https://gswiki.play.net/api.php?action=feedcontributions&user=DREWES14&feedformat=atomGemStone IV Wiki - User contributions [en]2024-03-29T08:52:51ZUser contributionsMediaWiki 1.39.5https://gswiki.play.net/index.php?title=Xte_(prime)&diff=213386Xte (prime)2024-02-03T04:01:12Z<p>DREWES14: </p>
<hr />
<div>[[File:Xte.png|thumb|Xte with her black light arbalest]]<br />
Xte the Wanderer crafts her path with the subtlety of dusk and the mystery of dawn. A chrono-symphonic treasure hunter cloaked in mystery and a thick cowl that wraps around her shoulders and neck, she stands as a voyager of time's flow, her intentions as cryptic as the moon's silent vigil.<br />
<br />
Her eyes, a hidden enigma behind mirrored black steel goggles, reflect the world in its endless complexity. These goggles, secured by a leather strap weathered by countless journeys, are not merely a barrier but a portal through which she scrutinizes the fabric of reality. The pale byssus shroud that adorns her, edged in meticulously painted geometrics, is a canvas of her travels, each line a story, each color a secret held close.<br />
<br />
By her side, a unique instrument of her will: the Black Light Arbalest. With its glowing purple accents, it is a masterpiece that transcends the ordinary, residing in the realm of the extraordinary. This arbalest, cradled in a black leather shoulder scabbard bound with steel, is not just a weapon but an extension of Xte's arcane prowess—a conduit for her mastery over time itself.<br />
<br />
Xte's magic is an art form rooted in the ancient and the mystical. Her pale green hair, soft as the first light of spring yet vibrant with the depth of emerald seas, frames her face and whispers of her connection to the elemental. It is her music, however, that serves as the key to her power. Through the vibrations of her melodies, she manipulates the very essence of time, accelerating the moments between breaths, between the beats of the heart, allowing her bolts to fly with unparalleled speed. To her foes, her barrage is relentless, a storm of precision and swiftness that mirrors the unstoppable march of time itself.<br />
<br />
But it is not mere speed that defines her mastery; it is the ability to weave the threads of moments, to stretch an instant into an eternity or compress hours into the blink of an eye. Her arrows, propelled by the force of her musical incantations, become agents of temporal distortion, each shot a note in the grand composition of fate.<br />
<br />
Xte's journey is a quest not for glory but for understanding, to unravel the mysteries of time and existence through the lens of her unique magic. She is a wanderer not because she has no destination, but because her quest is boundless, a never-ending odyssey.</div>DREWES14https://gswiki.play.net/index.php?title=Xte_(prime)&diff=213385Xte (prime)2024-02-03T04:00:37Z<p>DREWES14: Created page with "Xte with her black light arbalest Xte the Wanderer crafts her path with the subtlety of dusk and the mystery of dawn. A Chrono-Symphonic treasure hunter cloaked in mystery and a thick cowl that wraps around her shoulders and neck, she stands as a sentinel of time's flow, her intentions as cryptic as the moon's silent vigil. Her eyes, a hidden enigma behind mirrored black steel goggles, reflect the world in its endless complexity. These goggles, se..."</p>
<hr />
<div>[[File:Xte.png|thumb|Xte with her black light arbalest]]<br />
Xte the Wanderer crafts her path with the subtlety of dusk and the mystery of dawn. A Chrono-Symphonic treasure hunter cloaked in mystery and a thick cowl that wraps around her shoulders and neck, she stands as a sentinel of time's flow, her intentions as cryptic as the moon's silent vigil.<br />
<br />
Her eyes, a hidden enigma behind mirrored black steel goggles, reflect the world in its endless complexity. These goggles, secured by a leather strap weathered by countless journeys, are not merely a barrier but a portal through which she scrutinizes the fabric of reality. The pale byssus shroud that adorns her, edged in meticulously painted geometrics, is a canvas of her travels, each line a story, each color a secret held close.<br />
<br />
By her side, a unique instrument of her will: the Black Light Arbalest. With its glowing purple accents, it is a masterpiece that transcends the ordinary, residing in the realm of the extraordinary. This arbalest, cradled in a black leather shoulder scabbard bound with steel, is not just a weapon but an extension of Xte's arcane prowess—a conduit for her mastery over time itself.<br />
<br />
Xte's magic is an art form rooted in the ancient and the mystical. Her pale green hair, soft as the first light of spring yet vibrant with the depth of emerald seas, frames her face and whispers of her connection to the elemental. It is her music, however, that serves as the key to her power. Through the vibrations of her melodies, she manipulates the very essence of time, accelerating the moments between breaths, between the beats of the heart, allowing her bolts to fly with unparalleled speed. To her foes, her barrage is relentless, a storm of precision and swiftness that mirrors the unstoppable march of time itself.<br />
<br />
But it is not mere speed that defines her mastery; it is the ability to weave the threads of moments, to stretch an instant into an eternity or compress hours into the blink of an eye. Her arrows, propelled by the force of her musical incantations, become agents of temporal distortion, each shot a note in the grand composition of fate.<br />
<br />
Xte's journey is a quest not for glory but for understanding, to unravel the mysteries of time and existence through the lens of her unique magic. She is a wanderer not because she has no destination, but because her quest is boundless, a never-ending odyssey.</div>DREWES14https://gswiki.play.net/index.php?title=File:Xte.png&diff=213384File:Xte.png2024-02-03T03:50:12Z<p>DREWES14: </p>
<hr />
<div>An image of Xte made with Midjourney</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=211058Machtig (prime)2023-12-06T14:32:27Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter, blacksmith<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}Meet Machtig, a man who proves that even in the world of swordplay and high-seas adventure, life is a long-winded joke. Machtig is a rugged sword master whose skin is a living storyboard of "been there, done that". His fashion choice? A dark poncho-style shroud – because nothing says ‘mystery’ like looking like an enigmatic gardener. And let's not forget those casual black pants and dark leather boots – the ultimate blend of ‘I’m ready for adventure’ and ‘I might just stroll to the nearest tavern’.<br />
<br />
Our hero's backstory is as colorful as his attire. Once a pirate, Machtig sailed the high seas, living a life filled with moral ambiguity and probably too much rum. After hanging up his pirate hat (figuratively, since he prefers hoods), he ventured into the glamorous world of mercenary work, because why settle for one morally dubious career when you can have two? Now, he’s a jack-of-all-trades – from map-making to treasure hunting – because why commit to one job when you can dabble in them all?<br />
<br />
Philosophically, Machtig is a bit of a nihilist, probably from all that sea air and sword fighting. He’s the guy pondering life's big questions with a pipe of smokeweed in hand. His past careers have taught him the fine arts of skepticism, realism, and the importance of being able to laugh at the absurdity of life.<br />
<br />
Skill-wise, Machtig’s a bit of an overachiever. He’s not just good with a sword; he’s a veritable human Swiss Army knife of weaponry. His collection includes the Turtle Sword (because nothing says ‘fear me’ like a turtle skull), a Dark Runic Katana (for those days when you need a bit of edge), a High-Steel Kukri (the multi-tool of swords), and an Ancient Claidhmore which he claims is the best in the world (compensation, anyone?).<br />
<br />
Personality-wise, Machtig is an enigma wrapped in a riddle tied up with a cynical bow. He’s the kind of guy who will engage in a philosophical debate in one breath and challenge you to a duel in the next. Underneath his tough, world-weary exterior, he’s just a wanderer searching for his place in the world, one stupid adventure at a time.<br />
<br />
In essence, Machtig is the living embodiment of the phrase "expect the unexpected" – a paradoxical blend of humor, skill, and a touch of existential dread. He’s the friendly neighborhood swordsman who’s just as likely to save the day as he is to question why the day needed saving in the first place.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=211057Machtig (prime)2023-12-06T14:29:23Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter, blacksmith<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}Meet Machtig, a man who proves that even in the world of swordplay and high-seas adventure, life is a long-winded joke. Machtig is a rugged sword master whose skin is a living storyboard of "been there, done that". His fashion choice? A dark poncho-style shroud – because nothing says ‘mystery’ like looking like an enigmatic gardener. And let's not forget those casual black pants and dark leather boots – the ultimate blend of ‘I’m ready for adventure’ and ‘I might just stroll to the nearest tavern’.<br />
<br />
Our hero's backstory is as colorful as his attire. Once a pirate, Machtig sailed the high seas, living a life filled with moral ambiguity and probably too much rum. After hanging up his pirate hat (figuratively, since he prefers hoods), he ventured into the glamorous world of mercenary work, because why settle for one morally dubious career when you can have two? Now, he’s a jack-of-all-trades – from map-making to treasure hunting – because why commit to one job when you can dabble in them all?<br />
<br />
Philosophically, Machtig is a bit of a nihilist, probably from all that sea air and sword fighting. He’s the guy pondering life's big questions with a pipe of smokeweed in hand. His past careers have taught him the fine arts of skepticism, realism, and the importance of being able to laugh at the absurdity of life.<br />
<br />
Skill-wise, Machtig’s a bit of an overachiever. He’s not just good with a sword; he’s a veritable human Swiss Army knife of weaponry. His collection includes the Turtle Sword (because nothing says ‘fear me’ like a turtle skull), a Dark Runic Katana (for those days when you need a bit of edge), a High-Steel Kukri (the multi-tool of swords), and an Ancient Claidhmore which he claims is the best in the world (compensation, anyone?).<br />
<br />
Personality-wise, Machtig is an enigma wrapped in a riddle tied up with a cynical bow. He’s the kind of guy who will engage in a philosophical debate in one breath and challenge you to a duel in the next. Underneath his tough, world-weary exterior, he’s just a wanderer searching for his place in the world, one goofy adventure at a time.<br />
<br />
In essence, Machtig is the living embodiment of the phrase "expect the unexpected" – a paradoxical blend of humor, skill, and a touch of existential dread. He’s the friendly neighborhood swordsman who’s just as likely to save the day as he is to question why the day needed saving in the first place.</div>DREWES14https://gswiki.play.net/index.php?title=Category:Hinterwilds_creatures&diff=211056Category:Hinterwilds creatures2023-12-06T14:21:56Z<p>DREWES14: HW has been long established lore as halfling warrior</p>
<hr />
<div>[[File:Hinterwild_Map_by_Alosaka.jpg|thumb|400px|Map of the hunting area The Hinterwilds. Cartography and map by Mnar Akurion.]]<br />
<br />
{{TOCright}}<br />
<br />
Hinterwilds (abbreviated as "HiWi" or incorrectly as "HW") is a [[Ascension Skill System|challenging]] and large hunting ground with creatures from base levels 96 to 115 located near [[Icemule Trace]], far north of the existing map of [[Elanith]] and located near to [[Elanthia]]'s northern pole. The [[Long Snow]] is a barrier between Icemule Trace and the Hinterwilds. It can be bypassed using the [[Temple of Hope]] caravan system. A separate caravan may be taken from [[Ta'Illistim]], up the trail from the postern gate. These caravans cannot travel between Icemule Trace and Ta'Illistim, and the return journey can only take adventurers to their respective starting locations.<br />
<br />
==Story==<br />
<br />
Hinterwilds came out of the [[:Category:Icemule Trace storylines|storyline]] [[The Uncertain Times]]. More information will be put here at some point.<br />
<br />
The wendigo are halflings who have been transformed by [[Zeban]]'s dark magic.<br />
<br />
==Transportation==<br />
<br />
===From Icemule Trace===<br />
<br />
You can take a caravan to and from the [[Temple of Hope]] to the Hinterwilds. (Lich# 23830, {{boldmono|[[INQUIRE]] CONDUCTOR}}).<br />
<br />
<pre{{log2}}>You are escorted to your seat by a weathered sylvankind, who hops up into the driver's seat and coaxes the vehicle into motion just in time to keep up with the rest of the caravan.<br />
<br />
[Hinterwilds Caravan, Sleigh]<br />
The capacious sleigh is one of several traveling swiftly toward Icemule Trace, driven by a weathered sylvankind. Drawn by a pair of ponderous yaks, the sleigh is piled high with supplies. There are also fur blankets that, if a bit musky, provide ample warmth to both driver and riders.<br />
Obvious paths: none</pre><br />
<br />
There is also an instant-travel option available in the Temple which requires 4 gigas artifacts to operate. (Lich# 31064, {{boldmono|GO SLIVER}}). These artifacts are acquired after searching creatures in the Hinterwilds.<br />
<br />
===From Ta'Illistim===<br />
<br />
In [[Ta'Illistim]], efforts to track a long-lost elven expedition into the mountains resulted in the reopening of a trail over the eastern [[Dragonspine Mountains]]. A caravan gathering point was subsequently set up outside the western postern gate and up the trail. (Lich# 31073, {{boldmono|INQUIRE CONDUCTOR}})<br />
<br />
===Caravan Return===<br />
<br />
The return trip to your point of origin can be made from [[Kalivan's Caravans]]:<br />
<br />
<pre{{log2}}>[Kalivan's Caravans, Tent - 29865] (u7503002)<br />
The interior of the tent is redolent with the musk of unwashed bodies and fire-warmed hide. Two huge braziers of plain clay are positioned at the entrance, standing guard against the invading chill, but its shrill screams drown out the crackle of the roaring flames. Behind a spindly modwir desk sits a perfunctory-looking halfling heavily swaddled in furs. The logbook before him is splotched with snowmelt in places and the pages are warped by the damp, but it is mostly legible. You also see a fluffy blue-eyed sled dog.<br />
Obvious exits: out</pre><br />
<br />
==Areas==<br />
<br />
There are four distinct hunting areas which also feature some different geographic locations such as the [[Issenflow River]].<br />
<br />
===Boreal Forest===<br />
<br />
The design intent was for the Boreal Forest to feel a little more spread out.<br />
<br />
* a [[bloody halfling cannibal]] (101)<br />
* an [[immense gold-bristled hinterboar]] (102)<br />
* a [[stunted halfling bloodspeaker]] (103)<br />
* a [[behemothic gorefrost golem]] (104)<br />
* a [[savage fork-tongued wendigo]] (105)<br />
<br />
===Gigas Villages===<br />
<br />
The design intent was for the Gigas Villages to feel a little more swarmy. These include Eldurhaart, Fjallarhaart, and Ojandhaart.<br />
<br />
* a [[heavily armored battle mastodon]] (102)<br />
* a [[tattooed gigas berserker]] (103)<br />
* a [[niveous giant warg]] (104)<br />
* a [[grim gigas skald]] (105)<br />
* a [[brawny gigas shield-maiden]] (106)<br />
<br />
===Angargreft Exterior===<br />
<br />
The design intent was for Angargreft to feel a little more spread out.<br />
<br />
====Berserker's End====<br />
<br />
* a [[quivering sanguine ooze]] (107)<br />
* a [[flayed gigas disciple]] (113)<br />
<br />
====Burrow====<br />
<br />
* a [[quivering sanguine ooze]] (107)<br />
* a [[colossal boreal undansormr]] (111)<br />
<br />
====Great Chamber====<br />
<br />
* a [[quivering sanguine ooze]] (107)<br />
* a [[withered shadow-cloaked draugr]] (108 undead)<br />
* a [[flayed gigas disciple]] (113)<br />
* a [[shining winged disir]] (114 undead)<br />
<br />
====Hanging Gardens====<br />
<br />
* a [[quivering sanguine ooze]] (107)<br />
* a [[squamous reptilian mutant]] (109)<br />
* an [[eyeless black valravn]] (112 undead)<br />
* a [[flayed gigas disciple]] (113)<br />
<br />
====Sanguine Grove====<br />
<br />
* a [[colossal boreal undansormr]] (111)<br />
<br />
===Pits of the Dead===<br />
<br />
The Pits of the Dead are the disturbed ancestors and their psychopomps, which are being awakened by Zerroth's corrupted blood. This pit can be located from the Mead Hall in Fjallarhaart or after the pillars in the Great Chamber down the steps at the Maw. They converge at the Nexus within the Pits of the Dead.<br />
<br />
* a [[withered shadow-cloaked draugr]] (108 corporeal undead)<br />
* a [[roiling crimson angargeist]] (110 non-corporeal undead)<br />
* an [[eyeless black valravn]] (112 undead)<br />
<br />
==Loot==<br />
<br />
===Gems===<br />
<div style="column-count:4;-moz-column-count:4;-webkit-column-count:4;background:#f3f3f9;border-style:solid;border-width:1px"><br />
* [[Amber#a_piece_of_blood_amber|a piece of blood amber]]<br />
* [[Amethyst#a_frosted_pale_violet_amethyst|a frosted pale violet amethyst]]<br />
* [[Aranthium#a_dark_ivory_aranthium-bloom|a dark ivory aranthium-bloom]]<br />
* [[Beryl#a_cylindrical_red_beryl|a cylindrical red beryl]]<br />
* [[Crystal#a_twilight_blue_azurite_crystal|a twilight blue azurite crystal]]<br />
* [[Deathstone#a_misty_grey_deathstone|a misty grey deathstone]]<br />
* [[Diopside#a_teal_chrome_diopside|a teal chrome diopside]]<br />
* [[Duskjewel#a_deep_violet_duskjewel|a deep violet duskjewel]]<br />
* [[Egg#a_fossilized_undansormr_egg|a fossilized undansormr egg]]<br />
* [[Emerald#a_gold-green_auroral_emerald|a gold-green auroral emerald]]<br />
* [[Fang#a_petrified_warg_fang|a petrified warg fang]]<br />
* [[Firedrop#a_lustrous_vermilion_firedrop|a lustrous vermilion firedrop]]<br />
* [[Garnet#a_deep_red-violet_garnet|a deep red-violet garnet]]<br />
* [[Heliodor#a_vibrant_titian_heliodor|a vibrant titian heliodor]]<br />
* [[Jasper#a_mottled_green_jasper|a mottled green jasper]]<br />
* [[Kornerupine#a_blue-violet_chunk_of_kornerupine|a blue-violet chunk of kornerupine]]<br />
* [[Marble#a_chunk_of_pale_marble|a chunk of pale marble]]<br />
* [[Mournstone#a_dull_griseous_mournstone|a dull griseous mournstone]]<br />
* [[Nightstone#an_inky_black_nightstone|an inky black nightstone]]<br />
* [[Nugget#a_silver-white_palladium_nugget|a silver-white palladium nugget]]<br />
* [[Oligoclase#a_piece_of_clear_oligoclase|a piece of clear oligoclase]]<br />
* [[Onyx#a_gold-banded_onyx|a gold-banded onyx]]<br />
* [[Opal#a_silvery_nimbus_opal|a silvery nimbus opal]]<br />
* [[Pearl#a_pastel-hued_winterbite_pearl|a pastel-hued winterbite pearl]]<br />
* [[Quartz#a_lambent_gold_warg.27s_eye_quartz|a lambent gold warg's eye quartz]]<br />
* [[Razern-bloom#a_bluish_black_razern-bloom|a bluish black razern-bloom]]<br />
* [[Ruby#a_vinous_gigasblood_ruby|a vinous gigasblood ruby]]<br />
* [[Sapphire#a_faceted_wyrm.27s-heart_sapphire|a faceted wyrm's-heart sapphire]]<br />
* [[Sapphire#a_piece_of_dusky_blue_sapphire|a piece of dusky blue sapphire]]<br />
* [[Shard#a_nival_everfrost_shard|a nival everfrost shard]]<br />
* [[Shard#a_rainbowed_ammolite_shard|a rainbowed ammolite shard]]<br />
* [[Shard#a_virescent_nephrite_shard|a virescent nephrite shard]]<br />
* [[Snowstone#a_stark_white_snowstone|a stark white snowstone]]<br />
* [[Spectrolite#a_shard_of_streaked_blue_spectrolite|a shard of streaked blue spectrolite]]<br />
* [[Spinel#a_vivid_cobalt_blue_spinel|a vivid cobalt blue spinel]]<br />
* [[Stone#a_grey-streaked_malachite_stone|a grey-streaked malachite stone]]<br />
* [[Stone#a_saffron-hued_danburite_stone|a saffron-hued danburite stone]]<br />
* [[Teardrop#a_carved_basalt_teardrop|a carved basalt teardrop]]<br />
* [[Titanite#a_piece_of_coppery_titanite|a piece of coppery titanite]]<br />
* [[Topaz#a_royal_blue_boreal_topaz|a royal blue boreal topaz]]<br />
* [[Tourmaline#a_rutilated_twilight_tourmaline|a rutilated twilight tourmaline]]<br />
* [[Zoisite#a_green_and_pink_zoisite|a green and pink zoisite]]<br />
</div><br />
<br />
===Gigas artifact fragments===<br />
<br />
While looting creatures in the Hinterwilds, adventurers may come upon gigas artifact fragments. They are relatively common but each adventurer can only hold up to 20 at a time. The currently held amount is shown via {{boldmono|[[WEALTH]]}}. The fragments can be traded to the alchemist in the village for various benefits, including temporary immunity to hypothermia. They can also be used in specific places for quick transport to the Hinterwilds, bypassing the caravan trips.<br />
<br />
==Mechanics==<br />
<br />
This hunting ground has [[Spell Sever]] which allows a character to cast spells they know as well as up to two outside spells. There is a cold environmental effect called Hypothermia, and there are ice patches you can slip on (whether in the open or [[sneak]]ing). Creatures have sheer fear and some variable damage immunity. There are no planned teleport restrictions according to [https://discord.com/channels/226045346399256576/892754010925305876/892788443808145489 APM Estild].<br />
<br />
===Spell sever===<br />
{{#section:Spell sever|description}}<br />
<br />
===Hypothermia===<br />
<br />
