target prone and makes them briefly unable to act. The disabling effect is deceptively potent: many higher-level creatures can quickly shake out of stuns, bindings, and webs, but nothing can overcome roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Fire Spirit (111)]]&lt;br /&gt;
|This is a &amp;quot;ball&amp;quot; spell, a variant of [[bolt]] spells in that it can deal splash damage to other targets in the same room. Compared to Empathic Assault, this is usually less effective against light armor but better against heavy armor. The splash damage can be useful in crowds, having a good chance of stunning multiple targets.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Water Walking (112)]]&lt;br /&gt;
|Lets a target walk across water. This can be very useful for traversing watery and swampy areas, but it will not help if you need to go underwater, so it is still good to have some [[Swimming]] training.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Undisease (113)]]&lt;br /&gt;
|Cures a single disease currently affecting the target. Multiple casts may be needed if someone is afflicted by multiple diseases. This only works against diseases that show up in {{boldmono|HEALTH}}/{{boldmono|DIAGNOSE}}.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Unpoison (114)]]&lt;br /&gt;
|Cures a single poison currently affecting the target. Multiple casts may be needed if someone is afflicted by multiple poisons. This only works against poisons that show up in {{boldmono|HEALTH}}/{{boldmono|DIAGNOSE}}.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
|Protects against hostile spells. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Locate Person (116)]]&lt;br /&gt;
|Gives you a quick glimpse of the target&#039;s location. Very useful for rescues.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Offense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Strike (117)]]&lt;br /&gt;
|Gives a large increase to attack strength for a single physical or bolt attack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Web (118)]]&lt;br /&gt;
|Can be cast in several different modes. The most common is a [[SMR|maneuver]] attack that disables the target by entangling it in sticky webs. Training in Spell Aiming improves the chance of success on the maneuver roll. With [[Spiritual Lore, Summoning]], it can also be cast from offensive stances as a bolt spell that [[Unbalance critical table|unbalances]] the target, with a chance of also causing the entangling web effect. It takes substantially more training in Summoning lore—140 ranks for same-level targets, even more on those above your level—to guarantee the web effect when a bolt hits.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spirit Dispel (119)]]&lt;br /&gt;
|Dispelling a creature can strip away its defensive spells, but more importantly, it will lose any spell that it has prepared for casting. Many magical creatures have a signature &amp;quot;preparing to cast&amp;quot; action that you should watch for. You can also use this to dispel negative effects on yourself or a fellow adventurer by using the [[channel]] action.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Lesser Shroud (120)]]&lt;br /&gt;
|General defensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Call Lightning (125)]]&lt;br /&gt;
|Most creatures will simply run out of the room while the cloud is still charging up, so this spell is only useful in situations where you can prevent them from leaving. Remember that unlike most &amp;quot;cloud&amp;quot; spells from other circles, this is a single-target attack so you should never cast it on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spirit Guide (130)]]&lt;br /&gt;
|Transports you and your group to a safe location in or close to town in most cases. Useful for rescues. Often you will suffer from some incapacitating nausea afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Searing Light (135)]]&lt;br /&gt;
|Attempt to blind all enemies in the room and inflict minor damage if they fail a warding check. This spell is very situational and the warding check makes it impractical in most cases.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Wall of Force (140)]]&lt;br /&gt;
|Grants a large defensive bonus for a short time. This spell does not take any time to cast, but there is a cooldown period before it can be cast again. Very useful if you expect to go up against some big monsters.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;text-align: center; font-size: larger; font-weight: bold; background: #DDD;&amp;quot;|[[Major Spiritual|Major Spiritual Circle]]&lt;br /&gt;
|-style = &amp;quot;background: #DDD; color: blue; text-align: center;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Spell&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Calm (201)]]&lt;br /&gt;
|Temporarily calms a creature so that it will not attack you unless you attack first. Useful when dealing with several creatures in the same room.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Shield (202)]]&lt;br /&gt;
|General defensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Manna (203)]]&lt;br /&gt;
|Helps recover mana and spirit more quickly when you are resting. The effect wears off as soon as you enter combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Unpresence (204)]]&lt;br /&gt;
|This mainly prevents other players from locating you and is not especially useful against creatures. You might keep this up against creatures that can dispel, so that you have a chance of not losing a more critical effect.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Light (205)]]&lt;br /&gt;
|Light and (when evoked) Darkness affect the DS of everyone in the room, similar to Spirit Fog. Highly situational.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Tend Lore (206)]]&lt;br /&gt;
|Gives you a temporary First Aid bonus. Not especially useful for empaths as it is already easy to train First Aid and you will rarely have to TEND injuries when you can heal them directly.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Purify Air (207)]]&lt;br /&gt;
|Helps greatly in areas where the air is poisonous, and can also protect against certain traps.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Living Spell (208)]]&lt;br /&gt;
|Attempts to rip away a spell that a creature is currently preparing to cast so that you can cast it yourself. Extremely situational.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Untrammel (209)]]&lt;br /&gt;
|Removes webs from a target. With 10 ranks in [[Spiritual Lore, Blessings]], you can cast it on yourself preemptively to improve your defense against web attacks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Silence (210)]]&lt;br /&gt;
|While stopping spellcasters has some value, this spell is generally not used because it requires a difficult warding check. Because of the lower Casting Strength of the circle (Major Spiritual is seldom heavily trained), most empaths will not frequently use this while solo hunting.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Offense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Bravery (211)]]&lt;br /&gt;
|General offensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Interference (212)]]&lt;br /&gt;
|Reduces the TD of a target to make subsequent warding spells easier to land. As this effect is automatically successful against targets near your level, and at only 2 mana per cast, this is very useful against enemies with high natural TD that you may otherwise struggle to hit with warding spells. Interference also makes the target&#039;s own spellcasting more likely to fail.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Minor Sanctuary (213)]]&lt;br /&gt;
|The sanctuary effect prohibits all attacks in the room. Can be used to give yourself a temporary breather when you are in trouble, or to help someone else in the field if they are stunned, knocked down, or otherwise look in bad shape.&lt;br /&gt;
&lt;br /&gt;
To cancel the sanctuary, {{mono|STOP 213}}.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Bind (214)]]&lt;br /&gt;
|Reliably stops an enemy for at least several rounds if you can land it. Because of the lower Casting Strength of the circle (Major Spiritual is seldom heavily trained), most empaths will not frequently use this while solo hunting.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Offense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Heroism (215)]]&lt;br /&gt;
|General offensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Frenzy (216)]]&lt;br /&gt;
|While this is easier to land than other Major Spiritual warding spells, it has very limited use, as most other disabling spells remove stance bonuses by default.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Mass Interference (217)]]&lt;br /&gt;
|A mass target version of Interference when you are facing multiple enemies. At only 5 mana per cast, this is still quite cheap.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spirit Servant (218)]]&lt;br /&gt;
|Summons a spirit creature that follows you around and can perform a few basic actions like fetching items from the ground, or retrieving your weapon if you are ever disarmed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spell Shield (219)]]&lt;br /&gt;
|Protects against hostile spells. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spiritual Abolition (230)]]&lt;br /&gt;
|This is a stronger version of Spirit Dispel that can dispel multiple magical effects at once. Against enemy spellcasters, this can seriously decrease their defenses by stripping away many high-level defensive spells. However, unlike Spirit Dispel it does not cancel the spell that the target is currently preparing to cast.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Offense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Slayer (240)]]&lt;br /&gt;
|A high-level offensive spell that can duplicate any attack spell you cast with an increased AS or CS. This spell is very potent when hunting a creature that would otherwise be too difficult for you to hit, or that you need to defeat very quickly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
&lt;br /&gt;
The {{boldmono|[[MEDITATE (verb)|MEDITATE]]}} verb allows empaths to recover mana at an accelerated rate while on a [[node]] or [[sanctuary]]. The exact bonus depends on Discipline and Wisdom. Most gathering spots in town are natural nodes, so this is a very useful ability when you are resting.&lt;br /&gt;
&lt;br /&gt;
=== Teleportation ===&lt;br /&gt;
&lt;br /&gt;
The spells [[Transference (225)]] and [[Spirit Guide (130)]] allow empaths to instantly teleport between locations in the same [[realm]]. Combined with [[Locate Person (116)]], they are commonly used for rescuing adventurers in need.&lt;br /&gt;
&lt;br /&gt;
=== Guild Skills ===&lt;br /&gt;
&lt;br /&gt;
At level 15, you will receive an invitation to the [[Empath Guild]]. Joining is entirely optional. If you join, you will have access to the [[alchemy]] system and can learn to make a variety of potions and trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Bloodstone Jewelry ===&lt;br /&gt;
&lt;br /&gt;
At level 35, upon learning the [[Bloodsmith (1135)]] spell, you will be able to create and enhance bloodstone jewelry. This is a [[profession service]] and expends &amp;quot;Vitality&amp;quot;, a resource that is acquired as you gain experience each week, up to a weekly cap of 50,000 resource points and a total cap of 200,000. You can check your weekly progress with the {{boldmono|[[RESOURCE]]}} verb.&lt;br /&gt;
&lt;br /&gt;
It is quite difficult to even create a basic piece of jewelry initially, and only around level 50 can you reliably make the first cast unassisted. However, even if you are not creating or enhancing a piece, you can use [[suffusion]] to bank your unused vitality resource to make future attempts easier and not waste points that would go over the total resource cap.&lt;br /&gt;
&lt;br /&gt;
== Societies ==&lt;br /&gt;
&lt;br /&gt;
[[Society|Societies]] are groups dedicated to a common purpose and grant special powers to their members. Each character may only join one society at a time, receiving more abilities as they advance within it. While membership in any society is optional, joining confers very noticeable mechanical benefits and almost all adventurers choose one to master.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F2P characters require a monthly [[SimuCoin|Society Advancement Pass]] to progress and use granted powers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The three societies active in Elanthia are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039; - A monastic order that specializes in fighting against the undead. Voln abilities are powered by [[favor]] which is accumulated by fighting undead creatures. Even against living enemies, the society offers useful abilities such as putting enemies to sleep or fading into an ethereal state while incapacitated. Voln generally supplements empaths&#039; skills and allows them to handle more situations, especially as many empath base abilities do not affect the undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039; - A historically dwarven society formed to combat the Grimswarm, a loose confederation of orcs, trolls, and giants that raid across the Elanthian frontier. For empaths, the Sunfist ability to convert stamina into mana offers excellent mana regeneration without any downside. Because of the way Grimswarm enemies scale with level, if you wish to be part of Sunfist it is highly recommended that you join as early as possible (level 3) and work exclusively on society progression for the lower levels. Past level 20, the Grimswarm become far more dangerous and some tasks may become nearly impossible to finish alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039; - A secret society with unstated aims. Their signature ability is converting spirit to mana, which is highly effective for pure warding casters who retain their full offensive capability even while drained of spirit.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Empath]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Empath training suggestions (guide)]]&lt;br /&gt;
*[[Tsalim&#039;s two-handed empath guide (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Empath]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=259651</id>
		<title>Melee roundtime</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Melee_roundtime&amp;diff=259651"/>
		<updated>2026-06-23T20:00:15Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Min speed went down by 1 sec across the board.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When fighting with a weapon, characters incur &#039;hard&#039; [[roundtime]], during which the can perform only a very limited set of actions, like speaking, looking at things, or changing where they will aim their next attack. While a number of factors can affect this roundtime, it is primarily based on the speed of the weapon&#039;s base, the character&#039;s [[Agility]] bonus, and their [[Dexterity]] bonus. &lt;br /&gt;
&lt;br /&gt;
==Base Weapon Speed==&lt;br /&gt;
All weapons have a &#039;&#039;&#039;base weapon speed&#039;&#039;&#039;, which is the standard [[roundtime]] before accounting any factors that may increase or decrease that number. All melee roundtime calculations start from the base weapon speed.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;See &#039;&#039;&#039;[[Base weapon speed]] for a list of all the base weapon speeds, or the [[Edged Weapons]], [[Blunt Weapons]], [[Brawling]], [[Polearms]], and [[Two-Handed Weapons]] pages for a comparison just of those types of weapons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Two-Weapon Combat===&lt;br /&gt;
A character trained in [[Two Weapon Combat]] has the ability to attack with a weapon in each hand. These attacks happen simultaneously, and far faster than it would take to swing each weapon individually. When calculating the roundtime to swing two weapons at once, it is best to think of them as combining to make a single custom weapon base with its own base RT.&lt;br /&gt;
&lt;br /&gt;
Assuming the character&#039;s off-hand weapon is at least as fast and as light as their primary weapon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;TWCBaseSpeed = RightBaseSpeed + max(LeftBaseSpeed - 2, 0) + max(WeightPenalty, 0)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
WeightPenalty = min(LeftWeight - 2 - STROffset, 3)&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
STROffset = trunc((STRBonus + 10)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means that most characters can use a 3-pound weapon with a base speed of 2 in their off hand as if it were not there. Characters with a 25 strength bonus can use a 4-pound weapon without penalty, and characters with significantly more strength can use further heavier weapons. Every additional second of base speed or pound of weight beyond that limit increases the base roundtime by 1 second.&lt;br /&gt;
&lt;br /&gt;
This TWC base speed is used in all roundtime calculations, including the calculation of minimum weapon speed.&lt;br /&gt;
&lt;br /&gt;
==Minimum Weapon Speed==&lt;br /&gt;
A weapon&#039;s &#039;&#039;&#039;minimum speed&#039;&#039;&#039; is the lowest roundtime at which a weapon can be swung under normal circumstances. The minimum speed is derived from the weapon&#039;s base speed, and always falls between 2 and 4 seconds.&lt;br /&gt;
&lt;br /&gt;
{| {{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
! Base Speed !! Minimum Speed&lt;br /&gt;
|-&lt;br /&gt;
| 1 second || 2 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 2 or 3 seconds || 3 seconds&lt;br /&gt;
|-&lt;br /&gt;
| 4 seconds or more || 4 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aimed strikes===&lt;br /&gt;
Aiming an attack with the [[AMBUSH (verb)|{{boldmono|AMBUSH}} verb]] or [[AIM (verb)|{{boldmono|AIM}} verb]] increases the minimum roundtime of the attack by 1 in addition to the 3 second increase in roundtime.&lt;br /&gt;
&lt;br /&gt;
===How can the minimum be greater than the base?===&lt;br /&gt;
The interplay between minimum speed and base speed can at first seem contradictory for very fast weapons, such as the dagger with its base speed of 1. Despite a base speed of 1, a character would swing their dagger in 2 seconds. However, because the base speed is 1 second faster than the minimum speed, factors that increase roundtime are diminished. &lt;br /&gt;
&lt;br /&gt;
For example, if a character with no [[Armor Use|armor training]] were to wear a [[Armor|leather breastplate]], their roundtime would increase by 3 seconds. This is added to the dagger&#039;s base of 1, for a 4 second swing.&lt;br /&gt;
&lt;br /&gt;
===Going below the minimum===&lt;br /&gt;
While a character&#039;s training and statistics cannot decrease an attack below its normal minimum, there are a few ways to attack faster. The [[QSTRIKE (verb)|quickstrike ability]] and [[Quickstrike (combat maneuver)|combat maneuver]] provide a flat decrease to roundtime at a cost to the user&#039;s stamina. A [[warrior]]&#039;s [[Weapon Bonding|bonded weapon]] can decrease roundtime as an occasional &amp;quot;flare&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Two spells also help: a [[bard]]&#039;s [[Song of Tonis (1035)|Song of Tonis]] provides a roundtime reduction to the entire group, and the [[Celerity (506)|Celerity]] spell reduces roundtime for a single target (via free and automatic use of a quickstrike).&lt;br /&gt;
&lt;br /&gt;
==Calculating Actual Roundtime==&lt;br /&gt;
To find the actual roundtime an attack will take, start with the base roundtime, then account for armor, encumbrance, and the character&#039;s Agility and Dexterity bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div {{prettydiv|margin-right=30%}}&amp;gt;Roundtime = max(CalculatedRT, MinRT + AimMinRT)&lt;br /&gt;
CalculatedRT = BaseRT + ArmorRT + EncumbranceRT + AimRT - SpeedOffset&lt;br /&gt;
&lt;br /&gt;
ArmorRT = max(ArmorRTPenalty - round(ArmorSkill/20), 0)&lt;br /&gt;
&lt;br /&gt;
EncumbranceRT = ceil((PercentEncumbrance - 4)/5)&lt;br /&gt;
&lt;br /&gt;
AimRT = 3 if using {{mono|AMBUSH}} or {{mono|AIM}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
AimMinRT = 1 if using {{mono|AMBUSH}} or {{mono|AIM}}, 0 otherwise&lt;br /&gt;
&lt;br /&gt;
SpeedOffset = round(max(AgiBonus + DexBonus, 0)/15)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
[[Category:Works In Progress]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_an_empath&amp;diff=259497</id>
		<title>Beginner&#039;s guide to playing an empath</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Beginner%27s_guide_to_playing_an_empath&amp;diff=259497"/>
		<updated>2026-06-22T03:38:05Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Wands */ Recently added treasure wands and reserve slot functionality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=A Beginner&#039;s Guide to Playing an Empath&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2015-02-06&lt;br /&gt;
|updated=2025-09-22&lt;br /&gt;
|topic=Empaths&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;[[Empath]]s&#039;&#039;&#039; have the natural ability to transfer wounds from others to their own bodies. They then use their recuperative powers drawn from the spiritual realm of magic to heal themselves.&lt;br /&gt;
&lt;br /&gt;
Not merely healers, their studies into anatomy and the workings of the mind have led empaths to develop powerful offensive magics that can unbind flesh and bone from their enemies, or inflict paralyzing fear and indecision. With dedicated training, they are also very much capable of using weapons and armor in battle.&lt;br /&gt;
&lt;br /&gt;
{{TOC limit}}&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
Practitioners of empathic magic can be found among all the peoples of Elanthia.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Statistics grow automatically as a character levels up. Initially low statistics grow quicker, and the rate is also modified by the chosen race. Until reaching level 20, you have the option of changing your initial statistics (up to 5 times) by going to an inn to {{mono|[[CHECK IN]]}}. After that, statistics can only be adjusted by using up a [[Fixstats]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When you create your empath, you receive 640 points to distribute between your initial [[statistic]]s, each of which may range from 20 to 100. You receive an additional +10 to your [[prime requisite]]s, which are Wisdom and Influence. The stats may be placed as you like, with the restrictions that:&lt;br /&gt;
*Only one stat may be placed above 90 (not counting the prime requisite bonuses).&lt;br /&gt;
*Only four stats may be placed above 70 (not counting the prime requisite bonuses).&lt;br /&gt;
&lt;br /&gt;
There is no one ideal placement of stats, as it depends on how you want to play.&lt;br /&gt;
&lt;br /&gt;
A fairly well-rounded set of statistics, for example, might be:&lt;br /&gt;
*90+ placement on &#039;&#039;&#039;[[Strength]]&#039;&#039;&#039;.&lt;br /&gt;
*70+ placements on &#039;&#039;&#039;[[Wisdom]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Dexterity]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Agility]]&#039;&#039;&#039;&lt;br /&gt;
*High-to-medium placements on &#039;&#039;&#039;[[Aura]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Influence]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Logic]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Discipline]]&#039;&#039;&#039;&lt;br /&gt;
*Low placements on &#039;&#039;&#039;[[Constitution]]&#039;&#039;&#039; and &#039;&#039;&#039;[[Intuition]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Wisdom]]&#039;&#039;&#039; is the most important statistic for empaths. It contributes directly to the effectiveness of all your warding spells and to your starting mana pool. It grows very quickly, so placing it at 70+ (80+ after the prime requisite bonus) should be plenty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Strength]]&#039;&#039;&#039; has the slowest [[Statistic growth rate|growth rate]] of all statistics for empaths, so setting it high at the start is advisable. It is a major factor in using martial weapons, and is useful as well for carrying equipment without becoming encumbered, dragging your dying friends to safety, and even deflecting attacks with a runestaff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dexterity]]&#039;&#039;&#039; affects your proficiency with ranged weapons and bolt spells, and reduces your [[roundtime]] with melee weapons. It grows fairly slowly, so set it high at the start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Agility]]&#039;&#039;&#039; significantly helps your physical defense, and also reduces your melee roundtime. It grows fairly slowly, so set it high at the start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Aura]]&#039;&#039;&#039; determines your [[spirit point]]s and how well you can defend against [[elemental]] warding spells. Empaths draw their magic from the [[spiritual]] sphere and can defend well against spiritual spells, but against elemental attacks they are more vulnerable. Having a high Aura can help alleviate this weakness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Influence]]&#039;&#039;&#039; is a prime requisite for empaths (along with Wisdom), reflecting the dual spiritual and [[mental]] nature of empathic magic. It contributes to your mana pool, but unlike Wisdom, it does not make any of your spells stronger. Still, you should set it relatively high to get the training point benefits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Logic]]&#039;&#039;&#039; affects the rate you absorb experience, and setting it fairly high is very helpful for that reason alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Discipline]]&#039;&#039;&#039; affects your ability to [[MEDITATE (verb)|meditate]], and is a factor in many [[society]] and [[Empath Guild|guild]] skills. It grows quickly, so starting with a medium-to-high value should be sufficient.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Constitution]]&#039;&#039;&#039; affects your maximum health points and resilience against physical attacks, giving you a small amount of critical [[padding]]. It grows at a medium rate, and you should not see many ill effects from setting it fairly low at the start, as you can always heal yourself when you take damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Intuition]]&#039;&#039;&#039; affects physical defense to a small extent. It is one of the less directly useful stats for empaths, and as it grows at a medium rate, you will have no problems setting it low at the start.&lt;br /&gt;
&lt;br /&gt;
==== Advanced Topic: Optimal Statistics For Level 100 ====&lt;br /&gt;
&lt;br /&gt;
Statistics continue to grow until characters gain enough experience to achieve the level cap, so a frequent concern is how to place statistics at level 0 so that most of them can eventually grow to their maximum possible values (preferably all the way to 100) at the level cap. The table below shows some of the possible configurations that allow most of the statistics to reach 100 (some configurations may have an initial point left over that can be put anywhere without affecting the level 100 value). It is not possible to reach 100 in every statistic, so sacrifices must be made somewhere. Intuition can be placed at the lowest priority, and if that is not enough to fit the constraints then one or two others may need to be placed slightly lower as well.&lt;br /&gt;
&lt;br /&gt;
Because all of these configurations set Wisdom to be fairly low at the start, it is not recommended that new players use these &amp;quot;optimal&amp;quot; starting stats at level 0, or even level 19 when they can still be changed for free. Empath attack spells will be much weaker at the early levels because of the Wisdom deficit, and hunting will be more difficult for potentially years down the road. It is always possible to use a [[Fixstats]] potion later and have those stats at that point without the early suffering. Characters without &amp;quot;optimal&amp;quot; stats are perfectly viable as well, at any level.&lt;br /&gt;
&lt;br /&gt;
If a new player wants to have most of the benefits of statistic growth but still be a strong spellcaster early, then take the &amp;quot;optimal&amp;quot; level 0 stats, lower Intuition to the minimum possible value of 20, lower Constitution somewhat, and use the spare points to start Wisdom at 90. It may also be necessary to set one of the values starting in the 70s down to 70 exactly for that configuration to be allowed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
! Race !! Level  !! STR !! CON !! DEX !! AGI !! DIS !! AUR !! LOG !! INT !! WIS !! INF&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Dark Elf&lt;br /&gt;
| Level 0        ||  88 ||  77 ||  73 ||  70 ||  68 ||  73 ||  62 ||  37 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  98 || 100 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Dwarf&lt;br /&gt;
| Level 0        ||  82 ||  62 ||  86 ||  88 ||  58 ||  73 ||  62 ||  47 ||  33 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  84 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Dwarf (alt)&lt;br /&gt;
| Level 0        ||  82 ||  62 ||  86 ||  88 ||  35 ||  73 ||  62 ||  70 ||  33 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 ||  92 || 100 || 100 ||  98 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Elf&lt;br /&gt;
| Level 0        ||  88 ||  82 ||  73 ||  77 ||  70 ||  62 ||  62 ||  39 ||  49 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 ||  98 || 100 || 100 ||  81 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Giantman&lt;br /&gt;
| Level 0        ||  82 ||  68 ||  85 ||  85 ||  62 ||  73 ||  62 ||  31 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  81 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Half-Elf&lt;br /&gt;
| Level 0        ||  86 ||  73 ||  78 ||  69 ||  68 ||  73 ||  62 ||  43 ||  49 ||  59&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  93 || 100 || 100 || 100 ||  82 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Halfling&lt;br /&gt;
| Level 0        ||  94 ||  62 ||  73 ||  73 ||  68 ||  73 ||  68 ||  37 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Human&lt;br /&gt;
| Level 0        ||  86 ||  70 ||  82 ||  82 ||  62 ||  73 ||  62 ||  31 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  81 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Sylvankind&lt;br /&gt;
| Level 0        ||  92 ||  77 ||  73 ||  73 ||  70 ||  68 ||  62 ||  37 ||  49 ||  58&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 ||  98 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Forest Gnome&lt;br /&gt;
| Level 0        ||  92 ||  70 ||  78 ||  77 ||  59 ||  73 ||  62 ||  37 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Burghal Gnome&lt;br /&gt;
| Level 0        ||  94 ||  73 ||  77 ||  70 ||  70 ||  77 ||  49 ||  38 ||  49 ||  62&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  95 || 100 || 100 || 100 ||  88 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Half-Krolvin&lt;br /&gt;
| Level 0        ||  85 ||  62 ||  78 ||  78 ||  62 ||  77 ||  68 ||  33 ||  49 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 || 100 || 100 || 100 || 100 ||  78 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Erithian&lt;br /&gt;
| Level 0        ||  91 ||  73 ||  82 ||  69 ||  58 ||  73 ||  59 ||  47 ||  49 ||  58&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  91 || 100 || 100 || 100 || 100 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Erithian (alt)&lt;br /&gt;
| Level 0        ||  91 ||  70 ||  82 ||  82 ||  58 ||  73 ||  59 ||  37 ||  49 ||  58&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 ||  98 || 100 || 100 || 100 || 100 || 100 ||  79 || 100 || 100&lt;br /&gt;
|- style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Aelotoi&lt;br /&gt;
| Level 0        ||  88 ||  77 ||  77 ||  70 ||  59 ||  73 ||  62 ||  37 ||  49 ||  68&lt;br /&gt;
|-&lt;br /&gt;
| Level 100      || 100 || 100 || 100 ||  95 || 100 || 100 || 100 ||  83 || 100 || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills and Training ==&lt;br /&gt;
&lt;br /&gt;
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It is possible to un-train a skill that you already have to free up training points, but this can require time for [[skill migration]]. Until reaching level 20, all skills will instantly migrate. After that, the un-training process takes much longer and it is generally advisable to avoid making major changes, except when using up a [[Fixskills]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After you allocate your statistics, you will have the opportunity to set your initial skills. Skills can be trained at any time thereafter by going to {{boldmono|[[CHECK IN]]}} at an inn or through the {{boldmono|[[GOALS]]}} screen. Each skill costs a certain number of Physical Training Points (PTP) and Mental Training Points (MTP), which are accrued as you gain experience. Overtraining in a skill by taking more than one rank per level doubles the cost each time. For example, First Aid costs 1 PTP for the first training each level, then 2 PTP for the second, and 4 PTP for the third.&lt;br /&gt;
&lt;br /&gt;
If you have insufficient PTP or MTP for a skill, the trainer will automatically try to convert one to the other at a rate of 2:1.&lt;br /&gt;
&lt;br /&gt;
Every time you level up, the trainer recalculates the total cost of your skills, so you will never permanently lose training points due to overtraining or conversion.&lt;br /&gt;
&lt;br /&gt;
=== Skill List ===&lt;br /&gt;
&lt;br /&gt;
There are 49 different skills available for empaths to train in.&lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:When you wear armor, your ability to avoid attacks and perform physical actions is lowered and there is a chance that your spells will fail due to [[hindrance]]. Armor Use reduces both action penalty and spell hindrance. Double leather armor is the highest armor type that empaths can wear without spell hindrance. With 6 ranks of Armor Use training (30 skill) empaths are fully trained to wear double leather armor. More experienced empaths may choose to wear hard leather armor such as brigandine, or even chain mail, but those armors require more Armor Use skill and there will always be some chance of spell failure while wearing them.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:Shield Use increases your defenses while holding a shield in your left hand. Only train in this if your hunting style uses a shield. If you rely on two-handed weapons, polearms, bows, or [[runestaves]], then there is no need to also train in Shield Use.&lt;br /&gt;
&lt;br /&gt;
;[[Edged Weapons]] / [[Blunt Weapons]] / [[Two-Handed Weapons]] / [[Polearm Weapons]] / [[Ranged Weapons]]&lt;br /&gt;
:Training in martial weapons is expensive for empaths, so you should choose at most one style to specialize in instead of dabbling in several. Whichever you choose, you should train in that skill every level. It is also possible to not take any weapon training and instead use [[runestaves]] for defense.&lt;br /&gt;
&lt;br /&gt;
;[[Brawling]]&lt;br /&gt;
:Brawling determines how well you can attack and defend without holding a weapon, or with hand-to-hand weapons such as the [[cestus]] or [[sai]]. It is also the primary factor in the [[unarmed combat system]], which is an alternative way to resolve combat. The system is considered slower and more complex than regular combat, and empaths are not ideally suited for it.&lt;br /&gt;
:Some empaths choose to train in both Shield Use and Brawling for purely defensive purposes. With this style, they hold only a shield for defense and exclusively use their magic to attack, leaving an open right hand to take advantage of [[channel]]ing. There are some advantages to this style, such as immunity to [[Disarm Weapon|Disarm]] and [[Weapon Fire]]. However, this requires a heavy investment of training points, and most pure spellcasters forgo the use of shields and martial weapons entirely to concentrate on magical training.&lt;br /&gt;
&lt;br /&gt;
;[[Thrown Weapons]]&lt;br /&gt;
:Thrown weapons require fairly specialized training and equipment and are not suited for novice empaths.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Fitness]]&lt;br /&gt;
:Physical Fitness increases your health and stamina and helps in many aspects of combat. Most empaths train very heavily in the starting levels to maximize their health points, which are needed for empathic healing.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px; border: 1px solid black; background: white; margin: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Empaths have only a limited selection of maneuvers they can specialize in, and typically only train them for defensive purposes. Each rank learned for a maneuver gives a defensive bonus when creatures try the maneuver against them. [[Cunning Defense]] gives a very useful passive defensive bonus against enemy combat maneuvers. Many other trainable maneuvers are situationally useful, but remember that most offensive maneuvers also need you to be in offensive stances to use effectively. Use the {{boldmono|[[CMAN (verb)|CMAN]]}} verb to view and learn maneuvers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Combat maneuver (CM) training is mainly useful for empaths who wield a melee weapon as their primary means of attack. Each rank in CM increases your attack strength with melee weapons and gives you an additional [[CMAN]] point that can be spent on a variety of combat abilities. This is very expensive to train in, and it may not be possible to pick up a rank every level, especially early on.&lt;br /&gt;
&lt;br /&gt;
;[[Multi Opponent Combat]]&lt;br /&gt;
:Some empaths may pick up a few ranks of Multi Opponent Combat later on, as it can be useful for area attack spells and offsetting the defense penalty from engaging several opponents at once.&lt;br /&gt;
&lt;br /&gt;
;[[Two Weapon Combat]] / [[Ambush]] / [[Dodging]]&lt;br /&gt;
:These combat skills are too expensive to train in for the minimal benefits that they provide.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]]&lt;br /&gt;
:Arcane Symbols improves your proficiency with [[scroll]]s.&lt;br /&gt;
&lt;br /&gt;
;[[Magic Item Use]]&lt;br /&gt;
:Magic Item Use improves your proficiency with [[wand]]s and other magic items.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:Harness Power determines your maximum mana pool and mana regeneration rate. Mana is required for spellcasting, both for combat magic and for healing. Every empath should train at least once per level, and dedicated spellcasters may consider investing even more heavily.  Training twice per level early on will help greatly with having enough of a mana pool to use spells as primary attacks, especially as the staple attack spell costs a fair amount of mana.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:Spell Aiming determines how well you can attack with [[bolt]] spells. As empaths primarily use [[warding]] spells instead of bolt spells, not all empaths choose to train in this skill.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Mana Control]] / [[Elemental Mana Control]] / [[Mental Mana Control]]&lt;br /&gt;
:Mana control skills determine how well you can share mana with other adventurers by using the {{boldmono|[[SEND (verb)|SEND]]}} verb. They also affect mana regeneration rate as well as the effectiveness of certain spells, and increases the number of targets you can hit with multi-target spells. Empaths derive the most benefits from Spiritual Mana Control. Some high-level spells benefit from Mental Mana Control, so it is also worth training later on.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Research]]&lt;br /&gt;
:Empaths have access to the [[Empath Base]], [[Minor Spiritual]], and [[Major Spiritual]] spell circles. You should train once per level in Empath Base, and divide the rest between Minor Spiritual and Major Spiritual.&lt;br /&gt;
:Eventually you will be able to learn every spell, but the order in which you research them is important. Most empaths try to learn [[Bravery (211)]] by level 11 and [[Heroism (215)]] by level 15 to enhance their offensive capabilities. &lt;br /&gt;
:Empaths who use spells as their primary means of attack will often train more than 2x per level, and often take additional ranks in Empath Base than their current level. This increases their casting strength with empathic attack spells at the cost of delaying learning spells from other circles.&lt;br /&gt;
&lt;br /&gt;
;[[Elemental Lore]] / [[Sorcerous Lore]]&lt;br /&gt;
:Elemental and sorcerous lores are not useful for empaths.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 300px; border: 1px solid black; background: white; margin: 0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Lore skills confer useful benefits (only some of which are listed here), but because training is limited, choices must be made about which benefits you will have access to.&lt;br /&gt;
&lt;br /&gt;
Spiritual Lore, Blessing&lt;br /&gt;
*10 ranks for persistent Untrammel&lt;br /&gt;
*Short-duration group versions of Bravery (25 ranks), Heroism (35 ranks), and Spell Shield (50 ranks)&lt;br /&gt;
*65 ranks for full stamina restoration when casting Adrenal Surge&lt;br /&gt;
&lt;br /&gt;
Spiritual Lore, Summoning&lt;br /&gt;
*20 ranks to unlock bolt version of Web, up to 140 ranks to guarantee web effect when bolt hits a like-level target&lt;br /&gt;
*150 ranks to guarantee extra damage cycle for Wither&lt;br /&gt;
&lt;br /&gt;
Mental Lore, Transformation&lt;br /&gt;
*50 ranks for an extra use per day of Regeneration&lt;br /&gt;
*57 ranks to permanently remove healing roundtime at level 100&lt;br /&gt;
&lt;br /&gt;
Mental Lore, Telepathy&lt;br /&gt;
*Mind-affecting spells against undead require ranks at least half the target&#039;s level&lt;br /&gt;
&lt;br /&gt;
Mental Lore, Transference&lt;br /&gt;
*50 ranks allows scars to be transferred&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
;[[Spiritual Lore, Blessings]] / [[Spiritual Lore, Summoning]] / [[Spiritual Lore, Religion]]&lt;br /&gt;
:Spiritual lores increase the potency of numerous spells. None of the lores are required training, but they offer an additional level of specialization.&lt;br /&gt;
:Generally, spells affected by Blessings confer additional protective or physical benefits, while spells affected by Summoning can be used more effectively for direct attacks.&lt;br /&gt;
:Religion Lore is not useful for empaths.&lt;br /&gt;
&lt;br /&gt;
;[[Mental Lore, Transformation]] / [[Mental Lore, Manipulation]] / [[Mental Lore, Telepathy]] / [[Mental Lore, Divination]] / [[Mental Lore, Transference]]&lt;br /&gt;
:Mental lores affect many of the spells within the [[Empath Base]] spell circle.&lt;br /&gt;
:Generally, healing spells are improved by Transformation or Transference, while attack spells are improved by Manipulation or Telepathy.&lt;br /&gt;
:Divination Lore is not useful for empaths.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:Perception helps you spot certain types of activity in your surroundings, and has some benefits in combat, especially for archers.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]], [[Swimming]]&lt;br /&gt;
:Climbing and Swimming allow you to navigate the wilds more easily. For example, with just a handful of ranks of Climbing, you will be able to scale the gate to the [[The Graveyard|Graveyard]] near Wehnimer&#039;s Landing.&lt;br /&gt;
&lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:First Aid is mainly useful to empaths for skinning animals. Skins can be sold at the furrier or turned in for bounty tasks.&lt;br /&gt;
&lt;br /&gt;
;[[Survival]]&lt;br /&gt;
:Survival also contributes to skinning ability, and has other benefits when foraging or traversing difficult terrain.&lt;br /&gt;
&lt;br /&gt;
;[[Disarming Traps]] / [[Picking Locks]]&lt;br /&gt;
:Disarming and picking treasure boxes is a dangerous but profitable activity that is typically undertaken by rogues. It is not unheard of for empaths to learn these skills, though learning to do so requires a heavy investment of training points and is not advised for beginners.&lt;br /&gt;
:However, even if you never work with boxes yourself, you should at least be aware of the various [[trap]]s that could be set on them. Empaths are often called as first responders to the scene of a botched attempt at disarming a trap, and reacting to the situation properly can save many lives.&lt;br /&gt;
&lt;br /&gt;
;[[Stalking and Hiding]] / [[Pickpocketing]]&lt;br /&gt;
:Empaths can never learn to hide effectively in combat. Picking the pockets of other adventurers may be fun--or dangerous, depending on who you try to steal from--but it is not particularly advisable for beginners.&lt;br /&gt;
&lt;br /&gt;
;[[Trading]]&lt;br /&gt;
:Trading affects the prices that you get for buying and selling goods. For a novice adventurer, there is very little reason to train in it. Later on, when you start handling valuable furs and gems on a regular basis, you may find it more useful.&lt;br /&gt;
&lt;br /&gt;
=== Training Style: Balanced Spellcaster ===&lt;br /&gt;
&lt;br /&gt;
Empaths are capable of hunting exclusively with spells and using a [[runestaff]]. Basic training for this style includes 6 ranks of Armor Use to wear double leather armor, various magical skills to improve versatility and runestaff defense, Harness Power twice per level for mana points, Spell Aiming for bolt spells, two spells learned per level on average, and some general skills to help navigate the world. Lore skills have been chosen to improve bolt spells and mind-affecting magic.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot; style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| #&lt;br /&gt;
| PTP/MTP&lt;br /&gt;
| Skill&lt;br /&gt;
| 00 || 01 || 02 || 03 || 04 || 05 || 06 || 07 || 08 || 09 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20 || 21 || 22 || 23 || 24 || 25 || 26 || 27 || 28 || 29 || 30&lt;br /&gt;
| Total&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| 1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|1/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|3/1&lt;br /&gt;
|[[Spell Aiming]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Mental Mana Control]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/8&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Spell Research]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 16&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
| 1 || 1 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 2 || 1 || 1 || 2 || 1 || 1 || 1 || 1 || 2 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/6&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Spiritual Lore]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Spiritual Lore, Summoning|Summoning]]&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/6&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Mental Lore]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Mental Lore, Telepathy|Telepathy]]&lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training Style: Pure Warding Caster ===&lt;br /&gt;
&lt;br /&gt;
Some empaths focus almost exclusively on their offensive warding spells, dismissing the need for utility skills until much later on. They will have somewhat lower defensive ability, but as warding casters can remain in a guarded stance while casting, this is often not a serious concern. The primary goal is to train as heavily as possible in Empath Base spell research to improve offensive casting strength.&lt;br /&gt;
&lt;br /&gt;
At level 30, the training plan below would have a +13 Casting Strength bonus over the more balanced plan, making spells like [[Bone Shatter]] much more powerful, with the potential to widen the gap even more as training progresses.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot; style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| #&lt;br /&gt;
| PTP/MTP&lt;br /&gt;
| Skill&lt;br /&gt;
| 00 || 01 || 02 || 03 || 04 || 05 || 06 || 07 || 08 || 09 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20 || 21 || 22 || 23 || 24 || 25 || 26 || 27 || 28 || 29 || 30&lt;br /&gt;
| Total&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 6&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| 1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|1/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2.5x&lt;br /&gt;
|0/8&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Spell Research]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
| 1 || 1 || 0 || 0 || 0 || 0 || 1 || 1 || 0 || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 1 || 1 || 1 || 1 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 14&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 2 || 1 || 2 || 1 || 2 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 51&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Training Style: Two-Handed Weapons ===&lt;br /&gt;
&lt;br /&gt;
Empaths have the most physical ability of the pure spellcasting professions, so following an atypical physical-focused training path is very viable. This style uses two-handed melee weapons and is trained to wear hard leather breastplate armor. Skills include continued heavy training in Combat Maneuvers and Physical Fitness.&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot; style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| #&lt;br /&gt;
| PTP/MTP&lt;br /&gt;
| Skill&lt;br /&gt;
| 00 || 01 || 02 || 03 || 04 || 05 || 06 || 07 || 08 || 09 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20 || 21 || 22 || 23 || 24 || 25 || 26 || 27 || 28 || 29 || 30&lt;br /&gt;
| Total&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|15/0&lt;br /&gt;
|[[Armor Use]] &lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|13/3&lt;br /&gt;
|[[Two-Handed Weapons]] &lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|12/8&lt;br /&gt;
|[[Combat Maneuvers]] &lt;br /&gt;
| 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 1 || 0 || 2 || 1 || 2 || 1 || 2 || 2 || 1 || 2 || 1 || 1 || 1 || 2 || 1 || 2 || 1 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 27&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|2/0&lt;br /&gt;
|[[Physical Fitness]] &lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|4/0&lt;br /&gt;
|[[Climbing]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 15&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|3/0&lt;br /&gt;
|[[Swimming]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
| 1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Perception]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|1/0&lt;br /&gt;
|[[First Aid]]&lt;br /&gt;
| 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2 || 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 62&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Arcane Symbols]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/2&lt;br /&gt;
|[[Magic Item Use]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/4&lt;br /&gt;
|[[Harness Power]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
|1x&lt;br /&gt;
|0/3&lt;br /&gt;
|[[Spiritual Mana Control]]&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 31&lt;br /&gt;
|-&lt;br /&gt;
|2x&lt;br /&gt;
|0/8&lt;br /&gt;
|colspan=&amp;quot;33&amp;quot; | [[Spell Research]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Major Spiritual]]&lt;br /&gt;
| 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 19&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Minor Spiritual]]&lt;br /&gt;
| 1 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 13&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Empath Base]]&lt;br /&gt;
| 1 || 0 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1 || 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot; | 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One important consideration for a [[Two-Handed Weapons|two-handed]] or [[polearm]] weapon user is the weapon&#039;s speed. Heavier weapons hit harder but are slower to swing, and the wielder must have enough Dexterity and Agility to offset the speed penalty. This works off the sum of the statistic {{mono|(Bonus)}} values shown in {{boldmono|[[INFO]]}}, which is equal to {{boldmono|[(RawStat - 50) / 2]}} plus any racial modifiers.&lt;br /&gt;
&lt;br /&gt;
The following table lists the total Dexterity plus Agility bonuses required to bring each weapon down to the minimum possible swing roundtime. If you have set your starting Dexterity/Agility fairly high as suggested, you should be able to meet at least the requirements for -2 seconds reduction. Everyone can eventually reach at least -3 seconds reduction naturally, if not right away then after some levels with statistic growth.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;font-weight:bold&amp;quot;&lt;br /&gt;
| Base RT&lt;br /&gt;
| Possible&amp;lt;br&amp;gt;RT Reduction&lt;br /&gt;
| Weapons&lt;br /&gt;
| Min. DEX + AGI&amp;lt;br&amp;gt;Bonuses&lt;br /&gt;
|-&lt;br /&gt;
| 3 sec.&lt;br /&gt;
| -&lt;br /&gt;
| Quarterstaff&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| 6 sec.&lt;br /&gt;
| -2 sec.&lt;br /&gt;
| Bastard Sword, Katana&amp;lt;br&amp;gt;Spear, Trident, Halberd, Naginata&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +23&lt;br /&gt;
|-&lt;br /&gt;
| 7 sec.&lt;br /&gt;
| -3 sec.&lt;br /&gt;
| Military Pick, Flail, Flamberge, War Mattock, Maul&amp;lt;br&amp;gt;Jeddart-axe, Hammer of Kai&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +38&lt;br /&gt;
|-&lt;br /&gt;
| 8 sec.&lt;br /&gt;
| -4 sec.&lt;br /&gt;
| Two-Handed Sword, Battle Axe, Claidhmore&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +53&lt;br /&gt;
|-&lt;br /&gt;
| 9 sec.&lt;br /&gt;
| -5 sec.&lt;br /&gt;
| Awl-pike, Lance&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | +68&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Health and Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Before you start playing a healer, it is important to have a thorough understanding of how health, wounds, and ailments are represented in the GemStone IV setting.&lt;br /&gt;
&lt;br /&gt;
=== Health Points ===&lt;br /&gt;
&lt;br /&gt;
Each player character has a pool of [[health point]]s (HP), which is an abstraction of how much blood is being circulated to critical regions of the body. If HP ever drops to 0 or below, the body can no longer sustain life, and the character dies instantly.&lt;br /&gt;
&lt;br /&gt;
=== Disease and Poison ===&lt;br /&gt;
&lt;br /&gt;
A character can become [[diseased]] or [[poisoned]], for instance from being bitten by a rabid squirrel or eating harmful mushrooms. Diseases and poisons are represented by gradual HP loss, and the effect typically diminishes over time. For example, a disease may inflict 10 damage on the first round, 9 damage on the second, 8 damage on the third, and so on until it has fully run its course. A character can suffer simultaneously from multiple diseases and poisons.&lt;br /&gt;
&lt;br /&gt;
Diseases and poisons can be neutralized by the spells [[Undisease (113)]] and [[Unpoison (114)]]. Every separate disease and poison requires an additional cast, so if someone has two active diseases, Undisease must be cast twice to remove both of them.&lt;br /&gt;
&lt;br /&gt;
=== Wounds and Scars ===&lt;br /&gt;
&lt;br /&gt;
Independently of their HP, each character also has fourteen separate body locations. These locations fall into four categories:&lt;br /&gt;
&lt;br /&gt;
*Limbs: left arm, right arm, left hand, right hand, left leg, right leg.&lt;br /&gt;
*System: nerves.&lt;br /&gt;
*Head: head, neck.&lt;br /&gt;
*Organs: left eye, right eye, chest, abdomen, back.&lt;br /&gt;
&lt;br /&gt;
Each of these locations may have [[wound]]s or [[scar]]ring. A wound is a fresh injury, such as those suffered in combat. A scar is an old injury, usually the result of treating a wound with herbs. Wounds and scars each have three ranks of severity. Minor wounds and scars (rank 1 severity) do not greatly impair effectiveness in combat, but major ones (ranks 2 and 3) will. For example, someone with a rank 3 wound or scar to their right hand cannot hold or attack with a sword in that hand, nor be able to cast most spells.&lt;br /&gt;
&lt;br /&gt;
Repeated injuries to the same location will exacerbate existing wounds. If someone has a minor wound on their head, and is struck again with an attack to the head that would have caused a minor wound, the head wound will become a major wound and start bleeding, causing the character to lose HP over time. In general, two rank 1 wounds to the same location become a rank 2 wound, and two rank 2 wounds become a rank 3 wound. Taking a rank 1 wound on top of a rank 2 wound does not cause it to become rank 3, but will likely increase the rate of bleeding.&lt;br /&gt;
&lt;br /&gt;
=== Visual Symptoms ===&lt;br /&gt;
&lt;br /&gt;
You can see the extent of someone else&#039;s injuries by using the {{boldmono|[[LOOK (verb)|LOOK]]}} or {{boldmono|[[APPRAISE (verb)|APPRAISE]]}} verbs, and check your own health with the {{boldmono|[[HEALTH (verb)|HEALTH]]}} verb. The specific messaging for the various wounds and scars depending on their location are:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Location(s)&#039;&#039;&#039; || &#039;&#039;&#039;Severity&#039;&#039;&#039;  || &#039;&#039;&#039;Wound&#039;&#039;&#039;  || &#039;&#039;&#039;Scar&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Arm, Hand, Leg&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || minor cuts and bruises || old battle scars&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || fractured and bleeding || mangled&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || completely severed || missing&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Nerves&#039;&#039;&#039; || &#039;&#039;&#039;1&#039;&#039;&#039; || strange case of muscle twitching || developed slurred speech&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || case of sporadic convulsions || constant muscle spasms&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || case of uncontrollable convulsions || very difficult time with muscle control&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Head&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || minor bruises || scar across face&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || minor lacerations and a possible mild concussion || several facial scars&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || severe head trauma and bleeding from the ears || old mutilation wounds&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Neck&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || minor bruises || scar across neck&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || moderate bleeding || old neck wounds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || snapped bones and serious bleeding || terrible scars from some serious neck injury&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Eye&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || bruised || black-and-blue&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || swollen || severe bruises and swelling&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || blinded || missing&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; valign=&amp;quot;top&amp;quot; | &#039;&#039;&#039;Chest, Abdomen, Back&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || minor cuts and bruises || old battle scar&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || deep lacerations || several painful-looking scars&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || deep gashes and serious bleeding || terrible, permanent mutilation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Herbal Remedies ===&lt;br /&gt;
&lt;br /&gt;
When adventurers take wounds in the field and there is no empath on hand to assist them, they may choose to heal those wounds by ingesting herbal remedies. Healing a wound with an herb will reduce the severity of the wound by one level, and leave a scar of the same level as the prior wound. If the wound has fully healed and there is only a scar remaining, then it is possible to use specific scar-healing herbs to reduce the scarring level. Herbs for scars will not work if there is still a wound on that location.&lt;br /&gt;
&lt;br /&gt;
Some of the common Elanthian herbs are:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Location(s)&#039;&#039;&#039; || &#039;&#039;&#039;Minor&#039;&#039;&#039;  || &#039;&#039;&#039;Major&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| blood loss (HP) || acantha leaf || yabathilium fruit&lt;br /&gt;
