https://gswiki.play.net/api.php?action=feedcontributions&user=MASTERDTWIN&feedformat=atomGemStone IV Wiki - User contributions [en]2024-03-28T22:28:23ZUser contributionsMediaWiki 1.39.5https://gswiki.play.net/index.php?title=Lich:Script_Bigshot/Changelog&diff=142736Lich:Script Bigshot/Changelog2021-01-01T02:25:36Z<p>MASTERDTWIN: /* Change Log */ Added remainder of V3 to change log</p>
<hr />
<div><br />
== Change Log ==<br />
<br />
<pre{{log2|background=none|border=none|margin-left=none|margin-right=none|font-size=93%}}><br />
v3.92 (2020-07-08)<br />
-Added LTE support for followers, overkill support for followers, & fried hunting commands for followers<br />
v3.91 (2020-06-16)<br />
-Added longterm boost usage option<br />
v3.90 (2020-05-19)<br />
-Minor fix to add a delay to 130/sym of return/1020 return option case in RT<br />
v3.89 (2020-03-28)<br />
-Crude fix for archery update, BLANK out your ammo & ammo container setting to NOT attempt to get ammo any longer<br />
v3.88 (2020-03-28)<br />
-Fixed a bug with obvious_hiding_player detection (Probably, at least)<br />
-Fixed a bug with poaching when other players are present<br />
-Cleaned out changelog history after updating wiki<br />
-Re-organized global variables and requires statements (alphabetized)<br />
-Added a sleep between resting_commands and hunting_prep_commands to prevent issues<br />
-Replaced all pause commands with sleep<br />
-Updated all sleep commands to follow proper syntax<br />
v3.87 (2020-19-11)<br />
-Added overkill counter for extra killed monsters<br />
-Tooltip updates<br />
-Formatting changes to make script more easily read<br />
v3.86 (2020-03-11)<br />
-Added outside & !outside command checks<br />
v3.85 (2020-02-28)<br />
-Resolved `block in setup` error when running setup in Fedora<br />
v3.84 (2020-02-15)<br />
-Fix a bug with "obvious hiding" players detection<br />
v3.83 (2020-02-13)<br />
-Added check for "obvious hiding" players (SET ObviousHiding ON)<br />
v3.82 (2020-02-02)<br />
-Added a v & !v command checks for checking spirit<br />
-Possible fix for FOG_RETURN not loading when doing ;bigshot setup properly<br />
-Added ;bigshot profile support<br />
;bigshot profile load <name here, no spaces><br />
;bigshot profile save <name here, no spaces><br />
Allows saving of bigshot profiles as YAML files, saved in your LICH\scripts\bigshot_profiles folder<br />
v3.81 (2019-09-06)<br />
-Fix for wands with extra descriptors in hand vs grab name<br />
-Add 1020 as an option for fleeing<br />
v3.80 (2019-08-01)<br />
-Exit cleanly from bounty mode<br />
-Don't count regenerating troll kings when deciding if there's enough enemies to flee<br />
-Treat intense shimmering circles like clouds when deciding to flee<br />
-Don't require Gtk if $bigshot_headless is defined<br />
v3.79 (2019-05-25)<br />
-Removed 309 from hardcoded selfcast list<br />
v3.78 (2019-05-10)<br />
-Missed a few settings for flying<br />
v3.77 (2019-05-10)<br />
-Added flying/!flying as command checks for attacks<br />
v3.76 (2018-07-04)<br />
-Fixed INCANT command to respect Spell.stance setting<br />
v3.75 (2018-07-02)<br />
-Fix ;bigshot bounty<br />
-Don't flee from your own group even if they're not hunting<br />
v3.74 (2018-04-30)<br />
-Added water as option for cmd_spell extra variable<br />
v3.73 (2018-04-22)<br />
-Add flee from webs option<br />
-Add 917 to not stance offensive if using incant<br />
v3.72 (2017-10-10)<br />
-Fix bug in berserk<br />
v3.71 (2017-10-08)<br />
-Attack line now recognizes "wand" by itself<br />
-Fix GameObjAdd autostart<br />
v3.70 (2017-09-28)<br />
-Fix download loop of GameObjAdd.lic<br />
v3.69 (2016-09-20)<br />
-Wont stance offensive for the spell 703 anymore<br />
-Fixes for delayed looting<br />
-option to pull players to there feet, Defaults to on<br />
-Only pulls the player to there feet if their is an aggressive npc in the room with them<br />
v3.68 (2016-09-14)<br />
-option to stance defensive before looting if not all the creatures in room are dead<br />
-wracking option now will use "Symbol of Mana" for voln peoples :)<br />
-Performs the bless routine if needed when you wander or go to rest now<br />
-Added a delayed looting option<br />
-skips looting when creature still alive in the room or its been less than 15 seconds since the last creature died<br />
-Will now try to escape from the inside of a roa'ter if you get swallowed<br />
v3.67 (2016-08-31)<br />
-Optimization for priority checks, wont run that section of code so often anymore.<br />
-Manual aiming for unarmed combat routine. Command is "unarmed <punch/kick/grapple/jab> <aim location>"<br />
-Will swap to the default aiming when you can't reach what your aiming at or its already missing.<br />
v3.66 (2016-08-29)<br />
-Only checks for group members if there are other pcs in the room<br />
-Won't loot in the Duskruin Arena anymore<br />
v3.65 (2016-08-28)<br />
-Fixes for targeting, fleeing, and priority targeting<br />
-This should let bigshot work in the duskruin arena<br />
v3.64 (2016-08-23)<br />
-Changed Celerity option to only recast if you have less than 3 seconds left<br />
-Changed so it doesn't change into your attacking stance before casting<br />
-Changed Fog return option to be an option pulldown instead of a checkbox, defaults to None<br />
v3.63 (2016-08-23)<br />
-Added option to use Celerity (506) for any command.<br />
-Will cast if you dont have it on you or you have less than 6 seconds or so left on haste.<br />
-Just add haste or 506 to the front of any command you want it to be cast before.<br />
-example: "506 kill target" or "haste kill target(x3),525(pcs)"<br />
v3.62 (2016-08-23)<br />
-UAC Mstrike no longer will ignore the number of creatures in the room in some instances.<br />
-Option to flee the room when player-defined message from the game happen<br />
-Check the Attacking tab for box to input your text<br />
-Fixed issue with bigshot not targeting "do not count these" targets<br />
-Fixed issue with force command until # not working correctly<br />
v3.61 (2016-08-15)<br />
-Fix for new fogging option triggering at weird times.<br />
v3.60 (2016-08-15)<br />
-Fix for ;bigshot quick not working correctly when you dont have any quickhunt targets.<br />
-Option to use Spirit Guide (130) or Voln Symbol of Return when going to rest. Option is on Rest Tab.<br />
v3.59 (2016-08-13)<br />
-To prevent me having to duplicate code, Bigshot will now download GameObjAdd.lic and make it autostart<br />
-Spells should no longer target npcs when they are meant to target you. Let me know if something happens otherwise.<br />
v3.58 (2016-08-07)<br />
-companions and familiars should now be excluded from fleeing and targeting stuff<br />
-companions and familiars count for poaching checks now just like a disk does<br />
-this check only works for solo hunters, group bigshot hunters will ignore this<br />
-Ambushers that are part of your group should no longer trigger the poaching routine<br />
-Bigshot will on first run for a Ranger with a companion set your companion to a variable.<br />
-You can reset this variable with ;bigshot ranger or ;bigshot companion<br />
v3.57 (2016-08-04)<br />
-Bigshot won't consider arms(709) and demons(725) as room creatures for targeting or fleeing purposes<br />
-Priority should now ignore some NPCs when it does its calculations<br />
v3.56 (2016-08-02)<br />
-Think I have all the Reim mobs handled<br />
-Fix for Multi-account hunting...oops<br />
-other minor tweaks<br />
v3.55 (2016-07-31)<br />
-Target tracking for Aura of the Arkati (1614). Wont cast again on something that is affected.<br />
-More Reim creatures added, Still missing creatures from the gypsy camp probably, celestial types<br />
-New Command check: noncorporeal - Will see if current creature is non-corporeal undead<br />
-New Command check: pcs - Will check for other non-grouped players in the room<br />
v3.54 (2016-07-30)<br />
-REIM! Quick update for some support for reim creatures<br />
-Smite tracks individual mobs now, So if you switch creatures before killing it, will smite the new one<br />
-Fixed the lag issue<br />
v3.53 (2016-07-29)<br />
-Incant should now work for any incant combination<br />
-Bless can now bless two weapons that lose bless in same attack<br />
v3.52 (2016-07-27)<br />
-Changed variable tracking to be downstream hook instead of exec script<br />
-Please let me know if anything doesn't work like it did in the previous versions<br />
-Tracking added for Corrupt Essence (703), will no longer repeatedly cast and waste that precious mana<br />
-You can also cast it open as "incant 703 open"<br />
-Added flee from vines option to first tab of ;bigshot setup<br />
v3.51 (2016-07-25)<br />
-Special coding for 1700. Wont stance offensive for "incant 1700", Will stance offensive for "incant 1700 evoke"<br />
-Fix for ;Bigshot quick not working when your quickhunt targets was empty<br />
v3.50 (2016-07-24)<br />
-Untargetable and Targetable lists now use the name instead of noun. Option to clear these so they can start fresh using ;bigshot reset. This will fix the issue for being unable to target guards in warcamps.<br />
-Targetable and Untargetable are now listed in ;bigshot display<br />
-Fix for Head/Tail Routine. Head wasn't waiting for the tail members to join bigshot group.<br />
v3.49 (2016-07-24)<br />
-Updated berserk to use Spell.cast functionality, should now use STOP BERSERK when no alive mobs in the room.<br />
-Command check added for poison and disease<br />
-Fixed some options that were out of place, oops<br />
-Tail should now use scripts when performing pre-hunt commands<br />
-Head should wait for tails to be out of RT before heading to rest now<br />
-Incant should no longer fry your nerves when you dont have enough mana.<br />
-Changed incant to use wands when you dont have enough mana.<br />
-Also checks your target before incanting, so you always target the correct creature<br />
-Changed wand routine to be able to use multiple wand types, "use this wand type" now takes comma seperated wands "use this wand type" example: "aquamarine wand, bloodwood wand, etc"<br />
-Changed incant, spell and wand routines to return to attack stance option instead of stance defensive.<br />
-Fixed bug with bless routine, maybe<br />
-Option to use Voln SMITE in UAC routine now, instead of always doing it.<br />
v3.48 (2016-07-20)<br />
-Added Consecrate(1604) to bless routine<br />
-Quickhunt targets code update and fixes<br />
-Made bless work with identical weapons<br />
v3.47 (2016-07-19)<br />
-fix for blessing weapons<br />
v3.46 (2016-07-19)<br />
-now tries to pull someone to their feet when they are lying down/kneeling/etc.<br />
-Rewrote the bless option to bless anything that runs out of a bless.<br />
-Now located on Attacking Tab as a checkbox<br />
-Returns you to your resting area if you can't bless things.<br />
-Added a priority targeting option to hunting tab.<br />
-Will switch target based on the order of your valid targets, whenever its attacking.<br />
-Added Quickhunt targets, These always are first in terms of priority (Quickhunt targets, room targets)<br />
-You can use the (a)|(b)|(etc) in here instead of just the Quickhunt routine every time.<br />
v3.45 (2016-07-09)<br />
-better code for checking for an escort, less error prone now (:<br />
-fixed rare issue with ambusher jumping out of hiding just as go to move and it screwing up bigshot<br />
-UAC Bless option changed so that you can leave it blank and it wont stop hunting. Has tooltip explaining different options.<br />
v3.44 (2016-07-01)<br />
-Fix for the fix for the fix!!<br />
-Added a check for spell 608 to skip if already hidden<br />
-Added hidden and !hidden a command check, hidden only works when your hiding, !hidden when your not hiding<br />
v3.43 (2016-07-01)<br />
-Fix for the Fix :(<br />
v3.42 (2016-06-30)<br />
-Fix for mob command check due to recent change<br />
-Optimized the escort npc check<br />
v3.41 (2016-06-30)<br />
-Fixed Head/Tail bigshot hunting<br />
V3.40 (2016-06-30)<br />
-Mstrike will now cast 1107 and 1607 when appropriate<br />
-Quick Hunting mode tweaked so that it works when your in a group, or in a room that isn't mapped<br />
-added inverse command checks, put a ! in front of the command check, i.e kill(!h60)<br />
-Doesn't count escorts anymore for NPC checks<br />
V3.39 (2016-06-26)<br />
-Quick Hunting mode added - Just start bigshot with the variable quick - ;bigshot quick<br />
-Quick Mode overrides your currently setup targets and targets the current room npcs<br />
-Wandering, Fleeing and Resting is disabled<br />
-Bigshot exits when no NPCS found in room<br />
-Uses Quick Hunting Commands<br />
-Supports up to 10 (A-J) different attack routines now.<br />
-Moved all the attack routines to new tab, Commands<br />
-Moved few options to the attacking tab<br />
v3.38 (2016-06-25)<br />
-added command check for target not being prone or target being undead<br />
-current checks are mana/stamina/health(percentage)/encumbrance/unarmed tiering/mobs in room/target not prone/target undead<br />
-m/s/h/e/tier/mob/prone/undead respectively<br />
-Prone means target is sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place<br />
v3.37 (2016-06-24)<br />
-can now have two or more checks for a command. i.e kill(mob3 s20 h80) 3 mobs in room, stamina is above 20, health is above 80%<br />
-must all be inside the () and seperated with a space<br />
-current checks are mana/stamina/health(percentage)/encumbrance/unarmed tiering/mobs in room<br />
-m/s/h/e/tier/mob respectively<br />
v3.36 (2016-06-23)<br />
-Added option for adjusting wander time between rooms (Found on Hunting Map Tab)<br />
v3.35 (2016-06-14)<br />
-Added option for attacks to only trigger when certain number of creatures are in the room.<br />
-Just add (mob#) to the attack you want to do<br />
-Fixes for unarmed combat getting stalled<br />
-Now attempts to soothe (1205) when appropriate<br />
v3.34 (2016-06-08)<br />
-Added aiming for archery to the Hunting tab in setup.<br />
-Will change location once you stick the place your aiming at, looping until the creature is dead<br />
-Made gathering ammo a bit more specific about what its grabbing and where its putting it. <br />
-Also works with bolts and darts now if you gathered things to the ground.<br />