You can increase your Hypothermia tolerance with [[Physical Fitness]], [[Survival]], and Resist Elements. The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet and by the duration of time you stay outside. Swimming in the Issenflow River applies a Frigid Waters debuff that increases Hypothermia accrual to 2x. You can go into an "inside" room to reduce the environmental effect. Tip: Inside rooms will say "Obvious exits" instead of "Obvious paths." You can use [[campfire]]s to reduce the environmental effect or possibly go visit a [[fireplace]] such as in the Tavern. Eventually there may be an alchemy shop with a wind protection boost.<br />
<br />
Both Hypothermia and the Frigid Waters debuff from the Issenflow River will show up in the Debuff window and do show up under {{boldmono|SPELL ACTIVE}}.<br />
<br />
;Wind messaging<br />
<br />
<pre{{log2}}>Wind screeches through the area, cold as steel and sharp as a knife's edge. It gleefully slices at your exposed flesh!<br />
The howling wind drives you out of hiding.<br />
You shiver uncontrollably as the freezing air slices at your skin!<br />
... 15 points of damage!<br />
The icy blast tears into your stomach!<br />
You are stunned for 1 round!</pre><br />
<br />
<pre{{log2}}>Bitter polar winds whip around you with a hateful screech!<br />
You shiver uncontrollably as the freezing air slices at your skin!<br />
... 1 point of damage!<br />
My! You'll surely be stiff in the morning! Better ice down the bruises!</pre><br />
<br />
<pre{{log2}}>A brief lull in the cutting wind heralds a sudden, cruel gust that sends the temperature plummeting!<br />
You shiver uncontrollably as the freezing air slices at your skin!<br />
... 30 points of damage!<br />
Pain penetrates your being as your right ankle shatters from the icy blast.<br />
You are knocked to the ground!<br />
You are stunned for 6 rounds!</pre><br />
<br />
<pre{{log2}}>The freezing cold winds shriek all around you, numbing your extremities.<br />
You shiver uncontrollably as the freezing air slices at your skin!<br />
... 1 point of damage!<br />
My! You'll surely be stiff in the morning! Better ice down the bruises!</pre><br />
<br />
;Hypothermia recovery messaging<br />
<br />
<pre{{log2}}>A semblance of warmth returns to your body as the bitter cold of the Hinterwilds retreats.</pre><br />
<br />
==Behind the Scenes==<br />
Hinterwilds was released on the [[test server]] on September 29, 2021. It was originally announced at the OOC Icemule Trace meeting on March 17, 2021. It was released on prime on May 4, 2022.<br />
<br />
===Credits===<br />
[[User:GS4-AUCHAND|GameMaster Auchand]] wrote and designed the Hinterwilds with help from the [[Staff list|Development Team]] including [[User:GS4-ESTILD|APM Estild]], [[User:GS4-NAIJIN|ASGM Naijin]], and [[User:GS4-MESTYS|GM Mestys]].<br />
<br />
==Resources==<br />
* [[Hinterwilds/saved_posts|Saved posts]]<br />
* [https://docs.google.com/forms/d/e/1FAIpQLSeNo9x5iyBtkR0Ty7wkgE1vxePJFxyVJhoqBjkbP1ZeGnh7jw/viewform Submit bug reports while on test here.]<br />
* [https://townsquarecentral.libsyn.com/scandalous-hoar-giants Town Square Central Podcast Episode - Scandalous Hoar Giants (Milax and GM Auchand)]<br />
<br />
[[Category:Icemule Trace Hunting Areas]][[Category:The Uncertain Times]]</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=210506Machtig (prime)2023-11-23T13:21:56Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter, blacksmith<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}Appearance: Machtig stands at an average height with a rugged, experienced look. His tanned skin is a canvas of his adventures, and his short beard adds to his seasoned appearance. He typically wears a dark, woven poncho-style shroud, casual black pants, and dark leather boots, blending functionality with a hint of mystery. His eyes, often shadowed by the hood of his cowl, carry a thoughtful and slightly amused glint, reflecting a mind that's as sharp as his sword.<br />
<br />
Background: Once a pirate sailing the high seas, Machtig's life was filled with thrill and moral ambiguity. This chapter, rich in lessons and tales, shaped him into a formidable fighter and a cynic at heart. As the tides of life turned, he ventured into mercenary work, where his sword skills were refined. However, the mercenary path, though exciting, left him with a sense of aimlessness.<br />
<br />
Current Life: Now, Machtig finds himself often wandering, taking up roles that pique his interest - from exploring unknown lands and drawing maps to hunting for treasures and working the forge. He enjoys adventuring with his comrades in the Kraken Collective. He's a man who believes in little but is drawn to the thrill of adventure and the complexity of life's battles.<br />
<br />
Philosophy: Despite his friendly and kind demeanor, Machtig is a bit of a nihilist, viewing the world with skepticism and humor. He's the sort to ponder over life's big questions, often with a pipe of smokeweed in hand. His past as a pirate and mercenary has ingrained in him a sense of realism and self-reliance.<br />
<br />
Skills: Machtig is a master swordsman, skilled in various weapons. His arsenal includes the Turtle Sword, a heavy-bladed weapon with a turtle skull pommel, reminiscent of his pirate days; a Dark Runic Katana from his mercenary times; a High-Steel Kukri, ideal for dealing with otherworldly threats; and an Ancient Claidhmore, which he boasts as the best weapon in the world.<br />
<br />
Personality: At his core, Machtig is a paradox - a friendly cynic, a thoughtful warrior, a humorous philosopher. He's as likely to engage in a fierce battle as he is to crack a joke. Underneath his tough exterior lies a man still searching for his place in the world, a wanderer at heart, always ready for the next adventure, the next challenge, the next moment of introspection.</div>DREWES14https://gswiki.play.net/index.php?title=Sighting&diff=210473Sighting2023-11-22T20:19:29Z<p>DREWES14: ranged training is no longer needed to assess ranged weapons</p>
<hr />
<div>{| style="float:right;"<br />
| {{Padding weighting table|type=Sighting}}<br />
|}<br />
'''Sighting''' is the ranged version of [[weighting]] and follows the same scale as weighting and [[padding]] (i.e. 10 combat effective points is "heavy" sighting). Sighting helps hit targets more [[Aiming Success#Aiming Formula: Ranged | accurately]] rather than increasing the critical rank of a [[wound]], although sighting in excess of the aiming cap (100%) will contribute to critical weighting.<br />
<br />
When the aiming cap is reached for the body part being targeted, any additional sighting over the cap will be converted to critical weighting instead. The amount of sighting converted is "services / 2" but it is unknown at this time if that is total services or services over what is needed for the aim cap.<br />
<br />
For the purpose of calculating converted critical weighting on unaimed attacks, attacks are considered to be aimed at the chest. This is not to say that your shot will hit the chest, but that the system will still allow conversion of sighting when attacks are unaimed.<br />
<br />
Sighting follows other rules that are similar to weighting, including belonging to Category C of [[item properties]]. Additional merchant services on sighted bows will generally be more expensive, and it will add difficulty to [[enchant]]ing and [[ensorcell]]ing. <br />
<br />
The details of the amount of sighting on an item can be determined via{{boldmono| [[ASSESS]] }}by a [[warrior]].<br />
<br />
'''Naturally sighted woods:'''<br />
*[[Yew]] - somewhat (5 pts)<br />
*[[Ipantor]] - somewhat (5 pts)<br />
*[[Sephwir]] - heavy (10 pts)<br />
{{clear}}<br />
{{WPS merchant service}}<br />
==See Also==<br />
* [[Padding/saved posts#Weighting, Padding, Sighting Revamp 2017|Saved posts]]<br />
* [[Item supercharger]]<br />
{{top}}<br />
[[category: Weapon Enhancements]]<br />
[[Category: Merchant Services]]</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=207004Machtig (prime)2023-09-14T19:18:29Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter, blacksmith<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
In a forgotten village on the precipice of dusk, there was a swordsman named Machtig. His very name, resonant with echoes of might and power, was a tribute to his unparalleled skill with the legendary turtle sword. It was said that the blade was forged from the very shell of the ancient turtle god, blessed with unyielding strength and the wisdom of countless eons.<br />
<br />
Yet, Machtig was a man of contradictions. He smoked pipe weed, a habit seen by many as a distraction from the clarity required for the true way of the sword. He would argue that the smoke cleared his mind, even as the wisps veiled his thoughts from those around him and he clumsily rambled stream of conscious nonsense as though it were profound. <br />
<br />
The irony of Machtig's existence lay not in his habits, but in his preferences. The turtle sword, despite its sacred lineage, was to him a burden. He detested it. Its weight, both physical and metaphorical, was a constant reminder of the destiny he never chose. The village's expectations weighed heavily on him, a gravity he could neither defy nor escape.<br />
<br />
In stark contrast, he held a deep, irrational affection for the kukris, those smaller, inwardly curved short-swords, considered by most to be insignificant and unsuitable for a warrior of his stature. Kukris, in the grand tapestry of weaponry, were but a minor footnote and a side-arm at best, and Machtig's fascination with them was seen as folly.<br />
<br />
To watch Machtig with the kukri was to witness a child's clumsy dance with a toy. Bereft of the formal training that made him a master with a two-handed sword, his movements were ungainly and awkward. And yet, in this dance of imperfection, one could perceive a joy, a raw and genuine love for the craft, unsullied by duty or destiny.<br />
<br />
His peers often whispered behind his back, dismissing his obsession as the quirks of a fool. But a philosopher, were she to chronicle this, would perhaps see in Machtig the embodiment of a universal truth: the ceaseless human quest for meaning and freedom in the face of destiny's heavy hand.<br />
<br />
Perhaps, in Machtig's clumsy twirls with the kukri and his disdain for the revered turtle sword, he was making a profound statement, challenging the world's preordained scripts and championing the cause of free will. Or perhaps he was just an idiot.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=207003Machtig (prime)2023-09-14T19:17:04Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter, blacksmith<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
In a forgotten village on the precipice of dusk, there was a swordsman named Machtig. His very name, resonant with echoes of might and power, was a tribute to his unparalleled skill with the legendary turtle sword. It was said that the blade was forged from the very shell of the ancient turtle god, blessed with unyielding strength and the wisdom of countless eons.<br />
<br />
Yet, Machtig was a man of contradictions. He smoked pipe weed, a habit seen by many as a distraction from the clarity required for the true way of the sword. He would argue that the smoke cleared his mind, even as the wisps veiled his thoughts from those around him and he clumsily rambled stream of conscious utter nonsense as though it were profound. <br />
<br />
The irony of Machtig's existence lay not in his habits, but in his preferences. The turtle sword, despite its sacred lineage, was to him a burden. He detested it. Its weight, both physical and metaphorical, was a constant reminder of the destiny he never chose. The village's expectations weighed heavily on him, a gravity he could neither defy nor escape.<br />
<br />
In stark contrast, he held a deep, irrational affection for the kukris, those smaller, inwardly curved short-swords, considered by most to be insignificant and unsuitable for a warrior of his stature. Kukris, in the grand tapestry of weaponry, were but a minor footnote and a side-arm at best, and Machtig's fascination with them was seen as folly.<br />
<br />
To watch Machtig with the kukri was to witness a child's clumsy dance with a toy. Bereft of the formal training that made him a master with the turtle sword, his movements were ungainly and awkward. And yet, in this dance of imperfection, one could perceive a joy, a raw and genuine love for the craft, unsullied by duty or destiny.<br />
<br />
His peers often whispered behind his back, dismissing his obsession as the quirks of a fool. But a philosopher, were she to chronicle this, would perhaps see in Machtig the embodiment of a universal truth: the ceaseless human quest for meaning and freedom in the face of destiny's heavy hand.<br />
<br />
Perhaps, in Machtig's clumsy twirls with the kukri and his disdain for the revered turtle sword, he was making a profound statement, challenging the world's preordained scripts and championing the cause of free will. Or perhaps he was just an idiot.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=206256Machtig (prime)2023-08-31T00:18:55Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter, blacksmith<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
So, there's this place, Teras Island—lava flows, roaring volcano, the works. Really the sort of dramatic landscape that would make a fine backdrop for an epic saga or, at the very least, a decent vacation postcard. But Machtig isn't there for the views; he's there for the forge. He usually resides on Kraken's Fall, an island whose name promises more sea monsters than it delivers. But Teras Island has a forge and a dwarf community, which is a blacksmith's equivalent of a five-star resort.<br />
<br />
<br />
'''The Man Himself: Cider > Rum'''<br />
<br />
Let's talk Machtig. The man is as robust as a vintage barrel of cider, his preferred drink because rum is a bit too pirate-cliché for his taste. He's a walking paradox of muscle and contemplation, with eyes like molten steel and a beard that could double as a bristly weapon in dire situations, now peppered with gray.<br />
<br />
<br />
'''Skills: Far More Useful than Juggling'''<br />
<br />
Not only can he swing a kukri blade with unparalleled skill, but he can also forge one that'll make you question the very essence of metallurgy. What were you doing with your life before you owned a Machtig-original blade? <br />
<br />
<br />
'''The Crew: Bound by a Silent Code'''<br />
<br />
No enigma of a man would be complete without equally mystifying friends. Enter Weyrs the Druid, a man who can talk to plants and actually hears back from them. Then there's his brother Casinoe the Fire Wizard, whose magical skills are as masterful and dazzling as his inability to avoid death at the hands of Illumiada. <br />
<br />
<br />
'''Life's Purpose: As Confusing as it is Clear'''<br />
<br />
Machtig often claims his motto is 'Fortune and Glory,' though he'd settle for a fray and a drink afterward. Mostly, he amasses a treasure trove of misadventures and scars. While others quest for existential truths or to become the ultimate adventurer, Machtig finds profound joy in the clang of metal, the smell of freshly forged blades, and a toke from his pipe.<br />
<br />
<br />
'''Conclusion: Where We Don't Really Conclude Anything'''<br />
<br />
So, there you have it—the tale of Machtig, the sword-swinging, cider-swigging, swordsman blacksmith. He's an island-hopping enigma, bound neither by law nor logic, not the hero the world needs or deserves. Maybe not a hero at all... who knows?</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=206255Machtig (prime)2023-08-31T00:18:31Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
So, there's this place, Teras Island—lava flows, roaring volcano, the works. Really the sort of dramatic landscape that would make a fine backdrop for an epic saga or, at the very least, a decent vacation postcard. But Machtig isn't there for the views; he's there for the forge. He usually resides on Kraken's Fall, an island whose name promises more sea monsters than it delivers. But Teras Island has a forge and a dwarf community, which is a blacksmith's equivalent of a five-star resort.<br />
<br />
<br />
'''The Man Himself: Cider > Rum'''<br />
<br />
Let's talk Machtig. The man is as robust as a vintage barrel of cider, his preferred drink because rum is a bit too pirate-cliché for his taste. He's a walking paradox of muscle and contemplation, with eyes like molten steel and a beard that could double as a bristly weapon in dire situations, now peppered with gray.<br />
<br />
<br />
'''Skills: Far More Useful than Juggling'''<br />
<br />
Not only can he swing a kukri blade with unparalleled skill, but he can also forge one that'll make you question the very essence of metallurgy. What were you doing with your life before you owned a Machtig-original blade? <br />
<br />
<br />
'''The Crew: Bound by a Silent Code'''<br />
<br />
No enigma of a man would be complete without equally mystifying friends. Enter Weyrs the Druid, a man who can talk to plants and actually hears back from them. Then there's his brother Casinoe the Fire Wizard, whose magical skills are as masterful and dazzling as his inability to avoid death at the hands of Illumiada. <br />
<br />
<br />
'''Life's Purpose: As Confusing as it is Clear'''<br />
<br />
Machtig often claims his motto is 'Fortune and Glory,' though he'd settle for a fray and a drink afterward. Mostly, he amasses a treasure trove of misadventures and scars. While others quest for existential truths or to become the ultimate adventurer, Machtig finds profound joy in the clang of metal, the smell of freshly forged blades, and a toke from his pipe.<br />
<br />
<br />
'''Conclusion: Where We Don't Really Conclude Anything'''<br />
<br />
So, there you have it—the tale of Machtig, the sword-swinging, cider-swigging, swordsman blacksmith. He's an island-hopping enigma, bound neither by law nor logic, not the hero the world needs or deserves. Maybe not a hero at all... who knows?</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=206254Machtig (prime)2023-08-31T00:16:43Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
So, there's this place, Teras Island—lava flows, roaring volcano, the works. Really the sort of dramatic landscape that would make a fine backdrop for an epic saga or, at the very least, a decent vacation postcard. But Machtig isn't there for the views; he's there for the forge. He usually resides on Kraken's Fall, an island whose name promises more sea monsters than it delivers. But Teras Island has a forge and a dwarf community, which is a blacksmith's equivalent of a five-star resort.<br />
<br />
<br />
The Man Himself: Cider > Rum<br />
<br />
Let's talk Machtig. The man is as robust as a vintage barrel of cider, his preferred drink because rum is a bit too pirate-cliché for his taste. He's a walking paradox of muscle and contemplation, with eyes like molten steel and a beard that could double as a bristly weapon in dire situations, now peppered with gray.<br />
<br />
<br />
Skills: Far More Useful than Juggling<br />
<br />
Not only can he swing a kukri blade with unparalleled skill, but he can also forge one that'll make you question the very essence of metallurgy. What were you doing with your life before you owned a Machtig-original blade? <br />
<br />
<br />
The Crew: Bound by a Silent Code<br />
<br />
No enigma of a man would be complete without equally mystifying friends. Enter Weyrs the Druid, a man who can talk to plants and actually hears back from them. Then there's his brother Casinoe the Fire Wizard, whose magical skills are as masterful and dazzling as his inability to avoid death at the hands of Illumiada. <br />
<br />
<br />
Life's Purpose: As Confusing as it is Clear<br />
<br />
Machtig often claims his motto is 'Fortune and Glory,' though he'd settle for a fray and a drink afterward. Mostly, he amasses a treasure trove of misadventures and scars. While others quest for existential truths or to become the ultimate adventurer, Machtig finds profound joy in the clang of metal, the smell of freshly forged blades, and a toke from his pipe.<br />
<br />
<br />
Conclusion: Where We Don't Really Conclude Anything<br />
<br />
So, there you have it—the tale of Machtig, the sword-swinging, cider-swigging, swordsman blacksmith. He's an island-hopping enigma, bound neither by law nor logic, not the hero the world needs or deserves. Maybe not a hero at all.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=206253Machtig (prime)2023-08-31T00:14:40Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center|Drawing by Machtig in pen and ink]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}Introduction: Where We Set the Scene, Sort Of<br />
So, there's this place, Teras Island—lava flows, roaring volcano, the works. Really the sort of dramatic landscape that would make a fine backdrop for an epic saga or, at the very least, a decent vacation postcard. But Machtig isn't there for the views; he's there for the forge. He usually resides on Kraken's Fall, an island whose name promises more sea monsters than it delivers. But Teras Island has a forge and a dwarf community, which is a blacksmith's equivalent of a five-star resort.<br />
<br />
The Man Himself: Cider > Rum<br />
Let's talk Machtig. The man is as robust as a vintage barrel of cider, his preferred drink because rum is a bit too pirate-cliché for his taste. He's a walking paradox of muscle and contemplation, with eyes like molten steel and a beard that could double as a bristly weapon in dire situations, now peppered with gray.<br />
<br />
Skills: Far More Useful than Juggling<br />