|-&lt;br /&gt;
| limb wounds || ambrominas leaf || ephlox moss&lt;br /&gt;
|-&lt;br /&gt;
| limb scars || cactacae spine || calamia fruit&lt;br /&gt;
|-&lt;br /&gt;
| nerve wounds || wolifrew lichen || bolmara potion&lt;br /&gt;
|-&lt;br /&gt;
| nerve scars|| torban leaf || woth flower&lt;br /&gt;
|-&lt;br /&gt;
| head/neck wounds || rose-marrow potion || aloeas stem&lt;br /&gt;
|-&lt;br /&gt;
| head/neck scars || haphip root || brostheras potion&lt;br /&gt;
|-&lt;br /&gt;
| eye/torso wounds || basal moss || pothinir grass&lt;br /&gt;
|-&lt;br /&gt;
| eye/torso scars || talneo potion || wingstem potion&lt;br /&gt;
|-&lt;br /&gt;
| missing eye (scar) || || bur-clover potion&lt;br /&gt;
|-&lt;br /&gt;
| missing limb (scar) || || sovyn clove&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In general, one should use the {{boldmono|[[EAT (verb)|EAT]]}} verb for herbs in their harvested form, such as leaf or moss, and use the {{boldmono|[[DRINK (verb)|DRINK]]}} verb for potions.&lt;br /&gt;
&lt;br /&gt;
Without empaths, it is very expensive and time-consuming to fully heal a wound. For example, if someone suffered a rank 3 chest wound, they would first take two bites of pothinir grass, reducing the wound to minor and leaving a rank 3 scar; then they would take a bite of basal moss, healing the wound; then, drink two sips of wingstem potion to reduce the scar to minor; finally, drink one sip of talneo potion to heal the minor scar. Each of these steps could potentially take substantial time to finish.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Further information: [[Herb]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bleeding and First Aid ===&lt;br /&gt;
&lt;br /&gt;
Major wounds usually cause the victim to [[Bleeding|bleed]], losing HP over time. The exact rate depends on severity and location, and can worsen if the same location is struck again. For example, a broken arm will usually bleed less than a gushing neck wound, but taking yet more blows on the arm can cause it to bleed quite severely.&lt;br /&gt;
&lt;br /&gt;
The {{boldmono|[[TEND (verb)|TEND]]}} verb can be used to slow or stop the rate of bleeding with field bandages without healing the wound. The effectiveness of the bandages depends on the tender&#039;s [[First Aid]] skill. Not all wounds can be fully bandaged, and it may take up to several minutes to bandage very severe wounds. It is possible for a skilled tender to bandage someone else, but the patient needs to be lying down.&lt;br /&gt;
&lt;br /&gt;
As an empath, you will generally not need to bandage wounds yourself as you have access to empathic magic. First Aid is still a very useful skill to train in, as it affects how quickly you can ingest herbs and how well you can [[skin]] animals in the wild.&lt;br /&gt;
&lt;br /&gt;
== Empathic Healing ==&lt;br /&gt;
&lt;br /&gt;
Empaths heal others by transferring injuries onto themselves then using spells to restore their own health.&lt;br /&gt;
&lt;br /&gt;
=== Linking ===&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Empathic Linking is currently only required for [[F2P]] characters.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The command {{boldmono|TOUCH {character} LINK}} can optionally be used to establish an [[empathic linking]] between healer and patient.&lt;br /&gt;
&lt;br /&gt;
It takes approximately 15 seconds for the link to form, and the patient cannot be healed while it is still forming. Once the link is active, only the healer who initiated the link will be able to heal the patient. After the healing is finished, either the healer or the patient can manually {{boldmono|[[UNLINK (verb)|UNLINK]]}} to break the link. Empathic linkings can last for up to 3 minutes.&lt;br /&gt;
&lt;br /&gt;
Establishing a link is &#039;&#039;not a necessary step&#039;&#039; (except for [[F2P]] subscriptions) before healing, but it can be used to prevent confusion about which healer is responsible for whom.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;TOUCH Warrior LINK&lt;br /&gt;
As you touch Warrior, you concentrate on establishing an empathic link.&lt;br /&gt;
 &lt;br /&gt;
&amp;gt;TRANSFER Warrior&lt;br /&gt;
You meditate over Warrior.&lt;br /&gt;
You must wait for the empathic link to form before you can transfer any of Warrior&#039;s wounds.&lt;br /&gt;
 &lt;br /&gt;
You sense a successful empathic link has been forged between you and Warrior.&lt;br /&gt;
 &lt;br /&gt;
&amp;gt;TRANSFER Warrior&lt;br /&gt;
You meditate over Warrior.&lt;br /&gt;
You take all of Warrior&#039;s blood loss.&lt;br /&gt;
 &lt;br /&gt;
&amp;gt;UNLINK&lt;br /&gt;
You sense your empathic link with Warrior fade away.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Transferring Wounds ===&lt;br /&gt;
&lt;br /&gt;
Empaths can use the {{boldmono|[[TRANSFER]]}} verb to take another character&#039;s injuries onto themselves.&lt;br /&gt;
&lt;br /&gt;
Using the {{boldmono|TRANSFER}} verb without a location will restore some amount of HP, depending on the empath&#039;s level. The maximum HP that can be restored per transfer is 75. It is entirely possible for you to die from transferring HP if you don&#039;t have enough HP yourself, and the game will not give you any warning, so be very careful!&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
*{{boldmono|TRANSFER {character} HEAD}}&lt;br /&gt;
*{{boldmono|TRANSFER {character} LEFT ARM}}&lt;br /&gt;
*{{boldmono|TRANSFER {character} }}&lt;br /&gt;
&lt;br /&gt;
By default, transferring only works on HP and wounds, not on scars. However, if a character has a wound and scar on the same location, then transferring the wound will also fully heal the scar and you will not need to transfer it separately. If you have trained 50 ranks of [[Mental Lore, Transference]], you will be able to transfer scars by themselves. Not all empaths are expected to train for this scar transfer ability, but it is available for higher level empaths who decide to specialize in healing.&lt;br /&gt;
&lt;br /&gt;
Transferring a wound on top of an already wounded location will exacerbate the empath&#039;s wound. For instance, transferring two minor (rank 1) neck wounds consecutively will give the empath a rank 2 neck wound. An empath who already has a rank 3 wound in a location cannot continue to transfer wounds onto that location until healing it down by at least one rank. If you try to transfer with such a wound, you will see the message that you strain over the location but are unable to transfer.&lt;br /&gt;
&lt;br /&gt;
A novice empath does not have the ability to transfer every wound right away, but gradually learns over the first ten levels. By level ten, an empath will be able to transfer wounds of any location and severity.&lt;br /&gt;
&lt;br /&gt;
Whenever you transfer wounds from someone else, you receive a small amount of experience. There are a few exceptions to prevent abuse: you do not receive experience by transferring back and forth from other empaths, nor by restoring blood loss to someone who is actively bleeding, nor by healing self-inflicted injuries.&lt;br /&gt;
&lt;br /&gt;
=== Healing Spells ===&lt;br /&gt;
&lt;br /&gt;
As you gain experience and train in the Empath Base circle, you will learn spells that allow you to heal your own wounds and scars, whether they were taken in the course of your own hunting or through healing others. Each spell costs some [[mana]] to cast, depending on the severity of the wound or scar. The healing spells are:&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Lightgrey&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;#&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Spell Name&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Mnemonic&#039;&#039;&#039; &lt;br /&gt;
| &#039;&#039;&#039;Mana (Severity)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|1101&lt;br /&gt;
|[[Heal (1101)|Heal]]&lt;br /&gt;
|HEAL&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|1102&lt;br /&gt;
|[[Limb Repair (1102)|Limb Repair]]&lt;br /&gt;
|LIMREP&lt;br /&gt;
|2 (minor), 7 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1103&lt;br /&gt;
|[[System Repair (1103)|System Repair]]&lt;br /&gt;
|SYSREP&lt;br /&gt;
|3 (minor), 8 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1104&lt;br /&gt;
|[[Head Repair (1104)|Head Repair]]&lt;br /&gt;
|HEDREP&lt;br /&gt;
|4 (minor), 9 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1105&lt;br /&gt;
|[[Organ Repair (1105)|Organ Repair]]&lt;br /&gt;
|ORGREP&lt;br /&gt;
|5 (minor), 10 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1111&lt;br /&gt;
|[[Limb Scar Repair (1111)|Limb Scar Repair]]&lt;br /&gt;
|LIMSCAR&lt;br /&gt;
|11 (minor), 15 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1112&lt;br /&gt;
|[[System Scar Repair (1112)|System Scar Repair]]&lt;br /&gt;
|SYSSCAR&lt;br /&gt;
|12 (minor), 16 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1113&lt;br /&gt;
|[[Head Scar Repair (1113)|Head Scar Repair]]&lt;br /&gt;
|HEDSCAR&lt;br /&gt;
|13 (minor), 17 (major)&lt;br /&gt;
|-&lt;br /&gt;
|1114&lt;br /&gt;
|[[Organ Scar Repair (1114)|Organ Scar Repair]]&lt;br /&gt;
|ORGSCAR&lt;br /&gt;
|14 (minor), 18 (major)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These spells should be cast on yourself. The various Repair spells do not work at all when cast on others, and casting Heal (1101) on someone other than yourself turns it into Harm, dealing damage to them.&lt;br /&gt;
&lt;br /&gt;
By healing a wound on yourself, you leave a scar just as you would if you had used an herb. Once the wound is fully healed you can then use the scar repair spells to heal the remaining scars.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if the healing spell costs more mana than you currently have, then you will injure your nervous system by casting it, just like any caster who over-expends their mana.&lt;br /&gt;
&lt;br /&gt;
Casting a healing spell incurs some amount of hard roundtime, preventing you from moving or taking most actions. The exact duration depends on the severity of the wound or scar being healed, and decreases as you gain experience. You can further shorten healing roundtime by training in [[Mental Lore, Transformation|Mental Lore: Transformation]]. The 16th level spell [[Rapid Healing (1116)]] can also help in an emergency.&lt;br /&gt;
&lt;br /&gt;
To {{boldmono|[[PREPARE]]}} and {{boldmono|[[CAST]]}} (or {{boldmono|[[INCANT]]}}) a spell, you can use its number, mnemonic, or full name. The following sequences of commands are all equivalent:&lt;br /&gt;
&lt;br /&gt;
*{{boldmono|PREPARE 1102}}, {{boldmono|CAST}}&lt;br /&gt;
*{{boldmono|PREPARE LIMREP}}, {{boldmono|CAST}}&lt;br /&gt;
*{{boldmono|INCANT 1102}}&lt;br /&gt;
*{{boldmono|INCANT LIMREP}}&lt;br /&gt;
&lt;br /&gt;
However, to have greater control over the location to heal and to avoid mistakes, it is highly recommended that you use the targeted healing functionality of the {{boldmono|CURE}} verb.&lt;br /&gt;
&lt;br /&gt;
=== Targeted Healing ===&lt;br /&gt;
&lt;br /&gt;
{{boldmono|[[CURE (verb)|CURE]]}} allows you to specify the location you want to heal. For example, {{boldmono|CURE LEFT ARM}} will reduce the wound or scar level on your left arm by one at the cost of some mana, as if you had prepared and cast the appropriate Limb Repair (1102) or Limb Scar Repair (1111) spell. In addition, using {{boldmono|CURE}} by itself acts as a more potent version of casting Heal (1101), by restoring all of your blood loss at a cost of 1 mana per 10 HP.&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
*{{boldmono|CURE HEAD}}&lt;br /&gt;
*{{boldmono|CURE LEFT ARM}}&lt;br /&gt;
*{{boldmono|CURE}}&lt;br /&gt;
&lt;br /&gt;
=== Curing Overexertion ===&lt;br /&gt;
&lt;br /&gt;
Characters (including you) can become [[overexerted]] from expending too much stamina. This condition wears off by itself after ten minutes, but empaths can instantly cure it by transferring the status to themselves then curing it:&lt;br /&gt;
*{{boldmono|TRANSFER {character} EXERTION}}, {{boldmono|CURE EXERTION}}&lt;br /&gt;
&lt;br /&gt;
{{boldmono|CURE EXERTION}} is the same as casting [[Adrenal Surge (1107)]] and will only work if you know the spell. You can also directly cast Adrenal Surge at someone else to cure them, but some characters may have magic-resistant effects that would cause the spell to fail. Transferring will always work and also give you some field experience points, casting the spell directly does not.&lt;br /&gt;
&lt;br /&gt;
=== Healing with the Wrayth Client ===&lt;br /&gt;
&lt;br /&gt;
If you use the [[Wrayth]] client to connect to GemStone IV, you can create a convenient visual representation of a character&#039;s wounds by using the {{boldmono|[[APPRAISE]]}} verb. As an empath, appraising someone else will tell you whether they are wounded and open up a window with a picture of a body and a (1), (2), or (3) symbol over the various wounded locations, corresponding to the level of the wound. Clicking on a wound symbol will transfer the wound, just as if you had typed in a {{boldmono|TRANSFER}} command.&lt;br /&gt;
&lt;br /&gt;
Visual healing windows will only appear if you have {{boldmono|[[FLAG/SET (verb)|FLAG]] DIALOGS ON}}.&lt;br /&gt;
&lt;br /&gt;
Wrayth also has an Injuries window that shows your own health condition with a similar visual design. Your own wounds are shown with a number in red, and any scars you may have are shown with a number in yellow. Clicking on a wound or scar symbol in the window will prepare and cast the appropriate healing spell.&lt;br /&gt;
&lt;br /&gt;
=== Remote Healing and Imprinting ===&lt;br /&gt;
&lt;br /&gt;
Usually, the empath and patient must be in the same room for transfers. The [[IMPRINT]] ability allows you to do so even if the patient is far away. By default, an empath may imprint only one patient at a time, but this can be increased with dedicated training.&lt;br /&gt;
&lt;br /&gt;
You can attempt to imprint someone using the command &amp;quot;IMPRINT {character}&amp;quot;. The chance of success is based on your training in healing-related skills per level, so lower level empaths are not necessarily at a disadvantage. You can expect about 20% to 50% success rate depending on your training choices. After a successful imprint, you can transfer wounds remotely as long as the patient is not too far away and not currently in combat, using up to 20 [[Stamina]] Points per transfer. Make sure you have enough stamina! You can keep an eye on imprinted patients&#039; well-being using &amp;quot;IMPRINT CHECK&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you want to try to imprint, then it is best to attempt immediately after healing the patient normally, because the lingering effect of the recent transfer makes it easier.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that a successful imprint costs 2 [[Spirit]] Points, which typically takes a few minutes to regenerate, and if you have less than 75% of your maximum spirit you will suffer combat penalties. Failed attempts do not cost spirit if you attempt during the lingering healing effect, otherwise they also cost 2 Spirit.&lt;br /&gt;
&lt;br /&gt;
The level 40 spell [[Solace (1140)]] can establish an imprint with 100% success rate. For a short time, it also bypasses the normal in-combat restriction for transfers.&lt;br /&gt;
&lt;br /&gt;
== Common Healing Practices ==&lt;br /&gt;
&lt;br /&gt;
Generally, when your fellow adventurers are looking for a healer, they will go to the main gathering spot in town, such as:&lt;br /&gt;
*Town Square Central in [[A beginner&#039;s guide to Wehnimer&#039;s Landing|Wehnimer&#039;s Landing]]&lt;br /&gt;
*Town Center in [[A beginner&#039;s guide to Icemule Trace|Icemule Trace]]&lt;br /&gt;
*King&#039;s Court in [[A beginner&#039;s guide to Ta&#039;Vaalor|Ta&#039;Vaalor]]&lt;br /&gt;
&lt;br /&gt;
They might actively ask for healing, or simply be in visible distress and constantly eating acantha leaf to counteract their bleeding. And often the bodies of the dead will be dragged in and will need their injuries mended before a cleric can resurrect them. If you want to help them, there are a few general guidelines you should follow:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communicate with fellow healers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Try to learn who the other healers in the area are. This will let you know if you must personally see to every patient or if others can assist, and they can also be very helpful in reducing the amount of time you need to heal scars. You can {{boldmono|[[SPEAK (verb)|SPEAK EMPATH]]}} to switch to speech that can only be heard by other empaths in the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LOOK, APPRAISE, DIAGNOSE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{boldmono|LOOK}} or {{boldmono|APPRAISE}} will tell you what wounds someone is currently suffering from. Often that is enough for you to fully heal them. However, it will not tell you if someone is diseased or poisoned, how quickly they are bleeding out, or their exact amount of HP.&lt;br /&gt;
&lt;br /&gt;
If you need additional information, you may consider using the {{boldmono|[[DIAGNOSE (verb)|DIAGNOSE]]}} verb. Diagnosing someone will tell you if there are any diseases or poisons, and if they still have any blood loss even without wounds. You can also use {{boldmono|DIAGNOSE {target} FULL}} to get a comprehensive read on someone&#039;s health, including the exact severity of every wound and ailment. A full diagnosis incurs a small amount of roundtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acknowledge patients&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you have determined that someone needs your help and they are willing to accept it, you should acknowledge in some way that you are about to heal them. Traditionally this is done with a simple NOD, though you can do something else that feels appropriate for your character. This step is not always necessary but some people might consider it rude not to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keep yourself alive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As you start healing someone, you should make sure that your own body is able to take the injuries that you are about to transfer. If your own health is very low, transferring someone else&#039;s blood loss can potentially kill you. Likewise, if you are still very low level and can only heal minor wounds in a location, then you may want to heal your existing wound before transferring another that would have made it more severe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aid the fallen&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before an adventurer can be raised from the dead, it is important to heal them so their body can sustain life. Since resurrection spells can restore some HP, you will not have to heal all of the blood loss from a dead body, but you should always transfer any bleeding wounds.&lt;br /&gt;
&lt;br /&gt;
You should also make sure that the body is properly preserved to prevent it from decaying. Clerics can use the [[Preservation (305)]] spell to keep bodies preserved, but in their absence [[white flask]]s are a temporary substitute. {{boldmono|[[POUR (verb)|POUR]]}} a white flask into the body to preserve it.&lt;br /&gt;
&lt;br /&gt;
If no clerics or paladins can be found, you may need to drag the body to the local [[town cleric]].&lt;br /&gt;
&lt;br /&gt;
== Hunting and Combat == &lt;br /&gt;
&lt;br /&gt;
To survive in the wild, whether to protect and rescue fellow adventurers or to hunt the dangerous creatures of Elanthia, empaths should also learn to be proficient in battle by acquiring the proper equipment, training, and general combat knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
Every newly created character is equipped with a set of [[Newbie gear (saved post)|starting gear]] appropriate to their race and initial set of skills, including a set of armor and a basic weapon. For levels 0-9, the starting gear should serve well enough, though you can visit the local shops if you prefer different items.&lt;br /&gt;
&lt;br /&gt;
When you reach level 10, you will be able to use equipment with up to +20 (also known as 4x) [[enchantment]] bonus. Enchanted gear can give a substantial boost to your combat capabilities, and it is advisable that you acquire some as soon as you have set aside enough silvers to do so. A piece of 4x equipment with no other special properties usually costs about 35,000 to 50,000 silvers. Generally, you would be looking for weapons and shields made from [[vultite]] or [[rolaren]] (for metals), and [[faewood]], [[orase]], or [[ruic]] (for woods). Enchanted leather armor is not as easy to identify, but you can ask around on the [[ESP]] network or check the [[player run shop]]s.&lt;br /&gt;
&lt;br /&gt;
Most hunting areas are balanced for wearing full 4x gear, and many adventurers have used them all the way to level 100. More highly enchanted gear, and those with special properties such as [[flare]]s, [[weighting]], or [[padding]], are rarer and more costly, but they can give you additional advantages if you should ever find them.&lt;br /&gt;
&lt;br /&gt;
=== Early Hunting ===&lt;br /&gt;
&lt;br /&gt;
Each of the starter towns—Wehnimer&#039;s Landing, Icemule Trace, and Ta&#039;Vaalor—has hunting areas appropriate for a novice adventurer. Follow the maps out to the hunting grounds and look around for hostile creatures.&lt;br /&gt;
&lt;br /&gt;
When you spot an unfamiliar creature, it helps to {{boldmono|APPRAISE}} it to get a general idea about its capabilities.&lt;br /&gt;
&amp;lt;pre{{log2|background=none|border=none}}&amp;gt;&lt;br /&gt;
&amp;gt;APPRAISE RAT&lt;br /&gt;
The giant rat is small in size and about one foot high in its current state.&lt;br /&gt;
The rat would be a pretty even match for you.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Make sure you are in {{boldmono|STANCE DEFENSIVE}}, and wait for the creature to make an attack:&lt;br /&gt;
&amp;lt;pre{{log2|background=none|border=none}}&amp;gt;&lt;br /&gt;
You are now in a defensive stance.&lt;br /&gt;
A giant rat tries to bite you!&lt;br /&gt;
AS: +34 vs DS: +87 with AvD: +34 + d100 roll: +3 = -16&lt;br /&gt;
A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is what is known as an &#039;&#039;&#039;attack roll&#039;&#039;&#039;. The factors involved in an attack roll are:&lt;br /&gt;
*[[Attack Strength]] (AS), determined by stance and weapon skill&lt;br /&gt;
*[[Defensive Strength]] (DS), likewise determined by stance and weapon skill&lt;br /&gt;
*[[AvD|Attack vs. Defense]] (AvD), a measure of how well the type of armor protects against the specific attack&lt;br /&gt;
*[[d100]], a random die roll from 1 to 100&lt;br /&gt;
&lt;br /&gt;
If these add up to over 100, then the attack hits. But as you can see, that rat has no chance of landing a hit no matter how high the d100 roll might be. The chances are very different in {{boldmono|STANCE OFFENSIVE}}:&lt;br /&gt;
&amp;lt;pre{{log2|background=none|border=none}}&amp;gt;&lt;br /&gt;
You are now in an offensive stance.&lt;br /&gt;
A giant rat tries to bite you!&lt;br /&gt;
AS: +34 vs DS: +32 with AvD: +34 + d100 roll: +38 = +74&lt;br /&gt;
A clean miss.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Now the rat can land a hit as long as it can roll above a 64. In general, it is a good idea to not let creatures attack you while you are in an offensive stance. You will want to wait for the creature to attack, then quickly switch into offensive stance and make your own attack, then return to defensive stance before the creature can retaliate. This is known as &amp;quot;stance-dancing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 400px; border: 1px solid black; background: white; margin: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Damage is calculated based on the final margin above 100, a comparison between weapon and armor, and the location of the hit. In the example here, the result of the combat factors is +143, so the margin is 43. A [[war hammer]] has a [[damage factor]] of 0.410 against unarmored foes such as rats, so the attack deals at least 43 * 0.410 = 18 points (rounded up). &lt;br /&gt;
&lt;br /&gt;
Additional damage comes from the [[critical]] calculation. The unarmored rat has a critical divisor of 5, so the maximum potential critical rank of the attack is 18 / 5 = 3 (rounded down). A (hidden) random roll is made to determine the actual critical rank, which could be anywhere between half to full of the potential maximum. In this case the result is the full rank 3 critical.&lt;br /&gt;
&lt;br /&gt;
The war hammer has a 2/3 chance of inflicting [[crush]] criticals and a 1/3 chance of [[puncture]], so another hidden random roll is made to determine which type it is. In this case it is determined to be a crush critical, and looking up the crush critical table, a rank 3 crush to the back deals 15 critical damage and a minor wound.&lt;br /&gt;
&lt;br /&gt;
The total damage inflicted is therefore 18 + 15 = 33 points and a minor back wound.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
To make your own attack, use the {{boldmono|[[ATTACK]]}} verb:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px|background=none|border=none}}&amp;gt;&lt;br /&gt;
&amp;gt;ATTACK&lt;br /&gt;
You swing a war hammer at a giant rat!&lt;br /&gt;
AS: +35 vs DS: +14 with AvD: +25 + d100 roll: +97 = +143&lt;br /&gt;
   ... and hit for 33 points of damage!&lt;br /&gt;
   Respectable shot to the back.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whenever you make a melee attack, you will incur some amount of &#039;&#039;&#039;[[roundtime]]&#039;&#039;&#039;. This is a period in which you cannot move, switch stances, or make most other actions. Most physical weapons have a roundtime of 4 seconds, but heavier weapons such as most two-handed weapons and polearms can take longer to swing. Having high Dexterity and Agility statistics can offset the heavy weapon penalties. Generally for melee combatants, swinging a weapon in 5 or 6 seconds is acceptable, since that will let you stance dance effectively against most creatures. Against quick foes like lynxes that can attack faster than your swings, you will need to be very careful.&lt;br /&gt;
&lt;br /&gt;
If you prefer not to use physical weapons, then remember that empaths have more than swords and hammers in their arsenal—they can wield spiritual and mental magic against their enemies.&lt;br /&gt;
&lt;br /&gt;
The first attack spell that every empath learns is [[Arcane Blast]], and it requires no mana to cast. Unlike melee, there is no need to switch to offensive stance. Simply use the {{boldmono|INCANT}} verb to cast the spell:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px|background=none|border=none}}&amp;gt;&lt;br /&gt;
&amp;gt;INCANT ARCANEBLAST&lt;br /&gt;
You gesture sharply and recite the esoteric command for Arcane Blast...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a giant rat.&lt;br /&gt;
CS: +32 - TD: +3 + CvA: +25 + d100: +87 == +141&lt;br /&gt;
Warding failed!&lt;br /&gt;
A torrent of arcane energy blasts the giant rat for 10 points of damage!&lt;br /&gt;
   ... 5 points of damage!&lt;br /&gt;
   Blow grazes left arm lightly.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
(Forcing stance down to guarded)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is known as a &#039;&#039;&#039;[[warding|warding roll]]&#039;&#039;&#039;, and it looks slightly different from an attack roll. The factors involved are:&lt;br /&gt;
*[[Casting Strength]] (CS), determined by level and spell research&lt;br /&gt;
*[[Target Defense]] (TD), determined by level and defensive magics&lt;br /&gt;
*[[CvA|Cast vs. Armor]] (CvA), a measure of how well the type of armor protects against magic&lt;br /&gt;
*[[d100]], a random die roll from 1 to 100&lt;br /&gt;
&lt;br /&gt;
Like attack rolls, these must add up to over 100 for the spell to hit. &lt;br /&gt;
&lt;br /&gt;
Casting the spell also forced stance from Defensive down to Guarded. This is normal, as all spells force the caster out of a completely defensive stance, but it will not lower stance to any more than Guarded.&lt;br /&gt;
&lt;br /&gt;
Casting spells incurs some amount of &#039;&#039;&#039;[[cast roundtime]]&#039;&#039;&#039;. Unlike standard roundtime, you can still move or change stances during this period, and are only prohibited from using additional attacks or spells. Arcane Blast requires both standard roundtime and cast roundtime, but most spells you learn later on will only require cast roundtime.&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right; width: 400px; border: 1px solid black; background: white; margin: 1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #E6F2FF; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;&amp;quot;&amp;gt;&lt;br /&gt;
Bolt Spells are only effective if you are in offensive stance, but you can freely change stance during Cast Roundtime. You can create a macro/alias in your front end settings to quickly change in and out of offensive stance, for example:&lt;br /&gt;
&lt;br /&gt;
{{mono|STANCE OFFENSIVE\rINCANT 111\rSTANCE GUARDED}}&lt;br /&gt;
&lt;br /&gt;
or a script:&lt;br /&gt;
&lt;br /&gt;
{{mono|put STANCE OFFENSIVE&amp;lt;br&amp;gt;put INCANT 111&amp;lt;br&amp;gt;put STANCE GUARDED}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Arcane Blast itself has two modes. When cast normally, it uses a warding roll as above. By using the [[EVOKE]] syntax, it makes an attack roll, with attack strength determined by stance and the [[Spell Aiming]] skill:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px|background=none|border=none}}&amp;gt;&lt;br /&gt;
You are now in an offensive stance.&lt;br /&gt;
&amp;gt;INCANT ARCANEBLAST EVOKE&lt;br /&gt;
You gesture sharply and recite the esoteric command for Arcane Blast...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a giant rat.&lt;br /&gt;
You hurl a torrent of arcane energy at a giant rat!&lt;br /&gt;
AS: +35 vs DS: +12 with AvD: +35 + d100 roll: +89 = +147&lt;br /&gt;
   ... and hit for 8 points of damage!&lt;br /&gt;
   Stubs left hand finger.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
Roundtime: 5 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Spells that make attack rolls are known as [[bolt spell]]s. In the early levels, there is not much advantage in using the bolt version of Arcane Blast, as it is much safer to stay in defensive or guarded stance.&lt;br /&gt;
&lt;br /&gt;
=== Intermediate Hunting ===&lt;br /&gt;
&lt;br /&gt;
Stance-dancing with a heavy two-handed weapon or plinking away with Arcane Blast are effective for low-level hunting grounds. When you have outgrown those areas, take a look at the [[list of creatures by level]] and choose some targets appropriate for your level range. Higher level creatures tend to have tricks that they can use to make your hunting more exciting.&lt;br /&gt;
&lt;br /&gt;
==== Turtled Creatures ====&lt;br /&gt;
&lt;br /&gt;
Many creatures, once they have taken some damage, will adopt a defensive stance. There is often no indication of this happening except that the creature&#039;s DS will suddenly be much higher. Unlike player characters, they can do this immediately &#039;&#039;after&#039;&#039; their attack (when a player character would still be in roundtime). As an empath, even one with martial training, this is a good time to switch to warding attacks which ignore stance. Those with heavy investment in Combat Maneuvers may also consider using [[Feint]].&lt;br /&gt;
&lt;br /&gt;
==== Ranged Enemies ====&lt;br /&gt;
&lt;br /&gt;
While low-level creatures tend to only use melee combat, you will eventually come across enemies that use bows or magical bolts. Depending on your equipment, these enemies can be far more dangerous because your ranged DS may be much lower than in melee. Generally speaking, two-handed weapon users have the lowest ranged DS, followed by runestaff users with medium defenses, and shield users have the highest. If you are not trained for shields, you might consider avoiding areas with enemy archers.&lt;br /&gt;
&lt;br /&gt;
==== Standard Maneuvers ====&lt;br /&gt;
&lt;br /&gt;
[[Standard maneuver roll|Standard maneuvers]], or often &amp;quot;creature maneuvers&amp;quot; (though they can also be initiated by player characters), are special abilities that bypass the attack roll system. Common standard maneuvers used by creatures include [[Elemental Wave]], [[Call Wind]], and [[Earthen Fury]]. Failing a standard maneuver roll will usually put you in lengthy roundtime with stuns or knockdowns that leave you vulnerable to followup attacks. Empaths have good passive defense against them from training twice a level or more in Physical Fitness, but you should not rely on the roll going in your favor. If you know an enemy can use a dangerous maneuver, either use a disabling spell first or assume that you will fail the roll and be adequately defensive so that you won&#039;t die if someone swings at you while you&#039;re flat on the ground. To disable an enemy, if it can be stunned then Bone Shatter is a good choice, otherwise Empathy, Unbalance, Bind, or Web Bolt are possibilities depending on which you are ideally trained for. Defensive spells from other players can also help, especially [[Mobility]] from rangers.&lt;br /&gt;
&lt;br /&gt;
==== Finding Groups ====&lt;br /&gt;
&lt;br /&gt;
[[Group]]ing with other players is an excellent way for empaths to gain experience, especially as you can patch up their combat injuries to keep the hunt going. Many tasks from the [[Adventurer&#039;s Guild]] allow you to add partners, especially &amp;quot;hunt bandits&amp;quot; which is much safer in a group. If you notice others frequenting the same hunting grounds, see if they are willing to join a group as you will both complete your tasks much faster instead of competing for a limited number of creatures.&lt;br /&gt;
&lt;br /&gt;
Even without a group, you can often find help in the form of &amp;quot;mass&amp;quot; spells in town. Spellcasters may ask the crowd to {{boldmono|[[JOIN]]}} them when they cast [[Mass Elemental Defense (419)]], [[Mass Blur (911)]], or [[Natural Colors (601)]]--&amp;quot;guards&amp;quot;, &amp;quot;blurs&amp;quot;, and &amp;quot;colors&amp;quot; in colloquial terms. These defensive spells can persist for up to four hours after the group is disbanded.&lt;br /&gt;
&lt;br /&gt;
==== Encumbrance ====&lt;br /&gt;
&lt;br /&gt;
As you carry more coins and items, you will start to feel [[encumbrance]]. You can use the {{boldmono|ENCUMBRANCE}} command to check--if you see the message: &amp;quot;You adjust your gear comfortably and feel satisfied that you are not encumbered enough to notice&amp;quot;, then you are fine, but any other message means you are suffering penalties from carrying too much. The effects are most obvious in melee combat where you will start to swing slower (more roundtime) and become worse at defending against enemy attacks and maneuvers. Avoid carrying too much on you, use [[bank]]s and [[locker]]s to stash your coins and valuables, and offload treasure boxes at the [[locksmith pool]]s when you can.&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
&lt;br /&gt;
[[Wand]]s and rods are commonly available from the treasure system, alchemy shops, and player crafting. Each wand contains a specific spell with a limited number of charges.&lt;br /&gt;
&lt;br /&gt;
To attempt to activate a wand, hold the wand in either hand, or in the [[reserve]] slot (with &amp;quot;RESERVE MY WAND&amp;quot;), and use the command &amp;quot;[[WAVE]] MY {wand} AT {target}&amp;quot;. It is usually (but not always) safe to simply &amp;quot;WAVE MY {wand}&amp;quot; as the game will try to pick a hostile target for you.&lt;br /&gt;
&lt;br /&gt;
When you wave a wand, there is a skill check to determine success. Properly using a wand requires training in [[Magic Item Use]] (MIU). The exact success formula can be found in the MIU article. Because empaths cannot learn spells from elemental spell circles, elemental bolt wands such as iron/silver wands ([[Minor Shock (901)]]), aquamarine wands ([[Minor Water (903)]]), and golden wands ([[Minor Fire (906)]]) are more difficult to activate. Generally speaking, 20 MIU ranks means you are minimally competent at wands to be able to use them while hunting, and 40 MIU ranks means you can activate almost any wand without failure.&lt;br /&gt;
&lt;br /&gt;
If you try to activate a wand but do not see any skill check roll, that likely means the wand is out of [[Charge (magic)|charge]]s. You can either sell uncharged wands at a pawnshop or find an experienced [[wizard]] to recharge them. Wands made of metal (such as silver, gold, copper, and bronze) tend to be non-[[crumbly]] and can go down to zero charges, while other wands will crumble and disappear when they are out of charges.&lt;br /&gt;
&lt;br /&gt;
If you want to use elemental wands early on, you should train 2x in MIU up to about 40 ranks (140 bonus), enough to offset almost all of the spell level penalties. Keep in mind that most wands contain bolt spells which are only useful if you also train 2x in Spell Aiming.&lt;br /&gt;
&lt;br /&gt;
Some useful bolt wands you may come across as treasure or crafted by player alchemists include:&lt;br /&gt;
&lt;br /&gt;
*Empathic Assault - lapis lazuli wand / faceted amethyst wand&lt;br /&gt;
*Fire Spirit - electrum wand / grooved ebony wand&lt;br /&gt;
*Hurl Boulder - bronze wand&lt;br /&gt;
*Major Shock - copper wand&lt;br /&gt;
&lt;br /&gt;
Hurl Boulder and Major Shock are among the most damaging bolts and hit quite a bit harder than an empath&#039;s own bolt spells, so it may be worth keeping those wands if you find them.&lt;br /&gt;
&lt;br /&gt;
Some useful non-bolt wands:&lt;br /&gt;
*Bone Shatter - cracked ivory wand / slender ivory wand&lt;br /&gt;
*Unbalance - wavy driftwood wand&lt;br /&gt;
&lt;br /&gt;
== Spell Guide ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|{{prettytable|text-align: left; font-size: 95%;}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;text-align: center; font-size: larger; font-weight: bold; background: #DDD;&amp;quot;|[[Arcane|Arcane Circle]]&lt;br /&gt;
|-style = &amp;quot;background: #DDD; color: blue; text-align: center;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Spell&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Arcane Blast (1700)]]&lt;br /&gt;
|A basic free attack effective at low levels.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;text-align: center; font-size: larger; font-weight: bold; background: #DDD;&amp;quot;|[[Empath Base|Empath Base Circle]]&lt;br /&gt;
|-style = &amp;quot;background: #DDD; color: blue; text-align: center;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Spell&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Heal/Harm (1101)]]&lt;br /&gt;
|The offensive version, Harm, can be improved by [[Mental Lore, Manipulation]], but it is not any better than Arcane Blast early on, and there are much better attack options later.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Bone Shatter (1106)]]&lt;br /&gt;
|For many empaths, Bone Shatter will be the main attack spell for most of their careers. To make even better use of it, you can [[channel]] the spell with an open hand. INCANT SET CHANNEL 1106 to set the spell to channel by default whenever you INCANT it. [[Mental Lore, Manipulation]] adds a small chance of instantly killing a target when the spell lands, but does not improve the spell in any other way, and since the chance remains fairly small—about 9% even with 100 lore ranks, and that is assuming you succeed in the warding roll by a significant margin—it is generally better to prioritize those training points into other skills that have more significant benefits.&lt;br /&gt;
&lt;br /&gt;
Also, keep in mind that not every type of creature has bones. Those without them, such as non-corporeal undead or elementals, are immune to this spell.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Adrenal Surge (1107)]]&lt;br /&gt;
|By default, a simple utility spell that forces the target to stand upright. Useful, for example, if you have been knocked down by some creature and need to quickly get back on your feet. You can also use this on fellow adventurers who complain about &amp;quot;popped muscles&amp;quot;. With [[Spiritual Lore, Blessings]], it can also restore [[stamina]]. Not everyone uses stamina, but for melee-focused empaths who employ combat maneuvers, or masters of the [[Guardians of Sunfist]] society who use stamina to power their sigils, having the ability to easily refill stamina is indispensable.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Empathy (1108)]]&lt;br /&gt;
|A warding attack spell that deals no direct damage, but can cause the target to run away or become frozen in fear. The best results of this spell are only achieved with end rolls above 150, so it is not especially useful in the lower levels.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Empathic Focus (1109)]]&lt;br /&gt;
|Gives bonuses to your defense against physical and magical attacks, as well as your own melee attacks. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Empathic Assault (1110)]]&lt;br /&gt;
|This is the first [[bolt]] spell available to empaths, and requires full (2x) training in [[Spell Aiming]] to be effective. It is usually not as effective as other direct damage spell options, but can be very good if the enemy is already knocked down or if it is especially weak against ranged attacks. Later on, it may be the only option against certain types of creatures such as elementals which are immune to other empath spells. For those cases it is recommended to train some Telepathy lore (at least 20 ranks) for additional damage cycles per cast.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Wither (1115)]]&lt;br /&gt;
|This [[CHANNEL (verb)|channellable]] spell requires very dedicated spellcaster training to be effective. To make the best use of Wither, you must have a high enough [[Casting Strength]] to not just pass the warding check, but pass it by a large margin consistently. [[Spiritual Lore, Summoning]] adds additional critical damage, but you need a lot of it: 150 skill ranks to guarantee the extra critical. [[Mental Lore, Manipulation]] also adds an instant death chance, though as with Bone Shatter it is not a significant factor in practice.&lt;br /&gt;
&lt;br /&gt;
An end roll of 110 on Wither will usually deal less damage than the same roll on Bone Shatter, and for more than twice the mana cost. But an end roll of 160 on Wither, with four critical damage cycles, will almost certainly disintegrate multiple parts of the target&#039;s body, often killing them immediately.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Rapid Healing (1116)]]&lt;br /&gt;
|Temporarily reduces [[healing roundtime]]. This is useful for cleaning yourself up after taking many wounds at once, or for quickly getting back into action if you suffered a debilitating head or limb wound in combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Empathic Link (1117)]]&lt;br /&gt;
|Gives a chance of duplicating damage on affected targets. This spell is more effective if the caster is trained in [[Mental Lore, Telepathy]] and [[Spiritual Mana Control|Spiritual]]/[[Mental Mana Control]]. Because of its high mana cost and the chance that damage is not always duplicated, the spell is mainly for higher level characters who can afford to cast it.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Herb Production (1118)]]&lt;br /&gt;
|A utility spell that spontaneously creates healing [[herb]]s when outdoors. With [[Spiritual Lore, Summoning]], you can specify the type of herb. For serious wounds and scars, it costs less mana to make an herb and eat it than to heal it directly.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Strength of Will (1119)]]&lt;br /&gt;
|Gives bonuses to defense. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Sympathy (1120)]]&lt;br /&gt;
|A warding attack that turns enemies in a room against each other for a brief time. This is only room-wide disabling spell that empaths have, and is sometimes the best option even though it is fairly costly in mana. Casting Sympathy can give you time to assess the situation and not be overwhelmed, and you can pick out specific dangers to use longer-lasting disabling abilities on, or try to kill them outright. [[Spiritual Mana Control|Spiritual]]/[[Mental Mana Control]] training allows the spell to affect more targets.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Troll&#039;s Blood (1125)]]&lt;br /&gt;
|Heals minor wounds on its own, adds some HP regeneration, and gives a chance to break out of stuns. [[Spiritual Mana Control]] quickens the pulses of this spell. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Intensity (1130)]]&lt;br /&gt;
|Gives substantial bonuses to both defense and attack. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Bloodsmith (1135)]]&lt;br /&gt;
|Creates bloodstone jewelry that enhances the wearer&#039;s attributes and provides restorative effects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Solace (1140)]]&lt;br /&gt;
|Can be used to heal a target who is not in the same room. This can be useful if someone needs help in an area too difficult or too dangerous for you to reach.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Regeneration (1150)]]&lt;br /&gt;
|Can be used only once every day, fully healing you every 6 seconds for a total of 30 seconds. You can activate it even while stunned or immobilized by using the {{boldmono|[[REGENERATE (verb)|REGENERATE]]}} verb.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;text-align: center; font-size: larger; font-weight: bold; background: #DDD;&amp;quot;|[[Minor Spiritual|Minor Spiritual Circle]]&lt;br /&gt;
|-style = &amp;quot;background: #DDD; color: blue; text-align: center;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Spell&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Warding I (101)]]&lt;br /&gt;
|Protects against hostile spells. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Barrier (102)]]&lt;br /&gt;
|Gives additional defense at the cost of physical offense. Keep this spell active unless you use non-magical attacks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Defense (103)]]&lt;br /&gt;
|General defensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Disease Resistance (104)]]&lt;br /&gt;
|Grants additional protection against disease. Keep this spell active when fighting animals and sorcerers.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Poison Resistance (105)]]&lt;br /&gt;
|Grants additional protection against disease. Keep this spell active when fighting venomous creatures like snakes and insects.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spirit Fog (106)]]&lt;br /&gt;
|Increases defense for everyone in the area, both yourself and your enemies. Very situational, but can be useful if you are camping in a single room for a long time.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Warding II (107)]]&lt;br /&gt;
|Protects against hostile spells. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Stun Relief (108)]]&lt;br /&gt;
|Removes [[stun]] from a target. You cannot use it on yourself if you are stunned, but this can save your companions in a tough spot.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Dispel Invisibility (109)]]&lt;br /&gt;
|This spell is rarely used as almost no creatures use invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Unbalance (110)]]&lt;br /&gt;
|A [[SMR|maneuver]] attack spell that knocks the target prone and makes them briefly unable to act. The disabling effect is deceptively potent: many higher-level creatures can quickly shake out of stuns, bindings, and webs, but nothing can overcome roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Fire Spirit (111)]]&lt;br /&gt;
|This is a &amp;quot;ball&amp;quot; spell, a variant of [[bolt]] spells in that it can deal splash damage to other targets in the same room. Compared to Empathic Assault, this is usually less effective against light armor but better against heavy armor. The splash damage can be useful in crowds, having a good chance of stunning multiple targets.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Water Walking (112)]]&lt;br /&gt;
|Lets a target walk across water. This can be very useful for traversing watery and swampy areas, but it will not help if you need to go underwater, so it is still good to have some [[Swimming]] training.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Undisease (113)]]&lt;br /&gt;
|Cures a single disease currently affecting the target. Multiple casts may be needed if someone is afflicted by multiple diseases. This only works against diseases that show up in {{boldmono|HEALTH}}/{{boldmono|DIAGNOSE}}.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Unpoison (114)]]&lt;br /&gt;
|Cures a single poison currently affecting the target. Multiple casts may be needed if someone is afflicted by multiple poisons. This only works against poisons that show up in {{boldmono|HEALTH}}/{{boldmono|DIAGNOSE}}.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
|Protects against hostile spells. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Locate Person (116)]]&lt;br /&gt;
|Gives you a quick glimpse of the target&#039;s location. Very useful for rescues.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Offense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Strike (117)]]&lt;br /&gt;
|Gives a large increase to attack strength for a single physical or bolt attack.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Web (118)]]&lt;br /&gt;
|Can be cast in several different modes. The most common is a [[SMR|maneuver]] attack that disables the target by entangling it in sticky webs. Training in Spell Aiming improves the chance of success on the maneuver roll. With [[Spiritual Lore, Summoning]], it can also be cast from offensive stances as a bolt spell that [[Unbalance critical table|unbalances]] the target, with a chance of also causing the entangling web effect. It takes substantially more training in Summoning lore—140 ranks for same-level targets, even more on those above your level—to guarantee the web effect when a bolt hits.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spirit Dispel (119)]]&lt;br /&gt;
|Dispelling a creature can strip away its defensive spells, but more importantly, it will lose any spell that it has prepared for casting. Many magical creatures have a signature &amp;quot;preparing to cast&amp;quot; action that you should watch for. You can also use this to dispel negative effects on yourself or a fellow adventurer by using the [[channel]] action.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Lesser Shroud (120)]]&lt;br /&gt;
|General defensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9999; text-align: center;&amp;quot;|Attack&lt;br /&gt;
|style=&amp;quot;background: #FF9999; white-space:nowrap;&amp;quot;|[[Call Lightning (125)]]&lt;br /&gt;
|Most creatures will simply run out of the room while the cloud is still charging up, so this spell is only useful in situations where you can prevent them from leaving. Remember that unlike most &amp;quot;cloud&amp;quot; spells from other circles, this is a single-target attack so you should never cast it on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spirit Guide (130)]]&lt;br /&gt;
|Transports you and your group to a safe location in or close to town in most cases. Useful for rescues. Often you will suffer from some incapacitating nausea afterwards.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Searing Light (135)]]&lt;br /&gt;
|Attempt to blind all enemies in the room and inflict minor damage if they fail a warding check. This spell is very situational and the warding check makes it impractical in most cases.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Wall of Force (140)]]&lt;br /&gt;
|Grants a large defensive bonus for a short time. This spell does not take any time to cast, but there is a cooldown period before it can be cast again. Very useful if you expect to go up against some big monsters.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3 style=&amp;quot;text-align: center; font-size: larger; font-weight: bold; background: #DDD;&amp;quot;|[[Major Spiritual|Major Spiritual Circle]]&lt;br /&gt;
|-style = &amp;quot;background: #DDD; color: blue; text-align: center;&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Spell&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Calm (201)]]&lt;br /&gt;
|Temporarily calms a creature so that it will not attack you unless you attack first. Useful when dealing with several creatures in the same room.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Shield (202)]]&lt;br /&gt;
|General defensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Manna (203)]]&lt;br /&gt;
|Helps recover mana and spirit more quickly when you are resting. The effect wears off as soon as you enter combat.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Unpresence (204)]]&lt;br /&gt;
|This mainly prevents other players from locating you and is not especially useful against creatures. You might keep this up against creatures that can dispel, so that you have a chance of not losing a more critical effect.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Light (205)]]&lt;br /&gt;
|Light and (when evoked) Darkness affect the DS of everyone in the room, similar to Spirit Fog. Highly situational.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Tend Lore (206)]]&lt;br /&gt;
|Gives you a temporary First Aid bonus. Not especially useful for empaths as it is already easy to train First Aid and you will rarely have to TEND injuries when you can heal them directly.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Purify Air (207)]]&lt;br /&gt;
|Helps greatly in areas where the air is poisonous, and can also protect against certain traps.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Living Spell (208)]]&lt;br /&gt;
|Attempts to rip away a spell that a creature is currently preparing to cast so that you can cast it yourself. Extremely situational.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Untrammel (209)]]&lt;br /&gt;
|Removes webs from a target. With 10 ranks in [[Spiritual Lore, Blessings]], you can cast it on yourself preemptively to improve your defense against web attacks.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Silence (210)]]&lt;br /&gt;
|While stopping spellcasters has some value, this spell is generally not used because it requires a difficult warding check. Because of the lower Casting Strength of the circle (Major Spiritual is seldom heavily trained), most empaths will not frequently use this while solo hunting.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Offense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Bravery (211)]]&lt;br /&gt;
|General offensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Interference (212)]]&lt;br /&gt;
|Reduces the TD of a target to make subsequent warding spells easier to land. As this effect is automatically successful against targets near your level, and at only 2 mana per cast, this is very useful against enemies with high natural TD that you may otherwise struggle to hit with warding spells. Interference also makes the target&#039;s own spellcasting more likely to fail.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Minor Sanctuary (213)]]&lt;br /&gt;
|The sanctuary effect prohibits all attacks in the room. Can be used to give yourself a temporary breather when you are in trouble, or to help someone else in the field if they are stunned, knocked down, or otherwise look in bad shape.&lt;br /&gt;
&lt;br /&gt;
To cancel the sanctuary, {{mono|STOP 213}}.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Bind (214)]]&lt;br /&gt;
|Reliably stops an enemy for at least several rounds if you can land it. Because of the lower Casting Strength of the circle (Major Spiritual is seldom heavily trained), most empaths will not frequently use this while solo hunting.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Offense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Heroism (215)]]&lt;br /&gt;
|General offensive bonus. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Frenzy (216)]]&lt;br /&gt;
|While this is easier to land than other Major Spiritual warding spells, it has very limited use, as most other disabling spells remove stance bonuses by default.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #FF9; text-align: center;&amp;quot;|Setup&lt;br /&gt;
|style=&amp;quot;background: #FF9; white-space:nowrap;&amp;quot;|[[Mass Interference (217)]]&lt;br /&gt;
|A mass target version of Interference when you are facing multiple enemies. At only 5 mana per cast, this is still quite cheap.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spirit Servant (218)]]&lt;br /&gt;
|Summons a spirit creature that follows you around and can perform a few basic actions like fetching items from the ground, or retrieving your weapon if you are ever disarmed.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Defense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spell Shield (219)]]&lt;br /&gt;
|Protects against hostile spells. Keep this spell active.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; text-align: center;&amp;quot;|Utility&lt;br /&gt;
|style=&amp;quot;background: #99CCFF; white-space:nowrap;&amp;quot;|[[Spiritual Abolition (230)]]&lt;br /&gt;
|This is a stronger version of Spirit Dispel that can dispel multiple magical effects at once. Against enemy spellcasters, this can seriously decrease their defenses by stripping away many high-level defensive spells. However, unlike Spirit Dispel it does not cancel the spell that the target is currently preparing to cast.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; text-align: center;&amp;quot;|Offense&lt;br /&gt;
|style=&amp;quot;background: #CCFF99; white-space:nowrap;&amp;quot;|[[Spirit Slayer (240)]]&lt;br /&gt;
|A high-level offensive spell that can duplicate any attack spell you cast with an increased AS or CS. This spell is very potent when hunting a creature that would otherwise be too difficult for you to hit, or that you need to defeat very quickly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Additional Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Meditation ===&lt;br /&gt;
&lt;br /&gt;
The {{boldmono|[[MEDITATE (verb)|MEDITATE]]}} verb allows empaths to recover mana at an accelerated rate while on a [[node]] or [[sanctuary]]. The exact bonus depends on Discipline and Wisdom. Most gathering spots in town are natural nodes, so this is a very useful ability when you are resting.&lt;br /&gt;
&lt;br /&gt;
=== Teleportation ===&lt;br /&gt;
&lt;br /&gt;
The spells [[Transference (225)]] and [[Spirit Guide (130)]] allow empaths to instantly teleport between locations in the same [[realm]]. Combined with [[Locate Person (116)]], they are commonly used for rescuing adventurers in need.&lt;br /&gt;
&lt;br /&gt;
=== Guild Skills ===&lt;br /&gt;
&lt;br /&gt;
At level 15, you will receive an invitation to the [[Empath Guild]]. Joining is entirely optional. If you join, you will have access to the [[alchemy]] system and can learn to make a variety of potions and trinkets.&lt;br /&gt;
&lt;br /&gt;
=== Bloodstone Jewelry ===&lt;br /&gt;
&lt;br /&gt;
At level 35, upon learning the [[Bloodsmith (1135)]] spell, you will be able to create and enhance bloodstone jewelry. This is a [[profession service]] and expends &amp;quot;Vitality&amp;quot;, a resource that is acquired as you gain experience each week, up to a weekly cap of 50,000 resource points and a total cap of 200,000. You can check your weekly progress with the {{boldmono|[[RESOURCE]]}} verb.&lt;br /&gt;
&lt;br /&gt;
It is quite difficult to even create a basic piece of jewelry initially, and only around level 50 can you reliably make the first cast unassisted. However, even if you are not creating or enhancing a piece, you can use [[suffusion]] to bank your unused vitality resource to make future attempts easier and not waste points that would go over the total resource cap.&lt;br /&gt;
&lt;br /&gt;
== Societies ==&lt;br /&gt;
&lt;br /&gt;