v3.33 (2016-06-06)<br />
-Fix for creatures leaving room and script getting stuck (Hopefully)<br />
-Fix for loot script activating during roundtime<br />
-Fix for issue with targeting using creatures name or noun<br />
v3.32 (2016-06-02)<br />
-Changed aiming for UAC to continue until if finds something you can hit or just hits them like normal<br />
-Added Voln Smite to command, use Smite in your hunting commands<br />
-Rewrote Ambush again! Now has the option to pick locations you want to ambush at on the hunting page<br />
-Also supports it from the hunting command i.e. "ambush head"<br />
-If left blank without picking any options in setup will default to Head, Right Leg, Left Leg, Chest<br />
v3.31 (2016-06-02)<br />
-Changed up the ambush command so it ambushes what you said to ambush first, then attempts right leg, left leg, then chest<br />
-Added an option to trigger the mstrike during UAC combat, other MSTRIKE options apply<br />
-Few fixes to MSTRIKE routine, now checks number of creatures in room as an equal or greater<br />
-Fixed bug caused when doing commands like "stance for and kill target"<br />
<br />
Edits by Hazado: (2016-06-01)<br />
V3.3 (2016-06-01)<br />
-Added UAC combat! Start it with hunting command "unarmed punch/jab/kick/grapple"<br />
-Added options for UAC in setup<br />
-Added options for MSTRIKEing in setup<br />
-Rewrote MSTRIKE routine<br />
-can now check mana/stamina/health(percentage)/encumbrance/unarmed tiering inside the hunting commands<br />
-Changed wander routine to hit every room in area instead of random wandering<br />
<br />
Edits by Zhiart: (2016-03-25)<br />
-Added new ambush command for legging a critter and then go for the head as long as they are prone (Code by SashaFierce)<br />
<br />
v3.2 (2/27/2016)<br />
-Added changes to fix incant loot issues (might work)<br />
-Added ability to detect renaming of bigshot without destroying exec scripts<br />
-Converted exec scripts to strings to allow =>quiet<br />
<br />
Edits by Kalros: (2015-11-2015)<br />
v3.1<br />
-Fixed Disk poaching.<br />
-Fixed First room poaching.<br />
-Removed group poaching logic.<br />
-Ambush detection via Exec Script. It will leave the room if it detects an ambush line.<br />
-Rewrote and updated wander targeting sections. Fixes some target related bugs.<br />
-Moved WAIT command to exec to prevent line buffer issues and make more responsive<br />
<br />
3.0 (2015-05-30):<br />
stop trying to attack monsters that aren't in the room (wild guess, untested)<br />
bumped version up from 2.12052012 to 3.0, because 2.12052012 is a stupid version format<br />
added message to trust script<br />
</pre></div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Casting_strength&diff=142411Casting strength2020-12-26T20:10:03Z<p>MASTERDTWIN: /* Secondary Circle Bonus */ Updated secondary bonus to clarify 1/9 value (recent calculation discovery), and clarify formula</p>
<hr />
<div>[[Casting strength]] (CS) is the primary offensive measure involved in the resolution of [[warding]] magic.<br />
<br />
A player character's CS is determined by [[level]], [[Spell Research]], the relevant [[statistic]] bonus(es), and certain active [[#Items and spells to boost CS|spell effects]].<br />
{{TOCright}}<br />
== Formula ==<br />
<br />
<div {{prettydiv|margin-right=50%}}><tt>CS = (Level &times; 3)<br> + round([[#Primary Circle Bonus|Primary Circle bonus]])<br> + ceiling([[#Secondary Circle Bonus|Secondary Circle A bonus]])<br> + ceiling([[#Secondary Circle Bonus|Secondary Circle B bonus]])<br> + round([[#Stat Bonus|Stat bonus]])<br> + round([[#Items and spells to boost CS|Spell effects]])<br />
<br />
'''round''' = standard ≥ .5 round up, < .5 round down.<br><br />
'''ceiling''' = always round up</tt><br />
</div><br />
<br />
=== Primary Circle Bonus ===<br />
<br />
The Primary Circle is the spell circle being cast (round normally). For example, a sorcerer casting [[Mana Disruption (702)]] would use ranks known in the [[Sorcerer Base]] circle to calculate the primary circle CS bonus. If the spell being cast is from a circle that the caster cannot train, for example, a sorcerer casting a [[Cleric Base]] spell from a blessed gem, then there is no primary circle bonus. All three trainable circles (sorcerer base, [[MnE]] and [[MnS]]) become secondary circles.<br />
*Ranks up to level = 1<br />
*Ranks 1-20 above level = 0.75<br />
*Ranks 21-60 above level = 0.5<br />
*Ranks 61-100 above level = 0.25<br />
*Ranks 101-? above level = 0.125<br />
<br />
'''Primary Circle Bonus Example'''<br />
<br />
A level 60 sorcerer with 80 sorcerer base ranks would have a primary circle bonus of 75 (60 + 15) when casting sorcerer base spells. A bonus of 1 for each spell rank up to level and an additional bonus of 15 (20 * .75) for the 20 ranks above level.<br />
<br />
=== Secondary Circle Bonus ===<br />
<br />
Secondary spell circles are any other circles the character knows that do not include the cast spell. For example, a sorcerer casting [[Mana Disruption (702)]] would use spell ranks known in the [[Minor Elemental]] and [[Minor Spiritual]] circles to calculate the secondary spell circle bonuses. If the sorcerer is casting [[Elemental Strike (415)]] then the secondary circle bonus calculations would use ranks known in the [[Sorcerer Base]] and [[Minor Spiritual]] circles. For professions such as [[ranger]]s, [[bard]]s, [[paladin]]s, [[rogue]]s and [[warrior]]s that are limited to training in only two spell circles, there is just one secondary circle bonus. (Note: the 2/3 level calculation rounds down, so for example it would be 66 for a level 100 character.)<br />
<br />
:{| {{prettytable}}<br />
|- style= "text-align:center; background: #DDD;"<br />
|'''Ranks per Level'''||'''CS per Rank'''||'''Rank CS value'''<br />
|-<br />
|Ranks up to 2/3 level|| 1 CS per 3 spells || 0.333~<br />
|-<br />
|Ranks between 2/3 level and level|| 1 CS per 9 spells|| 0.111~<br />
|-<br />
|Ranks above level|| 1 CS per 20 spells|| 0.05<br />
|}<br />
<br />
'''Secondary Circle Bonus Example'''<br />
<br />
* A level 63 sorcerer with 60 MnE ranks, and 21 MnS ranks casting a Sorcerer base spell<br />
** MnE Secondary bonus <br />
*** Ranks up to 2/3 level, (lvl 63) * 2/3 = 42, 60 ranks > 42, so 42 ranks * 1/3 = 14 bonus<br />
*** Ranks up between 2/3 level and level, 60 < 63, 60 - 42 = 18, 18 ranks * 1/9 = 2 bonus<br />
*** total bonus of 14 + 2 = 16<br />
** MnS Secondary bonus<br />
*** Ranks up to 2/3 level, (lvl 63) * 2/3 = 42, 21 < 42, 21 ranks * 1/3 = 7 bonus<br />
*** total bonus of 7<br />
** Combined secondary bonus of 16 + 7 = 25<br />
<br />
=== Stat Bonus ===<br />
<br />
Stat bonus is the value appearing after the stat when the [[INFO]] command is entered.<br />
* Use the [[Aura]] stat bonus for the following spell circles: <br />
**[[Bard Base]] <br />
**[[Wizard Base]]<br />
**[[Minor Elemental]]<br />
**[[Major Elemental]]<br />
* Use the [[Wisdom]] stat bonus for the following spell circles: <br />
**[[Cleric Base]]<br />
**[[Empath Base]] <br />
**[[Ranger Base]]<br />
**[[Paladin Base]]<br />
**[[Minor Spiritual]]<br />
**[[Major Spiritual]]<br />
* Use the average of [[Aura]] and [[Wisdom]] stat bonuses (round up) for:<br />
**[[Sorcerer Base]]<br />
* Use the [[Logic]] stat bonus for the following spell circle:<br />
**[[Minor Mental]]<br />
* Use the average of [[Influence]] and [[Logic]] stat bonuses (round up) for the following spell circle:<br />
**[[Major Mental]] - <font color="red">Not yet implemented</font><br />
* Use the average of [[Discipline]] and [[Logic]] stat bonuses (round up) for the following spell circle:<br />
**[[Savant Base]] - <font color="red">Not yet implemented</font><br />
<br />
=== CS Calculation Example ===<br />
'Mentok' is a level 60 [[sorcerer]]. He has 80 Sorcerer Base ranks, 30 Minor Elemental ranks, and 20 Minor Spiritual ranks with a +30 Aura bonus and a +25 Wisdom bonus.<br />
<br />
*Level x 3 = 180<br />
*60 [[Sorcerer Base]] ranks @ 1.0 + 20 ranks @ 0.75 = 75<br />
*30 [[Minor Elemental]] ranks @ 0.333 = 10<br />
*20 [[Minor Spiritual]] ranks @ 0.333 = 7<br />
*(30 AUR bonus + 25 WIS bonus)/2 = 28<br />
<div {{prettydiv|margin-right=50%}}>180 + 75 + 10 + 7 + 28 = 300<br><br />
<br />
Mentok's sorcerer circle CS = 300</div><br />
<br />
If he casts [[Elemental Targeting (425)]], he would gain an additional +13.5 (14) CS to Sorcerer Base.<br />
<br />
== Items and spells to boost CS ==<br />
<br />
CS enhancements to a specific [[sphere]] of magic have half effect for spells from related circles, and none for spells from opposing spheres. For example, Elemental Targeting provides half of its bonus to Sorcerer spells and no benefit to Spiritual spells. CS benefits from spells are all combined, including fractional gains, before the sum is rounded to an integer value. <br />
<br />
{| {{Prettytable}}<br />
|- align=center<br />
! Active Effect || Bonus || Sphere || Notes<br />
|-<br />
| [[#Mystic Focus (1711) Bonus|Mystic Focus (1711)]] (see below) || +10 || All || available from [[heavy quartz orb]]s<br />
|-<br />
| [[Acuity flares]] || +3 per tier || All || stacks with [[Ensorcell (735)]]<br />
|-<br />
| [[Symbol of Supremacy]] || +1 per 2 ranks || All || only vs. undead; up to +13 for masters<br />
|-<br />
| [[Elemental Targeting (425)]] || +25 || Elemental || up to +50 based on [[MnE]] ranks<br />
|-<br />
| [[Elemental focus potion]] || +10 (minor)<br />+15 (lesser)<br />+25 (greater) || Elemental || on next cast<br />
|-<br />
| [[Champion's Might (1612)]] || +15 || Spiritual || up to +25 based on [[Paladin Base]] ranks<br />
|-<br />
| [[Spirit Slayer (240)]] || +25 || Spiritual || on recast; up to +45 based on [[Spiritual Mana Control]]<br />
|-<br />
| [[Symbol of the Proselyte (340)]] || +5 || Spiritual || on next cast; additional bonuses from [[Influence]] and [[Wisdom]]<br />
|-<br />
| [[Spiritual focus crystal]] || +10 (minor)<br />+15 (lesser)<br />+25 (greater) || Spiritual || on next cast<br />
|-<br />
| [[Mental focus crystal]] || +10 (minor)<br />+15 (lesser)<br />+25 (greater) || Mental || on next cast<br />
|}<br />
<br />
== Maximum CS ==<br />
<br />
This section lists the maximum CS that can be reached by a level 100 character, assuming statistic bonuses of +25 and Elemental Targeting in effect (actual CS may be different for races with stat modifiers). The listed spell ranks are not necessarily the only configuration that achieves each result.<br />
<br />
=== Bard ===<br />
<br />
Bards have 202 ranks total, and can reach '''517''' Bard Base CS with:<br />
*125 Bard Base, 77 Minor Elemental<br />
*127 Bard Base, 75 Minor Elemental<br />
<br />
=== Cleric ===<br />
<br />
Clerics have 303 ranks total, and can reach '''508''' Cleric Base CS with:<br />
*166 Cleric Base, 67 Minor Spiritual, 67 Major Spiritual<br />
leaving 3 ranks that can be placed anywhere with no CS gain or<br />
*170 Cleric Base, 67 Minor Spiritual, 66 Major Spiritual<br />
*170 Cleric Base, 66 Minor Spiritual, 67 Major Spiritual<br />
<br />
=== Empath ===<br />
<br />
Empaths have 303 ranks total, and can reach '''508''' Empath Base CS with:<br />
*166 Empath Base, 67 Minor Spiritual, 67 Major Spiritual<br />
leaving 3 ranks that can be placed anywhere with no CS gain or<br />
*170 Empath Base, 67 Minor Spiritual, 66 Major Spiritual<br />
*170 Empath Base, 66 Minor Spiritual, 67 Major Spiritual<br />
<br />
=== Sorcerer ===<br />
<br />
Sorcerers have 303 ranks total, and can reach '''532''' Sorcerer Base CS with:<br />
*162 Sorcerer Base, 73 Minor Elemental, 67 Minor Spiritual<br />
leaving 1 rank that can be placed anywhere with no CS gain<br />
or<br />
*159 Sorcerer Base, 77 Minor Elemental, 67 Minor Spiritual<br />
*162 Sorcerer Base, 77 Minor Elemental, 64 Minor Spiritual<br />
*166 Sorcerer Base, 73 Minor Elemental, 64 Minor Spiritual<br />
*170 Sorcerer Base, 69 Minor Elemental, 64 Minor Spiritual<br />
''Due to the nature of hybrid circles, a spell rank configuration that includes 75+ ranks of Minor Elemental will result in +0.5 CS over a configuration without. In practice, this will result in +1 CS in any situation where a sorcerer would receive an additional fractional CS gain from a spell effect.<br />
<br />
=== Wizard ===<br />
<br />
Wizards have 303 ranks total, and can reach '''557''' Major Elemental CS with:<br />
*159 Major Elemental, 77 Minor Elemental, 67 Wizard<br />
*162 Major Elemental, 77 Minor Elemental, 64 Wizard<br />
<br />
(In practice these configurations are uncommon. Unlike other professions, wizards rarely train purely for CS in a single spell circle and have many non-warding attack options.)<br />
<br />
== Magic Items and Scrolls ==<br />
{{#section:Magic Item Use|castingstrength}}<br />
{{#section:Magic Item Use|semicirclebonus}}<br />
<br />
{{#section:Magic Item Use|mysticfocus}}<br />
<br />
== External Links ==<br />
To find the optimal spell rank training to maximize your CS in in a single circle you can use this calculator.<br />
*[http://gs4tools.appspot.com/cscalc/ Syphaer's CS Calculator] - Calculate CS with specified spell ranks<br />
*[http://gs4tools.appspot.com/csopt/ Syphaer's CS Optimizer] - Calculate optimized spell ranks for highest CS<br />
<br />
[[Category:Combat Mechanics]]<br />
[[Category:Magic]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Software/Mapping&diff=138748Lich:Software/Mapping2020-10-14T15:43:19Z<p>MASTERDTWIN: </p>
<hr />
<div>{{Work-in-progress}}<br />
<br />
==Mapping Basics==<br />
<br />
TBD</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Software/Mapping&diff=138746Lich:Software/Mapping2020-10-14T15:32:17Z<p>MASTERDTWIN: temporary fill</p>
<hr />
<div><div class="alert alert-info"><center>'''This page is still in draft. This message will be removed once more updates are completed.'''</center></div><br />
<br />
==Mapping Basics==<br />
<br />
TBD</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Open_Sea_Adventures&diff=138108Open Sea Adventures2020-10-04T07:03:43Z<p>MASTERDTWIN: /* Reputation, Notoriety */</p>
<hr />