Not only can he swing a kukri blade with unparalleled skill, but he can also forge one that'll make you question the very essence of metallurgy. What were you doing with your life before you owned a Machtig-original blade? <br />
<br />
The Crew: Bound by a Silent Code<br />
No enigma of a man would be complete without equally mystifying friends. Enter Weyrs the Druid, a man who can talk to plants and actually hears back from them. Then there's his brother Casinoe the Fire Wizard, whose magical skills are as masterful and dazzling as his inability to avoid death at the hands of Illumiada. <br />
<br />
Life's Purpose: As Confusing as it is Clear<br />
Machtig often claims his motto is 'Fortune and Glory,' though he'd settle for a fray and a drink afterward. Mostly, he amasses a treasure trove of misadventures and scars. While others quest for existential truths or to become the ultimate adventurer, Machtig finds profound joy in the clang of metal, the smell of freshly forged blades, and a toke from his pipe.<br />
<br />
Conclusion: Where We Don't Really Conclude Anything<br />
So, there you have it—the tale of Machtig, the sword-swinging, cider-swigging, swprdsman blacksmith. He's an island-hopping enigma, bound neither by law nor logic, not the hero the world needs or deserves. Maybe not a hero at all.</div>DREWES14https://gswiki.play.net/index.php?title=Ambush&diff=204880Ambush2023-08-07T21:02:22Z<p>DREWES14: </p>
<hr />
<div>'''Ambush''' is the ability to make a very precise attack, employing the element of surprise.<br />
<br />
In a '''hidden ambush''', the goal is to approach a target undetected and strike before the quarry can react to defend or strike back. To take advantage of this, one should use the {{boldmono|HIDE}} command (which uses a skill check for [[Stalking and Hiding]]) or other means to become hidden, and then, while hidden, make an attack using one of the options detailed [[#Different Ways to Ambush|below]]. Ambush skill improves the chance of hitting a specific body part when [[AIM|aiming]], and increases [[critical weighting]] (with {{boldmono|[[AMBUSH (verb)|AMBUSH]]}}) or [[damage weighting]] (with {{boldmono|[[WAYLAY (verb)|WAYLAY]]}}). In addition, the attacker's Ambush skill relative to the target's level will result in decreased defenses ([[:Combat system#Evade-Block-Parry|EBP]] of the target is reduced by '''50%''' when ambushing) and lowering the target's [[stance]] for the ambushing attack, which effectively lowers their [[Defensive Strength]] (DS). When ambushing with range using {{boldmono|[[FIRE]]}} or {{boldmono|[[HURL]]}}, only the stance pushdown is applied, not the extra weighting.<br />
<br />
In an '''open aimed attack''', the goal is simply to aim the attack at one of the target's body parts. The chance of hitting the specific body part with melee or hurling is affected by both the Ambush and [[Combat Maneuvers]] skills (this is different from hidden ambushes where only Ambush skill is taken into account). For ranged weapons (bows and crossbows), Ambush and [[Perception]] are used to determine the chance when firing from hiding, but only [[Perception]] is used for open ambushes.<br />
<br />
Ambush skill also increases [[Attack Strength]] (AS) for all attacks with bows and crossbows, regardless of whether they are aimed or hidden.<br />
<br />
<br />
== Aiming success chance ==<br />
<br />
found on the {{mono|[[Aiming Success]]}} page<br />
<br />
== Ranks and Training Costs ==<br />
{{skill|<br />
| Bardranks = 1 || Bardcost = 4/4<br />
| Clericranks = 1 || Clericcost = 12/12<br />
| Empathranks = 1 || Empathcost = 15/15<br />
| Monkranks = 2 || Monkcost = 3/2<br />
| Paladinranks = 1 || Paladincost = 4/5<br />
| Rangerranks = 2 || Rangercost = 3/3<br />
| Rogueranks = 2 || Roguecost = 2/1<br />
| Sorcererranks = 1 || Sorcerercost = 15/14<br />
| Warriorranks = 2 || Warriorcost = 3/4<br />
| Wizardranks = 1 || Wizardcost = 15/10<br />
|}}<br />
<br />
==Different Ways to Ambush==<br />
<br />
Entering stealth:<br />
*{{mono|[[HIDE]]}}<br />
*[[Vanish]]<br />
*[[Camouflage (608)]]<br />
*[[Spirit Fog (106)]]<br />
<br />
It is also possible to use [[Invisibility (916)]], but in practice most creatures will be able to detect invisible player characters.<br />
<br />
Attacking from stealth:<br />
*{{mono|[[ATTACK]]}} - defaults to AMBUSH mechanics when character is hiding<br />
*{{mono|[[AMBUSH]]}} - can no longer be used in the open<br />
*{{mono|[[WAYLAY]]}}<br />
*{{mono|[[FIRE]]}} - can be used in the open<br />
*{{mono|[[HURL]]}} - can be used in the open<br />
*[[Silent Strike]]<br />
*[[Cutthroat]]<br />
*[[Subdue]]<br />
<br />
In addition, many [[combat maneuvers]] have a bonus when initiated from stealth.<br />
<br />
== Resources ==<br />
* [[/saved posts|Saved posts]]<br />
<br />
[[Category: Skills]]</div>DREWES14https://gswiki.play.net/index.php?title=Triton_assassin&diff=190774Triton assassin2023-03-03T20:01:27Z<p>DREWES14: </p>
<hr />
<div>{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --><br />
| picture = <br />
| level = 96 <!-- This will also be used at the end of the page in the Near level creature template --><br />
| family = Triton <!-- Add creature to family page subcategory/list, which will be linked on preview/save --><br />
| type = Biped<!-- Creature body type --><br />
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --><br />
| otherclass2 = Boss<br />
| area = Atoll<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --><br />
| bcs = Yes <!-- All new creatures are BCS --><br />
| hitpoints = <br />
| roundtime = <!-- Creature speed --><br />
}}<br />
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --><br />
| PA1 = Ambush<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --><br />
| PAA = 433<br />
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --><br />
| BTA = <br />
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --><br />
| WDA = <br />
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --><br />
| MN1 = <!-- Combat Maneuvers insert up to MN10 --><br />
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --><br />
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --><br />
}}<br />
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --><br />
| asg = 8 <!-- Insert asg # and template will automatically convert to include type of armor --><br />
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --><br />
| Melee = ? <br />
| Ranged = ?<br />
| Bolt = ?<br />
| UDF = ?<br />
| BarTD = ?<br />
| CleTD = ?<br />
| EmpTD = ?<br />
| PalTD = ?<br />
| RanTD = ?<br />
| SorTD = ?<br />
| WizTD = ?<br />
| MjETD = ?<br />
| MnETD = ?<br />
| MjSTD = ?<br />
| MnSTD = ?<br />
| MnMTD = ? <br />
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --><br />
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --><br />
}}<br />
{{Creature special other|?}} <!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --><br />
{{Creature treasure<br />
| coins = ?<br />
| magic items = ?<br />
| gems = ?<br />
| boxes = ?<br />
| other = ?<br />
| skin = ?<br />
}}<br />
{{Creature end}}<br />
<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Creature description text from in-game verb DESCRIBE goes here.--> </pre><br />
==Hunting Strategies==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
==Other Information==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
<!-- Logs should be added using: <pre{{log2|margin-right=26em}}>, insert a return and paste log, no formatting needed most of the time, close with /pre tag --> <br />
<br />
{{Nearlevel<br />
|levelm2 = 94<br />
|levelm1 = 95<br />
|level = 96<br />
|levelp1 = 97<br />
|levelp2 = 98<br />
}}</div>DREWES14https://gswiki.play.net/index.php?title=Triton_warden&diff=190773Triton warden2023-03-03T20:00:53Z<p>DREWES14: </p>
<hr />
<div>{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --><br />
| picture = <br />
| level = 102 <!-- This will also be used at the end of the page in the Near level creature template --><br />
| family = Triton <!-- Add creature to family page subcategory/list, which will be linked on preview/save --><br />
| type = Biped<!-- Creature body type --><br />
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --><br />
| otherclass2 = Boss<br />
| area = Atoll<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --><br />
| bcs = Yes <!-- All new creatures are BCS --><br />
| hitpoints = <br />
| roundtime = <!-- Creature speed --><br />
}}<br />
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --><br />
| PA1 = <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --><br />
| PAA = <br />
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --><br />
| BTA = <br />
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --><br />
| WDA = <br />
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --><br />
| MN1 = <!-- Combat Maneuvers insert up to MN10 --><br />
| AB1 = Spikethorn<!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --><br />
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --><br />
}}<br />
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --><br />
| asg = 12 <!-- Insert asg # and template will automatically convert to include type of armor --><br />
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --><br />
| Melee = ? <br />
| Ranged = ?<br />
| Bolt = ?<br />
| UDF = ?<br />
| BarTD = ?<br />
| CleTD = ?<br />
| EmpTD = ?<br />
| PalTD = ?<br />
| RanTD = ?<br />
| SorTD = ?<br />
| WizTD = ?<br />
| MjETD = ?<br />
| MnETD = ?<br />
| MjSTD = ?<br />
| MnSTD = ?<br />
| MnMTD = ? <br />
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --><br />
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --><br />
}}<br />
{{Creature special other|?}} <!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --><br />
{{Creature treasure<br />
| coins = ?<br />
| magic items = ?<br />
| gems = ?<br />
| boxes = ?<br />
| other = ?<br />
| skin = ?<br />
}}<br />
{{Creature end}}<br />
<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Creature description text from in-game verb DESCRIBE goes here.--> </pre><br />
==Hunting Strategies==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
==Other Information==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
<!-- Logs should be added using: <pre{{log2|margin-right=26em}}>, insert a return and paste log, no formatting needed most of the time, close with /pre tag --> <br />
<br />
{{Nearlevel<br />
|levelm2 = 100<br />
|levelm1 = 101<br />
|level = 102<br />
|levelp1 = 103<br />
|levelp2 = 104<br />
}}</div>DREWES14https://gswiki.play.net/index.php?title=Ethereal_triton_psionicist&diff=190772Ethereal triton psionicist2023-03-03T20:00:14Z<p>DREWES14: </p>
<hr />
<div>{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --><br />
| picture = <br />
| level = 103 <!-- This will also be used at the end of the page in the Near level creature template --><br />
| family = Triton <!-- Add creature to family page subcategory/list, which will be linked on preview/save --><br />
| type = Biped<!-- Creature body type --><br />
| otherclass = non-corporeal undead <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --><br />
| otherclass2 = Boss<br />
| area = Atoll<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --><br />
| bcs = Yes <!-- All new creatures are BCS --><br />
| hitpoints = <br />
| roundtime = <!-- Creature speed --><br />
}}<br />
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --><br />
| PA1 = <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --><br />
| PAA = <br />
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --><br />
| BTA = <br />
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --><br />
| WDA = <br />
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --><br />
| MN1 = <!-- Combat Maneuvers insert up to MN10 --><br />
| AB1 = Spikethorn<!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --><br />
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --><br />
}}<br />
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --><br />
| asg = 11 <!-- Insert asg # and template will automatically convert to include type of armor --><br />
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --><br />
| Melee = ? <br />
| Ranged = ?<br />
| Bolt = ?<br />
| UDF = ?<br />
| BarTD = ?<br />
| CleTD = ?<br />
| EmpTD = ?<br />
| PalTD = ~380<br />
| RanTD = ?<br />
| SorTD = ?<br />
| WizTD = ?<br />
| MjETD = ?<br />
| MnETD = ?<br />
| MjSTD = ?<br />
| MnSTD = ?<br />
| MnMTD = ? <br />
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --><br />
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --><br />
}}<br />
{{Creature special other|?}} <!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --><br />
{{Creature treasure<br />
| coins = ?<br />
| magic items = ?<br />
| gems = ?<br />
| boxes = ?<br />
| other = ?<br />
| skin = ?<br />
}}<br />
{{Creature end}}<br />
<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Creature description text from in-game verb DESCRIBE goes here.--> </pre><br />
==Hunting Strategies==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
==Other Information==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
<!-- Logs should be added using: <pre{{log2|margin-right=26em}}>, insert a return and paste log, no formatting needed most of the time, close with /pre tag --> <br />
<br />
{{Nearlevel<br />
|levelm2 = 101<br />
|levelm1 = 102<br />
|level = 103<br />
|levelp1 = 104<br />
|levelp2 = 105<br />
}}</div>DREWES14https://gswiki.play.net/index.php?title=Triton_fanatic&diff=190771Triton fanatic2023-03-03T19:59:17Z<p>DREWES14: </p>
<hr />
<div>{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --><br />
| picture = <br />
| level = 100 <!-- This will also be used at the end of the page in the Near level creature template --><br />
| family = Triton <!-- Add creature to family page subcategory/list, which will be linked on preview/save --><br />
| type = Biped<!-- Creature body type --><br />
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --><br />
| otherclass2 = Boss<br />
| area = Atoll<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --><br />
| bcs = Yes <!-- All new creatures are BCS --><br />
| hitpoints = <br />
| roundtime = <!-- Creature speed --><br />
}}<br />
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --><br />
| PA1 = <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --><br />
| PAA = <br />
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --><br />
| BTA = <br />
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --><br />
| WDA = <br />
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --><br />
| MN1 = <!-- Combat Maneuvers insert up to MN10 --><br />
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --><br />
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --><br />
}}<br />
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --><br />
| asg = 17 <!-- Insert asg # and template will automatically convert to include type of armor --><br />
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --><br />
| Melee = ? <br />
| Ranged = ?<br />
| Bolt = ?<br />
| UDF = ?<br />
| BarTD = ?<br />
| CleTD = ?<br />
| EmpTD = ?<br />
| PalTD = ?<br />
| RanTD = ?<br />
| SorTD = ?<br />
| WizTD = ?<br />
| MjETD = ?<br />
| MnETD = ?<br />
| MjSTD = ?<br />
| MnSTD = ?<br />
| MnMTD = ? <br />
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --><br />
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --><br />
}}<br />
{{Creature special other|?}} <!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --><br />
{{Creature treasure<br />
| coins = yes<br />
| magic items = ?<br />
| gems = yes<br />
| boxes = yes<br />
| other = ?<br />
| skin = thick triton spine<br />
}}<br />
{{Creature end}}<br />
<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Creature description text from in-game verb DESCRIBE goes here.--> </pre><br />
==Hunting Strategies==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
==Other Information==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
<!-- Logs should be added using: <pre{{log2|margin-right=26em}}>, insert a return and paste log, no formatting needed most of the time, close with /pre tag --> <br />
<br />
{{Nearlevel<br />
|levelm2 = 98<br />
|levelm1 = 99<br />
|level = 100<br />
|levelp1 = 101<br />
|levelp2 = 102<br />
}}</div>DREWES14https://gswiki.play.net/index.php?title=Triton_warlock&diff=190770Triton warlock2023-03-03T19:58:29Z<p>DREWES14: </p>
<hr />
<div>{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --><br />
| picture = <br />
| level = 94 <!-- This will also be used at the end of the page in the Near level creature template --><br />
| family = Triton <!-- Add creature to family page subcategory/list, which will be linked on preview/save --><br />
| type = Biped<!-- Creature body type --><br />
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --><br />
| otherclass2 = Boss<br />
| area = Atoll<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --><br />
| bcs = Yes <!-- All new creatures are BCS --><br />
| hitpoints = <br />
| roundtime = <!-- Creature speed --><br />
}}<br />
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --><br />
| PA1 = <!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --><br />
| PAA = <br />
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --><br />
| BTA = <br />
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --><br />
| WDA = <br />
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --><br />
| MN1 = <!-- Combat Maneuvers insert up to MN10 --><br />
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --><br />
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --><br />
}}<br />
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --><br />
| asg = 6 <!-- Insert asg # and template will automatically convert to include type of armor --><br />
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --><br />
| Melee = ? <br />
| Ranged = ?<br />
| Bolt = ?<br />
| UDF = ?<br />
| BarTD = ?<br />
| CleTD = ?<br />
| EmpTD = ?<br />
| PalTD = ?<br />
| RanTD = ?<br />
| SorTD = 421<br />
| WizTD = ?<br />
| MjETD = ?<br />
| MnETD = ?<br />
| MjSTD = ?<br />
| MnSTD = ?<br />
| MnMTD = ? <br />
| DSP1 = Cloak of Shadows<!-- Defensive spells insert up to DSP15, they will automatically link --><br />
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --><br />
}}<br />
{{Creature special other|?}} <!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --><br />
{{Creature treasure<br />
| coins = ?<br />
| magic items = ?<br />
| gems = ?<br />
| boxes = ?<br />
| other = ?<br />
| skin = ?<br />
}}<br />
{{Creature end}}<br />
<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Creature description text from in-game verb DESCRIBE goes here.--> </pre><br />
==Hunting Strategies==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
==Other Information==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
<!-- Logs should be added using: <pre{{log2|margin-right=26em}}>, insert a return and paste log, no formatting needed most of the time, close with /pre tag --> <br />
<br />
{{Nearlevel<br />
|levelm2 = 92<br />
|levelm1 = 93<br />
|level = 94<br />
|levelp1 = 95<br />
|levelp2 = 96<br />
}}</div>DREWES14https://gswiki.play.net/index.php?title=Triton_brawler&diff=190769Triton brawler2023-03-03T19:57:44Z<p>DREWES14: </p>
<hr />
<div>{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --><br />
| picture = <br />
| level = 98 <!-- This will also be used at the end of the page in the Near level creature template --><br />
| family = Triton <!-- Add creature to family page subcategory/list, which will be linked on preview/save --><br />
| type = Biped<!-- Creature body type --><br />
| otherclass = Living <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --><br />
| otherclass2 = Boss<br />
| area = Atoll<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --><br />
| bcs = Yes <!-- All new creatures are BCS --><br />
| hitpoints = <br />
| roundtime = <!-- Creature speed --><br />
}}<br />
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --><br />
| PA1 = Jab/Punch/Kick/Grapple<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --><br />
| PAA = 414 UAF<br />
| BT1 = <!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --><br />
| BTA = <br />
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --><br />
| WDA = <br />
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --><br />
| MN1 = Crowd Press<!-- Combat Maneuvers insert up to MN10 --><br />
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --><br />
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --><br />
}}<br />
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --><br />
| asg = 11 <!-- Insert asg # and template will automatically convert to include type of armor --><br />
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --><br />
| Melee = ? <br />
| Ranged = ?<br />
| Bolt = ?<br />
| UDF = ?<br />
| BarTD = ?<br />
| CleTD = ?<br />
| EmpTD = ?<br />
| PalTD = ?<br />
| RanTD = ?<br />
| SorTD = ?<br />
| WizTD = ?<br />
| MjETD = ?<br />
| MnETD = ?<br />
| MjSTD = ?<br />
| MnSTD = ?<br />
| MnMTD = ? <br />
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --><br />
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --><br />
}}<br />
{{Creature special other|?}} <!-- Replace ? with unique special ability, such as raising others, summoning another creature, turning bodies into zombies, etc. Remove entire template if the creature does not have a unique non-offensive or non-defensive special ability --><br />
{{Creature treasure<br />
| coins = yes<br />
| magic items = ?<br />
| gems = yes<br />
| boxes = yes<br />
| other = ?<br />
| skin = darkened triton hide<br />
}}<br />
{{Creature end}}<br />
<br />
<pre{{log2|margin-right=26em}}>{{addmetext}}<!-- Creature description text from in-game verb DESCRIBE goes here.--> </pre><br />