[[Society|Societies]] are groups dedicated to a common purpose and grant special powers to their members. Each character may only join one society at a time, receiving more abilities as they advance within it. While membership in any society is optional, joining confers very noticeable mechanical benefits and almost all adventurers choose one to master.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;F2P characters require a monthly [[SimuCoin|Society Advancement Pass]] to progress and use granted powers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The three societies active in Elanthia are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Order of Voln]]&#039;&#039;&#039; - A monastic order that specializes in fighting against the undead. Voln abilities are powered by [[favor]] which is accumulated by fighting undead creatures. Even against living enemies, the society offers useful abilities such as putting enemies to sleep or fading into an ethereal state while incapacitated. Voln generally supplements empaths&#039; skills and allows them to handle more situations, especially as many empath base abilities do not affect the undead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guardians of Sunfist]]&#039;&#039;&#039; - A historically dwarven society formed to combat the Grimswarm, a loose confederation of orcs, trolls, and giants that raid across the Elanthian frontier. For empaths, the Sunfist ability to convert stamina into mana offers excellent mana regeneration without any downside. Because of the way Grimswarm enemies scale with level, if you wish to be part of Sunfist it is highly recommended that you join as early as possible (level 3) and work exclusively on society progression for the lower levels. Past level 20, the Grimswarm become far more dangerous and some tasks may become nearly impossible to finish alone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Council of Light]]&#039;&#039;&#039; - A secret society with unstated aims. Their signature ability is converting spirit to mana, which is highly effective for pure warding casters who retain their full offensive capability even while drained of spirit.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Empath]] (main article)&lt;br /&gt;
*[[New Players&#039; Guide]] (a comprehensive beginner&#039;s guide for new players of any profession)&lt;br /&gt;
*[[Empath training suggestions (guide)]]&lt;br /&gt;
*[[Tsalim&#039;s two-handed empath guide (saved post)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Empath]]&lt;br /&gt;
[[Category:Professional Guides]]&lt;br /&gt;
[[Category:New Player| ]]&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Survival&amp;diff=259495</id>
		<title>Survival</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Survival&amp;diff=259495"/>
		<updated>2026-06-22T03:09:22Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: No uniform max since rangers can triple train.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Survival&#039;&#039;&#039; represents a character&#039;s ability to survive difficult situations. Success in performing actions such as [[foraging]] for edible or medicinal herbs, finding certain hidden passageways, building a fire, or [[SKIN (verb)|skinning]] an animal is affected by this skill. When skinning an animal, one rank of the Survival skill is equal to one rank of the [[First Aid]] skill when factoring success. Training in the Survival skill also assists in moving through rough, treacherous, or otherwise cumbersome terrain, as well as avoiding some natural hazards.&lt;br /&gt;
&lt;br /&gt;
Training in Survival reduces the duration of disabling spell effects. The first 100 ranks provide a 1% reduction per 5 ranks trained (for a total of 20%). Additional ranks provide a 1% reduction per 20 ranks trained.&lt;br /&gt;
&lt;br /&gt;
Training in Survival also reduces stun duration. Survival training reduces the duration by -1% per 5 ranks up to 100 ranks, then -1% per 20 ranks after that. Additionally, similar to critical weighting, training in survival that results in less than a full round reduction is still valuable in that it increases a chance to round up or down stun duration.&amp;lt;ref&amp;gt;https://discord.com/channels/226045346399256576/796619793934319643/1211144794856759376&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Survival also helps in situations like:&lt;br /&gt;
*Resisting damage from extreme weather, such as near [[Icemule Trace]] and [[Pinefar]]&lt;br /&gt;
*Defending against [[bandit]] traps&lt;br /&gt;
*Preventing being poisoned while skinning venomous creatures like snakes&lt;br /&gt;
*Remaining on the ledge in [[Thanatoph]]&lt;br /&gt;
*Accessing the [[Red Forest]]&lt;br /&gt;
*Reducing [[roundtime]] from moving through difficult terrain in areas like [[Marsh Keep]] and [[Elemental Confluence]]&lt;br /&gt;
*Avoiding wounds when searching certain creatures like [[Fire elemental]]s and the [[:Category:Frozen Bramble creatures|plant creatures of the Frozen Bramble]]&lt;br /&gt;
&lt;br /&gt;
Survival reduces the likelihood of slipping when moving quickly through icy areas such as [[Olbin Pass]] and the Landing-Icemule trail. Without ranks in survival, a character would have to wait approximately 5 seconds before moving in order to avoid a chance to slip. In addition, survival ranks will allow characters to [[Stalking and Hiding|sneak]] over ice. Without ranks in survival, a character is guaranteed to fall prone, be revealed from hiding, and incur 10 seconds of [[roundtime]] when attempting to [[Stalking and Hiding|sneak]] out of an icy room.&lt;br /&gt;
&lt;br /&gt;
At 25 ranks of Survival the ability to [[Foraging#Forage_Sense|{{boldmono|FORAGE SENSE}}]] is unlocked, allowing the character to determine every herb that can be foraged in that room.&lt;br /&gt;
&lt;br /&gt;
== Maximum Ranks and Training Costs ==&lt;br /&gt;
Survival is generally a low-cost skill.  Every profession can train in it up to twice per level, except for rangers, who can train thrice per level.&lt;br /&gt;
{{Skill|&lt;br /&gt;
  | Bardranks     = 2 | Bardcost     = 2/2&lt;br /&gt;
  | Clericranks   = 2 | Clericcost   = 3/2&lt;br /&gt;
  | Empathranks   = 2 | Empathcost   = 3/2&lt;br /&gt;
  | Monkranks     = 2 | Monkcost     = 2/2&lt;br /&gt;
  | Rangerranks   = 3 | Rangercost   = 1/1&lt;br /&gt;
  | Rogueranks    = 2 | Roguecost    = 2/2&lt;br /&gt;
  | Sorcererranks = 2 | Sorcerercost = 3/2&lt;br /&gt;
  | Warriorranks  = 2 | Warriorcost  = 1/3&lt;br /&gt;
  | Paladinranks  = 2 | Paladincost  = 2/2&lt;br /&gt;
  | Wizardranks   = 2 | Wizardcost   = 3/2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
*[[Skinning/saved posts]]&lt;br /&gt;
*[[River&#039;s Rest hunting expansion (saved post)]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Battle_Standard_(1620)&amp;diff=254303</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=254303"/>
		<updated>2026-03-02T00:42:08Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Fix a dropped pre tag.&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 are a physical item that can be passed between players. They 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;
* [[Holy places | 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;
The difficulty is calculated by: 75 + (tier * 75)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Tier&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Difficulty&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Bonus Needed for 100%&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:lightgrey&amp;quot; | Devotion Required&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P1&lt;br /&gt;
| 150&lt;br /&gt;
| 250&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P2&lt;br /&gt;
| 225&lt;br /&gt;
| 325&lt;br /&gt;
| 75,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P3&lt;br /&gt;
| 300&lt;br /&gt;
| 400&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P4&lt;br /&gt;
| 375&lt;br /&gt;
| 475&lt;br /&gt;
| 125,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P5&lt;br /&gt;
| 450&lt;br /&gt;
| 550&lt;br /&gt;
| 150,000&lt;br /&gt;
|-&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;| P6&lt;br /&gt;
| 525&lt;br /&gt;
| 625&lt;br /&gt;
| 200,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
An omnishrine, a location that senses as having the &amp;quot;harmonized presence of multiple deities&#039; influence,&amp;quot; will give the +20 deity bonus to all Paladins, regardless of deity selection (including other, forsaken, and not yet converted). &lt;br /&gt;
&lt;br /&gt;
== Creation and Upgrade Process==&lt;br /&gt;
To create a battle standard, the paladin must have a minimum of 50,000 devotion, be able to cast 1620, and be holding &#039;&#039;&#039;a consecrated banner pole&#039;&#039;&#039; in the right hand and &#039;&#039;&#039;a phial of clouded oil&#039;&#039;&#039; in the left hand.  Both of these items can be purchased at [[:Category:Cleric_shops | cleric shops]] located in various towns.&lt;br /&gt;
&lt;br /&gt;
#{{boldmono|PREP 1620}} and {{boldmono|CAST}} at the pole to start. This will also give you a sense of how successful you will be.&lt;br /&gt;
#{{boldmono|PREP 1620}} and {{boldmono|CHANNEL}} at the pole to make an attempt &lt;br /&gt;
&lt;br /&gt;
Your first successful {{boldmono|CHANNEL}} will create a tier 1 battle standard that reflects your paladin&#039;s patron deity (or lack thereof).  Subsequent successful service applications to a battle standard will upgrade the tier, up to a maximum of 6, and require oil charges equal to the tier being attempted. Oil can be bundled beforehand for more charges/doses.&lt;br /&gt;
&lt;br /&gt;
Performing the battle standard creation or upgrade at a [[Holy places | shrine]] that matches the casting paladin&#039;s patron deity will provide a bonus to success.&lt;br /&gt;
&lt;br /&gt;
You can {{boldmono|INCANT 1620}} for an idea of how much devotion you have and whether you have enough for your purposes.  You can also utilize the {{boldmono|[[RESOURCE]]}} verb for a numerical readout of your weekly and total devotion, as well as how much you have {{boldmono|SUFFUSE}}d. &lt;br /&gt;
&lt;br /&gt;
== Attunement ==&lt;br /&gt;
&lt;br /&gt;
Battle standards become attuned when used or when their deity is converted at a shrine. 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 item]]s, but only during combat. The rate of charges being used is not affected by how often the battle standard 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;
Charges will not drain from a paladin&#039;s standard if they were the last one to upgrade it.&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 {{boldmono|PREPARE 1620}} and {{boldmono|EVOKE}} at the battle standard to recharge.&lt;br /&gt;
&lt;br /&gt;
== Deity Conversion ==&lt;br /&gt;
&lt;br /&gt;
You may visit a shrine honoring a specific deity to convert the standard to that deity.  To do so, simply {{boldmono|PRAY STANDARD TO DEITY}}, where DEITY is the appropriate deity name (ex: Kai, Andelas, etc).  You can also {{boldmono|PRAY STANDARD TO NONE}} to clear the standard&#039;s influencing deity.&lt;br /&gt;
&lt;br /&gt;
This ability is subject to a 30 day cooldown.&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;
&#039;&#039;Messaging is only significantly different for the periodic damage ticks, and only on a per-pantheon basis.  Every deity has its own colors that will be drawn upon as well.&lt;br /&gt;
&lt;br /&gt;
;Activation&lt;br /&gt;
:As you reach for your battle standard and clench it in your fist, glimmers of [COLOR] energy flicker away from its billowing fabric like sparks and swirl around you!&lt;br /&gt;
&lt;br /&gt;
;Termination&lt;br /&gt;
:Glimmers of [COLOR] energy flicker erratically around you one last time before fading entirely.&lt;br /&gt;
&lt;br /&gt;
;Active but no enemies&lt;br /&gt;
:Glimmers of [COLOR] energy flicker restlessly about you.&lt;br /&gt;
&lt;br /&gt;
;Active but in a sanctuary&lt;br /&gt;
:A faint [COLOR] haze briefly tints the air about you.&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;br /&gt;
[[Category:Profession services]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_of_Loenthra&amp;diff=249379</id>
		<title>House of Loenthra</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_of_Loenthra&amp;diff=249379"/>
		<updated>2025-11-18T19:36:52Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{House&lt;br /&gt;
| crest = a silver harp on a field of amethyst&lt;br /&gt;
| jewel = amethyst (purple)&lt;br /&gt;
| statement = &amp;quot;The singers of the melody to which&amp;lt;BR&amp;gt;all things are harmony.&amp;quot;&lt;br /&gt;
| founder = [[Callisto Loenthra]]&lt;br /&gt;
| ruler = [[Cadhla Loenthra|Queen Cadhla]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;House of Loenthra&#039;&#039;&#039; is one of the seven original elven noble houses, founded by [[Callisto Loenthra]] in the 905th year of the Elven Calendar (about 53,300 years before present day). Their seat of power is the City-State of [[Ta&#039;Loenthra]] in eastern Elanith. The crest of the House of Loenthra is a silver harp on a field of amethyst, the royal jewel is a purple amethyst, and their heraldic statement is &amp;quot;The singers of the melody to which all things are harmony.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
[[image:Crestharp small.jpg|200px|right]]&lt;br /&gt;
{{Quote|Callisto Loenthra&#039;s house is one of craftsman, artists, poets and bards. Ta&#039;Loenthra is generally acknowledged as the center of elven culture, especially by the Loenthra. Though some do leave the elven lands to ply their trades as merchants or wandering bards, most Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying describes performing to an unappreciative audience as &amp;quot;casting pearls before Dwarves.&amp;quot;|Meachreasim Illistim, [[The Official History of Elanthia|The History of Elanthia]]|}}&lt;br /&gt;
{{Quote|Queen Cadhla is the current ruler of House Loenthra.&lt;br /&gt;
&lt;br /&gt;
Loenthrans, who more than likely are nothing but friendly on distant lands, appreciate and respect one another to the fullest. This may have to do with the saying, &amp;quot;No one can truly appreciate the beauty of a Loenthran save by another Loenthran.&amp;quot; How sure I am of that, I could not be, but I was struck with awe by the exquisiteness of the land and the muses that cradled this nation.&lt;br /&gt;
&lt;br /&gt;
The beauty of the Ta&#039;Loenthra is like a storybook country. The lush green grasses are dotted with vineyards and orchards that would be brightly colored in the springs, marble lined streets and broad ivory lampposts lined the pristine streets and the buildings themselves are each works of art. The people I found to be less enchanting but never the less hospitable by any means, I am sure this has to do with the large trade industry that bustles about in the city.&lt;br /&gt;
&lt;br /&gt;
Every night in Ta&#039;Loenthra there was some new event to be catered to whether it is a ball, art show, performance or pageantry in the streets. Seldom did I drift off to sleep without the distant lull of a bard strumming a love-lorn ballad.|[[Travel guide|Elanthian Travel Guide]]}}&lt;br /&gt;
&lt;br /&gt;
The current head of the house is Queen [[Cadhla Loenthra]]. Cadhla&#039;s daughter, Princess Elsevel, wed the then-Prince [[Eamon Ardenai]] just a few years before Eamon ascended as king.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&lt;br /&gt;
*[[GAZE]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[Ta&#039;Loenthra]] (official documentation)&lt;br /&gt;
*[[Glassworking]] (official documentation)&lt;br /&gt;
*[[Artist&#039;s brush mantis]] (official documentation)&lt;br /&gt;
*[[Hanesyddol Museum]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
{{DEFAULTSORT:Loenthra}}&lt;br /&gt;
[[Category:Ta&#039;Loenthra]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_of_Loenthra&amp;diff=249378</id>
		<title>House of Loenthra</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_of_Loenthra&amp;diff=249378"/>
		<updated>2025-11-18T19:36:04Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Update in the style of other elven houses and link to official documentation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{House&lt;br /&gt;
| crest = a silver harp on a field of amethyst&lt;br /&gt;
| jewel = amethyst (purple)&lt;br /&gt;
| statement = &amp;quot;The singers of the melody to which&amp;lt;BR&amp;gt;all things are harmony.&amp;quot;&lt;br /&gt;
| founder = [[Callisto Loenthra]]&lt;br /&gt;
| ruler = [[Cadhla Loenthra|Queen Cadhla]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;House of Loenthra&#039;&#039;&#039; is one of the seven original elven noble houses, founded by [[Callisto Loenthra]] in the 1440th year of the Elven Calendar (about 53,300 years before present day). Their seat of power is the City-State of [[Ta&#039;Loenthra]] in eastern Elanith. The crest of the House of Loenthra is a silver harp on a field of amethyst, the royal jewel is a purple amethyst, and their heraldic statement is &amp;quot;The singers of the melody to which all things are harmony.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
[[image:Crestharp small.jpg|200px|right]]&lt;br /&gt;
{{Quote|Callisto Loenthra&#039;s house is one of craftsman, artists, poets and bards. Ta&#039;Loenthra is generally acknowledged as the center of elven culture, especially by the Loenthra. Though some do leave the elven lands to ply their trades as merchants or wandering bards, most Loenthra consider the lesser races too barbaric for their company. An old Loenthra saying describes performing to an unappreciative audience as &amp;quot;casting pearls before Dwarves.&amp;quot;|Meachreasim Illistim, [[The Official History of Elanthia|The History of Elanthia]]|}}&lt;br /&gt;
{{Quote|Queen Cadhla is the current ruler of House Loenthra.&lt;br /&gt;
&lt;br /&gt;
Loenthrans, who more than likely are nothing but friendly on distant lands, appreciate and respect one another to the fullest. This may have to do with the saying, &amp;quot;No one can truly appreciate the beauty of a Loenthran save by another Loenthran.&amp;quot; How sure I am of that, I could not be, but I was struck with awe by the exquisiteness of the land and the muses that cradled this nation.&lt;br /&gt;
&lt;br /&gt;
The beauty of the Ta&#039;Loenthra is like a storybook country. The lush green grasses are dotted with vineyards and orchards that would be brightly colored in the springs, marble lined streets and broad ivory lampposts lined the pristine streets and the buildings themselves are each works of art. The people I found to be less enchanting but never the less hospitable by any means, I am sure this has to do with the large trade industry that bustles about in the city.&lt;br /&gt;
&lt;br /&gt;
Every night in Ta&#039;Loenthra there was some new event to be catered to whether it is a ball, art show, performance or pageantry in the streets. Seldom did I drift off to sleep without the distant lull of a bard strumming a love-lorn ballad.|[[Travel guide|Elanthian Travel Guide]]}}&lt;br /&gt;
&lt;br /&gt;
The current head of the house is Queen [[Cadhla Loenthra]]. Cadhla&#039;s daughter, Princess Elsevel, wed the then-Prince [[Eamon Ardenai]] just a few years before Eamon ascended as king.&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&lt;br /&gt;
*[[GAZE]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
*[[Ta&#039;Loenthra]] (official documentation)&lt;br /&gt;
*[[Glassworking]] (official documentation)&lt;br /&gt;
*[[Artist&#039;s brush mantis]] (official documentation)&lt;br /&gt;
*[[Hanesyddol Museum]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
{{DEFAULTSORT:Loenthra}}&lt;br /&gt;
[[Category:Ta&#039;Loenthra]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Death&amp;diff=249190</id>
		<title>Death</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Death&amp;diff=249190"/>
		<updated>2025-11-17T04:54:34Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Redirect to the Dead page rather than Death&amp;#039;s Sting, since the links to here are not specifically about Sting penalties.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dead]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Dead&amp;diff=249189</id>
		<title>Dead</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Dead&amp;diff=249189"/>
		<updated>2025-11-17T04:50:51Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Add some mention of usable verbs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Dead&#039;&#039;&#039; is a status condition in which one has suffered a fatal [[critical]] injury or lost all [[health point]]s.&lt;br /&gt;
&lt;br /&gt;
Most verbs will not work while you are dead, after all you are only a ghost! You can still {{boldmono|[[SAY]]}} and {{boldmono|[[THINK]]}} to communicate with others and try to find help.&lt;br /&gt;
&lt;br /&gt;
Dead characters can be brought back to life by a [[Cleric]] using the [[Raise Dead (318)]] spell, or [[Paladin]] using [[Divine Word (1640)]].  On [[Teras Isle]], [[Dead Man&#039;s Pale ale]] may be used when a cleric is not available, but the ale will not work in any other region.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Guide for the Recently Departed]]&lt;br /&gt;
*[[Death&#039;s Sting]]&lt;br /&gt;
*[[Preservation]]&lt;br /&gt;
*[[Verb:DEPART]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;br /&gt;
[[Category:Death]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:DEPART&amp;diff=249188</id>
		<title>Verb:DEPART</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:DEPART&amp;diff=249188"/>
		<updated>2025-11-17T04:42:58Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Fix some verbinfo layout issues.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verbinfo&lt;br /&gt;
|verb = DEPART&lt;br /&gt;
|type = System&lt;br /&gt;
|system = Character mechanics&lt;br /&gt;
|pageintro={{boldmono|DEPART}} is a [[verb]] used to force your character to decay prematurely when [[dead]]. It cannot be used on other characters to force them to decay.&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Usage==&lt;br /&gt;
* {{boldmono|DEPART}} can only be used while dead.&lt;br /&gt;
* {{boldmono|DEPART}} can be used to check your unpreserved character&#039;s decay timer.&lt;br /&gt;
* {{boldmono|DEPART}} cannot be used when your character&#039;s corpse is preserved by [[Preservation (305)]] or by animation crystals for use with [[Animate Dead (730)]]. If you want to cancel these effects before they expire, you can use {{boldmono|[[UNLINK]]}}.&lt;br /&gt;
* {{boldmono|DEPART CONFIRM}} will force your dead and unpreserved character to decay prematurely and be revived with full health, full mana, one spirit point, and with injuries (not scars) fully healed at the nearest location dedicated to [[Lorminstra]] (if one exists) or otherwise denoted as the decay drop point. [[Death&#039;s Sting]] will have more severe penalties when using {{boldmono|DEPART CONFIRM}} rather than waiting to decay with time.&lt;br /&gt;
&lt;br /&gt;
==Decay Timer==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; margin: 0 0 1em 1em;&amp;quot;&lt;br /&gt;
![[Race]] !! Decay Timer&lt;br /&gt;
|-&lt;br /&gt;
|[[Aelotoi]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dwarf]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Elf]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Dark elf|Elf, Dark]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-elf|Elf, Half]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Sylvankind|Elf, Sylvan]] || 10 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Erithian]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Burghal gnome|Gnome, Burghal]] || 14 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Forest gnome|Gnome, Forest]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Giantmen]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Halfling]] || 16 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Half-krolvin|Krolvin, Half]] || 13 minutes&lt;br /&gt;
|-&lt;br /&gt;
|[[Human]] || 14 minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The duration for how long a corpse can remain unpreserved is determined by race. A timer has been added in [[Wrayth]]&#039;s cooldown window to show how long a character has until they decay. Apart from that, it is possible to estimate how long an unpreserved character has before automatically decaying through use of {{boldmono|DEPART}}. By typing {{boldmono|DEPART}} alone (and &#039;&#039;not&#039;&#039; {{boldmono|DEPART CONFIRM}}), a series of message will be displayed noting time remaining until forced decay.&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
Dead, unpreserved, and with more than 5 minutes remaining until forced decay:&lt;br /&gt;
&lt;br /&gt;
 Being dead is truly boring...but things could be worse.  You could be bored AND in pain.&lt;br /&gt;
&lt;br /&gt;
Dead, unpreserved, between 5 and 4 minutes remaining until forced decay:&lt;br /&gt;
&lt;br /&gt;
 Waves of coldness wash over you, leaving you with a growing numbness in your limbs.  Your hands and feet might as well not even be there, and your arms and legs aren&#039;t really much more sensitive.&lt;br /&gt;
&lt;br /&gt;
Dead, unpreserved, between 4 and 3 minutes remaining until forced decay:&lt;br /&gt;
&lt;br /&gt;
 It&#039;s cold!  So cold!  You&#039;ve long since lost any sense of feeling in your extremities, but now even your torso is going numb.  You feel as if you&#039;re only going to be able to hang on for a few minutes at most.&lt;br /&gt;
&lt;br /&gt;
Dead, unpreserved, between 3 and 2 minutes remaining until forced decay:&lt;br /&gt;
&lt;br /&gt;
 You feel yourself growing lighter and lighter, rising off the ground, seemingly floating in the air.  Looking down, you have the oddest experience...you can see your body lying there, and at the same time, you can still see everything from that perspective as well.  How strange!&lt;br /&gt;
&lt;br /&gt;
Dead, unpreserved, between 2 and 1 minute remaining until forced decay:&lt;br /&gt;
&lt;br /&gt;
 Everything around you is beginning to fade into a velvety darkness.  Sounds seem distant and hard to make out.  Your grasp on your body is rapidly slipping away.&lt;br /&gt;
&lt;br /&gt;
Dead, unpreserved, between 1 minute and 30 seconds remaining until forced decay:&lt;br /&gt;
&lt;br /&gt;
 You seem to be moving down a dark tunnel.  Ahead of you is a bright light, maybe the end is near.  In the distance you can hear many voices, some strangely familiar.  You can&#039;t quite make out what they&#039;re saying yet.&lt;br /&gt;
&lt;br /&gt;
Dead, unpreserved, less than 30 seconds remaining until forced decay:&lt;br /&gt;
&lt;br /&gt;
 All you can see is a blindingly bright light!  The urge to go towards it is fast becoming overwhelming.  Perhaps you can still resist for a few more seconds, but not much longer!&lt;br /&gt;
&lt;br /&gt;
===Preservation===&lt;br /&gt;
It is possible to check if your character is under the effects of some form of preservation without the presence of a [[cleric]] through use of {{boldmono|DEPART}}.  If the following message is displayed when typing {{boldmono|DEPART}} (and &#039;&#039;not&#039;&#039; {{boldmono|DEPART CONFIRM}}) while dead, the character&#039;s corpse is preserved through use of Preservation (305):&lt;br /&gt;
&lt;br /&gt;
 Your soul has been magically bound to your corpse.  You cannot yet leave.&lt;br /&gt;
&lt;br /&gt;
Any character can force the effects of Preservation (305) to cease through use of the {{boldmono|[[UNLINK]]}} verb while dead in order to use {{boldmono|DEPART}}.&lt;br /&gt;
&lt;br /&gt;
[[Category:Death]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_of_Nalfein&amp;diff=249154</id>
		<title>House of Nalfein</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_of_Nalfein&amp;diff=249154"/>
		<updated>2025-11-12T21:07:56Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Add section for verbs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{House&lt;br /&gt;
| crest = an onyx rose on a field of jade&lt;br /&gt;
| jewel = pearl (black)&lt;br /&gt;
| statement = &amp;quot;Elegance and discretion are&amp;lt;BR&amp;gt;the essence of civilization.&amp;quot;&lt;br /&gt;
| founder = [[Zishra Nalfein]]&lt;br /&gt;
| ruler = [[Gaendel Nalfein|Gaendel]] and [[Rhosyn Nalfein|Rhosyn]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;House of Nalfein&#039;&#039;&#039; is one of the seven original elven noble houses, founded by Zishra Nalfein in the 1440th year of the Elven Calendar (about 52,700 years before present day). Their seat of power is the City-State of [[Ta&#039;Nalfein]] in eastern Elanith. The crest of the House of Nalfein is an onyx rose on a field of jade, the royal jewel is a black pearl, and their heraldic statement is &amp;quot;Elegance and discretion are the essence of civilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
[[image:Crestrose small.jpg|200px|right]]&lt;br /&gt;
{{Quote|&amp;quot;The line of Zishra Nalfein founded Ta&#039;Nalfein, which has always been a center of Elven politics. The Nalfein are fairly adept at everything, but they have always been the masters of stealth, whether in the field or the council chambers. Their politics are particularly ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to take up the life of a wandering merchant, traveling the world to trade in both goods and information.&amp;quot;|Meachreasim Illistim, [[The Official History of Elanthia|The History of Elanthia]]}}&lt;br /&gt;
&lt;br /&gt;
The name &#039;&#039;Nalfein&#039;&#039; is commonly believed to come from the same root as &#039;&#039;naefira&#039;&#039;, the elven word for rose, and the Nalfein elves often use variations of roses as their symbols.&lt;br /&gt;
&lt;br /&gt;
The Nalfein elves pride themselves on worldly knowledge. They are prolific traders in both merchant goods and information, and among all the elven houses they see the most practical value in learning about other cultures. They are also great appreciators of aesthetic beauty in both nature and crafts. Ta&#039;Nalfein is renowned for its terraced gardens, rose wines, and artisanal glasses.&lt;br /&gt;
&lt;br /&gt;
Due to their political connections and ruthless methods, the Nalfein have been accused of manipulating many historical events to their advantage. Most infamously, the Nalfein were suspected of precipitating a war between the Houses of Faendryl and Ashrim that resulted in the [[Sea Elf War|destruction of the Ashrim Isles]]. The human-led [[Turamzzyrian Empire]] has fought two major wars against them in the past.&lt;br /&gt;
&lt;br /&gt;
The House of Nalfein is currently ruled by King [[Gaendel Nalfein|Gaendel]] and Queen [[Rhosyn Nalfein|Rhosyn]]. They have at least one child, [[Leisette]].&lt;br /&gt;
&lt;br /&gt;
== Verbs ==&lt;br /&gt;
&lt;br /&gt;
{{boldmono|[[Verb:FANSPEAK|FANSPEAK]]}} is a covert means of communication via movement and placement of a held fan, often used by Nalfein elves in foreign lands to send messages to each other without others understanding or even noticing the signals.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Ta&#039;Nalfein]] (official documentation)&lt;br /&gt;
*[[An Introduction to Nalfein Fans, Fan-Dancing and Fanspeak]] (official documentation)&lt;br /&gt;
*[[Sparrows of the Night Queen]] (official documentation)&lt;br /&gt;
*[[Glassworking]] (official documentation)&lt;br /&gt;
*[[Funeral Customs of the Elven Houses#House Nalfein|Funeral Customs of the Elven Houses]] (official documentation)&lt;br /&gt;
*[[The Hornet and the Hollyhock]] (official documentation)&lt;br /&gt;
*[[Nielira Harbor]]&lt;br /&gt;
*[[First Turamzzyrian-Nalfein War]]&lt;br /&gt;
*[[Second Turamzzyrian-Nalfein War]]&lt;br /&gt;
*[[Taessaet]]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
{{DEFAULTSORT:Nalfein}}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=House_of_Nalfein&amp;diff=249153</id>
		<title>House of Nalfein</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=House_of_Nalfein&amp;diff=249153"/>
		<updated>2025-11-12T20:53:52Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Fill out with more recent lore and remove the stub designation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{House&lt;br /&gt;
| crest = an onyx rose on a field of jade&lt;br /&gt;
| jewel = pearl (black)&lt;br /&gt;
| statement = &amp;quot;Elegance and discretion are&amp;lt;BR&amp;gt;the essence of civilization.&amp;quot;&lt;br /&gt;
| founder = [[Zishra Nalfein]]&lt;br /&gt;
| ruler = [[Gaendel Nalfein|Gaendel]] and [[Rhosyn Nalfein|Rhosyn]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;House of Nalfein&#039;&#039;&#039; is one of the seven original elven noble houses, founded by Zishra Nalfein in the 1440th year of the Elven Calendar (about 52,700 years before present day). Their seat of power is the City-State of [[Ta&#039;Nalfein]] in eastern Elanith. The crest of the House of Nalfein is an onyx rose on a field of jade, the royal jewel is a black pearl, and their heraldic statement is &amp;quot;Elegance and discretion are the essence of civilization.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
[[image:Crestrose small.jpg|200px|right]]&lt;br /&gt;
{{Quote|&amp;quot;The line of Zishra Nalfein founded Ta&#039;Nalfein, which has always been a center of Elven politics. The Nalfein are fairly adept at everything, but they have always been the masters of stealth, whether in the field or the council chambers. Their politics are particularly ruthless, as they let little stand between themselves and their desires. The Nalfein are also apt to take up the life of a wandering merchant, traveling the world to trade in both goods and information.&amp;quot;|Meachreasim Illistim, [[The Official History of Elanthia|The History of Elanthia]]}}&lt;br /&gt;
&lt;br /&gt;
The name &#039;&#039;Nalfein&#039;&#039; is commonly believed to come from the same root as &#039;&#039;naefira&#039;&#039;, the elven word for rose, and the Nalfein elves often use variations of roses as their symbols.&lt;br /&gt;
&lt;br /&gt;
The Nalfein elves pride themselves on worldly knowledge. They are prolific traders in both merchant goods and information, and among all the elven houses they see the most practical value in learning about other cultures. They are also great appreciators of aesthetic beauty in both nature and crafts. Ta&#039;Nalfein is renowned for its terraced gardens, rose wines, and artisanal glasses.&lt;br /&gt;
&lt;br /&gt;
Due to their political connections and ruthless methods, the Nalfein have been accused of manipulating many historical events to their advantage. Most infamously, the Nalfein were suspected of precipitating a war between the Houses of Faendryl and Ashrim that resulted in the [[Sea Elf War|destruction of the Ashrim Isles]]. The human-led [[Turamzzyrian Empire]] has fought two major wars against them in the past.&lt;br /&gt;
&lt;br /&gt;
[[Verb:FANSPEAK|Fanspeak]] is a covert means of communication via movement and placement of a held fan, often used by Nalfein elves in foreign lands to send messages to each other without others understanding or even noticing the signals.&lt;br /&gt;
&lt;br /&gt;
The House of Nalfein is currently ruled by King [[Gaendel Nalfein|Gaendel]] and Queen [[Rhosyn Nalfein|Rhosyn]]. They have at least one child, [[Leisette]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Ta&#039;Nalfein]] (official documentation)&lt;br /&gt;
*[[An Introduction to Nalfein Fans, Fan-Dancing and Fanspeak]] (official documentation)&lt;br /&gt;
*[[Sparrows of the Night Queen]] (official documentation)&lt;br /&gt;
*[[Glassworking]] (official documentation)&lt;br /&gt;
*[[Nielira Harbor]]&lt;br /&gt;
*[[First Turamzzyrian-Nalfein War]]&lt;br /&gt;
*[[Second Turamzzyrian-Nalfein War]]&lt;br /&gt;
&lt;br /&gt;
{{Elves}}&lt;br /&gt;
{{DEFAULTSORT:Nalfein}}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Talk:List_of_fletching_materials&amp;diff=249121</id>
		<title>Talk:List of fletching materials</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Talk:List_of_fletching_materials&amp;diff=249121"/>
		<updated>2025-11-11T20:30:17Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I do not know how to add a field to the table.&lt;br /&gt;
&lt;br /&gt;
Spears, those found on wind witches comes to mind, also can be fletched down into bolts.  I do not know if they can be fletched down into arrow shafts.&lt;br /&gt;
&lt;br /&gt;
:Thanks, spears have been added to the list. [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 14:30, 11 November 2025 (CST)&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=List_of_fletching_materials&amp;diff=249119</id>
		<title>List of fletching materials</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=List_of_fletching_materials&amp;diff=249119"/>
		<updated>2025-11-11T20:29:04Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Add spears to the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
Below is a list of various wood and creature-based [[fletching]] materials:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot;&lt;br /&gt;
 |-&lt;br /&gt;
 !  Material Name&lt;br /&gt;
 !  Material Description&lt;br /&gt;
 !  Min&lt;br /&gt;
 !  Max&lt;br /&gt;
 !  Dart&lt;br /&gt;
 !  Bolt&lt;br /&gt;
 !  Arrow&lt;br /&gt;
 |-&lt;br /&gt;
 |  split log&lt;br /&gt;
 |  from kobold mine charcoal maker&lt;br /&gt;
 |  10&lt;br /&gt;
 |  15 &lt;br /&gt;
 |  Y&lt;br /&gt;
 |  Y&lt;br /&gt;
 |&lt;br /&gt;
 |-&lt;br /&gt;
 |  stick&lt;br /&gt;
 |  from kobold mine charcoal maker&lt;br /&gt;
 |  2&lt;br /&gt;
 |  2&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |-&lt;br /&gt;
 |  stick&lt;br /&gt;
 |  foraged&lt;br /&gt;
 |  2&lt;br /&gt;
 |  2&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |-&lt;br /&gt;
 |  stick&lt;br /&gt;
 |  from shops&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |-&lt;br /&gt;
 |  branch&lt;br /&gt;
 |  from shops&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |-&lt;br /&gt;
 |  limb&lt;br /&gt;
 |  from shops&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |-&lt;br /&gt;
 |  lance&lt;br /&gt;
 |  from critters or shops&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |-&lt;br /&gt;
 |  quarterstaff&lt;br /&gt;
 |  from critters or shops&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |-&lt;br /&gt;
 |  spear&lt;br /&gt;
 |  from critters or shops&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  ?&lt;br /&gt;
 |  Y&lt;br /&gt;
 |  ?&lt;br /&gt;
 |-&lt;br /&gt;
 |  golem bone&lt;br /&gt;
 |  from bone golems&lt;br /&gt;
 |  5&lt;br /&gt;
 |  7&lt;br /&gt;
 |  Y&lt;br /&gt;
 |  Y&lt;br /&gt;
 |  N&lt;br /&gt;
 |-&lt;br /&gt;
 |  skeleton bone&lt;br /&gt;
 |  from level 1 skeletons&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  N&lt;br /&gt;
 |-&lt;br /&gt;
 |  skeletal giant bone&lt;br /&gt;
 |  from skeletal giants&lt;br /&gt;
 |  14&lt;br /&gt;
 |  15&lt;br /&gt;
 |  &lt;br /&gt;
 |  &lt;br /&gt;
 |  Y&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Note: min. is the least number of shafts that material will make, max. is the maximum.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Fletching]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Immobilized_(status)&amp;diff=249103</id>
		<title>Immobilized (status)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Immobilized_(status)&amp;diff=249103"/>
		<updated>2025-11-10T16:55:11Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: ZHOUY1 moved page Immobilized (status) to Immobile over redirect: Move main article back to Immobile since that is the in-game roombrief wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Immobile]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Immobile&amp;diff=249102</id>
		<title>Immobile</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Immobile&amp;diff=249102"/>
		<updated>2025-11-10T16:55:11Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: ZHOUY1 moved page Immobilized (status) to Immobile over redirect: Move main article back to Immobile since that is the in-game roombrief wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A character who is &#039;&#039;&#039;immobilized&#039;&#039;&#039; (also known as &#039;&#039;&#039;bound&#039;&#039;&#039;, &#039;&#039;&#039;frozen&#039;&#039;&#039;, or &#039;&#039;&#039;paralyzed&#039;&#039;&#039;) is unable to perform most actions involving any movement, and receives a substantial penalty to their [[Defensive Strength]] and [[evade]]/[[parry]]/[[block]].&lt;br /&gt;
&lt;br /&gt;
Immobilized characters can use {{boldmono|[[SAY]]}} and {{boldmono|[[WHEEZE]]}}, but others cannot {{boldmono|[[DRAG]]}} them away.&lt;br /&gt;
&lt;br /&gt;
Causes of this status include:&lt;br /&gt;
* [[Bind (214)]]&lt;br /&gt;
* [[Cold Snap (512)]]&lt;br /&gt;
* [[Empathy (1108)]]&lt;br /&gt;
* [[Prayer of Holding (301)]]&lt;br /&gt;
* [[Subdue]]&lt;br /&gt;
* [[Censure (316)]]&lt;br /&gt;
* [[Moonbeam (611)]]&lt;br /&gt;
* [[Terrified]]&lt;br /&gt;
* [[Bandit#Net|bandit net traps]]&lt;br /&gt;
&lt;br /&gt;
The following abilities can break the effect:&lt;br /&gt;
*Bard - [[Troubadour&#039;s Rally (1040)]]&lt;br /&gt;
*Paladin - [[Divine Intervention (1635)]]&lt;br /&gt;
*Warrior - [[Berserk]]&lt;br /&gt;
&lt;br /&gt;
The following abilities can be used while immobilized:&lt;br /&gt;
*Empath - [[Regeneration (1150)]]&lt;br /&gt;
*Guardians of Sunfist - [[Sigil of Escape]]&lt;br /&gt;
*Order of Voln - [[Symbol of Transcendence]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Effects and Conditions]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Calm_(201)&amp;diff=249062</id>
		<title>Calm (201)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Calm_(201)&amp;diff=249062"/>
		<updated>2025-11-08T18:44:48Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Update duration to standard negative effect, use simpler log format,&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | name = Calm&lt;br /&gt;
 | number = 201&lt;br /&gt;
 | mnemonic = CALM&lt;br /&gt;
 | duration = [[Standard negative duration formula|Standard]]&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = [[Warding]]&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | status = [[Calmed]]&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | cast_rt = 2 sec.&lt;br /&gt;
 | navigation = {{Major spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&#039;&#039;&#039;Calm&#039;&#039;&#039; prevents the target from attacking for its duration on a successful [[warding]] roll.&amp;lt;section end=description /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the influence of this spell, the target is soothed and [[calmed]], inhibiting them from engaging in aggressive behavior. Actions involving combat or the casting of attack spells are not possible while in the calmed state. If the target is attacked, they will come out of their calmed state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Some creatures are immune to being calmed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Usage|s=201}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;SUCCESS&#039;&#039;&#039;&lt;br /&gt;
   A calm washes over {target}.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;INTERRUPTED&#039;&#039;&#039;&lt;br /&gt;
   {target} is enraged by your attack!&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;END&#039;&#039;&#039;&lt;br /&gt;
   The calmed look leaves {target}.&lt;br /&gt;
&lt;br /&gt;
{{AR}}&lt;br /&gt;
{{:soft ivory powder}}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Bolt_spell&amp;diff=249014</id>
		<title>Bolt spell</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Bolt_spell&amp;diff=249014"/>
		<updated>2025-11-06T07:51:41Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Add Moonbeam bolt, change definition to be more precise, and move the old &amp;quot;tactical considerations&amp;quot; part into a side box since it is only about ball spells.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
== Definition ==&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;bolt spell&#039;&#039;&#039; is any attack spell that is based on the caster&#039;s [[Spell Aiming]] skill and resolved using an [[Combat system#Attack Roll|Attack Roll]].&lt;br /&gt;
&lt;br /&gt;
Casters benefit from a more offensive [[stance]] when using bolt spells. The {{boldmono|[[Verb:COMBATANT|COMBAT]]}} verb can be used to view a character&#039;s Spell Aim AS and Spell DS (if the character has at least some Spell Aiming skill), which will take the character&#039;s current stance into account.&lt;br /&gt;
&lt;br /&gt;
Casting a bolt spell normally incurs up to 3 seconds of [[cast roundtime]], rather than &amp;quot;hard&amp;quot; [[roundtime]]. During cast roundtime, the caster can still change stance or move between rooms but may not attack or cast another spell. Bolt spells may optionally be {{boldmono|[[CHANNEL]]}}ed for a higher chance of hitting a vital area and subjects the attack to less [[critical randomization]], but incurs 3 seconds of hard RT that cannot be mitigated by any haste effect. &lt;br /&gt;
&lt;br /&gt;
===Ball Spells===&lt;br /&gt;
&lt;br /&gt;
{{Side box|A possibly more intuitive explanation:&lt;br /&gt;
&lt;br /&gt;
The appropriate lore determines the &#039;&#039;&#039;minimum size&#039;&#039;&#039; of the explosion caused by the spell whereas MOC determines how well you can &#039;&#039;&#039;place&#039;&#039;&#039; the explosion such that it hits the most targets.  (A practical example: &#039;&#039;water balloons&#039;&#039;.  The appropriate Lore skill determines what size water balloon you can throw; MOC ranks determine how accurately you place it within the group of targets with which you are dealing.)&lt;br /&gt;
&lt;br /&gt;
Having at least one rank of the relevant Lore skill plus one rank of MOC will guarantee a splash to an additional creature--assuming that at least two creatures are in the room--because even if a 0 is rolled the first time the &amp;quot;possible&amp;quot; range is 0-1 (due to the full Lore benefit being added); on the second roll (a range of 0-1) even if 0 is rolled again then the rank of MOC will enable the splash effect.&lt;br /&gt;
&lt;br /&gt;
Given that all of the Lore skills that affect splashes are [[seed]] 1 progressions, the rate at which additional targets are added is quite quick.  A modest investment of training points for ten (10) ranks of Lore skill yields +4 targets--a +50% addition to the &amp;quot;possible&amp;quot; target pool--and guarantees that at least four (4) targets will always have the capability to be splashed (&amp;quot;possible&amp;quot; roll will be 0-8 with +4 added).}}&lt;br /&gt;
&lt;br /&gt;
Ball spells are a subgroup of bolt spells that, if the initial attack roll is successful, may cause additional splash damage on several creatures (including the original target) due to an explosion upon impact.&lt;br /&gt;
&lt;br /&gt;
There are four steps to determine the number of targets struck by a ball spell.&lt;br /&gt;
&lt;br /&gt;
;Step 1&lt;br /&gt;
&lt;br /&gt;
A random number &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; is generated between 0 and 8, with lower numbers more likely to be chosen.&lt;br /&gt;
&lt;br /&gt;
;Step 2&lt;br /&gt;
&lt;br /&gt;
Based on the caster&#039;s ranks in the appropriate Lore, a bonus is added to the initial &amp;lt;code&amp;gt;X&amp;lt;/code&amp;gt; value (see table below).&lt;br /&gt;
&lt;br /&gt;
The skills taken into account are:&lt;br /&gt;
*[[Spiritual Lore, Summoning]] for [[Fire Spirit (111)]]&lt;br /&gt;
*[[Sorcerous Lore, Demonology]] for [[Balefire (713)]]&lt;br /&gt;
*[[Elemental Lore, Water]] for [[Major Cold (907)]]&lt;br /&gt;
*[[Elemental Lore, Fire]] for [[Major Fire (908)]]&lt;br /&gt;
*[[Elemental Lore, Earth]] for [[Major Acid (1710)]] (Water lore will &#039;&#039;not&#039;&#039; work for Major Acid.)&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Lore rank thresholds/Potential targets&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|Lore ranks||1||2||4||7||11||16||22||29||37||46||56&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|Potential targets||1||2||3||4||5||6||7||8||9||10||11&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;text-align:right;&amp;quot;|Lore ranks||67||79||92||106||121||137||154||172||191||211||232&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:right;&amp;quot;|Potential targets||12||13||14||15||16||17||18||19||20||21||22&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The exact bonus from lore is &amp;lt;code&amp;gt;BONUS = [1 + sqrt((8 * Lore Ranks) - 7))]/2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;Step 3&lt;br /&gt;
&lt;br /&gt;
Another random number &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt; is generated between 0 and &amp;lt;code&amp;gt;(X + BONUS)&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
;Step 4&lt;br /&gt;
&lt;br /&gt;
The caster&#039;s training in [[Multi-Opponent Combat]] (MOC) is added to &amp;lt;code&amp;gt;Y&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The final number of targets struck by the splash effect is the smaller of &amp;lt;code&amp;gt;(X + BONUS)&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;(Y + MOC Ranks)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lore Ranks and Damage Factor Bonuses==&lt;br /&gt;
&lt;br /&gt;
The [[Damage Factor]]s (DFs) for many bolt spells can be increased by training in the appropriate lore skill. The DF bonus is based on the number of ranks trained.&lt;br /&gt;
&lt;br /&gt;
Most bolt spells are tied to a single lore skill. For these spells, DF increases by 0.001 per rank up to 50 lore ranks, 0.001 per two ranks for ranks 51 to 100 and 0.001 per four ranks for ranks greater than 100. A character with 200 lore ranks would see a total DF increase of 0.100. (The one known exception to this formula is the evoked plasma version of [[Holy Bolt]], which only counts lore ranks beyond 30.)&lt;br /&gt;
&lt;br /&gt;
The following bolt spells are tied to two separate lore skills. The DF increase is 0.001 per two ranks up to 100 ranks and 0.001 per four ranks for ranks greater than 100. With 200 lore ranks the DF bonus is 0.075.&lt;br /&gt;
&lt;br /&gt;
*[[Minor Shock (901)]]&lt;br /&gt;
*[[Minor Acid (904)]]&lt;br /&gt;
*[[Major Shock (910)]]&lt;br /&gt;
*[[Minor Steam (1707)]]&lt;br /&gt;
*[[Major Acid (1710)]]&lt;br /&gt;
&lt;br /&gt;
==Damage Factors==&lt;br /&gt;
*&#039;&#039;&#039;Bold&#039;&#039;&#039; indicates highest value, [[Minor Shock (901)]] has lowest DF value against all armor types&lt;br /&gt;
*&#039;&#039;&#039;V&#039;&#039;&#039; indicates varies with associated spell cast&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}} &lt;br /&gt;
 !Spell&lt;br /&gt;
 !Mana Cost&lt;br /&gt;
 !Cloth&lt;br /&gt;
 !Leather&lt;br /&gt;
 !Scale&lt;br /&gt;
 !Chain&lt;br /&gt;
 !Plate&lt;br /&gt;
 !Splash&lt;br /&gt;
 !Lore DF Bonus&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Fire Spirit (111)]]&lt;br /&gt;
 |11&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.270&lt;br /&gt;
 |0.256&lt;br /&gt;
 |0.244&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Summoning|Summoning]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Web (118)]]&lt;br /&gt;
 |9&lt;br /&gt;
 |0.520&lt;br /&gt;
 |0.420&lt;br /&gt;
 |0.330&lt;br /&gt;
 |0.300&lt;br /&gt;
 |0.210&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Summoning|Summoning]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](L)*&lt;br /&gt;
 |6&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.283&lt;br /&gt;
 |0.242&lt;br /&gt;
 |0.173&lt;br /&gt;
 |No&lt;br /&gt;
 |No&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](U)*&lt;br /&gt;
 |6&lt;br /&gt;
 |&#039;&#039;&#039;0.750&lt;br /&gt;
 |0.500&lt;br /&gt;
 |0.405&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.265&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Religion|Religion]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](Evoke)&lt;br /&gt;
 |6&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.410&lt;br /&gt;
 |0.310&lt;br /&gt;
 |0.290&lt;br /&gt;
 |0.270&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Religion|Religion]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hand of Tonis (505)]]&lt;br /&gt;
 |5&lt;br /&gt;
 |0.520&lt;br /&gt;
 |0.420&lt;br /&gt;
 |0.330&lt;br /&gt;
 |0.300&lt;br /&gt;
 |0.210&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hurl Boulder (510)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |0.710&lt;br /&gt;
 |0.520&lt;br /&gt;
 |&#039;&#039;&#039;0.460&lt;br /&gt;
 |&#039;&#039;&#039;0.435&lt;br /&gt;
 |&#039;&#039;&#039;0.440&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Cone of Elements (518)]]&lt;br /&gt;
 |18&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; (special)&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Moonbeam (611)]]&lt;br /&gt;
 |5&lt;br /&gt;
 |0.515&lt;br /&gt;
 |0.410&lt;br /&gt;
 |0.315&lt;br /&gt;
 |0.280&lt;br /&gt;
 |0.185&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Spiritual Lore, Summoning|Summoning]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Disintegrate (705)]]&lt;br /&gt;
 |5&lt;br /&gt;
 |0.525&lt;br /&gt;
 |0.383&lt;br /&gt;
 |0.314&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.197&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Sorcerous Lore, Necromancy|Necromancy]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Balefire (713)]]&lt;br /&gt;
 |13&lt;br /&gt;
 |0.435&lt;br /&gt;
 |0.360&lt;br /&gt;
 |0.325&lt;br /&gt;
 |0.310&lt;br /&gt;
 |0.295&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Sorcerous Lore, Demonology|Demonology]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Shock (901)]]&lt;br /&gt;
 |1&lt;br /&gt;
 |0.149&lt;br /&gt;
 |0.133&lt;br /&gt;
 |0.111&lt;br /&gt;
 |0.122&lt;br /&gt;
 |0.128&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Water (903)]]&lt;br /&gt;
 |3&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.283&lt;br /&gt;
 |0.242&lt;br /&gt;
 |0.173&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; (Water)&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Acid (904)]]&lt;br /&gt;
 |4&lt;br /&gt;
 |0.525&lt;br /&gt;
 |0.383&lt;br /&gt;
 |0.314&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.197&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Fire (906)]]&lt;br /&gt;
 |6&lt;br /&gt;
 |0.667&lt;br /&gt;
 |0.455&lt;br /&gt;
 |0.345&lt;br /&gt;
 |0.323&lt;br /&gt;
 |0.303&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Cold (907)]]&lt;br /&gt;
 |7&lt;br /&gt;
 |0.445&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.245&lt;br /&gt;
 |0.217&lt;br /&gt;
 |0.208&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Fire (908)]]&lt;br /&gt;
 |8&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.270&lt;br /&gt;
 |0.256&lt;br /&gt;
 |0.244&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Shock (910)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |&#039;&#039;&#039;0.750&lt;br /&gt;
 |&#039;&#039;&#039;0.555&lt;br /&gt;
 |0.433&lt;br /&gt;
 |0.415&lt;br /&gt;
 |0.433&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Air|Air]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Empathic Assault (1110)]]&lt;br /&gt;
 |10&lt;br /&gt;
 |0.680&lt;br /&gt;
 |0.490&lt;br /&gt;
 |0.365&lt;br /&gt;
 |0.280&lt;br /&gt;
 |0.205&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Transformation|Transformation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |6&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.410&lt;br /&gt;
 |0.310&lt;br /&gt;
 |0.290&lt;br /&gt;
 |0.270&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |7&lt;br /&gt;
 |0.625&lt;br /&gt;
 |0.425&lt;br /&gt;
 |0.325&lt;br /&gt;
 |0.320&lt;br /&gt;
 |0.290&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |8&lt;br /&gt;
 |0.650&lt;br /&gt;
 |0.450&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.340&lt;br /&gt;
 |0.310&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |9&lt;br /&gt;
 |0.675&lt;br /&gt;
 |0.475&lt;br /&gt;
 |0.375&lt;br /&gt;
 |0.360&lt;br /&gt;
 |0.330&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Telekinesis (1206)]]**&lt;br /&gt;
 |10&lt;br /&gt;
 |0.700&lt;br /&gt;
 |0.500&lt;br /&gt;
 |0.400&lt;br /&gt;
 |0.375&lt;br /&gt;
 |0.350&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Mental Lore, Manipulation|Manipulation]])&lt;br /&gt;
|- align=center&lt;br /&gt;
 |[[Astral Spear (1408)]]&lt;br /&gt;
 |8&lt;br /&gt;
 |0.650&lt;br /&gt;
 |0.450&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.350&lt;br /&gt;
 |0.310&lt;br /&gt;
 |No&lt;br /&gt;
 |No?&lt;br /&gt;
|- align=center&lt;br /&gt;
 |[[Arcane Blast (1700)]]&lt;br /&gt;
 |0&lt;br /&gt;
 |0.149&lt;br /&gt;
 |0.133&lt;br /&gt;
 |0.111&lt;br /&gt;
 |0.122&lt;br /&gt;
 |0.128&lt;br /&gt;
 |No&lt;br /&gt;
 |No&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Steam (1707)]]&lt;br /&gt;
 |4&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.550&lt;br /&gt;
 |0.385&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.267&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Fire|Fire]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Cold (1709)]] ***&lt;br /&gt;
 |3&lt;br /&gt;
 |0.667&lt;br /&gt;
 |0.460&lt;br /&gt;
 |0.385&lt;br /&gt;
 |0.375&lt;br /&gt;
 |0.355&lt;br /&gt;
 |No&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Water|Water]])&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Major Acid (1710)]]&lt;br /&gt;
 |6&lt;br /&gt;
 |0.600&lt;br /&gt;
 |0.333&lt;br /&gt;
 |0.275&lt;br /&gt;
 |0.370&lt;br /&gt;
 |0.196&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039;&lt;br /&gt;
 |&#039;&#039;&#039;Yes&#039;&#039;&#039; ([[Elemental Lore, Earth|Earth]] and/or [[Elemental Lore, Water|Water]])&lt;br /&gt;
|}&lt;br /&gt;
: *&amp;lt;i&amp;gt;(L) is living targets and (U) is undead targets.&amp;lt;/i&amp;gt;&lt;br /&gt;
: **&amp;lt;i&amp;gt;can be cast with a variable amount of mana, denoted in the Mana Cost column&amp;lt;/i&amp;gt;&lt;br /&gt;
: ***&amp;lt;i&amp;gt;requires a cast of 512 to start, and 10 ranks of [[Elemental Lore, Water|Water]]&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== AvDs ==&lt;br /&gt;
* &#039;&#039;&#039;V&#039;&#039;&#039; denotes a variable AvD. Actual AvDs are determined by the spell used with [[Cone of Elements (518)]]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
 !Spell&lt;br /&gt;
 !Cloth&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Leather&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Scale&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Chain&lt;br /&gt;
 !&lt;br /&gt;
 ! colspan=4 | Plate&lt;br /&gt;
 |- align=center&lt;br /&gt;
 ! [[AsG]]&lt;br /&gt;
 !1&lt;br /&gt;
 !&lt;br /&gt;
 !5&lt;br /&gt;
 !6&lt;br /&gt;
 !7&lt;br /&gt;
 !8&lt;br /&gt;
 !&lt;br /&gt;
 !9&lt;br /&gt;
 !10&lt;br /&gt;
 !11&lt;br /&gt;
 !12&lt;br /&gt;
 !&lt;br /&gt;
 !13&lt;br /&gt;
 !14&lt;br /&gt;
 !15&lt;br /&gt;
 !16&lt;br /&gt;
 !&lt;br /&gt;
 !17&lt;br /&gt;
 !18&lt;br /&gt;
 !19&lt;br /&gt;
 !20&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Fire Spirit (111)]]&lt;br /&gt;
 |70&lt;br /&gt;
 |&lt;br /&gt;
 |60&lt;br /&gt;
 |59&lt;br /&gt;
 |58&lt;br /&gt;
 |57&lt;br /&gt;
 |&lt;br /&gt;
 |50&lt;br /&gt;
 |48&lt;br /&gt;
 |46&lt;br /&gt;
 |44&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |41&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |28&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Web (118)]]&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |43&lt;br /&gt;
 |42&lt;br /&gt;
 |41&lt;br /&gt;
 |&lt;br /&gt;
 |39&lt;br /&gt;
 |37&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |&lt;br /&gt;
 |52&lt;br /&gt;
 |46&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](L)*&lt;br /&gt;
 |30&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |29&lt;br /&gt;
 |28&lt;br /&gt;
 |27&lt;br /&gt;
 |&lt;br /&gt;
 |29&lt;br /&gt;
 |27&lt;br /&gt;
 |25&lt;br /&gt;
 |23&lt;br /&gt;
 |&lt;br /&gt;
 |31&lt;br /&gt;
 |27&lt;br /&gt;
 |23&lt;br /&gt;
 |19&lt;br /&gt;
 |&lt;br /&gt;
 |25&lt;br /&gt;
 |19&lt;br /&gt;
 |13&lt;br /&gt;
 |7&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Holy Bolt (306)]](U)*&lt;br /&gt;
 |40&lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |36&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |&lt;br /&gt;
 |32&lt;br /&gt;
 |26&lt;br /&gt;
 |20&lt;br /&gt;
 |14&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hand of Tonis (505)]]&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |43&lt;br /&gt;
 |42&lt;br /&gt;
 |41&lt;br /&gt;
 |&lt;br /&gt;
 |39&lt;br /&gt;
 |37&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |&lt;br /&gt;
 |44&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |&lt;br /&gt;
 |52&lt;br /&gt;
 |46&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Hurl Boulder (510)]]&lt;br /&gt;
 |40&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |39&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |38&lt;br /&gt;
 |36&lt;br /&gt;
 |34&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |36&lt;br /&gt;
 |32&lt;br /&gt;
 |28&lt;br /&gt;
 |&lt;br /&gt;
 |40&lt;br /&gt;
 |34&lt;br /&gt;
 |28&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Cone of Elements (518)]]&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |V&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Moonbeam (611)]]&lt;br /&gt;
 |68&lt;br /&gt;
 |&lt;br /&gt;
 |58&lt;br /&gt;
 |57&lt;br /&gt;
 |56&lt;br /&gt;
 |55&lt;br /&gt;