<div>{{TOCright}}'''Open Sea Adventures''' is a new expansion to the game that was released in [[Prime]] on September 3, 2020. Set sail on the [[Great Western Sea]] and launch into a brand new adventure on the [[Tenebrous Cauldron]] and [[Great Western Sea]] - complete with dynamic weather messaging and a multitude of rooms. Get started by visiting port town [[Kraken's Fall]] to purchase one of 6 ships: sloop, brigantine, carrack, frigate, galleon, or man o’ war. Gather your friends and set sail, braving the perils of the vast seas, as you work to raise your reputation and notoriety. Fight Krolvin Pirates, Ethereal Pirates, and the Dreaded Dark Pirates with your life and your crew's life on the line. Will you set sail in a perilous circle, or journey from Darkstone Bay to Kraken’s Fall? Will you cast your lines and take your friends out and avoid all enemy ships? Will you attempt to be the most notorious Captain or Swashbuckler?<br />
<br />
==System Overview==<br />
<br />
* Explore the newly-accessible ocean and experience dynamic weather messaging.<br />
* Buy your own ship and travel in style.<br />
* Gain reputation to access better ships and cosmetic upgrades.<br />
* Gain notoriety and unlock special [[title system|titles]] - both temporary and permanent.<br />
* Test your mettle in ship versus ship combat. Fire your cannons, repair your ship, or flee from your enemies!<br />
* All new ship boarding. Fight waves of enemies aboard your ship as you attempt to come out victorious. Defeat them all, take their treasure, and raze their ship!<br />
* Lost at sea? Lose your crew and your morale? There is a new rescue system to help you get back to port should you face total defeat on the high seas.<br />
<br />
===The Ocean===<br />
<br />
The ocean is massive in scale and connects a lot of towns (see map below). While the towns were not connected at launch, it is intended that they will eventually be connected and you will be able to travel from town to town via your own ship.<br />
<br />
<gallery widths=300px heights=180px><br />
Image:ElanthiaOcean.png|thumb|300px||left|Oceans<br />
</gallery><br />
<br />
===Reputation, Notoriety===<br />
<br />
Reputation and notoriety are gained with Kraken's Fall by hunting down pirates or performing tasks at the [[Sea Hag's Roost]] such as culling pirates, hunting captains, or sinking ships. ''Reputation'' unlocks more cosmetic options and the ability to purchase the larger ships (but does not result in a price reduction). ''Notoriety'' tracks your total infamy on the seas with "all time" notoriety ({{boldmono|OSA INFO}}) and a 30-day notoriety tracking leadboard which is mostly for bragging rights but also unlocks possible [[title]]s. Your total pirate kills are also tracked with more tracking planned for future release phases.<br />
<br />
Your Reputation starts out at Neutral and increases by performing the following tasks:<br />
* Turning in Salvaged Crates<br />
* Killing Pirates<br />
* RAZEing ships<br />
* Turning in completed tasks<br />
* TBD<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|Reputation Rank || Reputation Required<br />
|-<br />
| Neutral || 0<br />
|-<br />
| Friendly || 1000<br />
|-<br />
| Amiable || 2500<br />
|-<br />
| Exalted || TBD<br />
|-<br />
| Ally || TBD<br />
|}<br />
<br />
===Death and Total Failure===<br />
<br />
Should you experience the unique [[Death%27s_Sting#Hunting_Ground_Specific_Death_Messaging|death messaging]] by [[death|dying]] on the sea or falling overboard - where you will eventually drown, you will be lucky enough to either be rescued by good sailors or by greedy pirate. What happens next depends on which group finds you and returns you to Kraken's Fall. Pirates will ransom your freedom while the town will charge you for the rescue services provided. The death/rescue event takes 4.2 minutes. If your ship is sunk, you must repair it. All fees must be paid on a ship before you can launch it again.<br />
<br />
===New Verbs===<br />
<br />
* {{boldmono|[[OSA (verb)|OSA]]}} displays information related to the system as well as fines, roles, current task, and other help.<br />
* {{boldmono|[[SHIP (verb)|SHIP]]}} displays customizations and upgrades of owned ship, allows you to scuttle your ship to end your jouney, and provides information on the systems, processes, and commands related to managing and using your ship.<br />
* {{boldmono|[[REPUTATION (verb)|REPUTATION]]}} displays information on your reputation with the town of Kraken's Fall as well as with [[Reim]].<br />
<br />
==Ships==<br />
<br />
To buy a ship, you need to visit [[Chip n' Dwight's]] on Deadeye's Road in Kraken's Fall. When first starting on your career as a captain, you will only have access to the sloop. To earn access to the larger ships, you will need to earn reputation with the town of Kraken's Fall. You can do so by performing tasks or hunting down pirate ships out on our beloved ocean, the [[Tenebrous Cauldron]], or on the [[Great Western Sea]]. This may be done on other people's ships, not just your own. Ships are a one-time purchase and can never be re-sold or transferred. Increasing your reputation does not decrease the cost of the ships.<br />
<br />
{{OSA_Ships}}<br />
<br />
====Naming====<br />
<br />
Your ship will have a random name, assigned when you purchase it. This can be changed (re-randomized) for a fee by talking to the ship name registrar within the [[Inking Den]]'s Office of Petitions.<br />
<br />
===Ship Upgrading and Cosmetics===<br />
<br />
You can upgrade your ship by visiting one of the many merchants around Kraken's Fall. Each merchant has a specialty in a service they can provide. Functional upgrades offer mechanical gains to make your ship stronger. Cosmetic upgrades allow you to customize and personalize your ship's appearance to suit your character.<br />
<br />
====Functional Upgrades====<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
!Upgrade Item !!Location !!More Information<br />
|-<br />
|Sails ||[[Yardarm's Skirt]] on Deadeye's Road ||Upgrading your sails will make your ship sail faster.<br />
|-<br />
|Hull Strength ||[[Swabbing Starts]] on Siphon Street ||Upgrading your hull strength will make your ship able to withstand more damage.<br />
|-<br />
|Cannons||[[Maritime Defenses]] on South Arm Road ||Upgrading your cannons increases the total number of cannons on your ship.<br />
|-<br />
|Cargo Hold ||[[Lean To]] on Deadeye's Road ||Increases the hold's storage capacity of wood and cannon balls. Each level of upgrade also adds 20lbs to cargo bin capacity.<br />
|-<br />
|}<br />
<br />
====Cosmetic Upgrades====<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|Upgrade Item ||Shop Location ||Upgrade Type<br />
|-<br />
|Cannons ||[[Maritime Defenses]] on South Arm Road||article, material <br />
|-<br />
|Captain's Quarters ||[[Sailor's Solace]] on Siphon Street|| chair (material, type, long), table (color, material), bed (color, material, long), walls (material), style <br />
|-<br />
|Crew Quarters ||[[All Hands]] on South Arm Road||style <br />
|-<br />
|Figureheads ||[[Bowsprit's Maiden]] on Cranial Crawl||type, color, material <br />
|-<br />
|Flags ||[[Vexillology Visions]] on South Arm Road||color, material <br />
|-<br />
|Gangplank ||[[Swabbing Starts]] on Siphon Street||color, material <br />
|-<br />
|Hulls ||[[Swabbing Starts]] on Siphon Street||color, material <br />
|-<br />
|Mess Hall||[[Grub, Gruel, and Grog]] on South Arm Road||food (five types), furniture (color, material)<br />
|-<br />
|Sails ||[[Yardarm's Skirt]] on Deadeye's Road||color, material <br />
|-<br />
|Wheels ||[[Fighting the Helm]] on Deadeye's Road||color, material <br />
|-<br />
|}<br />
<br />
===Ship Combat===<br />
<br />
While sailing, you have a random chance to be attacked by an enemy ship from these types: general/mixed (these have dark ships), ethereal (undead), or krolvin. The enemy ship is private and spawned specifically for you and your crew. Once engaged, you can follow the above outlined combat for general boarding. Once boarded, creatures spawn in waves for everyone on board at the level of those gathered. These match the level of those in each room, so separate if you need to. You can spread out onto both ships, but your ship can be hit by cannon fire or arrows while boarded. (This appears to do damage only to the characters while boarded, not the ship.)<br />
<br />
Ethereal (undead) pirates require blessed magic metal or, if using ranged, magical woods or magical metal arrowheads.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|Enemy Ship Size ||Enemy Count<br />
|-<br />
|scope="row"|Sloop ||15-20<br />
|-<br />
|scope="row"|Brigantine ||30-40<br />
|-<br />
|scope="row"|Carrack ||35-45<br />
|-<br />
| scope="row"|Galleon ||50-60<br />
|-<br />
| scope="row"|Frigate ||60-80<br />
|-<br />
| scope="row"|Man O'War ||90-120<br />
|}<br />
<br />
If you manage to deplete the enemy ship of units, a boss (Ethereal Captain, Krolvin Captain, or Pirate Captain) will spawn that must be defeated. If you defeat the boss, you can {{boldmono|SEARCH}} the treasure pile on their ship for boxes. You may also want to take their supply crate to restock your own ship.<br />
<br />
<b>Salvage crates</b> can be gained from searching the treasure pile or, if you sink a ship without boarding, one may appear in the water. The salvage crate will be bound to you and your crew when picked up. These can be brought to the handler and turned in for a loot chest based on the tier of the salvage. The loot crates will have an assortment of items, including gems of varying rarities, Kraken's Fall bank notes of varying amounts, and a chance at an item. Upon handing off the salvage crate, the handler will award any crew members present in the same room with Notoriety and Reputation in addition to the rewards aforementioned. (You <b>must</b> be present in the same room.)<br />
<br />
If you want a task before going out, go to the Sea Hag's Roost, Tavern and {{boldmono|GET BOARD}}. Once you have a task, you can use {{boldmono|OSA TASK}} for details and help or to abandon it. To turn in the task, return to the Sea Hag and {{boldmono|TURN BOARD}}.<br />
<br />
===Ship Repairing & Fees===<br />
<br />
As you sail your ship, it may incur damage that must be repaired. To repair your ship after it is destroyed or damaged, you will need to visit the boatswain. You can find him at the [[Academy of the Bos'n]] on Deadeye's Road. You may also find yourself with fines due to services provided by the town while out on the open sea or trapped in a back alley. You will need to pay these off at the local debt collector. Having debts in either form will prevent you from launching your ship again. Maximum ship fees for a scuttled or destroyed ship are listed in the Summary of Ship Statistics table.<br />
<br />
While in combat, you'll see messaging that a cannon ball hit your ship in different spots. It is imperative that you repair the damage done (see ship commands below) or your ship will sink.<br />
<br />
===Ship Roles===<br />
<br />
Ship roles will provide you with bonuses, beginning at the adept rank, as you level them up. You will need to declare your role before taking part in a journey. The bonuses can range from more damage when firing a cannon to faster interaction with navigation. To declare your role, you will need to visit the NPC in Kraken's Fall. You {{boldmono|ASK OFFICIAL ABOUT DECLARE <role>}} in exchange for 10,000 silver. He is located in the Town Hall, the [[Inking Den]], in the Office of Employment. Each role has some specialties that pertain to its title. You can look at the {{boldmono|OSA ROLE}} command to see your status.<br />
<br />
Role Experience can be earned performing the following tasks:<br />
* Steering the ship<br />
* Firing the cannons<br />
* Loading the cannons<br />
* Repairing the ship<br />
* Razing an enemy ship<br />
* Turning in salvaged crates<br />
* Turning in a completed task board<br />
<br />
The Role Ranks are Rookie, Novice, Adept, Veteran, Master. Each Role Rank earned provides a Role Bonus starting from the Novice rank (nothing is earned as a Rookie). The Role Bonuses earned at each rank stack with ones earned at the lower rank. Role Experience required increases each rank up to a maximum of 3000.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
| Ship Role || Role Rank || Role EXP || Role Bonus<br />
|-<br />
! rowspan=4 |Boatswain<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Captain<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Cannoneer<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Navigator<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Swashbuckler<br />
| Novice || 100 || Provides a small bonus to avoid arrow volleys, cannon shrapnel, and cannon barrages.<br />
|-<br />
| Adept || 500 || Able to JUMP from the CROW'S NEST to one of the following locations: helm, bow, deck, port, dock and enemy ship when boarded<br />
|-<br />
| Veteran || 1500 || Provides a small bonus to damage with cannons<br />
|-<br />
| Master || 3000 || -<br />
<br />
|}<br />
<br />
===Ship & Sailing Basics===<br />
<br />
====Setting Sail====<br />
To launch your ship, you will need to find the dock handler outside the pier on Deadeye's Road. You can {{boldmono|RETRIEVE}}, {{boldmono|STORE}}, or {{boldmono|STOCK}} your ship here. Retrieving will find an empty spot along the pier and launch your ship for you to use. If you are taking a quick break between voyages, avoid the retrieval fee by leaving your ship at the pier. Just remember that all ships are stored after two hours docked or four hours stationary on the ocean for system efficiency. After you have successfully retrieved your ship, you can find it out on the pier. The handler will tell you which space on the pier your ship occupies. <br />
<br />
The absolute minimum the sloop is stocked with on retrieval is 25 of each material; the retrieval fee covers half of your supplies and the ability to launch your ship. If you want more, you can {{boldmono|STOCK}} your ship with {{boldmono|WOOD}} or {{boldmono|CANNON}} balls, and it will fill up your cargo supplies for your adventure. Cannon balls are 100 silvers each and wood is 100 silvers a plank. You can avoid this extra fee if you would like to immediately board an enemy ship and take over some of their supplies.<br />
<br />
Once you reach your ship, you can {{boldmono|GO SHIP}} (sloop, brigantine, etc.) to have the gangplank deployed. Once on your ship, you can either {{boldmono|PULL GANGPLANK}} or {{boldmono|PUSH GANGPLANK}} to deploy or retract it. It is best to familiarize yourself with the layout of your ship prior to {{boldmono|DEPART}}ing on your journey.<br />