Triton brawlers are monk-style combatants that live on the [[Atoll]] near [[Kraken's Fall]]. They make a unique and fearsome foe due to their use of UAC combat. They can also disarm attackers with their use of the [[Brace]] spell.<br />
==Hunting Strategies==<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
==Other Information==<br />
<br />
{{addmetext}} <!-- Remove when adding to section --><br />
<br />
<!-- Logs should be added using: <pre{{log2|margin-right=26em}}>, insert a return and paste log, no formatting needed most of the time, close with /pre tag --> <br />
<br />
{{Nearlevel<br />
|levelm2 = 96<br />
|levelm1 = 97<br />
|level = 98<br />
|levelp1 = 99<br />
|levelp2 = 100<br />
}}</div>DREWES14https://gswiki.play.net/index.php?title=Adamantine&diff=190074Adamantine2023-02-24T01:11:45Z<p>DREWES14: </p>
<hr />
<div>{{material<br />
| bonus = +7<br />
| str = 99<br />
| dur = 999 (max)<br />
| weight = Unknown<br />
| use = Weapons, Armor, Shields<br />
| rarity = Extremely Rare<br />
| lvl = 65<br />
| special = Disarm/Shatter<br />
| color = Blackish-brown<br />
| dye = Yes<br />
}}<br />
Considered to be the strongest material in Elanthia, '''adamantine''' has maxed out breakage statistics and has a chance to disarm opponents upon a successful parry or if the attacker strikes the defender's armor. If the weapon used is non-magical, it may break instead. The chance for disarming or breaking is based on the Strength/Durability difference of the attacking weapon compared to the Adamantine, as well as an additional hidden/unknown factor. The "weaker" the attacking weapon, the higher the frequency. Armor made from Adamantine has a chance to deflect bolt spells that would otherwise hit you. <br />
<br />
A character must be at least [[level]] 65 before being able to hold and use adamantine weapons and armor. That adamantine tends to overpower the less experienced is derived from the fact that is it not just very strong, it is essentially supernaturally indestructible. In order to shape that kind of toughness into a useable form (like a weapon or a suit of armor), some pretty powerful magic has to be used continually over the long and slow process of crafting. That kind of mana expenditure leaves behind a very strong magical residue on the resulting item, which takes a fair bit of training to overcome.<br />
<br />
==Items==<br />
Adamantine weapons and armor were first released during [[Ebon Gate 2006|Ebon Gate]], in the year 5106. So far, these include:<br />
*a jet black adamantine [[bastard sword]] set with a large ruby pommel<br />
:From Ebon Gate 2006, +17<br />
*a suit of exquisite adamantine full plate set with finely cut pieces of Kezmonian honey beryl<br />
:From Ebon Gate 2006, +7<br />
*a silver-filmed adamantine breastplate<br />
:Simply forged and completely unadorned, the adamantine is pitch black. An odd, silvery luster eclipses the ebon metal, causing an oily shimmer on the surface, like moonlight hitting dark water.<br />
:From [[Ebon Gate 2008]], +7<br />
*a sea serpent adamantine greatshield<br />
:Large and rectangular, the greatshield is comprised of a single, thick sheet of adamantine that is wrought in the image of a snarling sea serpent. Webbed ears flank its face, while teardrop scales cover most of the breath and girth of its body. Enormous emeralds rest within the eyes, which are covered by long, shaggy brows. The sinuous body is coiled as if rising out of the cresting waves that decorate the bottom of the piece. On the reverse of the greatshield, a complex webbing of oiled leather straps and polished buckles forms an intricate arm harness. The straps are arranged in a pattern that appears able to secure a weapon within.<br />
:From [[Ebon Gate 2017]], +7, +5 to shield use ranks, +5 to Strength stat, with Shield harness scripts<br />
<br />
It is assumed the weight of adamantine is 170% to 180% that of steel. The [[enchant]]ment of the bastard sword was +17 while the full plate was stated to be just over 1x. Both of the original items were extremely heavy. The bastard sword is jet black in color, and the full plate had no specific color.<br />
<br />
==Enhancements==<br />
Adamantine can have services added. The material adds 150 to the base difficulty.<br />
<br />
Adamantine is able to take spikes and flares, a precedent set at the [[Convocation of Coraesine Field]] when the adamantine plate had both spikes and disintegration flares added to it.<br />
<br />
Adamantine can be lightened, though the minimum that it can be lightened to is still quite heavy when compared to a similar non-adamantine item.<br />
<br />
==Messaging==<br />
Shattering a non-magical weapon:<br />
<pre{{log2}}><br />
A quick flick of Dhask's wrist sends a pearl-handled bronze dagger into flight!<br />
Dhask throws a pearl-handled bronze dagger at you!<br />
Dhask hits you, but his dagger shatters into a thousand pieces against the incredibly hard surface of your adamantine breastplate!<br />
</pre><br />
<pre{{log2}}><br />
Naijin hurls a small surge of electricity at you!<br />
Naijin hits you, but his attack bounces harmlessly off of the incredibly hard surface of your adamantine full plate!<br />
</pre><br />
==See Also==<br />
* [[Material/saved_posts#Adamantine_.28And_Other_Metals.29|Material saved posts]]<br />
* [[Research:Enchant (925) Formula|Adamantine enchant table]]<br />
<br />
== External Links ==<br />
* [http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com<br />
<br />
[[Category:Materials]]<br />
[[Category:Metals]]</div>DREWES14https://gswiki.play.net/index.php?title=Night_at_the_Academy&diff=186273Night at the Academy2023-01-05T17:43:33Z<p>DREWES14: </p>
<hr />
<div>[[Image:QUEST-NightAtTheAcademy.png|thumb|right|'''WARNING''': Map containers spoilers.]]<br />
{{TOCright}}<br />
Once maintained by Lord and Lady Tallary, the Turamzzyrian Academy of Elanthian History hosts a bounty of artifacts from all across Elanthia. Lord and Lady Tallary spent hours researching artifacts and were once considered the cornerstone of archeological history and its preservation. Historians from around the world would come to the Academy with unknown artifacts, and their team of scholars would find answers for them. <br />
<br />
In 5102, the Academy opened an enormous Hunt for History, the second of its kind, and asked adventurers from around the globe to solve the various puzzles that presented themselves to the scholars. It was a grand undertaking that is still fondly remembered by adventurers. Unfortunately, several years later a curse befell the Academy.<br />
<br />
During the occupation of Solhaven by the Sheruvian villan Draezir, a curse befell the keep, and those that sought help from Vornavis to quickly exterminate it were killed on their way to the Baron. The Lord and Lady Tallary, as well as many of the great scholars of the time and all their servants, were slaughtered by a malign spirit that had arisen from one of the artifacts they were studying. By the time the Vornavians had discovered what had happened, it was far too late. Unrest now roams in the haunted halls of the Academy, though much of the time it can be kept peaceful within.<br />
<br />
Not much is known about the spirit that haunts the Academy, though it is not the only phantasm. Several of the past residents of the Academy wander the halls as well. It is rumored that in the final hours of the Academy, one of the scholars placed a spell on the artifacts to preserve them from thieves. This spell creates an energy that passes from one artifact to another, and if a ghost, spirit, or any other being passes into the field, it causes them to explode. Yet, somehow, every once in a while, something manages to take some artifacts and hide them somewhere on the grounds. That's when the undead within start to grow strong and rise up more and more.<br />
<br />
When the undead do rise, Vornavis guardsmen hire out adventurers to set the problem straight! Adventurers explore the Academy grounds, and while battling undead, search the area for the artifacts to return them to their proper locations. Once that's done, everything seems to settle down for a time. There's a time limit involved, however, because as the undead energies keep rising, eventually the adventurers will be overwhelmed!<br />
<br />
==Quest Details==<br />
Up to 10 players can participate in this small-scale "quest" that takes roughly three hours to complete. This is a task-based quest that relies on good party balance and a breadth of available party skills. Players are strongly encouraged to bring a diverse group of professions, especially a cleric, an empath, a rogue, and a bard for maximum success. It is also suggested that players may want to group up with others close to their own level, as the creatures in the quest will be scaled to match the levels of group members. Also, don't forget to bring your blessed weapon, and have the ability to rebless! Race the clock to collect hidden artifacts before the undead rise to block your path! Please note that one party member must be at least level 13 to complete this quest, as solving the puzzles potentially involves handling up to 5x enchanted materials.<br />
<br />
==Location==<br />
{{RoomDescription<br />
|roomname=Vornavis, Outlands Road<br />
|desc=A shallow depression in the plains, nothing is visible from here but wind-swept green rising gently toward the vastness of the sky. Only the wheel ruts, forming a pair of shallow grooves in the sea of grass, give any sign that more than nature has touched the land. You also see a large slate table with some stuff on it, a grassy path and a robust Vornavian guard.<br />
|paths = east, southwest, northwest<br />
|rnum=5481}}<br />
<br />
==Prizes==<br />
Listed prizes are as of 3/27/2016.<br />
<br />
{| {{Prettytable|font-size:95%;}}<br />
|-<br />
! width = 250px | Item || Purpose || Stats<br />
|-<br />
|a dark obsidian runestone with emerald-inlaid symbols||This is a tossable runestone with various imbedded symbols. Fun for gambling!||<br />
|-<br />
|a plaid pleated kilt with a silver dagger pin||This has a large number of customized actions that are appropriate for such a lovely garment.||<br />
|-<br />
|a long antique brass spyglass||This allows you to peer multiple areas away, if you have a straight shot. Good for seeing the creatures coming!||<br />
|-<br />
|a squat pale grey crystal bottle||A number of pills reside within that make spelling yourself up so much easier!||<br />
|-<br />
|a midnight blue mithglin tower shield||This shield is five times enchanted, and has a harness for holding weapons.||5x pocketed <br />
|-<br />
|a raven black spidersilk skirt with silver fringe||This skirt has a number of actions involving bells!||<br />
|-<br />
|a polished silver mithril greathelm covered with thin black rolaren scales||This helmet has a number of actions, it is also heavily padded against critical injuries.|| HCP<br />
|-<br />
|a glossy black mithril warblade edged with silvery rolaren||This is enchanted once over vultite and disintegrates things quite well.|| 5x disintegration flares<br />
|-<br />
|a rune-carved black ironwood staff capped with a bleached ivory skull||This is a four times enchanted runestaff with the ability to change its appearance. It is also imbued with acuity.|| 4x with acuity flares<br />
|-<br />
|a large black mithglin sledgehammer with polished rolaren caps on its head||This is a zested up four times enchanted weapon of destruction, somewhat weighted to inflict more critical wounds.|| 4x SWCW<br />
|-<br />
|a kelyn-spiked crimson ora morning star with a steel-linked chain||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.|| 4x SWCW<br />
|-<br />
|a faenor-twined slender vultite pike with a thick ironwood shaft||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.|| 4x SWCW<br />
|-<br />
|a carved dark orase runestaff capped with a glowing crimson orb||This is a five times enchanted runestaff with a glowing orb attached! It can also disintegrate things. Careful!|| 5x disintegration flares<br />
|-<br />
|a ray-incised orange and red sunstone bead mottled with black||This is a lovely hair bauble with a number of actions!||<br />
|-<br />
|a rolaren-edged dark blue mithglin gladius swirled with coppery inclusions||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.|| 4x SWCW<br />
|-<br />
|a kelyn-edged black mithril waraxe with a leather-wrapped ironwood handle||This is a highly zested four times enchanted waraxe, somewhat weighted to inflict more critical wounds.|| 4x SWCW<br />
|-<br />
|a razern-edged golden vultite warblade||This is a zested up four times enchanted weapon, somewhat weighted to inflict more critical wounds.|| 4x SWCW<br />
|-<br />
|a golden imflass pegasus symbol with polished lapis eyes||This is a highly charged item holding the Mobility spell. A talented wizard could recharge it.||<br />
|-<br />
|a clenched silver fist symbol gilded with eahnor||This is a highly charged item holding the Strength spell. A talented wizard could recharge it.||<br />
|-<br />
|a small ball of urnon||This is... urnon!||<br />
|-<br />
|a spherical black iron censer||This is a highly scripted censer, useful in whatever ceremonies you have!||<br />
|-<br />
|a suit of rolaren-studded brigandine||This is highly scripted five times enchanted armor. It also reduces the strength of blows against the wearer.|| 5x padded<br />
|-<br />
|a set of gold-linked vultite augmented chainmail||This is highly scripted five times enchanted armor. It also reduces the strength of blows against the wearer.||5x, Anfelt scripts, not completely unlocked<br /><br />
combat effectiveness rating of 5 points of Critical padding. 0 of 20 services towards the next full rank.<br />
|-<br />
|a set of hooded black cotton robes with crimson silk-banded sleeves||This is highly scripted five times enchanted armor. It also reduces the strength of blows against the wearer.|| 5x padded<br />
|-<br />
|a polished crimson mithril cuirass trimmed with golden rolaren||This is highly scripted five times enchanted armor. It also reduces the strength of blows against the wearer.|| 5x padded<br />
|-<br />
|a brilliant golden topaz sunburst symbol inlaid with blue lapis||This is a highly charged item holding the Phoen's Strength spell. A talented wizard could recharge it.||<br />
|-<br />
|a pale green leather hat topped with a bright golden plume||This enhancive item will allow you to be an excellent marksman!|||<pre{{log-inline}}>It provides a boost of 10 to Dexterity Bonus.<br />
It provides a boost of 25 to Ranged Weapons Bonus.<br />
It provides a boost of 15 to Perception Bonus.<br />
</pre><br />
|-<br />
|a thick brown leather belt with a polished silver fist buckle||This enhancive item helps you to be stronger, be better at various combat maneuvers, and be better in combat against multiple foes.||<pre{{log-inline}}>It provides a boost of 15 to Strength Bonus.<br />
It provides a boost of 10 to Combat Maneuvers Bonus.<br />
It provides a boost of 5 to Multi Opponent Combat Bonus.</pre><br />
|-<br />
|a flat black rolaren band inlaid with ruby veins||This enhancive item gives a good bonus to constitution, your stamina, and the ability to recover more quickly.||<pre{{log-inline}}>It provides a boost of 20 to Stamina Recovery.<br />
It provides a boost of 25 to Max Stamina.<br />
It provides a boost of 10 to Constitution Bonus.</pre><br />
|-<br />
|a ruby-eyed carved bone skull amulet inscribed with sigils||This enhancive item is for the warrior who appreciates swinging a big two-handed weapon around a lot.|||<pre{{log-inline}}>It provides a boost of 10 to Strength Bonus.<br />
It provides a boost of 20 to Two-Handed Weapons Bonus.<br />
It provides a boost of 10 to Multi Opponent Combat Bonus.<br />
It provides a boost of 10 to Combat Maneuvers Bonus.<br />
</pre><br />
|-<br />
|a polished blued steel spearhead pendant||This enhancive item helps you out with your polearm skills, as well as making you stronger and more agile!|||<pre{{log-inline}}>It provides a boost of 20 to Polearm Weapons Bonus.<br />
It provides a boost of 10 to Strength Bonus.<br />
It provides a boost of 10 to Agility Bonus.<br />
</pre><br />
|-<br />
|a polished white ora shield medallion inlaid with soulstone runes||This enhancive item helps you recover your spiritual energy more quickly.|||<pre{{log-inline}}>It provides a boost of 2 to Spirit Recovery.<br />
It provides a boost of 3 to Max Spirit.<br />
</pre><br />
|-<br />
|a braided mithril and gold circlet set with a faceted crimson firestone||This enhancive item helps you to aim spells better, increases magical power, and increase the rate at which said power returns.|||<pre{{log-inline}}>It provides a boost of 20 to Spell Aiming Bonus.<br />
It provides a boost of 15 to Mana Recovery.<br />
It provides a boost of 10 to Max Mana.<br />
</pre><br />
|-<br />
|a gold-framed dark ironwood talisman||This enhancive item gives a bonus to ones aura and magical power.|||<pre{{log-inline}}>It provides a boost of 10 to Aura Bonus.<br />
It provides a boost of 10 to Mana Recovery.<br />
It provides a boost of 10 to Max Mana.<br />
</pre><br />
|-<br />
|a pair of thin black leather gloves with reinforced palms||This enhancive item is for the one who enjoys jumping out from shadows with a bladed weapon to strike in ambush.*|||<pre{{log-inline}}>It provides a boost of 25 to Edged Weapons Bonus.<br />
It provides a boost of 15 to Ambush Bonus.<br />
It provides a boost of 15 to Stalking and Hiding Bonus.<br />
It provides a boost of 15 to Dodging Bonus.<br />
</pre><br />
|-<br />
|a pair of fingerless black leather gloves threaded with golvern||This enhancive item is perfect for the lockpicking and silver-gathering rogue.*|||<pre{{log-inline}}>It provides a boost of 25 to Disarming Traps Bonus.<br />
It provides a boost of 25 to Picking Locks Bonus.<br />
It provides a boost of 25 to Pickpocketing Bonus.<br />
</pre><br />
|-<br />
|a pair of scuffed leather boots||This enhancive footgear will help you stalk in the wilderness, as well as survive in the wilderness. They also help you be more agile and have more stamina.|||<pre{{log-inline}}>It provides a boost of 20 to Stalking and Hiding Bonus.<br />
It provides a boost of 20 to Survival Bonus.<br />
It provides a boost of 10 to Agility Bonus.<br />
It provides a boost of 15 to Stamina Recovery.<br />
</pre><br />
|-<br />
|}<br />
<br />
The braided mithril and gold circlet is not rechargeable at the adventurer's guild, nor with simucoins potions. It has "quite a few" (10-14) charges. It seems reasonable to expect that the other enhancives have the same properties.<br />
<br />
WARNING: Selecting one of the enhancive items will bind the item specifically to you. Nobody else. Period. Just you.<br />
* The two sets of gloves have their descriptions flipped in game on the sign, but the wiki correctly matches the descriptions with the properties.<br />
<br />
==Puzzle Solutions==<br />
The following table can be used to help assist with placement of items in the cases to finish the quest.<br />
<br />
<div class="mw-collapsible mw-collapsed" style="border: 2px solid #AB8; text-align:left; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;"><br />
<b>Spoiler alert! This section contains spoilers</b><br />
<div class="mw-collapsible-content"><br />
{| class="wikitable"<br />
! Room Name<br />
! Plaque Description<br />
! Item in Case<br />
|-<br />
| [Academy, Dragach Halls] || This item is a relic borne by the representative for Summer in the great battle re-enacted yearly between Winter and Summer in the Krinklehorn region.|| an old woven grass buckler<br />
|-<br />
| [Aldora Room, North Niche]|| This item is thought to have belonged to a Stone Tending practitioner of Aldora, and was used in their practices.|| a moon-etched fractured star-of-Tamzyrr diamond<br />
|-<br />
| [Aldora Room, East Niche]|| This weapon is thought to have been passed down the generations of a Aldoran family that practiced the art of Stone Tending. It was found outside the city of Elstreth.|| an ancient twisted rosewood staff capped with a faceted star sapphire<br />
|-<br />
| [Aldora Room, South Niche]|| This weapon was wielded against the Horned Cabal in the battle of Tyllan.|| an eagle-winged blue vultite longsword<br />
|-<br />
| [Aldora Room, West Niche]|| This item is also thought to have belonged to a Stone Tending practitioner of Aldora, and was used to inscribe runes into the stones.|| an eonake chisel engraved with silvery thorns along its sharp beveled edge<br />
|-<br />
| [Bourth Room, East Niche]|| This relic was once owned by a devout follower of Voln, the Destroyer of the Undead.|| a small white shield amulet<br />
|-<br />
| [Bourth Room, West Niche]|| These items were often worn as decorations in the hair of humans that were sympathetic to the elven plight in the early days of the Empire, showing solidarity with others of similar beliefs.|| a single hawk feather<br />
|-<br />
| [Hendor Room, East Niche]|| A crude artifact, believed to have been created and worn by ogres. Human soldiers looted it after defeating the ogres in battle.|| a skull-clasped thrakhide belt<br />
|-<br />
| [Hendor Room, West Niche]|| This beautiful bejeweled container is thought to have originated in the Nydds area.|| a bejewelled emerald-scaled winged serpent with golden toned wings<br />
|-<br />
| [Honneland Room, North Niche]|| This item is a game piece from a tavern game of balance.|| a green bronze leaping panther charm<br />
|-<br />
| [Honneland Room, East Niche]|| This weapon is one of many exact duplicates of the weapon once held by Empress Selantha Anodheles during her reign.|| a silver replica blade<br />
|-<br />