 |&lt;br /&gt;
 |49&lt;br /&gt;
 |47&lt;br /&gt;
 |45&lt;br /&gt;
 |43&lt;br /&gt;
 |&lt;br /&gt;
 |41&lt;br /&gt;
 |38&lt;br /&gt;
 |35&lt;br /&gt;
 |32&lt;br /&gt;
 |&lt;br /&gt;
 |34&lt;br /&gt;
 |30&lt;br /&gt;
 |26&lt;br /&gt;
 |22&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Disintegrate (705)]]&lt;br /&gt;
 |40 &lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |37&lt;br /&gt;
 |36&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |35&lt;br /&gt;
 |33&lt;br /&gt;
 |31&lt;br /&gt;
 |29&lt;br /&gt;
 |&lt;br /&gt;
 |37&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |&lt;br /&gt;
 |32&lt;br /&gt;
 |26&lt;br /&gt;
 |20&lt;br /&gt;
 |14&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Balefire (713)]]&lt;br /&gt;
 |65&lt;br /&gt;
 |&lt;br /&gt;
 |55&lt;br /&gt;
 |54&lt;br /&gt;
 |53&lt;br /&gt;
 |52&lt;br /&gt;
 |&lt;br /&gt;
 |45&lt;br /&gt;
 |43&lt;br /&gt;
 |41&lt;br /&gt;
 |39&lt;br /&gt;
 |&lt;br /&gt;
 |38&lt;br /&gt;
 |34&lt;br /&gt;
 |30&lt;br /&gt;
 |26&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |24&lt;br /&gt;
 |18&lt;br /&gt;
 |12&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Shock (901)]]&lt;br /&gt;
 |35&lt;br /&gt;
 |&lt;br /&gt;
 |25&lt;br /&gt;
 |24&lt;br /&gt;
 |23&lt;br /&gt;
 |22&lt;br /&gt;
 |&lt;br /&gt;
 |30&lt;br /&gt;
 |28&lt;br /&gt;
 |26&lt;br /&gt;
 |24&lt;br /&gt;
 |&lt;br /&gt;
 |33&lt;br /&gt;
 |29&lt;br /&gt;
 |25&lt;br /&gt;
 |21&lt;br /&gt;
 |&lt;br /&gt;
 |36&lt;br /&gt;
 |30&lt;br /&gt;
 |24&lt;br /&gt;
 |18&lt;br /&gt;
 |- align=center&lt;br /&gt;
 |[[Minor Water (903)]]&lt;br /&gt;
 |30&lt;br /&gt;
 |&lt;br /&gt;
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: *&amp;lt;i&amp;gt;(L) is living targets and (U) is undead targets.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Critical Weighting ==&lt;br /&gt;
&lt;br /&gt;
Critical weighting is applied to bolt attacks using the formula: {{mono|trunc((INT + WIS) / 6)}}.&amp;lt;ref&amp;gt;GM Naijin, [https://discordapp.com/channels/226045346399256576/532373273816858636/692608410356809738 &amp;quot;Conversation About Statistics-Related CER&amp;quot;], &#039;&#039;GemStone IV Discord#Mechanics&#039;&#039;, 2020-03-26T05:35:00Z&amp;lt;/ref&amp;gt; The following table shows the aforementioned relationship.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
:{| {{prettytable|1=text-align:center; width:100%; margin-left:0px;}}&lt;br /&gt;
!align=right style=&amp;quot;width:240px;&amp;quot;|[[Intuition]] + [[Wisdom]] Bonus||0||6||12||18||24||30||36||42||48||54||60||66||72||78||84||90||96&lt;br /&gt;
|-&lt;br /&gt;
!align=right|Critical Weighting&lt;br /&gt;
|0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[Attack strength#Bolt_Spells|Attack strength (Bolt Spells)]]&lt;br /&gt;
*[[/saved posts|Saved posts]]&lt;br /&gt;
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat Mechanics]]&lt;br /&gt;
[[Category:Magic]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Interference_(212)&amp;diff=249004</id>
		<title>Interference (212)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Interference_(212)&amp;diff=249004"/>
		<updated>2025-11-05T21:39:25Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Update duration and clean up wording, restoring some of the original spell description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell |&lt;br /&gt;
 | mnemonic = INTERFERE&lt;br /&gt;
 | duration = 60 sec.&lt;br /&gt;
 | type = Attack&lt;br /&gt;
 | subtype = Autosuccess&lt;br /&gt;
 | target = Single&lt;br /&gt;
 | interval = None&lt;br /&gt;
 | dtype = None&lt;br /&gt;
 | cast_rt = 2&lt;br /&gt;
 | mana_cost = 2&lt;br /&gt;
 | status = Reduced AS/DS/TD&lt;br /&gt;
 | navigation = {{Major spiritual navigation}}&lt;br /&gt;
}}&lt;br /&gt;
The caster of this spell is able to use the spiritual forces to exert influence over the lesser spirits in the immediate area to interfere with the actions of the target person or creature. This interference results in diminished combat abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=description /&amp;gt;&amp;lt;noinclude&amp;gt;&#039;&#039;&#039;Interference&#039;&#039;&#039; reduces&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;Reduces&amp;lt;/includeonly&amp;gt; the target&#039;s [[Target Defense]] (TD) against Spiritual spells, [[Attack Strength]] (AS), and [[Defensive Strength]] (DS).&amp;lt;section end=description /&amp;gt; The base TD penalty is 15, increased with training in [[#Lore Benefit|Spiritual Lore, Summoning]]. The AS penalty is 15 + 1 for every four levels of the target, and the DS penalty is equal to half the AS penalty. In conjunction with those penalties, on applicable targets, spell casting will be hindered somewhat depending on the caster&#039;s knowledge of the [[Major Spiritual]] spell circle.&lt;br /&gt;
&lt;br /&gt;
Interference will automatically succeed when cast on a target no more than 10 levels above the caster. Against a [[bounty]] boss or [[ascension]] creature, it can succeed up to 20 levels above, with a 10% failure chance per level difference over 10. Failing due to the failure chance will grant a stacking 20% decrease to the failure chance on subsequent casts.&lt;br /&gt;
&lt;br /&gt;
The effect&#039;s duration is 60 seconds on creatures and 30 seconds on player characters.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
{{Usage|s=212}}&lt;br /&gt;
==Lore Benefit==&lt;br /&gt;
Training in [[Spiritual Lore, Summoning]] increases the imparted Spiritual TD penalty at a rate of 1 per seed 5 [[summation]] of ranks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}} align=&amp;quot;center&amp;quot;&lt;br /&gt;
!align=&amp;quot;right&amp;quot;|Spiritual Lore, Summoning ranks||0||5||11||18||26||35||45||56||68||81||95&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot;|Total TD penalty||15||16||17||18||19||20||21||22||23||24||25&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;11&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
!align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot;|Spiritual Lore, Summoning ranks||110||126||143||161||180||200||221||243||266||290&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;right&amp;quot; colspan=&amp;quot;2&amp;quot;|Total TD penalty||26||27||28||29||30||31||32||33||34||35&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&lt;br /&gt;
  {{green|(applied)}} The spirits swirl around you, distracting your every action.&lt;br /&gt;
  {{green|(expired)}} The distracting force passes away from you.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Announcement: Spell Disabler Review Live!]] (2023)&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gswiki_talk:Requests&amp;diff=248995</id>
		<title>Gswiki talk:Requests</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gswiki_talk:Requests&amp;diff=248995"/>
		<updated>2025-11-04T23:24:28Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Change log formatting to be compatible with visual edit */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wehnimer&#039;s Landing elections ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wehnimer&#039;s Landing politics]] is a couple years out of date. Could it be updated with the current mayor and council/envoy positions? [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 13:40, 14 October 2025 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Change log formatting to be compatible with visual edit ==&lt;br /&gt;
&lt;br /&gt;
Most of the inline logs on the wiki currently use &amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;/nowiki&amp;gt; tags to preserve formatting. This seems to have a compatibility problem with the Visual Edit functionality which sometimes erases tags and makes pages unreadable until it is fixed by editing the source. It is also somewhat unwieldy when editors have to include a margin-right, the pages look normal on wide desktop monitors but can be scrunched on mobile.&lt;br /&gt;
&lt;br /&gt;
Suggestion for an alternative: add an extra leading space before every line in the log and (optionally) wrap it in a &amp;lt;nowiki&amp;gt;&amp;lt;div style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;&amp;lt;/nowiki&amp;gt; element for the font size. The leading spaces will make the wiki parser treat it as preformatted text without the need for a &amp;lt;nowiki&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;/nowiki&amp;gt; tag and it behaves nicely with Visual Edit.&lt;br /&gt;
&lt;br /&gt;
[[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 17:24, 4 November 2025 (CST)&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248994</id>
		<title>Meteor Swarm (525)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248994"/>
		<updated>2025-11-04T22:55:05Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Bold relevant text inside log.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
| mnemonic = METEORS&lt;br /&gt;
| type = Attack&lt;br /&gt;
| duration = Variable&lt;br /&gt;
| target = [[Multi-target]]&lt;br /&gt;
| interval = [[Damage Over Time|DoT]]&lt;br /&gt;
| dtype = [[Health]]&lt;br /&gt;
| subtype = [[SMR|Maneuver]] (SMRv2)&lt;br /&gt;
| navigation = {{Major elemental navigation}}&lt;br /&gt;
| ctype = [[Impact critical table|Impact]] and [[Fire critical table|Fire]]&lt;br /&gt;
| status = None&lt;br /&gt;
}}&lt;br /&gt;
Perhaps one of the most destructive spells known to spell users is &#039;&#039;&#039;Meteor Swarm&#039;&#039;&#039;. The caster throws his or her arms skyward while uttering the phrases of invocation. While this seems innocent at first, about 20 seconds later a devastating barrage of flaming meteors will begin to fall on the area inflicting terrible damage to anyone or anything unfortunate enough to be in the area. The meteors will continue to fall in a wide radius around the area for several minutes after the initial strike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this spell is much more effective outdoors, it may shake structures and injure those inside with falling debris.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
As of [[Area of effect/saved posts|2020 updates]], Meteor Swarm has standard [[multi-target spell]] targeting and will not affect other players unless using [[EVOKE]]. It does not harm the caster regardless (unlike historically).&lt;br /&gt;
&lt;br /&gt;
Once cast, there is build-up time of approximately 20 seconds before the onslaught begins. The spell&#039;s effects will continue for several minutes before dissipating. Each damage cycle consists of initial concussion [[Health|HP]] damage with [[Fire critical table|fire]] and [[Impact critical table|impact]] [[critical]]s. The first meteor strike will be where the spell was originally cast, but afterwards secondary meteors can fall in nearby locations. If the spell is cast indoors, there is no fire critical.&lt;br /&gt;
&lt;br /&gt;
Most creatures will attempt to move away from the area where a Meteor Swarm is falling unless the Wizard hinders them. [[Cold Snap]] can be useful as frozen enemies will take an additional steam critical when struck by fire.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&lt;br /&gt;
 You intone a phrase of elemental power while raising your hands, invoking &#039;&#039;&#039;Meteor Swarm&#039;&#039;&#039;...&lt;br /&gt;
 Your spell is ready.&lt;br /&gt;
 You gesture at a lithe veiled sentinel.&lt;br /&gt;
 &#039;&#039;&#039;You throw your arms skyward!&#039;&#039;&#039;&lt;br /&gt;
 Cast Roundtime 3 Seconds.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;A low roar of quickly parting air can be heard above!&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Much to your horror, a devastating inferno of flaming rocks ignites the entire sky and smites the area!&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 [SMR result: 201 (Open d100: 94, Bonus: 20)]&lt;br /&gt;
 A lithe veiled sentinel is struck by a burning projectile, taking 13 points of damage!&lt;br /&gt;
    ... 40 points of damage!&lt;br /&gt;
    Neck consumed in flame and charred to a crisp.&lt;br /&gt;
 A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Several flaming meteors light the nearby sky!&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Several flaming meteors light the nearby sky!&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Several flaming rocks burst from the sky and smite the area!&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 [SMR result: 127 (Open d100: -11, Bonus: 52)]&lt;br /&gt;
 A lithe veiled sentinel is struck by a burning projectile, taking 22 points of damage!&lt;br /&gt;
    ... 20 points of damage!&lt;br /&gt;
    Nasty burns to back.  Won&#039;t be sleeping on that for awhile.&lt;br /&gt;
 As the fire strikes the ice block surrounding a lithe veiled sentinel, a rush of steam is released!&lt;br /&gt;
    ... 10 points of damage!&lt;br /&gt;
    Excoriating vapors cause chafing of left arm.&lt;br /&gt;
 The block of ice encasing a lithe veiled sentinel&#039;s lower half melts away.&lt;br /&gt;
    ... 15 points of damage!&lt;br /&gt;
    Nice blow to abdomen!&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;Several flaming rocks burst from the sky and smite the area!&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 [SMR result: 186 (Open d100: 70, Bonus: 29)]&lt;br /&gt;
 A lithe veiled sentinel is struck by a burning projectile, taking 23 points of damage!&lt;br /&gt;
    ... 30 points of damage!&lt;br /&gt;
    Extreme heat melts the skin off a lithe veiled sentinel&#039;s left hand.  Gross!&lt;br /&gt;
    ... 40 points of damage!&lt;br /&gt;
    Massive blow to left eye sending bone back into the brain!&lt;br /&gt;
 A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;A blanketing silence settles over the area as the meteors cease to fall.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248993</id>
		<title>Meteor Swarm (525)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248993"/>
		<updated>2025-11-04T22:51:59Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Edit the messaging log down to essentials and try a simpler syntax.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
| mnemonic = METEORS&lt;br /&gt;
| type = Attack&lt;br /&gt;
| duration = Variable&lt;br /&gt;
| target = [[Multi-target]]&lt;br /&gt;
| interval = [[Damage Over Time|DoT]]&lt;br /&gt;
| dtype = [[Health]]&lt;br /&gt;
| subtype = [[SMR|Maneuver]] (SMRv2)&lt;br /&gt;
| navigation = {{Major elemental navigation}}&lt;br /&gt;
| ctype = [[Impact critical table|Impact]] and [[Fire critical table|Fire]]&lt;br /&gt;
| status = None&lt;br /&gt;
}}&lt;br /&gt;
Perhaps one of the most destructive spells known to spell users is &#039;&#039;&#039;Meteor Swarm&#039;&#039;&#039;. The caster throws his or her arms skyward while uttering the phrases of invocation. While this seems innocent at first, about 20 seconds later a devastating barrage of flaming meteors will begin to fall on the area inflicting terrible damage to anyone or anything unfortunate enough to be in the area. The meteors will continue to fall in a wide radius around the area for several minutes after the initial strike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this spell is much more effective outdoors, it may shake structures and injure those inside with falling debris.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
As of [[Area of effect/saved posts|2020 updates]], Meteor Swarm has standard [[multi-target spell]] targeting and will not affect other players unless using [[EVOKE]]. It does not harm the caster regardless (unlike historically).&lt;br /&gt;
&lt;br /&gt;
Once cast, there is build-up time of approximately 20 seconds before the onslaught begins. The spell&#039;s effects will continue for several minutes before dissipating. Each damage cycle consists of initial concussion [[Health|HP]] damage with [[Fire critical table|fire]] and [[Impact critical table|impact]] [[critical]]s. The first meteor strike will be where the spell was originally cast, but afterwards secondary meteors can fall in nearby locations. If the spell is cast indoors, there is no fire critical.&lt;br /&gt;
&lt;br /&gt;
Most creatures will attempt to move away from the area where a Meteor Swarm is falling unless the Wizard hinders them. [[Cold Snap]] can be useful as frozen enemies will take an additional steam critical when struck by fire.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;&lt;br /&gt;
 You intone a phrase of elemental power while raising your hands, invoking Meteor Swarm...&lt;br /&gt;
 Your spell is ready.&lt;br /&gt;
 You gesture at a lithe veiled sentinel.&lt;br /&gt;
 You throw your arms skyward!&lt;br /&gt;
 Cast Roundtime 3 Seconds.&lt;br /&gt;
 &lt;br /&gt;
 A low roar of quickly parting air can be heard above!&lt;br /&gt;
 &lt;br /&gt;
 Much to your horror, a devastating inferno of flaming rocks ignites the entire sky and smites the area!&lt;br /&gt;
 &lt;br /&gt;
 [SMR result: 201 (Open d100: 94, Bonus: 20)]&lt;br /&gt;
 A lithe veiled sentinel is struck by a burning projectile, taking 13 points of damage!&lt;br /&gt;
    ... 40 points of damage!&lt;br /&gt;
    Neck consumed in flame and charred to a crisp.&lt;br /&gt;
 A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
 &lt;br /&gt;
 Several flaming meteors light the nearby sky!&lt;br /&gt;
 &lt;br /&gt;
 Several flaming meteors light the nearby sky!&lt;br /&gt;
 &lt;br /&gt;
 Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
 &lt;br /&gt;
 [SMR result: 127 (Open d100: -11, Bonus: 52)]&lt;br /&gt;
 A lithe veiled sentinel is struck by a burning projectile, taking 22 points of damage!&lt;br /&gt;
    ... 20 points of damage!&lt;br /&gt;
    Nasty burns to back.  Won&#039;t be sleeping on that for awhile.&lt;br /&gt;
 As the fire strikes the ice block surrounding a lithe veiled sentinel, a rush of steam is released!&lt;br /&gt;
    ... 10 points of damage!&lt;br /&gt;
    Excoriating vapors cause chafing of left arm.&lt;br /&gt;
 The block of ice encasing a lithe veiled sentinel&#039;s lower half melts away.&lt;br /&gt;
    ... 15 points of damage!&lt;br /&gt;
    Nice blow to abdomen!&lt;br /&gt;
 &lt;br /&gt;
 Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
 &lt;br /&gt;
 [SMR result: 186 (Open d100: 70, Bonus: 29)]&lt;br /&gt;
 A lithe veiled sentinel is struck by a burning projectile, taking 23 points of damage!&lt;br /&gt;
    ... 30 points of damage!&lt;br /&gt;
    Extreme heat melts the skin off a lithe veiled sentinel&#039;s left hand.  Gross!&lt;br /&gt;
    ... 40 points of damage!&lt;br /&gt;
    Massive blow to left eye sending bone back into the brain!&lt;br /&gt;
 A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
 &lt;br /&gt;
 A blanketing silence settles over the area as the meteors cease to fall.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248963</id>
		<title>Meteor Swarm (525)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248963"/>
		<updated>2025-11-03T20:18:43Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Grammar, visual edit test.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
| mnemonic = METEORS&lt;br /&gt;
| type = Attack&lt;br /&gt;
| duration = Variable&lt;br /&gt;
| target = [[Multi-target]]&lt;br /&gt;
| interval = [[Damage Over Time|DoT]]&lt;br /&gt;
| dtype = [[Health]]&lt;br /&gt;
| subtype = [[SMR|Maneuver]] (SMRv2)&lt;br /&gt;
| navigation = {{Major elemental navigation}}&lt;br /&gt;
| ctype = [[Impact critical table|Impact]] and [[Fire critical table|Fire]]&lt;br /&gt;
| status = None&lt;br /&gt;
}}&lt;br /&gt;
Perhaps one of the most destructive spells known to spell users is &#039;&#039;&#039;Meteor Swarm&#039;&#039;&#039;. The caster throws his or her arms skyward while uttering the phrases of invocation. While this seems innocent at first, about 20 seconds later a devastating barrage of flaming meteors will begin to fall on the area inflicting terrible damage to anyone or anything unfortunate enough to be in the area. The meteors will continue to fall in a wide radius around the area for several minutes after the initial strike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this spell is much more effective outdoors, it may shake structures and injure those inside with falling debris.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
As of [[Area of effect/saved posts|2020 updates]], Meteor Swarm has standard [[multi-target spell]] targeting and will not affect other players unless using [[EVOKE]]. It does not harm the caster regardless (unlike historically).&lt;br /&gt;
&lt;br /&gt;
Once cast, there is build-up time of approximately 20 seconds before the onslaught begins. The spell&#039;s effects will continue for several minutes before dissipating. Each damage cycle consists of initial concussion [[Health|HP]] damage with [[Fire critical table|fire]] and [[Impact critical table|impact]] [[critical]]s. The first meteor strike will be where the spell was originally cast, but afterwards secondary meteors can fall in nearby locations. If the spell is cast indoors, there is no fire critical.&lt;br /&gt;
&lt;br /&gt;
Most creatures will attempt to move away from the area where a Meteor Swarm is falling unless the Wizard hinders them. [[Cold Snap]] can be useful as frozen enemies will take an additional steam critical when struck by fire.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;pre style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&lt;br /&gt;
You intone a phrase of elemental power while raising your hands, invoking Meteor Swarm...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a lithe veiled sentinel.&lt;br /&gt;
You throw your arms skyward!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
A low roar of quickly parting air can be heard above!&lt;br /&gt;
&lt;br /&gt;
Much to your horror, a devastating inferno of flaming rocks ignites the entire sky and smites the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 201 (Open d100: 94, Bonus: 20)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 13 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Neck consumed in flame and charred to a crisp.&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
A lithe veiled sentinel strides in, eyes surveying the surroundings warily.&lt;br /&gt;
&lt;br /&gt;
A deathsworn fanatic just came through a pair of bronze double doors.&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
You intone a phrase of elemental power while raising your hands, invoking Cold Snap...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a lithe veiled sentinel.&lt;br /&gt;
An airy mist rolls into the area, carrying a harsh chill with it.&lt;br /&gt;
  CS: +515 - TD: +490 + CvA: +25 + d100: +86 == +136&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a lithe veiled sentinel&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
  CS: +515 - TD: +443 + CvA: +25 + d100: +82 == +179&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a lithe veiled sentinel&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
  CS: +515 - TD: +424 + CvA: +15 + d100: +98 == +204&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a deathsworn fanatic&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 127 (Open d100: -11, Bonus: 52)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 22 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Nasty burns to back.  Won&#039;t be sleeping on that for awhile.&lt;br /&gt;
As the fire strikes the ice block surrounding a lithe veiled sentinel, a rush of steam is released!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Excoriating vapors cause chafing of left arm.&lt;br /&gt;
The block of ice encasing a lithe veiled sentinel&#039;s lower half melts away.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to abdomen!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 148 (Open d100: -3, Bonus: 50)]&lt;br /&gt;
A deathsworn fanatic is struck by a burning projectile, taking 27 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Right leg horribly scorched.  Won&#039;t be usable for weeks.&lt;br /&gt;
   The deathsworn fanatic is stunned!&lt;br /&gt;
As the fire strikes the ice block surrounding a deathsworn fanatic, a rush of steam is released!&lt;br /&gt;
   ... 22 points of damage!&lt;br /&gt;
   Hot steam to the face causes the deathsworn fanatic to grimace in pain!&lt;br /&gt;
The block of ice encasing a deathsworn fanatic&#039;s lower half melts away.&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Strong blow to back!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 201 (Open d100: 78, Bonus: 53)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 29 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Scorching heat shrivels left leg to a useless black mass.&lt;br /&gt;
As the fire strikes the ice block surrounding a lithe veiled sentinel, a rush of steam is released!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Fuming water vapors make the veiled sentinel&#039;s knees all wobbly.&lt;br /&gt;
The block of ice encasing a lithe veiled sentinel&#039;s lower half melts away.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Impact removes the right hand in a spray of red mist!&lt;br /&gt;
   The sentinel&#039;s bronze cutlass falls to the ground.&lt;br /&gt;
&lt;br /&gt;
A pale scaled shaper glides in, pallid robes trailing over the ground.&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 114 (Open d100: 45)]&lt;br /&gt;
A pale scaled shaper is struck by a burning projectile, taking 27 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Back bursts into a spectacular display of flames.  Bet it hurts too.&lt;br /&gt;
   The scaled shaper is stunned!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Strong blow breaks neck!&lt;br /&gt;
A pale scaled shaper sinks to the ground, the fell light in her eyes guttering before going out entirely.&lt;br /&gt;
&lt;br /&gt;
[SMR result: 186 (Open d100: 70, Bonus: 29)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 23 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Extreme heat melts the skin off a lithe veiled sentinel&#039;s left hand.  Gross!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Massive blow to left eye sending bone back into the brain!&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
[SMR result: 191 (Open d100: 9, Bonus: 80)]&lt;br /&gt;
A deathsworn fanatic is struck by a burning projectile, taking 17 points of damage!&lt;br /&gt;
   ... 70 points of damage!&lt;br /&gt;
   Back burnt to the bone.  Smoke curls up from what&#039;s left of a deathsworn fanatic.&lt;br /&gt;
A deathsworn fanatic collapses to the ground in a susurrus of robes, her last words a ranting, &amp;quot;His wings are as shadow and blood, and they shall encompass all things!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[SMR result: 206 (Open d100: 90, Bonus: 45)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 10 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a lithe veiled sentinel&#039;s right leg is almost completely burned away.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Every bone in the right arm shattered and scattered about!&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 187 (Open d100: 71, Bonus: 45)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 21 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Flames cook a lithe veiled sentinel&#039;s back.  Looks about medium well.&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Hard blow to chest breaking ribs!&lt;br /&gt;
   Hard to breathe!&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
A blanketing silence settles over the area as the meteors cease to fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248962</id>
		<title>Meteor Swarm (525)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248962"/>
		<updated>2025-11-03T20:17:23Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Try slightly different way of setting preformatted text tags.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
| mnemonic = METEORS&lt;br /&gt;
| type = Attack&lt;br /&gt;
| duration = Variable&lt;br /&gt;
| target = [[Multi-target]]&lt;br /&gt;
| interval = [[Damage Over Time|DoT]]&lt;br /&gt;
| dtype = [[Health]]&lt;br /&gt;
| subtype = [[SMR|Maneuver]] (SMRv2)&lt;br /&gt;
| navigation = {{Major elemental navigation}}&lt;br /&gt;
| ctype = [[Impact critical table|Impact]] and [[Fire critical table|Fire]]&lt;br /&gt;
| status = None&lt;br /&gt;
}}&lt;br /&gt;
Perhaps one of the most destructive spells known to spell users is &#039;&#039;&#039;Meteor Swarm&#039;&#039;&#039;. The caster throws his or her arms skyward while uttering the phrases of invocation. While this seems innocent at first, about 20 seconds later a devastating barrage of flaming meteors will begin to fall on the area inflicting terrible damage to anyone or anything unfortunate enough to be in the area. The meteors will continue to fall in a wide radius around the area for several minutes after the initial strike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this spell is much more effective outdoors, it may shake structures and injure those inside with falling debris.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
As of [[Area of effect/saved posts|2020 updates]], Meteor Swarm has standard [[multi-target spell]] targeting and will not affect other players unless using [[EVOKE]]. It does not harm the caster regardless (unlike historically).&lt;br /&gt;
&lt;br /&gt;
Once cast, there is build-up time of approximately 20 seconds before the onslaught begins. The spell&#039;s effects will continue for several minutes before dissipating. Each damage cycle consists of initial concussion [[Health|HP]] damage with [[Fire critical table|fire]] and [[Impact critical table|impact]] [[critical]]s. The first meteor strike will be where the spell was originally cast, but afterwards secondary meteors can fall in nearby locations. If the spell is cast indoors, there is no fire critical.&lt;br /&gt;
&lt;br /&gt;
Most creatures will attempt to move away from the area where a Meteor Swarm is falling, unless the Wizard hinders them. [[Cold Snap]] can be useful as frozen enemies will take an additional steam critical when struck by fire.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| &amp;lt;pre style=&amp;quot;font-size: small;&amp;quot;&amp;gt;&lt;br /&gt;
You intone a phrase of elemental power while raising your hands, invoking Meteor Swarm...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a lithe veiled sentinel.&lt;br /&gt;
You throw your arms skyward!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
A low roar of quickly parting air can be heard above!&lt;br /&gt;
&lt;br /&gt;
Much to your horror, a devastating inferno of flaming rocks ignites the entire sky and smites the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 201 (Open d100: 94, Bonus: 20)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 13 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Neck consumed in flame and charred to a crisp.&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
A lithe veiled sentinel strides in, eyes surveying the surroundings warily.&lt;br /&gt;
&lt;br /&gt;
A deathsworn fanatic just came through a pair of bronze double doors.&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
You intone a phrase of elemental power while raising your hands, invoking Cold Snap...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a lithe veiled sentinel.&lt;br /&gt;
An airy mist rolls into the area, carrying a harsh chill with it.&lt;br /&gt;
  CS: +515 - TD: +490 + CvA: +25 + d100: +86 == +136&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a lithe veiled sentinel&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
  CS: +515 - TD: +443 + CvA: +25 + d100: +82 == +179&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a lithe veiled sentinel&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
  CS: +515 - TD: +424 + CvA: +15 + d100: +98 == +204&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a deathsworn fanatic&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 127 (Open d100: -11, Bonus: 52)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 22 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Nasty burns to back.  Won&#039;t be sleeping on that for awhile.&lt;br /&gt;
As the fire strikes the ice block surrounding a lithe veiled sentinel, a rush of steam is released!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Excoriating vapors cause chafing of left arm.&lt;br /&gt;
The block of ice encasing a lithe veiled sentinel&#039;s lower half melts away.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to abdomen!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 148 (Open d100: -3, Bonus: 50)]&lt;br /&gt;
A deathsworn fanatic is struck by a burning projectile, taking 27 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Right leg horribly scorched.  Won&#039;t be usable for weeks.&lt;br /&gt;
   The deathsworn fanatic is stunned!&lt;br /&gt;
As the fire strikes the ice block surrounding a deathsworn fanatic, a rush of steam is released!&lt;br /&gt;
   ... 22 points of damage!&lt;br /&gt;
   Hot steam to the face causes the deathsworn fanatic to grimace in pain!&lt;br /&gt;
The block of ice encasing a deathsworn fanatic&#039;s lower half melts away.&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Strong blow to back!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 201 (Open d100: 78, Bonus: 53)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 29 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Scorching heat shrivels left leg to a useless black mass.&lt;br /&gt;
As the fire strikes the ice block surrounding a lithe veiled sentinel, a rush of steam is released!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Fuming water vapors make the veiled sentinel&#039;s knees all wobbly.&lt;br /&gt;
The block of ice encasing a lithe veiled sentinel&#039;s lower half melts away.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Impact removes the right hand in a spray of red mist!&lt;br /&gt;
   The sentinel&#039;s bronze cutlass falls to the ground.&lt;br /&gt;
&lt;br /&gt;
A pale scaled shaper glides in, pallid robes trailing over the ground.&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 114 (Open d100: 45)]&lt;br /&gt;
A pale scaled shaper is struck by a burning projectile, taking 27 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Back bursts into a spectacular display of flames.  Bet it hurts too.&lt;br /&gt;
   The scaled shaper is stunned!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Strong blow breaks neck!&lt;br /&gt;
A pale scaled shaper sinks to the ground, the fell light in her eyes guttering before going out entirely.&lt;br /&gt;
&lt;br /&gt;
[SMR result: 186 (Open d100: 70, Bonus: 29)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 23 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Extreme heat melts the skin off a lithe veiled sentinel&#039;s left hand.  Gross!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Massive blow to left eye sending bone back into the brain!&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
[SMR result: 191 (Open d100: 9, Bonus: 80)]&lt;br /&gt;
A deathsworn fanatic is struck by a burning projectile, taking 17 points of damage!&lt;br /&gt;
   ... 70 points of damage!&lt;br /&gt;
   Back burnt to the bone.  Smoke curls up from what&#039;s left of a deathsworn fanatic.&lt;br /&gt;
A deathsworn fanatic collapses to the ground in a susurrus of robes, her last words a ranting, &amp;quot;His wings are as shadow and blood, and they shall encompass all things!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[SMR result: 206 (Open d100: 90, Bonus: 45)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 10 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a lithe veiled sentinel&#039;s right leg is almost completely burned away.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Every bone in the right arm shattered and scattered about!&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 187 (Open d100: 71, Bonus: 45)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 21 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Flames cook a lithe veiled sentinel&#039;s back.  Looks about medium well.&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Hard blow to chest breaking ribs!&lt;br /&gt;
   Hard to breathe!&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
A blanketing silence settles over the area as the meteors cease to fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248961</id>
		<title>Meteor Swarm (525)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Meteor_Swarm_(525)&amp;diff=248961"/>
		<updated>2025-11-03T18:38:57Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Update for current version of spell.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell &lt;br /&gt;
| mnemonic = METEORS&lt;br /&gt;
| type = Attack&lt;br /&gt;
| duration = Variable&lt;br /&gt;
| target = [[Multi-target spell|Multi-Target]]&lt;br /&gt;
| interval = [[Damage Over Time|DoT]]&lt;br /&gt;
| dtype = [[Health]]&lt;br /&gt;
| subtype = [[SMR|Maneuver]] (SMRv2)&lt;br /&gt;
| navigation = {{Major elemental navigation}}&lt;br /&gt;
| ctype = [[Impact critical table|Impact]] and [[Fire critical table|Fire]]&lt;br /&gt;
| status = None&lt;br /&gt;
}}&lt;br /&gt;
Perhaps one of the most destructive spells known to spell users is &#039;&#039;&#039;Meteor Swarm&#039;&#039;&#039;. The caster throws his or her arms skyward while uttering the phrases of invocation. While this seems innocent at first, about 20 seconds later a devastating barrage of flaming meteors will begin to fall on the area inflicting terrible damage to anyone or anything unfortunate enough to be in the area. The meteors will continue to fall in a wide radius around the area for several minutes after the initial strike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While this spell is much more effective outdoors, it may shake structures and injure those inside with falling debris.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
As of [[Area of effect/saved posts|2020 updates]], Meteor Swarm has standard [[multi-target spell]] targeting and will not affect other players unless using [[EVOKE]]. It does not harm the caster regardless (unlike historically).&lt;br /&gt;
&lt;br /&gt;
Once cast, there is build-up time of approximately 20 seconds before the onslaught begins. The spell&#039;s effects will continue for several minutes before dissipating. Each damage cycle consists of initial concussion [[Health|HP]] damage with [[Fire critical table|fire]] and [[Impact critical table|impact]] [[critical]]s. The first meteor strike will be where the spell was originally cast, but afterwards secondary meteors can fall in nearby locations. If the spell is cast indoors, there is no fire critical.&lt;br /&gt;
&lt;br /&gt;
Most creatures will attempt to move away from the area where a Meteor Swarm is falling, unless the Wizard hinders them. [[Cold Snap]] can be useful as frozen enemies will take an additional steam critical when struck by fire.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=35%}}&amp;gt;&lt;br /&gt;
You intone a phrase of elemental power while raising your hands, invoking Meteor Swarm...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a lithe veiled sentinel.&lt;br /&gt;
You throw your arms skyward!&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
A low roar of quickly parting air can be heard above!&lt;br /&gt;
&lt;br /&gt;
Much to your horror, a devastating inferno of flaming rocks ignites the entire sky and smites the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 201 (Open d100: 94, Bonus: 20)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 13 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Neck consumed in flame and charred to a crisp.&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
A lithe veiled sentinel strides in, eyes surveying the surroundings warily.&lt;br /&gt;
&lt;br /&gt;
A deathsworn fanatic just came through a pair of bronze double doors.&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
You intone a phrase of elemental power while raising your hands, invoking Cold Snap...&lt;br /&gt;
Your spell is ready.&lt;br /&gt;
You gesture at a lithe veiled sentinel.&lt;br /&gt;
An airy mist rolls into the area, carrying a harsh chill with it.&lt;br /&gt;
  CS: +515 - TD: +490 + CvA: +25 + d100: +86 == +136&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a lithe veiled sentinel&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
  CS: +515 - TD: +443 + CvA: +25 + d100: +82 == +179&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a lithe veiled sentinel&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
  CS: +515 - TD: +424 + CvA: +15 + d100: +98 == +204&lt;br /&gt;
  Warding failed!&lt;br /&gt;
The mist leaves a deathsworn fanatic&#039;s lower half encased in a thick block of ice.&lt;br /&gt;
Cast Roundtime 3 Seconds.&lt;br /&gt;
&lt;br /&gt;
Several flaming meteors light the nearby sky!&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 127 (Open d100: -11, Bonus: 52)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 22 points of damage!&lt;br /&gt;
   ... 20 points of damage!&lt;br /&gt;
   Nasty burns to back.  Won&#039;t be sleeping on that for awhile.&lt;br /&gt;
As the fire strikes the ice block surrounding a lithe veiled sentinel, a rush of steam is released!&lt;br /&gt;
   ... 10 points of damage!&lt;br /&gt;
   Excoriating vapors cause chafing of left arm.&lt;br /&gt;
The block of ice encasing a lithe veiled sentinel&#039;s lower half melts away.&lt;br /&gt;
   ... 15 points of damage!&lt;br /&gt;
   Nice blow to abdomen!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 148 (Open d100: -3, Bonus: 50)]&lt;br /&gt;
A deathsworn fanatic is struck by a burning projectile, taking 27 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Right leg horribly scorched.  Won&#039;t be usable for weeks.&lt;br /&gt;
   The deathsworn fanatic is stunned!&lt;br /&gt;
As the fire strikes the ice block surrounding a deathsworn fanatic, a rush of steam is released!&lt;br /&gt;
   ... 22 points of damage!&lt;br /&gt;
   Hot steam to the face causes the deathsworn fanatic to grimace in pain!&lt;br /&gt;
The block of ice encasing a deathsworn fanatic&#039;s lower half melts away.&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Strong blow to back!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 201 (Open d100: 78, Bonus: 53)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 29 points of damage!&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Scorching heat shrivels left leg to a useless black mass.&lt;br /&gt;
As the fire strikes the ice block surrounding a lithe veiled sentinel, a rush of steam is released!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Fuming water vapors make the veiled sentinel&#039;s knees all wobbly.&lt;br /&gt;
The block of ice encasing a lithe veiled sentinel&#039;s lower half melts away.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Impact removes the right hand in a spray of red mist!&lt;br /&gt;
   The sentinel&#039;s bronze cutlass falls to the ground.&lt;br /&gt;
&lt;br /&gt;
A pale scaled shaper glides in, pallid robes trailing over the ground.&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 114 (Open d100: 45)]&lt;br /&gt;
A pale scaled shaper is struck by a burning projectile, taking 27 points of damage!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Back bursts into a spectacular display of flames.  Bet it hurts too.&lt;br /&gt;
   The scaled shaper is stunned!&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Strong blow breaks neck!&lt;br /&gt;
A pale scaled shaper sinks to the ground, the fell light in her eyes guttering before going out entirely.&lt;br /&gt;
&lt;br /&gt;
[SMR result: 186 (Open d100: 70, Bonus: 29)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 23 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Extreme heat melts the skin off a lithe veiled sentinel&#039;s left hand.  Gross!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   Massive blow to left eye sending bone back into the brain!&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
[SMR result: 191 (Open d100: 9, Bonus: 80)]&lt;br /&gt;
A deathsworn fanatic is struck by a burning projectile, taking 17 points of damage!&lt;br /&gt;
   ... 70 points of damage!&lt;br /&gt;
   Back burnt to the bone.  Smoke curls up from what&#039;s left of a deathsworn fanatic.&lt;br /&gt;
A deathsworn fanatic collapses to the ground in a susurrus of robes, her last words a ranting, &amp;quot;His wings are as shadow and blood, and they shall encompass all things!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[SMR result: 206 (Open d100: 90, Bonus: 45)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 10 points of damage!&lt;br /&gt;
   ... 40 points of damage!&lt;br /&gt;
   The lower half of a lithe veiled sentinel&#039;s right leg is almost completely burned away.&lt;br /&gt;
   ... 45 points of damage!&lt;br /&gt;
   Every bone in the right arm shattered and scattered about!&lt;br /&gt;
&lt;br /&gt;
Several flaming rocks burst from the sky and smite the area!&lt;br /&gt;
&lt;br /&gt;
[SMR result: 187 (Open d100: 71, Bonus: 45)]&lt;br /&gt;
A lithe veiled sentinel is struck by a burning projectile, taking 21 points of damage!&lt;br /&gt;
   ... 30 points of damage!&lt;br /&gt;
   Flames cook a lithe veiled sentinel&#039;s back.  Looks about medium well.&lt;br /&gt;
   ... 35 points of damage!&lt;br /&gt;
   Hard blow to chest breaking ribs!&lt;br /&gt;
   Hard to breathe!&lt;br /&gt;
A lithe veiled sentinel lets out a ragged gasp before collapsing.&lt;br /&gt;
&lt;br /&gt;
A blanketing silence settles over the area as the meteors cease to fall.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arkati&amp;diff=248947</id>
		<title>Arkati</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arkati&amp;diff=248947"/>
		<updated>2025-11-03T16:54:37Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Clarify terminology.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Arkati&#039;&#039;&#039; are the [[Gods of Elanthia]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
&lt;br /&gt;
The term &#039;Arkati&#039; refers to the mystical beings wielding power over [[Elanthia]] which have existed since the time of the Great Drakes. Most of the Arkati belong to one of three major pantheons: the [[Pantheon of Liabo]], [[Pantheon of Lornon]], and [[Pantheon of Neutrality]].&lt;br /&gt;
&lt;br /&gt;
There are a number of beings that, while they are not Arkati or are not Arkati of the main pantheons, are worshipped all the same. Their motivations and stories vary wildly, as do their allegiances to good or evil. These are known as the &#039;Lesser Spirits&#039;.&lt;br /&gt;
&lt;br /&gt;
== Arkati and Lesser Spirits ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Deity!! Classification !! Domain(s) !! Symbol(s) !!  [[Smite/Bane (302)|Smite/&amp;lt;br&amp;gt;Bane]] !! [[Holy critical|Critical]] Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Koar]], King of the Gods || Pantheon of Liabo || justice, loyalty, law, mana, rulership || a golden crown (usually on a field of white) || Smite || [[Electrical critical table|Electrical]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumnis]], Queen of Enlightenment ||Pantheon of Liabo || wisdom, knowledge, magic || a golden scroll overlaying five conjoined circles || Smite || [[Acid critical table|Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ronan]], Lord of Dreams || Pantheon of Liabo || night, dreams || a black sword with a silver edge on a field of black || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lorminstra]], the Gatekeeper || Pantheon of Liabo || death and rebirth, deliverance, winter || a golden key (usually on a field of black) || Smite || [[Plasma critical table|Plasma]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Imaera]], Lady of the Green || Pantheon of Liabo || healing, autumn, nature,&amp;lt;br&amp;gt;plants, animals, harvest || a golden sheaf of grain on a field of green (farmers)&amp;lt;br&amp;gt;a brown doe on a field of green ([[Sylvankind|Sylvans]]) || Smite ||  [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoen]], the Sun God || Pantheon of Liabo || sun, summer, fatherhood || a golden sunburst on a field of blue || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kai]], Master of Battle || Pantheon of Liabo || strength, athletic prowess, skill at arms || a silver arm with fist clenched on a field of crimson || Smite || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oleani]], Mistress of Adoration || Pantheon of Liabo || love, spring, fertility, halflings || a red heart with a budding flower growing from it || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jastev]], the Soothsayer || Pantheon of Liabo || visual art, prophecy, poetry || a black artist’s brush on a field of grey &amp;lt;br&amp;gt; a silver crystal ball on a field of grey || Smite || [[Steam_critical_table|Steam]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eonak]], Master of the Forge || Pantheon of Liabo || labor, craftsmanship, triumph over adversity || a golden anvil on a field of brown || Smite || [[Disruption critical table|Disruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tonis]], the Fleetfooted, King of Thieves || Pantheon of Liabo || speed, travel, thieves || a golden pegasus on a field of blue || Smite || [[Vacuum critical table|Air]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cholen]], the Jester || Pantheon of Liabo || humor, festivals, performing arts || a crimson lute on a field of gold || Smite || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Charl]], Lord of the Seas || Pantheon of Liabo || sea, storms || an emerald trident on a field of blue || Bane || [[Electrical critical table|Electrical]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Zelia]], Keeper of the Moons || Pantheon of Neutrality || moons, insanity || a silver crescent moon on a field of black || Smite || Random&lt;br /&gt;
|-&lt;br /&gt;
| [[Gosaena]], Mistress of Eternity || Pantheon of Neutrality || death || a silver or grey sickle on a field of green || Bane || [[Cold critical table|Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fash&#039;lo&#039;nae]], the Grandfather || Pantheon of Lornon || magic, libraries, forbidden knowledge || a yellow, slit-pupiled eye on a field of grey || Smite || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eorgina]], Queen of the Dark || Pantheon of Lornon || domination, darkness, tyranny || red, stylized flames on a field of grey || Bane || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sheru]], Bringer of Terror || Pantheon of Lornon || night, nightmares, insanity, terror || a black jackal&#039;s head on a field of gold&amp;lt;br&amp;gt;(and sometimes crimson) || Bane || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Luukos]], Eater of Souls || Pantheon of Lornon || lies, undeath, death || a green serpent on a field of brown || Bane || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[V&#039;tull]], the Berserker || Pantheon of Lornon || bloodlust, combat || a black scimitar on a field of red || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mularos]], the Suffering || Pantheon of Lornon || suffering, torture || a dagger-pierced heart on a field of white || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivas]], the Seductress || Pantheon of Lornon || desire, lust, passion || a stylized, green wisp of smoke on a field of red || Bane || [[Grapple critical table|Grapple]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlu]], the Destroyer || Pantheon of Lornon || demonic summoning, destruction, power || a star of six black tentacles on a field of grey || Bane || [[Acid critical table|Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Andelas]], the Cat || Pantheon of Lornon || felines, hunting || a black cat&#039;s head on a field of red || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Niima]], the Wavedancer || Lesser Spirit || water, sailors, sea life || a dolphin on a field of blue || Smite || [[Impact critical table|Impact]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aeia]], the Mother || Lesser Spirit || earth, gardens, [[River&#039;s Rest]] || a white lily on a field of green || Smite || [[Acid critical table|Acid]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leya]], Master of Martial Arts || Lesser Spirit || amazons, martial arts || an ivory-hilted dagger on a field of blue || Smite || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilamaire]], the Lithe || Lesser Spirit || music, dance || a yellow note on a field of blue || Smite || [[Disruption critical table|Disruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Laethe]], the Lovelorn || Lesser Spirit || lost love, young love || a black rose on a field of purple || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Voaris]], the Charming || Lesser Spirit || forbidden love, young love || a yellow rose on a field of red || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuon]], the Green || Lesser Spirit || herbs, flowers || a gold leaf on a field of brown || Smite || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jaston]], the Windrunner || Lesser Spirit || air, birds, the four winds || a white feather on a field of green and white || Smite || [[Vacuum critical table|Vacuum]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Voln]], the Paladin || Lesser Spirit || destruction of undead || a white shield on a field of black || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arachne]], the Betrayer || Lesser Spirit || spiders, betrayal || a black widow on a field of red || Bane || [[Unbalance critical table|Unbalance]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|data-sort-value=&amp;quot;Huntress&amp;quot;| [[The Huntress]] || Lesser Spirit || vengeance, hunting || an eight-pointed silver star on a field of black || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Amasalen]], the Executioner || Lesser Spirit || sacrifice || a two-headed purple serpent &amp;lt;br&amp;gt;wrapped around a crimson hand || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Onar]], the Assassin || Lesser Spirit || homicide, assassination || a broken white skull on a field of black || Bane || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghezresh]] || Lesser Spirit || deceit, intimidation, manipulation || a chelioboros (an eel devouring itself) || Bane || [[Disintegration critical table|Disintegration]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Meyno]], the Matriarch || Lesser Spirit || [[stone giant]] (good) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|| n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Khaarne]], the First Son || Lesser Spirit || [[stone giant]] (neutral) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Illoke]], the Upstart || Lesser Spirit || [[stone giant]] (evil) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
#The listed critical type is the main type for most Cleric and Paladin abilities, but may vary for certain specific spells.&lt;br /&gt;
#The gods of the stone giants are included here for completeness only. Player characters cannot worship Meyno, Khaarne, or Illoke through the [[CONVERT (verb)|deity system]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
[[Player character]]s can choose a patron deity using the {{boldmono|[[CONVERT]]}} command.&lt;br /&gt;
&lt;br /&gt;
For most adventurers, &#039;&#039;this is a &#039;&#039;&#039;one-time choice&#039;&#039;&#039;.&#039;&#039; While it is possible to convert to a different god later through [[Intercession]], the process is difficult and potentially very expensive.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s and [[Paladin]]s, as primary users of spiritual magic, receive additional benefits from conversion, and the choice affects the type of [[holy critical|critical damage]] dealt by their spells.&lt;br /&gt;
&lt;br /&gt;
== Lore and Beliefs ==&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
The nature of the Arkati is not truly known, but there are many myths passed down through the ages. The most common belief held by the [[Master of Lore|Masters of Lore]] is that the Arkati were once servants of the Great [[Drakes]] and numbered at most fifty. They took humanoid forms, intervening to protect the mortal peoples such as elves, humans, dwarves, and halflings from the whims of dragonkind. The war against the [[Ur-Daemon]]s ended the rule of the Drakes, and those Arkati who survived the war, about half the original number, were left to rebuild and watch over Elanthia. &lt;br /&gt;
&lt;br /&gt;
Legends tell of other Arkati who are thought to be dead: [[Origin of Mularos|Maigra]], [[Origins of Cholen and Tilamaire|Tarandel]], and [[L&#039;Naere]] who was once patron of the [[aelotoi]].&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
Ancient elves in the age of dragonkind worshipped the Arkati as gods and protectors. Some time after the [[Ur-Daemon War]], many elves came to follow the teachings of the shaman [[Yadzari]], who argued that the Arkati were not truly gods, but powerful yet still mortal beings who bore responsibility for opening the veil to the Ur-Daemons. The corpse of a dead Arkati was purportedly discovered by [[Amas]], who disposed of it before the evidence could be widely seen. Elves of the modern era mainly view Arkati as patrons and exemplars and build temples to honor them, but few worship the gods as they once did, save for the sylvankind.&lt;br /&gt;
&lt;br /&gt;
In the human-dominated [[Turamzzyrian Empire]], worship centers around the [[Church of Koar]], and the elven view of the Arkati is considered a dangerous heresy.&lt;br /&gt;
&lt;br /&gt;
[[Halfling]]s traditionally worship Oleani, while [[dwarves]] revere Eonak. [[Giantman]] clans have many traditions involving worship of the elements or celestial objects rather than the gods, but notable exceptions can be found among the [[Vaikalimara Clan|Vaikalimara]]. Many gnomes, both of the [[burghal gnome|burghal]] and [[forest gnome|forest]] bloodlines, believe that Fash&#039;lo&#039;nae and Imaera had some hand in their creation, but they often choose other gods to follow. [[Erithian]]s hold a similar attitude as the elves, considering the Arkati to be worthy patrons and teachers but not necessarily supernatural.&lt;br /&gt;
&lt;br /&gt;
The [[half-krolvin]] have their own names for the gods, which are generally believed to be different aspects of the more familiar Arkati.&lt;br /&gt;
&lt;br /&gt;
=== Spiritual Magic ===&lt;br /&gt;
&lt;br /&gt;
[[Spiritual magic]], or spiritualism, is the power that gods grant to their followers. It is one of the three acknowledged spheres of magic, along with [[elemental magic|elementalism]] and [[mental magic|mentalism]]. Of the adventurer professions, [[Cleric]]s, [[Paladin]]s, and [[Ranger]]s employ spiritual magic, while [[Empath]]s and [[Sorcerer]]s draw upon it partially. Several other professions have access to a Minor Spiritual circle of spells.&lt;br /&gt;
&lt;br /&gt;
In archaic lore, the spiritual spellcaster &amp;quot;channels&amp;quot; the power of their god. For lesser feats this may be done without a god&#039;s direct attention, but nevertheless the magic comes solely from the divine source and the spiritualist would not have any power without it. Moreover, such magic is only effective within a [[sphere of emanation]] corresponding to the god&#039;s influence. The influence of the major pantheons extends over the entire world, while a weaker divine spirit would only be able to affect a small region.&lt;br /&gt;
&lt;br /&gt;
These limits are not explicitly stated in current lore, but neither has it been contradicted. Some scholars, particularly among the Faendryl elves, have [[History of the Faendryl#Faendryl Religion|argued]] that spiritual magic can be worked without the gods at all, though this is not widely believed and others consider this to be either trickery or evidence of more insidious influences.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation ===&lt;br /&gt;
*[[The Gods of Elanthia]] (1995)&lt;br /&gt;
*[[Official History of Elanthia|The Official History of Elanthia]] (1995)&lt;br /&gt;
*[[History of Luukos]] (1995)&lt;br /&gt;
*[[History of Leya]] (1997)&lt;br /&gt;
*[[Elven Dogma and Theology]] (2001)&lt;br /&gt;
*[[History of Eorgina]] (2002)&lt;br /&gt;
*[[History of Lumnis]] (2002)&lt;br /&gt;
*[[Elanthian Gems#Gemstones and the Arkati|Gemstones and the Arkati]] (2002?)&lt;br /&gt;
*[[Legend of L&#039;Naere|The Legend of L&#039;Naere]] (2003)&lt;br /&gt;
*[[Half-Krolvin Society and Faith]] (2009)&lt;br /&gt;
*[[Worship in the Turamzzyrian Empire]] (2010)&lt;br /&gt;
*[[History of Fash&#039;lo&#039;nae]] (2010)&lt;br /&gt;