<br />
#{{boldmono|RETRIEVE}}<br />
#{{boldmono|STOCK}}<br />
#{{boldmono|PUSH GANGPLANK}} deploys your gangplank and {{boldmono|PULL GANGPLANK}} retracts it. You cannot deploy your gangplank into the middle of the ocean. You can only deploy it at a port or when engaged with another ship and in boarding range.<br />
#{{boldmono|DEPART}} can be used when you are ready to start your voyage from a port.<br />
<br />
====Sailing and Steering Your Ship====<br />
<br />
Use the map located in the Captain's Quarters to gain your bearing based on the nautical map name. Each 50 room block has its own unique identifier and the [[#The Ocean|ocean map]] will give you an idea as to which block you're in. At this time, there is no bias in what type of enemy you get based upon where you are in the map, so sail freely!<br />
<br />
There is messaging when the ship moves that indicates the state of the sails of your ship. This messaging was added to help players identify if they forgot to handle their sails.<br />
<br />
{|{{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|+Sail Messaging on Movement<br />
|-<br />
|No Sails||The man o' war drifts slowly north, its sails fully raised.<br />
|-<br />
|Other Sails||The man o' war cuts through the ocean, heading north.<br />
|-<br />
|Full Sails||The man o' war cuts through the ocean, heading north at full speed.<br />
|-<br />
|}<br />
<br />
You have have {{boldmono|TURNed}} your wheel in a direction, you will no longer be able to turn it in that same direction again.<br />
<br />
<pre{{log2}}>turn wheel port<br />
You grab hold of the maple wheel and do your best to steer the ship toward the bustling port.<br />
<br />
turn wheel port<br />
The maple wheel is already turned that way!</pre><br />
<br />
#{{boldmono|PUSH CAPSTAN}} to raise the anchor. You can {{boldmono|KICK}} the capstan to deploy it again.<br />
#{{boldmono|LOWER SAIL}} to get more wind and {{boldmono|RAISE}} sails to get less. This will impact how fast you can sail. If you are sailing a larger ship you will need to manipulate all the sails.<br />
#{{boldmono|TURN WHEEL <DIRECTION>}} will allow you to steer your ship. After you steer your ship you will need to wait for the wind to carry it into the next area. {{boldmono|TURN WHEEL SHIP}} will start navigating for a boarding process. {{boldmono|TURN WHEEL PORT}} will sail you to safety if you're at a port.<br />
#{{boldmono|LOOK MAP}} in the Captain's Quarters will allow you to see where you are on the ocean.<br />
<br />
====Stormy Weather====<br />
<br />
{{boldmono|ASK HANDLER ABOUT WEATHER}} before going out to get an idea of which oceans to steer clear of or toward! Each area of the Tenebrous Cauldron and the Great Western Sea may have different weather, and the areas are listed below. Storms can have the following effects:<br />
<br />
#Crew members have a chance to experience some maneuvers if they're out on the deck during a storm.<br />
#The storm can cause your ship to misbehave, including steering your ship in a different direction and increasing the time it takes to reach a new area.<br />
#Enemy ships are more dangerous. You will face ships potentially out of your league and more difficult ships more often.<br />
<br />
The Tenebrous Cauldron has four areas: North Blue, South Blue, West Blue, East Blue.<br />
<br />
The Great Western Sea has ten areas: Obsidian Trench, Obsidian Sea, Sea of Lazuli, Solhaven Bay, South of Cobalt Depths, Darkstone Bay, Cobalt Depths, Kestrel Sea, South of Sea of Lazuli, South Kestral Sea.<br />
<br />
<pre{{log2}}>The dock handler says, "Based on recent weather reports, here is what the ocean is lookin' like as of right now."<br />
<br />
The Tenebrous Cauldron:<br />
North Blue: Light winds with partial clouds<br />
South Blue: Light winds with partial clouds<br />
West Blue: Heavy winds and rain with dark skies<br />
East Blue: Light winds with partial clouds<br />
<br />
The Great Western Sea<br />
Obsidian Trench: Heavy winds and rain with dark skies<br />
Obsidian Sea: Calm seas and blue skies<br />
Sea Of Lazuli: Light winds with partial clouds<br />
Solhaven Bay: Calm seas and blue skies<br />
South of Cobalt Depths: Calm seas and blue skies<br />
Darkstone Bay: Light winds with partial clouds<br />
Cobalt Depths: Light winds with partial clouds<br />
Kestral Sea: Heavy winds and rain with dark skies<br />
South of Sea of Lazuli: Light winds with partial clouds<br />
South Kestral Sea: Calm seas and blue skies</pre><br />
<br />
====Engaging in Battles====<br />
<br />
Cannon balls should be taken onto the deck of your ship to load the cannons. You can only {{boldmono|FIRE}} your cannon if you are engaged with an enemy.<br />
<br />
#{{boldmono|GET CANNON BALL}} from your cargo hold then move to your cannon and {{boldmono|LOAD}} it. You are limited to loading your cannons to the total number of cannons per side. Cannon balls are temporary and will self-destruct if not used.<br />
#{{boldmono|LOAD CANNON}}<br />
#{{boldmono|FIRE CANNON}} - you can only fire if you're engaged in PVE.<br />
<br />
====Boarding a Ship====<br />
<br />
Once you are within range of the enemy ship, you will be able to board. You will receive messaging about the ship being almost in boarding range and then receive this message:<br />
<br />
<pre{{log2}}>The sides of the <other ship> collide against your <ship>! Several ropes with claw-shaped hooks on the end find purchase into the railing of your <ship>. Battle cries sound off as those on the <other ship> prepare to board!</pre><br />
<br />
There are ambush traps possible. The number of ambushes that can occur depend on size of your ship and are randomized between 1 and the maximum number possible. You will not receive an ambush trap when leaving a room.<br />
<br />
{|{{prettytable}}<br />
|+ Ambush Traps<br />
|-<br />
!Ship!!Max Possible<br />
|-<br />
|Sloop ||1<br />
|-<br />
|Brigantine ||2<br />
|-<br />
|Carrack ||3<br />
|-<br />
|Galleon ||4<br />
|-<br />
|Frigate ||4<br />
|-<br />
|Man o'war ||6<br />
|}<br />
<br />
See flag information below for more information on pirate spawn rate.<br />
<br />
Once you have razed the ship, you will no longer be able to empty the Captain's Quarters and you will get the following message:<br />
<br />
<pre{{log2}}>The battle-marred brigantine rapidly descends beneath the cold, dark waters. Your reputation with Kraken's Fall just got better. You gain some experience! You gain some fame! You gain role experience! You have earned some notoriety.</pre><br />
<br />
#{{boldmono|PUSH GANGPLANK}}<br />
#{{boldmono|GO GANGPLANK}}<br />
#{{boldmono|LISTEN}} while on the enemy ship to see how many of the enemy are left.<br />
#{{boldmono|SEARCH}} the treasure pile after you've defeated the boss.<br />
#{{boldmono|RAZE}} to destroy the ship.<br />
<br />
====Ship Flag Settings====<br />
You can now use {{boldmono|SHIP FLAG}} on your ship. If you're not the captain, this only displays which flag the captain is flying. This flag is for mechanical use only. The command has a 15 minute cooldown per use. You are at "Neutral" by default.<br />
<br />
* White Flag lowers your encounter rate to 20% chance. White flag provides 5 minute encounter immunity after sinking an enemy ship. This also decreases creature spawn rate.<br />
* No Flag keeps your encounter rate at 30% chance. No Flag provides 4 minute encounter immunity after sinking an enemy ship.<br />
* Black flag raises your encounter rate to 40% chance. Black Flag provides 3 minute encounter immunity after sinking an enemy ship. This also increases creature spawn rate.<br />
<br />
====Restocking and Fixing Your Ship====<br />
<br />
Below deck in the cargo hold, you can find wood and cannon balls. It is a good idea to restock your wood and cannon balls to full prior to starting your journey. Your ship will have a half-supply of wood planks and cannon balls when retrieved from storage. The wood is used to {{boldmono|FIX}} rooms that have taken damage from cannon fire. {{boldmono|ASSESS}} from any room on your ship to get a readout of damage in that room. Boatswains (veteran rank and above) and Captains (master rank) can get a readout of all damage to each room of the ship. Your ship's health is a formula of the hull strength by a multiplier. As it takes damage, it detracts from a total health pool. Repair any damage received before taking too much and sinking.<br />
<br />
You can store things in the cargo bin on the ship; this is the only place that is safe from the janitor.<br />
<br />
#{{boldmono|ASSESS}} while used on your ship will give you a readout of any damage in that specific room.<br />
#{{boldmono|GET WOOD PLANK}} from your Cargo Hold then move to where your ship took damage to repair it.<br />
#{{boldmono|FIX}}<br />
<br />
If you have a supply crate, you can {{boldmono|PUT CRATE ON WOOD}} or {{boldmono|PUT CRATE ON BALLS}} to restock them. You can {{boldmono|LOOK WOOD}} or {{boldmono|LOOK BALLS}} to check supplies.<br />
<br />
====Interacting with the Ocean====<br />
<br />
If you are thrown from the ship, you can climb back up onto the ship you fell off of even if the anchor is up.<br />
<br />
*{{boldmono|LOOK OCEAN}} will let you glance out from your ships deck to see where you are on the Tenebrous Cauldron. You can use {{boldmono|PEER}} in directions to glance ahead. The crow's nest will allow you to peer a little farther. <br />
*{{boldmono|WATCH OCEAN}} will let you keep an up to date glance at the ocean room as your ship sails. This information will go to the familiar window.<br />
*{{boldmono|JUMP}} can be used on the main deck of the ship to jump into the ocean. You'll want to drop your anchor before doing this!<br />
*{{boldmono|CONSIDER}} will let you check the status of the weather on the ocean.<br />
*{{boldmono|PEER}} will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out.<br />
<br />
====Quick Command List====<br />
<br />
* PUSH/PULL GANGPLANK to extend or draw in the gangplank.<br />
* RAISE/LOWER SAIL to adjust speed.<br />
* TURN WHEEL any cardinal or ordinal direction for normal travel.<br />
* TURN WHEEL PORT to steer the ship at a port in the same room as your ship.<br />
* TURN WHEEL SHIP to start a boarding action when an enemy ship is present.<br />
* PUSH/KICK CAPSTAN to raise and lower anchor.<br />
* LOAD CANNON while holding a cannon ball to load your cannons.<br />
* FIRE CANNON to fire a cannon at an enemy ship when engaged.<br />
* LOOK <OBJECT> has some information for some of the objects on your ship if you get confused.<br />
* FIX damage in appropriate rooms.<br />
* LOOK MAP for a general readout of where you are.<br />
* DEPART to set sail once your gangplank is retracted and anchor is up.<br />
* ASSESS to determine the condition of the room you are in and health.<br />
* LOOK OCEAN to take a quick look at the sea your ship is in.<br />
* WATCH OCEAN to keep a continuous eye on the ocean. This will display in your familiar window.<br />
* CONSIDER will let you check the status of the weather on the ocean.<br />
* PEER will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out.<br />
* JUMP can be used from the main deck where the gangplank resides to dive into the water. From there you can climb back onto the ship.<br />
* RAZE is used on the enemy ship when all enemies are gone.<br />
* LISTEN is used on the enemy ship to get an idea of how many units are left.<br />
<br />
==Future Releases==<br />
<br />
More is planned to be released to this system via a phased approach. Visit the #open-sea-adventures channel on the Official Discord for more information.<br />
<br />
==Common Questions and Answers==<br />
<br />
'''What happens when I log out of the game while I'm on the ocean on my ship?'''<br/><br />
When you log back in, you will be at Kraken's Fall and you will have a fine for your ship being left out at sea.<br />
<br />
'''Can I travel by ship to other towns?'''<br/><br />
Not yet. This is intended, but piers need to be built in the other port towns first.<br />
<br />
'''Is [[fishing]] available?'''<br />
Not yet. It's in QC.<br />
<br />
==Credits==<br />
<br />
{|{{prettytable}} width="50%"<br />
|-<br />
!bgcolor="#fafeff" colspan=3|Project Lead, Concept, Design: Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Kraken's Fall Lead: Thandiwe'''<br />
|-<br />
|rowspan=12|Buildings<br />
|Elysani<br />
|The Intoxicating Flora, Mystigoggles Magicorium<br />
|-<br />
|Kynlee<br />
|The Bait 'N Weight Shack, Fishing Pier<br />
|-<br />
|Naionna<br />
|Bejewled Booty, The Naked Fauna, Rising Pint, The Soup Bone<br />
|-<br />
|Netz<br />
|Rock Lobster<br />
|-<br />
|Sindin<br />
|Brewmaster's Tap, Sea Hag's Roost, Storm Petrel's Wing, The Threadbare Admiral<br />
|-<br />
|Thandiwe<br />
|Academy of the Bos'n, All Hands, Boarding House, Chip n' Dwight's, Fighting the Helm, Grub, Gruel, and Grog, Guard Tower, Inking Den, Irosah's Armaments, Knife's Edge, Kraken's Fall Jailhouse, The Last Frontier, Lean To, Maritime Defenses, Molskroen Hall, Sailor's Solace, Sunfist Outpost, Swabbing Starts, Weather Station, Yardarm's Skirt<br />
|-<br />
|Tivvy<br />
|Vexillology Visions<br />
|-<br />
|Quilic<br />
|Adventurer's Guild, Bank, Bushybrow's Collectibles, Unburied Treasures<br />
|-<br />
|Valyrka<br />
|Lighthouse<br />
|-<br />
|Vanah<br />
|Leaf and Bean<br />
|-<br />
|Xayle<br />
|Captain's Cup, Kelpie Beds, The Melting Pot, Sailcloth Findings<br />
|-<br />
|Xeraphina<br />
|Bowsprit's Maiden, Cartwright, Citizenship Office, Forges of the Kraken, The Peaceful Porpoise<br />
|-<br />
|rowspan=2|Paint<br />
|Flannihan<br />
|Kraken's Fall Hunting Grounds<br />
|-<br />
|Thandiwe<br />
|Kraken's Fall, Pier, Main Gate, Logging colony<br />
|-<br />
|NPCs<br />
|<br />
|Thandiwe, Netz, Naionna, Xeraphina, Retser, Modrian, Kynlee<br />
|-<br />
|Messaging<br />
|<br />
|Netz<br />
|-<br />
|Creatures<br />
|<br />
|Kynlee, Thandiwe, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Ocean Lead: Retser'''<br />
|-<br />
|Paint<br />
|<br />
|Valyrka, Naionna<br />
|-<br />
|Messaging<br />
|<br />
|Valyrka, Naionna, Netz<br />
|-<br />
|Shape and mapping<br />
|<br />
|Grackner, Sook, Thandiwe, Naos, Retser<br />
|-<br />
|Ocean systems<br />
|<br />
|Naos, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Standard Systems Lead: Retser'''<br />
|-<br />
|Coding<br />