| [Honneland Room, West Niche]|| This ring, displaying the signet of the House of Kestrel, is thought to have been worn by Chaston Kestrel during his reign as Emperor of Tamzyrr.|| an enruned gold signet ring set with a brilliant fire pearl<br />
|-<br />
| [Imperial Halls, Trauntor Halls]|| This article of clothing was once part of the uniform of soldiers serving at Barrett's Gorge, a fortress city in the County of Trauntor.|| a tattered bloody empath's armband<br />
|-<br />
| [Research, East Niche]|| This weapon is thought to be one of many similar weapons used at the Battle at Maelshyve.|| a sturdy vultite-plated shortbow<br />
|-<br />
| [Research, West Niche]|| This item was found at the remains of a great battle site in the Elven Nations area near Ta'Vaalor. Its history is unknown.|| a venerable crimson eahnor shield<br />
|-<br />
| [Riverwood Room, East Niche]|| This garment is suspected to have belonged to one of the Maidens of Riverwood, a forest dwelling clan that is thought to have worshiped the spirit Jes'Tamaline.|| a vermilion spidersilk greatcloak<br />
|-<br />
| [Riverwood Room, West Niche]|| This musical instrument is believed to be an example of the craftsmanship of the rural towns in the Barony of Riverwood.|| an amber-inlaid engraved silver flute<br />
|-<br />
| [Seareach Room, East Niche]|| This artifact is thought to be of Tehir origin, though its purpose is unknown.|| a misty blue snake-stone<br />
|-<br />
| [Seareach Room, West Niche]|| This tool was one of a set offered as a gift to Emperor Immuros Kestrel early in his reign. Immuros declined to accept a gift from a guild of thieves.|| an obsidian and black veniom lockpick<br />
|-<br />
| [Selantha Room, East Niche]|| Often used to bind prisoners taken during plundering, these cuffs are thought to have been used extensively in sea raiding activities by the famous pirate ship, "Nightshade."|| a cracked mithril-bound manacle<br />
|-<br />
| [Selantha Room, North Niche]|| This weapon, originally forged in the city of Tamzyrr, was plundered by pirates and used extensively in sea raiding activity aboard the famous pirate ship, "Nightshade."|| a bone-handled rolaren baselard<br />
|-<br />
| [Selantha Room, South Niche]|| This article is an example of classic Tamzyrrian fashion and was commonly carried by well to do gentlemen and ladies.|| a pallid white veniom-threaded handkerchief<br />
|-<br />
| [Selantha Room, West Niche]|| This piece of jewelry is a fine example of old Tamzyrrian craftsmanship, and is thought to have belonged to a minor outlying noble lady.|| a black seed pearl in silver anklet<br />
|-<br />
| [Torre Room, East Niche]|| The battered headgear displayed here is an example of the type worn by a powerful guild of thieves hailing from Fairport long ago. It was often given as a sign of acceptance into the guild.|| a scuffed red leather cap<br />
|-<br />
| [Torre Room, North Niche]|| This weapon is thought to have belonged to a notorious assassin working in Fairport. These daggers were commonly left at the scene of the crime, always in pairs.|| a hoof-hilted curved vultite dagger<br />
|-<br />
| [Torre Room, South Niche]|| This petrified fossil was found off of Turtle Island, near River's Rest.|| a petrified turtle egg<br />
|-<br />
| [Torre Room, West Niche]|| This garment hailed from River's Rest, and is thought to have belonged to a prominent and devout gardener of the area.|| a green silk scarf embroidered with white lilies<br />
|-<br />
| [Vornavis Room, East Niche]|| An artifact from the era surrounding the building of a temple to Luukos. It is unknown how exactly this item is linked to the temple.|| a tiny emerald sliver<br />
|-<br />
| [Vornavis Room, North Niche]|| A precious stone believed to have been found long ago at the site now called the Cascade of Tears.|| a teardrop-shaped dragonfire pendant<br />
|-<br />
| [Vornavis Room, West Niche]|| This macabre item is thought to be a remnant from one of the workers involved in the building of areas around Solhaven.|| a rune-carved bleached skull<br />
|}<br />
</div></div><br />
<br />
==Resources==<br />
* [https://www.play.net/gs4/news.asp?id=1034 item and quest description]<br />
* [http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/A%20Night%20at%20the%20Academy!/view Officials Quest Folder]<br />
* [http://forum.gsplayers.com/showthread.php?72562-A-Night-at-the-Academy&highlight=night+academy GemStone IV Players' Corner thread]<br />
<br />
[[Category:Pay Quests]]</div>DREWES14https://gswiki.play.net/index.php?title=Comprehensive_Sorcerer_Guide&diff=185760Comprehensive Sorcerer Guide2022-12-23T18:00:14Z<p>DREWES14: unnecessarily negative bias towards COL benefits</p>
<hr />
<div>{{Test-guide<br />
| [[File:Necromancer.jpg|450px]]<br />
| name = Comprehensive Sorcerer Guide<br />
| type = [[Elemental]]/[[Spiritual]] [[Pure]]<br />
| circles = [[Minor Elemental]], [[Minor Spiritual]], [[Sorcerer Base]]<br />
| prime = [[Aura]], [[Wisdom]]<br />
| mana = [[Aura]], [[Wisdom]]<br />
| TWCcost = 12/12 | TWCranks = 1<br />
| AUcost = 15/0 | AUranks = 1<br />
| SUcost = 13/0 | SUranks = 1<br />
| CMcost = 12/8 | CMranks = 1<br />
| OHEcost = 6/2 | OHEranks = 1<br />
| OHBcost = 6/2 | OHBranks = 1<br />
| THWcost = 14/3 | THWranks = 1<br />
| RWcost = 14/3 | RWranks = 1<br />
| TWcost = 9/3 | TWranks = 1<br />
| PWcost = 14/3 | PWranks = 1<br />
| BRLcost = 10/2 | BRLranks = 1<br />
| AMBcost = 15/14 | AMBranks = 1<br />
| MOCcost = 15/10 | MOCranks = 1<br />
| PFcost = 8/0 | PFranks = 1<br />
| DODcost = 20/20 | DODranks = 1<br />
| AScost = 0/2 | ASranks = 2<br />
| MIUcost = 0/2 | MIUranks = 2<br />
| SAcost = 3/1 | SAranks = 2<br />
| HPcost = 0/4 | HPranks = 3<br />
| EMCcost = 0/3 | EMCranks = 2<br />
| MMCcost = 0/12 | MMCranks = 1<br />
| SMCcost = 0/3 | SMCranks = 2<br />
| SRcost = 0/8 | SRranks = 3<br />
| ELcost = 0/7 | ELranks = 2<br />
| SpLcost = 0/7 | SpLranks = 2<br />
| SoLcost = 0/6 | SoLranks = 2<br />
| MLcost = 0/20 | MLranks = 1<br />
| SURcost = 3/2 | SURranks = 2<br />
| DTcost = 2/6 | DTranks = 1<br />
| PLcost = 2/4 | PLranks = 2<br />
| SHcost = 5/4 | SHranks = 1<br />
| PERcost = 0/3 | PERranks = 2<br />
| CLIcost = 4/0 | CLIranks = 1<br />
| SWIcost = 3/0 | SWIranks = 1<br />
| FAcost = 2/1 | FAranks = 2<br />
| TRAcost = 0/3 | TRAranks = 2<br />
| PPcost = 3/3 | PPranks = 1<br />
}}<br />
<br />
<br />
=About the Guide=<br />
This guide was originally created by Kithus and has been expanded upon by members of the Gemstone community from discussions via various forums, Discord chats and direct player input on GSWiki. Any and all contributions from the community are welcome!<br><br />
<br />
=Race and Stat Considerations=<br />
{| class="wikitable sortable" {{prettytable}}<br />
|+ '''Racial Bonus To Starting Statistics (Sortable Table)'''<br />
|- bgcolor="Lightgrey"<br />
! width=80px | '''[[Race]]'''<br />
! width=80px | [[Strength]] || width=80px | [[Constitution]] || width=80px | [[Dexterity]] || width=80px | [[Agility]] || width=80px | [[Discipline]]<br />
! width=80px | [[Aura]] || width=80px | [[Logic]] || width=80px | [[Intuition]] || width=80px | [[Wisdom]] || width=80px | [[Influence]] || width=80px | Total<br />
|- align = center<br />
| '''[[Aelotoi]]''' ||-5||0||5||10||5||0||5||5||0||-5||+20<br />
|- align = center<br />
| '''[[Burghal gnome]]''' ||-15||10||10||10||-5||5||10||5||0||-5||+25<br />
|- align = center<br />
| '''[[Dark elf]]''' ||0||-5||10||5||-10||10||0||5||5||-5||+15<br />
|- align = center<br />
| '''[[Dwarf]]''' ||10||15||0||-5||10||-10||5||0||0||-10||+15<br />
|- align = center<br />
| '''[[Elf]]''' ||0||0||5||15||-15||5||0||0||0||10||+20<br />
|- align = center<br />
| '''[[Erithian]]''' ||-5||10||0||0||5||0||5||0||0||10||+25<br />
|- align = center<br />
| '''[[Forest gnome]]''' ||-10||10||5||10||5||0||5||0||5||-5||+25<br />
|- align = center<br />
| '''[[Giantman]]''' ||15||10||-5||-5||0||-5||-5||0||0||5||+10<br />
|- align = center<br />
| '''[[Half elf]]''' ||0||0||5||10||-5||0||0||0||0||5||+15<br />
|- align = center<br />
| '''[[Half krolvin]]''' ||10||10||0||5||0||0||-10||0||-5||-5||+5<br />
|- align = center<br />
| '''[[Halfling]]''' ||-15||10||15||10||-5||-5||5||10||0||-5||+20<br />
|- align = center<br />
| '''[[Human]]''' ||5||0||0||0||0||0||5||5||0||0||+15<br />
|- align = center<br />
| '''[[Sylvankind]]''' ||0||0||10||5||-5||5||0||0||0||0||+15<br />
|}<br />
<br />
<br />
==Casting Strength==<br />
Sorcerer CS from stats is calculated from:<br><br />
((Wis bonus + Aur Bonus)/2), rounded up.<br><br />
Therefore, the racial modifier on Sorcerer CS for each race is:<br />
*Dark Elf: +10 [[Aura]], +5 [[Wisdom]] = 15 / 2 = 8 CS<br />
*Burghal Gnome/Elf/Sylvan: +5 [[Aura]], 0 [[Wisdom]] = 5 / 2 = 3 CS <br />
*Forest Gnome: 0 [[Aura]], +5 [[Wisdom]] = 5 /2 = 3 CS<br />
*Aelotoi/Erithian/Halfelf/Human: 0 CS<br />
*Half-Krolvin: 0 [[Aura]], -5 [[Wisdom]] = -5 / 2 = -2 CS<br />
*Giantman/Halfling: -5 [[Aura]], 0 [[Wisdom]] = -5 / 2 = -2 CS<br />
*Dwarf: -10 [[Aura]], 0 [[Wisdom]] = -10 / 2 = -5 CS<br />
<br />
==Benefits of Dexterity==<br />
On top of being strong warding casters, Sorcerers can be effective bolters. Bolt spells uses [[Dexterity]] as an AS mod, but it is much more than that.<br><br />
Most people do not realize that TRUNC(DEX Bonus/4) is added as phantom damage to attacks, when no crit weighting is present. When calculating damage you take the damage factor, multiply by the endroll in excess of 100, and, depending on the damage versus the armor type, you get crits that provide extra damage. However, between those two steps, there is one additional calculation. Your DEX Bonus/4, rounded down is added as "phantom damage" when calculating what rank crit you get. This occurs in all AS based attacks, including melee, ranged, and spells. <br />
<br />
*Please note: The DEX BONUS/4 is still commonly accepted as true, but there do appear to be abnormalities that don't make it uniformly applied. This is still being tested to determine any potential limits.<br />
<br />
As an example of how this is applied we can take a simple cast of 901:<br><br />
<br />
We all know 901 has a terrible DF. However, if a halfling with maxed DEX casts it, with their +40 DEX bonus, they get 10 phantom damage right off the bat. If they do adequate damage to obtain a Tier 1 crit, it will receive +10 phantom damage when calculating the crit. Since a substantial margin of the damage from 901 is based on the crit tier, this could significantly increase the damage.<br />
<br />
When it comes to racial selection this means Halflings are potentially the best race to select for bolting. At least from a purely offensive point of view. With the second highest max DEX bonus, Dark Elves have a DEX bonus at +35 at 100, but since phantom damage is rounded down, they max at only +8 phantom damage, while halflings get +10 phantom Damage from their +40 max bonus. <br />
<br />
Here's a wonderful example that Riltus provided, with a breakdown of the damage.<br><br />
>You gesture at a dark orc.<br><br />
You hurl a small surge of electricity at a dark orc!<br><br />
AS: +212 vs DS: +39 with AvD: +22 + d100 roll: +68 = +263<br><br />
... and hit for 49 points of damage!<br><br />
Heavy jolt to chest causes solar plexus to explode. Remarkable display of spraying blood.<br><br />
Rank 5 Crit w/25 damage<br><br />
Wizard with 20 air lore and 34 Dex bonus (8 pts. crit weighting)<br><br />
901 DF: 0.133<br><br />
Lore DF bonus: 0.012<br><br />
Effective DF: 0.145<br><br />
Endroll success margin: 163<br><br />
Raw damage: 23.6 rounds up to 24<br><br />
Armor: double leather w/ 6 crit divisor<br><br />
Calc max crit w/o weighting: 24/6 = 4<br><br />
Observed Crit damage: 25 (R5 chest)<br><br />
Observed Crit: rank 5<br><br />
Minimum Crit weighting for a rank 5 outcome: 6 pts. [(24 + 6)/6 = rank 5 crit] <br />
<br />
Without phantom damage, the maximum crit outcome would have been a tier 4 crit (only 20 damage), so that additional phantom damage for the crit roll ended up being an additional 5 real damage.<br />
<br />
<br />
The racial [[Dexterity]] Bonuses Are:<br />
*Halfling: +15<br />
*Dark Elf, Burghal Gnome, Sylvan: +10<br />
*Aelotoi, Elf, Forest Gnome, Half-Elf: +5<br />
*Dwarf, Erithian, Half-Krolvin, Human: 0<br />
*Giantman: -5<br />
<br />
==Other Racial Factors==<br />
Bear in mind that there are many other mechanical factors to consider when selecting a race. Not to mention all the role playing decisions. The weaker races, such as halflings and gnomes, tend to have much better maneuver defense than bigger, stronger races. As a trade off they also tend to have terrible encumbrance, while bigger races are able to carry quite a bit more. Elven races have bonuses to resisting disease and a small one to poison, but are slightly weaker against warding spells. Dwarves are less resistant to disease but also resistant to poison and have a bonus to warding off elemental magic. Halflings are slightly more resistant to poison, disease, and elemental magic than dwarves. Half-krolvin have natural heavy crit padding against cold attacks and suffer less from cold weather effects. <br />
<br />
The races of Elanthia all have their pros and cons. They are well balanced and any one could make an excellent sorcerer. Take into account the full picture, including mechanics and their cultural backgrounds, before you decide on a race for yours. Then you can likely pick a dark elf anyway because of that sweet CS bonus!<br />
<br />
=Skills=<br />
==Physical Skills==<br />
*[[Armor Use]] Reduces penalties of wearing armor.<br />
*[[Shield Use]] Generates DS when using a shield.<br />
*[[Combat Maneuvers]] An expensive form of maneuver defense.<br />
*[[Multi-Opponent Combat]] Increases the number of splash targets for ball spells.<br />
*[[Physical Fitness]] Health, stamina, and maneuver defense.<br />
*[[Dodging]] Increases evade chances and DS, incredibly expensive for sorcerers.<br />
<br />
==Magical Skills==<br />
*[[Arcane Symbols]] Allows the use of scrolls, increases durations of spells from scrolls, helps Scroll Infusion and Ensorcell.<br />
*[[Magic Item Use]] Allows the use of wands/magic items, increases duration of spells from magic items, factors into Ensorcell.<br />
*[[Harness Power]] +3 Mana per rank up to your level, +1 mana per rank over level.<br />
*[[Spell Aiming]] Adds to bolt AS in the same way weapons training adds to physical AS.<br />
*Mana Control: Allows sharing of mana with others, based on your skill in a specific mana control and theirs. Also improves your mana regeneration rate. As hybrids sorcerers are able to easily train in Spiritual and Elemental Mana Controls.<br />
*[[Spell Research]] Learn spells, improve effectiveness and duration.<br />
*[[Sorcerous_Lore|Sorcerer Lores]] Lores which primarily benefit sorcerer circle spells.<br />
*[[Elemental_Lore|Elemental Lores]] Lores which benefit some sorcerer circle and minor elemental spells.<br />
*[[Spiritual_Lore|Spiritual Lores]] Lores which benefit some sorcerer circle and minor spiritual spells.<br />
<br />
=Training=<br />
This is broken down into '''Core Training''', and '''Discrete Training'''.<br />
*'''Core training''' includes skills you train in a certain amount each level for that build.<br />
*'''Discrete Training''' includes skills that you want to hit a breakpoint on.<br />
<br />
==Common Core Training==<br />
Core training for ANY sorcerer:<br />
*1x-1 [[Harness Power]]: Harness power, at level, provides 3 mana per training (0/4)<br />
*1x [[Elemental Mana Control]]: Mana regeneration, Multi-cast, Spellup, and benefits to many spells. (0/3)<br />
*1x [[Spiritual Mana Control]]: Mana regenerations, Multi-cast, Spellup, and benefits to many spells. (0/3)<br />
*1x [[Physical Fitness]]: Combat Maneuvers Defense and health (8/0)<br />
*1x [[Perception]]: Maneuver defense, getting around. (0/3)<br />
*1x [[Magic Item Use]] (0/2)<br />
*1x [[Arcane Symbols]] (0/2)<br />
**Total of 8/41 TP<br />
<br />
==Common Discrete Training==<br />
*[[Armor Use]] <br />
**2 Ranks will train off maneuver penalties for Full Leather<br />
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.<br />
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.<br />
*[[Climbing]] 50 Ranks will let you climb anywhere.<br><br />
*[[Swimming]] 50 Ranks will let you swim anywhere.<br />
<br />
==Runestaves vs. Shields==<br />
<br />
Runestaves make the Pure builds work, but before we had them we used shields. It turns out that there are still pros and cons to using a shield over a runestaff. Shields tend to offer higher DS totals over runestaves. They also do not suffer from the possibility of being disarmed. In contrast runestaves will certainly allow you to spend more points on magical skills. Additionally you need to consider runestaff flares, which are designed purely with casters in mind.<br />
<br />
===Shield Benefits===<br />
The first thing to remember about a shield is that you will get a flat +20 DS from using a shield before anything else is factored in. When you explore the runestaff formula you will find that it takes a lot of magical ranks to make up even that 20 extra. It is also worth noting that the stance modifier for parry DS (runestaves) in offensive stance is .2, compared to .5 for block DS in that stance. What that means is that more shield DS survives stancing up and that is the stance you are most worried about being hit in. Finally, we need to remember that one of the most dangerous things that can happen to a pure is having their runestaff disarmed and shields do not have that problem.<br />
<br />
The cost for a sorcerer of one rank of [[Shield Use]] is 13/0 and, considering a sorcerer is likely already converting PTPs to MTPs is more like 0/6.5, call it 7. That is roughly the equivalent of 2 magical skills or 1/4 of an extra spell rank. We already know the most DS per spell rank is minor spirit spells at 1 DS so 1/4 of that is '''.25 DS'''. 2 magical skills will increase your parry ranks by .2 per level, or roughly '''.06 DS''' per level in offensive stance. The block DS formula is:<br><br />
<br />
[((Shields Ranks + trunc(STR Bonus / 4) + trunc(DEX Bonus / 4)) x Size Modifier x Stance Modifier) / 1.5] + 20 (Shield Bonus) + Enchant. <br />
<br />
For ease of use we can just say our STR and DEX bonuses are 0 and using a medium shield. So 1 rank of shield use would increase our total offensive DS by '''.5 DS'''. It is also worth noting that it can be beneficial, depending on your STR and DEX bonuses, to train a single rank of [[Brawling]] to activate the parry DS formula with a shield. If you have a strength bonus of 12 and a dexterity bonus of 20 that 1 rank is worth 1.8 parry DS in offensive. The best DS return you can get on your training point investment for just that single rank. <br />
<br />
===Runestaff Benefits===<br />
<br />
There is no denying that there is a positive DS benefit to using a shield over a runestaff. With that said, DS is not the only thing we care about. There are multiple other factors to consider when making the decision about how to spend our valuable training points. We care just as much about our offensive and utility capabilities.<br />
<br />
While the cost of 1 rank of shield use is worth far less in terms of DS for a spell rank or magical skills, that is not the only thing those points are gaining you. One more spell rank might be worth roughly half of the equivalent TPs in shield rank DS but it is a spell rank. Above all else it is another spell you can cast. Beyond that it is more CS for that circle and potentially other circles. It is also increased duration on your spells from that circle. It represents other efficiency increases for spells in that circle. At some points it could represent increased AS as well. A spell rank is more than just the sum of its DS addition.<br />
<br />
In much the same way additional magical skills have their own value. It is easy to discount 2 additional magical skills, say 1 rank each of MIU and AS as just .06 DS. What cannot be discounted is what can be done with those skills. In the example we are using that represents increased durations on spells that are used from magic items or scrolls. Those skills also factor in to other important skills such as ensorcelling and scroll infusing. Depending on how they are using they could certainly provide more DS than using a shield ever would, along with AS, CS, TD, and tertiary benefits.<br />
<br />
As we can see the greatest benefit to using a runestaff is not having to waste any of our precious training points on anything that does not directly benefit our magical skills. The other big factor is the multitude of abilities you can add to a runestaff. The most common example is runestaff flares, which offer additional power to your spells. Beyond that there are various combat scripts designed for runestaves that benefit the pure caster. Rarely will a combat script designed for a shield provide anywhere near such a benefit. These things need to be taken into consideration when choosing what to hold in your hands.<br />
<br />
Just remember that many creatures are all too happy to knock that thing out of your hand as well.<br />
<br />
====Runestaves Formula Explained====<br />
Runestaves generate DS based on your total ranks in magical skills per level. Magical skills include:<br><br />
*Spell Research<br />
*Spell Aiming<br />
*Mana Controls<br />
*Harness Power<br />
*Lores<br />
*Arcane Symbols<br />
*Magic Item Use<br />
<br />
Runestaff defense uses the two-handed parry DS equation, including a flat stance adjustment, so you always get +50 DS regardless of ranks when in defensive versus offensive. Since it uses the two-handed formula, you'll get 1:1 on Enchant added to DS. <br />
<br />