*[[Madness and Entropy: A Tale of Zelia]] (2010)&lt;br /&gt;
*[[Vaikalimara Clan Society]] (2010)&lt;br /&gt;
*[[Story of Niima and Charl|The Story of Niima and Charl]] (2014?)&lt;br /&gt;
*[[Origin of Mularos]] (2015)&lt;br /&gt;
*[[Origins of Ronan and Sheru]] (2015)&lt;br /&gt;
*[[Origins of Cholen and Tilamaire]] (2017)&lt;br /&gt;
*[[Origins of Tonis]] (2017)&lt;br /&gt;
*[[Origins of Ghezresh]] (2018)&lt;br /&gt;
*[[Origins of Amasalen]] (2020)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Deity messaging]] - Deity-specific messaging for applicable spells&lt;br /&gt;
*[http://youtu.be/wfqE9PLRi4o Arkati illustrated by Tisket]&lt;br /&gt;
&lt;br /&gt;
=== Scripted Items ===&lt;br /&gt;
*[[Arkati box]]&lt;br /&gt;
*[[Brother Weatherby Symbol]]&lt;br /&gt;
&lt;br /&gt;
{{Arkati}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Arkati| ]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Solhaven_anti-magic_(essay)&amp;diff=248943</id>
		<title>Solhaven anti-magic (essay)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Solhaven_anti-magic_(essay)&amp;diff=248943"/>
		<updated>2025-11-03T07:03:40Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Theory of magic category.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{creative-work&lt;br /&gt;
|title = A Survey of Notable Magical and Anti-Magical Phenomena within Solhaven, Vornavis and Surrounding Lands&amp;lt;!-- Name of work --&amp;gt;&lt;br /&gt;
|type = essay&amp;lt;!-- Choose: short story, poem, song, essay --&amp;gt;&lt;br /&gt;
|author =  Raelee&amp;lt;!-- Name of author in plain text, will show up on list of creative works page --&amp;gt;&lt;br /&gt;
|author-displayed = [[Raelee (prime)|Raelee Svala]]&amp;lt;!-- Name of author with links to character pages as applicable (optional) --&amp;gt;&lt;br /&gt;
|date = 2015-03-21&lt;br /&gt;
}}&lt;br /&gt;
Posted by [[User:JADZIABLUE | JADZIABLUE]] 19 March 2015&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;The following survey was requested by Malvernus, to be delivered and prepared by [[Raelee]]:&lt;br /&gt;
&lt;br /&gt;
==Mandis Poisoning in the Outlands:==&lt;br /&gt;
&lt;br /&gt;
Following the Baron [[Lerep Hochstib]]&#039;s deployment of augmented [[Mandis Crystal]]s in the [[Outlands]] spanning between [[Jantalar]] and [[Vornavis]] between the years 5092 and 5103, the land has become blighted by several pockets of lingering Mandis poisoning. (See Appendix A for a map of affected points.) As a result of the poisoning, there are measurable areas of complete mana-interference, where it cannot be channeled, manipulated, or summoned. Evidence suggests that this effect may fade naturally in time, but given that the Mandis crystals deployed were far stronger than the naturally occurring variety due to augmentation through blood ritual, it is suspected that a natural restoral of the region may take decades if not longer. (See Appendix B for suggested cleansing methods, including cultivation and planting of [[ayana leaf|ayana]] plants surrounding affected pockets and formulas for alchemical reagents that may hasten the process.)&lt;br /&gt;
&lt;br /&gt;
==Anti-Magical Fields Generated by the [[Vesperti]]==&lt;br /&gt;
&lt;br /&gt;
Approximately a century ago, though we do not have a precise date, a High Priest of the Grandfather [[Fash&#039;lo&#039;nae]], Augustin Vespertinae conducted a series of experiments in the now-ruined temple. Vespertinae created creatures, a hybrid between [[elves]] and a local variety of bats, designed to travel between [[valence]]s. Though much of his work is missing, it is theorized that he felt the elven physiology was malleable enough for the extra-valential travel, and that the communication and anti-magical abilities of the bats would allow for the necessary perception of valential differences. With use of a variant of empathic magic he was able to successfully hybridize them. (See Appendix C for a physiomagical diagram of the Vesperti creatures&#039; body and attributes.) However, the experiment was halted when Vespertinae was killed by his own creations. They still populate the ruins of the temple in the woods north of the [[Foggy Valley]], running feral. (See Appendix D for a map of the temple ruins.) The entire region, due to the creatures&#039; anti-magical properties, contains pockets of anti-magic fields. While they may seem similar to the Mandis poisoned fields in the outland, the cause and thus any resolution is far different. It is notable that these anti-magical fields have also generated significant growth of [[ayana&#039;al leaf|ayana&#039;al]] plants - the mutated, anti-magical variant of the ayana plant.&lt;br /&gt;
&lt;br /&gt;
==[[Bonespear Tower]]==&lt;br /&gt;
&lt;br /&gt;
Bonespear Tower, located on a hillock outside of the Foggy Valley, was constructed on an unknown date to house a demon by the name of [[Maleskari]]. It is suspected the tower may date back to the days of the Wildwood Isle settlement, placing its construction some time between the years of 3950 and 4000. The tower was constructed by a cadre of sorcerers of mixed heritage, one by the name of Bonespear the chief among them. Legend holds that Bonespear lost control of his mental faculties and killed the others, allowing for Maleskari&#039;s escape. This sorcerous activity left very strong impressions in the ambient mana, allowing shades of Bonespear and his followers to be seen, even to this day. The tower is presently occupied by a number of undead creatures, including [[waern]]s, [[dybbuk]]s and the most dangerous amongst them, [[eidolon]]s. (See Appendix E for a map to the location and tower schematics.)&lt;br /&gt;
&lt;br /&gt;
==Plinite==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;section begin=plinite /&amp;gt;Plinite is a substance created by compressing the raw elemental energies of an elemental into a single stone. It can be used as an amplifier and catalyst of great power for many elemental magics. It is of local significance because it was both first created here in the summer of 5109 and because at least one sample remains in the region. The process to create Plinite was developed by a [[burghal gnome]] by the name of Jegrato Plin. The papers containing the process were confiscated upon the gnome&#039;s daughter&#039;s death and taken by the former provost of Solhaven, [[Paidreg Venquinor]]. With these plans, a large sample was created and frequently employed by Venquinor in the following months to combat the incursions of [[water elemental]]s. Most of Venquinor&#039;s stone was destroyed after the working of the magics to restore the town following its destruction. My recommendation is that the sample in the hands of Darbo Phoop be confiscated by the Hall, as this substance is far too volatile and powerful to be left in common hands. (See Appendix F for what is known of the formulas needed to create Plinite. It should be noted that the full process was lost with the original Venquinor&#039;s death.)&amp;lt;section end=plinite /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weakness in the Valential Barrier on Lornon Avenue in Solhaven==&lt;br /&gt;
&lt;br /&gt;
The memory-based restoral of the town on [[Imaerasta]] the 6th, 5109 was imperfect. Many differences of note were detected between the original and the restored version. Of the greatest significance, perhaps, is a weakness in the valential barrier that has been detected in a garden dedicated to the Grandfather Fash&#039;lo&#039;nae on Lornon Avenue in Solhaven. It is theorized that this may be a pathway to the legendary library of the Grandfather himself. Ripples in the valential barrier, for lack of a better term, can be witnessed at regular intervals within this garden, giving credence to the aforementioned theory.&lt;br /&gt;
&lt;br /&gt;
[[category: Solhaven]]&lt;br /&gt;
[[category: Theory of Magic]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Creatures&amp;diff=248942</id>
		<title>Category:Creatures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Creatures&amp;diff=248942"/>
		<updated>2025-11-03T06:51:45Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Clean up expired forum links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
A [[creature]], critter, or monster is a hostile entity in the world of [[GemStone_IV|Gemstone]].  Hunting creatures is one of the primary mechanisms of gaining [[Experience|experience]] and [[Treasure_system|treasure]].  Creatures are categorized here by living or undead, body type, level, and additional subcategories.  For the creatures local to each area, see the [[:Category:Hunting Areas| hunting areas category]].&lt;br /&gt;
&lt;br /&gt;
===Creature Types===&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Living creatures| Living Creatures]]&#039;&#039;&#039; are creatures that are considered alive, and if not anti-mana in nature, can be affected by spells that may cause them to bleed.  They do not require a blessed weapon or ammo to be hunted via melee or ranged attacks.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Undead_creatures| Undead Creatures]]&#039;&#039;&#039; are creatures that are not alive but can still move and attack.  They are moderately resistant to physical attacks and do not bleed, but will take full damage from [[blessed]] weapons. These can be hunted to gain favor in the [[Order of Voln]].&lt;br /&gt;
&lt;br /&gt;
===[[:Category:Creature Body Types| Creature Body Types]]===&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Arachnid family creatures| Arachnids]]&#039;&#039;&#039; are similiar in body type to quadrupeds, but do not have a neck or chest.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Avian_Creatures| Avian creatures]]&#039;&#039;&#039; are birds or bird-like creatures. Typical characteristics of avians are wings, feathers and beaks.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Biped Creatures| Biped creatures]]&#039;&#039;&#039; are a creature that typically walks on two legs (or limbs, as lesser and greater faeroth walk on their arms).&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Crustacean Creatures| Crustacean creatures]]&#039;&#039;&#039; are similar to quadraped creatures.  Typical characteristics are an exoskeleton and pincers.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Elemental Creatures|Elemental creatures]]&#039;&#039;&#039; are formless creatures, with no tangeable body parts to target, that are constructed from any element, including air, water (or ice), fire (or lava), earth, and lightning. &lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Globoid Creatures| Globoid creatures]]&#039;&#039;&#039; are similar to elemental in that they are formless, however they are not specifically constructed of any particular element.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Hybrid Creatures| Hybrid creatures]]&#039;&#039;&#039; are usually a combination of two or more creatures.  They can be either bipedal or quadrapedal.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Insect Creatures| Insect creatures]]&#039;&#039;&#039; are characterized by having three pairs of legs, a segmented body with a well-defined head, thorax and abdomen, and are often winged.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Plantlife Creatures| Plantlife creatures]]&#039;&#039;&#039; are mobile plant-like creatures.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Quadruped Creatures| Quadruped creatures]]&#039;&#039;&#039; are typically animals that walk on four legs.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Worm Creatures| Worm creatures]]&#039;&#039;&#039; are creatures with worm-like bodies.&lt;br /&gt;
&lt;br /&gt;
===Additional Categories===&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Anti-mana creatures| Anti-mana creatures]]&#039;&#039;&#039; are creatures that will absorb direct magical attacks.  They can still be affected by magical flares from weapons.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Boss creatures| Boss creatures]]&#039;&#039;&#039; are creatures that spawn with abilities or stats beyond what that creature type normally possesses.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Element-based creatures| Element-based creatures]]&#039;&#039;&#039; are creatures that have a basis in elemental magic, but are not [[:Category:Elemental Creatures|elementals]] themselves.  &lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Extraplanar creatures| Extraplanar creatures]]&#039;&#039;&#039; are creatures that are from different planes of existence.&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Magical creatures| Magical creatures]]&#039;&#039;&#039; are creatures that cannot be successfully attacked without a magical weapon (e.g., unenchanted wood, steel, or invar).&lt;br /&gt;
* &#039;&#039;&#039;[[:Category:Sunfist hated enemies| Sunfist hated enemies]]&#039;&#039;&#039; are creatures that the [[Guardians of Sunfist]] society have recognized as enemies to their cause and count for recognition and prestige within the society.&lt;br /&gt;
&lt;br /&gt;
===Page Creation Information===&lt;br /&gt;
For help creating new creature pages, see [[:Help:Creatures| Help:Creatures]] for instructions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;  This is only to be used for creatures in permanent hunting locations.  Due to the temporary nature of invasion creatures, there is no need for them to have permanent pages dedicated to them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Bestiary==&lt;br /&gt;
&lt;br /&gt;
{| width = 100% style=&amp;quot;align:top;&amp;quot;&lt;br /&gt;
|- valign=top&lt;br /&gt;
|width = 20% |  {{Level 1 creatures}}&lt;br /&gt;
|width = 20% |  {{Level 2 creatures}}&lt;br /&gt;
|width = 20% |  {{Level 3 creatures}}&lt;br /&gt;
|width = 20% |  {{Level 4 creatures}}&lt;br /&gt;
|width = 20% |  {{Level 5 creatures}}&lt;br /&gt;
|- valign=top bgcolor=#ddd&lt;br /&gt;
| {{Level 6 creatures}}&lt;br /&gt;
| {{Level 7 creatures}}&lt;br /&gt;
| {{Level 8 creatures}}&lt;br /&gt;
| {{Level 9 creatures}}&lt;br /&gt;
| {{Level 10 creatures}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
| {{Level 11 creatures}}&lt;br /&gt;
| {{Level 12 creatures}}&lt;br /&gt;
| {{Level 13 creatures}}&lt;br /&gt;
| {{Level 14 creatures}}&lt;br /&gt;
| {{Level 15 creatures}}&lt;br /&gt;
|- valign=top bgcolor=#ddd&lt;br /&gt;
| {{Level 16 creatures}}&lt;br /&gt;
| {{Level 17 creatures}}&lt;br /&gt;
| {{Level 18 creatures}}&lt;br /&gt;
| {{Level 19 creatures}}&lt;br /&gt;
| {{Level 20 creatures}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
| {{Level 21 creatures}}&lt;br /&gt;
| {{Level 22 creatures}}&lt;br /&gt;
| {{Level 23 creatures}}&lt;br /&gt;
| {{Level 24 creatures}}&lt;br /&gt;
| {{Level 25 creatures}}&lt;br /&gt;
|- valign=top bgcolor=#ddd&lt;br /&gt;
| {{Level 26 creatures}}&lt;br /&gt;
| {{Level 27 creatures}}&lt;br /&gt;
| {{Level 28 creatures}}&lt;br /&gt;
| {{Level 29 creatures}}&lt;br /&gt;
| {{Level 30 creatures}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
| {{Level 31 creatures}}&lt;br /&gt;
| {{Level 32 creatures}}&lt;br /&gt;
| {{Level 33 creatures}}&lt;br /&gt;
| {{Level 34 creatures}}&lt;br /&gt;
| {{Level 35 creatures}}&lt;br /&gt;
|- valign=top bgcolor=#ddd&lt;br /&gt;
| {{Level 36 creatures}}&lt;br /&gt;
| {{Level 37 creatures}}&lt;br /&gt;
| {{Level 38 creatures}}&lt;br /&gt;
| {{Level 39 creatures}}&lt;br /&gt;
| {{Level 40 creatures}}&lt;br /&gt;
|- valign=top&lt;br /&gt;
| {{Level 41 creatures}}&lt;br /&gt;
| {{Level 42 creatures}}&lt;br /&gt;
| {{Level 43 creatures}}&lt;br /&gt;
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| {{level 101 creatures}}&lt;br /&gt;
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|- valign=top bgcolor=#ddd&lt;br /&gt;
| {{level 106 creatures}}&lt;br /&gt;
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| {{level 111 creatures}}&lt;br /&gt;
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|- valign=top bgcolor=#ddd&lt;br /&gt;
| {{level 116 creatures}}&lt;br /&gt;
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| {{level 118 creatures}}&lt;br /&gt;
| {{level 119 creatures}}&lt;br /&gt;
| {{level 120 creatures}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:BESEECH&amp;diff=248908</id>
		<title>Verb:BESEECH</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:BESEECH&amp;diff=248908"/>
		<updated>2025-11-02T19:57:52Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Format fixes, link to bloodstone jewelry use.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verbinfo&lt;br /&gt;
|verb = BESEECH&lt;br /&gt;
|type = Roleplaying&lt;br /&gt;
|type2 = System&lt;br /&gt;
|system = Magic&lt;br /&gt;
|pageintro = {{boldmono|BESEECH}} is a general roleplaying verb to indicate a character is pleading for [[Arkati|divine]] assistance.  The verb is also used with some spells such as the [[Cleric]]&#039;s [[Miracle (350)]], and the [[Paladin]]&#039;s [[Holy Weapon (1625)]] and [[Divine Intervention (1635)]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
===Roleplaying===&lt;br /&gt;
&lt;br /&gt;
{| {{verbtable|80}}&lt;br /&gt;
|- {{verbtableheader}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Style&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; | Unaligned&lt;br /&gt;
| You beseech your deity for some divine assistance.&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; scope=&amp;quot;rowgroup&amp;quot; |&amp;lt;Character&amp;gt; beseeches his (or her) deity for some divine assistance.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Aligned/Converted&lt;br /&gt;
| You beseech &#039;&#039;deity&#039;&#039; for some divine assistance.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
For messaging related to {{boldmono|BESEECH}} spell usage, please see the individual spell pages:&lt;br /&gt;
*[[Miracle (350)]]&lt;br /&gt;
*[[Holy Weapon (1625)]]&lt;br /&gt;
*[[Divine Intervention (1635)]]&lt;br /&gt;
*[[Bloodsmith (1135)]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Commune&amp;diff=248906</id>
		<title>Commune</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Commune&amp;diff=248906"/>
		<updated>2025-11-02T19:45:09Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Resources */ Link cleanup, include official doc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Prayer of Communion&#039;&#039;&#039; is one of the most sacred abilities a [[cleric]] possesses. Upon using this ability, a cleric attempts to establish a spiritual link between themself and their patron. If the link is successful, the cleric can then attempt to attract the deity&#039;s attention by a ritual or offering. The gods are capricious, though, and certainly do not consider themselves to be at the beck and call of mortals. When a deity is contacted, proper respect is strongly encouraged, as many proud clerics have met their demise in failing to show said respect. The Prayer of Communion is a very personal act and should not be directed at another player or creature. Though, a caster may direct the spell at a holy symbol to display his devotion.&lt;br /&gt;
&lt;br /&gt;
A cleric attempts to contact their patron, or even a god that is not their patron, through the use of the {{boldmono|COMMUNE}} verb. The cleric is more likely to successfully establish links with his patron, slightly less likely to link with another deity of the same [[pantheon]] as his patron, and significantly less likely to link with a god of a different pantheon. A cleric will also be more likely to link to a god in a [[Holy places|shrine]] dedicated to that deity. Even though a cleric attempts to contact a particular god, he is not guaranteed that his desired listener will be the god that responds. Many gods find delight in toying with the followers of other deities.&lt;br /&gt;
&lt;br /&gt;
Training in [[Spiritual Lore, Religion]] will increase a cleric&#039;s chance to establish a link by 2% per [[summation chart|seed 6 summation]] of lore ranks.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
==[[Verb:COMMUNE|COMMUNE (verb)]]==&lt;br /&gt;
For more detailed information on the verb, please see the page for the [[Verb:COMMUNE|{{boldmono|COMMUNE}}]] [[verb]] page.&lt;br /&gt;
{{#section:Verb:COMMUNE|verb}}&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
;First person:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Your soul reaches out, and you channel your energies into opening up a link between yourself and &amp;lt;Patron&amp;gt;.&lt;br /&gt;
You fall into a deep trancelike state while muttering a quiet prayer in the hope that &amp;lt;Patron&amp;gt; will hear.  After a few silent moments, you calmly open your eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Third person:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Cleric falls into a deep trancelike state while muttering softly, the exact words you cannot discern.  After a few silent moments, cleric calmly opens her eyes.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once the caster believes he has caught the attention of the divine, he can ask some questions of the gods. An example:&lt;br /&gt;
&lt;br /&gt;
:A cleric asks, &amp;quot;My Lord V&#039;tull, what foes should I slay in Your name?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:A deep, powerful voice echoes throughout the area, &amp;quot;Slay the trolls that dwell deep in the bog, for they have grown lazy and cease to beat the drums of war. Spill their blood fervently in my name, and you shall earn my favor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Another example:&lt;br /&gt;
&lt;br /&gt;
:A cleric asks, &amp;quot;Oleani, Great Mother, these young lovers before me are laden with worry. Their parents do not want them to wed, but they are deeply in love. Please give them a sign that their union would be favorable to You!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:A light breeze drifts through the area carrying with it the aromatic scent of roses.&lt;br /&gt;
&lt;br /&gt;
:A dark, gravelly voice whispers into your ear, &amp;quot;You seek to summon the Lord of the Seas and then ignore him?  You shall be taught a lesson, mortal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Communion Mechanics ==&lt;br /&gt;
&lt;br /&gt;
In mechanical terms, {{boldmono|COMMUNE}} amounts to a message informing logged-in [[GameMaster]]s that a Commune is in progress.&lt;br /&gt;
&lt;br /&gt;
Commune is not an ability full of a great deal of certainty, as the whims of the Gods (or GMs) are not easy to guess.  Factors that effect the success of the Commune vary depending on the best-judgement of the GMs that may respond - and if none are available, any Commune attempt is guaranteed to fail!  GM Jharra produced a treatise on the ability, which can be found [[Commune guide|here]].&lt;br /&gt;
&lt;br /&gt;
;Target&lt;br /&gt;
:The spell can be cast with or without a target, and the target of the spell is apparently included in the message sent to online staff.  Thus, to provide the GMs with sufficient information to determine whether or not (and in what way) to respond, use of an appropriate target can help.  A statue of Ivas, for example, would send a clear message of who&#039;s audience was requested.  A rose, while clearer, involves a degree of ambiguity.  A smooth stone, however, would be rather confusing - unless one is in the Stone Valley at the time!&lt;br /&gt;
&lt;br /&gt;
;Duration&lt;br /&gt;
:The Commune can last as long or as short as is appropriate for the situation at hand.  In general, however, the gods are very busy, so lengthy interactions are fairly rare.&lt;br /&gt;
&lt;br /&gt;
;Peril!&lt;br /&gt;
:Care should be exercised when choosing whether to Commune!  Many the idle cleric has flippantly sought out the Gods for little purpose, only to find a very displeased deity ready to pronounce judgement - on the cleric and the entire town!  Lest you invoke the wrath of the gods, make sure that Commune attempts are well-conceived.&lt;br /&gt;
&lt;br /&gt;
;Cooldown&lt;br /&gt;
:After attemping a Commune, the cleric&#039;s reserves are depleted for a time and they will be unable to attempt the ritual again until a day has passed.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[The Precious Gift of the Prayer of Communion]] (official documentation)&lt;br /&gt;
*[[Cleric Base/saved posts#Prayer of Communion (330)|Saved posts]]&lt;br /&gt;
*[[Commune guide]] by GM Jharra&lt;br /&gt;
*[[Fehala&#039;s Imaera commune (log)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Cleric]]&lt;br /&gt;
[[Category:Arkati]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=248905</id>
		<title>Spiritual Lore, Blessings</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Spiritual_Lore,_Blessings&amp;diff=248905"/>
		<updated>2025-11-02T19:39:30Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Include Ranger updates. Paladin Base should be unaffected by the 2020 changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This lore represents a character&#039;s knowledge and understanding of various prayers, rituals, and invocations used to beseech the lesser and greater spirits. Those with knowledge of blessings will also earn the power of spells cast upon them as opposed to only magic cast by them.&lt;br /&gt;
&lt;br /&gt;
== [[Minor Spiritual]]==&lt;br /&gt;
&lt;br /&gt;
;*[[Disease Resist (104)]] and [[Poison Resist (105)]]&lt;br /&gt;
:For both spells, training in Blessings provides a bonus to your second warding roll. The bonus starts at +2 with 1 rank and reaches +38 at 190 ranks. This is a seed 1 summation (see the [[Summation Chart]]).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Warding II (107)]]&lt;br /&gt;
:Training in Blessings allows the spell to occasionally provide a +25 TD bonus to a warding attempt. The chance for the bonus starts at 1% with 10 ranks and reaches 12% with 186 ranks (a seed 10 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Fasthr&#039;s Reward (115)]]&lt;br /&gt;
:Training in Blessings provides a flat bonus to this spell&#039;s chance to activate. The bonus is 1% at 1 rank and reaches 19% at 190 ranks (a seed 1 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Spirit Strike (117)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to remain active for an additional attack. The chance for the first additional attack starts at 3% with 5 ranks and increases by 3% at each step of a seed 5 summation, reaching 48% at 200 ranks. Each additional attack halves the chance for the spell to remain active.&lt;br /&gt;
&lt;br /&gt;
;*[[Lesser Shroud (120)]]&lt;br /&gt;
:Sixty ranks in Blessings allow a caster to bestow this spell on another target for two minutes.&lt;br /&gt;
&lt;br /&gt;
== [[Major Spiritual]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Manna (203)]]&lt;br /&gt;
:Training in Blessings causes manna bread to increase maximum mana when consumed. The increase is +5 per step of a seed 10 summation, to a cap of +50 maximum mana at 145 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Tend Lore (206)]]&lt;br /&gt;
:Training in Blessings increases the number of [[First Aid]] ranks granted.  The increase is +1 per step of a seed 2 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Untrammel (209)]]&lt;br /&gt;
:With ten ranks of Blessings, Untrammel can be self-cast as a persistent effect, providing the caster with an additional warding or maneuver roll against webbing attempts.&lt;br /&gt;
&lt;br /&gt;
;*[[Bravery (211)]]&lt;br /&gt;
:25 ranks of Spiritual Lore, Blessings unlocks a group version of Bravery, triggered using EVOKE. This version has a 60 second duration and a 180 second cooldown, applied to the targets of the spell. The EVOKE version of the spell is exempt from spell-removal mechanics.&lt;br /&gt;
&lt;br /&gt;
;*[[Heroism (215)]]&lt;br /&gt;
:35 ranks of Blessings Lore unlocks a group version triggered using EVOKE. This version has a 60 second duration and a 180 second cooldown, applied to each target of the spell. The EVOKE version of the spell is exempt from spell-removing effects. In addition, the AS bonus granted to the caster increases by 1 point per ten ranks. &lt;br /&gt;
&lt;br /&gt;
;*[[Spell Shield (219)]]&lt;br /&gt;
:50 ranks of Spiritual Lore, Blessings unlocks a group version triggered using EVOKE. This version has a 120 second duration and a 360 second cooldown applied to each target of the spell. The EVOKE version of the spell is exempt from spell-removing effects.&lt;br /&gt;
&lt;br /&gt;
== [[Cleric Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Prayer of Protection (303)]]&lt;br /&gt;
:Forty ranks of Blessings allow a caster to bestow this spell on another for two minutes.&lt;br /&gt;
&lt;br /&gt;
;*[[Bless (304)]]&lt;br /&gt;
:Each rank of Blessings adds one swing. 40 ranks will allow a blessed weapon to [[anchor]] [[:Category:Non-corporeal undead creatures|non-corporeal undead]].&lt;br /&gt;
&lt;br /&gt;
;*[[Preservation (305)]]&lt;br /&gt;
:Each rank of Blessings adds fifteen seconds of duration.&lt;br /&gt;
&lt;br /&gt;
;*[[Benediction (307)]]&lt;br /&gt;
:Training in Blessings provides a chance for this spell to provide a +15 AS bonus on a given attack. The chance is 1% with 6 ranks and reaches 15% at 195 ranks. This is a seed 6 summation.&lt;br /&gt;
&lt;br /&gt;
;*[[Well of Life (308)]]&lt;br /&gt;
:Each rank of Blessings reduces the cooldown time (for both the living target and dead target versions of the spell) by one second.&lt;br /&gt;
&lt;br /&gt;
;*[[Condemn (309)]]&lt;br /&gt;
:Training in Blessings increases the number of stored charges of holy magic that can be used with EVOKE.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervent Reproach (312)]]&lt;br /&gt;
:Training in Blessings increases the duration of the Wisdom/health/mana boost this spell occasionally grants.&lt;br /&gt;
&lt;br /&gt;
;*[[Relieve Burden (314)]]&lt;br /&gt;
:Training in Blessings increases the number of silvers (including those inside boxes) that this spell allows you to carry without burden by 2,000 per step of a seed 5 summation. Training in Blessings also further reduces the weight of corpses upon whom this spell is cast, making them easier to drag.&lt;br /&gt;
&lt;br /&gt;
;*[[Remove Curse (315)]]&lt;br /&gt;
:Training in Blessings increases the effectiveness of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Soul Ward (319)]]&lt;br /&gt;
:Training in Blessings provides for a chance to negate subsequent attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Receptacle (325)]]&lt;br /&gt;
:Training in Blessings increases the chance of success when blessing a spell into a gem. This effect caps out at 21 ranks, providing a bonus of about 7-9%. In addition, five ranks in Blessings are required to utilize the first three tiered effects of this spell, while ten ranks are required for the final two. When blessing [[Chrism]] into a gem, additional ranks of Blessings beyond the required ten increase the amount of experience retained by 5% per step of a seed 1 summation, beginning with 5% extra (55% total) at 11 ranks of Blessings, and reaching a maximum of 50% extra (100% total experience retention) at 65 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Sanctify (330)]]&lt;br /&gt;
:100 ranks of Blessings allow the cleric to attempt to bestow Holy Fire flares on a T5 sanctified armament.&lt;br /&gt;
&lt;br /&gt;
;*[[Symbol of the Proselyte (340)]]&lt;br /&gt;
:Training in Blessings adds additional charges to a holy symbol when this spell is used. The bonus is 1 additional charge per 50 points of Blessings skill, rounded down.&lt;br /&gt;
&lt;br /&gt;
;*[[Miracle (350)]]&lt;br /&gt;
:Training in Blessings provides a chance that the cleric will receive a free mana-spellup effect upon being resurrected with a Miracle. The chance is 5% per seed 2 summation, beginning at 5% with 2 ranks and reaching 90% with 189 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Ranger Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Natural Colors (601)]]&lt;br /&gt;
:Training in Blessings increases both the hiding and DS bonuses of this spell. The hiding bonus is a seed 1 summation, starting at +1 with 1 rank and reaching a maximum of +13 at 91 ranks, while the DS bonus is a seed 5 summation, starting at +1 at 5 ranks and reaching a maximum of +10 additional DS at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Elements (602)]]&lt;br /&gt;
:Training in Blessings increases the DS bonus of this spell against fire, ice, and electrical bolt attacks. The bonus is a seed 5 summation, starting at +1 with 5 rank and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Nature&#039;s Bounty (604)]]&lt;br /&gt;
:Training in Blessings provides an additional 1% of skin value on a seed 5 summation of ranks. Also provides +1 skill bonus per rank, up to a maximum lore bonus of 30. At 30 ranks of Blessings lore, the Ranger unlocks the ability to EVOKE the spell once an hour to fully restore forage slots in a room.&lt;br /&gt;
&lt;br /&gt;
;*[[Barkskin (605)]]&lt;br /&gt;
:On attacks that would have only moderately been successful, the bark has a 50 + (Blessings lore ranks / 2) % chance of enduring. At 15 Blessings lore ranks, the Ranger may COMMUNE with nature to cast the spell while incapacitated (but not while in roundtime) once per hour. At 50 Blessings lore ranks, the spell may be EVOKEd to affect the Ranger’s entire group for 15 mana.&lt;br /&gt;
&lt;br /&gt;
;*[[Camouflage (608)]]&lt;br /&gt;
:At 20 Blessings lore ranks, Camouflage will also apply to the Ranger’s active companion when it is in the same room, providing a SMRv2 bonus of +30 to its next attack when it is able to attack from hiding in that room.&lt;br /&gt;
&lt;br /&gt;
;*[[Tangleweed (610)]]&lt;br /&gt;
:At 10 ranks of Blessings lore, the strength drained from the target is granted to the Ranger in the form of a general AS boost equal in magnitude to the debuff, and a spiritual CS boost equal to 60% of the debuff. The duration of the effect is a flat 2 minutes, refreshable (highest magnitude applies).&lt;br /&gt;
&lt;br /&gt;
;*[[Moonbeam (611)]]&lt;br /&gt;
:Training in Blessings gives the bolt version of the spell a chance to cause a 4-second immobilization, recurring every 6 seconds at a rate of 1 bonus cycle per 30 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Breeze (612)]]&lt;br /&gt;
:Increases duration of ranged weapon effect by +1 second per 12 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Self Control (613)]]&lt;br /&gt;
:Training in Blessings provides an additional spiritual TD bonus. The bonus is a seed 5 summation, starting at +1 with 5 ranks and reaching a maximum of +10 at 95 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Imbue (614)]]&lt;br /&gt;
:At 5 ranks of Blessings, the Ranger may cast the spell at an imbued wand or rod to create an imbed with [[Wild Entropy (603)]], usable only by its creator.&lt;br /&gt;
&lt;br /&gt;
:At 40 ranks, the Ranger receives double the [[Magic Item Use]] for using the item created with it.&lt;br /&gt;
&lt;br /&gt;
;*[[Sneaking (617)]]&lt;br /&gt;
:Training in Blessings decreases the chance that the Ranger will slip in icy conditions while this spell is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Resist Nature (620)]]&lt;br /&gt;
:The resistance bonus provided by this spell is 20% + 1% per 4 Blessings ranks (50% maximum at 120 ranks via enhancives/Ascension)&lt;br /&gt;
&lt;br /&gt;
;*[[Nature&#039;s Touch (625)]]&lt;br /&gt;
:Increases the AS bonus after a magical attack flare by +1 per seed 1.&lt;br /&gt;
&lt;br /&gt;
;*[[Assume Aspect (650)]]&lt;br /&gt;
:Blessings increases the statistic bonus provided by an assumed aspect. The bonus is a seed 2 summation, starting at +1 to the relevant stat with 2 ranks and reaching a maximum of +12 at 90 ranks. In addition, Blessings increases your bonus chance to evade, block or parry while in the appropriate aspect by the same amount. It will also increase the RT reduction provided by the aspect of the Yierka by 3% per step of a seed 1 summation, reaching 39% at 91 ranks.&lt;br /&gt;
&lt;br /&gt;
== [[Empath Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Limb Repair (1102)]], [[System Repair (1103)]], [[Head Repair (1104)]], [[Organ Repair (1105)]]&lt;br /&gt;
:With all of these spells, Blessings provides a chance that healing a minor wound will also heal scars in that location. The table below shows the minimum required ranks to activate this effect for each type of scar. The chance of success is 20% plus .5% per rank above the required amount.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin-left:2em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Minor&lt;br /&gt;
! Medium&lt;br /&gt;
! Severe&lt;br /&gt;
|-&lt;br /&gt;
! Limb&lt;br /&gt;
| 10&lt;br /&gt;
| 50&lt;br /&gt;
| 90&lt;br /&gt;
|-&lt;br /&gt;
! System&lt;br /&gt;
| 20&lt;br /&gt;
| 60&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
! Head&lt;br /&gt;
| 30&lt;br /&gt;
| 70&lt;br /&gt;
| 110&lt;br /&gt;
|-&lt;br /&gt;
! Organ&lt;br /&gt;
| 40&lt;br /&gt;
| 80&lt;br /&gt;
| 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;*[[Adrenal Surge (1107)]]&lt;br /&gt;
:Training in Blessings causes this spell to restore stamina once every five minutes. At 15 ranks, this spell restores 25 stamina; at 35 ranks, 50 stamina; and at 65 ranks, all stamina.&lt;br /&gt;
&lt;br /&gt;
;*[[Solace (1140)]]&lt;br /&gt;
:Reduces cooldown by 12 seconds for every rank&lt;br /&gt;
&lt;br /&gt;
;*[[IMPRINT (verb)|Imprint]] (empath ability)&lt;br /&gt;
:Increases the duration of a successful imprint at a rate of 3 seconds per skill bonus&lt;br /&gt;
&lt;br /&gt;
== [[Paladin Base]] ==&lt;br /&gt;
&lt;br /&gt;
;*[[Mantle of Faith (1601)]]&lt;br /&gt;
:Training in Blessings provides additional DS and TD. The benefit is a seed 2 summation, starting at +1 with 2 ranks and reaching +18 at 189 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Consecrate (1604)]]&lt;br /&gt;
:Training in Blessings provides an additional 5% duration increase per rank, reaching a maximum of an additional 50% (a total duration increase of 100%) at 10 ranks. Blessings also provides a chance for a second flare by 4% per [[summation::seed 3 summation]].&lt;br /&gt;
&lt;br /&gt;
:Blessings increases the effectiveness of purified manna bread. The maximum mana regeneration rate of purified bread is 3 + (seed 2 summation of Blessings), while the maximum mana pool bonus is 10 + (5 * seed 5 summation of Blessings).&lt;br /&gt;
&lt;br /&gt;
:Note: Using this spell on a magical weapon requires that your [[Paladin Base]] ranks and Blessings ranks total at least 15. In addition, each rank of Blessings adds 1 swing to the duration of this spell.&lt;br /&gt;
&lt;br /&gt;
;*[[Rejuvenation (1607)]]&lt;br /&gt;
:Training in Blessings increases the immediate health and stamina return of this spell. The benefit is +3 per step of a seed 1 summation, reaching a maximum of an additional +57 health and stamina recovered at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Defense of the Faithful (1608)]]&lt;br /&gt;
:Training in Blessings nullifies an additional target&#039;s Force on Force for every seed 10 summation while the &#039;&#039;&#039;Beacon of Courage&#039;&#039;&#039; effect is active.&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Shield (1609)]]&lt;br /&gt;
:Training in Blessings adds to the percentage chance to block this spell provides. The benefit is a seed 3 summation, starting at an additional 1% (11% total) at 3 ranks, and reaching an additional 17% (27% total) at 187 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Patron&#039;s Blessing (1611)]]&lt;br /&gt;
:Training in Blessings increases the Combat Maneuver rank bonus provided by this spell. The benefit starts at +1 Combat Maneuvers rank with three ranks of Blessings and reaches +17 ranks at 187 Blessings ranks (a seed 3 summation).&lt;br /&gt;
&lt;br /&gt;
;*[[Vigor (1616)]]&lt;br /&gt;
:Training in Blessings provides an additional health bonus. The bonus is a seed 1 summation, starting with 1 extra point at 1 rank and reaching 19 extra points at 190 ranks.&lt;br /&gt;
&lt;br /&gt;
;*[[Fervor (1618)]]&lt;br /&gt;
:Training in Blessings increases the damage [[weighting]] bonus of this spell with physical and magical bolt attacks.&lt;br /&gt;
&lt;br /&gt;
;*[[Holy Weapon (1625)]]&lt;br /&gt;
:Training in Blessings increases the chance of a Guiding Light double flare identical to Consecrate (only if the weapon is eligible for Guiding Light flares).&lt;br /&gt;
&lt;br /&gt;
;*[[Divine Incarnation (1650)]]&lt;br /&gt;
:Training in Blessings increases the resistance of INCARNATE ARMOR 2% using a Seed 5 summation and the number of emergency uses of it per day by one at 50, and 125 ranks.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[Spiritual Lore]]&lt;br /&gt;
*[[Spiritual Lore, Religion]]&lt;br /&gt;
*[[Spiritual Lore, Summoning]]&lt;br /&gt;
*[[Lore chart]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lores]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Verb:COMMUNE&amp;diff=248903</id>
		<title>Verb:COMMUNE</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Verb:COMMUNE&amp;diff=248903"/>
		<updated>2025-11-02T19:30:09Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Format fixes and documentation, include Ranger ability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Verbinfo&lt;br /&gt;
|verb = COMMUNE&lt;br /&gt;
|type = System&lt;br /&gt;
|profession = Cleric, Ranger&lt;br /&gt;
|system = Magic&lt;br /&gt;
|pageintro={{boldmono|COMMUNE}} is a verb specific to [[Cleric]]s and was introduced when the spell [[Prayer of Communion (330)|Prayer of Communion]] was deprecated and shifted to an inherent cleric skill.  It allows cleric the ability to communicate with their deity of choice.  Please see the article, [[Commune]] for more information on the mechanics of of the commune.&lt;br /&gt;
&lt;br /&gt;
For [[Ranger]]s, the verb may be used to cast the [[Barkskin]] spell while incapacitated, with some restrictions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Help==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; This populates by entering {{boldmono|COMMUNE}} by itself or as {{boldmono|COMMUNE HELP}}.&amp;lt;/small&amp;gt;&lt;br /&gt;
===Non-Clerics===&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;You are not skilled in the art of communing.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Clerics===&lt;br /&gt;
&amp;lt;section begin=verb /&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;Usage:&lt;br /&gt;
    COMMUNE {deity name|deity number} - Commune and attempt to contact {deity}&lt;br /&gt;
    COMMUNE LIST                      - Displays a list of all deities you can attempt to contact&amp;lt;/pre&amp;gt;&amp;lt;section end=verb /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
===DEITY NAME or NUMBER===&lt;br /&gt;
Using {{boldmono|DEITY NAME or NUMBER}} will attempt to summon the selected deity for the commune.  &lt;br /&gt;
{| {{verbtable}}&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; style=&amp;quot;background:#00004C; font-size: larger; color:white; width:5em;&amp;quot;| &#039;&#039;&#039;First&#039;&#039;&#039;&lt;br /&gt;
| Your soul reaches out, and you channel your energies into opening up a link between yourself and &amp;lt;Patron&amp;gt;.&amp;lt;br&amp;gt;You fall into a deep trancelike state while muttering a quiet prayer in the hope that &amp;lt;Patron&amp;gt; will hear.  After a few silent moments, you calmly open your eyes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; style=&amp;quot;background:#00004C; font-size: larger; color:white; width:5em;&amp;quot;| &#039;&#039;&#039;Third&#039;&#039;&#039;&lt;br /&gt;
| Cleric falls into a deep trancelike state while muttering softly, the exact words you cannot discern.  After a few silent moments, cleric calmly opens her eyes.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===LIST===&lt;br /&gt;
{{boldmono|COMMUNE LIST}} will pull up a list similar to [[Verb:CONVERT#LIST|{{boldmono|CONVERT LIST}}]] in which a deity can be selected for commune.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;|| Liabo Pantheon ||       || Neutral Pantheon ||       || Lornon Pantheon ||&lt;br /&gt;
1) Koar                    12) Zelia                    13) Fash&#039;lo&#039;nae&lt;br /&gt;
2) Lumnis                  58) Gosaena                  50) Eorgina&lt;br /&gt;
3) Ronan                   32) Aeia                     51) Sheru&lt;br /&gt;
4) Lorminstra              71) Arachne                  52) Luukos&lt;br /&gt;
5) Imaera                  72) The Huntress             53) V&#039;tull&lt;br /&gt;
6) Phoen                   999) Other                   54) Mularos&lt;br /&gt;
7) Kai                                                  55) Ivas&lt;br /&gt;
8) Oleani                                               56) Marlu&lt;br /&gt;
9) Jastev                                               57) Andelas&lt;br /&gt;
10) Eonak                                               73) Amasalen&lt;br /&gt;
11) Cholen                                              74) Onar&lt;br /&gt;
14) Tonis                                               75) Ghezresh&lt;br /&gt;
31) Niima&lt;br /&gt;
33) Leya&lt;br /&gt;
34) Tilamaire&lt;br /&gt;
35) Laethe&lt;br /&gt;
36) Voaris&lt;br /&gt;
37) Kuon&lt;br /&gt;
38) Jaston&lt;br /&gt;
39) Voln&lt;br /&gt;
59) Charl&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Cleric]]&lt;br /&gt;
*[[The Precious Gift of the Prayer of Communion]] (official documentation)&lt;br /&gt;
*[[Commune]]&lt;br /&gt;
*[[Commune guide]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arkati&amp;diff=248722</id>
		<title>Arkati</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arkati&amp;diff=248722"/>
		<updated>2025-10-30T21:27:10Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Resources */ Link to most of the official documentation along with approximate release dates.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Arkati&#039;&#039;&#039; are the Gods of [[Elanthia]].&lt;br /&gt;
&lt;br /&gt;
The Pantheon of Liabo is considered &amp;quot;good&amp;quot; or &amp;quot;light&amp;quot; and consists almost exclusively of Arkati that work towards the betterment of the mortal races. Those Arkati considered &amp;quot;of Liabo&amp;quot; viewed the mortals as a trust given to them, and appointed themselves the caretakers of Elanthia.&lt;br /&gt;
&lt;br /&gt;
The Pantheon of Lornon is considered &amp;quot;evil&amp;quot; or &amp;quot;dark&amp;quot; and consists almost exclusively of Arkati that work towards the betterment of themselves. Those Arkati considered &amp;quot;of Lornon&amp;quot; viewed the mortals as playthings, food, or worse, and considered Elanthia a stage for their own desires.&lt;br /&gt;
&lt;br /&gt;
There are a few Arkati who do not fit into either Liabo or Lornon. They instead remain a relative neutral, working towards their own designs with varying regard for the lesser races.&lt;br /&gt;
&lt;br /&gt;
There are a number of beings that, while they are not Arkati or are not Arkati of the main pantheons, are worshipped all the same. Their motivations and stories vary wildly, as do their allegiances to good or evil.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Arkati and Lesser Spirits ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Deity!! Classification !! Domain(s) !! Symbol(s) !!  [[Smite/Bane (302)|Smite/&amp;lt;br&amp;gt;Bane]] !! [[Holy critical|Critical]] Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Koar]], King of the Gods || Pantheon of Liabo || justice, loyalty, law, mana, rulership || a golden crown (usually on a field of white) || Smite || [[Electrical critical table|Electrical]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumnis]], Queen of Enlightenment ||Pantheon of Liabo || wisdom, knowledge, magic || a golden scroll overlaying five conjoined circles || Smite || [[Acid critical table|Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ronan]], Lord of Dreams || Pantheon of Liabo || night, dreams || a black sword with a silver edge on a field of black || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lorminstra]], the Gatekeeper || Pantheon of Liabo || death and rebirth, deliverance, winter || a golden key (usually on a field of black) || Smite || [[Plasma critical table|Plasma]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Imaera]], Lady of the Green || Pantheon of Liabo || healing, autumn, nature,&amp;lt;br&amp;gt;plants, animals, harvest || a golden sheaf of grain on a field of green (farmers)&amp;lt;br&amp;gt;a brown doe on a field of green ([[Sylvankind|Sylvans]]) || Smite ||  [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoen]], the Sun God || Pantheon of Liabo || sun, summer, fatherhood || a golden sunburst on a field of blue || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kai]], Master of Battle || Pantheon of Liabo || strength, athletic prowess, skill at arms || a silver arm with fist clenched on a field of crimson || Smite || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oleani]], Mistress of Adoration || Pantheon of Liabo || love, spring, fertility, halflings || a red heart with a budding flower growing from it || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jastev]], the Soothsayer || Pantheon of Liabo || visual art, prophecy, poetry || a black artist’s brush on a field of grey &amp;lt;br&amp;gt; a silver crystal ball on a field of grey || Smite || [[Steam_critical_table|Steam]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eonak]], Master of the Forge || Pantheon of Liabo || labor, craftsmanship, triumph over adversity || a golden anvil on a field of brown || Smite || [[Disruption critical table|Disruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tonis]], the Fleetfooted, King of Thieves || Pantheon of Liabo || speed, travel, thieves || a golden pegasus on a field of blue || Smite || [[Vacuum critical table|Air]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cholen]], the Jester || Pantheon of Liabo || humor, festivals, performing arts || a crimson lute on a field of gold || Smite || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Charl]], Lord of the Seas || Pantheon of Liabo || sea, storms || an emerald trident on a field of blue || Bane || [[Electrical critical table|Electrical]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Zelia]], Keeper of the Moons || Pantheon of Neutrality || moons, insanity || a silver crescent moon on a field of black || Smite || Random&lt;br /&gt;
|-&lt;br /&gt;
| [[Gosaena]], Mistress of Eternity || Pantheon of Neutrality || death || a silver or grey sickle on a field of green || Bane || [[Cold critical table|Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fash&#039;lo&#039;nae]], the Grandfather || Pantheon of Lornon || magic, libraries, forbidden knowledge || a yellow, slit-pupiled eye on a field of grey || Smite || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eorgina]], Queen of the Dark || Pantheon of Lornon || domination, darkness, tyranny || red, stylized flames on a field of grey || Bane || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sheru]], Bringer of Terror || Pantheon of Lornon || night, nightmares, insanity, terror || a black jackal&#039;s head on a field of gold&amp;lt;br&amp;gt;(and sometimes crimson) || Bane || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Luukos]], Eater of Souls || Pantheon of Lornon || lies, undeath, death || a green serpent on a field of brown || Bane || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[V&#039;tull]], the Berserker || Pantheon of Lornon || bloodlust, combat || a black scimitar on a field of red || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mularos]], the Suffering || Pantheon of Lornon || suffering, torture || a dagger-pierced heart on a field of white || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivas]], the Seductress || Pantheon of Lornon || desire, lust, passion || a stylized, green wisp of smoke on a field of red || Bane || [[Grapple critical table|Grapple]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlu]], the Destroyer || Pantheon of Lornon || demonic summoning, destruction, power || a star of six black tentacles on a field of grey || Bane || [[Acid critical table|Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Andelas]], the Cat || Pantheon of Lornon || felines, hunting || a black cat&#039;s head on a field of red || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Niima]], the Wavedancer || Lesser Spirit || water, sailors, sea life || a dolphin on a field of blue || Smite || [[Impact critical table|Impact]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aeia]], the Mother || Lesser Spirit || earth, gardens, [[River&#039;s Rest]] || a white lily on a field of green || Smite || [[Acid critical table|Acid]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leya]], Master of Martial Arts || Lesser Spirit || amazons, martial arts || an ivory-hilted dagger on a field of blue || Smite || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilamaire]], the Lithe || Lesser Spirit || music, dance || a yellow note on a field of blue || Smite || [[Disruption critical table|Disruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Laethe]], the Lovelorn || Lesser Spirit || lost love, young love || a black rose on a field of purple || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Voaris]], the Charming || Lesser Spirit || forbidden love, young love || a yellow rose on a field of red || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuon]], the Green || Lesser Spirit || herbs, flowers || a gold leaf on a field of brown || Smite || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jaston]], the Windrunner || Lesser Spirit || air, birds, the four winds || a white feather on a field of green and white || Smite || [[Vacuum critical table|Vacuum]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Voln]], the Paladin || Lesser Spirit || destruction of undead || a white shield on a field of black || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arachne]], the Betrayer || Lesser Spirit || spiders, betrayal || a black widow on a field of red || Bane || [[Unbalance critical table|Unbalance]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|data-sort-value=&amp;quot;Huntress&amp;quot;| [[The Huntress]] || Lesser Spirit || vengeance, hunting || an eight-pointed silver star on a field of black || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Amasalen]], the Executioner || Lesser Spirit || sacrifice || a two-headed purple serpent &amp;lt;br&amp;gt;wrapped around a crimson hand || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Onar]], the Assassin || Lesser Spirit || homicide, assassination || a broken white skull on a field of black || Bane || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghezresh]] || Lesser Spirit || deceit, intimidation, manipulation || a chelioboros (an eel devouring itself) || Bane || [[Disintegration critical table|Disintegration]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Meyno]], the Matriarch || Lesser Spirit || [[stone giant]] (good) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|| n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Khaarne]], the First Son || Lesser Spirit || [[stone giant]] (neutral) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Illoke]], the Upstart || Lesser Spirit || [[stone giant]] (evil) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
#The listed critical type is the main type for most Cleric and Paladin abilities, but may vary for certain specific spells.&lt;br /&gt;
#The gods of the stone giants are included here for completeness only. Player characters cannot worship Meyno, Khaarne, or Illoke through the [[CONVERT (verb)|deity system]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
[[Player character]]s can choose a patron deity using the {{boldmono|[[CONVERT]]}} command.&lt;br /&gt;
&lt;br /&gt;
For most adventurers, &#039;&#039;this is a &#039;&#039;&#039;one-time choice&#039;&#039;&#039;.&#039;&#039; While it is possible to convert to a different god later through [[Intercession]], the process is difficult and potentially very expensive.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s and [[Paladin]]s, as primary users of spiritual magic, receive additional benefits from conversion, and the choice affects the type of [[holy critical|critical damage]] dealt by their spells.&lt;br /&gt;
&lt;br /&gt;
== Lore and Beliefs ==&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
The nature of the Arkati is not truly known, but there are many myths passed down through the ages. The most common belief held by the [[Master of Lore|Masters of Lore]] is that the Arkati were once servants of the Great [[Drakes]] and numbered at most fifty. They took humanoid forms, intervening to protect the mortal peoples such as elves, humans, dwarves, and halflings from the whims of dragonkind. The war against the [[Ur-Daemon]]s ended the rule of the Drakes, and those Arkati who survived the war, about half the original number, were left to rebuild and watch over Elanthia. &lt;br /&gt;
&lt;br /&gt;
Legends tell of other Arkati who are thought to be dead: [[Origin of Mularos|Maigra]], [[Origins of Cholen and Tilamaire|Tarandel]], and [[L&#039;Naere]] who was once patron of the [[aelotoi]].&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
Ancient elves in the age of dragonkind worshipped the Arkati as gods and protectors. Some time after the [[Ur-Daemon War]], many elves came to follow the teachings of the shaman [[Yadzari]], who argued that the Arkati were not truly gods, but powerful yet still mortal beings who bore responsibility for opening the veil to the Ur-Daemons. The corpse of a dead Arkati was purportedly discovered by [[Amas]], who disposed of it before the evidence could be widely seen. Elves of the modern era mainly view Arkati as patrons and exemplars and build temples to honor them, but few worship the gods as they once did, save for the sylvankind.&lt;br /&gt;
&lt;br /&gt;
In the human-dominated [[Turamzzyrian Empire]], worship centers around the [[Church of Koar]], and the elven view of the Arkati is considered a dangerous heresy.&lt;br /&gt;
&lt;br /&gt;
[[Halfling]]s traditionally worship Oleani, while [[dwarves]] revere Eonak. Across the rest of the Elanthian races and cultures, worship is quite varied. The [[Giantman]] clans have many traditions involving worship of the elements or celestial objects rather than the gods, but notable exceptions can be found among the [[Vaikalimara Clan|Vaikalimara]]. Many gnomes, both of the [[burghal gnome|burghal]] and [[forest gnome|forest]] bloodlines, believe that Fash&#039;lo&#039;nae and Imaera had some hand in their creation, but they often choose other gods to follow. [[Erithian]]s hold a similar attitude as the elves, considering the Arkati to be worthy patrons and teachers but not necessarily supernatural.&lt;br /&gt;
&lt;br /&gt;
The [[half-krolvin]] have their own names for the gods, which are generally believed to be different aspects of the more familiar Arkati.&lt;br /&gt;
&lt;br /&gt;
=== Spiritual Magic ===&lt;br /&gt;
&lt;br /&gt;
[[Spiritual magic]], or spiritualism, is the power that gods grant to their followers. It is one of the three acknowledged spheres of magic, along with [[elemental magic|elementalism]] and [[mental magic|mentalism]]. Of the adventurer professions, [[Cleric]]s, [[Paladin]]s, and [[Ranger]]s employ spiritual magic, while [[Empath]]s and [[Sorcerer]]s draw upon it partially. Several other professions have access to a Minor Spiritual circle of spells.&lt;br /&gt;
&lt;br /&gt;
In archaic lore, the spiritual spellcaster &amp;quot;channels&amp;quot; the power of their god. For lesser feats this may be done without a god&#039;s direct attention, but nevertheless the magic comes solely from the divine source and the spiritualist would not have any power without it. Moreover, such magic is only effective within a [[sphere of emanation]] corresponding to the god&#039;s influence. The influence of the major pantheons extends over the entire world, while a weaker divine spirit would only be able to affect a small region.&lt;br /&gt;
&lt;br /&gt;
These limits are not explicitly stated in current lore, but neither has it been contradicted. Some scholars, particularly among the Faendryl elves, have [[History of the Faendryl#Faendryl Religion|argued]] that spiritual magic can be worked without the gods at all, though this is not widely believed and others consider this to be either trickery or evidence of more insidious influences.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation ===&lt;br /&gt;
*[[The Gods of Elanthia]] (1995)&lt;br /&gt;
*[[Official History of Elanthia|The Official History of Elanthia]] (1995)&lt;br /&gt;
*[[History of Luukos]] (1995)&lt;br /&gt;
*[[History of Leya]] (1997)&lt;br /&gt;
*[[Elven Dogma and Theology]] (2001)&lt;br /&gt;
*[[History of Eorgina]] (2002)&lt;br /&gt;