|<br />
|Modrian, Kynlee, Thandiwe, Naos, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''OSA Systems Lead: Retser'''<br />
|-<br />
|Ship Paint<br />
|<br />
|Elidi<br />
|-<br />
|Ship Food<br />
|<br />
|Mariath<br />
|-<br />
|Ship Cosmetics<br />
|<br />
|Elidi, Retser<br />
|-<br />
|Ship Cosmetic Systems<br />
|<br />
|Retser<br />
|-<br />
|Ship Building<br />
|<br />
|Retser<br />
|-<br />
|NPCs<br />
|<br />
|Retser<br />
|-<br />
|Combat<br />
|<br />
|Retser<br />
|-<br />
|Creatures<br />
|<br />
|Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''QC Team'''<br />
|-<br />
|<br />
|<br />
|Flannihan, Mariath, Xayle, Valyrka, Isten, Tivvy, Vanah, Sleken, Modrian, Itzel, Kynlee, Naos, Retser, Kveta<br />
|-<br />
|}<br />
<br />
==See Also==<br />
<br />
* [[/saved posts|Saved posts]]<br />
<br />
[[Category:Open Sea Adventures]][[Category:Under Development]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Open_Sea_Adventures&diff=138107Open Sea Adventures2020-10-04T06:55:00Z<p>MASTERDTWIN: /* Ship Combat */</p>
<hr />
<div>{{TOCright}}'''Open Sea Adventures''' is a new expansion to the game that was released in [[Prime]] on September 3, 2020. Set sail on the [[Great Western Sea]] and launch into a brand new adventure on the [[Tenebrous Cauldron]] and [[Great Western Sea]] - complete with dynamic weather messaging and a multitude of rooms. Get started by visiting port town [[Kraken's Fall]] to purchase one of 6 ships: sloop, brigantine, carrack, frigate, galleon, or man o’ war. Gather your friends and set sail, braving the perils of the vast seas, as you work to raise your reputation and notoriety. Fight Krolvin Pirates, Ethereal Pirates, and the Dreaded Dark Pirates with your life and your crew's life on the line. Will you set sail in a perilous circle, or journey from Darkstone Bay to Kraken’s Fall? Will you cast your lines and take your friends out and avoid all enemy ships? Will you attempt to be the most notorious Captain or Swashbuckler?<br />
<br />
==System Overview==<br />
<br />
* Explore the newly-accessible ocean and experience dynamic weather messaging.<br />
* Buy your own ship and travel in style.<br />
* Gain reputation to access better ships and cosmetic upgrades.<br />
* Gain notoriety and unlock special [[title system|titles]] - both temporary and permanent.<br />
* Test your mettle in ship versus ship combat. Fire your cannons, repair your ship, or flee from your enemies!<br />
* All new ship boarding. Fight waves of enemies aboard your ship as you attempt to come out victorious. Defeat them all, take their treasure, and raze their ship!<br />
* Lost at sea? Lose your crew and your morale? There is a new rescue system to help you get back to port should you face total defeat on the high seas.<br />
<br />
===The Ocean===<br />
<br />
The ocean is massive in scale and connects a lot of towns (see map below). While the towns were not connected at launch, it is intended that they will eventually be connected and you will be able to travel from town to town via your own ship.<br />
<br />
<gallery widths=300px heights=180px><br />
Image:ElanthiaOcean.png|thumb|300px||left|Oceans<br />
</gallery><br />
<br />
===Reputation, Notoriety===<br />
<br />
Reputation and notoriety are gained with Kraken's Fall by hunting down pirates or performing tasks at the [[Sea Hag's Roost]] such as culling pirates, hunting captains, or sinking ships. ''Reputation'' unlocks more cosmetic options and the ability to purchase the larger ships (but does not result in a price reduction). ''Notoriety'' tracks your total infamy on the seas with "all time" notoriety ({{boldmono|OSA INFO}}) and a 30-day notoriety tracking leadboard which is mostly for bragging rights but also unlocks possible [[title]]s. Your total pirate kills are also tracked with more tracking planned for future release phases.<br />
<br />
Titles: {{addmetext}}<br />
<br />
===Death and Total Failure===<br />
<br />
Should you experience the unique [[Death%27s_Sting#Hunting_Ground_Specific_Death_Messaging|death messaging]] by [[death|dying]] on the sea or falling overboard - where you will eventually drown, you will be lucky enough to either be rescued by good sailors or by greedy pirate. What happens next depends on which group finds you and returns you to Kraken's Fall. Pirates will ransom your freedom while the town will charge you for the rescue services provided. The death/rescue event takes 4.2 minutes. If your ship is sunk, you must repair it. All fees must be paid on a ship before you can launch it again.<br />
<br />
===New Verbs===<br />
<br />
* {{boldmono|[[OSA (verb)|OSA]]}} displays information related to the system as well as fines, roles, current task, and other help.<br />
* {{boldmono|[[SHIP (verb)|SHIP]]}} displays customizations and upgrades of owned ship, allows you to scuttle your ship to end your jouney, and provides information on the systems, processes, and commands related to managing and using your ship.<br />
* {{boldmono|[[REPUTATION (verb)|REPUTATION]]}} displays information on your reputation with the town of Kraken's Fall as well as with [[Reim]].<br />
<br />
==Ships==<br />
<br />
To buy a ship, you need to visit [[Chip n' Dwight's]] on Deadeye's Road in Kraken's Fall. When first starting on your career as a captain, you will only have access to the sloop. To earn access to the larger ships, you will need to earn reputation with the town of Kraken's Fall. You can do so by performing tasks or hunting down pirate ships out on our beloved ocean, the [[Tenebrous Cauldron]], or on the [[Great Western Sea]]. This may be done on other people's ships, not just your own. Ships are a one-time purchase and can never be re-sold or transferred. Increasing your reputation does not decrease the cost of the ships.<br />
<br />
{{OSA_Ships}}<br />
<br />
====Naming====<br />
<br />
Your ship will have a random name, assigned when you purchase it. This can be changed (re-randomized) for a fee by talking to the ship name registrar within the [[Inking Den]]'s Office of Petitions.<br />
<br />
===Ship Upgrading and Cosmetics===<br />
<br />
You can upgrade your ship by visiting one of the many merchants around Kraken's Fall. Each merchant has a specialty in a service they can provide. Functional upgrades offer mechanical gains to make your ship stronger. Cosmetic upgrades allow you to customize and personalize your ship's appearance to suit your character.<br />
<br />
====Functional Upgrades====<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
!Upgrade Item !!Location !!More Information<br />
|-<br />
|Sails ||[[Yardarm's Skirt]] on Deadeye's Road ||Upgrading your sails will make your ship sail faster.<br />
|-<br />
|Hull Strength ||[[Swabbing Starts]] on Siphon Street ||Upgrading your hull strength will make your ship able to withstand more damage.<br />
|-<br />
|Cannons||[[Maritime Defenses]] on South Arm Road ||Upgrading your cannons increases the total number of cannons on your ship.<br />
|-<br />
|Cargo Hold ||[[Lean To]] on Deadeye's Road ||Increases the hold's storage capacity of wood and cannon balls. Each level of upgrade also adds 20lbs to cargo bin capacity.<br />
|-<br />
|}<br />
<br />
====Cosmetic Upgrades====<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|Upgrade Item ||Shop Location ||Upgrade Type<br />
|-<br />
|Cannons ||[[Maritime Defenses]] on South Arm Road||article, material <br />
|-<br />
|Captain's Quarters ||[[Sailor's Solace]] on Siphon Street|| chair (material, type, long), table (color, material), bed (color, material, long), walls (material), style <br />
|-<br />
|Crew Quarters ||[[All Hands]] on South Arm Road||style <br />
|-<br />
|Figureheads ||[[Bowsprit's Maiden]] on Cranial Crawl||type, color, material <br />
|-<br />
|Flags ||[[Vexillology Visions]] on South Arm Road||color, material <br />
|-<br />
|Gangplank ||[[Swabbing Starts]] on Siphon Street||color, material <br />
|-<br />
|Hulls ||[[Swabbing Starts]] on Siphon Street||color, material <br />
|-<br />
|Mess Hall||[[Grub, Gruel, and Grog]] on South Arm Road||food (five types), furniture (color, material)<br />
|-<br />
|Sails ||[[Yardarm's Skirt]] on Deadeye's Road||color, material <br />
|-<br />
|Wheels ||[[Fighting the Helm]] on Deadeye's Road||color, material <br />
|-<br />
|}<br />
<br />
===Ship Combat===<br />
<br />
While sailing, you have a random chance to be attacked by an enemy ship from these types: general/mixed (these have dark ships), ethereal (undead), or krolvin. The enemy ship is private and spawned specifically for you and your crew. Once engaged, you can follow the above outlined combat for general boarding. Once boarded, creatures spawn in waves for everyone on board at the level of those gathered. These match the level of those in each room, so separate if you need to. You can spread out onto both ships, but your ship can be hit by cannon fire or arrows while boarded. (This appears to do damage only to the characters while boarded, not the ship.)<br />
<br />
Ethereal (undead) pirates require blessed magic metal or, if using ranged, magical woods or magical metal arrowheads.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|Enemy Ship Size ||Enemy Count<br />
|-<br />
|scope="row"|Sloop ||15-20<br />
|-<br />
|scope="row"|Brigantine ||30-40<br />
|-<br />
|scope="row"|Carrack ||35-45<br />
|-<br />
| scope="row"|Galleon ||50-60<br />
|-<br />
| scope="row"|Frigate ||60-80<br />
|-<br />
| scope="row"|Man O'War ||90-120<br />
|}<br />
<br />
If you manage to deplete the enemy ship of units, a boss (Ethereal Captain, Krolvin Captain, or Pirate Captain) will spawn that must be defeated. If you defeat the boss, you can {{boldmono|SEARCH}} the treasure pile on their ship for boxes. You may also want to take their supply crate to restock your own ship.<br />
<br />
<b>Salvage crates</b> can be gained from searching the treasure pile or, if you sink a ship without boarding, one may appear in the water. The salvage crate will be bound to you and your crew when picked up. These can be brought to the handler and turned in for a loot chest based on the tier of the salvage. The loot crates will have an assortment of items, including gems of varying rarities, Kraken's Fall bank notes of varying amounts, and a chance at an item. Upon handing off the salvage crate, the handler will award any crew members present in the same room with Notoriety and Reputation in addition to the rewards aforementioned. (You <b>must</b> be present in the same room.)<br />
<br />
If you want a task before going out, go to the Sea Hag's Roost, Tavern and {{boldmono|GET BOARD}}. Once you have a task, you can use {{boldmono|OSA TASK}} for details and help or to abandon it. To turn in the task, return to the Sea Hag and {{boldmono|TURN BOARD}}.<br />
<br />
===Ship Repairing & Fees===<br />
<br />
As you sail your ship, it may incur damage that must be repaired. To repair your ship after it is destroyed or damaged, you will need to visit the boatswain. You can find him at the [[Academy of the Bos'n]] on Deadeye's Road. You may also find yourself with fines due to services provided by the town while out on the open sea or trapped in a back alley. You will need to pay these off at the local debt collector. Having debts in either form will prevent you from launching your ship again. Maximum ship fees for a scuttled or destroyed ship are listed in the Summary of Ship Statistics table.<br />
<br />
While in combat, you'll see messaging that a cannon ball hit your ship in different spots. It is imperative that you repair the damage done (see ship commands below) or your ship will sink.<br />
<br />
===Ship Roles===<br />
<br />
Ship roles will provide you with bonuses, beginning at the adept rank, as you level them up. You will need to declare your role before taking part in a journey. The bonuses can range from more damage when firing a cannon to faster interaction with navigation. To declare your role, you will need to visit the NPC in Kraken's Fall. You {{boldmono|ASK OFFICIAL ABOUT DECLARE <role>}} in exchange for 10,000 silver. He is located in the Town Hall, the [[Inking Den]], in the Office of Employment. Each role has some specialties that pertain to its title. You can look at the {{boldmono|OSA ROLE}} command to see your status.<br />
<br />
Role Experience can be earned performing the following tasks:<br />
* Steering the ship<br />
* Firing the cannons<br />
* Loading the cannons<br />
* Repairing the ship<br />
* Razing an enemy ship<br />
* Turning in salvaged crates<br />
* Turning in a completed task board<br />
<br />
The Role Ranks are Rookie, Novice, Adept, Veteran, Master. Each Role Rank earned provides a Role Bonus starting from the Novice rank (nothing is earned as a Rookie). The Role Bonuses earned at each rank stack with ones earned at the lower rank. Role Experience required increases each rank up to a maximum of 3000.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
| Ship Role || Role Rank || Role EXP || Role Bonus<br />
|-<br />
! rowspan=4 |Boatswain<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Captain<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Cannoneer<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Navigator<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Swashbuckler<br />
| Novice || 100 || Provides a small bonus to avoid arrow volleys, cannon shrapnel, and cannon barrages.<br />
|-<br />
| Adept || 500 || Able to JUMP from the CROW'S NEST to one of the following locations: helm, bow, deck, port, dock and enemy ship when boarded<br />
|-<br />
| Veteran || 1500 || Provides a small bonus to damage with cannons<br />
|-<br />
| Master || 3000 || -<br />
<br />
|}<br />
<br />
===Ship & Sailing Basics===<br />
<br />
====Setting Sail====<br />
To launch your ship, you will need to find the dock handler outside the pier on Deadeye's Road. You can {{boldmono|RETRIEVE}}, {{boldmono|STORE}}, or {{boldmono|STOCK}} your ship here. Retrieving will find an empty spot along the pier and launch your ship for you to use. If you are taking a quick break between voyages, avoid the retrieval fee by leaving your ship at the pier. Just remember that all ships are stored after two hours docked or four hours stationary on the ocean for system efficiency. After you have successfully retrieved your ship, you can find it out on the pier. The handler will tell you which space on the pier your ship occupies. <br />