The actual formula is: ((Parry Ranks + 10 + (STR Bonus/4) + (Dex Bonus/4)) * Stance Mod * 1.5 ) + Stance Bonus + Enchant Bonus<br />
Note: Stance Modifier for Offensive is .2<br />
<br />
You gain Parry Ranks from training more magical skills. 8 ranks of magical skills per level is the equivalent of training 1x in two-handed weapons and a typical caster is expected to have between 10 and 11 magical ranks per level when using a runestaff. Spell heavy builds will get more DS from their spells and typically are fine with anywhere from 6-8 ranks. <br />
<br />
Example: If you're level 20, and have 160 ranks in magic skills, that's 8/level, or would yield 20 Parry Ranks.<br />
If you were level 20, and had 180 ranks in magic skills, that's 9/level, and would yield 22 Parry Ranks.<br />
<br />
+2 ranks in parrying is quite small, especially considering the cost of those +20 magic skills could be as high as 40 MTPs, which could result in a spell rank.<br />
<br />
2 ranks of parry would yield .6 DS in offensive, whereas 1 rank in Major Elemental would yield .75 DS, and 1 rank in Wizard would yield 1.25 DS.<br />
<br />
Training specifically for Runestaff DS is not a recommended path.<br />
<br />
You can find more information on the [[Runestaff]] Page<br />
<br />
<br />
==Warding Sorcerer==<br />
<br />
This is the quintessential sorcerer archetype. Using the power of warding magic, which has strong results at much lower endrolls than other attack forms, to shred their foes. The Warding Sorcerer it primarily concerned with one thing, maximizing their CS. Choosing this path does sacrifice some spells due to the lack of Spell Aiming, but makes up for it with the increased CS. Whether they are a necromancer, a demonologist, or simply a generalist sorcerer they are masters of destruction.<br />
<br />
===Training for Warding===<br />
'''Core'''<br><br />
*2x [[Spell Research]] (0/24)<br />
*1x-1 [[Harness Power]](0/4)<br />
*1x [[Elemental Mana Control]](0/3)<br />
*1x [[Spiritual Mana Control]](0/3)<br />
*1x [[Physical Fitness]](8/0)<br />
*1x [[Perception]](0/3)<br />
*1x [[Magic Item Use]] (0/2)<br />
*1x [[Arcane Symbols]] (0/2)<br />
**Total of 8/41 TP<br />
<br />
'''Discreet Training'''<br><br />
*[[Armor Use]] <br />
**2 Ranks will train off maneuver penalties for Full Leather<br />
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.<br />
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.<br />
*[[Climbing]] 50 Ranks will let you climb anywhere.<br><br />
*[[Swimming]] 50 Ranks will let you swim anywhere.<br />
<br />
'''Additional Training Options'''<br />
*1x [[Sorcerous_Lore|Sorcerer Lores]] Dedicated training in Necromancy, Demonology, or a mix of both can offer many benefits sorcerer circle spells.<br />
*2x [[Magic Item Use]] and/or [[Arcane Symbols]]<br />
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it. The most important is that your spells from magic items and scrolls will last a long time. The only thing more powerful than a well trained sorcerer is a well trained sorcerer with a ton of outside spells. Beyond that they help with some utility skills like scroll infusion and ensorcell.<br><br />
*1x [[Shield Use]] Some sorcerers choose to go with a shield over a runestaff for the extra defense it provides.<br />
*2x [[Spell Aiming]] Not only does this facilitate the use of bolt spells, it also allows aiming of limb disruption and factors into focused implosion.<br />
<br />
===Extra Training Points===<br />
As a warding sorcerer any extra training points you have should be going into one place, spell research. Early on this will most often mean ranks in the sorcerer circle, as it will typically be the greatest CS increase. The only other consideration would be additional ranks in harness power. At low levels, returns from additional ranks of harness power are more substantial. Gaining 1 more mana when you have a max pool of 30 is proportionally much better than getting that same 1 mana when you have a pool of 300. [[1700|Arcane Blast]] does mitigate the problem of little mana at low levels somewhat, as do wands, but having more mana early is a boon. At low levels it can be worthwhile to dump additional points into Harness Power. Once you reach your 20s or 30s and find yourself comfortable with your mana total you can simply stop training in [[Harness Power]] until your level catches up to your ranks. Once that is done everything else should go into [[Spell Research]].<br />
<br />
===Spell Research Goals===<br />
* 2/2/2 by level 2<br />
* Keep sorcerer at level minimum, up to level +21<br />
* Minor Spiritual to 103<br />
* Minor Elemental to 414<br />
* Minor Spiritual to 107<br />
* Minor Elemental to 430<br />
* Minor Spiritual to 120 or 130<br />
* Sorcerer up to at least level +21<br />
* Minor Elemental to 2/3 of level<br />
* Minor Spirit to 140<br />
* Sorcerer up to Level +59<br />
* Minor Elemental up to 73 ranks<br />
* 162 Sorcerer, 73 Minor Elemental, 67 Minor Spiritual<br />
<br />
<br />
===Primary Attack Spells===<br />
*[[702|Mana Disruption]] This is the OG of warding attack spells. The damage/mana ratio is excellent, especially when channeling with an open hand in offensive.<br />
*[[705|Disintegration]] While not quite as good on the damage/mana ratio as 702, this spell does damage more quickly. It can be especially good on non-corporeal opponents.<br />
*[[711|Pain]] Inflicts RT and a percentage of the targets health as damage depending on the endroll. With proper [[Sorcererous Lore, Necromancy]] Training this spell can be kill ANYTHING in 3-4 casts.<br />
*[[717|Evil Eye]] At extremely high levels this spell is amazing. If an endroll of 175+ can be reliably achieved this spell will essentially instant kill with a single cast. It can even be area cast with [[707|Eye Spy]]!<br />
*[[719|Dark Catalyst]] Once the apex of warding spell power, 719 is still an amazing spell. Unfortunately it is mostly amazing against creatures that use spells. It will use their mana to power damage from every element.<br />
<br />
===Channeling===<br />
Both of the primary warding spells for a sorcerer [[Mana Disruption (702)]] and [[Disintegrate (705)]] gain a bonus from [[CHANNEL]]. <br />
<br />
{{channel-damage}}<br />
<br />
Interestingly, unlike other CHANNELed spells, 705 does not take open hands into account. For 705 use the One Open Hand statistics regardless of open hands.<br />
<br />
==Bolting Sorcerers==<br />
With the addition of the bolt version of [[705|Disintegrate]] and [[713|Balefire]], as well as the Star curse for extra AS, bolting sorcerers are a solid archetype to consider. Unlike warding sorcerers, who strive to maximize their CS at all costs, bolting sorcerers have a more balanced training plan. While they still make use of their warding spells, their primary attack method is their bolts.<br />
<br />
===Training for Bolting===<br />
'''Core'''<br><br />
*2x [[Spell Research]] (0/24)<br />
*1x-1 [[Harness Power]](0/4)<br />
*1x [[Elemental Mana Control]](0/3)<br />
*1x [[Spiritual Mana Control]](0/3)<br />
*1x [[Physical Fitness]](8/0)<br />
*1x [[Perception]](0/3)<br />
*1x [[Magic Item Use]] (0/2)<br />
*1x [[Arcane Symbols]] (0/2)<br />
*2x [[Spell Aiming]] (9/3)<br />
**Total of 17/44 TP<br />
<br />
'''Discreet Training'''<br><br />
*[[Armor Use]] <br />
**2 Ranks will train off maneuver penalties for Full Leather<br />
**6 Ranks will train off as much spell hindrance as you can for Double Leathers.<br />
**27 Ranks will train off as much spell hindrance as you can for Cuirbouilli Leathers.<br />
*[[Climbing]] 50 Ranks will let you climb anywhere.<br><br />
*[[Swimming]] 50 Ranks will let you swim anywhere.<br />
<br />
'''Additional Training Options'''<br />
*1x [[Sorcerous_Lore|Sorcerer Lores]] Dedicated training in Necromancy, Demonology, or a mix of both can offer many benefits sorcerer circle spells.<br />
*2x [[Magic Item Use]] and/or [[Arcane Symbols]]<br />
While you do not need to be 2x in MIU and/or AS and they will not generate more runestaff DS than additional spell research would gain you, there are some good reasons to consider it. The most important is that your spells from magic items and scrolls will last a long time. The only thing more powerful than a well trained sorcerer is a well trained sorcerer with a ton of outside spells. Beyond that they help with some utility skills like scroll infusion and ensorcell.<br><br />
*1x [[Shield Use]] Some sorcerers choose to go with a shield over a runestaff for the extra defense it provides.<br />
*1x [[Spiritual Lore, Summoning]] This grants access to the bolt version of [[118|Web]], as well as increasing its DF and that of [[111|Fire Spirit]].<br />
<br />
<br />
===Spell Research Goals===<br />
* 2/2/2 by level 2<br />
* Keep sorcerer exactly at level<br />
* Minor Spiritual to 103<br />
* Minor Elemental to 414<br />
* Minor Spiritual to 107<br />
* Minor Elemental to 430<br />
* Minor Spiritual to 120 or 130<br />
* Minor Elemental to 475<br />
* Minor Spiritual to 140<br />
<br />
===Bolts===<br />
*[[1700|Arcane Blast]] is the low level, mana free bolt.<br />
*[[705|Disintegration]] is unlocked at 20 ranks of [[Sorcerous Lore, Necromancy]] and will likely be a Bolting Sorcerer's primary attack. Necromancy lore will increase the DF.<br />
*[[713|Balefire]] is a plasma based ball spell that uses [[Sorcerous Lore, Demonology]] for DF increases and additional splash targets. It can gain some benefit from having a minor demon with you.<br />
*[[111|Fire Spirit]] is a fire ball spell that uses [[Spiritual Lore, Summoning]] for DF increases and additional splash targets.<br />
*[[118|Web Bolt]] is unlocked at 20 ranks of [[Spiritual Lore, Summoning]], which also provides a DF increase and a chance to web targets struck.<br />
*[[715|Star Curse]] is not a bolt but when a creature under the effects of this curse is killed it provides the sorcerer with an AS buff equal to: 10 + 1/3 sorcerer ranks above 15 (capped at level) for 20 min + 1 per target level<br />
<br />
===Channeling Bolts===<br />
{{bolt-channel}}<br />
<br />
''For how unchanneled bolts are assigned location, see [[Unaimed Body Location Assignment (saved post)]].''<br />
<br />
==Warsorc==<br />
<br />
Of all the pure professions, the sorcerer is the one least often found using weapons, and the least suited to it without a great deal of care and preparation. Those who insist can consult [[Goat's Mutant Sorcerer Guide]]<br />
and the general information contained in the [[Comprehensive_Wizard_Guide|Comprehensive Wizard Guide]] for two-handed warmages. The warsorc will lack the warmage's innate knowledge of spells like [[Celerity (506)]] and [[Strength (509)]], and should thus plan to rely heavily on a collection of [[Scroll Infusion (714)|infused scrolls]] to reach workable AS and DS. Such sorcerers may also rely on disabler spells to reduce their targets' DS.<br />
<br />
=Lores=<br />
Not only do sorcerers have their own lores to contend with, as hybrids they have access to elemental and spiritual lores as well. Fortunately the lores can be broken down quite easily.<br />
<br />
==Necromancy Lore==<br />
This skill represents proficiency with manipulation, disassembly, and reconstruction of organic matter. With one minor exception [[Sorcerous Lore, Necromancy]] only affects sorcerer spells and abilities. <br />
<br />
*[[Sacrifice]] 10 ranks removes the spirit loss of a failed SACRIFICE attempt. 30 ranks removes spirit loss even on a success.<br />
*[[Blood Burst (701)]] Allows leeching of health from affected targets.<br />
*[[Disintegrate (705)]] 20 ranks unlocks the bolt EVOKE and increases the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that. It also gives a Seed 6 summation chance to temporary weaken equipment used by the target.<br />
*[[Limb Disruption (708)]] Provides a chance to animate a severed limb to hinder its former owner.<br />
*[[Grasp of the Grave (709)]] Gives a 2 * Seed 2 summation chance to deal grapple damage and a small chance to strangle outright.<br />
*[[Pain (711)]] Reduces the warding margin required for better results of the spell.<br />
*[[Pestilence (716)]] Increases charges of the reactive attack by Seed 9 summation and the percentage chance to activate by 2 * Seed 9 summation.<br />
*[[Animate Dead (730)]] Increases a character's MAL by ranks ÷ 10; increases the number of possible targets to 2 + (ranks ÷ 20); and increases the chances for the explosion to hit the targets.<br />
*[[Ensorcell (735)]] Increases energy gain per creature by Seed 1 summation. At 90 and 180 ranks allows the sorcerer to retain the flare bonus for an additional attack.<br />
<br />
Rotflares: This special subscript flare gains some benefit from Necromancy lore. Flare rates are increased at 36, 136, and 171 ranks and the damage increases on a Seed 1 summation.<br />
<br />
==Demonology Lore==<br />
This skill represents proficiency with extraplanar beings and manipulation of matter in this plane and others. [[Sorcerous Lore, Demonology]] only affects sorcerer circle spells.<br />
<br />
*[[Phase (704)]] Increases the weight limit of phase by 2 lbs per Seed 3 summation. Provides a linear increase to the self-cast [[SMR]] protection.<br />
*[[Cloak of Shadows (712)]] Adds .5% per rank to the chance to retaliate, max of 95% at 50 ranks. Also reduces the chance of a backlash.<br />
*[[Balefire (713)]] Improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that. Increases potential splash targets.<br />
*[[Torment (718)]] Reduces the penalty for having a spell prepped when Torment strikes, increases the damage inflicted, and allows more than one Torment to safely be used at a time.<br />
*[[Minor Summoning (725)]] Improves success chances by 1% per rank. Also increases the silver and mana capacity of demons and improves the sanct interference and breaking abilities of some demons.<br />
*[[Planar Shift (740)]] Increases the success chances with cross-realm transportation. Adds the ability to transport 1 additional character during same-realm transport by 1 per 20 ranks.<br />
<br />
==Elemental Lores==<br />
Each elemental lore will have some small benefits associated with spells in the Minor Elemental spell circle. Most of these are likely to be worth training for specifically. In addition, elemental lores have some affects on a few select sorcerer circle spells:<br />
<br />
*[[Energy Maelstrom (710)]] Each lore will increase damage of cycles of the matching element.. Any combination of Elemental Lore ranks will speed up the formation of the storm at 5, 15, 30, 50, and 75 combined ranks.<br />
*[[Dark Catalyst (719)]] Increases the critical rank of the damage cycle of the matching element by 1 at 12, 50, and 100 ranks. This is a flat modifier unaffected by warding margin.<br />
*[[Animate Dead (730)]] Lore matching the sorcerer's elemental attunement will increase the damage of corpse explosion.<br />
<br />
There are a few specific breakpoints for Air lore that can be desirable for the Minor Elemental Circle as well:<br />
<br />
*[[Elemental Detection (405)]] 30 ranks of Air lore unlocks the ability to detect elemental flares and if an item is enhancive (but not what it enhances)<br />
*[[Elemental Wave (410)]] and [[Major Elemental Wave (435)]] 50 ranks of Air lore unlocks a SPHERE version of the spell which can hit flying targets.<br />
<br />
==Spiritual Lores==<br />
Of the three Spiritual lores only [[Spiritual Lore, Summoning]] and [[Spiritual Lore, Blessings]] hold any use for a sorcerer. Even then, Blessing lore is typically not worth training in for the minimal benefit it provides in the Minor Spiritual Circle. Summoning lore, however, offers some potentially worthwhile benefits, including one in the Sorcerer circle:<br />
<br />
*[[Spirit Fog (106)]] 40 ranks unlocks the ability to auto hide the caster for 30 seconds.<br />
*[[Fire Spirit (111)]] Improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that. Increases potential splash targets.<br />
*[[Locate Person (116)]] 30 ranks to locate one realm away, 60 for up to two realms away, 90 to locate a target anywhere. 30 ranks to Locate back at someone who cast Locate at your location.<br />
*[[Web (118)]] 20 ranks unlocks the bolt EVOKE version, improves the DF by .001 per rank up to 50, .001 per 2 ranks up to 100, and .001 per 4 ranks beyond that, and improves the chance for the bolt to web the target.<br />
*[[Call Lightning (125)]] Reduces the time for the storm to gather by 1 second per 10 ranks, up to 70 ranks. At 80 ranks allows the spell to be cast indoors.<br />
*[[Spirit Guide (130)]] Reduces the randomness of landing locations.<br />
*[[Curse (715)]] Increases "cursing power" by 1 per 3 ranks.<br />
<br />
This lore is of primary interest to the Bolting Sorcerer. It increase the DF and splash potential of 111, which can be a great tool against creatures weak to fire like Grimswarm trolls. It also allows the sorcerer to unlock the bolt version of Web and increase its effectiveness. Web bolt can be a great opening attack for the bolting sorcerer, dealing damage and incapacitating the target before finishing it off with Disintegrate bolt. Some of the other benefits are worth considering as well but the bolt applications are the real draw.<br />
<br />
=Societies=<br />
Elanthia currently has 3 Societies to choose from; The Council of Light (CoL), Voln, and Guardians of Sunfist (GoS). Each offers unique bonuses and role play opportunities.<br />
<br />
==CoL==<br />
COL is the society for people who want powerful mechanical benefits with long durations and very little cost. While COL does not offer the community benefits of Voln or GoS, it does have a variety of powers that can be utilized:<br><br />
Sign of Staunching stops all bleeding for 1 mana.<br><br />
Sign of Healing is full Health for 2 spirit.<br><br />
Sign of Wracking is full mana for 5 spirit.<br><br />
Sign of Darkness is a teleport back to town for 6 spirit.<br><br />
The other signs offer an overall gain of 35 AS, 35 DS, 20 Ranged/Spell DS, and 15 TD.<br><br />
<br />
Keeping some of these signs up costs spirit. Fortunately, CoL sign duration is 10 seconds per level. At cap that is a duration of 16 minutes, 40 seconds. Even a dark elf could stagger signs enough to regen the 3 spirit required for the AS/DS/TD signs, and still remain barely static. Although, a dark elf cannot reasonably do that before level 90, they could always just leave off one of the 3 spirit using signs. Of course, a Dark Elf could not make the same use out of Sign of Wracking, due to the slow spirit regen. <br />
<br />
Overall CoL offers decent abilities and low upkeep costs, but spirit can be burdensome for some races. One major benefit for a Warding sorcerer is that lacking spirit does not affect CS. It is possible for a Warding sorcerer to use Sign of Wracking and keep on hunting with a new full head of mana.<br />
<br />
==GoS==<br />
Sunfist is an attractive option, depending on your playstyle. It provies less overall AS/DS than CoL, at only +30 max but more TD at +20. The Sigil of Major Bane also offers heavy crit weighting to all AS/DS attacks against [[List_of_Guardians_of_Sunfist_hated_enemies|Hated Enemites]]. This includes bolts and fire can be VERY effective against a warcamp full of trolls. On the defensive side, they receive -5 DS relative to CoL, but they also get Heavy Crit padding with Sigil of Major Protection.<br />
<br />
Sigil of Power converts 50 stamina to 25 mana, which is essentially free mana when you have nothing else to do with stamina<br><br />
Sigil of Escape provides protection against Stun/web/binds/etc, once per day. This is definitely going to save your life at times.<br><br />
Sigil of Mending provides a +10 boost to health recovery and allows you to eat any herb in 3 seconds.<br.<br />
Sigil of Concentration provides a +10 boost to mana recovery per pulse.<br><br />
The other major attraction of GoS is the ability to Warcamp. These self contained hunting grounds generate Grimswarm creatures of a specific race; Troll, Orc, or Giant. They can be one of many professions and have the abilities to match. Camps can be more dangerous than regular hunting grounds but they are also a place you can fry very quickly. <br />
<br />
The downside to Sunfist is that the duration and costs of their sigils are static. You are going to be spending a large amount of mana/stamina to keep sigils up throughout a hunt and it takes some effort to keep them running. For the base AS/DS boosts, you are only looking at 10 mana/10 Stamina every 5 minutes. If you want the Sigil of Major Bane and Sigil of Major Protection for the additional +10 AS/DS and heavy weighting/padding it will cost an additional 20 mana and 25 stamina per minute. Compare that to the 6 mana and 3 spirit CoL members pay for 15 minutes of all of their AS/DS/TD signs. The sigils are a much higher mana cost but at the same time, they do not cost spirit.<br />
<br />
==Voln==<br />
Voln was recently redone. It now offers +26 AS to all critters, +39 against undead, +26 DS, and +13 TD.<br />
<br />
The Symbol of mana is attractive at 50 mana every 5 minutes. It is not as powerful at the top end as others but there is no downside to usage. <br />
<br />
Symbol of dreams is nice, health/mana/spirit/stats recovery. Good to use post-death along with Symbol of Recall, which restores your spells after you die.<br />
<br />
Additionally, Voln has a societal teleportation system where the back of their society has pocket portals to everywhere. One of which is the Rift. It is a godsend for Rift hunters.<br />
<br />
Voln's symbols work off favor, which you accumulate through hunting undead. This is a non-issue if you are hunting undead regularly. As spells do not have any problem hitting undead and they are typically pretty easy targets to hunt relative to other critters at like levels, they are often a preferred target to begin with. <br />