*[[History of Lumnis]] (2002)&lt;br /&gt;
*[[Elanthian Gems#Gemstones and the Arkati|Gemstones and the Arkati]] (2002?)&lt;br /&gt;
*[[Legend of L&#039;Naere|The Legend of L&#039;Naere]] (2003)&lt;br /&gt;
*[[Half-Krolvin Society and Faith]] (2009)&lt;br /&gt;
*[[Worship in the Turamzzyrian Empire]] (2010)&lt;br /&gt;
*[[History of Fash&#039;lo&#039;nae]] (2010)&lt;br /&gt;
*[[Madness and Entropy: A Tale of Zelia]] (2010)&lt;br /&gt;
*[[Vaikalimara Clan Society]] (2010)&lt;br /&gt;
*[[Story of Niima and Charl|The Story of Niima and Charl]] (2014?)&lt;br /&gt;
*[[Origin of Mularos]] (2015)&lt;br /&gt;
*[[Origins of Ronan and Sheru]] (2015)&lt;br /&gt;
*[[Origins of Cholen and Tilamaire]] (2017)&lt;br /&gt;
*[[Origins of Tonis]] (2017)&lt;br /&gt;
*[[Origins of Ghezresh]] (2018)&lt;br /&gt;
*[[Origins of Amasalen]] (2020)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Deity messaging]] - Deity-specific messaging for applicable spells&lt;br /&gt;
*[http://youtu.be/wfqE9PLRi4o Arkati illustrated by Tisket]&lt;br /&gt;
&lt;br /&gt;
=== Scripted Items ===&lt;br /&gt;
*[[Arkati box]]&lt;br /&gt;
*[[Brother Weatherby Symbol]]&lt;br /&gt;
&lt;br /&gt;
{{Arkati}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Arkati| ]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Arkati&amp;diff=248707</id>
		<title>Arkati</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Arkati&amp;diff=248707"/>
		<updated>2025-10-30T08:44:51Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Fill out more lore and restore some of the original documentation phrasing as well as the gods&amp;#039; epithets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Arkati&#039;&#039;&#039; are the Gods of [[Elanthia]].&lt;br /&gt;
&lt;br /&gt;
The Pantheon of Liabo is considered &amp;quot;good&amp;quot; or &amp;quot;light&amp;quot; and consists almost exclusively of Arkati that work towards the betterment of the mortal races. Those Arkati considered &amp;quot;of Liabo&amp;quot; viewed the mortals as a trust given to them, and appointed themselves the caretakers of Elanthia.&lt;br /&gt;
&lt;br /&gt;
The Pantheon of Lornon is considered &amp;quot;evil&amp;quot; or &amp;quot;dark&amp;quot; and consists almost exclusively of Arkati that work towards the betterment of themselves. Those Arkati considered &amp;quot;of Lornon&amp;quot; viewed the mortals as playthings, food, or worse, and considered Elanthia a stage for their own desires.&lt;br /&gt;
&lt;br /&gt;
There are a few Arkati who do not fit into either Liabo or Lornon. They instead remain a relative neutral, working towards their own designs with varying regard for the lesser races.&lt;br /&gt;
&lt;br /&gt;
There are a number of beings that, while they are not Arkati or are not Arkati of the main pantheons, are worshipped all the same. Their motivations and stories vary wildly, as do their allegiances to good or evil.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
== Arkati and Lesser Spirits ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Deity!! Classification !! Domain(s) !! Symbol(s) !!  [[Smite/Bane (302)|Smite/&amp;lt;br&amp;gt;Bane]] !! [[Holy critical|Critical]] Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Koar]], King of the Gods || Pantheon of Liabo || justice, loyalty, law, mana, rulership || a golden crown (usually on a field of white) || Smite || [[Electrical critical table|Electrical]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lumnis]], Queen of Enlightenment ||Pantheon of Liabo || wisdom, knowledge, magic || a golden scroll overlaying five conjoined circles || Smite || [[Acid critical table|Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ronan]], Lord of Dreams || Pantheon of Liabo || night, dreams || a black sword with a silver edge on a field of black || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Lorminstra]], the Gatekeeper || Pantheon of Liabo || death and rebirth, deliverance, winter || a golden key (usually on a field of black) || Smite || [[Plasma critical table|Plasma]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Imaera]], Lady of the Green || Pantheon of Liabo || healing, autumn, nature,&amp;lt;br&amp;gt;plants, animals, harvest || a golden sheaf of grain on a field of green (farmers)&amp;lt;br&amp;gt;a brown doe on a field of green ([[Sylvankind|Sylvans]]) || Smite ||  [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Phoen]], the Sun God || Pantheon of Liabo || sun, summer, fatherhood || a golden sunburst on a field of blue || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kai]], Master of Battle || Pantheon of Liabo || strength, athletic prowess, skill at arms || a silver arm with fist clenched on a field of crimson || Smite || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Oleani]], Mistress of Adoration || Pantheon of Liabo || love, spring, fertility, halflings || a red heart with a budding flower growing from it || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jastev]], the Soothsayer || Pantheon of Liabo || visual art, prophecy, poetry || a black artist’s brush on a field of grey &amp;lt;br&amp;gt; a silver crystal ball on a field of grey || Smite || [[Steam_critical_table|Steam]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eonak]], Master of the Forge || Pantheon of Liabo || labor, craftsmanship, triumph over adversity || a golden anvil on a field of brown || Smite || [[Disruption critical table|Disruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tonis]], the Fleetfooted, King of Thieves || Pantheon of Liabo || speed, travel, thieves || a golden pegasus on a field of blue || Smite || [[Vacuum critical table|Air]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cholen]], the Jester || Pantheon of Liabo || humor, festivals, performing arts || a crimson lute on a field of gold || Smite || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Charl]], Lord of the Seas || Pantheon of Liabo || sea, storms || an emerald trident on a field of blue || Bane || [[Electrical critical table|Electrical]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Zelia]], Keeper of the Moons || Pantheon of Neutrality || moons, insanity || a silver crescent moon on a field of black || Smite || Random&lt;br /&gt;
|-&lt;br /&gt;
| [[Gosaena]], Mistress of Eternity || Pantheon of Neutrality || death || a silver or grey sickle on a field of green || Bane || [[Cold critical table|Cold]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Fash&#039;lo&#039;nae]], the Grandfather || Pantheon of Lornon || magic, libraries, forbidden knowledge || a yellow, slit-pupiled eye on a field of grey || Smite || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Eorgina]], Queen of the Dark || Pantheon of Lornon || domination, darkness, tyranny || red, stylized flames on a field of grey || Bane || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sheru]], Bringer of Terror || Pantheon of Lornon || night, nightmares, insanity, terror || a black jackal&#039;s head on a field of gold&amp;lt;br&amp;gt;(and sometimes crimson) || Bane || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Luukos]], Eater of Souls || Pantheon of Lornon || lies, undeath, death || a green serpent on a field of brown || Bane || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[V&#039;tull]], the Berserker || Pantheon of Lornon || bloodlust, combat || a black scimitar on a field of red || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mularos]], the Suffering || Pantheon of Lornon || suffering, torture || a dagger-pierced heart on a field of white || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivas]], the Seductress || Pantheon of Lornon || desire, lust, passion || a stylized, green wisp of smoke on a field of red || Bane || [[Grapple critical table|Grapple]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlu]], the Destroyer || Pantheon of Lornon || demonic summoning, destruction, power || a star of six black tentacles on a field of grey || Bane || [[Acid critical table|Acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Andelas]], the Cat || Pantheon of Lornon || felines, hunting || a black cat&#039;s head on a field of red || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Niima]], the Wavedancer || Lesser Spirit || water, sailors, sea life || a dolphin on a field of blue || Smite || [[Impact critical table|Impact]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Aeia]], the Mother || Lesser Spirit || earth, gardens, [[River&#039;s Rest]] || a white lily on a field of green || Smite || [[Acid critical table|Acid]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Leya]], Master of Martial Arts || Lesser Spirit || amazons, martial arts || an ivory-hilted dagger on a field of blue || Smite || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilamaire]], the Lithe || Lesser Spirit || music, dance || a yellow note on a field of blue || Smite || [[Disruption critical table|Disruption]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Laethe]], the Lovelorn || Lesser Spirit || lost love, young love || a black rose on a field of purple || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Voaris]], the Charming || Lesser Spirit || forbidden love, young love || a yellow rose on a field of red || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Kuon]], the Green || Lesser Spirit || herbs, flowers || a gold leaf on a field of brown || Smite || [[Crush critical table|Crush]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Jaston]], the Windrunner || Lesser Spirit || air, birds, the four winds || a white feather on a field of green and white || Smite || [[Vacuum critical table|Vacuum]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Voln]], the Paladin || Lesser Spirit || destruction of undead || a white shield on a field of black || Smite || [[Fire critical table|Fire]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Arachne]], the Betrayer || Lesser Spirit || spiders, betrayal || a black widow on a field of red || Bane || [[Unbalance critical table|Unbalance]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|data-sort-value=&amp;quot;Huntress&amp;quot;| [[The Huntress]] || Lesser Spirit || vengeance, hunting || an eight-pointed silver star on a field of black || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Amasalen]], the Executioner || Lesser Spirit || sacrifice || a two-headed purple serpent &amp;lt;br&amp;gt;wrapped around a crimson hand || Bane || [[Slash critical table|Slash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Onar]], the Assassin || Lesser Spirit || homicide, assassination || a broken white skull on a field of black || Bane || [[Puncture critical table|Puncture]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ghezresh]] || Lesser Spirit || deceit, intimidation, manipulation || a chelioboros (an eel devouring itself) || Bane || [[Disintegration critical table|Disintegration]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Meyno]], the Matriarch || Lesser Spirit || [[stone giant]] (good) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|| n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Khaarne]], the First Son || Lesser Spirit || [[stone giant]] (neutral) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Illoke]], the Upstart || Lesser Spirit || [[stone giant]] (evil) || none || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; || n/a&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
#The listed critical type is the main type for most Cleric and Paladin abilities, but may vary for certain specific spells.&lt;br /&gt;
#The gods of the stone giants are included here for completeness only. Player characters cannot worship Meyno, Khaarne, or Illoke through the [[CONVERT (verb)|deity system]].&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
[[Player character]]s can choose a patron deity using the {{boldmono|[[CONVERT]]}} command.&lt;br /&gt;
&lt;br /&gt;
For most adventurers, &#039;&#039;this is a &#039;&#039;&#039;one-time choice&#039;&#039;&#039;.&#039;&#039; While it is possible to convert to a different god later through [[Intercession]], the process is difficult and potentially very expensive.&lt;br /&gt;
&lt;br /&gt;
[[Cleric]]s and [[Paladin]]s, as primary users of spiritual magic, receive additional benefits from conversion, and the choice affects the type of [[holy critical|critical damage]] dealt by their spells.&lt;br /&gt;
&lt;br /&gt;
== Lore and Beliefs ==&lt;br /&gt;
&lt;br /&gt;
=== Origins ===&lt;br /&gt;
&lt;br /&gt;
The nature of the Arkati is not truly known, but there are many myths passed down through the ages. The most common belief held by the [[Master of Lore|Masters of Lore]] is that the Arkati were once servants of the Great [[Drakes]] and numbered at most fifty. They took humanoid forms, intervening to protect the mortal peoples such as elves, humans, dwarves, and halflings from the whims of dragonkind. The war against the [[Ur-Daemon]]s ended the rule of the Drakes, and those Arkati who survived the war, about half the original number, were left to rebuild and watch over Elanthia. &lt;br /&gt;
&lt;br /&gt;
Legends tell of other Arkati who are thought to be dead: [[Origin of Mularos|Maigra]], [[Origins of Cholen and Tilamaire|Tarandel]], and [[L&#039;Naere]] who was once patron of the [[aelotoi]].&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
&lt;br /&gt;
Ancient elves in the age of dragonkind worshipped the Arkati as gods and protectors. Some time after the [[Ur-Daemon War]], many elves came to follow the teachings of the shaman [[Yadzari]], who argued that the Arkati were not truly gods, but powerful yet still mortal beings who bore responsibility for opening the veil to the Ur-Daemons. The corpse of a dead Arkati was purportedly discovered by [[Amas]], who disposed of it before the evidence could be widely seen. Elves of the modern era mainly view Arkati as patrons and exemplars and build temples to honor them, but few worship the gods as they once did, save for the sylvankind.&lt;br /&gt;
&lt;br /&gt;
In the human-dominated [[Turamzzyrian Empire]], worship centers around the [[Church of Koar]], and the elven view of the Arkati is considered a dangerous heresy.&lt;br /&gt;
&lt;br /&gt;
[[Halfling]]s traditionally worship Oleani, while [[dwarves]] revere Eonak. Across the rest of the Elanthian races and cultures, worship is quite varied. The [[Giantman]] clans have many traditions involving worship of the elements or celestial objects rather than the gods, but notable exceptions can be found among the [[Vaikalimara Clan|Vaikalimara]]. Many gnomes, both of the [[burghal gnome|burghal]] and [[forest gnome|forest]] bloodlines, believe that Fash&#039;lo&#039;nae and Imaera had some hand in their creation, but they often choose other gods to follow. [[Erithian]]s hold a similar attitude as the elves, considering the Arkati to be worthy patrons and teachers but not necessarily supernatural.&lt;br /&gt;
&lt;br /&gt;
The [[half-krolvin]] have their own names for the gods, which are generally believed to be different aspects of the more familiar Arkati.&lt;br /&gt;
&lt;br /&gt;
=== Spiritual Magic ===&lt;br /&gt;
&lt;br /&gt;
[[Spiritual magic]], or spiritualism, is the power that gods grant to their followers. It is one of the three acknowledged spheres of magic, along with [[elemental magic|elementalism]] and [[mental magic|mentalism]]. Of the adventurer professions, [[Cleric]]s, [[Paladin]]s, and [[Ranger]]s employ spiritual magic, while [[Empath]]s and [[Sorcerer]]s draw upon it partially. Several other professions have access to a Minor Spiritual circle of spells.&lt;br /&gt;
&lt;br /&gt;
In archaic lore, the spiritual spellcaster &amp;quot;channels&amp;quot; the power of their god. For lesser feats this may be done without a god&#039;s direct attention, but nevertheless the magic comes solely from the divine source and the spiritualist would not have any power without it. Moreover, such magic is only effective within a [[sphere of emanation]] corresponding to the god&#039;s influence. The influence of the major pantheons extends over the entire world, while a weaker divine spirit would only be able to affect a small region.&lt;br /&gt;
&lt;br /&gt;
These limits are not explicitly stated in current lore, but neither has it been contradicted. Some scholars, particularly among the Faendryl elves, have [[History of the Faendryl#Faendryl Religion|argued]] that spiritual magic can be worked without the gods at all, though this is not widely believed and others consider this to be either trickery or evidence of more insidious influences.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
&lt;br /&gt;
=== Documentation ===&lt;br /&gt;
*[[The Gods of Elanthia]]&lt;br /&gt;
*[[Official History of Elanthia]]&lt;br /&gt;
*[[Elanthian Gems#Gemstones and the Arkati|Gemstones and the Arkati]] (part of Elanthian Gems)&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
*[[Deity messaging]] - Deity-specific messaging for applicable spells&lt;br /&gt;
*[http://youtu.be/wfqE9PLRi4o Arkati illustrated by Tisket]&lt;br /&gt;
&lt;br /&gt;
=== Scripted Items ===&lt;br /&gt;
*[[Arkati box]]&lt;br /&gt;
*[[Brother Weatherby Symbol]]&lt;br /&gt;
&lt;br /&gt;
{{Arkati}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Arkati| ]]&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Fusion_Shaman&amp;diff=247504</id>
		<title>Fusion Shaman</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Fusion_Shaman&amp;diff=247504"/>
		<updated>2025-10-15T21:27:09Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Fix some closing log tags that were eaten by the visual edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Fusion Shaman&#039;&#039;&#039; is the automated [[NPC]] that creates [[enhancive]] [[fusion]] orbs to be inserted into fusion gear.  The Shaman usually appears at [[pay event]]s like [[Ebon Gate]] or [[Return to Coraesine Field]], but also might appear at [[festival]]s like [[The Spitfire]].&lt;br /&gt;
&lt;br /&gt;
The Shaman will create fusion orbs from enhancive items.  Only one enhancive property may be extracted from any single item (regardless of how many enhancive properties that item has), and the original item will be destroyed. Edible, drinkable and spell knowledge enhancives may not be extracted; enhancives with certain scripts and certain restrictions may not be extracted.  Enhancives with &#039;global&#039; and &#039;local&#039; restrictions may not be extracted, but this limit does not affect most items currently in the game. Global restrictions are those which affect the item as a whole and all of its enhancements, while local restrictions affect single traits.  [[Crumbly]] enhancives may be extracted and the resulting orb will be non-crumbly.  &lt;br /&gt;
{{TOCright}}&lt;br /&gt;
===Step 1: HAVE ITEM [[Loresinging|LORESUNG]]===&lt;br /&gt;
Know for sure what exactly the item is.  This is especially important as any level, race, profession, character, or other restrictions will carry over to the orb.  As mentioned above, enhancives with &#039;global&#039; and &#039;local&#039; restrictions may not be extracted.  &lt;br /&gt;
&lt;br /&gt;
[[Label]]s are highly recommended to keep track of item properties.&lt;br /&gt;
&lt;br /&gt;
===Step 2: WITHDRAW SILVERS===&lt;br /&gt;
The Shaman only takes [[silver coin|silvers]].  Go to the bank and withdraw a large quantity of silvers.&lt;br /&gt;
&lt;br /&gt;
===Step 3: ORDER ANALYSIS===&lt;br /&gt;
This cost of this step is separate from the cost to create the orb.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;l&lt;br /&gt;
[Fusion Sanctum, Locus]&lt;br /&gt;
Curtains as red as rose petals, darkened by the oppressive damp, swathe the walls of the circular chamber in a display of moldering majesty.  The velvet draperies cannot muffle the sounds of trickling water from without, or hide glimpses of a rope leading up out of the depths.  They do, however, funnel and enhance the haunting whispers rising from a basin of green liquid at the chamber&#039;s center. Silver patterns are etched into the granite floor, spreading outward from the pool in concentric spirals.  You also see a robed fusion shaman and a braided hemp rope.&lt;br /&gt;
Obvious exits: none&lt;br /&gt;
&amp;gt;get ham&lt;br /&gt;
You remove a zorchar war hammer from in your woven moss knapsack.&lt;br /&gt;
&amp;gt;read ham&lt;br /&gt;
A greenish parchment label marred with various stains secured around the haft of the the zorchar war hammer reads, &amp;quot;+12 stalk and hide (31) TO BE ORBED.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;order analysis&#039;&#039;&#039;&lt;br /&gt;
A robed fusion shaman takes your hammer and states, &amp;quot;I believe I can work with this.  If you would like to see any mystical traits contained by the hammer, I can discern them for you for the low price of 6329 silver.  &#039;&#039;&#039;ORDER CONFIRM&#039;&#039;&#039; within 60 seconds if you would like me to perform this service for you.&amp;quot;&lt;br /&gt;
&amp;gt;order confirm&lt;br /&gt;
A robed fusion shaman takes a zorchar war hammer from you, along with 6329 silvers.  After meditating over the hammer for a moment, the shaman lifts his eyes to you and states, &amp;quot;I have discovered the following traits on your hammer:&lt;br /&gt;
&lt;br /&gt;
      1) It improves your Agility.&lt;br /&gt;
      2) It improves your Dexterity.&lt;br /&gt;
      3) It improves your Stalking and Hiding Bonus.&lt;br /&gt;
&lt;br /&gt;
That is all I can determine.  If you would like me to extract one of the traits from your hammer, you must ORDER an EXTRACTION.&amp;quot;  A robed fusion shaman hands the zorchar war hammer back to you and returns his attentions to a glowing green basin.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Step 4: ORDER EXTRACTION===&lt;br /&gt;
As seen above, the war hammer had been labeled with the desired enhancive to orb, and all that must be done is to extract the matching number given.  As shown, it can cost a considerable amount of silver to create an orb.  As previously mentioned, the original item will be destroyed here.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;&#039;&#039;&#039;order extraction 3&#039;&#039;&#039;&lt;br /&gt;
A robed fusion shaman takes your hammer and says, &amp;quot;I can perform an extraction on the Stalking and Hiding Bonus trait, yes.  It will cost you 312000 silver.  What do you say?  ORDER CONFIRM within 60 seconds if this sounds amenable to you.&amp;quot;&lt;br /&gt;
&amp;gt;order confirm&lt;br /&gt;
A robed fusion shaman takes your zorchar war hammer and gently lowers it into a glowing green basin.  The basin begins to bubble and radiate waves of heat until froth obscures the shape of the hammer.  The shaman chants in a strange and guttural tongue, the sound of his voice reaching a crescendo in time with growing radiance from the basin.  A shining hoarfrost white orb breaches the surface of the basin, crackling with energy.&lt;br /&gt;
&lt;br /&gt;
The shaman utters a single, sharp syllable, and light strikes through the chamber!  Slowly, the basin stills, and the bubbles within it subside to reveal that your hammer is no more.  The fusion shaman seems unimpressed, snatching the orb out of the air and handing it to you in exchange for your silvers.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Step 5: DRAW===&lt;br /&gt;
This step is optional, but it can be very helpful to draw a symbol on the orb to make it distinctive from other orbs.  The color of an orb cannot be chosen.  The orb can also be loresung and labeled.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;draw on my orb&lt;br /&gt;
You can draw one of the following on your orb:&lt;br /&gt;
&lt;br /&gt;
acorn, aegis, apple, arrow, asp, bear, berry, bird, blade, boar, bone, book, candle, cat, circle, claw, cloud, cross, crown, demon, dog, dragon, giant, globe, hart, heron, hook, imp, ivy, jelly, jewel, key, kobold, leaf, lemon, lion, lizard, map, moon, muffin, mug, needle, oak, orc, owl, peach, plume, pony, quail, quill, ring, root, rose, rune, saber, scroll, shard, shark, shield, skink, snake, spear, sprite, square, staff, star, sun, swirl, sword, talon, tear, thorn, throne, tiger, torch, tree, urgh, vereri, vole, wave, wing, wisp, wolf, wraith, wyvern, yam, yurt, or zombie.&lt;br /&gt;
The heat washing off of your orb warps the air around it, but it feels not entirely unpleasant in your hand.&lt;br /&gt;
&amp;gt;draw snake on my orb&lt;br /&gt;
You press your finger into the hoarfrost white orb, drawing a mark that is vaguely snake-shaped.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Notes====&lt;br /&gt;
* At Ebon Gate, you will need fusion tokens to access the shaman&#039;s services. As of 2025, he&#039;s in Lich room 31574 (u8084015).&lt;br /&gt;
* Unwanted fusion tokens from Ebon Gate can be taken to the gjenganger in Gavelsdown Hall and turned in for 5 soul shards (See [[Category:Ebon_Gate_Festival#Key_Locations]])&lt;br /&gt;
&lt;br /&gt;
[[Category: Enhancives]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Evermore_Hollow&amp;diff=247466</id>
		<title>Category:Evermore Hollow</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Evermore_Hollow&amp;diff=247466"/>
		<updated>2025-10-14T20:43:25Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Shopping */ Link to 2025 part 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:EbonGate2025 1080x1920.jpg|right|500px|Ebon Gate 2025 - Weavers of Arachne|alt=The image depicts a dark, moody fantasy scene set at dusk. Several wooden houses on stilts stand over a misty marsh, their walls and supports draped in thick spiderwebs. Warm light glows from their windows, creating a stark contrast against the cool purples and blues of the twilight sky. In the foreground, a large spider clings to a tree trunk on the left, while another enormous spider hangs from a thread above the marsh on the right. Reflections of the stilt houses shimmer in the still water below, surrounded by patches of tall grass. The horizon is painted with shades of pink, violet, and orange as the sun sets behind silhouetted trees. The text “Ebon Gate: Weavers of Arachne” appears prominently near the bottom in glowing purple and gold lettering, with the Stillfront logo in the upper left corner.]]{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Naidem&#039;&#039;&#039;, the land between where those that have died but are not ready to move on, or the respective deities are not ready to claim them, reside, and is home to the village of &#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039;.  As of 2022, it is the new &#039;&#039;&#039;permanent home&#039;&#039;&#039; for the [[Ebon Gate Festival]].&lt;br /&gt;
==Run Dates &amp;amp; Schedule==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! Dates&lt;br /&gt;
&amp;lt;includeonly&amp;gt;! Venue&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
! Storyline Schedule&lt;br /&gt;
! Merchant Week&lt;br /&gt;
! Live Games Week&lt;br /&gt;
! Services Schedule&lt;br /&gt;
! Games Schedule&lt;br /&gt;
! Shop Listings&lt;br /&gt;
! [[Ebon Gate Treasure Trove|Treasure Trove]] &lt;br /&gt;
! [[Luminary_Festival_2025|Luminary Festival]]&lt;br /&gt;
! Announcements&lt;br /&gt;
|-&amp;lt;section begin=current /&amp;gt;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot; | &#039;&#039;&#039;Oct 10 - Nov 2, 2025&#039;&#039;&#039; &amp;lt;includeonly&amp;gt;|| [[Evermore Hollow]]&amp;lt;/includeonly&amp;gt; || 10/12 - 10/16 &amp;lt;br&amp;gt; 10/24 - 10/31|| 10/17 - 10/24 || 10/24 - 10/26 || [[Ebon Gate Festival/services 2025#Prime|Prime 2025]] || [[Evermore Hollow/live games#2025|2025 Live Games &amp;amp; GHOUL]] ||[[Evermore Hollow/shop listing 2025 part 1|Shop List, part 1]]&amp;lt;br&amp;gt;[[Evermore Hollow/shop listing 2025 part 2|Shop List, part 2]]&amp;lt;br&amp;gt;[[Evermore Hollow/shop listing 2025 part 3|Shop List, part 3]] || [[Ebon Gate Treasure Trove/2025|2025 Trove Prizes]] || 10/30 - 11/2 || [[Ebon Gate Festival/saved posts 2025|2025 Announcements]]&amp;lt;section end=current /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Previous Schedule===&lt;br /&gt;
&amp;lt;small&amp;gt;The below schedule was based on the prime/ platinum instance split.&amp;lt;!-- Moving forward, please utilize the above table for the events. --&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | Dates&lt;br /&gt;
&amp;lt;includeonly&amp;gt;! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | Venue&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | Storyline Schedule&lt;br /&gt;
! scope=&amp;quot;colgroup&amp;quot; colspan=&amp;quot;2&amp;quot; | Merchant Week&lt;br /&gt;
! scope=&amp;quot;colgroup&amp;quot; colspan=&amp;quot;2&amp;quot; | Live Games Week&lt;br /&gt;
! scope=&amp;quot;colgroup&amp;quot; colspan=&amp;quot;2&amp;quot; | Services Schedule&lt;br /&gt;
&amp;lt;!-- ! scope=&amp;quot;colgroup&amp;quot; colspan=&amp;quot;2&amp;quot; | [[Eve of the Reunion Event|Eve of the Reunion]] --&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | Games Schedule&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | Shop Listings&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | [[Ebon Gate Treasure Trove|Treasure Trove]]&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;2&amp;quot; | Announcements&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Prime&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Plat&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Prime&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Plat&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Prime&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Plat&lt;br /&gt;
&amp;lt;!-- ! scope=&amp;quot;col&amp;quot; | Prime&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Plat --&amp;gt;&lt;br /&gt;
|-&amp;lt;section begin=oldschedule /&amp;gt;&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot; | &#039;&#039;&#039;Oct 4 - Nov 3, 2024&#039;&#039;&#039;&amp;lt;includeonly&amp;gt;|| [[Evermore Hollow]] &amp;lt;/includeonly&amp;gt;|| 10/4 - 10/11 &amp;amp; 10/25 - 10/29 || 10/18 - 10/25 || 10/11- 10/18 || 10/11 - 10/18 || 10/4 - 10/11 || [[Ebon Gate Festival/services 2024#Prime|Prime 2024]] || [[Ebon Gate Festival/services 2024#Plat|Plat 2024]]&amp;lt;includeonly&amp;gt;||colspan=&amp;quot;2&amp;quot; | - &amp;lt;/includeonly&amp;gt;|| [[Evermore Hollow/live games#2024|2024 Live Games &amp;amp; GHOUL]] ||[[Evermore Hollow/shop listing 2024 part 1|Shop List, part 1]]&amp;lt;br&amp;gt;[[Evermore Hollow/shop listing 2024 part 2|Shop List, part 2]] || [[Ebon Gate Treasure Trove/2024|2024 Trove Prizes]] || [[Ebon Gate Festival/saved posts 2024|2024 Announcements]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot; | &#039;&#039;&#039;Sept 29 - Oct 31, 2023&#039;&#039;&#039;&amp;lt;includeonly&amp;gt;|| [[Evermore Hollow]] &amp;lt;/includeonly&amp;gt;||  9/29 - 10/6 &amp;amp; 10/22 - 10/27&amp;lt;br&amp;gt;  || 10/13 - 10/20 || 10/6 - 10/13 || 10/6 - 10/13 || 9/29 - 10/6 || [[Ebon Gate Festival/services 2023#Prime|Prime 2023]] || [[Ebon Gate Festival/services 2023#Plat|Plat 2023]]&amp;lt;includeonly&amp;gt;||colspan=&amp;quot;2&amp;quot; | - &amp;lt;/includeonly&amp;gt;|| [[Evermore Hollow/live games#2023|2023 Live Games &amp;amp; GHOUL]] || [[Evermore Hollow/shop listing 2023|2023 Shop Listing]] || [[Ebon Gate Treasure Trove/2023|2023 Trove Prizes]] || [[Ebon Gate Festival/saved posts 2023|2023 Announcements]]&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot; | &#039;&#039;&#039;Sept 30 - Oct 30, 2022&#039;&#039;&#039;&amp;lt;includeonly&amp;gt;|| [[Evermore Hollow]] &amp;lt;/includeonly&amp;gt;|| || 10/14 - 10/21 || 10/7 - 10/14 || 10/7 - 10/14 || 9/30 - 10/7  || [[Ebon Gate Festival/services 2022#Prime|Prime 2022]] || [[Ebon Gate Festival/services 2022#Plat|Plat 2022]]&amp;lt;includeonly&amp;gt;|| 10/29 || 10/30 &amp;lt;/includeonly&amp;gt;|| [[Evermore Hollow/live games#2022|2022 Live Games &amp;amp; GHOUL]] || [[Evermore Hollow/shop listing 2022|2022 Shop Listing]] || [[Ebon Gate Treasure Trove/2022|2022 Trove Prizes]] || [[Ebon Gate Festival/announcements 2022|2022 Announcements]]&amp;lt;section end=oldschedule /&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Activities==&lt;br /&gt;
&amp;lt;section begin=activities /&amp;gt;&amp;lt;includeonly&amp;gt;* &#039;&#039;&#039;[[Evermore Hollow]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;Automated Games&#039;&#039;&#039; - entries purchased with [[SimuCoin]]s.  Each offers the ability to earn [[soul shard]]s.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;**&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;***&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;[[Trick-or-Treat]]&#039;&#039;&#039; - &#039;&#039;&#039;Returning in 2022&#039;&#039;&#039; to Evermore Hollow, Trick-or-Treat allows participants to obtain a variety of prizes. Cost for entry is 100 SimuCoins.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;**&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;***&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;[[Herb Hunt]]&#039;&#039;&#039; - &#039;&#039;&#039;New in 2022&#039;&#039;&#039;, the Herb Hunt allows participants the chance to wander the Gardens of Bittermere woods in search of a toadshade, similar to the [[Fox Hunt]] at [[Rumor Woods]]. Lucky winners may even find a new [[Mandrake pet]] to take home. Cost for entry is 100 SimuCoins.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;**&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;***&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;[[Arena of the Abyss]]&#039;&#039;&#039; - &#039;&#039;&#039;Returning in 2022&#039;&#039;&#039; to Evermore Hollow. Entrants face five undead creatures, one a time, and when complete, prizes are awarded, including a chance at [[necrotic ring]]. Cost for entry is 10 SimuCoins.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;**&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;***&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;[[Undergrowth of Bittermere Woods]]&#039;&#039;&#039; - &#039;&#039;&#039;Premiering 2024&#039;&#039;&#039; to Evermore Hollow. Entrants can complete 1 witch task, and when complete, prizes are awarded, including a chance at [[Lightweaver&#039;s Ocarina]]. Cost for entry is 10 SimuCoins.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;**&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;***&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;[[Sonreeva]]&#039;&#039;&#039; - &#039;&#039;&#039;New in 2022&#039;&#039;&#039; to Evermore Hollow, alternatively known as &#039;&#039;&#039;Newcropolis&#039;&#039;&#039;.  More information coming soon.  Cost for entry is 10 SimuCoins. &amp;lt;noinclude&amp;gt;&lt;br /&gt;
*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;[[Evermore Hollow/live games|Live Games]]&#039;&#039;&#039; - accessible with a merchant pass. To view the schedule, click &#039;&#039;&#039;[[:Category:Evermore Hollow#Live Games and GHOUL Schedules|here]]&#039;&#039;&#039;.  &#039;&#039;&#039;Note:&#039;&#039;&#039; All times listed in EDT.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;[[Spook Contest]]&#039;&#039;&#039; - &#039;&#039;&#039;New in 2022&#039;&#039;&#039;, join the contest by visiting the Spectral Waifling at the Spookorium to get started.  Top five winners at the end of Ebon Gate will receive special titles.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;&#039;&#039;&#039;[[Fishing]]&#039;&#039;&#039; - &#039;&#039;&#039;Returning in 2022&#039;&#039;&#039; to Evermore Hollow. As in previous years, participants can throw a line into the water and win various &#039;&#039;&#039;[[Evermore Hollow/fishing prizes|prizes]]&#039;&#039;&#039;, including new &#039;&#039;&#039;Death Announcement Customizations&#039;&#039;&#039;. Cost will be 50 soul shards per entry.&amp;lt;section end=activities /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Live Games and [[GHOUL]] Schedules===&lt;br /&gt;
* &#039;&#039;&#039;[[Evermore Hollow/live games|2025 Live Games]]&#039;&#039;&#039;&lt;br /&gt;
{{#section:Evermore Hollow/live games|2025}}&lt;br /&gt;
* &amp;lt;span class=&amp;quot;mw-customtoggle-2024games&amp;quot; role=&amp;quot;link&amp;quot;&amp;gt;&#039;&#039;&#039;2024 Live Games&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-2024games&amp;quot;&amp;gt;{{#section:Evermore Hollow/live games|2024}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;mw-customtoggle-2023games&amp;quot; role=&amp;quot;link&amp;quot;&amp;gt;&#039;&#039;&#039;2023 Live Games&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-2023games&amp;quot;&amp;gt;{{#section:Evermore Hollow/live games|2023}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &amp;lt;span class=&amp;quot;mw-customtoggle-2022games&amp;quot; role=&amp;quot;link&amp;quot;&amp;gt;&#039;&#039;&#039;2022 Live Games&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-2022games&amp;quot;&amp;gt;{{#section:Evermore Hollow/live games|2022}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
===[[Currency]]===&lt;br /&gt;
&amp;lt;section begin=currency /&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;/includeonly&amp;gt;The featured currency for &amp;lt;includeonly&amp;gt;&#039;&#039;&#039;[[&amp;lt;/includeonly&amp;gt;Evermore Hollow&amp;lt;includeonly&amp;gt;]]&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt; is [[soul shard]]s which are used to purchase goods and services from the various shops. They can be earned through participation in the various available activities.&amp;lt;section end=currency /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shopping===&lt;br /&gt;
Shopping is available on the grounds, with new items introduced for sale each year.&amp;lt;section begin=shoppinglists /&amp;gt;&lt;br /&gt;
* &amp;lt;includeonly&amp;gt;&#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039; shopping&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Shopping&amp;lt;/noinclude&amp;gt; lists by year:&lt;br /&gt;
** &amp;lt;big&amp;gt;&#039;&#039;&#039;[[Evermore Hollow/shop listing 2025 part 1|2025 shop listing - part 1]] &amp;amp; [[Evermore Hollow/shop listing 2025 part 2|part 2]]  &amp;amp; [[Evermore Hollow/shop listing 2025 part 3|part 3]] - Current List&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
** [[Evermore Hollow/shop listing 2024 part 1|2024 shop listing - part 1]] &amp;amp; [[Evermore Hollow/shop listing 2024 part 2|part 2]]&lt;br /&gt;
** [[Evermore Hollow/shop listing 2023|2023 shop listing]]&lt;br /&gt;
** [[Evermore Hollow/shop listing 2022|2022 shop listing]]&lt;br /&gt;
&amp;lt;section end=shoppinglists /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ebon Gate Treasure Trove|Treasure Trove]]===&lt;br /&gt;
Introduced in 2019 to the [[:Category:Ebon Gate Festival|Ebon Gate festival]], Evermore Hollow will feature its own [[Ebon Gate Treasure Trove|Treasure Trove]] raffle area similar to the one found at [[:Category:Duskruin|Duskruin]].&amp;lt;section begin=treasuretrove /&amp;gt;&lt;br /&gt;
* &amp;lt;includeonly&amp;gt;&#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;Treasure Trove lists by year:&lt;br /&gt;
** &amp;lt;big&amp;gt;&#039;&#039;&#039;[[Ebon Gate Treasure Trove/2025|2025 raffle list]] - Current List&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
** [[Ebon Gate Treasure Trove/2024|2024 raffle list]]&lt;br /&gt;
** [[Ebon Gate Treasure Trove/2023|2023 raffle list]]&lt;br /&gt;
** [[Ebon Gate Treasure Trove/2022|2022 raffle list]]&amp;lt;section end=treasuretrove /&amp;gt;&lt;br /&gt;
{{#section:Category:Caligos Isle|eve}} &#039;&#039;&#039;&#039;&#039;- Discontinued after 2022.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Merchant Work and Raffles===&lt;br /&gt;
Merchant week during the festival features many merchants and raffles available to those with a merchant pass.&amp;lt;section begin=merchants /&amp;gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039; announced services and raffles:&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Ebon Gate Festival/services 2025|2025 announced services and raffles]] - Current List&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Festival/services 2024|2024 announced services and raffles]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Festival/services 2023|2023 announced services and raffles]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Festival/services 2022|2022 announced services and raffles]]&amp;lt;section end=merchants /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Automated Services===&lt;br /&gt;
Automated services are those that can be performed without merchant intervention and are done through [[NPC]] interactions.&amp;lt;section begin=automated /&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Incanter&#039;&#039;&#039; - Returning once again to charge [[Intricately painted tin carousel|carousels]], the incanter can be found wandering the grounds.&lt;br /&gt;
* &#039;&#039;&#039;[[EHShop:Quinton Manse|Quinton Manse]]&#039;&#039;&#039; - &#039;&#039;&#039;New in 2022&#039;&#039;&#039;, Quinton Manse features NPCs capable of performing much sought after services.  [[Custom flare messaging|Custom flare certificates]] will be sold here, as well.&lt;br /&gt;
** &#039;&#039;&#039;[[Fusion Shaman]]&#039;&#039;&#039; - Have a great enhancive on a not-so-great item? Tokens found in [[Arena of the Abyss]] grant access to his services, and from there, you can select which enhancive property to convert to a tier 2 [[Fusion#Fusion Orbs|fusion orb]].  He can be found in the &#039;&#039;&#039;Parlor&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;[[Dabbler]]&#039;&#039;&#039; - &#039;&#039;&#039;New to Evermore Hollow&#039;&#039;&#039;, the dabbler can automatically remove properties from equipment, similar to [[Duskruin]].  He can be found in the &#039;&#039;&#039;Eastern Nook&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;[[Gilded locus|Half-elf Traveler]]&#039;&#039;&#039; - Get a locus or upgrade one you currently have.  She can be found at the &#039;&#039;&#039;Garden Fountain&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;Study&#039;&#039;&#039; - [[:Category:Automated Unlocking Certificates|Unlock certificates]] of items previously sold can be purchased here.&lt;br /&gt;
** &#039;&#039;&#039;Sylinar&#039;&#039;&#039; - &#039;&#039;&#039;Returning in 2022&#039;&#039;&#039;, Sylinar is hiding out in the &#039;&#039;&#039;Garden&#039;&#039;&#039; and will be offering the same services he had before, with some improvements:&lt;br /&gt;
*** &#039;&#039;&#039;[[Enhancive services#Permanence|Pemanence]]&#039;&#039;&#039;: make a crumbly enhancive persist - 10,000 soul shards&lt;br /&gt;
*** &#039;&#039;&#039;[[Enhancive services#Max Charge Pool Increase|Charge Pool Increase]]&#039;&#039;&#039;: increase the total charge pool of an enhancive by 10 charges or 10%, whichever is greater - 4,000 soul shards&lt;br /&gt;
*** &#039;&#039;&#039;[[Enhancive services#Recharging|Recharging]]&#039;&#039;&#039;: Recharge an enhancive item by 10 charges up to the item&#039;s maximum - 4,000 soul shards&lt;br /&gt;
*** &#039;&#039;&#039;[[Enhancive services#Removal|Removal]]&#039;&#039;&#039;: Remove a single enhancive property from an item - 10,000 soul shards&lt;br /&gt;
*** &#039;&#039;&#039;[[Enhancive services#Swapping|Swapping]]&#039;&#039;&#039; - Swap enhancives between the listed categories - 10,000 soul shards/&#039;&#039;20,000 soul shards for Aura (to or from)&#039;&#039;{{#section:Enhancive services|swap}}&lt;br /&gt;
** &#039;&#039;&#039;[[Ebon Gate auto flarer|Auto-flarer]]&#039;&#039;&#039; - Debuting in 2018 at [[Caligos Isle]], the auto-flarer grants flares, both scripted and not, to eligible items when presented with an appropriate token and payment. He can be found in the &#039;&#039;&#039;Western Nook&#039;&#039;&#039;. For a list of eligible [[flares]], click &amp;lt;span class=&amp;quot;mw-customtoggle-flares&amp;quot; role=&amp;quot;link&amp;quot;&amp;gt;&#039;&#039;&#039;here&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-flares&amp;quot;&amp;gt;{{#section:Ebon Gate auto flarer|autoflarer}}&amp;lt;/div&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[EHShop:Antiquarian Manor|Antiquarian Manor]]&#039;&#039;&#039; - &#039;&#039;&#039;New in 2022&#039;&#039;&#039;.  Turn your hoards of stashed away alter fodder into items easily stored in the &#039;&#039;&#039;[[Antiquarian&#039;s Apparatus]]&#039;&#039;&#039; to cut down on storage woes.&lt;br /&gt;
** &#039;&#039;&#039;[[PERM-ifier|Permifier]]&#039;&#039;&#039; - The permifier returns to permify [[PERM-ifier#Applicable Items|applicable items]] for soul shards in the Garden.&amp;lt;section end=automated /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Unique Gems===&lt;br /&gt;
To see a list of unique gems exclusive to Evermore Hollow, click &#039;&#039;&#039;[[Evermore Hollow/list of gems|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Storyline Information==&lt;br /&gt;
&amp;lt;section begin=storyline /&amp;gt;&amp;lt;includeonly&amp;gt;* &#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Denizens of Naidem|Denizens of Naidem]] (2022 introduction)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[:Category:The Vistix&#039;s Last Bride|The Last Bride of the Vistix]] (2023)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[:Category:The Ivsenra&#039;s Fate|The Ivsenra&#039;s Fate]] (2024)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[:Category:SPECTRE and SHADOW Conference|SPECTRE and SHADOW Conference]] (2024 and 2025)&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[:Category:Weavers of Arachne|Weavers of Arachne]] (2025)&amp;lt;section end=&amp;quot;storyline&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quest Information==&lt;br /&gt;
Opening in 2022, Evermore Hollow a quest for the &#039;&#039;&#039;[[shadowy leatherbound guidebook|Guidebook to the Unliving]]&#039;&#039;&#039;. &lt;br /&gt;
&amp;lt;section begin=quest /&amp;gt;&amp;lt;includeonly&amp;gt;To view information on the quest, click the link below.&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Evermore Hollow/The Newly Unliving Registry|The Newly Unliving Registry]] Quest.&#039;&#039;&#039; - Obtain the Guidebook to the Unliving.&lt;br /&gt;
&lt;br /&gt;
=== Quest Reward Information ===&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;; &#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;Quest Reward Information&amp;lt;includeonly&amp;gt;&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===  Guidebook ===&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
This Guidebook starts you on your adventures in Naidem by giving you small tasks to complete. Each task unlocks a new chapter in your Guidebook that is designed to ease your transition into this new realm. &#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; Regardless of if you’ve completed the quest, each portal leading to a merchant’s workroom has been equipped with a Monster Bold display of what the merchant is working on, when they started, and how long they will be working.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completing every quest fully unlocks the Guidebook and provides the following:&lt;br /&gt;
* Detailed chapters of about each area in Bittermere Woods, Ember Orchard, Evermore Hollow, Gleyminn Anni River, and Graveyard Temporalis.&lt;br /&gt;
* Your book now becomes a guide to working merchants during Service Week.&lt;br /&gt;
* Your book now tells you what each merchant is working on and when they started.&lt;br /&gt;
* Your book now becomes a guide to all currently running raffles.&lt;br /&gt;
* Your book now teleports you to the shop of a working merchant (PnC only).&amp;lt;section end=quest /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Information==&lt;br /&gt;
===Key Locations===&lt;br /&gt;
&amp;lt;section begin=keyloc /&amp;gt;&amp;lt;includeonly&amp;gt;* &#039;&#039;&#039;Evermore Hollow Key Locations&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
====Quest-Related====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; width=30%&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|+ style=&amp;quot;text-align: left&amp;quot; | &#039;&#039;&#039;Quest-Related&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Quest Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich Room Number&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Room ID&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Newcropolis || Sonreeva, Mausoleum || 32213 || 8083347&lt;br /&gt;
|- &lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Spook Pin || Town Hall, Spookorium || 31813 || 8084003&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Guidebook Quest || Town Hall, Hallway || 32200 || 8084004&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
====Games====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; width=30%&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|+ style=&amp;quot;text-align: left&amp;quot; | &#039;&#039;&#039;Games&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Game&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich Room Number&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Room ID&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Trick or Treat]] || Endeltime Estates, Neighborhood || 31980 || 8086199&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Herb Hunt]] || The Garden Shack || 31978 || 8086350&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Arena of the Abyss]] || Arena of the Abyss, Influx || 28549 || 8225001&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Undergrowth of Bittermere Woods]] || Bittermere Woods || || 8083284&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
====Fishing====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; width=30%&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|+ style=&amp;quot;text-align: left&amp;quot; | &#039;&#039;&#039;Fishing&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Fishing Location&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Fishing Area Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich Room Number&lt;br /&gt;
! scope-&amp;quot;col&amp;quot; | Room ID&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Gleyminn Anni River, Island || Stream of Reflections || 31834 || 8083431&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Gleyminn Anni River, Shore || Moss Pond || 32073 || 8083432&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Gleyminn Anni River, Rocky Path || Misty Waters || 31846 || 8083429&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Gleyminn Anni River, Shore || Mold Marsh || 32074 || 8083430&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
====Nodes====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; width=30%&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|+ style=&amp;quot;text-align: left&amp;quot; | &#039;&#039;&#039;Nodes&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich Room Number&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Room ID&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [Evermore Hollow, Jester&#039;s Court] || 31567 || u8083006&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [Evermore Hollow, Fallen Court] || 31561 || u8083007&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [Evermore Hollow, Fate&#039;s Fire] || 31591 || u8083010&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [Evermore Hollow, Nature&#039;s Glade] || 31571 || u8083008&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [Evermore Hollow, Noble Guardian] || 31603 || u8083009&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [Fate&#039;s Barrow] || 31771  ||&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [Bittermere Woods, Convergence] || 31660 || &lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [Bittermere Woods] || ||u8083286&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
====Automated Services====&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable alternating&amp;quot; width=30%&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|+ style=&amp;quot;text-align: left&amp;quot; | &#039;&#039;&#039;AutomatedServices&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Service&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Room Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Lich Room Number&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Room ID&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Bank || [Otherworldly Wealth, Lobby] || 31775 || 8084062&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Enhancive Swap || [Quinton Manse, Hedged Garden] || 32076 || 8084687&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Flare Additions || [Quinton Manse, Western Nook] || 31773 || 8084686&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Gem Pile || [Antiquarian Manor, Showroom] || 31755|| 8084696&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Gilded locus]] || [Quinton Manse, Garden Fountain] || || 8084689&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Permifier || [Antiquarian Manor, Garden] || 31606 || 8084692&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Soul Shard Exchange || [Gavelsdown Hall, Sitting Room] || 31576 || 8084015&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Wishing Well || [Bittermere Woods, Convergence] || 31660 || 8083262&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;section end=keyloc /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Souvenir===&lt;br /&gt;
{{addmetext}}&lt;br /&gt;
&lt;br /&gt;
===Pricing===&lt;br /&gt;
&amp;lt;section begin=pricing /&amp;gt;&amp;lt;includeonly&amp;gt;* &#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:&amp;lt;/includeonly&amp;gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Activity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Item(s)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Length&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Applicability&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | Merchant Pass || Ebon Gate service pass || 3000 [[SimuCoin]]s|| Event Duration&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;&amp;amp;dagger;&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt; || Character &amp;lt;br&amp;gt; 10 Characters for Platinum&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Arena of the Abyss]]&amp;lt;br&amp;gt;[[Sonreeva]] || an enruned stone cube* || 10 SimuCoins  || 5 rounds or death/surrender || Per Entry&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;rowgroup&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Undergrowth of Bittermere Woods]] || an enruned stone cube* || 10 SimuCoins || 1 task || Per Entry&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;rowgroup&amp;quot; rowspan=&amp;quot;6&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Trick-or-Treat]]&amp;lt;br&amp;gt;[[Herb Hunt]] || a gilded copper barrel key (1 entry) || 100 SimuCoins || rowspan=&amp;quot;6&amp;quot; | 10 &amp;quot;treats&amp;quot; || rowspan=&amp;quot;6&amp;quot; | Per Entry&lt;br /&gt;
|-&lt;br /&gt;
| a gilded ivory barrel key (10 entries) || 1000 SimuCoins&lt;br /&gt;
|-&lt;br /&gt;
| a gilded silver barrel key (25 entries) || 2500 SimuCoins&lt;br /&gt;
|-&lt;br /&gt;
| a gilded laje barrel key (50 entries) || 5000 SimuCoins&lt;br /&gt;
|-&lt;br /&gt;
| a gilded alum barrel key (100 entries) || 10000 SimuCoins&lt;br /&gt;
|-&lt;br /&gt;
| a gilded vaalin barrel key (250 entries) || 25000 SimuCoins&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | [[Fishing]] || style=&amp;quot;text-align: center&amp;quot; | - ||50 [[soul shard]]s || Fish is caught or person leaves area || Per Entry&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:&amp;lt;/includeonly&amp;gt;&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;&amp;amp;dagger;&amp;lt;/sup&amp;gt; The merchant event is scheduled to be 7 days in each instance (Prime and Plat) as noted in the schedule, but the pass is set up for the duration of the event to cover any mishaps or re-scheduling.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;:&amp;lt;/includeonly&amp;gt;&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The base item is the same, however &amp;quot;an enruned stone cube&amp;quot; is available in 1, 10, 50, 100, and 250 count entries.&amp;lt;/small&amp;gt;&amp;lt;section end=pricing /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Title System|Titles]]===&lt;br /&gt;
Titles have been made available for contest winners.&lt;br /&gt;
&amp;lt;section begin=egtitles /&amp;gt;&lt;br /&gt;
{| &amp;lt;noinclude&amp;gt;class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-titles&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap; text-align:left;&amp;quot; | To view the lists of potential titles, click &amp;lt;span class=&amp;quot;mw-customtoggle-titles&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;&#039;&#039;&#039;here&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| scope=&amp;quot;row&amp;quot; role=&amp;quot;rowheader&amp;quot; | &#039;&#039;&#039;Contest Titles&#039;&#039;&#039;&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
| {{#section:Event titles|ebongate}}&lt;br /&gt;
|}&amp;lt;section end=egtitles /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Announcements and Teasers===&lt;br /&gt;
&amp;lt;section begin=announcements /&amp;gt;&amp;lt;includeonly&amp;gt;* &#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;[[Ebon Gate Festival/saved posts 2025|2025 announcements]] - Current List&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Festival/saved posts 2024|2024 announcements]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Festival/saved posts 2023|2023 announcements]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Festival/announcements 2022|2022 announcements]]&amp;lt;section end=announcements /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[TownCrier]] Articles===&lt;br /&gt;
&amp;lt;section begin=towncrier /&amp;gt;&amp;lt;includeonly&amp;gt;* &#039;&#039;&#039;Evermore Hollow&#039;&#039;&#039;&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[The Ebon Gate FAQ for Evermore Hollow]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate 2024 Quick Reference Shop Index]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Teasers Archive by The TownCrier/2024|TownCrier list of teasers - 2024]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate 2024 Buyer&#039;s Choice]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate 2023 Quick Reference Shop Index]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Teasers Archive by The TownCrier/2023|TownCrier list of teasers - 2023]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate 2023 Buyer&#039;s Choice]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate Teasers Archive by The TownCrier/2022|TownCrier list of teasers - 2022]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate 2022 Buyer&#039;s Choice]]&lt;br /&gt;
&amp;lt;noinclude&amp;gt;*&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;**&amp;lt;/includeonly&amp;gt;[[Ebon Gate 2022 Quick Reference Shop Index]]&amp;lt;section end=towncrier /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Player-Created Content===&lt;br /&gt;
* [[An Illustrated Guide to Elanthian Flora - Naidem]] by [[Alisaire (prime)|Alisaire Frey]]&lt;br /&gt;
&lt;br /&gt;
===Artwork Archive===&lt;br /&gt;
* [[:Category:Evermore Hollow artwork#Yearly Promotional Artwork|Promotional Artwork]]&lt;br /&gt;
* [[:Category:Evermore Hollow artwork##Maps|Player-created Maps]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Ebon Gate Festival]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gswiki_talk:Requests&amp;diff=247460</id>
		<title>Gswiki talk:Requests</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gswiki_talk:Requests&amp;diff=247460"/>
		<updated>2025-10-14T18:40:31Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Wehnimer&amp;#039;s Landing elections */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wehnimer&#039;s Landing elections ==&lt;br /&gt;
&lt;br /&gt;
[[:Category:Wehnimer&#039;s Landing politics]] is a couple years out of date. Could it be updated with the current mayor and council/envoy positions? [[User:ZHOUY1|ZHOUY1]] ([[User talk:ZHOUY1|talk]]) 13:40, 14 October 2025 (CDT)&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ebon_Gate_2025_Quick_Reference_Shop_Index&amp;diff=247400</id>
		<title>Ebon Gate 2025 Quick Reference Shop Index</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ebon_Gate_2025_Quick_Reference_Shop_Index&amp;diff=247400"/>
		<updated>2025-10-13T03:15:50Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Added Splatterwing Forge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|author-displayed=[[TownCrier]]&lt;br /&gt;
|author=Various&lt;br /&gt;
|date=2025-10-10&lt;br /&gt;
|updated=2025-10-10&lt;br /&gt;
|topic=Ebon Gate&lt;br /&gt;
}}&lt;br /&gt;