<br />
The absolute minimum the sloop is stocked with on retrieval is 25 of each material; the retrieval fee covers half of your supplies and the ability to launch your ship. If you want more, you can {{boldmono|STOCK}} your ship with {{boldmono|WOOD}} or {{boldmono|CANNON}} balls, and it will fill up your cargo supplies for your adventure. Cannon balls are 100 silvers each and wood is 100 silvers a plank. You can avoid this extra fee if you would like to immediately board an enemy ship and take over some of their supplies.<br />
<br />
Once you reach your ship, you can {{boldmono|GO SHIP}} (sloop, brigantine, etc.) to have the gangplank deployed. Once on your ship, you can either {{boldmono|PULL GANGPLANK}} or {{boldmono|PUSH GANGPLANK}} to deploy or retract it. It is best to familiarize yourself with the layout of your ship prior to {{boldmono|DEPART}}ing on your journey.<br />
<br />
#{{boldmono|RETRIEVE}}<br />
#{{boldmono|STOCK}}<br />
#{{boldmono|PUSH GANGPLANK}} deploys your gangplank and {{boldmono|PULL GANGPLANK}} retracts it. You cannot deploy your gangplank into the middle of the ocean. You can only deploy it at a port or when engaged with another ship and in boarding range.<br />
#{{boldmono|DEPART}} can be used when you are ready to start your voyage from a port.<br />
<br />
====Sailing and Steering Your Ship====<br />
<br />
Use the map located in the Captain's Quarters to gain your bearing based on the nautical map name. Each 50 room block has its own unique identifier and the [[#The Ocean|ocean map]] will give you an idea as to which block you're in. At this time, there is no bias in what type of enemy you get based upon where you are in the map, so sail freely!<br />
<br />
There is messaging when the ship moves that indicates the state of the sails of your ship. This messaging was added to help players identify if they forgot to handle their sails.<br />
<br />
{|{{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|+Sail Messaging on Movement<br />
|-<br />
|No Sails||The man o' war drifts slowly north, its sails fully raised.<br />
|-<br />
|Other Sails||The man o' war cuts through the ocean, heading north.<br />
|-<br />
|Full Sails||The man o' war cuts through the ocean, heading north at full speed.<br />
|-<br />
|}<br />
<br />
You have have {{boldmono|TURNed}} your wheel in a direction, you will no longer be able to turn it in that same direction again.<br />
<br />
<pre{{log2}}>turn wheel port<br />
You grab hold of the maple wheel and do your best to steer the ship toward the bustling port.<br />
<br />
turn wheel port<br />
The maple wheel is already turned that way!</pre><br />
<br />
#{{boldmono|PUSH CAPSTAN}} to raise the anchor. You can {{boldmono|KICK}} the capstan to deploy it again.<br />
#{{boldmono|LOWER SAIL}} to get more wind and {{boldmono|RAISE}} sails to get less. This will impact how fast you can sail. If you are sailing a larger ship you will need to manipulate all the sails.<br />
#{{boldmono|TURN WHEEL <DIRECTION>}} will allow you to steer your ship. After you steer your ship you will need to wait for the wind to carry it into the next area. {{boldmono|TURN WHEEL SHIP}} will start navigating for a boarding process. {{boldmono|TURN WHEEL PORT}} will sail you to safety if you're at a port.<br />
#{{boldmono|LOOK MAP}} in the Captain's Quarters will allow you to see where you are on the ocean.<br />
<br />
====Stormy Weather====<br />
<br />
{{boldmono|ASK HANDLER ABOUT WEATHER}} before going out to get an idea of which oceans to steer clear of or toward! Each area of the Tenebrous Cauldron and the Great Western Sea may have different weather, and the areas are listed below. Storms can have the following effects:<br />
<br />
#Crew members have a chance to experience some maneuvers if they're out on the deck during a storm.<br />
#The storm can cause your ship to misbehave, including steering your ship in a different direction and increasing the time it takes to reach a new area.<br />
#Enemy ships are more dangerous. You will face ships potentially out of your league and more difficult ships more often.<br />
<br />
The Tenebrous Cauldron has four areas: North Blue, South Blue, West Blue, East Blue.<br />
<br />
The Great Western Sea has ten areas: Obsidian Trench, Obsidian Sea, Sea of Lazuli, Solhaven Bay, South of Cobalt Depths, Darkstone Bay, Cobalt Depths, Kestrel Sea, South of Sea of Lazuli, South Kestral Sea.<br />
<br />
<pre{{log2}}>The dock handler says, "Based on recent weather reports, here is what the ocean is lookin' like as of right now."<br />
<br />
The Tenebrous Cauldron:<br />
North Blue: Light winds with partial clouds<br />
South Blue: Light winds with partial clouds<br />
West Blue: Heavy winds and rain with dark skies<br />
East Blue: Light winds with partial clouds<br />
<br />
The Great Western Sea<br />
Obsidian Trench: Heavy winds and rain with dark skies<br />
Obsidian Sea: Calm seas and blue skies<br />
Sea Of Lazuli: Light winds with partial clouds<br />
Solhaven Bay: Calm seas and blue skies<br />
South of Cobalt Depths: Calm seas and blue skies<br />
Darkstone Bay: Light winds with partial clouds<br />
Cobalt Depths: Light winds with partial clouds<br />
Kestral Sea: Heavy winds and rain with dark skies<br />
South of Sea of Lazuli: Light winds with partial clouds<br />
South Kestral Sea: Calm seas and blue skies</pre><br />
<br />
====Engaging in Battles====<br />
<br />
Cannon balls should be taken onto the deck of your ship to load the cannons. You can only {{boldmono|FIRE}} your cannon if you are engaged with an enemy.<br />
<br />
#{{boldmono|GET CANNON BALL}} from your cargo hold then move to your cannon and {{boldmono|LOAD}} it. You are limited to loading your cannons to the total number of cannons per side. Cannon balls are temporary and will self-destruct if not used.<br />
#{{boldmono|LOAD CANNON}}<br />
#{{boldmono|FIRE CANNON}} - you can only fire if you're engaged in PVE.<br />
<br />
====Boarding a Ship====<br />
<br />
Once you are within range of the enemy ship, you will be able to board. You will receive messaging about the ship being almost in boarding range and then receive this message:<br />
<br />
<pre{{log2}}>The sides of the <other ship> collide against your <ship>! Several ropes with claw-shaped hooks on the end find purchase into the railing of your <ship>. Battle cries sound off as those on the <other ship> prepare to board!</pre><br />
<br />
There are ambush traps possible. The number of ambushes that can occur depend on size of your ship and are randomized between 1 and the maximum number possible. You will not receive an ambush trap when leaving a room.<br />
<br />
{|{{prettytable}}<br />
|+ Ambush Traps<br />
|-<br />
!Ship!!Max Possible<br />
|-<br />
|Sloop ||1<br />
|-<br />
|Brigantine ||2<br />
|-<br />
|Carrack ||3<br />
|-<br />
|Galleon ||4<br />
|-<br />
|Frigate ||4<br />
|-<br />
|Man o'war ||6<br />
|}<br />
<br />
See flag information below for more information on pirate spawn rate.<br />
<br />
Once you have razed the ship, you will no longer be able to empty the Captain's Quarters and you will get the following message:<br />
<br />
<pre{{log2}}>The battle-marred brigantine rapidly descends beneath the cold, dark waters. Your reputation with Kraken's Fall just got better. You gain some experience! You gain some fame! You gain role experience! You have earned some notoriety.</pre><br />
<br />
#{{boldmono|PUSH GANGPLANK}}<br />
#{{boldmono|GO GANGPLANK}}<br />
#{{boldmono|LISTEN}} while on the enemy ship to see how many of the enemy are left.<br />
#{{boldmono|SEARCH}} the treasure pile after you've defeated the boss.<br />
#{{boldmono|RAZE}} to destroy the ship.<br />
<br />
====Ship Flag Settings====<br />
You can now use {{boldmono|SHIP FLAG}} on your ship. If you're not the captain, this only displays which flag the captain is flying. This flag is for mechanical use only. The command has a 15 minute cooldown per use. You are at "Neutral" by default.<br />
<br />
* White Flag lowers your encounter rate to 20% chance. White flag provides 5 minute encounter immunity after sinking an enemy ship. This also decreases creature spawn rate.<br />
* No Flag keeps your encounter rate at 30% chance. No Flag provides 4 minute encounter immunity after sinking an enemy ship.<br />
* Black flag raises your encounter rate to 40% chance. Black Flag provides 3 minute encounter immunity after sinking an enemy ship. This also increases creature spawn rate.<br />
<br />
====Restocking and Fixing Your Ship====<br />
<br />
Below deck in the cargo hold, you can find wood and cannon balls. It is a good idea to restock your wood and cannon balls to full prior to starting your journey. Your ship will have a half-supply of wood planks and cannon balls when retrieved from storage. The wood is used to {{boldmono|FIX}} rooms that have taken damage from cannon fire. {{boldmono|ASSESS}} from any room on your ship to get a readout of damage in that room. Boatswains (veteran rank and above) and Captains (master rank) can get a readout of all damage to each room of the ship. Your ship's health is a formula of the hull strength by a multiplier. As it takes damage, it detracts from a total health pool. Repair any damage received before taking too much and sinking.<br />
<br />
You can store things in the cargo bin on the ship; this is the only place that is safe from the janitor.<br />
<br />
#{{boldmono|ASSESS}} while used on your ship will give you a readout of any damage in that specific room.<br />
#{{boldmono|GET WOOD PLANK}} from your Cargo Hold then move to where your ship took damage to repair it.<br />
#{{boldmono|FIX}}<br />
<br />
If you have a supply crate, you can {{boldmono|PUT CRATE ON WOOD}} or {{boldmono|PUT CRATE ON BALLS}} to restock them. You can {{boldmono|LOOK WOOD}} or {{boldmono|LOOK BALLS}} to check supplies.<br />
<br />
====Interacting with the Ocean====<br />
<br />
If you are thrown from the ship, you can climb back up onto the ship you fell off of even if the anchor is up.<br />
<br />
*{{boldmono|LOOK OCEAN}} will let you glance out from your ships deck to see where you are on the Tenebrous Cauldron. You can use {{boldmono|PEER}} in directions to glance ahead. The crow's nest will allow you to peer a little farther. <br />
*{{boldmono|WATCH OCEAN}} will let you keep an up to date glance at the ocean room as your ship sails. This information will go to the familiar window.<br />
*{{boldmono|JUMP}} can be used on the main deck of the ship to jump into the ocean. You'll want to drop your anchor before doing this!<br />
*{{boldmono|CONSIDER}} will let you check the status of the weather on the ocean.<br />
*{{boldmono|PEER}} will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out.<br />
<br />
====Quick Command List====<br />
<br />
* PUSH/PULL GANGPLANK to extend or draw in the gangplank.<br />
* RAISE/LOWER SAIL to adjust speed.<br />
* TURN WHEEL any cardinal or ordinal direction for normal travel.<br />
* TURN WHEEL PORT to steer the ship at a port in the same room as your ship.<br />
* TURN WHEEL SHIP to start a boarding action when an enemy ship is present.<br />
* PUSH/KICK CAPSTAN to raise and lower anchor.<br />
* LOAD CANNON while holding a cannon ball to load your cannons.<br />
* FIRE CANNON to fire a cannon at an enemy ship when engaged.<br />
* LOOK <OBJECT> has some information for some of the objects on your ship if you get confused.<br />
* FIX damage in appropriate rooms.<br />
* LOOK MAP for a general readout of where you are.<br />
* DEPART to set sail once your gangplank is retracted and anchor is up.<br />
* ASSESS to determine the condition of the room you are in and health.<br />
* LOOK OCEAN to take a quick look at the sea your ship is in.<br />
* WATCH OCEAN to keep a continuous eye on the ocean. This will display in your familiar window.<br />
* CONSIDER will let you check the status of the weather on the ocean.<br />
* PEER will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out.<br />
* JUMP can be used from the main deck where the gangplank resides to dive into the water. From there you can climb back onto the ship.<br />
* RAZE is used on the enemy ship when all enemies are gone.<br />
* LISTEN is used on the enemy ship to get an idea of how many units are left.<br />
<br />
==Future Releases==<br />
<br />
More is planned to be released to this system via a phased approach. Visit the #open-sea-adventures channel on the Official Discord for more information.<br />
<br />
==Common Questions and Answers==<br />
<br />
'''What happens when I log out of the game while I'm on the ocean on my ship?'''<br/><br />
When you log back in, you will be at Kraken's Fall and you will have a fine for your ship being left out at sea.<br />
<br />
'''Can I travel by ship to other towns?'''<br/><br />
Not yet. This is intended, but piers need to be built in the other port towns first.<br />
<br />
'''Is [[fishing]] available?'''<br />
Not yet. It's in QC.<br />
<br />
==Credits==<br />
<br />
{|{{prettytable}} width="50%"<br />
|-<br />
!bgcolor="#fafeff" colspan=3|Project Lead, Concept, Design: Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Kraken's Fall Lead: Thandiwe'''<br />
|-<br />
|rowspan=12|Buildings<br />
|Elysani<br />
|The Intoxicating Flora, Mystigoggles Magicorium<br />
|-<br />
|Kynlee<br />
|The Bait 'N Weight Shack, Fishing Pier<br />
|-<br />
|Naionna<br />
|Bejewled Booty, The Naked Fauna, Rising Pint, The Soup Bone<br />
|-<br />
|Netz<br />
|Rock Lobster<br />
|-<br />
|Sindin<br />
|Brewmaster's Tap, Sea Hag's Roost, Storm Petrel's Wing, The Threadbare Admiral<br />
|-<br />
|Thandiwe<br />
|Academy of the Bos'n, All Hands, Boarding House, Chip n' Dwight's, Fighting the Helm, Grub, Gruel, and Grog, Guard Tower, Inking Den, Irosah's Armaments, Knife's Edge, Kraken's Fall Jailhouse, The Last Frontier, Lean To, Maritime Defenses, Molskroen Hall, Sailor's Solace, Sunfist Outpost, Swabbing Starts, Weather Station, Yardarm's Skirt<br />
|-<br />
|Tivvy<br />
|Vexillology Visions<br />
|-<br />
|Quilic<br />
|Adventurer's Guild, Bank, Bushybrow's Collectibles, Unburied Treasures<br />
|-<br />
|Valyrka<br />
|Lighthouse<br />
|-<br />
|Vanah<br />
|Leaf and Bean<br />
|-<br />
|Xayle<br />
|Captain's Cup, Kelpie Beds, The Melting Pot, Sailcloth Findings<br />