<br />
=Useful Links=<br />
<br />
*[[SACRIFICE_(verb)|SACRIFICE]]: All about the sorcerer-only Sacrifice ability. This handy ability can be used to restore mana and allows a dedicated necromancer to perform some other interesting tricks.<br />
*[[Illusions]]: Illusions is a sorcerer-only guild skill with various uses. <br />
*[[Popping boxes|Kaldonis's guide to Popping Boxes]]: An excellent resource for opening your own boxes and saving some money on the town smith.<br />
*[[Scroll Infusion (714)]], [[Scroll Infusion Extended Documentation]], and [[Spell Collection Guide (scroll infusion)|Evarin's Spell Collection Guide]]: Scroll Infusion is an incredibly powerful ability for sorcerers who are willing to put in the time and effort to make the most of it. These guides provide some of the greatest insight into getting everything out of it.<br />
*[[Minor Summoning (725)]] and [[The_Enchiridion_Valentia|The Enchiridion Valentia]]: Minor Summoning is an incredibly complex spell and further reading is required to make proper use of it. The Enchiridion Valentia has a great deal of information about the various types of minor demons.<br />
*[[Animate Dead (730)]] and [[Animate_Dead_(guide)|Querthose Guide to Animate Dead]]: Animate Dead is an incredibly complex spell and further reading is required to make proper use of it. Querthose' guide is a touch out of date but still an excellent resource.<br />
*[[Ensorcell (735)]] and [http://gsguide.wikia.com/wiki/Ensorcell Dergoatean's Guide]: Information about making use of the Ensorcell spell, as well as a guide to its usage. <br />
*[[Planar Shift (740)]] and *[[Planar Shift (guide)|Kastrel's Planar Shifting Guide]]: Excellent sources of information on making use of Elanthia's most powerful travel spell. <br />
<br />
<br />
[[Category:Guides]]<br />
[[Category:Professional Guides]]<br />
[[Category:Sorcerer]]</div>DREWES14https://gswiki.play.net/index.php?title=List_of_player_clerics&diff=185498List of player clerics2022-12-18T21:50:57Z<p>DREWES14: </p>
<hr />
<div>This is a player-compiled list of clerics and the Arkati they worship. If you would like to include yourself on this list, the [[#Add Yourself|instructions]] are at the bottom of this page. If you wish to have someone add them for you, leave the details you wish filled out on the [[Talk:List_of_player_clerics|talk]] page.<br />
<br />
'''Note:''' It is important to only add characters that belong to you.<br />
<br />
{| class="wikitable sortable" {{prettytable}} fontsize="75%"<br />
|+Prime<br />
! Cleric Name || Arkati || Region || FWI || [[Intercession]] || Available for RP || [[Cleric_Guild|Guildmaster]]<br />
|-<br />
|Tsalyn||[[Eonak]]||West||Yes||Yes||No||No<br />
|-<br />
|Casskia||[[Imaera]]||East||No||No||No||No<br />
|-<br />
|Sheana||[[Imaera]]||West||Yes||No||Yes||No<br />
|-<br />
|Laiwiel||Ivas||Both||Yes||No||Yes||No<br />
|-<br />
|Tsalinx||[[Ivas]]||West||Yes||Yes||No||No<br />
|-<br />
|Brokkrsten||[[Koar]]||West||Yes||Yes||Yes||Yes<br />
|-<br />
|Lainae||[[Koar]]||East||Yes||No||Yes||No<br />
|-<br />
|[[Obelin (prime) | Obelin]]||[[Leya]]||West||Yes||Yes||Yes||No<br />
|-<br />
|Tamma||[[Lorminstra]]||West||No||Yes||Yes||No<br />
|-<br />
|[[Tikba (prime) | Tikba]]||[[Marlu]]||West||Yes||No||Yes||No<br />
|-<br />
|Rhadika||[[Mularos]]||East||No||Yes||Yes||No<br />
|-<br />
|Jennora||[[Oleani]]||West||Yes||Yes||Yes||No<br />
|-<br />
|[[Leafiara (prime) | Leafiara]]||[[Tilamaire]]||West||Yes||Yes||No||Yes<br />
|-<br />
|Gidion||[[Aeia]]||West||Yes||Yes||No||Yes<br />
|-<br />
|Keuna|| [[Zelia]]||West||Yes||No||Yes||No<br />
|-<br />
|Kitac||[[Koar]]||West||Yes||Yes||Yes||No<br />
|-<br />
|[[Rohese (prime) | Rohese]]||[[Lumnis]]||East||Yes||Yes||Yes||Yes<br />
|-<br />
|Novala||Tilamaire||West||Yes||Yes||No||No<br />
|-<br />
|Fluster||[[Phoen]]||West||Yes||Yes||No||No<br />
|-<br />
|Melainae||not yet converted||West||Yes||No||Yes||No<br />
|-<br />
|Aryleste||Oleani||West||Yes||Yes||Yes||No<br />
|-<br />
|Delindra||[[Cholen]]||West||Yes||Yes||Yes||No<br />
|-<br />
|Thorndar||[[Zelia]]||West||Yes||Yes||No||Yes<br />
|-<br />
|Sorenya||[[Oleani]]||West||No||Yes||Yes||No<br />
|-<br />
| [[Arianiss (prime) | Arianiss]] || Other, Lorminstra, various || Both || Yes || Yes || Yes || No<br />
|-<br />
| Ouendi || Zelia || Both || No || Yes || Yes || No<br />
|-<br />
| Faella || Ghezresh || East || Yes || No || Yes || No<br />
|-<br />
| Higher || [[Tonis]] || West || No || Yes || Yes || Yes<br />
|-<br />
| Barodel || [[Voln]] || West || Yes || Yes || Yes || No<br />
|-<br />
| Zailon || Onar || Both || Yes || Yes || Yes || No<br />
|-<br />
|Corzin|| None ||West||No||No||No||No<br />
|-<br />
|}<br />
<br />
==Add Yourself==<br />
<br />
If you wish to add yourself to this list simply copy the two lines below while replacing the blue text with proper answers (do not delete the || between each entry). Using EDIT above open the page editor and paste your information '''between''' the last <nowiki>|-</nowiki> and <nowiki>|}</nowiki>. If you wish to include more than one Arkati, feel free, but please list the mechanical convert status first.<br />
<br />
<pre{{log2}}><br />
| {{blue|cleric name}} || {{blue|Arkati followed (please include convert status)}} || {{blue|region Located (East/West)}} || {{blue|can you access FWI if needed (Yes/No)}} || {{blue|available for Intercession based on convert status (Yes/No)}} || {{blue|available for Arkati based RP (Yes/No)}} || {{blue|guildmaster (Yes/No)}}<br />
|-<br />
</pre><br />
<br />
[[Category:Lists]]<br />
[[Category:Cleric]]<br />
[[Category:Player Characters]]</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=184787Machtig (prime)2022-12-11T18:31:52Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a wandering swordsman that can often be found on Kraken's Fall.<br />
<br />
As a child, he was fascinated by tales of pirates and adventure on the high seas. When he was old enough, he left his home and joined a band of pirates. He quickly proved himself to be a skilled swordsman and earned the respect of his fellow pirates.<br />
<br />
One day, while raiding a ship, Machtig came across an unusual weapon - a sword with a turtle skull pommel. He was drawn to the weapon, and decided to keep it for himself. He named the sword "The Turtle Sword" and it quickly became his signature weapon.<br />
<br />
Machtig and the Turtle Sword became feared and respected among the adventurers of Elanthia. He led many successful raids, amassing a great fortune in gold and treasure. However, as time went on, Machtig grew tired of the pirate life and decided to leave it behind.<br />
<br />
He wandered the land, offering his sword and martial skill to those in need. He became known as the "Wandering Swordsman" and was feared by his enemies and respected by his allies. Despite his fearsome reputation, Machtig was a kind and honorable man, always fighting for justice and defending the innocent.<br />
<br />
Machtig continued to wander the land, always on the lookout for adventure and new challenges to test his skills with the Turtle Sword. He never stayed in one place for too long, but his legend lived on, and he became known as one of the greatest swordsmen in all of Elanthia.<br />
<br />
==The Turtle Sword==<br />
<br />
It is unclear where the Turtle Sword originated from, but it is said that it was crafted by a tribe of ancient warriors who worshipped turtles. The tribe believed that the spirit of the turtle was a symbol of strength and resilience, and they imbued the Turtle Sword with the soul of a turtle to give it incredible power.<br />
<br />
The Turtle Sword was passed down through the generations, wielded by warriors who sought to harness its power in battle. It became known for its deadly efficiency in combat, capable of cutting through armor and shields with ease.<br />
<br />
Over time, the Turtle Sword came into the possession of the pirate Machtig, who used it to great effect in his raids on the high seas. It is said that the sword's turtle spirit gave Machtig the ability to outmaneuver his enemies and defeat them with ease.<br />
<br />
Despite its fearsome reputation, the Turtle Sword is also said to have a gentle side. It is said that the sword will only allow itself to be wielded by a true warrior who fights for justice and honor. Those who seek to use the sword for evil will find themselves unable to wield its power.<br />
<br />
The true history of the Turtle Sword is shrouded in mystery, but its legend continues to live on, passed down through the generations of warriors who have wielded it in battle.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=184785Machtig (prime)2022-12-11T18:24:35Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a wandering swordsman that can often be found on Kraken's Fall.<br />
<br />
As a child, he was fascinated by tales of pirates and adventure on the high seas. When he was old enough, he left his home and joined a band of pirates. He quickly proved himself to be a skilled swordsman and earned the respect of his fellow pirates.<br />
<br />
One day, while raiding a ship, Machtig came across an unusual weapon - a sword with a turtle skull pommel. He was drawn to the weapon, and decided to keep it for himself. He named the sword "The Turtle Sword" and it quickly became his signature weapon.<br />
<br />
Machtig and the Turtle Sword became feared and respected among the adventurers of Elanthia. He led many successful raids, amassing a great fortune in gold and treasure. However, as time went on, Machtig grew tired of the pirate life and decided to leave it behind.<br />
<br />
He wandered the land, offering his sword and martial skill to those in need. He became known as the "Wandering Swordsman" and was feared by his enemies and respected by his allies. Despite his fearsome reputation, Machtig was a kind and honorable man, always fighting for justice and defending the innocent.<br />
<br />
Machtig continued to wander the land, always on the lookout for adventure and new challenges to test his skills with the Turtle Sword. He never stayed in one place for too long, but his legend lived on, and he became known as one of the greatest swordsmen in all of Elanthia.</div>DREWES14https://gswiki.play.net/index.php?title=The_Kraken_Collective&diff=184783The Kraken Collective2022-12-11T18:21:25Z<p>DREWES14: /* Members */</p>
<hr />
<div>{{Template:MHO<br />
|caption= The Kraken Collective<br />
|town = Kraken's Fall <!--What town are you based out of? This should be the meeting hall town you access --><br />
|tier = Prominent<!--What tier is your organization? Current options are PROMINENT or RENOWNED. This may be listed differently with the meeting hall guard--><br />
|founded = 2022<!--What year was your organization founded?--><br />
|dues = None. Donations are accepted.<br />
|insignia = Yellow-eyed Kraken wielding twin Kukris<br />
|affiliation = <!--Do you have a special affiliation with another group?--><br />
|restrictions = <br />
|purpose = Teaching and upholding the traditions<br /> of the culture and the island way of life}}<br />
''The Kraken Collective was established Niiman, the 1st day of Eorgaen, in the year 5122 by a group of adventures who had settled on the island of Kraken's Fall, located in the vast ocean known as the Tenebrous Cauldron. <br />
<br />
The island, inhabited by survivors of the Terror of the Trench, was a safe haven where adventures could live an honest life without intereference from the outside world.<br />
<br />
The founders of the Collective saw the need for a unified group to steward the history of Kraken File while being active participants in its future development. The Collective provides service and resources to the citizens of the island, and defends the island from hostile forces. <br />
<br />
For visitors to the island, members of the Collective serve as ambassadors. The Collective supports and orients visitors by teaching and upholding the traditions of the culture and the island way of life. ''<br />
<br />
=Members Information=<br />
'''To become a member:'''<br><br />
Attend an event and express interest in membership or seek out a current member and inquire about membership. Commit to the Kraken Collective Oath:<br />
<br />
''I pledge to adhere to the Articles of the Fall and to do my part in aiding the citizens of Kraken Falls.''<br />
<br />
Dues are not an expectation of membership, but donations are encouraged.<br />
<br />
'''Expectations:'''<br />
We ask the participants to be active members. We expect participants to attend Collective events as often as possible. Members should understand that failure to show investment in the Collective is means for reconsidering membership. All members are expected to treat each other with dignity and respect, always. We expect that members will seek out officers with questions and to voice concerns, and not engage in gossiping or other action/behaviors that undermine the authority of the Collective.<br />
<br />
==Members==<br />
Wyrmheart<br> <br />
[[Machtig_(prime)|Machtig]]<br> <br />
Weyrs<br><br />
Casinoe<br><br />
Vorxblight<br><br />
Valtizec<br> <br />
Zegres<br></div>DREWES14https://gswiki.play.net/index.php?title=The_Kraken_Collective&diff=184782The Kraken Collective2022-12-11T18:20:45Z<p>DREWES14: </p>
<hr />
<div>{{Template:MHO<br />
|caption= The Kraken Collective<br />
|town = Kraken's Fall <!--What town are you based out of? This should be the meeting hall town you access --><br />
|tier = Prominent<!--What tier is your organization? Current options are PROMINENT or RENOWNED. This may be listed differently with the meeting hall guard--><br />
|founded = 2022<!--What year was your organization founded?--><br />
|dues = None. Donations are accepted.<br />
|insignia = Yellow-eyed Kraken wielding twin Kukris<br />
|affiliation = <!--Do you have a special affiliation with another group?--><br />
|restrictions = <br />
|purpose = Teaching and upholding the traditions<br /> of the culture and the island way of life}}<br />
''The Kraken Collective was established Niiman, the 1st day of Eorgaen, in the year 5122 by a group of adventures who had settled on the island of Kraken's Fall, located in the vast ocean known as the Tenebrous Cauldron. <br />
<br />
The island, inhabited by survivors of the Terror of the Trench, was a safe haven where adventures could live an honest life without intereference from the outside world.<br />
<br />
The founders of the Collective saw the need for a unified group to steward the history of Kraken File while being active participants in its future development. The Collective provides service and resources to the citizens of the island, and defends the island from hostile forces. <br />
<br />
For visitors to the island, members of the Collective serve as ambassadors. The Collective supports and orients visitors by teaching and upholding the traditions of the culture and the island way of life. ''<br />
<br />
=Members Information=<br />
'''To become a member:'''<br><br />
Attend an event and express interest in membership or seek out a current member and inquire about membership. Commit to the Kraken Collective Oath:<br />
<br />
''I pledge to adhere to the Articles of the Fall and to do my part in aiding the citizens of Kraken Falls.''<br />
<br />
Dues are not an expectation of membership, but donations are encouraged.<br />
<br />
'''Expectations:'''<br />
We ask the participants to be active members. We expect participants to attend Collective events as often as possible. Members should understand that failure to show investment in the Collective is means for reconsidering membership. All members are expected to treat each other with dignity and respect, always. We expect that members will seek out officers with questions and to voice concerns, and not engage in gossiping or other action/behaviors that undermine the authority of the Collective.<br />
<br />
==Members==<br />
Wyrmheart<br> <br />
[[Machtig_(Prime)|Machtig]]<br> <br />
Weyrs<br><br />
Casinoe<br><br />
Vorxblight<br><br />
Valtizec<br> <br />
Zegres<br></div>DREWES14https://gswiki.play.net/index.php?title=The_Kraken_Collective&diff=184781The Kraken Collective2022-12-11T18:17:32Z<p>DREWES14: </p>
<hr />
<div>{{Template:MHO<br />
|caption= The Kraken Collective<br />
|town = Kraken's Fall <!--What town are you based out of? This should be the meeting hall town you access --><br />
|tier = Prominent<!--What tier is your organization? Current options are PROMINENT or RENOWNED. This may be listed differently with the meeting hall guard--><br />
|founded = 2022<!--What year was your organization founded?--><br />
|dues = None. Donations are accepted.<br />
|insignia = Yellow-eyed Kraken wielding twin Kukris<br />
|affiliation = <!--Do you have a special affiliation with another group?--><br />
|restrictions = <br />
|purpose = Teaching and upholding the traditions<br /> of the culture and the island way of life}}<br />
''The Kraken Collective was established Niiman, the 1st day of Eorgaen, in the year 5122 by a group of adventures who had settled on the island of Kraken's Fall, located in the vast ocean known as the Tenebrous Cauldron. <br />
<br />
The island, inhabited by survivors of the Terror of the Trench, was a safe haven where adventures could live an honest life without intereference from the outside world.<br />
<br />
The founders of the Collective saw the need for a unified group to steward the history of Kraken File while being active participants in its future development. The Collective provides service and resources to the citizens of the island, and defends the island from hostile forces. <br />
<br />
For visitors to the island, members of the Collective serve as ambassadors. The Collective supports and orients visitors by teaching and upholding the traditions of the culture and the island way of life. ''<br />
<br />
=Members Information=<br />
'''To become a member:'''<br><br />
Attend an event and express interest in membership or seek out a current member and inquire about membership. Commit to the Kraken Collective Oath:<br />
<br />
''I pledge to adhere to the Articles of the Fall and to do my part in aiding the citizens of Kraken Falls.''<br />
<br />
Dues are not an expectation of membership, but donations are encouraged.<br />
<br />
'''Expectations:'''<br />
We ask the participants to be active members. We expect participants to attend Collective events as often as possible. Members should understand that failure to show investment in the Collective is means for reconsidering membership. All members are expected to treat each other with dignity and respect, always. We expect that members will seek out officers with questions and to voice concerns, and not engage in gossiping or other action/behaviors that undermine the authority of the Collective.<br />
<br />
==Members==<br />
Wyrmheart<br> <br />
[[Machtig]]<br> <br />
Weyrs<br><br />
Casinoe<br><br />
Vorxblight<br><br />
Valtizec<br> <br />
Zegres<br></div>DREWES14https://gswiki.play.net/index.php?title=The_Kraken_Collective&diff=184762The Kraken Collective2022-12-11T16:54:49Z<p>DREWES14: </p>
<hr />
<div>{{Template:MHO<br />
|caption= The Kraken Collective<br />
|town = Kraken's Fall <!--What town are you based out of? This should be the meeting hall town you access --><br />
|tier = Prominent<!--What tier is your organization? Current options are PROMINENT or RENOWNED. This may be listed differently with the meeting hall guard--><br />
|founded = 2022<!--What year was your organization founded?--><br />
|dues = None. Donations are accepted.<br />
|insignia = Yellow-eyed Kraken wielding twin Kukris<br />
|affiliation = <!--Do you have a special affiliation with another group?--><br />
|restrictions = <br />
|purpose = Teaching and upholding the traditions<br /> of the culture and the island way of life}}<br />
''The Kraken Collective was established Niiman, the 1st day of Eorgaen, in the year 5122 by a group of adventures who had settled on the island of Kraken's Fall, located in the vast ocean known as the Tenebrous Cauldron. <br />
<br />
The island, inhabited by survivors of the Terror of the Trench, was a safe haven where adventures could live an honest life without intereference from the outside world.<br />
<br />
The founders of the Collective saw the need for a unified group to steward the history of Kraken File while being active participants in its future development. The Collective provides service and resources to the citizens of the island, and defends the island from hostile forces. <br />
<br />
For visitors to the island, members of the Collective serve as ambassadors. The Collective supports and orients visitors by teaching and upholding the traditions of the culture and the island way of life. ''<br />
<br />
<br />
=Members=<br />
Wyrmheart<br> <br />
Machtig<br> <br />
Weyrs<br><br />
Casinoe<br><br />
Vorxblight<br><br />
Valtizec<br> <br />
Zegres<br></div>DREWES14https://gswiki.play.net/index.php?title=The_Kraken_Collective&diff=184761The Kraken Collective2022-12-11T16:54:34Z<p>DREWES14: </p>
<hr />
<div>{{Template:MHO<br />
|caption= The Kraken Collective<br />
|town = Kraken's Fall <!--What town are you based out of? This should be the meeting hall town you access --><br />
|tier = Prominent<!--What tier is your organization? Current options are PROMINENT or RENOWNED. This may be listed differently with the meeting hall guard--><br />
|founded = 2022<!--What year was your organization founded?--><br />
|dues = None. Donations are accepted.<br />
|insignia = Yellow-eyed Kraken wielding twin Kukris<br />
|affiliation = <!--Do you have a special affiliation with another group?--><br />
|restrictions = <br />