This is a handy quick reference to find the thing you are looking for in the 60-some [[Bloodriven Village/shop listing August 2025|Shops at Bloodruin Village]]. &amp;lt;!-- If you&#039;re looking for the favorite recommended buys this event, see the [[Buyer&#039;s Choice - Duskruin August 2025]]. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Map room numbers/id and Lich room numbers should be in the information for each shop on their page when you follow the link.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PRO TIP: If you use Lich, and your mapdb is updated, ;go2 already knows the name of all these shops, no room numbers are needed: ;go2 heady spirits&lt;br /&gt;
&lt;br /&gt;
All shops linked to their complete info and inventory page here at the wiki.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;New Shops may have their contents and/or their shop page delayed. We&#039;ll fix it up as the information is made public.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shop names in bold&#039;&#039;&#039; are new this run.&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no last appearances announ ced for any shop this time.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|style=&amp;quot;width: 30%;&amp;quot;| &#039;&#039;&#039;SHOP NAME&#039;&#039;&#039; ||style=&amp;quot;width: 70%;&amp;quot;|&#039;&#039;&#039;FEATURING&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:A. B. Witching|A. B. Witching]]||[[Breath Mints]], [[Cigar]], [[Gloumerrick book]]s, [[Matchlight Tattoo Ring]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Adorned Endearment|Adorned Endearment]]||Gems, [[Ear Candy]], Jewelry, IACL, [[IACL items|Illegal Alter Clothing Line]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:All Dogs Go To Naidem|All Dogs Go To Naidem]]||WerePuppy, [[WerePuppy Toy]] , puppy [[Knitting needles]], [[WerePuppy Clothes]], [[Magic Item Creation (420)|blank imbeddables]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:All Fingers and No Crumbs|All Fingers and No Crumbs]]||[[Small Diner&#039;s Board]], menu, food, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Antiquarian Manor|Antiquarian Manor]]||rare materials, [[Alter fodder]], [[Antiquarian&#039;s Apparatus]], , The Gem Pile (Lich room 31755), storage, gems, elesine, ghezyte, [[PERM-ifier|Permifier]], obelisk&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Any Way You Wand It|Any Way You Wand It]]||magic imbed, wands, spells, bravery, strike, invisibility, potions, wand, [[Wand-holding container]], wand harness, unlocks, storage, [[Wand Combiner]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Armaments of the Destroyer|Armaments of the Destroyer]]||[[Voln armor]] and unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Art of the Drapery|The Art of the Drapery]]||champagne, wine, [[Diverse Drapes]] clothing, unlocks, gowns, drapes, overlays, train, veil, bustle, interchanges with Dapper Drapes, attachments&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Beneath the Philtrum|Beneath the Philtrum]]||[[Lip Gloss by Naidem]], cosmetics, makeup, lip shapes, features, the cosmetics --inator, bundler, cosmetics case&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Beyond the Graver|Beyond the Graver]]||[[Ancestral Assistant]], forging, weapon, modification, design, alteration, tool, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Blood Red Hand|The Blood Red Hand]]||[[The Blood Red Hand]], ferocious fingers, hands, verbs, roleplay, gloves, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Borrowed Plumes|Borrowed Plumes]]||[[Borrowed Plumes Masque]], mask, feature worn, stick&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Both Sides Now|Both Sides Now]]||[[Reversible Garment]] clothing, reversible, reversible garment&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Buckle Up|Buckle Up]]||[[Swappable Belts and Buckles]], buckle, belt,swap,swappable&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:A Burning Desire|A Burning Desire]]||[[Sacred Flame Oil Lamp]], [[Sacred Flame Lamp Oil]], lamp oil, scented, lamp,oil&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Chapel of Fading Moments|Chapel of Fading Moments]]||**New Shop!! Has: Of the Cloth, [[Of the Faith Collection]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Chimes in the Mist|Chimes in the Mist]]||[[Bell scripts|Belled Clothing]] and Nomad Bells&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Cloak and Mirrors|Cloak and Mirrors]]||**New Shop!! Has: [[Illusion prop]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Cloaked Eclipse|The Cloaked Eclipse]]||[[Moth Cloak]], butterfly cloak&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Collectors Calamity|Collectors Calamity]]||gem cutter [[Pattern Holder]], [[Gem-in-ator]], crafter&#039;s caboodle, storage&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Conjured Couture|Conjured Couture]]||makeup, [[Makeup 2.0]], [[Veola]], hat&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Cooktop Conundrums|Cooktop Conundrums]]||[[Portable stove]], cooking, chef, food&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Covert Creatures|Covert Creatures]]||[[Covert Creatures]], unlock, costume, push replicated bug, creature, clothing&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Cozy Little Friends|Cozy Little Friends]]||Pets, [[Mandrake pet]], [[Dragonfly pet]], [[Cat pet]] the pet cat by Retser&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Cutting a Figure|Cutting a Figure]]||**New Shop!! Ala Yfane ... but for a Doublet! the [[Corset vest]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Dancing Death Dirge|The Dancing Death Dirge]]||[[Ebon Gate Music Box]], music box&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Derelict Abbey|Derelict Abbey]]||[[Chrismarium]], chrism, store charges&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Diabolically Chained|Diabolically Chained]]||Globus Naidem Runestaff, Demonic Dread Flares&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Discerning Stitch|Discerning Stitch]]||Dapper Drapery, men&#039;s Drapable garments, interchanges with Diverse Drapes, Art of the Drapery, half cape, pauldron, cuff, cravat, attatch&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Domicile of the Shapers|Domicile of the Shapers]]||**New Shop!! Home of the new [[Levielthar]] material. OHE weapons, Spears, boss, crossbow, fist-scythe, katar. Disintegration flares, and other properties&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Don&#039;t Bug Me|Don&#039;t Bug Me]]||[[Beard Bugs]], unlock, beard clip, insect, bugs, beard bugs&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Drowned Dreams Curiosities|Drowned Dreams Curiosities]]||Armor from rusalkysk, transmute, rusalkoren, rusalkita, material, armor, brine flares, tidal wave flares, [[Rusalkan]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Eaux de Joy|Eaux de Joy]]||**New Shop!! Simple clothing, formal attire, [[Nail polish]], [[Perfume]], free snacks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Elemental Embellishments|Elemental Embellishments]]||elemental themed jewelry, zesty, messaging, elements&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Ember Ridge Candy Apple Shop|Ember Ridge Candy Apple Shop]]||candy apple, toppings, dips&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Ember Ridge Cider House|Ember Ridge Cider House]]||Make your own fresh pressed cider&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Entranced|Entranced]]||[[Eyes of the Arkati]] visions, eyes, disks, divinationm, scrying bowls, unlocks for scrying bowls,&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Familiar Phantom|The Familiar Phantom]]||[[Wizard Familiar Talisman|Familiar Talismans for Wizards]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Fancy Wishbones|Fancy Wishbones]]||Home to [[Illusion Pets]], pet, illusions&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Farain&#039;s Shack|Farain&#039;s Shack]]||[[Shock Weapon]]s, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Fiendish Phantomes|Fiendish Phantomes]]||[[Book Buddies]], books as pets&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Filigree and Whorls|Filigree and Whorls]]||[[Naidem Mask]], unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Final Iteration|The Final Iteration]]||[[Runestone carver]], [[Imbue box]], [[Gold Ring Box]], customize your gold ring look&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Flasked with a Purpose|Flasked with a Purpose]]||[[Flask belt]], [[Drink container]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Flightless Dragonfly|Flightless Dragonfly]]||[[Winged wear]], clothing, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Fortified|Fortified]]||[[Twisted armor]], Vacuum, Fire, Frost, Cold, Flares&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Four Humours|The Four Humours]]||[[Bloodletting Bowl]], bloodletter, [[Bloodletting Leech Jar]], leeches, lancets&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Fresh from the Coven|Fresh from the Coven]]||[[Chatelaine]], and unlocks for them. Also: [[I Dream of Geology Series}} Pliers for chatelaines,  [[Superspecs]] glasses, and glasses. unlocks, Weaveable Tool Shears, Perfume, thimbles,&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Ghastly Groceries|Ghastly Groceries]]||groceries, grocery, ingredients, food&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Ghostly Lotus|The Ghostly Lotus]]||[[Origami]], Origami paper, unlocks, Origami Kits, Origami Master&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Glass House|The Glass House]]||[[Sirenglass]] Runestaff Zests, actions&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Glisten and Gleam|Glisten and Gleam]]||Gems, uncut, shiny!&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Gnome Depot|The Gnome Depot]]||[[Gem-eater Eisenruck]], [[Glyph Adorned Baldric]], [[Ivory Adorned Baldric]], [[Sigil Adorned Baldric]], [[Topaz Adorned Baldric]], [[Quartz Orb Baldric]] [[Gnomish Repair Toolbelt]], logic enhancive cog&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Goblin King Dolls|Goblin King Dolls]]||[[Whodoo Doll]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Gouged Heart|The Gouged Heart]]||[[Forging]], glyphs [[Forging Gouge]], unlock, bug, customize, hilt&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Haunted Waters Artifacts|Haunted Waters Artifacts]]||Weapons of the material with Tidal Flares, Brine of the Rusalka flare: rusalkoren, [[Rusalkan]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:House of Twilight|House of Twilight]]||[[Hidden Dagger Harness]], [[Cigar Sling]], [[Invisibility Sphere]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Icewild Hall|Icewild Hall]]||Terinan Collection, gown, clothing, accessorized and combined items,  AYRWT?, [[AYRWT?|Are You Really Wearing That?]] clothing line&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Illusory Dreams|Illusory Dreams]]||Dreamfire illusion bracelets, [[Dreamfire Panel Bracelet]], unlocks, panels, panel storage, stock panel display&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Imprinter&#039;s Studio|The Imprinter&#039;s Studio]]||[[Dreamfire Panel Bracelet]] Portrait Panel Artist, customizer&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:In the Bag|In the Bag]]||[[Trick-or-Treat bag]], for your candy, storage, sorting&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Innoscents Lost|Innoscents Lost]]||[[Auto-Perfumer]], unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Ironmonger&#039;s Smithy|Ironmonger&#039;s Smithy]]||[[Blacksmith&#039;s Companion]], unlocks, forging, weapon, names, looks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:It&#039;s to Pie For|It&#039;s to Pie For]]||Cooking recipe cards, cooking, [[Cooking tool]], cooking implements, pies&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Jolly Jinglers|Jolly Jinglers]]||**New Shop!! Jester Outfit, [[The Jolly jingler ensemble]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Kettle Black|Kettle Black]]||[[Popcorn Kettle]]s, unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Kreapy&#039;s Krawliez|Kreapy&#039;s Krawliez]]||[[Creepy-Crawly Jar]], unlock, tapeworm, maggots, bat, eyeballs, etc&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Lacquered Ungues|Lacquered Ungues]]||[[Nail polish]], [[Nail Polish Holder]], nail shapes, features&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Luck of the Draw|Luck of the Draw]]||Tricks and Games, [[Portable darkbox]], [[Trick Cards]], candy, food, [[Breath Mints]], [[Water-squirting fish pin]], Trick [[Exploding cigar]], balloon, [[Inflated bladder toy]], [[Inflatable Rolton Intestine]], [[Bloody trick dagger]], Fake Blood for the dagger, [[Kick Me sign]], hug me signs, [[Two-headed coin]], [[Sleight of Hand]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Market Makers|Market Makers]]||[[Market Stall]]s, unlocks, Hawker Unlock in 2024&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Masqued Intentions|Masqued Intentions]]||[[Possessed Mask]], magic imbeds, crystal, spells, egg&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Materials Maketh Man|Materials Maketh Man]]||fabric, cobbling, [[The Fabricator]], bundlerm unlock&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Moorlyn Cottage|Moorlyn Cottage]]||ruff, [[Neck ruff]], sleeve, [[Fun Hat]]s, amadis sleeves&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Name of Thrones|Name of Thrones]]||mount names, rename mounts, [[Potion of Naming]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Nana&#039;s Notes|Nana&#039;s Notes]]||cookbook, [[Recipe book]], cooking&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Neither Here Nor There|Neither Here Nor There]]||**New Shop!! Home to the new material, [[Liminalium]], transmutate, unlock, armor: plate, studded lether, brigandine armor, chain mail, double chain, augmented chain, chain hauberk, metal breastplate, augmented breastplate, doubles, full, light leather, robes&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Nereid&#039;s Voice|Nereid&#039;s Voice]]||[[Instrument messaging ocarina]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Nether and Void|Nether and Void]]||[[PeakyWear]], clothing&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Nightfire Brews|Nightfire Brews]]||food, scones, tea leaves, drink container, tea kettle, coffee press, tea room, bakery&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Old Ossuary|Old Ossuary]]||[[Scrimshaw Knife]], unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Other Daughter|The Other Daughter]]||[[Disguise Elixir item]]s, race, gender, [[Illusion prop]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Peace of Mind|Peace of Mind]]||[[Chrism holder]]s: Fobs, Pocket chains, pin, handflower&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Pierced Veil|Pierced Veil]]||[[Piercing Kit]], [[Flippable piercing jewelry]], jewelry&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Piper&#039;s Peepers|Piper&#039;s Peepers]]||[[Jeepers Creepers]] spyglasses, unlocks, bird cage strage, feather holder storage sash or boa&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Playful Prisms|Playful Prisms]]||Home of [[Kaleidoscope Toy|Kaleidoscopes]] and [[Juggling Orb]]s&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Preserving Breads|Preserving Breads]]||[[Basketifier]], unlock, food, preserve, unlimited&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Quinton Manse|Quinton Manse]]||Unlock certificates from past EG/events [[The Old One-Two]] UAC Footwrap, [[Eviscerating Knife]], [[Ribbonator 2000]], [[Aldoran Sandals]] of Velathae, [[Nalfein Black Rose Deck]], [[Of the Faith Collection]], [[Wingsong Collection]] Dragonfly Festival Cloak, Wrap-Skirt, and Saephua, [[Mourning Appeal flower]]s, [[Thelsia Jewelry Box]],  [[Plumed Do-Hickey|Plumed Hair Do-Hickey]], [[Hair bauble]], [[Tonsorial Tricks Razor]], [[Globus Elanthias]] Runestaff, [[Voln armor]], [[Stufimal]], [[BeardBugs Beard Clip]], [[Talking parrot|Talking/Mechanical Parrot]], [[Zetoile Toy]], [[Un(refined) gown]], [[Spiffy jacket]], [[Bone Shaman Clothing]], [[Petticoats]], [[Siolan weapon]], [[Erithi Teabowl]], [[Twisted weapon]], [[Arkati Sigil]], [[Kokia Belt]], [[Metallic gown]]s. [[Yansio clothing]].[[Beatie Baby]].&amp;lt;BR /&amp;gt;&#039;&#039;&#039;BUY Items/services:&#039;&#039;&#039;&amp;lt;BR /&amp;gt;Food, [[Fusion shaman]], Sylinar, enhancives, enhancive services, enhancive swapping, flare tokens, [[Custom flare messaging]], [[Ebon Gate auto flarer]], autoflarer, [[Necrotic Ring]] Recharge Substance, The [[Dabbler]] properties stripper (a diminutive korrigan)&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Rack &#039;Em Up|Rack &#039;Em Up]]||[[Fletching]]s, Fletching Paint, Fletching Paintstick&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Rodnir&#039;s Bait and Tackle|Rodnir&#039;s Bait and Tackle]]||[[Super-Fish-All Tackle Box]], [[Fishing]], fishing supplies, rod, line, sinker, lure, [[Bugs 2 Lure Jig]], Fish unlock for Jeepers Creeper&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Roof Over|The Roof Over]]||[[Private property]] items, garden, flora, capacity, keyless entry, foraged item prop, window, glass&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Rub-a-Dub-Dub|Rub-a-Dub-Dub]]||[[Fluffy Towel]], [[Portable Tub]]s and Wash Basins, soap, spell imbed, portable wash basin, tub&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Scales and Shadows|Scales and Shadows]]||**New Shop!!  [[Cursed Armor]] &lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Shadowplay|Shadowplay]]||[[Shadowplay Gown]]s, gown unlock, light, shadows, dark, [[Lip gloss]], and now the [[Shadowplay Doublet]], too.&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Sheets Gone Wild|Sheets Gone Wild]]||Mount Costumes&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Sizzle and Spice|Sizzle and Spice]]||[[Frying Pan]]s for cooking, [[Seed Vault]]s, bundler, seed-inator, [[Dawdly Magic Pot]], Dawdley Pot, Skillet Unlocks for cheese added in 2024&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Sleightest Hand|Sleightest Hand]]||[[Waggling Gloves]], loresong, unlock&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Smoldereye Lodge|Smoldereye Lodge]]||[[Premium teleportation jewelry]], transport, fwi, haunted, grounded, naidem flavoring&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Sockpuppetry|Sockpuppetry]]||**New Shop!! [[Sockpuppet]]s - your hands have never had this much fun with a puppet, or a sock! plus [[Spell Book]] unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Something Borrowed|Something Borrowed]]||**New Shop!! The Consummate [[Groomsmen&#039;s Jacket]] and [[Groomsmen&#039;s Pants]], [[Maid of Honor Dress]], [[Maid of Honor Corset]], [[Floral Snips]], [[Hair flower]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Sorrowwood Crypt|The Sorrowwood Crypt]]||Home of [[GHOUL]], with daubers and folios for sale, Bingo, game cards&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Sounds Beyond|Sounds Beyond]]||[[Noise Contraption]] and unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Sparked Interest|Sparked Interest]]||**New Shop!! [[Twisted kicks]], UAC boots, Twisted armaments, lightning flares, Lightning Edition, unlcks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Spider Johnn&#039;s Tin Smoke Box|Spider Johnn&#039;s Tin Smoke Box]]||tobacco, pipe tobacco, tins, [[Tobacco box]], wrappers, rolling, [[Matchbook]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Splatterwing Forge|Splatterwing Forge]]||**New Shop!! Insect bane weapons&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Starlit Cavern|Starlit Cavern]]||[[Spider bag]]s, and return of the [[Ghule]] Line: Ghule broomstick, Ghule Whip, Ghule Hat, Ghule Claws, Ghule Ring,Ghule Cloak, Ghule Fangs&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Stay Tuned|Stay Tuned]]||[[Instrument Strap]], [[Fanciful music case]], instrument case, plectrum, [[Ghostly instrument]] pins&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Stillwater Timber|Stillwater Timber]]||**New Shop!! [[Lumber Locker]] and woods for alter fodder&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Such Sights To See|Such Sights To See]]||**Unknown&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Symbolization|Symbolization]]||**New Shop!! with updated [[Weatherby Symbol]], arkati, chrism holders, tiers&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Templeton Shor&#039;toes&#039; Sugars|Templeton Shor&#039;toes&#039; Sugars]]||[[Baker&#039;s Case]], [[Bittle Frosting]], tips, bundler, [[Frosting Bucket]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Threads of the Widow|Threads of the Widow]]||**New [[Metallic gown]] and the all new [[Metallic doublet]], clothing&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Tippy Toes|Tippy Toes]]||[[Cobbling]] silk screen, leather tool, uppers, custom, cobbling lace scissors, dye, ribbon&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Tooth and Claw|Tooth and Claw]]||[[Tooth Extractor]], tooth keys, letting you weave teeth that you skin into things&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Twisted Glory|Twisted Glory]]||[[Twisted weapon]]s and unlocks. Lightning, [[Twisted armor]], Lightning, and unlocks. [[Twisted shield]], Lighning, and unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Twisted Hovel|Twisted Hovel]]||**New Shop!! [[Twisted kicks]], unlocks, Vacuum flares, uac, fire flares,&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Twisted Infusions|Twisted Infusions]]||**New Shop!! Unlock certificates for adding Twisted Armaments, the Drake Claidhmore, Twisted claidhmore&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Twisted Lodge|Twisted Lodge]]||[[Twisted shield]]s, unlocks, Vacuum, Fire, Cold, flares&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Twisted Ways|Twisted Ways]]||[[Twisted weapon]]s and unlocks, &lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Two-Headed Dog|The Two-Headed Dog]]||pauldron, [[The Monster-Headed Pauldron]], spaulder, unlocks, worn location unlock&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Uncouth Wallflower|The Uncouth Wallflower]]||[[The Uncouth Wallflower Gown]], clothing, dress unlocks, ribbon,  cobbling dye, and the all new [[Uncouth Wallflower Doublet]]&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Unholy Chapel|The Unholy Chapel]]||**New Shop!!! [[Unholy Weapon]], unlocks&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:A Vague Inkling|A Vague Inkling]]||[[Discreet container]] (not fully unlocked), inks, nibs, pens, invisible ink&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Vamped Vault|The Vamped Vault]]||[[Creepy stole]], [[Holey Pants]], [[Hips Don&#039;t Lie Dancing Scarves]], Scarf&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Walking Deadwood|Walking Deadwood]]||**New, Unknown so far&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Whispering Pages|Whispering Pages]]||[[Gloumerrick book]]s, Titles: Lantern of the Ferryman, Harvest Luminary Festival, Denizens of Naidem, a visit from Zenuoie, Tale of the Doomicorn, The Last Wedding of Vistix Akrath - A draugr Fairytale, The Mandrake and the Witch&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Wild Flailings|Wild Flailings]]||[[Pinata]]s, unlocks, stick, baton, rod, party&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Winning Shriek|Winning Shriek]]||The Dead Hand Card Game, find cards, case, card decks, collect, turn in&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Witching Flower|The Witching Flower]]||[[Weaving]], weavable, woven, weaving, items, weaving tote, weavable tools, shears, laethe, belt, lathe&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Witching House|The Witching House]]||[[Perfume]], [[Perfuminator]], unlock, food, drink, blood, wine&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:The Witch&#039;s Garden|The Witch&#039;s Garden]]||[[Forager&#039;s Vasculum]], unlocks, herb, pluck, bundler, foraging items, foraged things, smudge stick, [[Forager&#039;s Gloves]], unlock, gloves, [[Fancy Coat]], fancy coat adornment&lt;br /&gt;
|-&lt;br /&gt;
|[[EHShop:Within Harm&#039;s Reach|Within Harm&#039;s Reach]]||[[Modular Neck Sheath]], unlocks, [[Stylized Edge Weapons]], invisibility sphere&lt;br /&gt;
|}&lt;br /&gt;
[[Category: TownCrier]]&lt;br /&gt;
[[Category: Ebon Gate]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Intensity_(1130)&amp;diff=246944</id>
		<title>Intensity (1130)</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Intensity_(1130)&amp;diff=246944"/>
		<updated>2025-10-10T03:04:59Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Remove expired play.net link and restore the original official spell description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spell&lt;br /&gt;
 | mnemonic = INTENSITY&lt;br /&gt;
 | base_dur = 2 hours&lt;br /&gt;
 | add_dur = +60 sec per [[Empath Base|Empath]] rank&lt;br /&gt;
 | span = [[Stackable]]&lt;br /&gt;
 | type = Offensive&lt;br /&gt;
 | subtype = [[Attack Strength|AS]], [[DS]]&lt;br /&gt;
 | weapon = None&lt;br /&gt;
 | enhancement = +20 AS &amp;amp; +20 DS&lt;br /&gt;
 | requirements = None&lt;br /&gt;
 | availability = [[Self-cast]]&lt;br /&gt;
 | navigation = {{Empath base navigation}}&lt;br /&gt;
}}&lt;br /&gt;
This spell allows the [[Empath]] to increase their intensity by providing +20 to both [[Attack Strength]] and [[Defensive strength|Defense Strength]] (Bolt, Melee, and Ranged AS/DS), +1 AS/DS for every two Empath spell ranks known beyond 30, capped at level.&lt;br /&gt;
&lt;br /&gt;
The maximum bonus at level 100 is +55 to AS and DS.&lt;br /&gt;
&lt;br /&gt;
This spell is [[selfcast]] only.&lt;br /&gt;
&lt;br /&gt;
==Messaging==&lt;br /&gt;
&lt;br /&gt;
Spell Starting:&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
You feel an intense resolve fill your mind, and concentrate on improving your efforts to guard yourself.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre{{log2|margin-right=400px}}&amp;gt;&lt;br /&gt;
Caster gets an intense expression on his face.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Defensive Spells]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Races_and_Cultures&amp;diff=246925</id>
		<title>Category:Races and Cultures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Races_and_Cultures&amp;diff=246925"/>
		<updated>2025-10-09T22:08:01Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Add subsection for culture and use clearer wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC limit|2}}&lt;br /&gt;
==PC Races==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable pull-right&amp;quot; style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #C7C5AC; text-align: center;&amp;quot; | [[File:Human1.gif|link=Human]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Giantman1.gif|link=Giantman]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Halfkrolvin1.gif|link=Half-Krolvin]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Darkelf1.gif|link=Dark elf]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Elf1.gif|link=Elf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Halfelf1.gif|link=Half-elf]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Sylvankind1.gif|link=Sylvankind]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Burghalgnome1.gif|link=Burghal gnome]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Dwarf1.gif|link=Dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Forestgnome1.gif|link=Forest gnome]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Halfling1.gif|link=Halfling]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Aelotoi1.gif|link=Aelotoi]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Erithian1.gif|link=Erithian]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At character creation, player characters may select any of the thirteen playable races:&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Giantman]]&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Elf]]&lt;br /&gt;
*[[Half-Elf]]&lt;br /&gt;
*[[Dark Elf]]&lt;br /&gt;
*[[Sylvankind]]&lt;br /&gt;
*[[Burghal Gnome]]&lt;br /&gt;
*[[Forest Gnome]]&lt;br /&gt;
*[[Half-Krolvin]]&lt;br /&gt;
*[[Aelotoi]]&lt;br /&gt;
*[[Erithian]]&lt;br /&gt;
&lt;br /&gt;
For the effects of a character&#039;s race, see the list of &#039;&#039;&#039;[[race modifiers]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Cultures===&lt;br /&gt;
&lt;br /&gt;
Once a race has been selected, a character may optionally choose a &#039;&#039;&#039;[[culture]]&#039;&#039;&#039;, which indicates the shared background of various population groups. Some cultures are specific to the selected race, while others may be available to multiple races due to a common history.&lt;br /&gt;
&lt;br /&gt;
If no culture was chosen at character creation, a character may at any time set it in game.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==NPC Races==&lt;br /&gt;
&lt;br /&gt;
There are many other races that inhabit Elanthia. While player characters may not choose any of these as their background, they can appear as NPCs.&lt;br /&gt;
&lt;br /&gt;
===Terrestrial - Independent ===&lt;br /&gt;
*[[kobold]]&lt;br /&gt;
*[[goblin]]&lt;br /&gt;
*[[krolvin]]&lt;br /&gt;
*[[reiver]]&lt;br /&gt;
*[[hisskra]]&lt;br /&gt;
*[[shan]]&lt;br /&gt;
*[[gigas]]&lt;br /&gt;
*[[Iyo]]&lt;br /&gt;
&lt;br /&gt;
===Terrestrial - The Grimswarm===&lt;br /&gt;
*[[orc]]&lt;br /&gt;
*[[ogre]]&lt;br /&gt;
*[[troll]]&lt;br /&gt;
*[[giant]]&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
*[[cave gnome]]&lt;br /&gt;
*[[gnoll]]&lt;br /&gt;
*[[grutik]]&lt;br /&gt;
*[[kiramon]]&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
*[[triton]]&lt;br /&gt;
*[[nereid]]&lt;br /&gt;
*[[Acqsael]]&lt;br /&gt;
&lt;br /&gt;
===Extraplanar===&lt;br /&gt;
*[[ithzir]]&lt;br /&gt;
*[[Vvrael]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[ALTER (verb)#ALTER_21: Professional and Racial Item Descriptors | Race capitalization guide]]&lt;br /&gt;
* [[Race/saved posts|Saved posts]] (most are out of date)&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Character_creation&amp;diff=246924</id>
		<title>Character creation</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Character_creation&amp;diff=246924"/>
		<updated>2025-10-09T22:06:35Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Culture */ Update for current mechanics.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright}}&lt;br /&gt;
&#039;&#039;&#039;Character creation&#039;&#039;&#039; is a multi-step process that allows you to customize a new adventurer in the [[Character Manager]] before starting off on your story. In general, the decisions made in the Character Manager are final, but it is possible to change certain traits at cost. You can change your culture, stats, and skills with [[Simucoin]]; the latter two are also available for sale (as well as the ability to change certain parts of your appearance) from other adventurers for [[silver|silver coins]].&lt;br /&gt;
&lt;br /&gt;
== Gender ==&lt;br /&gt;
Every race has the same options for gender in step one: male or female. Aside from physical appearance and some dialogue, there are no mechanical differences between them.&lt;br /&gt;
&lt;br /&gt;
== Profession ==&lt;br /&gt;
Step two allows you to choose one of ten &amp;quot;classes&amp;quot; or [[profession]]s which define your role, unrestricted by race or gender. Mechanically, one&#039;s profession dictates the frequency and cost with which skills may be trained, and the type and circle of spells which may be learned. There are currently ten professions from which to choose. At Level 15, the young adventurer will be eligible for entry into their profession&#039;s [[Guild]].&lt;br /&gt;
&lt;br /&gt;
=== Pure ===&lt;br /&gt;
Pure professions refer to those professions that have access to three [[spell circle]]s and who are expected to train in [[Spell Research]] at least twice per level. These professions are physically weak, generally unable to wear heavy [[armor]], but have a vast arsenal of [[magic]] to aid them in their work. Each of the four pure professions also has access to [[Alchemy]] through its [[guild]] skills.&lt;br /&gt;
*; [[Cleric]] : Clerics gain spiritual power through service to their deity. Resurrecting the dead, communing with deities and banishing the undead are among their duties. Simple priests or valiant crusaders, Clerics fight for the spiritual well being of all.&lt;br /&gt;
:: They receive a bonus to their Wisdom and Intuition stats, and have access to the [[Major Spiritual]], Minor Spiritual, and [[Cleric Base]] spell spheres of magic.&lt;br /&gt;
*; [[Empath]] : Empaths transfer wounds from others to their own body then use their spiritual magic to heal themselves. Though primarily healers, they do have access to spells useful in combat. Selfless and true, Empaths gain rewards from the gods and from those they help.&lt;br /&gt;
:: They receive a bonus to their Wisdom and Influence stats, and have access to the Major Spiritual, [[Minor Spiritual]], and [[Empath Base]] spell spheres of magic.&lt;br /&gt;
*; [[Sorcerer]] : Sorcerers rely on spells of both the Elemental and Spiritual Spheres. Difficult to learn early on, they have the potential to be extremely powerful and deadly. Ruthless and cruel, Sorcerers are masters of disruption and destruction.&lt;br /&gt;
:: They receive a bonus to their Aura and Wisdom stats, and have access to the [[Minor Elemental]], Minor Spiritual, and [[Sorcerer Base]] spell spheres of magic.&lt;br /&gt;
*; [[Wizard]] : Wizards use spells which harness the forces of nature for use in attack, defense and utility purposes. They are adept in the creation and use of magical devices. Dismissing arms and armor, Wizards are the masters of elemental magic.&lt;br /&gt;
:: They receive a bonus to their Aura and Logic stats, and have access to the Minor Elemental, [[Major Elemental]], and [[Wizard Base]] spell spheres of magic.&lt;br /&gt;
&lt;br /&gt;
=== Semi ===&lt;br /&gt;
The semi professions are those who are generally expected to hunt primarily with a weapon of some kind, but support their attacks with magic. They have access to a minor and a professional spell circle and are able to train in Spell Research twice per level, but are also able to train in weapon skills twice per level and routinely wear at least hard leather armor.&lt;br /&gt;
*; [[Bard]] : Bards combine skill at arms with elemental magic. Their spellsongs enhance the abilities of the bard and their party. Masters of lore, Bards are adept at revealing the secrets of magic items.&lt;br /&gt;
:: They receive a bonus to their Influence and Aura stats, and have access to the Minor Elemental and [[Bard Base]] spell spheres of magic.&lt;br /&gt;
*; [[Paladin]] : Imbued with spiritual energy, Paladins are champions skilled in the ways of combat. Their prowess is guided by the calling of a patron deity.&lt;br /&gt;
:: They receive a bonus to their Influence and Aura stats, and have access to the Minor Spiritual and [[Paladin Base]] spell spheres of magic.&lt;br /&gt;
*; [[Ranger]] : Rangers combine skill at arms with spiritual magic. They are very adept at maneuvering and using magical and mundane devices. One with nature, Rangers are exceptionally powerful in the outdoors.&lt;br /&gt;
:: They receive a bonus to their Dexterity and Intuition stats, and have access to the Minor Spiritual and [[Ranger Base]] spell spheres of magic.&lt;br /&gt;
&lt;br /&gt;
=== Square ===&lt;br /&gt;
The [[square]] professions are those which are based around physical traits, such as weaponry, [[armor]], [[lockpicking]], or [[climbing]], without much aid from magic. They have access only to two minor spell circles (the official definition of a square) and high costs for magically-related skills, but have low training costs for physical skills.&lt;br /&gt;
*; [[Monk]] : Dedicated disciples of the mystical interactions of mind and body, Monks are masters of the minimalistic approach to combat, specializing in unarmed combat.&lt;br /&gt;
:: They receive a bonus to their Strength and Agility stats, and have access to the Minor Mental and Minor Spiritual spheres of magic.&lt;br /&gt;
*; [[Rogue]] : Rogues specialize in maneuvering and manipulation. Adept with weapons and armor, they learn skills such as [[picking]] locks, detecting and [[disarming]] traps, climbing, [[perception]] and [[ambushing]]. In most societies, the Rogue is as honorable a profession as any other.&lt;br /&gt;
:: They receive a bonus to their Agility and Dexterity stats, and have access to the Minor Elemental and Minor Spiritual spheres of magic.&lt;br /&gt;
*; [[Warrior]] : Warriors focus on arms and combat. They rely on strength, steel and the persuasive power of the edge of a blade. Devoting their lives to combat, Warriors are the quintessential fighting machines.&lt;br /&gt;
:: They receive a bonus to their Constitution and Strength stats, and have access to the Minor Elemental and Minor Spiritual spheres of magic.&lt;br /&gt;
&lt;br /&gt;
The [[Savant]] profession has been announced as an additional profession to be released in the future.&lt;br /&gt;
&lt;br /&gt;
In addition to their main profession, many adventurers also focus on a secondary, non-combat profession to gain wealth and experience. Most commonly, empaths offer their healing services on demand in hubs for adventurers coming back from a hunt. Clerics can offer blessings and resurrections, and bards offer lore identification to reveal an item&#039;s special properties. Warriors can assess weaponry or create custom sheaths. Unlocking loot boxes, foraging for specific herbs, and skinning quality furs are all services offered by multiple professions. There is also a great deal of merchanting done, with either flat priced sales, or more commonly, quick-fire auctions.&lt;br /&gt;
&lt;br /&gt;
== Race ==&lt;br /&gt;
&#039;&#039;Primary Article: [[Race]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third step is to choose a race for your character from thirteen playable races. This choice affects your appearance, the demeanor of some NPCs, and the availability of some race-specific verbs. While there are subtle mechanical differences (a giantman can carry more than halfling, but a halfling is more agile), the races are designed to be balanced, such that no one race possesses an unfair advantage over other races. &lt;br /&gt;
&lt;br /&gt;
*;[[Aelotoi]]&lt;br /&gt;
: Aelotoi are thin with large heads and big round eyes totally devoid of white. They have diaphanous wings of varying color but they are too weak to fly. It is often easy to tell how an Aelotoi is feeling based on the position of his or her wings.&lt;br /&gt;
&lt;br /&gt;
*;[[Burghal Gnome]]&lt;br /&gt;
: Burghal gnomes live in, under, or near the cities of other civilizations. Excellent scavengers and thieves, their true delight lies in the art of tinkering. Burghal gnomes take great delight in puzzles and games, though some prefer pranks and dirty tricks.&lt;br /&gt;
&lt;br /&gt;
*;[[Dark Elf]]&lt;br /&gt;
: Long ago exiled after the Undead War, Dark Elves skin grew dark from exposure to the mana foci of Rhoska-tor. Disinguished by sharp features, they possess a great love of knowledge and learning and have mastered spiritual and elemental magic as no other race ever could. Many are still bitter and resentful of their political status.&lt;br /&gt;
&lt;br /&gt;
*;[[Dwarf]]&lt;br /&gt;
: Hardiest of the races, dwarves are short (usually under 4&#039;6&amp;quot;), and stocky. Their beards are a matter of great pride, often long and elaborately braided. Some dwarven females are bearded, some are not. Neither agile nor quick, they have a natural resistance to certain forms of elemental magic.&lt;br /&gt;
&lt;br /&gt;
*;[[Elf]]&lt;br /&gt;
: Tall, slender and agile with fine features, Elves are resistant to the ravages of time and disease. Their senses are extremely keen but their long lifespans bring a natural lack of discipline. Elves are talented in many things and consider themselves superior to other races, especially humans.&lt;br /&gt;
&lt;br /&gt;
*;[[Erithian]]&lt;br /&gt;
:Erithians are tall, thin and have slightly pointed ears and almond-shaped eyes giving them a somewhat elf-like appearance. Hardy and deceptively tough, both genders are often balding with just a fringe of hair. Erithians mysteriously appeared in Elanthia only 1500 years ago. They are a graceful race, using finely crafted weapons such as the [[katana]] and [[sai]].&lt;br /&gt;
&lt;br /&gt;
*;[[Forest Gnome]]&lt;br /&gt;
: Forest gnomes protect their dwellings with camouflage, deadly traps and poisonous foliage. They have become stronger and wiser in order to survive. Despite their cautious nature, Forest Gnomes can be friendly and are known to be great lovers of poetry and rumination.&lt;br /&gt;
&lt;br /&gt;
*;[[Giantmen]]&lt;br /&gt;
: Tall (sometimes over 7&#039;), well built and physically strong. Great warriors and builders, their intuition matches their physical prowess. However, they are not especially quick or agile.&lt;br /&gt;
&lt;br /&gt;
*;[[Half-Elf]]&lt;br /&gt;
: Appearing as humans with slightly pointed ears and sharp features, Half-elves are agile and dexterous like elves, yet full of strength and stamina like humans. Unfortunately, they are shunned in many lands due to the enmity between humans and elves.&lt;br /&gt;
&lt;br /&gt;
*;[[Half-Krolvin]]&lt;br /&gt;
: Half-Krolvins have pale skin with a slight blue or blue-gray tinge. Particularly hairy, their long arms have delicate fingers with swollen-looking knuckles. Half-Krolvin benefit from strong able bodies, but often get into trouble due to poor judgment or short-sighted reasoning.&lt;br /&gt;
&lt;br /&gt;
*;[[Halfling]]&lt;br /&gt;
: Smaller than most, Halfings are rotund and have large feet endowed with luxuriant hair. Preferring the simple pleasures of life, such as good food (mostly tarts), drink and companionship, their inquisitive manner frequently lands them in awkward situations.&lt;br /&gt;
&lt;br /&gt;
*;[[Human]]&lt;br /&gt;
: With an average stature between 5&#039;5&amp;quot; and 6&#039;, Humans are rather stocky and tend to be somewhat rustic in appearance. Men often sport a beard or mustache while the women tend to be sturdy and good-natured.&lt;br /&gt;
&lt;br /&gt;
*;[[Sylvankind]]&lt;br /&gt;
: Long ago, when the elves moved from the forests to build their Seven Cities, some remained and became Sylvan. Extremely rare outside of the forest, few Sylvankind ever leave their wooded homes. Slight and lithe, they move about the woodlands and hills with ease, preferring garbs of forest green and brown.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&#039;&#039;Primary Article: [[Culture]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Culture&#039;&#039;&#039; is the shared background of various population groups. Depending on which race you selected previously, each new character may choose one culture at step four of character creation, or if they prefer they may leave it unchosen. If no culture is chosen, then it may be selected at any time afterwards with &#039;&#039;&#039;[[TITLE]] SET CULTURE {culture}&#039;&#039;&#039;. Once selected, culture may only be changed afterwards with [[SimuCoin]]s. Very rarely, there may be events (such as the release of a new culture option) where characters of a particular race receive a free culture reset.&lt;br /&gt;
&lt;br /&gt;
There are no differences for the different cultures with respect to combat mechanics. Different cultures may be able to speak different [[language]]s (though everyone will still know Common by default).&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
In step five of character creation, you can customize eleven different aspects of your character&#039;s physical characteristics and [[appearance]].&lt;br /&gt;
*Height&lt;br /&gt;
*Hair Color&lt;br /&gt;
*Hair Style&lt;br /&gt;
*Hair Texture&lt;br /&gt;
*Hair Quirks&lt;br /&gt;
*Eye Color&lt;br /&gt;
*Eye Characteristics&lt;br /&gt;
*Skin Color&lt;br /&gt;
*Nose Characteristics&lt;br /&gt;
*Facial Features&lt;br /&gt;
*Distinguishing Mark&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
Assign [[attributes]] in step six by distributing 440 attribute points between ten traits (or using a [[fixstats]] potion). Each profession has two primary [[stat]]s which receive an additional +10 after you have allocated points. During statistic placement, a minimum of 20 points must be allocated to each statistic and only four statistics can have more than 70 points with only one allowed to be higher than 90 (not including the +10 modifier for prime statistics). As a character gains experience and increases in level, these values will increase, up to a maximum of 100.&lt;br /&gt;
&lt;br /&gt;
*; [[Aura]]&lt;br /&gt;
: A measure of a character&#039;s innate connection to the spiritual, mental, and elemental magic that is woven throughout the world of Elanthia. Elemental magic is strongly tied to Aura, and a character&#039;s [[spirit points]] (SP) are determined based on this stat.&lt;br /&gt;
&lt;br /&gt;
*; [[Agility]]&lt;br /&gt;
: A representation of a person&#039;s grace in motion and general nimbleness of body. Actions requiring balance, maneuverability, or quick reactions are based on this attribute. Agility directly affect a character&#039;s [[defensive strength]] (DS).&lt;br /&gt;
&lt;br /&gt;
*; [[Constitution]]&lt;br /&gt;
: Constitution is a measure of the physical durability. It helps with disease, critical hits, and maximum Health Points. It also affects encumbrance and some maneuver checks. Constitution does not affect a character&#039;s stun and [[HP|Health Point]] (HP) recovery rate.&lt;br /&gt;
&lt;br /&gt;
*; [[Dexterity]]&lt;br /&gt;
: A measurement of a person&#039;s hand-eye coordination and fine motor skills. This aids in actions requiring precision and deft manipulation, such as picking locks, picking pockets, skinning, and aiming ranged or targeted attacks.&lt;br /&gt;
&lt;br /&gt;
*; [[Discipline]]&lt;br /&gt;
: Discipline is a measure of a character&#039;s force of will, determination and ability to focus on the task at hand. Discipline is used in many systems, including the amount of experience gained before needing rest and attempts to resist mental or emotion-based attacks.&lt;br /&gt;
&lt;br /&gt;
*; [[Influence]]&lt;br /&gt;
: A person&#039;s ability to influence others. Some aspects of Influence include leadership, inspiration, persuasion, intimidation, fear, presence, and personal charm or magnetism. Magics and abilities that affect the mind are affected by Influence.&lt;br /&gt;
&lt;br /&gt;
*; [[Intuition]]&lt;br /&gt;
: A person&#039;s innate or instinctive ability to sense things without conscious deduction or critical analysis. unlike Logic, Intuition is the ability to make decisions with little or no supporting evidence, relying upon subconscious &amp;quot;hunches&amp;quot;. This includes prescience, perception, and luck.&lt;br /&gt;
&lt;br /&gt;
*; [[Logic]]&lt;br /&gt;
: A person&#039;s capacity for critical and rational thought, reflecting their ability to reach logical conclusions based on facts. Logic affects how much experience is gained before needing rest, experience absorbtion rate and the ability to activate magical items and scrolls.&lt;br /&gt;
&lt;br /&gt;
*; [[Strength]]&lt;br /&gt;
: Strength is a measure of physical prowess. It affects a character&#039;s [[Attack Strength]] (AS) with melee weapons and how much you can carry ([[encumbrance]]) before suffering penalties. The Strength Bonus is added directly to a character&#039;s AS.&lt;br /&gt;
&lt;br /&gt;
*; [[Wisdom]]&lt;br /&gt;
: A representation of a person&#039;s common sense, pragmatism, and ability to draw upon past experiences to evaluate new challenges. Wisdom also represents a person&#039;s conscious connection with spirituality. Spiritual magic is strongly tied to Wisdom.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Step seven of character creation is choosing which skills to specialize in using physical and mental [[training point]]s. Skills can be trained by checking into an [[inn]] or by using the &#039;&#039;&#039;[[GOALS]]&#039;&#039;&#039; command. Some skills, like Climbing and Swimming, will provide only a negligible bonus if trained past a certain point. Others, like [[Spell Aiming]] for Wizards and [[Combat Maneuvers]] for Warriors, are lifetime investments.&lt;br /&gt;
*Armor Skills&lt;br /&gt;
*Weapon Skills&lt;br /&gt;
*Combat Skills&lt;br /&gt;
*Magic Skills&lt;br /&gt;
*Spell Research&lt;br /&gt;
*Lores&lt;br /&gt;
*General Skills&lt;br /&gt;
&lt;br /&gt;
=== Retraining ===&lt;br /&gt;
Normally, skills are difficult to untrain once you have selected them. Small changes in skills can be accomplished in a matter of hours, but forgetting an entire skill might take weeks or months to manage. GemStone IV is not without leeway for new players. Characters below level 20 can make instant changes to skills at any time via the [[GOALS (verb)]]. This allows you to explore a wide variety of skillsets as a new player before finally settling on your chosen path.&lt;br /&gt;
&lt;br /&gt;
Furthermore, during the Festival of Oleani each Spring, a &#039;&#039;&#039;[[FIXSKILLS]]&#039;&#039;&#039; is granted. Using the fixskills verb will allow you to instantly align your actual skills with your skill goals. This allows you to repair any major mistakes in your training, or to choose a new path entirely.&lt;br /&gt;
&lt;br /&gt;
== Name ==&lt;br /&gt;
The last step is to choose a name for your character, which can include from 3 to 15 characters. Names must be appropriate to a medieval fantasy world setting and composed entirely of letters only; names always use title case (i.e. the first letter of each word is capitalized) and must begin with a letter.&lt;br /&gt;
&lt;br /&gt;
A GameMaster may make the decision that a character&#039;s name is inappropriate, or it may be reported as such by other players using &#039;&#039;&#039;[[BADNAME (verb)|BADNAME]] {player} {reason}&#039;&#039;&#039;. In such a case, a character will be pulled out of the main game environment until they have chosen a new name.&lt;br /&gt;
&lt;br /&gt;
== Starting ==&lt;br /&gt;
The three starter towns, where new adventurers first steps into the lands, are:&lt;br /&gt;
&lt;br /&gt;
*[[Icemule Trace]], a halfling settlement in the far north&lt;br /&gt;
*[[Ta&#039;Vaalor]], an ancient fortified city-state in the [[Elven Nations]]&lt;br /&gt;
*[[Wehnimer&#039;s Landing]], a human frontier town in the northwest by the waters of [[Darkstone Bay]]&lt;br /&gt;
&lt;br /&gt;
Premium adventurers have many more choices of where to start:&lt;br /&gt;
*[[Cysaegir]], an [[aelotoi]] town with a distinct arboreal flavor&lt;br /&gt;
*[[River&#039;s Rest]], a smuggler&#039;s haven&lt;br /&gt;
*[[Solhaven]], a large human port city at the edge of the [[Turamzzyrian Empire]]&lt;br /&gt;
*[[Sylvarraend]], a small elven village&lt;br /&gt;
*[[Ta&#039;Illistim]], the center of elven learning and scholarship&lt;br /&gt;
*[[Zul Logoth]], the underground heart of dwarven civilization, deep beneath the [[Dragonspine Mountains]]&lt;br /&gt;
&lt;br /&gt;
Regardless of choice, new characters enter the world with the following list of equipment:&lt;br /&gt;
*a backpack&lt;br /&gt;
*basic armor&lt;br /&gt;
*hat, shoes, and pants clothing pieces&lt;br /&gt;
*a main-hand or two-handed weapon, or a runestaff&lt;br /&gt;
*a rations kit&lt;br /&gt;
*a travel token&lt;br /&gt;
*some silver, loaned from and repayable to the city which you started in&lt;br /&gt;
&lt;br /&gt;
[[Category: New Player]]&lt;br /&gt;
[[Category: Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Template:Race_modifiers_other&amp;diff=246923</id>
		<title>Template:Race modifiers other</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Template:Race_modifiers_other&amp;diff=246923"/>
		<updated>2025-10-09T21:53:11Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Add height/reach.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable text-center&amp;quot; style=&amp;quot;font-size: small; table-layout: fixed; width: 100%;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:left&amp;quot; | Table: Other Modifiers By Race &amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt; - [{{SERVER}}{{localurl:Template:Race modifiers other|action=edit}} edit]&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | Race&lt;br /&gt;
! style=&amp;quot;background-color:#F2CEE0&amp;quot; | [[Health|Max Base HP]]&lt;br /&gt;
! style=&amp;quot;background-color:#F2CEE0&amp;quot; | [[Health|HP Regen]]&lt;br /&gt;
! style=&amp;quot;background-color:#F2CEE0&amp;quot; | [[Spirit|Spirit Regen]]&lt;br /&gt;
! style=&amp;quot;background-color:#F2CEE0&amp;quot; | [[Death|Decay Timer]]&lt;br /&gt;
! style=&amp;quot;background-color:#E0CEF2&amp;quot; | [[Height|Height (ft)]]&lt;br /&gt;
! style=&amp;quot;background-color:#E0CEF2&amp;quot; | [[Height|Reach (ft)]]&lt;br /&gt;
! style=&amp;quot;background-color:#E0CEF2&amp;quot; | [[Standard maneuver roll|Maneuver Size]]&lt;br /&gt;
! style=&amp;quot;background-color:#E0CEF2&amp;quot; | [[Standard maneuver roll|Maneuver Dodge]]&lt;br /&gt;
! style=&amp;quot;background-color:#CEE0F2&amp;quot; | [[Target defense|Elem. TD]]&lt;br /&gt;
! style=&amp;quot;background-color:#CEE0F2&amp;quot; | [[Target defense|Spirit TD]]&lt;br /&gt;
! style=&amp;quot;background-color:#CEE0F2&amp;quot; | [[Target defense|Mental TD]]&lt;br /&gt;
! style=&amp;quot;background-color:#CEE0F2&amp;quot; | [[Target defense|Poison TD]]&lt;br /&gt;
! style=&amp;quot;background-color:#CEE0F2&amp;quot; | [[Target defense|Disease TD]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Aelotoi]]&#039;&#039;&#039;&lt;br /&gt;
| 120||+1||data-sort-value=0.25|+1 per 4 min||10 min||6||2||-5||+30||0||0||0||0||?&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Burghal gnome|Burghal Gnome]]&#039;&#039;&#039;&lt;br /&gt;
| 90||+2||data-sort-value=0.33|+1 per 3 min||14 min||3||1||-20||+80||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Dark elf|Dark Elf]]&#039;&#039;&#039;&lt;br /&gt;
| 120||+1||data-sort-value=0.2|+1 per 5 min||10 min||6||2||0||+30||-5||-5||0||+10||+100&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Dwarf]]&#039;&#039;&#039;&lt;br /&gt;
| 140||+3||data-sort-value=0.4|+2 per 5 min||10 min||4||2||+5||0||+30||0||0||+20||+15&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Elf]]&#039;&#039;&#039;&lt;br /&gt;
| 130||+1||data-sort-value=0.2|+1 per 5 min||10 min||6||2||-5||+60||-5||-5||0||+10||+100&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Erithian]]&#039;&#039;&#039;&lt;br /&gt;
| 120||+3||data-sort-value=0.25|+1 per 4 min||13 min||6||2||0||+30||0||0||0||0||?&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Forest gnome|Forest Gnome]]&#039;&#039;&#039;&lt;br /&gt;
| 100||+2||data-sort-value=0.4|+2 per 5 min||16 min||4||1||-10||+60||0||0||0||0||0&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Giantman]]&#039;&#039;&#039;&lt;br /&gt;
| 200||+2||data-sort-value=0.33|+1 per 3 min||13 min||7||2||+10||0||-5||+5||0||0||?&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Half-elf|Half-Elf]]&#039;&#039;&#039;&lt;br /&gt;
| 135||+2||data-sort-value=0.25|+1 per 4 min||10 min||6||2||0||+30||-5||-5||0||0||+50&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Half-Krolvin]]&#039;&#039;&#039;&lt;br /&gt;
| 165||+2||data-sort-value=0.25|+1 per 4 min||13 min||5||2||+10||0||0||0||0||0||?&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Halfling]]&#039;&#039;&#039;&lt;br /&gt;
| 100||+3||data-sort-value=0.4|+2 per 5 min||16 min||3||1||-15||+60||+40||0||0||+30||+30&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Human]]&#039;&#039;&#039;&lt;br /&gt;
| 150||+2||data-sort-value=0.33|+1 per 3 min||14 min||6||2||+5||0||0||0||0||0||?&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:right&amp;quot; | &#039;&#039;&#039;[[Sylvankind]]&#039;&#039;&#039;&lt;br /&gt;
| 130||+1||data-sort-value=0.25|+1 per 4 min||10 min||6||2||0||+30||-5||-5||0||+10||+100&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Stat Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Ithnishmyn&amp;diff=246893</id>
		<title>Ithnishmyn</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Ithnishmyn&amp;diff=246893"/>
		<updated>2025-10-09T06:38:31Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Fill out information and correct the time period.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Ithnishmyn&#039;&#039;&#039; was the first great city of the [[sylvankind|sylvan elves]]. It was established approximately 45,400 years before the Modern Era as a colony for the sylvans to inhabit among tall trees. Eventually, 36,567 years before the Modern Era, the city was abandoned amid concerns about elven encroachment on the sylvan community.&lt;br /&gt;
&lt;br /&gt;
== City of Ithnishmyn ==&lt;br /&gt;
&lt;br /&gt;
Ithnishmyn was known for its natural beauty and distinctive architecture. Early sylvan tents evolved to become multi-level constructions that both rose from the ground and hung suspended from the tree boughs, and the collection of such homes resembled a fleet of ships with billowing sails. The colony grew slowly, accepting small family groups of elves who had heard of the settlement and wished to join the sylvan culture. The city also engaged in limited trade with the early elven city-states as well as dwarven clans in the west. However, visitors from the city-states were viewed with increasing wariness over time as they sought to study, convert, or enslave the sylvans.&lt;br /&gt;
&lt;br /&gt;
Three of the Primary Hierarchs, leaders of the Sylvan High Council, ruled during the time in Ithnishmyn: Hefina, who guided the sylvans to the city&#039;s founding; Citlalli, who presided over the establishment of the [[D&#039;ahranal]]s and sylvan governance; and Tuwm, who would at last lead the sylvans away from the site after almost nine thousand years of habitation.&lt;br /&gt;
&lt;br /&gt;
After a final debate between Hierarch Tuwm and Eislemar Nathlai, &#039;&#039;cavalot&#039;&#039; of the Tyesteron D&#039;ahranal, the sylvans would dismantle the city and leave in secret. The next visitors found only some imprints on a ground and a large circle where the Council House once stood.&lt;br /&gt;
&lt;br /&gt;
== Ma&#039;Henrith Caverns ==&lt;br /&gt;
&lt;br /&gt;
In 4,955 of the Modern Era, over forty millenia after the sylvans left Ithnishmyn, the scholar [[Relian Degaloth Illistim]] discovered a massive trove of sylvan artifacts at the nearby [[Ma&#039;Henrith Caverns]]. Further research revealed that not only did the site contain scrolls describing historical events and cultural exchanges during the sylvans&#039; time in Ithnishmyn, but it also held a vast collection of funerary items such as burial urns and &#039;&#039;rivelyn&#039;&#039; beads made from ashes. These items were excavated and eventually put on display briefly in [[Ta&#039;Illistim]] in the year 5,125, but protests from sylvans in attendance at the careless ransacking of the burial site led to its closure. After the Council of the Sylvisterai in the Wild revealed their existence to the Illistim loremasters, the artifacts were arranged to be returned to Hierarch [[Hyldedd]].&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[History of the Sylvan Elves]]&lt;br /&gt;
*[[Roll of the Lost]]&lt;br /&gt;
*[[Sylvan Mourning]]&lt;br /&gt;
&lt;br /&gt;
{{Sylvans}}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Yuriqen&amp;diff=246892</id>
		<title>Yuriqen</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Yuriqen&amp;diff=246892"/>
		<updated>2025-10-09T01:06:01Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Fill out article some more and link to recent documents.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Yuriqen]], &amp;quot;The Trees of the Sky&amp;quot;, was a city of the [[sylvankind|sylvan elves]] located within an great forest west of the [[Dragonspine Mountains]]. In the present day, powerful warding magics prevent anyone, including the sylvans, from approaching or leaving the city. Yuriqen was founded circa -2,985, but the exact date of its warding magic deployment is uncertain.  Most place it around 2,683.&lt;br /&gt;
&lt;br /&gt;
Knowledge of Yuriqen was carried into the world by sylvans of the [[Lassaran|Lassaran D&#039;ahranal]] who departed the city before it was magically sealed.&lt;br /&gt;
__NOTOC__&lt;br /&gt;
== Geography ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Sylvan map sm.jpg|right|Map of Sylvan cities and migration.]]&lt;br /&gt;
&lt;br /&gt;