|-<br />
|Xeraphina<br />
|Bowsprit's Maiden, Cartwright, Citizenship Office, Forges of the Kraken, The Peaceful Porpoise<br />
|-<br />
|rowspan=2|Paint<br />
|Flannihan<br />
|Kraken's Fall Hunting Grounds<br />
|-<br />
|Thandiwe<br />
|Kraken's Fall, Pier, Main Gate, Logging colony<br />
|-<br />
|NPCs<br />
|<br />
|Thandiwe, Netz, Naionna, Xeraphina, Retser, Modrian, Kynlee<br />
|-<br />
|Messaging<br />
|<br />
|Netz<br />
|-<br />
|Creatures<br />
|<br />
|Kynlee, Thandiwe, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Ocean Lead: Retser'''<br />
|-<br />
|Paint<br />
|<br />
|Valyrka, Naionna<br />
|-<br />
|Messaging<br />
|<br />
|Valyrka, Naionna, Netz<br />
|-<br />
|Shape and mapping<br />
|<br />
|Grackner, Sook, Thandiwe, Naos, Retser<br />
|-<br />
|Ocean systems<br />
|<br />
|Naos, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Standard Systems Lead: Retser'''<br />
|-<br />
|Coding<br />
|<br />
|Modrian, Kynlee, Thandiwe, Naos, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''OSA Systems Lead: Retser'''<br />
|-<br />
|Ship Paint<br />
|<br />
|Elidi<br />
|-<br />
|Ship Food<br />
|<br />
|Mariath<br />
|-<br />
|Ship Cosmetics<br />
|<br />
|Elidi, Retser<br />
|-<br />
|Ship Cosmetic Systems<br />
|<br />
|Retser<br />
|-<br />
|Ship Building<br />
|<br />
|Retser<br />
|-<br />
|NPCs<br />
|<br />
|Retser<br />
|-<br />
|Combat<br />
|<br />
|Retser<br />
|-<br />
|Creatures<br />
|<br />
|Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''QC Team'''<br />
|-<br />
|<br />
|<br />
|Flannihan, Mariath, Xayle, Valyrka, Isten, Tivvy, Vanah, Sleken, Modrian, Itzel, Kynlee, Naos, Retser, Kveta<br />
|-<br />
|}<br />
<br />
==See Also==<br />
<br />
* [[/saved posts|Saved posts]]<br />
<br />
[[Category:Open Sea Adventures]][[Category:Under Development]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Open_Sea_Adventures&diff=138106Open Sea Adventures2020-10-04T06:54:18Z<p>MASTERDTWIN: /* Cosmetic Upgrades */</p>
<hr />
<div>{{TOCright}}'''Open Sea Adventures''' is a new expansion to the game that was released in [[Prime]] on September 3, 2020. Set sail on the [[Great Western Sea]] and launch into a brand new adventure on the [[Tenebrous Cauldron]] and [[Great Western Sea]] - complete with dynamic weather messaging and a multitude of rooms. Get started by visiting port town [[Kraken's Fall]] to purchase one of 6 ships: sloop, brigantine, carrack, frigate, galleon, or man o’ war. Gather your friends and set sail, braving the perils of the vast seas, as you work to raise your reputation and notoriety. Fight Krolvin Pirates, Ethereal Pirates, and the Dreaded Dark Pirates with your life and your crew's life on the line. Will you set sail in a perilous circle, or journey from Darkstone Bay to Kraken’s Fall? Will you cast your lines and take your friends out and avoid all enemy ships? Will you attempt to be the most notorious Captain or Swashbuckler?<br />
<br />
==System Overview==<br />
<br />
* Explore the newly-accessible ocean and experience dynamic weather messaging.<br />
* Buy your own ship and travel in style.<br />
* Gain reputation to access better ships and cosmetic upgrades.<br />
* Gain notoriety and unlock special [[title system|titles]] - both temporary and permanent.<br />
* Test your mettle in ship versus ship combat. Fire your cannons, repair your ship, or flee from your enemies!<br />
* All new ship boarding. Fight waves of enemies aboard your ship as you attempt to come out victorious. Defeat them all, take their treasure, and raze their ship!<br />
* Lost at sea? Lose your crew and your morale? There is a new rescue system to help you get back to port should you face total defeat on the high seas.<br />
<br />
===The Ocean===<br />
<br />
The ocean is massive in scale and connects a lot of towns (see map below). While the towns were not connected at launch, it is intended that they will eventually be connected and you will be able to travel from town to town via your own ship.<br />
<br />
<gallery widths=300px heights=180px><br />
Image:ElanthiaOcean.png|thumb|300px||left|Oceans<br />
</gallery><br />
<br />
===Reputation, Notoriety===<br />
<br />
Reputation and notoriety are gained with Kraken's Fall by hunting down pirates or performing tasks at the [[Sea Hag's Roost]] such as culling pirates, hunting captains, or sinking ships. ''Reputation'' unlocks more cosmetic options and the ability to purchase the larger ships (but does not result in a price reduction). ''Notoriety'' tracks your total infamy on the seas with "all time" notoriety ({{boldmono|OSA INFO}}) and a 30-day notoriety tracking leadboard which is mostly for bragging rights but also unlocks possible [[title]]s. Your total pirate kills are also tracked with more tracking planned for future release phases.<br />
<br />
Titles: {{addmetext}}<br />
<br />
===Death and Total Failure===<br />
<br />
Should you experience the unique [[Death%27s_Sting#Hunting_Ground_Specific_Death_Messaging|death messaging]] by [[death|dying]] on the sea or falling overboard - where you will eventually drown, you will be lucky enough to either be rescued by good sailors or by greedy pirate. What happens next depends on which group finds you and returns you to Kraken's Fall. Pirates will ransom your freedom while the town will charge you for the rescue services provided. The death/rescue event takes 4.2 minutes. If your ship is sunk, you must repair it. All fees must be paid on a ship before you can launch it again.<br />
<br />
===New Verbs===<br />
<br />
* {{boldmono|[[OSA (verb)|OSA]]}} displays information related to the system as well as fines, roles, current task, and other help.<br />
* {{boldmono|[[SHIP (verb)|SHIP]]}} displays customizations and upgrades of owned ship, allows you to scuttle your ship to end your jouney, and provides information on the systems, processes, and commands related to managing and using your ship.<br />
* {{boldmono|[[REPUTATION (verb)|REPUTATION]]}} displays information on your reputation with the town of Kraken's Fall as well as with [[Reim]].<br />
<br />
==Ships==<br />
<br />
To buy a ship, you need to visit [[Chip n' Dwight's]] on Deadeye's Road in Kraken's Fall. When first starting on your career as a captain, you will only have access to the sloop. To earn access to the larger ships, you will need to earn reputation with the town of Kraken's Fall. You can do so by performing tasks or hunting down pirate ships out on our beloved ocean, the [[Tenebrous Cauldron]], or on the [[Great Western Sea]]. This may be done on other people's ships, not just your own. Ships are a one-time purchase and can never be re-sold or transferred. Increasing your reputation does not decrease the cost of the ships.<br />
<br />
{{OSA_Ships}}<br />
<br />
====Naming====<br />
<br />
Your ship will have a random name, assigned when you purchase it. This can be changed (re-randomized) for a fee by talking to the ship name registrar within the [[Inking Den]]'s Office of Petitions.<br />
<br />
===Ship Upgrading and Cosmetics===<br />
<br />
You can upgrade your ship by visiting one of the many merchants around Kraken's Fall. Each merchant has a specialty in a service they can provide. Functional upgrades offer mechanical gains to make your ship stronger. Cosmetic upgrades allow you to customize and personalize your ship's appearance to suit your character.<br />
<br />
====Functional Upgrades====<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
!Upgrade Item !!Location !!More Information<br />
|-<br />
|Sails ||[[Yardarm's Skirt]] on Deadeye's Road ||Upgrading your sails will make your ship sail faster.<br />
|-<br />
|Hull Strength ||[[Swabbing Starts]] on Siphon Street ||Upgrading your hull strength will make your ship able to withstand more damage.<br />
|-<br />
|Cannons||[[Maritime Defenses]] on South Arm Road ||Upgrading your cannons increases the total number of cannons on your ship.<br />
|-<br />
|Cargo Hold ||[[Lean To]] on Deadeye's Road ||Increases the hold's storage capacity of wood and cannon balls. Each level of upgrade also adds 20lbs to cargo bin capacity.<br />
|-<br />
|}<br />
<br />
====Cosmetic Upgrades====<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|Upgrade Item ||Shop Location ||Upgrade Type<br />
|-<br />
|Cannons ||[[Maritime Defenses]] on South Arm Road||article, material <br />
|-<br />
|Captain's Quarters ||[[Sailor's Solace]] on Siphon Street|| chair (material, type, long), table (color, material), bed (color, material, long), walls (material), style <br />
|-<br />
|Crew Quarters ||[[All Hands]] on South Arm Road||style <br />
|-<br />
|Figureheads ||[[Bowsprit's Maiden]] on Cranial Crawl||type, color, material <br />
|-<br />
|Flags ||[[Vexillology Visions]] on South Arm Road||color, material <br />
|-<br />
|Gangplank ||[[Swabbing Starts]] on Siphon Street||color, material <br />
|-<br />
|Hulls ||[[Swabbing Starts]] on Siphon Street||color, material <br />
|-<br />
|Mess Hall||[[Grub, Gruel, and Grog]] on South Arm Road||food (five types), furniture (color, material)<br />
|-<br />
|Sails ||[[Yardarm's Skirt]] on Deadeye's Road||color, material <br />
|-<br />
|Wheels ||[[Fighting the Helm]] on Deadeye's Road||color, material <br />
|-<br />
|}<br />
<br />
===Ship Combat===<br />
<br />
While sailing, you have a random chance to be attacked by an enemy ship from these types: general/mixed (these have dark ships), ethereal (undead), or krolvin. The enemy ship is private and spawned specifically for you and your crew. Once engaged, you can follow the above outlined combat for general boarding. Once boarded, creatures spawn in waves for everyone on board at the level of those gathered. These match the level of those in each room, so separate if you need to. You can spread out onto both ships, but your ship can be hit by cannon fire or arrows while boarded. (This appears to do damage only to the characters while boarded, not the ship.)<br />
<br />
Ethereal (undead) pirates require blessed magic metal or, if using ranged, magical woods or magical metal arrowheads.<br />
<br />
{| {{prettytable}}<br />
!Enemy Ship Size !!Enemy Count<br />
|-<br />
|scope="row"|Sloop ||15-20<br />
|-<br />
|scope="row"|Brigantine ||30-40<br />
|-<br />
|scope="row"|Carrack ||35-45<br />
|-<br />
| scope="row"|Galleon ||50-60<br />
|-<br />
| scope="row"|Frigate ||60-80<br />
|-<br />
| scope="row"|Man O'War ||90-120<br />
|}<br />
<br />
If you manage to deplete the enemy ship of units, a boss (Ethereal Captain, Krolvin Captain, or Pirate Captain) will spawn that must be defeated. If you defeat the boss, you can {{boldmono|SEARCH}} the treasure pile on their ship for boxes. You may also want to take their supply crate to restock your own ship.<br />
<br />
<b>Salvage crates</b> can be gained from searching the treasure pile or, if you sink a ship without boarding, one may appear in the water. The salvage crate will be bound to you and your crew when picked up. These can be brought to the handler and turned in for a loot chest based on the tier of the salvage. The loot crates will have an assortment of items, including gems of varying rarities, Kraken's Fall bank notes of varying amounts, and a chance at an item. Upon handing off the salvage crate, the handler will award any crew members present in the same room with Notoriety and Reputation in addition to the rewards aforementioned. (You <b>must</b> be present in the same room.)<br />
<br />
If you want a task before going out, go to the Sea Hag's Roost, Tavern and {{boldmono|GET BOARD}}. Once you have a task, you can use {{boldmono|OSA TASK}} for details and help or to abandon it. To turn in the task, return to the Sea Hag and {{boldmono|TURN BOARD}}.<br />
<br />
===Ship Repairing & Fees===<br />
<br />
As you sail your ship, it may incur damage that must be repaired. To repair your ship after it is destroyed or damaged, you will need to visit the boatswain. You can find him at the [[Academy of the Bos'n]] on Deadeye's Road. You may also find yourself with fines due to services provided by the town while out on the open sea or trapped in a back alley. You will need to pay these off at the local debt collector. Having debts in either form will prevent you from launching your ship again. Maximum ship fees for a scuttled or destroyed ship are listed in the Summary of Ship Statistics table.<br />
<br />
While in combat, you'll see messaging that a cannon ball hit your ship in different spots. It is imperative that you repair the damage done (see ship commands below) or your ship will sink.<br />
<br />
===Ship Roles===<br />
<br />
Ship roles will provide you with bonuses, beginning at the adept rank, as you level them up. You will need to declare your role before taking part in a journey. The bonuses can range from more damage when firing a cannon to faster interaction with navigation. To declare your role, you will need to visit the NPC in Kraken's Fall. You {{boldmono|ASK OFFICIAL ABOUT DECLARE <role>}} in exchange for 10,000 silver. He is located in the Town Hall, the [[Inking Den]], in the Office of Employment. Each role has some specialties that pertain to its title. You can look at the {{boldmono|OSA ROLE}} command to see your status.<br />
<br />
Role Experience can be earned performing the following tasks:<br />
* Steering the ship<br />
* Firing the cannons<br />
* Loading the cannons<br />
* Repairing the ship<br />
* Razing an enemy ship<br />
* Turning in salvaged crates<br />
* Turning in a completed task board<br />
<br />
The Role Ranks are Rookie, Novice, Adept, Veteran, Master. Each Role Rank earned provides a Role Bonus starting from the Novice rank (nothing is earned as a Rookie). The Role Bonuses earned at each rank stack with ones earned at the lower rank. Role Experience required increases each rank up to a maximum of 3000.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
| Ship Role || Role Rank || Role EXP || Role Bonus<br />
|-<br />
! rowspan=4 |Boatswain<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Captain<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Cannoneer<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Navigator<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Swashbuckler<br />
| Novice || 100 || Provides a small bonus to avoid arrow volleys, cannon shrapnel, and cannon barrages.<br />
|-<br />