|purpose = teaching and upholding the traditions<br /> of the culture and the island way of life}}<br />
''The Kraken Collective was established Niiman, the 1st day of Eorgaen, in the year 5122 by a group of adventures who had settled on the island of Kraken's Fall, located in the vast ocean known as the Tenebrous Cauldron. <br />
<br />
The island, inhabited by survivors of the Terror of the Trench, was a safe haven where adventures could live an honest life without intereference from the outside world.<br />
<br />
The founders of the Collective saw the need for a unified group to steward the history of Kraken File while being active participants in its future development. The Collective provides service and resources to the citizens of the island, and defends the island from hostile forces. <br />
<br />
For visitors to the island, members of the Collective serve as ambassadors. The Collective supports and orients visitors by teaching and upholding the traditions of the culture and the island way of life. ''<br />
<br />
<br />
=Members=<br />
Wyrmheart<br> <br />
Machtig<br> <br />
Weyrs<br><br />
Casinoe<br><br />
Vorxblight<br><br />
Valtizec<br> <br />
Zegres<br></div>DREWES14https://gswiki.play.net/index.php?title=The_Kraken_Collective&diff=184759The Kraken Collective2022-12-11T16:54:05Z<p>DREWES14: </p>
<hr />
<div>{{Template:MHO<br />
|caption= The Kraken Collective<br />
|town = Kraken's Fall <!--What town are you based out of? This should be the meeting hall town you access --><br />
|tier = Prominent<!--What tier is your organization? Current options are PROMINENT or RENOWNED. This may be listed differently with the meeting hall guard--><br />
|founded = 2022<!--What year was your organization founded?--><br />
|dues = None. Donations are accepted.<br />
|insignia = Yellow-eyed Kraken wielding twin Kukris<br />
|affiliation = <!--Do you have a special affiliation with another group?--><br />
|restrictions = <br />
|purpose = teaching and upholding the traditions of the culture and the island way of life}}<br />
<br />
<br />
''The Kraken Collective was established Niiman, the 1st day of Eorgaen, in the year 5122 by a group of adventures who had settled on the island of Kraken's Fall, located in the vast ocean known as the Tenebrous Cauldron. <br />
<br />
The island, inhabited by survivors of the Terror of the Trench, was a safe haven where adventures could live an honest life without intereference from the outside world.<br />
<br />
The founders of the Collective saw the need for a unified group to steward the history of Kraken File while being active participants in its future development. The Collective provides service and resources to the citizens of the island, and defends the island from hostile forces. <br />
<br />
For visitors to the island, members of the Collective serve as ambassadors. The Collective supports and orients visitors by teaching and upholding the traditions of the culture and the island way of life. ''<br />
<br />
<br />
=Members=<br />
Wyrmheart<br> <br />
Machtig<br> <br />
Weyrs<br><br />
Casinoe<br><br />
Vorxblight<br><br />
Valtizec<br> <br />
Zegres<br></div>DREWES14https://gswiki.play.net/index.php?title=Weighting,_Padding,_Sighting&diff=175195Weighting, Padding, Sighting2022-09-01T15:36:50Z<p>DREWES14: </p>
<hr />
<div>{{Player System Manager<br />
|mnemonic = wps<br />
|type = Passive<br />
|availableto = [[Warrior]]s<br />
}}<br />
{{PSM3.0costs<br />
|rank1 = Free<br />
}}<br />
{{PSMinfo<br />
|mechanics = Warriors of at least level 20 can use {{boldmono|FEAT WPS}} to add critical/damage weighting, padding, or sighting ([[WPS smithy|WPS]]) to weapons and armor. Warriors can add one service of WPS to a piece of gear at a time. Each service requires 25,000 grit for torso armor and weapons, or 10,000 grit for armor accessories. Adding a service using grit does not increase the number of services in a service window for merchant, NPC blacksmiths, or using grit itself. <br />
<br />
}}<br />
===Earning Grit==={{#switch: {{PAGENAME}}| WPS smithy= |#default={{main|WPS smithy}}}}<br />
{| cellpadding=5 style="float:right; margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Weighting/Padding/Sighting (W/P/S) Combat Effectiveness Rating (CER)<br>vs. Total Services<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! CER !! Services<br />
|-<br />
| 1||10<br />
|-<br />
| 2||20<br />
|-<br />
| 3||30<br />
|-<br />
| 4||40<br />
|-<br />
| 5||50<br />
|-<br />
| 6||70<br />
|-<br />
| 7||90<br />
|-<br />
| 8||110<br />
|-<br />
| 9||130<br />
|-<br />
| 10||150<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! CER !! Services<br />
|-<br />
| 11||180<br />
|-<br />
| 12||210<br />
|-<br />
| 13||240<br />
|-<br />
| 14||270<br />
|-<br />
| 15||300<br />
|-<br />
| 16||340<br />
|-<br />
| 17||380<br />
|-<br />
| 18||420<br />
|-<br />
| 19||460<br />
|-<br />
| 20||500<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! CER !! Services<br />
|-<br />
| 21||600<br />
|-<br />
| 22||700<br />
|-<br />
| 23||800<br />
|-<br />
| 24||900<br />
|-<br />
| 25||1000<br />
|-<br />
| 26||1100<br />
|-<br />
| 27||1200<br />
|-<br />
| 28||1300<br />
|-<br />
| 29||1400<br />
|-<br />
| 30||1500<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! CER !! Services<br />
|-<br />
| 31||1600<br />
|-<br />
| 32||1700<br />
|-<br />
| 33||1800<br />
|-<br />
| 34||1900<br />
|-<br />
| 35||2000<br />
|-<br />
| 36||2100<br />
|-<br />
| 37||2200<br />
|-<br />
| 38||2300<br />
|-<br />
| 39||2400<br />
|-<br />
| 40||2500<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! CER !! Services<br />
|-<br />
| 41||2700<br />
|-<br />
| 42||2900<br />
|-<br />
| 43||3100<br />
|-<br />
| 44||3300<br />
|-<br />
| 45||3500<br />
|-<br />
| 46||3800<br />
|-<br />
| 47||4100<br />
|-<br />
| 48||4400<br />
|-<br />
| 49||4700<br />
|-<br />
| 50||5000<br />
|}<br />
|}<br />
Grit is directly gained from experience and does count lumnis bonus experience as well. If you earned 50,000 experience in 1 week, you will have earned 50,000 Grit. Also ascension being turned on will not increase the amount of experience needed per week. Your week is the same as your [[Gift_of_Lumnis#LUMNIS_.28verb.29|Lumnis]] week and you can see it's new start date when typing [[Gift_of_Lumnis#LUMNIS_.28verb.29|{{boldmono|LUMNIS INFO}}]]. You can check your weekly grit progress, and your current grit total by typing [[RESOURCE_(verb)|{{boldmono|RESOURCE}}]].<br />
<br />
For example.<br />
<br />
A level 50 player, with 50% ascension active who gained 25,000 experience, and 25,000 Ascension experience will have earned the full 50,000 grit for the week.<br />
<br />
<pre{{log2}}><br />
>resource<br />
Health: 222/222 Mana: 3/4 Stamina: 92/92 Spirit: 7/7<br />
Grit: 31,812/50,000 (Weekly) 159,204/200,000 (Total)</pre><br />
<br />
===Success Factors ===<br />
;Primary:<br />
*[[Level]]: +1 per level<br />
*Primary Skill (Weapons): +2 per weapon skill rank to level, +1 over that. In the case of hybrid weapons such as katars, both skills are required and averaged.<br />
*Primary Skill (Armor): +2 per Armor Use rank to level, +1 over that<br />
*[[Strength]]: +1 per stat bonus<br />
*[[Discipline]] +1 per stat bonus<br />
<br />
;Secondary:<br />
*[[Physical Fitness]]: +1 per 10 ranks<br />
*Secondary Skill (Weapons): +1 per 2 ranks. This is the secondary and tertiary weapon skills similar to how [[Martial Mastery]] is determined. In the case of hybrid weapons such as katars, you will need four weapon skills for maximum skill. <br />
*Secondary Skill (Armor): +1 per 3 ranks of [[Shield Use]]<br />
<br />
;Other:<br />
*[[Warrior Guild|Warrior Guild Workshop]]: +20 bonus<br />
*[[Wound]]s (hinders)<br />
*[[Spirit]] (having less then full spirit hinders)<br />
*Applicable skill and stat [[enhancive]]s (helps)<br />
*[[Gift of Eonak]] (helps) <br />
*[[Suffusion]]<br />
<br />
===Gear Difficulty Modifiers===<br />
<br />
{{Material_Gear_Difficulty_Modifier}}<br />
{{Script_Gear_Difficulty_Modifier}}<br />
{{Other_Gear_Difficulty_Modifier}}<br />
<br />
===Step-By-Step Guide===<br />
*(Recommended) Heal all wounds/spirit loss, and equip any desired enhancives (Ex: Str/Dis).<br />
*Proceed to a Warrior Guild workshop. (Example: the Wehnimer's Landing workshop is Lich room #16995.)<br />
*(Recommended) Enter {{boldmono|SUFFUSE ESTIMATE}} with the item in your right hand. If you see a "You will need at least ## suffused energy..." message, this represents essentially your % chance of failure; you will need to either use your suffused grit to overcome the item's difficulty, or accept the risk of failure, if you continue.<br />
*Enter {{boldmono|BUY SERVICE PACK}}, then {{boldmono|BUY CONFIRM}}. Service packs cost 25,000 silvers each; the shop master will accept notes. You can buy and store multiple packs for multiple attempts.<br />
*With the item in your right hand and a service supply pack in your left hand, enter {{boldmono|FEAT WPS ASSESS (DAMAGE or CRITICAL or SIGHTING) (ITEM)}}. Ideally you will see this message: "...you can only fail if you are horribly unlucky." This indicates that you will only fail on a fumble roll (d100=1 thru 3). If you see any other message, refer to point #3 above. (A full chart of all the messages can be found [[Enchant_(925)#Difficulty_Detection|here]].)<br />
*If needed, enter {{boldmono|SUFFUSE APPLY ##}} to use suffused grit to boost your success chance.<br />
*Click {{boldmono|APPLY}} or type {{boldmono|FEAT WPS APPLY}} to make your attempt. Success will cost 25,000 grit for weapons and torso armor, or 10,000 grit for armor accessories. Failure will cost 10% of the success cost.<br />
*(Recommended) If it's your item, [[REGISTER_(verb)|{{boldmono|REGISTER}}]] the item when you're done gritting to preserve changes in case a GM needs to restore a lost item. If it's someone else's item, remind the owner to register it.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174633Machtig (prime)2022-08-24T02:49:13Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= warrior<br />
|profession= swordsman, explorer, cartographer, treasure hunter<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords,food,treasure<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a wandering swordsman that can often be found on Kraken's Fall.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174632Machtig (prime)2022-08-24T02:33:58Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= Warrior<br />
|profession=Swordsman<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|weakness=careless<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a wandering swordsman that can often be found on Kraken's Fall.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174630Machtig (prime)2022-08-24T02:30:25Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= Warrior<br />
|profession=Swordsman<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=aloof,friendly<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|weakness=careless<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a wandering swordsman that can often be found on Kraken's Fall.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174629Machtig (prime)2022-08-24T02:28:21Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= Warrior<br />
|profession=Swordsman<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=Bored<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|weakness=careless<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a wandering swordsman that can often be found on Kraken's Fall.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174628Machtig (prime)2022-08-24T02:27:31Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= <br />
|class= Warrior<br />
|profession=Swordsman<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=Bored<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|weakness=careless<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a wandering swordsman that lives within the pirate community on Kraken's Fall.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174627Machtig (prime)2022-08-24T02:25:34Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= River's Rest<br />
|class= Warrior<br />
|profession=Swordsman<br />
|religion=Nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=Bored<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy<br />
|strength= good with a sword<br />
|weakness=careless<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a swordsman that lives within the pirate community on Kraken's Fall.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174625Machtig (prime)2022-08-24T02:23:05Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= River's Rest<br />
|class= Warrior<br />
|profession=Swordsman<br />
|religion=Nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=Bored<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy,forgetful<br />
|strength= good with a sword<br />
|weakness=can't make decisions,easily distracted<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a swordsman that lives within the pirate community on Kraken's Fall.</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174624Machtig (prime)2022-08-24T02:22:48Z<p>DREWES14: </p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|200px|thumb|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= River's Rest<br />
|class= Warrior<br />
|profession=Swordsman<br />
|religion=Nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=Bored<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy,forgetful<br />
|strength= good with a sword<br />
|weakness=can't make decisions,easily distracted<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}<br />
Machtig is a master swordsman that lives within the pirate community on Kraken's Fall.</div>DREWES14https://gswiki.play.net/index.php?title=File:Machtig.jpeg&diff=174623File:Machtig.jpeg2022-08-24T02:18:53Z<p>DREWES14: Drawing by Machtig in pen and ink</p>
<hr />
<div>Drawing by Machtig in pen and ink</div>DREWES14https://gswiki.play.net/index.php?title=Machtig_(prime)&diff=174622Machtig (prime)2022-08-24T02:15:47Z<p>DREWES14: Created page with "{{characterprofile |name= Machtig |image= center |caption= |race= Human<!-- No need to format with [[]]. This is set up to automatically link..."</p>
<hr />
<div>{{characterprofile <br />
|name= Machtig<br />
|image= [[File:Machtig.jpeg|thumbnail|center]]<br />
|caption=<br />
|race= Human<!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture= <!-- No need to format with [[]]. This is set up to automatically link to entry and will automatically categorize. --><br />
|culture2= <!-- Secondary culture option available. Instructions same as above. --><br />
|hometown= River's Rest<br />
|class= Warrior<br />
|profession=Swordsman<br />
|religion=nihilist<br />
|affiliations=<br />
|word=<br />
|disposition=Bored<br />
|demeanor=<br />
|ptrait=<br />
|strait=<br />
|flaw= stupid,lazy,forgetful<br />
|strength= good with a sword<br />
|weakness=can't make decisions, doesn't care<br />
|habits=<br />
|hobbies=smoking pipeweed and debating combat tactics with Weyrs and Casinoe<br />
|soft=<br />
|likes=turtles,swords<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|children=<br />
|instance= <!--- REQUIRED: This will auto-categorize in the proper instance category---><br />
|town= <!--- OPTIONAL: Prime characters only, but can be used by other instances. Leave blank is NONE. ---><br />
|town2= <!--- OPTIONAL: If character plays in multiple towns. ---><br />
}}</div>DREWES14https://gswiki.play.net/index.php?title=Category:Atoll_creatures&diff=166923Category:Atoll creatures2022-05-11T20:42:07Z<p>DREWES14: </p>
<hr />
<div>[[File:Map_atoll_paper.jpg|thumb|400px|Map of the hunting area Atoll. Cartography and map by Machtig.]]<br />
<br />
{{TOCright}}<br />
<br />
This category lists all creatures found on the Atoll near the town of [[Kraken's Fall]], accessible via the rapids near Widowmaker's Road. <br />
<br />
Tritons (both living and non-corporeal undead) have taken up residence on the Atoll and the Temple that is built on it to the north. <br />
<br />
===Mechanics===<br />
In order to get to the Atoll you must jump onto a log at the rapids (Lich Room #30811) and successfully keep your balance on it while navigating the rapids before jumping again when you see a thick branch looming overhead with a single vine that may reach the opening of the area. <br />
<br />
There is a barrier to the temple that is shaded one of four colors (Red, Blue, Yellow or Black) - passage into the temple is achieved by visiting the grottos near by and touching the corresponding colored crystal that is wedged into the mouth of a skull in each cave, which enables access through the barrier. <br />
<br />
The entire Atoll area is subject to [[Spell sever]] and [[Divergence]].<br />
<br />
===Divergence===<br />
{{:Divergence}}<br />
<br />
<br />
[[Category: Kraken's Fall Hunting Areas]]</div>DREWES14https://gswiki.play.net/index.php?title=Category:Atoll_creatures&diff=166922Category:Atoll creatures2022-05-11T20:41:51Z<p>DREWES14: </p>
<hr />
<div>[[File:Map_atoll_paper.jpg|thumb|400px|Map of the hunting area Atoll. Cartography and map by Machtig.]<br />
<br />
{{TOCright}}<br />
<br />
This category lists all creatures found on the Atoll near the town of [[Kraken's Fall]], accessible via the rapids near Widowmaker's Road. <br />
<br />
Tritons (both living and non-corporeal undead) have taken up residence on the Atoll and the Temple that is built on it to the north. <br />
<br />
===Mechanics===<br />
In order to get to the Atoll you must jump onto a log at the rapids (Lich Room #30811) and successfully keep your balance on it while navigating the rapids before jumping again when you see a thick branch looming overhead with a single vine that may reach the opening of the area. <br />
<br />
There is a barrier to the temple that is shaded one of four colors (Red, Blue, Yellow or Black) - passage into the temple is achieved by visiting the grottos near by and touching the corresponding colored crystal that is wedged into the mouth of a skull in each cave, which enables access through the barrier. <br />
<br />
The entire Atoll area is subject to [[Spell sever]] and [[Divergence]].<br />
<br />
===Divergence===<br />
{{:Divergence}}<br />
<br />
<br />
[[Category: Kraken's Fall Hunting Areas]]</div>DREWES14https://gswiki.play.net/index.php?title=Category:Atoll_creatures&diff=166918Category:Atoll creatures2022-05-11T18:38:35Z<p>DREWES14: </p>
<hr />
<div>[[File:Map_atoll_paper.jpg|thumb|400px|Map of the hunting area Atoll. Cartography and map by Machtig. There is also an alternate, more artistic version: https://gswiki.play.net/File:Atoll_(artistic).jpg]]<br />
<br />
{{TOCright}}<br />
<br />
This category lists all creatures found in the Atoll area near the town of [[Kraken's Fall]], accessible via the rapids (Lich Room #30811) near Widowmaker's Road. In order to get to the Atoll you must jump onto a log and successfully keep your balance on it while navigating the rapids before jumping again when you see a thick branch looming overhead with a single vine that may reach the opening of the area. <br />
<br />
Tritons (both living and non-corporeal undead) have taken up residence on the Atoll and the Temple that is built on it to the north.<br />
<br />
===Mechanics===<br />
There is a barrier to the temple that is shaded one of four colors (Red, Blue, Yellow or Black) - passage into the temple is achieved by visiting the grottos near by and touching the corresponding colored crystal that is wedged into the mouth of a skull in each cave, which enables access through the barrier. <br />
<br />
The entire Atoll area is subject to [[Spell sever]] and [[Divergence]].<br />
<br />
===Divergence===<br />
{{:Divergence}}<br />
<br />
<br />
[[Category: Kraken's Fall Hunting Areas]]</div>DREWES14https://gswiki.play.net/index.php?title=File:Map_atoll_paper.jpg&diff=166917File:Map atoll paper.jpg2022-05-11T18:37:46Z<p>DREWES14: DREWES14 uploaded a new version of File:Map atoll paper.jpg</p>
<hr />
<div>Map of Atoll</div>DREWES14https://gswiki.play.net/index.php?title=File:Map_atoll_paper.jpg&diff=166916File:Map atoll paper.jpg2022-05-11T18:35:40Z<p>DREWES14: Map of Atoll</p>
<hr />
<div>Map of Atoll</div>DREWES14https://gswiki.play.net/index.php?title=Category:Atoll_creatures&diff=166889Category:Atoll creatures2022-05-10T18:29:16Z<p>DREWES14: </p>
<hr />
<div>[[File:Map_atoll_levels.jpg|thumb|400px|Map of the hunting area Atoll. Cartography and map by Machtig. There is also an alternate, more artistic version: https://gswiki.play.net/File:Atoll_(artistic).jpg]]<br />
<br />
{{TOCright}}<br />
<br />
This category lists all creatures found in the Atoll area near the town of [[Kraken's Fall]], accessible via the rapids (Lich Room #30811) near Widowmaker's Road. In order to get to the Atoll you must jump onto a log and successfully keep your balance on it while navigating the rapids before jumping again when you see a thick branch looming overhead with a single vine that may reach the opening of the area. <br />
<br />
Tritons (both living and non-corporeal undead) have taken up residence on the Atoll and the Temple that is built on it to the north.<br />
<br />
===Mechanics===<br />
There is a barrier to the temple that is shaded one of four colors (Red, Blue, Yellow or Black) - passage into the temple is achieved by visiting the grottos near by and touching the corresponding colored crystal that is wedged into the mouth of a skull in each cave, which enables access through the barrier. <br />
<br />
The entire Atoll area is subject to [[Spell sever]] and [[Divergence]].<br />
<br />
===Divergence===<br />
{{:Divergence}}<br />
<br />
<br />
[[Category: Kraken's Fall Hunting Areas]]</div>DREWES14