The realm of Yuriqen encompassed the wide expanse of old forest between the Andemyon River and the rocky slopes of the Dragonspine Mountains. Surrounding the city was a mysterious and magical ring of silver-leafed aspens which the sylvans called the Silver Veil. The city proper lay within a cluster of immense [[modwir]] trees, and at its center were the tallest seven trees upon which the sylvans built their city.&lt;br /&gt;
&lt;br /&gt;
=== The Seven Trees ===&lt;br /&gt;
&lt;br /&gt;
The seven modwirs stood roughly in an oval, stretching wider from east to west. The city was built on their branches, and the sylvans navigated between them on graceful hanging bridges.&lt;br /&gt;
&lt;br /&gt;
;Yr&#039;Thrumh&lt;br /&gt;
:Greatest of the seven, and the only one to have stairs that reached the ground. It was named for the Circle of all beings in the world, coexisting in harmony. Within Yr&#039;Thrumh were the Sylvan High Council and the halls of the [[Kytawa|Kytawa D&#039;ahranal]].&lt;br /&gt;
&lt;br /&gt;
;Yr&#039;Tael&lt;br /&gt;
:Easternmost of the modwirs. Within its branches were the Temple of the Dawn and many halls of learning and scholarship.&lt;br /&gt;
&lt;br /&gt;
;Yr&#039;Nyx&lt;br /&gt;
:Home to the [[Fresiawn|Fresiawn D&#039;ahranal]], dedicated to the fine arts, music, and architecture.&lt;br /&gt;
&lt;br /&gt;
;Yr&#039;Vara&lt;br /&gt;
:its shadowy paths and bridges were dedicated to the realm of dreams and held repositories of sylvan literature and poetry.&lt;br /&gt;
&lt;br /&gt;
;Yr&#039;Shryv&lt;br /&gt;
:Dedicated to the Otherlife. The souls of departed sylvans, known as Others, were said to walk its twisting alleys. Yr&#039;Shryv was also home to seers and soothsayers, as well as schools of magic and sorcery.&lt;br /&gt;
&lt;br /&gt;
;Yr&#039;Mez&lt;br /&gt;
:Home to the [[Tyesteron|Tyesteron D&#039;ahranal]], and many great practice halls and archery ranges could be found high up in its branches.&lt;br /&gt;
&lt;br /&gt;
;Yr&#039;Weth&lt;br /&gt;
:Quietest of the seven modwirs, housing many family homes and the Hall of Healing. The [[Lassaran|Lassaran D&#039;ahranal]] were established upon Yr&#039;Weth, where they looked out to the distant west beyond the sylvan forests.&lt;br /&gt;
&lt;br /&gt;
=== Landmarks ===&lt;br /&gt;
&lt;br /&gt;
Notable landmarks outside the city proper included:&lt;br /&gt;
*Ne&#039;Yuscarl Point&lt;br /&gt;
*Moonstone Stele (likely a holy site of [[Gosaena]])&lt;br /&gt;
*Yr&#039;Vres, &amp;quot;the Little Tree&amp;quot;, a settlement within the Silver Veil&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*[[The History of the Sylvan Elves]]&lt;br /&gt;
*[[The Last Days of Yuriqen]]&lt;br /&gt;
*[[Roll of the Lost]]&lt;br /&gt;
&lt;br /&gt;
== External Links ==&lt;br /&gt;
*[http://www.gshousephoenix.com/Enlightenment/Library/Lore/SevenModwirs.php The Seven Modwirs], transcribed by Mnar Akurion for the [[Rising Phoenix|House Phoenix]] History Archives. The story is very old but bears many similarities to Yuriqen.&lt;br /&gt;
&lt;br /&gt;
{{Sylvans}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cities]]&lt;br /&gt;
[[Category:Sylvans]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Races_and_Cultures&amp;diff=246885</id>
		<title>Category:Races and Cultures</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Races_and_Cultures&amp;diff=246885"/>
		<updated>2025-10-08T21:19:21Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Clean up page to cover the basics about PC and NPC races, move mechanics to separate page. Also remove list of cultures per race as there are now cross-race cultures and the main Culture page has the full list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOC limit|2}}&lt;br /&gt;
==PC Races==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable pull-right&amp;quot; style=&amp;quot;margin-left: 2em;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #C7C5AC; text-align: center;&amp;quot; | [[File:Human1.gif|link=Human]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Giantman1.gif|link=Giantman]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Halfkrolvin1.gif|link=Half-Krolvin]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Darkelf1.gif|link=Dark elf]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Elf1.gif|link=Elf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Halfelf1.gif|link=Half-elf]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Sylvankind1.gif|link=Sylvankind]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Burghalgnome1.gif|link=Burghal gnome]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Dwarf1.gif|link=Dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Forestgnome1.gif|link=Forest gnome]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Halfling1.gif|link=Halfling]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Aelotoi1.gif|link=Aelotoi]]&lt;br /&gt;
| style=&amp;quot;background-color: #C7C5AC;&amp;quot; | [[File:Erithian1.gif|link=Erithian]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
At character creation, player characters may choose any of the thirteen playable races:&lt;br /&gt;
*[[Human]]&lt;br /&gt;
*[[Giantman]]&lt;br /&gt;
*[[Dwarf]]&lt;br /&gt;
*[[Halfling]]&lt;br /&gt;
*[[Elf]]&lt;br /&gt;
*[[Half-Elf]]&lt;br /&gt;
*[[Dark Elf]]&lt;br /&gt;
*[[Sylvankind]]&lt;br /&gt;
*[[Burghal Gnome]]&lt;br /&gt;
*[[Forest Gnome]]&lt;br /&gt;
*[[Half-Krolvin]]&lt;br /&gt;
*[[Aelotoi]]&lt;br /&gt;
*[[Erithian]]&lt;br /&gt;
&lt;br /&gt;
For the effects of a character&#039;s race, see the list of &#039;&#039;&#039;[[race modifiers]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once a race has been chosen, a character may additionally choose a &#039;&#039;&#039;[[culture]]&#039;&#039;&#039;, which indicates the shared background of various population groups. Some cultures are specific to the chosen race, while others may be available to multiple races due to a common history. Culture may affect the [[language]]s that the character knows, but does not have other repercussions on game mechanics.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
==NPC Races==&lt;br /&gt;
&lt;br /&gt;
There are many other races that inhabit Elanthia. While player characters may not choose any of these as their background, they can appear as NPCs.&lt;br /&gt;
&lt;br /&gt;
===Terrestrial - Independent ===&lt;br /&gt;
*[[kobold]]&lt;br /&gt;
*[[goblin]]&lt;br /&gt;
*[[krolvin]]&lt;br /&gt;
*[[reiver]]&lt;br /&gt;
*[[hisskra]]&lt;br /&gt;
*[[shan]]&lt;br /&gt;
*[[gigas]]&lt;br /&gt;
*[[Iyo]]&lt;br /&gt;
&lt;br /&gt;
===Terrestrial - The Grimswarm===&lt;br /&gt;
*[[orc]]&lt;br /&gt;
*[[ogre]]&lt;br /&gt;
*[[troll]]&lt;br /&gt;
*[[giant]]&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
*[[cave gnome]]&lt;br /&gt;
*[[gnoll]]&lt;br /&gt;
*[[grutik]]&lt;br /&gt;
*[[kiramon]]&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
*[[triton]]&lt;br /&gt;
*[[nereid]]&lt;br /&gt;
*[[Acqsael]]&lt;br /&gt;
&lt;br /&gt;
===Extraplanar===&lt;br /&gt;
*[[ithzir]]&lt;br /&gt;
*[[Vvrael]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
* [[ALTER (verb)#ALTER_21: Professional and Racial Item Descriptors | Race capitalization guide]]&lt;br /&gt;
* [[Race/saved posts|Saved posts]] (most are out of date)&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Race_modifiers&amp;diff=246884</id>
		<title>Race modifiers</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Race_modifiers&amp;diff=246884"/>
		<updated>2025-10-08T21:07:09Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Move the stat tables from the main Race and Cultures page into a separate page as they have too much mechanics detail for an overview.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tables list the mechanics modifiers from a character&#039;s [[race]].&lt;br /&gt;
&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
&lt;br /&gt;
== Statistics ==&lt;br /&gt;
&lt;br /&gt;
{{main|Statistic}}&lt;br /&gt;
&lt;br /&gt;
These modifiers are added to the statistic &#039;&#039;&#039;bonus&#039;&#039;&#039; (not raw stat).&lt;br /&gt;
&lt;br /&gt;
{{Equation box|1=&#039;&#039;&#039;Stat Bonus = [(Raw Stat - 50) / 2] + Race Modifier&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
A character&#039;s raw stat and bonuses can be viewed with the {{boldmono|[[Verb:INFO|INFO]]}} command.&lt;br /&gt;
&lt;br /&gt;
{{Table of Racial Modifiers}}&lt;br /&gt;
&lt;br /&gt;
For racial modifiers to statistic growth, see the article on [[statistic growth rate]].&lt;br /&gt;
&lt;br /&gt;
For optimizing statistics at level 100, see [[List of statistic growth rates]].&lt;br /&gt;
&lt;br /&gt;
== Other Attributes ==&lt;br /&gt;
&lt;br /&gt;
{{Race modifiers other}}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
#A character&#039;s true max HP when not wearing any equipment is their base max plus their total Constitution bonus. For example, a Dwarf with 100 Constitution would have 140 (base) + 25 (from 100 con) + 15 (Dwarf con bonus) = 180 max HP. It is possible to exceed this natural maximum with [[enhancive]] items and [[ascension]].&lt;br /&gt;
#Spirit regeneration values are double the displayed amount on a [[node]].&lt;br /&gt;
#Maneuver Dodge shows the number of effective bonus [[Dodging]] ranks when defending against [[standard maneuver roll]]s (including [[CMAN]] or [[SHIELD]] maneuvers). For example, a Halfling with 40 trained Dodging ranks would be treated as having 100 ranks against maneuvers. Dodging ranks are &#039;&#039;&#039;not&#039;&#039;&#039; the actual endroll bonus, which can vary widely depending on the exact maneuver and does not have a linear relationship with the rank bonus.&lt;br /&gt;
#[[Target Defense]] (TD) bonuses against hybrid magic spheres are the average of the relevant spheres. Specifically, the TD bonus against [[Sorcerer Base]] spells (hybrid elemental/spirit) are the average of Elemental TD and Spirit TD. For example, a Halfling has +40 Elemental TD and +0 Spirit TD, giving them +20 Sorcerer TD; meanwhile, a Giantman has -5 Elemental TD and +5 Spirit TD, which averages to +0 Sorcerer TD.&lt;br /&gt;
&lt;br /&gt;
== Encumbrance ==&lt;br /&gt;
&lt;br /&gt;
=== Body Weight ===&lt;br /&gt;
{{main|Encumbrance}}&lt;br /&gt;
{{#section:Encumbrance|Race Weight Table}}&lt;br /&gt;
&lt;br /&gt;
=== Carrying Capacity ===&lt;br /&gt;
&lt;br /&gt;
The amount of weight that a character can carry is a function of body weight and the strength stat. Each character can carry a certain amount before becoming encumbered.&lt;br /&gt;
&lt;br /&gt;
{{Equation box|1=&#039;&#039;&#039;Carrying Capacity = &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[trunc]] to .XX((STR Stat - 20)/200) * body weight] + (body weight/200)&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
A human has 70 strength and 60 constitution stats.&lt;br /&gt;
&lt;br /&gt;
:Human base weight: 90&lt;br /&gt;
:Human weight factor: .90&lt;br /&gt;
:(90) + (130 * .90) = 207 lbs total body weight&lt;br /&gt;
&lt;br /&gt;
Our human, with a body weight of 207 and a strength stat of 70, has an unencumbered carrying capacity of:&lt;br /&gt;
&lt;br /&gt;
:[((70 - 20)/200)* 207] + 207/200&lt;br /&gt;
:(.25 * 207) + 1.03 = 52.78 lbs of unencumbered carrying capacity.&lt;br /&gt;
&lt;br /&gt;
Once you become encumbered each 1% of encumbrance is simply 1% of body weight. In the example above with 207 lbs. body weight each 1% encumbrance = 2.07 lbs&lt;br /&gt;
&lt;br /&gt;
== Trade ==&lt;br /&gt;
&lt;br /&gt;
{{main|Trading}}&lt;br /&gt;
&lt;br /&gt;
{{Race trade bias}}&lt;br /&gt;
&lt;br /&gt;
== Stalking and Hiding ==&lt;br /&gt;
&lt;br /&gt;
{| &amp;lt;!-- Align this leftwards since the transcluded section is float:right ---&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
{{#section:Stealth|race table}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Foraging ==&lt;br /&gt;
&lt;br /&gt;
{{#section:Category:Foraging|race table}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Races and Cultures]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Category:Foraging&amp;diff=246883</id>
		<title>Category:Foraging</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Category:Foraging&amp;diff=246883"/>
		<updated>2025-10-08T21:05:22Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Resolution */ Add section transclusion tags for table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{TOCright|limit=2}}&lt;br /&gt;
{{Otheruses4|the act of foraging|information about the Foraging spell|Foraging (603)}}&lt;br /&gt;
&#039;&#039;&#039;Foraging&#039;&#039;&#039; enables a character to find various plants, such as herbs and flowers, in the natural environments of Elanthia.  Certain plants only grow in certain environments, so in order to find a specific plant, one must ensure they are in the proper climate and terrain.  [[Ranger]]s can determine the climate and terrain of a location by using the {{boldmono|[[SENSE (verb)|SENSE]]}} verb, and anyone with at least 25 ranks in [[Survival]] can use{{boldmono| [[#Forage Sense|FORAGE SENSE]] }}to detect every herb in the [[room]].  Other professions are hard pressed to determine the climate or terrain, if it isn&#039;t indicated within the room description, although there are maps of such information on various websites available to aid in foraging (see [[#Resources|resources]] below).&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
*{{boldmono|FORAGE {adjective} {noun} }}&lt;br /&gt;
*{{boldmono|FORAGE FOR {adjective} {noun} }} - &#039;&#039;&amp;quot;{{mono|FOR}}&amp;quot; is optional.&#039;&#039;&lt;br /&gt;
*{{boldmono|[[#Forage Sense|FORAGE SENSE]]}} - detects available plants (see below)&lt;br /&gt;
&lt;br /&gt;
The system is quite particular about the entry of the plant&#039;s name, and failing to send the proper syntax will still deplete one usage from the room temporarily.  The adjective can be abbreviated, but the noun cannot.  For example, if foraging for [[ephlox moss]], the command can be typed {{boldmono|FORAGE EPH MOSS}}, however, {{boldmono|FORAGE EPHLOX MOS}} will not find the ephlox moss, even if successful.  Prepositions such as &#039;of&#039; must be omitted (&#039;a handful of oats&#039; is found via {{boldmono|FORAGE HANDFUL OATS}}).  Sometimes an herb may have multiple adjectives; the rule of thumb is if the first adjective is a color, distinguishing it from other differently colored plants, then both adjectives must be used, whereas if the first adjective is not a color, it cannot be used to find the plant of interest.&lt;br /&gt;
&lt;br /&gt;
Foraging will not reveal a character from [[hidden|hiding]].  [[Roundtime]] from foraging can be reduced with [[Celerity (506)]].&lt;br /&gt;
&lt;br /&gt;
== Forage Sense ==&lt;br /&gt;
&lt;br /&gt;
At 25 ranks of [[Survival]] the ability to {{boldmono|FORAGE SENSE}} is unlocked, allowing the character to determine every herb that can be foraged in that room.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;forage sense&lt;br /&gt;
Glancing about, you notice the immediate area should support specimens of cactacae spine, calamia fruit, haphip root, sovyn clove, spearmint leaf, small flower, small rose, small daisy, angelica root, soft white mushroom, withered black mushroom, daggerstalk mushroom, flathead mushroom, genkew mushroom, blue trafel mushroom, small violet, heath aster, golden buttercup, Imaera&#039;s Lace, fennel bulb, ginger root, lettuce, rose-marrow root, green tomato, striped tomato, red tomato, yellow tomato, orange tomato, motherwort, sprig of bleeding-heart, small carnation, purple crocus, pale yellow daffodil, stem of freesia flowers, large white gardenia, honeysuckle vine, iris blossom, sprig of jasmine, sprig of lavender, sprig of mournbloom, wild pansy blossom, small primrose, Elanthian snow rose, snapdragon stalk, sprig of holly, branch of kerria, orris root, small pumpkin, raspberries, small apple, white lily, tiger lily, blue whortleberry, witchwood twig, yew twig, luckbloom blossom, wavepetal blossom, sunburst blossom, and onion skin.&lt;br /&gt;
The surroundings look lush and verdant.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last line of the {{boldmono|FORAGE SENSE}} message indicates the number of remaining herbs:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- align=left&lt;br /&gt;
!Remaining&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |4-5&lt;br /&gt;
| The surroundings look lush and verdant.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |3&lt;br /&gt;
| The surroundings look a bit browsed.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |2&lt;br /&gt;
| The surroundings look picked over.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |1&lt;br /&gt;
| The surroundings look scavenged.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |0&lt;br /&gt;
| As you glance around, it becomes apparent that someone has been foraging around here recently, and you will be unable to find anything useful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Forage Slots ==&lt;br /&gt;
&lt;br /&gt;
Each room has five forage slots. When any character successfully forages for an item, the room&#039;s number of forage slots decreases by one. The room regenerates one forage slot at a randomized rate, approximately every 5-10 minutes. This is not on a per-herb basis; all forageable items in the room share these slots. [[Nature&#039;s Bounty]] with sufficient lore training (and certain auction-quality items) can be used to fully restore the forage slots in a room.&lt;br /&gt;
&lt;br /&gt;
== Resolution ==&lt;br /&gt;
&lt;br /&gt;
Foraging resolution is an [[open roll|open d100 roll]]. Each plant has a natural foraging difficulty. If the plant is available in the room and the open roll surpasses the foraging difficulty threshold, then the foraging attempt is successful and the plant will be placed in the forager&#039;s hand.&lt;br /&gt;
&lt;br /&gt;
The availability of the various plants depends on an area&#039;s [[terrain]] and [[climate]].  As many areas do not possess certain climates or terrains, many forageable items cannot be found in a given area.&lt;br /&gt;
&lt;br /&gt;
The foraging difficulty threshold is modified by many factors:&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&amp;lt;section begin=race table /&amp;gt;&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
!Race&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Human, Erithian&lt;br /&gt;
| +5&lt;br /&gt;
|-&lt;br /&gt;
| Giantman, Half-Krolvin&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
| Halfling&lt;br /&gt;
| -10&lt;br /&gt;
|-&lt;br /&gt;
| Burghal Gnome, Aelotoi&lt;br /&gt;
| -15&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf, Elf, Half-Elf&lt;br /&gt;
| -5 in caves, +5 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Sylvankind&lt;br /&gt;
| -10 in caves, +10 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
| +10 in caves, -5 otherwise&lt;br /&gt;
|-&lt;br /&gt;
| Forest Gnome&lt;br /&gt;
| -5 in caves, +10 otherwise&lt;br /&gt;
|}&amp;lt;section end=race table /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Profession ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|text-align:center;}}&lt;br /&gt;
|-&lt;br /&gt;
!Profession&lt;br /&gt;
!Bonus&lt;br /&gt;
|-&lt;br /&gt;
| Ranger&lt;br /&gt;
| +10&lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| Cleric, Monk&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
| Bard, Paladin, Rogue&lt;br /&gt;
| -10&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer, Wizard&lt;br /&gt;
| -20&lt;br /&gt;
|-&lt;br /&gt;
| Empath&lt;br /&gt;
| 10 for medical herbs, 0 otherwise&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Positive factors ===&lt;br /&gt;
&lt;br /&gt;
*[[Agility]] bonus / 5&lt;br /&gt;
*[[Intuition]] bonus / 2&lt;br /&gt;
*[[Survival]] ranks / 3&lt;br /&gt;
*[[Perception]] bonus / 15&lt;br /&gt;
*+10 for kneeling, +5 for sitting or prone&lt;br /&gt;
*[[Nature&#039;s Bounty (604)]], increases with Ranger Base ranks&lt;br /&gt;
*[[Assume Aspect (650)]], Aspect of the Yierka&lt;br /&gt;
&lt;br /&gt;
=== Negative factors ===&lt;br /&gt;
&lt;br /&gt;
*-10 for hiding&lt;br /&gt;
*-25% for having only one hand open&lt;br /&gt;
*-2 for each herb recently foraged in the room (also adds +1 roundtime when finding an herb)&lt;br /&gt;
*-15 for [[F2P subscription]] characters&lt;br /&gt;
&lt;br /&gt;
=== Non-affecting factors ===&lt;br /&gt;
&lt;br /&gt;
*There is no penalty for foraging in a naturally dark room&lt;br /&gt;
*There is no penalty for foraging in a naturally foggy room&lt;br /&gt;
*There is no bonus for foraging in a naturally bright room&lt;br /&gt;
*There is no bonus from [[Presence (402)]]&lt;br /&gt;
&lt;br /&gt;
== Messaging ==&lt;br /&gt;
&lt;br /&gt;
The foraging resolution check cascades through a series of checks to determine success, so the order of the messages is consistent.  The check will only progress until a step in the check fails, or the forage is successful, and then stop.  Knowing this order can improve the understanding of climates and terrain that forage-able items can be found in, and extends to all forage-able items.  The resulting message displays the line that is not successful, so knowing which order affirms that all preceding checks passed.&lt;br /&gt;
&lt;br /&gt;
The order of the cascading check is as follows:&lt;br /&gt;
&lt;br /&gt;
# Resolution roll to determine success / failure&lt;br /&gt;
# Plant noun which must be spelled correctly and be valid&lt;br /&gt;
# Region type (this needs a bit more research)&lt;br /&gt;
# Climate type&lt;br /&gt;
# Terrain type&lt;br /&gt;
# Time of day which can affect select forage items&lt;br /&gt;
# Type of Room, such as indoors or outdoors&lt;br /&gt;
# Specific room, for very rare items that are placed in only certain spots (e.g., witchwood twigs, moonflowers)&lt;br /&gt;
# Forage item availability which may be zero if someone else has been foraging the area&lt;br /&gt;
&lt;br /&gt;
The resolution roll results can be:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:90%;}}&lt;br /&gt;
|-bgcolor=&amp;quot;darkgrey&amp;quot;&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Check&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Message&lt;br /&gt;
|-&lt;br /&gt;
| Roll not high enough&lt;br /&gt;
| You forage around but find nothing of interest.&lt;br /&gt;
|-&lt;br /&gt;
| Roll indicates failure (negative roll)&lt;br /&gt;
| You begin to forage around when suddenly you feel a burning sensation in your hand.&lt;br /&gt;
|-&lt;br /&gt;
| Roll indicates failure (negative roll)&lt;br /&gt;
| As you forage around you suddenly feel a sharp pain in your left/right hand!&lt;br /&gt;
|-&lt;br /&gt;
| Plant does not exist, or the plant noun is misspelled (but the resolution roll was successful)&lt;br /&gt;
| As you carefully forage around you can find no hint of what you are looking for. You are not even positive where it may be found.&lt;br /&gt;
|-&lt;br /&gt;
| The region is not the right one for the forage attempt (but the resolution roll was successful)&lt;br /&gt;
| As you carefully forage around you can find no hint of what you are looking for. You are not even sure it could be found here.&lt;br /&gt;
|-&lt;br /&gt;
| The climate is not the correct one for the forage attempt (but the resolution roll and region pass the check)&lt;br /&gt;
| As you carefully forage around you find no trace of what you are looking for. You are not even sure it could be found in this type of climate.&lt;br /&gt;
|-&lt;br /&gt;
| The terrain is not the correct one for the forage attempt (but the resolution roll, plant, region and climate are good)&lt;br /&gt;
| As you carefully forage around you find no trace of what you are looking for. You wonder if it could even be found in this terrain.&lt;br /&gt;
|-&lt;br /&gt;
| The time of day isn&#039;t correct for the forage attempt (but the resolution roll, plant, region, climate and terrain are good)&lt;br /&gt;
| As you carefully forage around you can find no hint of what you are looking for right now, though you are fairly certain this is where it can be found.&lt;br /&gt;
|-&lt;br /&gt;
| The type of room (indoors vs outdoors) is not correct for the forage attempt (but all preceding checks are passed)&lt;br /&gt;
| As you carefully forage around you can find no trace of what you are looking for. You briefly wonder if it could even thrive in this place.&lt;br /&gt;
|-&lt;br /&gt;
| The item is a rare plant and it is not found in this very specific room&lt;br /&gt;
| As you carefully forage around you can find no trace of what you are looking for.  You briefly wonder if it could even grow in this area.&lt;br /&gt;
|-&lt;br /&gt;
| This room has been foraged until completely depleted&lt;br /&gt;
| As you forage around, you notice that someone has been foraging here recently and you are unable to find anything useful.&lt;br /&gt;
|-&lt;br /&gt;
| Success&lt;br /&gt;
| You carefully forage around and manage to find (herb)!&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Resources == &lt;br /&gt;
*[http://www.outdoorelanthia.com/maps/ Outdoor Elanthia maps]&lt;br /&gt;
*[http://gemstone.kthanks.com/forage.php Greminty&#039;s Visual Foraging Collaboration] (deadlink)&lt;br /&gt;
*[http://www.virilneus.com/roomdata/room.php Virilneus&#039; Room Data]&lt;br /&gt;
*[http://www.olsonstudios.com/zanteal/magintair/archival/wh_projects/eflora_conv.html Willow Hall&#039;s Foraging Guide] &lt;br /&gt;
*[[Elanthian Flora Guide]]&lt;br /&gt;
*[[Foraging locations]]&lt;br /&gt;
*[[Script Narost]]&lt;br /&gt;
*[http://web.archive.org/web/20050205152453/ek.manatree.com/ufs/ Alisaire&#039;s UFS] via web.archive.org&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Herbs]]&lt;br /&gt;
* [[Herb Quantity]]&lt;br /&gt;
* [[Foraging locations]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Area Mechanics]]&lt;br /&gt;
[[Category:Flora]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cleric&amp;diff=246652</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cleric&amp;diff=246652"/>
		<updated>2025-10-03T00:49:08Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: /* Raise Dead and Chrism Gems */ notice about not letting newly raised people bleed out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| [[File:Small_cleric.jpg]]&lt;br /&gt;
| type = [[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Spiritual]]&amp;lt;br&amp;gt;[[Major Spiritual]]&amp;lt;br&amp;gt;[[Cleric Base]]&lt;br /&gt;
| prime = [[Wisdom]], [[Intuition]]&lt;br /&gt;
| mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 9/9   | TWCranks = 1&lt;br /&gt;
  | AUcost = 8/0    | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0   | SUranks = 1&lt;br /&gt;
  | CMcost = 10/8   | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 10/3  | THWranks = 1&lt;br /&gt;
  | RWcost = 9/3    | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3    | TWranks = 1&lt;br /&gt;
  | PWcost = 11/3   | PWranks = 1&lt;br /&gt;
  | BRLcost = 6/1   | BRLranks = 1&lt;br /&gt;
  | AMBcost = 12/12 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/8  | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0    | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/2    | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2   | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1    | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4    | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/12  | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/12  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3   | SMCranks = 3&lt;br /&gt;
  | SRcost = 0/8    | SRranks = 3&lt;br /&gt;
  | ELcost = 0/20   | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/6   | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/10  | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/20   | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2   | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6    | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4    | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4    | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0   | SWIranks = 1&lt;br /&gt;
  | FAcost = 1/1    | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3   | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3    | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039; tap their power from the spiritual realm, a source of power rooted within the deities of Elanthia. As masters of this spiritual power, Clerics follow many paths; some as simple priests, others as crusaders devoted to preserving life whether by use of their spells or by dint of arms. Through their spell mastery, Clerics may commune with deities, resurrect the dead, protect themselves and their comrades and banish the undead. Clerics can gain skill at arms, but they must devote more time and energy to it than non-spell users. Heavier armor may adversely affect their ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
A cleric&#039;s magical abilities are drawn from their connection to one of the deities of Elanthia, which may be one of the [[Arkati]] or [[Lesser Spirit]]s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Use the {{boldmono|[[CONVERT]]}} command to choose a deity to follow.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a cleric, this is not merely a [[roleplaying]] choice but has numerous mechanical consequences as well. The choice should not be made lightly. While it is possible to switch allegiance later, it can be quite difficult and costly to do so.&lt;br /&gt;
&lt;br /&gt;
Major mechanical considerations of choosing a deity include &#039;&#039;&#039;[[Smite/Bane (302)]]&#039;&#039;&#039; alignment (whether the spell is more effective against living or undead), and the preferred [[Holy critical|critical type]] of a deity&#039;s cleric spells, which affects &#039;&#039;&#039;[[Condemn (309)]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Divine Fury (317)]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Divine Wrath (335)]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Special Commands ===&lt;br /&gt;
&lt;br /&gt;
Clerics have access to several commands that grant them special abilities and insight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APPRAISE&#039;&#039;&#039;&lt;br /&gt;
:By [[APPRAISE (verb)|appraising]] a corpse, the cleric may determine:&lt;br /&gt;
:#The amount of spirit the corpse has, which is a factor in how many spirit points will be taken away when using Well of Life or Raise Dead.&lt;br /&gt;
:#Whether a corpse is currently preserved against decay, how long remains in the preservation, and if it is by the Preservation spell or by the [[Order of Voln]]&#039;s [[Symbol of Preservation]]&lt;br /&gt;
:#If a corpse is currently linked to another cleric via Well of Life&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEDITATE&#039;&#039;&#039;&lt;br /&gt;
:To provide a cleric (or [[empath]]) the ability to recover their vital forces more quickly, the gods grant them the ability to {{boldmono|[[MEDITATE]]}}.  Use of this power causes the cleric to kneel and enter a meditative trance during which regeneration of health, spirit points, mana, and stamina is accelerated.  This trance is tenuous, and can be easily broken by most activities or the actions of outside parties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SENSE&#039;&#039;&#039;&lt;br /&gt;
:The {{boldmono|[[SENSE]]}} verb is one used by several professions, with differing results.  For a cleric, SENSE informs the cleric if an Arkati or Lesser Spirit has a particularly strong presence in the area.  This verb is most useful when used with [[:Verb:COMMUNE|Commune]] and [[Intercession|Tier 5]] of the [[Holy Receptacle (325)|Holy Receptacle]] spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Verb:COMMUNE|COMMUNE]]&#039;&#039;&#039;&lt;br /&gt;
:The cleric uses their connection to the gods to call upon them for an audience.  In practice, it sends out a message to GameMasters that the cleric seeks audience, and it is at the discretion of the GameMasters to determine what response, if any, is appropriate.  Clerics are reminded to use discretion when casting this spell, as the whims of the Gods are not always what one might expect.&lt;br /&gt;
&lt;br /&gt;
=== Blessed Weapons ===&lt;br /&gt;
&lt;br /&gt;
All clerics regardless of alignment have access to the [[Bless (304)]] spell, which allows a weapon to hit the undead without penalties while the bless is active.&lt;br /&gt;
&lt;br /&gt;
All clerics also natively have the ability to use [[holy armament]]s, such as [[white ora]] weapons, to strike undead as if the weapons are permanently blessed. These holy armaments are usually offered at cleric shops in towns.&lt;br /&gt;
&lt;br /&gt;
=== Raise Dead and Chrism Gems ===&lt;br /&gt;
&lt;br /&gt;
Upon learning the &#039;&#039;&#039;[[Raise Dead (318)]]&#039;&#039;&#039; spell and having enough training in [[Spiritual Mana Control]], a cleric can restore life to a fallen character at the cost of the cleric&#039;s spirit points. The amount of spirit points drained is based on the maximum spirit of the corpse, as well as the number of ranks of this circle the cleric possesses. Be warned: if the cleric does not have enough spirit at the time of casting the spell, the raise attempt will kill the cleric! It is also the cleric&#039;s responsibility to make sure the newly raised character does not immediately die again (by finding an [[empath]] to heal the body first, or using [[herb]]s, or in a pinch at least using First Aid to {{mono|[[TEND]]}} any bleeding wounds), otherwise the spiritual backlash will make the cleric unable to raise again for a long time.&lt;br /&gt;
&lt;br /&gt;
While there are other ways to raise dead characters in the world, clerics have the unique ability to use [[chrism]] gems to allow the character they are raising to retain some of their field experience and quicken their recovery time. &#039;&#039;&#039;[[Holy Receptacle (325)]]&#039;&#039;&#039; blesses an [[orb gem|orb]]-quality gem with the ability to hold either a certain number of charges of a spell or a special power, including [[chrism]]s.  Higher valued stones can hold more charges of a given spell, or more powerful blessings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Miracle (350)]]&#039;&#039;&#039; spell allows a cleric to raise themselves using the {{boldmono|[[BESEECH]]}} command. Without additional lore training, it can only be used once every 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbols ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Symbol of the Proselyte (340)]]&#039;&#039;&#039; allows a cleric to create a holy symbol that can be used to punish the unrepentant when activated using the {{boldmono|[[CHANT]] (symbol)}} command. &lt;br /&gt;
&lt;br /&gt;
=== Sanctify ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sanctify (330)]]&#039;&#039;&#039; is the [[profession service]] for clerics. It uses stored devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[F2P]] clerics cannot modify items with 330.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Cleric Guild ==&lt;br /&gt;
&lt;br /&gt;
Upon reaching level 15, clerics are invited to join the [[Cleric Guild]]. For a nominal monthly fee, the guild gives access to [[alchemy]] skills.&lt;br /&gt;
&lt;br /&gt;
Alchemy recipes exclusive to clerics include:&lt;br /&gt;
*[[lichbane talisman]]&lt;br /&gt;
*[[pure potion]]&lt;br /&gt;
*[[exorcism oil]]&lt;br /&gt;
*[[repelling oil]]&lt;br /&gt;
*enhancive [[spirit regeneration crystal]]s&lt;br /&gt;
*enhancive [[spirit-well potion]]s&lt;br /&gt;
*[[spiraled willow wand]] embedded with [[Holy Bolt]]&lt;br /&gt;
*[[holy water]] containing [[Neutralize Curse]]&lt;br /&gt;
&lt;br /&gt;
==Cleric Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Cleric Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Cleric&#039;&#039;&#039;||20||20||10||15||25||15||25||25||30||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a cleric]]&lt;br /&gt;
*[[Cleric training suggestions]]&lt;br /&gt;
*[[Rescuing Cleric]]&lt;br /&gt;
&lt;br /&gt;
{{Cleric}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cleric&amp;diff=246649</id>
		<title>Cleric</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cleric&amp;diff=246649"/>
		<updated>2025-10-03T00:36:56Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Moved training guide to its own page to bring this page more in line with other professions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{profession&lt;br /&gt;
| [[File:Small_cleric.jpg]]&lt;br /&gt;
| type = [[Spiritual]] [[Pure]]&lt;br /&gt;
| circles = [[Minor Spiritual]]&amp;lt;br&amp;gt;[[Major Spiritual]]&amp;lt;br&amp;gt;[[Cleric Base]]&lt;br /&gt;
| prime = [[Wisdom]], [[Intuition]]&lt;br /&gt;
| mana = [[Wisdom]]&lt;br /&gt;
  | TWCcost = 9/9   | TWCranks = 1&lt;br /&gt;
  | AUcost = 8/0    | AUranks = 1&lt;br /&gt;
  | SUcost = 13/0   | SUranks = 1&lt;br /&gt;
  | CMcost = 10/8   | CMranks = 1&lt;br /&gt;
  | OHEcost = 6/1   | OHEranks = 1&lt;br /&gt;
  | OHBcost = 6/1   | OHBranks = 1&lt;br /&gt;
  | THWcost = 10/3  | THWranks = 1&lt;br /&gt;
  | RWcost = 9/3    | RWranks = 1&lt;br /&gt;
  | TWcost = 9/3    | TWranks = 1&lt;br /&gt;
  | PWcost = 11/3   | PWranks = 1&lt;br /&gt;
  | BRLcost = 6/1   | BRLranks = 1&lt;br /&gt;
  | AMBcost = 12/12 | AMBranks = 1&lt;br /&gt;
  | MOCcost = 15/8  | MOCranks = 1&lt;br /&gt;
  | PFcost = 8/0    | PFranks = 1&lt;br /&gt;
  | DODcost = 20/20 | DODranks = 1&lt;br /&gt;
  | AScost = 0/2    | ASranks = 2&lt;br /&gt;
  | MIUcost = 0/2   | MIUranks = 2&lt;br /&gt;
  | SAcost = 3/1    | SAranks = 2&lt;br /&gt;
  | HPcost = 0/4    | HPranks = 3&lt;br /&gt;
  | EMCcost = 0/12  | EMCranks = 1&lt;br /&gt;
  | MMCcost = 0/12  | MMCranks = 1&lt;br /&gt;
  | SMCcost = 0/3   | SMCranks = 3&lt;br /&gt;
  | SRcost = 0/8    | SRranks = 3&lt;br /&gt;
  | ELcost = 0/20   | ELranks = 1&lt;br /&gt;
  | SpLcost = 0/6   | SpLranks = 2&lt;br /&gt;
  | SoLcost = 0/10  | SoLranks = 1&lt;br /&gt;
  | MLcost = 0/20   | MLranks = 1&lt;br /&gt;
  | SURcost = 3/2   | SURranks = 2&lt;br /&gt;
  | DTcost = 2/6    | DTranks = 1&lt;br /&gt;
  | PLcost = 2/4    | PLranks = 2&lt;br /&gt;
  | SHcost = 5/4    | SHranks = 1&lt;br /&gt;
  | PERcost = 0/3   | PERranks = 2&lt;br /&gt;
  | CLIcost = 4/0   | CLIranks = 1&lt;br /&gt;
  | SWIcost = 3/0   | SWIranks = 1&lt;br /&gt;
  | FAcost = 1/1    | FAranks = 2&lt;br /&gt;
  | TRAcost = 0/3   | TRAranks = 2&lt;br /&gt;
  | PPcost = 3/3    | PPranks = 1&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Clerics&#039;&#039;&#039; tap their power from the spiritual realm, a source of power rooted within the deities of Elanthia. As masters of this spiritual power, Clerics follow many paths; some as simple priests, others as crusaders devoted to preserving life whether by use of their spells or by dint of arms. Through their spell mastery, Clerics may commune with deities, resurrect the dead, protect themselves and their comrades and banish the undead. Clerics can gain skill at arms, but they must devote more time and energy to it than non-spell users. Heavier armor may adversely affect their ability to cast spells.&lt;br /&gt;
&lt;br /&gt;
== Professional Highlights ==&lt;br /&gt;
&lt;br /&gt;
A cleric&#039;s magical abilities are drawn from their connection to one of the deities of Elanthia, which may be one of the [[Arkati]] or [[Lesser Spirit]]s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Use the {{boldmono|[[CONVERT]]}} command to choose a deity to follow.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For a cleric, this is not merely a [[roleplaying]] choice but has numerous mechanical consequences as well. The choice should not be made lightly. While it is possible to switch allegiance later, it can be quite difficult and costly to do so.&lt;br /&gt;
&lt;br /&gt;
Major mechanical considerations of choosing a deity include &#039;&#039;&#039;[[Smite/Bane (302)]]&#039;&#039;&#039; alignment (whether the spell is more effective against living or undead), and the preferred [[Holy critical|critical type]] of a deity&#039;s cleric spells, which affects &#039;&#039;&#039;[[Condemn (309)]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Divine Fury (317)]]&#039;&#039;&#039;, and &#039;&#039;&#039;[[Divine Wrath (335)]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Special Commands ===&lt;br /&gt;
&lt;br /&gt;
Clerics have access to several commands that grant them special abilities and insight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;APPRAISE&#039;&#039;&#039;&lt;br /&gt;
:By [[APPRAISE (verb)|appraising]] a corpse, the cleric may determine:&lt;br /&gt;
:#The amount of spirit the corpse has, which is a factor in how many spirit points will be taken away when using Well of Life or Raise Dead.&lt;br /&gt;
:#Whether a corpse is currently preserved against decay, how long remains in the preservation, and if it is by the Preservation spell or by the [[Order of Voln]]&#039;s [[Symbol of Preservation]]&lt;br /&gt;
:#If a corpse is currently linked to another cleric via Well of Life&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MEDITATE&#039;&#039;&#039;&lt;br /&gt;
:To provide a cleric (or [[empath]]) the ability to recover their vital forces more quickly, the gods grant them the ability to {{boldmono|[[MEDITATE]]}}.  Use of this power causes the cleric to kneel and enter a meditative trance during which regeneration of health, spirit points, mana, and stamina is accelerated.  This trance is tenuous, and can be easily broken by most activities or the actions of outside parties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SENSE&#039;&#039;&#039;&lt;br /&gt;
:The {{boldmono|[[SENSE]]}} verb is one used by several professions, with differing results.  For a cleric, SENSE informs the cleric if an Arkati or Lesser Spirit has a particularly strong presence in the area.  This verb is most useful when used with [[:Verb:COMMUNE|Commune]] and [[Intercession|Tier 5]] of the [[Holy Receptacle (325)|Holy Receptacle]] spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[:Verb:COMMUNE|COMMUNE]]&#039;&#039;&#039;&lt;br /&gt;
:The cleric uses their connection to the gods to call upon them for an audience.  In practice, it sends out a message to GameMasters that the cleric seeks audience, and it is at the discretion of the GameMasters to determine what response, if any, is appropriate.  Clerics are reminded to use discretion when casting this spell, as the whims of the Gods are not always what one might expect.&lt;br /&gt;
&lt;br /&gt;
=== Blessed Weapons ===&lt;br /&gt;
&lt;br /&gt;
All clerics regardless of alignment have access to the [[Bless (304)]] spell, which allows a weapon to hit the undead without penalties while the bless is active.&lt;br /&gt;
&lt;br /&gt;
All clerics also natively have the ability to use [[holy armament]]s, such as [[white ora]] weapons, to strike undead as if the weapons are permanently blessed. These holy armaments are usually offered at cleric shops in towns.&lt;br /&gt;
&lt;br /&gt;
=== Raise Dead and Chrism Gems ===&lt;br /&gt;
&lt;br /&gt;
Upon learning the &#039;&#039;&#039;[[Raise Dead (318)]]&#039;&#039;&#039; spell and having enough training in [[Spiritual Mana Control]], a cleric can restores life to a fallen character at the cost of the cleric&#039;s spirit points. The amount of spirit points drained is based on the maximum spirit of the corpse, as well as the number of ranks of this circle the cleric possesses. Be warned: if the cleric does not have enough spirit at the time of casting the spell, the raise attempt will kill the cleric!&lt;br /&gt;
&lt;br /&gt;
While there are other ways to raise dead characters in the world, clerics have the unique ability to use [[chrism]] gems to allow the character they are raising to retain some of their field experience and quicken their recovery time. &#039;&#039;&#039;[[Holy Receptacle (325)]]&#039;&#039;&#039; blesses an [[orb gem|orb]]-quality gem with the ability to hold either a certain number of charges of a spell or a special power, including [[chrism]]s.  Higher valued stones can hold more charges of a given spell, or more powerful blessings.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;[[Miracle (350)]]&#039;&#039;&#039; spell allows a cleric to raise themselves using the {{boldmono|[[BESEECH]]}} command. Without additional lore training, it can only be used once every 24 hours.&lt;br /&gt;
&lt;br /&gt;
=== Holy Symbols ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Symbol of the Proselyte (340)]]&#039;&#039;&#039; allows a cleric to create a holy symbol that can be used to punish the unrepentant when activated using the {{boldmono|[[CHANT]] (symbol)}} command. &lt;br /&gt;
&lt;br /&gt;
=== Sanctify ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sanctify (330)]]&#039;&#039;&#039; is the [[profession service]] for clerics. It uses stored devotion to permanently enhance combat armaments for use against the [[undead]]. This enhancement provides both offensive and defensive benefits, and can even be further bestowed with Holy Fire flares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[F2P]] clerics cannot modify items with 330.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Cleric Guild ==&lt;br /&gt;
&lt;br /&gt;
Upon reaching level 15, clerics are invited to join the [[Cleric Guild]]. For a nominal monthly fee, the guild gives access to [[alchemy]] skills.&lt;br /&gt;
&lt;br /&gt;
Alchemy recipes exclusive to clerics include:&lt;br /&gt;
*[[lichbane talisman]]&lt;br /&gt;
*[[pure potion]]&lt;br /&gt;
*[[exorcism oil]]&lt;br /&gt;
*[[repelling oil]]&lt;br /&gt;
*enhancive [[spirit regeneration crystal]]s&lt;br /&gt;
*enhancive [[spirit-well potion]]s&lt;br /&gt;
*[[spiraled willow wand]] embedded with [[Holy Bolt]]&lt;br /&gt;
*[[holy water]] containing [[Neutralize Curse]]&lt;br /&gt;
&lt;br /&gt;
==Cleric Statistic Growth Rates==&lt;br /&gt;
&lt;br /&gt;
For more information see the page on [[Statistic growth rate]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|+ &#039;&#039;&#039;Cleric Stat Growth Rates&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! width=80px | &#039;&#039;Profession&#039;&#039;&lt;br /&gt;
! width=80px |  [[Strength]] || width=80px |  [[Constitution]] || width=80px |  [[Dexterity]] || width=80px |  [[Agility]] || width=80px |  [[Discipline]]&lt;br /&gt;
! width=80px |  [[Aura]] || width=80px |  [[Logic]] || width=80px |  [[Intuition]] || width=80px |  [[Wisdom]] || width=80px |  [[Influence]]&lt;br /&gt;
|- align = center&lt;br /&gt;
| &#039;&#039;&#039;Cleric&#039;&#039;&#039;||20||20||10||15||25||15||25||25||30||20&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;Note: The table above is the baseline statistic growth rates.  These values are actually modified for &#039;&#039;&#039;every&#039;&#039;&#039; race in GemStone IV, including [[human]]s.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
&lt;br /&gt;
=====Guides=====&lt;br /&gt;
*[[A beginner&#039;s guide to playing a cleric]]&lt;br /&gt;
*[[Cleric training suggestions]]&lt;br /&gt;
*[[Rescuing Cleric]]&lt;br /&gt;
&lt;br /&gt;
{{Cleric}}&lt;br /&gt;
{{Professions}}&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Cleric_training_suggestions&amp;diff=246648</id>
		<title>Cleric training suggestions</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Cleric_training_suggestions&amp;diff=246648"/>
		<updated>2025-10-02T23:55:54Z</updated>

		<summary type="html">&lt;p&gt;ZHOUY1: Spin off training suggestions to their own guide as they have become quite long.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Player-guide&lt;br /&gt;
|title=Cleric training suggestions&lt;br /&gt;
|date=2007-02-03&lt;br /&gt;
|updated=2022-08-19&lt;br /&gt;
|updateby=Allereli, Palvella, Obelin, et al.&lt;br /&gt;
|topic=Sorcerers&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&#039;&#039;These training suggestions were originally on the main [[Cleric]] page as a general guide to the profession.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Stat Placement and Race Selection ==&lt;br /&gt;
&lt;br /&gt;
Considering the versatility of the class, there are many [[statistic]]s that are important to a cleric, but the most important as far as [[training point]]s are concerned are [[Wisdom]] and [[Intuition]], as they yield double training points due to being [[prime requisite|primary stats]] for the cleric [[profession]].  Additionally, Wisdom is the statistic that affects [[casting strength]] for all three spheres of magic clerics have access to.  [[Aura]] affects the amount of [[spirit point]]s that a cleric has available when [[Raise Dead (318)|raising the dead]].&lt;br /&gt;
&lt;br /&gt;
While no statistic is unimportant, certain others have a more profound impact depending on training path.  For a [[Melee Cleric]], [[Strength]] is of vital importance, as it is used to calculate [[attack strength]].  Similarly, a cleric that uses [[bolt spell]]s will want to have a high [[Dexterity]].  Strength and [[Constitution]] are used to determine how much a character can hold without becoming [[encumbrance|encumbered]].  [[Agility]] is used to determine [[defensive strength]], which makes a character harder to hit in combat.&lt;br /&gt;
&lt;br /&gt;
Choice of [[race]] is encouraged to be a decision based on [[roleplay]]ing, but various races offer some mechanical advantage.  Races with lower bonuses to Aura (such as [[Dwarf|dwarves]] and [[Giantman|giants]]) have a slightly faster rate of spirit point return compared to those with larger bonuses (such as [[Elf|elves]] and [[Dark elf|dark elves]]), although this advantage is mitigated by the ability to use the [[MEDITATE]] verb to restore [[health]], [[mana]], and spirit points more quickly.&lt;br /&gt;
&lt;br /&gt;
== General Training Suggestions ==&lt;br /&gt;
&lt;br /&gt;
Clerics are pure spellcasters, and such are encouraged to train in magic-related skills.  It was for this reason that the concept of [[Runestaff]] defense, allowing a magical character to focus on magical skills without being entirely unable to defend themselves.  While there are many other options for defense ([[Brawling]], shields, among others), for a cleric that uses a runestaff, heavy training in magical skills (at least 8 ranks per level) is required.&lt;br /&gt;
&lt;br /&gt;
=== Magical Skills ===&lt;br /&gt;
These are the skills that are used when calculating [[Runestaff]] defense.  In general, they are skills a cleric would want to train in anyhow, and thus perform a double service.&lt;br /&gt;
&lt;br /&gt;
;[[Arcane Symbols]]&lt;br /&gt;
:[[Arcane Symbols]] is the skill used to read and invoke scrolls.  It is not possible to read a spell of higher level than your number of ranks in Arcane Symbols, and further skill increases both your chance of successfully invoking the spell and the duration of a spell cast off a scroll.  Additionally, the spell [[Living Spell (208)|Living Spell]] uses the caster&#039;s Arcane Symbols skill when determining if the spell is successfully transferred.  It is an inexpensive and useful skill, and frequently taken to aid [[Runestaff]] defense.&lt;br /&gt;
&lt;br /&gt;
;[[Magic Item Use]]&lt;br /&gt;
:Similar in nature to Arcane Symbols, [[Magic Item Use]] allows the use of magic items.  Increased skill allows greater success rates in activation, which is especially useful when using wands (particularly [[aquamarine wand]]s that have been [[Holy Blade (304)|blessed]]) as a form of attack.  It is often trained for the same reason as Arcane Symbols.&lt;br /&gt;
&lt;br /&gt;
;[[Spell Aiming]]&lt;br /&gt;
:[[Spell Aiming]] is one of the attack methods available to clerics, by use of [[Holy Bolt (306)|Holy Bolt]], [[Fire Spirit (111)|Fire Spirit]], [[Web (118)|Web]], or various wands.  Conventional wisdom suggests that if one intends to train in Spell Aiming at all, double training is necessary to reap sufficient benefit.  A useful skill, and also aids [[runestaff]] defense at a moderate cost.&lt;br /&gt;
&lt;br /&gt;
;[[Harness Power]]&lt;br /&gt;
:The [[Harness Power]] skill determines the amount of [[mana]] available to a cleric.  Every rank in Harness Power up to the current level of the character provides 3 mana, while additional ranks provide only 1.  This is recalculated whenever a level is gained, so over-training at low-levels when mana is scarce for hunting can be recouped by less-frequent training later on.&lt;br /&gt;
&lt;br /&gt;
;[[Spirit Mana Control]]&lt;br /&gt;
:[[Spiritual Mana Control]] has several impacts on clerics, the first of which is governing the efficiency of transferring mana to another that has trained in Spirit Mana Control.  The second use of this spell is in determining whether a cast of [[Raise Dead (318)|Raise Dead]] will be effective, as a percentage chance based on skill (not ranks) of Spirit Mana Control.  For this reason, [[Rescuing Cleric]]s especially recommend having at least 24 ranks prior to attempting to cast Raise Dead, to prevent a failure resulting in the corpse dying again.  Spirit Mana Control also aids a cleric in mana recovery, providing one additional mana point returned per 10 ranks of SMC.&lt;br /&gt;
&lt;br /&gt;
;[[Spiritual Lore]]&lt;br /&gt;
:Considered a means of customizing a cleric, the [[Spiritual Lore]]s of [[Spiritual Lore, Blessings|Blessings]], [[Spiritual Lore, Religion|Religion]], and [[Spiritual Lore, Summoning|Spirit Summoning]] provide a cleric&#039;s spells with more power and versatility.  Many clerics choose to single train in this skill due to the cost, although some make it a point to gain the required ranks for the fourth tier of [[Holy Receptacle (325)|Holy Receptacle]] to be able to make Chrism gems as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Physical Skills ===&lt;br /&gt;
;Weapon Skills&lt;br /&gt;
:For those that snear at those that hide behind &amp;quot;[[Runestaff|Twigs]],&amp;quot; the way of the holy warrior is not fully closed.  Weapon skills provide a means of attack when out of mana, or in areas that magic will not work.  Due to the pre-[[Paladin]] role of the cleric as a holy warrior (and enabling the [[Melee Cleric]]), the [[Cleric Base|cleric spell]] [[Benediction (307)|Benediction]] and the [[Major Spiritual]] spells [[Bravery (211)|Bravery]] and [[Heroism (215)|Heroism]] bolster the sword arm of the cleric.&lt;br /&gt;
&lt;br /&gt;
:Most clerics that train in weapon skills will do so 1x per level, every level.&lt;br /&gt;
&lt;br /&gt;
;[[Shield Use]]&lt;br /&gt;
:An alternative to the [[Runestaff]], a shield provides consistent defense which is increased with training in the [[Shield Use]] skill.  Those that rely on a shield for defense generally train in it 1x per level.  Shields provide more defense in an offensive stance than a weapon or runestaff does, although more defensive stances provide higher defense with a shield, as well.&lt;br /&gt;
&lt;br /&gt;
;[[Armor Use]]&lt;br /&gt;
:Of all the [[pure]] classes, Clerics have the lowest costs for both [[training points]] and spell hindrance associated with heavy armor.  At low levels, most clerics advocate the 6 ranks in [[Armor Use]] necessary to minimize the [[Armor#action penalty|action]] and [[roundtime]] penalties for double leather.  Later, however, some clerics recommend moving to heavier armor such as leather breastplate, brigandine, or even chain mail for the additional protection.&lt;br /&gt;
&lt;br /&gt;
;[[Physical Training]]&lt;br /&gt;
:[[Physical Training]] determines amount of [[hit point]]s a character has, up to racial maximum plus [[Constitution]] bonus.  Most clerics will train this skill until health maxes out, although it does provide faster [[hitpoint]] regeneration.&lt;br /&gt;
&lt;br /&gt;
=== Secondary Skills ===&lt;br /&gt;
While training in skills of combat and magic are a major part of skill training, they in no way encompass the entirety of a training plan.  Secondary skills allow a character to navigate the world of Elanthia, and provide a mechanical basis for fleshing out a character beyond a mere hunting/raising automaton.  There are many possible skills a cleric may choose to branch into ([[Thrown Weapons]] for a dart player, for example), and a few of the more common ones are detailed here.&lt;br /&gt;
&lt;br /&gt;
;[[First Aid]]&lt;br /&gt;
:Training in [[First Aid]] is a skill of major import to [[Rescuing Cleric]]s, who can use the skill to [[TEND (verb)|TEND]] the wounds of the fallen (or themselves) when an [[Empath]] is not at hand.  Further, the skill is used to determine skill in skinning, foraging for herbs, and reduces roundtime when eating herbs.&lt;br /&gt;
&lt;br /&gt;
;[[Climbing]] and [[Swimming]]&lt;br /&gt;
:The [[climbing]] and [[swimming]] skills allow a character to navigate safely some of the rougher terrain in Elanthia, from Climbing the Graveyard gate near Wehnimer&#039;s Landing to swimming into the Cavern of the Ages.  In general, the difficulty for such a climb or swim is based on the difficulty of the creatures to be found past it.  5-10 ranks of each skill by level 20 is generally sufficient, depending on encumbrance, and 20-30 is normally enough for the higher level hunting grounds.&lt;br /&gt;
&lt;br /&gt;
;[[Perception]]&lt;br /&gt;
:The [[Perception]] skill is one with a myriad of uses, from spotting hidden paths to foraging to detecting thieves.&lt;br /&gt;
&lt;br /&gt;
;[[Combat Maneuvers]]&lt;br /&gt;
:Primarily of use to the [[Melee Cleric]], training in [[Combat Maneuvers]] provides a holy warrior with a few additional [[Maneuver|tricks]] to use in battle.  It also gives the cleric a better chance to resist maneuver-based attacks, a notorious weakness for pures.  An expensive skill, but worth it in some circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Spell Training ===&lt;br /&gt;
As [[pure]] spellcasters, the brunt of a cleric&#039;s power comes from spells, and spell power comes from training in [[Spell Research]].  Not only does this skill give a cleric access to new spells, it also increases the effectiveness of those they already possess (most often via increasing [[CS]] or spell duration).  While a cleric has three different spell circles to choose from ([[Minor Spiritual]], [[Major Spiritual]], and [[Cleric Base]]), they all fall under the blanket of [[Spell Research]] for the purpose of determining [[training point]] cost.  In general, most clerics will train between 2x and 3x per level in this skill.&lt;br /&gt;
&lt;br /&gt;
=== Defense Methods ===&lt;br /&gt;
All clerics need a way to defend themselves. The main choices for physical defense are shield alone, brawl with shield, runestaff and two-handed weapon. The cleric spells are the most important for magical defense and 1x in cleric spells should be regarded as core training.&lt;br /&gt;
&lt;br /&gt;
The different defense choices provide substantially different amounts of defense. The comparison below splits this into two parts, the defense that is obtained from the configuration alone, and the defense that is added to that by training. The comparison assumes that the cleric has moderately good stats and that there is a contribution of 20 from stats to evade, 7 to block and 7 to parry DS. It assumes 4x equipment. Offensive and defensive stance values are given. The same training point cost is assumed for the comparison of shield without brawl (1x shield) and shield with brawl (5 ranks shield to every 13 ranks brawl). Armor is ignored so there is an additional +20 available to all defense from armor enchant and a small loss to be taken from the dodge DS if armor goes above soft leather. Runestaff defense assumes a spell heavy training plan, with the training points from not training brawl and shield used for magic ranks. A typical runestaff user would have less spells and up to 16 melee DS per 13 levels. Similarly the shield and brawl combination can gain increased defense at the cost of spending extra training points on it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|1=text-align:center;}}&lt;br /&gt;
|-bgcolor=lightgrey&lt;br /&gt;
 !rowspan=2|&lt;br /&gt;
 !colspan=2|Melee (Def)&lt;br /&gt;
 !rowspan=8|&lt;br /&gt;
 !colspan=2|Melee (Off)&lt;br /&gt;
 !rowspan=8|&lt;br /&gt;
 !colspan=2|Ranged (Def)&lt;br /&gt;
 !rowspan=8|&lt;br /&gt;
 !colspan=2|Ranged (Off)&lt;br /&gt;
|-bgcolor=lightgrey&lt;br /&gt;
 !Base||Added&lt;br /&gt;
 !Base||Added&lt;br /&gt;
 !Base||Added&lt;br /&gt;
 !Base||Added&lt;br /&gt;
|-&lt;br /&gt;
  |Small shield without brawl || 57||7 || 51||4 || 111||10 || 55||5&lt;br /&gt;
|-&lt;br /&gt;
  |Tower shield without brawl || 46||11 || 42||6 || 125||18 || 61||9 &lt;br /&gt;
|-&lt;br /&gt;
  |Small shield with brawl || 114||12 || 51||5 || 61||4 || 55||2&lt;br /&gt;
|-&lt;br /&gt;
  |Tower shield with brawl || 103||13 || 42||6 || 75||7 || 61||4&lt;br /&gt;
|-&lt;br /&gt;
  |Runestaff || 96||14 || 20||4 || 64||7 || 24||2&lt;br /&gt;
|-&lt;br /&gt;
  |Two handed weapon || 86||13 || 17||4 || 29||0 || 21||0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Cleric]]&lt;/div&gt;</summary>
		<author><name>ZHOUY1</name></author>
	</entry>
</feed>