| Adept || 500 || Able to JUMP from the CROW'S NEST to one of the following locations: helm, bow, deck, port, dock and enemy ship when boarded<br />
|-<br />
| Veteran || 1500 || Provides a small bonus to damage with cannons<br />
|-<br />
| Master || 3000 || -<br />
<br />
|}<br />
<br />
===Ship & Sailing Basics===<br />
<br />
====Setting Sail====<br />
To launch your ship, you will need to find the dock handler outside the pier on Deadeye's Road. You can {{boldmono|RETRIEVE}}, {{boldmono|STORE}}, or {{boldmono|STOCK}} your ship here. Retrieving will find an empty spot along the pier and launch your ship for you to use. If you are taking a quick break between voyages, avoid the retrieval fee by leaving your ship at the pier. Just remember that all ships are stored after two hours docked or four hours stationary on the ocean for system efficiency. After you have successfully retrieved your ship, you can find it out on the pier. The handler will tell you which space on the pier your ship occupies. <br />
<br />
The absolute minimum the sloop is stocked with on retrieval is 25 of each material; the retrieval fee covers half of your supplies and the ability to launch your ship. If you want more, you can {{boldmono|STOCK}} your ship with {{boldmono|WOOD}} or {{boldmono|CANNON}} balls, and it will fill up your cargo supplies for your adventure. Cannon balls are 100 silvers each and wood is 100 silvers a plank. You can avoid this extra fee if you would like to immediately board an enemy ship and take over some of their supplies.<br />
<br />
Once you reach your ship, you can {{boldmono|GO SHIP}} (sloop, brigantine, etc.) to have the gangplank deployed. Once on your ship, you can either {{boldmono|PULL GANGPLANK}} or {{boldmono|PUSH GANGPLANK}} to deploy or retract it. It is best to familiarize yourself with the layout of your ship prior to {{boldmono|DEPART}}ing on your journey.<br />
<br />
#{{boldmono|RETRIEVE}}<br />
#{{boldmono|STOCK}}<br />
#{{boldmono|PUSH GANGPLANK}} deploys your gangplank and {{boldmono|PULL GANGPLANK}} retracts it. You cannot deploy your gangplank into the middle of the ocean. You can only deploy it at a port or when engaged with another ship and in boarding range.<br />
#{{boldmono|DEPART}} can be used when you are ready to start your voyage from a port.<br />
<br />
====Sailing and Steering Your Ship====<br />
<br />
Use the map located in the Captain's Quarters to gain your bearing based on the nautical map name. Each 50 room block has its own unique identifier and the [[#The Ocean|ocean map]] will give you an idea as to which block you're in. At this time, there is no bias in what type of enemy you get based upon where you are in the map, so sail freely!<br />
<br />
There is messaging when the ship moves that indicates the state of the sails of your ship. This messaging was added to help players identify if they forgot to handle their sails.<br />
<br />
{|{{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|+Sail Messaging on Movement<br />
|-<br />
|No Sails||The man o' war drifts slowly north, its sails fully raised.<br />
|-<br />
|Other Sails||The man o' war cuts through the ocean, heading north.<br />
|-<br />
|Full Sails||The man o' war cuts through the ocean, heading north at full speed.<br />
|-<br />
|}<br />
<br />
You have have {{boldmono|TURNed}} your wheel in a direction, you will no longer be able to turn it in that same direction again.<br />
<br />
<pre{{log2}}>turn wheel port<br />
You grab hold of the maple wheel and do your best to steer the ship toward the bustling port.<br />
<br />
turn wheel port<br />
The maple wheel is already turned that way!</pre><br />
<br />
#{{boldmono|PUSH CAPSTAN}} to raise the anchor. You can {{boldmono|KICK}} the capstan to deploy it again.<br />
#{{boldmono|LOWER SAIL}} to get more wind and {{boldmono|RAISE}} sails to get less. This will impact how fast you can sail. If you are sailing a larger ship you will need to manipulate all the sails.<br />
#{{boldmono|TURN WHEEL <DIRECTION>}} will allow you to steer your ship. After you steer your ship you will need to wait for the wind to carry it into the next area. {{boldmono|TURN WHEEL SHIP}} will start navigating for a boarding process. {{boldmono|TURN WHEEL PORT}} will sail you to safety if you're at a port.<br />
#{{boldmono|LOOK MAP}} in the Captain's Quarters will allow you to see where you are on the ocean.<br />
<br />
====Stormy Weather====<br />
<br />
{{boldmono|ASK HANDLER ABOUT WEATHER}} before going out to get an idea of which oceans to steer clear of or toward! Each area of the Tenebrous Cauldron and the Great Western Sea may have different weather, and the areas are listed below. Storms can have the following effects:<br />
<br />
#Crew members have a chance to experience some maneuvers if they're out on the deck during a storm.<br />
#The storm can cause your ship to misbehave, including steering your ship in a different direction and increasing the time it takes to reach a new area.<br />
#Enemy ships are more dangerous. You will face ships potentially out of your league and more difficult ships more often.<br />
<br />
The Tenebrous Cauldron has four areas: North Blue, South Blue, West Blue, East Blue.<br />
<br />
The Great Western Sea has ten areas: Obsidian Trench, Obsidian Sea, Sea of Lazuli, Solhaven Bay, South of Cobalt Depths, Darkstone Bay, Cobalt Depths, Kestrel Sea, South of Sea of Lazuli, South Kestral Sea.<br />
<br />
<pre{{log2}}>The dock handler says, "Based on recent weather reports, here is what the ocean is lookin' like as of right now."<br />
<br />
The Tenebrous Cauldron:<br />
North Blue: Light winds with partial clouds<br />
South Blue: Light winds with partial clouds<br />
West Blue: Heavy winds and rain with dark skies<br />
East Blue: Light winds with partial clouds<br />
<br />
The Great Western Sea<br />
Obsidian Trench: Heavy winds and rain with dark skies<br />
Obsidian Sea: Calm seas and blue skies<br />
Sea Of Lazuli: Light winds with partial clouds<br />
Solhaven Bay: Calm seas and blue skies<br />
South of Cobalt Depths: Calm seas and blue skies<br />
Darkstone Bay: Light winds with partial clouds<br />
Cobalt Depths: Light winds with partial clouds<br />
Kestral Sea: Heavy winds and rain with dark skies<br />
South of Sea of Lazuli: Light winds with partial clouds<br />
South Kestral Sea: Calm seas and blue skies</pre><br />
<br />
====Engaging in Battles====<br />
<br />
Cannon balls should be taken onto the deck of your ship to load the cannons. You can only {{boldmono|FIRE}} your cannon if you are engaged with an enemy.<br />
<br />
#{{boldmono|GET CANNON BALL}} from your cargo hold then move to your cannon and {{boldmono|LOAD}} it. You are limited to loading your cannons to the total number of cannons per side. Cannon balls are temporary and will self-destruct if not used.<br />
#{{boldmono|LOAD CANNON}}<br />
#{{boldmono|FIRE CANNON}} - you can only fire if you're engaged in PVE.<br />
<br />
====Boarding a Ship====<br />
<br />
Once you are within range of the enemy ship, you will be able to board. You will receive messaging about the ship being almost in boarding range and then receive this message:<br />
<br />
<pre{{log2}}>The sides of the <other ship> collide against your <ship>! Several ropes with claw-shaped hooks on the end find purchase into the railing of your <ship>. Battle cries sound off as those on the <other ship> prepare to board!</pre><br />
<br />
There are ambush traps possible. The number of ambushes that can occur depend on size of your ship and are randomized between 1 and the maximum number possible. You will not receive an ambush trap when leaving a room.<br />
<br />
{|{{prettytable}}<br />
|+ Ambush Traps<br />
|-<br />
!Ship!!Max Possible<br />
|-<br />
|Sloop ||1<br />
|-<br />
|Brigantine ||2<br />
|-<br />
|Carrack ||3<br />
|-<br />
|Galleon ||4<br />
|-<br />
|Frigate ||4<br />
|-<br />
|Man o'war ||6<br />
|}<br />
<br />
See flag information below for more information on pirate spawn rate.<br />
<br />
Once you have razed the ship, you will no longer be able to empty the Captain's Quarters and you will get the following message:<br />
<br />
<pre{{log2}}>The battle-marred brigantine rapidly descends beneath the cold, dark waters. Your reputation with Kraken's Fall just got better. You gain some experience! You gain some fame! You gain role experience! You have earned some notoriety.</pre><br />
<br />
#{{boldmono|PUSH GANGPLANK}}<br />
#{{boldmono|GO GANGPLANK}}<br />
#{{boldmono|LISTEN}} while on the enemy ship to see how many of the enemy are left.<br />
#{{boldmono|SEARCH}} the treasure pile after you've defeated the boss.<br />
#{{boldmono|RAZE}} to destroy the ship.<br />
<br />
====Ship Flag Settings====<br />
You can now use {{boldmono|SHIP FLAG}} on your ship. If you're not the captain, this only displays which flag the captain is flying. This flag is for mechanical use only. The command has a 15 minute cooldown per use. You are at "Neutral" by default.<br />
<br />
* White Flag lowers your encounter rate to 20% chance. White flag provides 5 minute encounter immunity after sinking an enemy ship. This also decreases creature spawn rate.<br />
* No Flag keeps your encounter rate at 30% chance. No Flag provides 4 minute encounter immunity after sinking an enemy ship.<br />
* Black flag raises your encounter rate to 40% chance. Black Flag provides 3 minute encounter immunity after sinking an enemy ship. This also increases creature spawn rate.<br />
<br />
====Restocking and Fixing Your Ship====<br />
<br />
Below deck in the cargo hold, you can find wood and cannon balls. It is a good idea to restock your wood and cannon balls to full prior to starting your journey. Your ship will have a half-supply of wood planks and cannon balls when retrieved from storage. The wood is used to {{boldmono|FIX}} rooms that have taken damage from cannon fire. {{boldmono|ASSESS}} from any room on your ship to get a readout of damage in that room. Boatswains (veteran rank and above) and Captains (master rank) can get a readout of all damage to each room of the ship. Your ship's health is a formula of the hull strength by a multiplier. As it takes damage, it detracts from a total health pool. Repair any damage received before taking too much and sinking.<br />
<br />
You can store things in the cargo bin on the ship; this is the only place that is safe from the janitor.<br />
<br />
#{{boldmono|ASSESS}} while used on your ship will give you a readout of any damage in that specific room.<br />
#{{boldmono|GET WOOD PLANK}} from your Cargo Hold then move to where your ship took damage to repair it.<br />
#{{boldmono|FIX}}<br />
<br />
If you have a supply crate, you can {{boldmono|PUT CRATE ON WOOD}} or {{boldmono|PUT CRATE ON BALLS}} to restock them. You can {{boldmono|LOOK WOOD}} or {{boldmono|LOOK BALLS}} to check supplies.<br />
<br />
====Interacting with the Ocean====<br />
<br />
If you are thrown from the ship, you can climb back up onto the ship you fell off of even if the anchor is up.<br />
<br />
*{{boldmono|LOOK OCEAN}} will let you glance out from your ships deck to see where you are on the Tenebrous Cauldron. You can use {{boldmono|PEER}} in directions to glance ahead. The crow's nest will allow you to peer a little farther. <br />
*{{boldmono|WATCH OCEAN}} will let you keep an up to date glance at the ocean room as your ship sails. This information will go to the familiar window.<br />
*{{boldmono|JUMP}} can be used on the main deck of the ship to jump into the ocean. You'll want to drop your anchor before doing this!<br />
*{{boldmono|CONSIDER}} will let you check the status of the weather on the ocean.<br />
*{{boldmono|PEER}} will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out.<br />
<br />
====Quick Command List====<br />
<br />
* PUSH/PULL GANGPLANK to extend or draw in the gangplank.<br />
* RAISE/LOWER SAIL to adjust speed.<br />
* TURN WHEEL any cardinal or ordinal direction for normal travel.<br />
* TURN WHEEL PORT to steer the ship at a port in the same room as your ship.<br />
* TURN WHEEL SHIP to start a boarding action when an enemy ship is present.<br />
* PUSH/KICK CAPSTAN to raise and lower anchor.<br />
* LOAD CANNON while holding a cannon ball to load your cannons.<br />
* FIRE CANNON to fire a cannon at an enemy ship when engaged.<br />
* LOOK <OBJECT> has some information for some of the objects on your ship if you get confused.<br />
* FIX damage in appropriate rooms.<br />
* LOOK MAP for a general readout of where you are.<br />
* DEPART to set sail once your gangplank is retracted and anchor is up.<br />
* ASSESS to determine the condition of the room you are in and health.<br />
* LOOK OCEAN to take a quick look at the sea your ship is in.<br />
* WATCH OCEAN to keep a continuous eye on the ocean. This will display in your familiar window.<br />
* CONSIDER will let you check the status of the weather on the ocean.<br />
* PEER will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out.<br />
* JUMP can be used from the main deck where the gangplank resides to dive into the water. From there you can climb back onto the ship.<br />
* RAZE is used on the enemy ship when all enemies are gone.<br />
* LISTEN is used on the enemy ship to get an idea of how many units are left.<br />
<br />
==Future Releases==<br />
<br />
More is planned to be released to this system via a phased approach. Visit the #open-sea-adventures channel on the Official Discord for more information.<br />
<br />
==Common Questions and Answers==<br />
<br />
'''What happens when I log out of the game while I'm on the ocean on my ship?'''<br/><br />
When you log back in, you will be at Kraken's Fall and you will have a fine for your ship being left out at sea.<br />
<br />
'''Can I travel by ship to other towns?'''<br/><br />
Not yet. This is intended, but piers need to be built in the other port towns first.<br />
<br />
'''Is [[fishing]] available?'''<br />
Not yet. It's in QC.<br />
<br />
==Credits==<br />
<br />
{|{{prettytable}} width="50%"<br />
|-<br />
!bgcolor="#fafeff" colspan=3|Project Lead, Concept, Design: Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Kraken's Fall Lead: Thandiwe'''<br />
|-<br />
|rowspan=12|Buildings<br />
|Elysani<br />
|The Intoxicating Flora, Mystigoggles Magicorium<br />
|-<br />
|Kynlee<br />
|The Bait 'N Weight Shack, Fishing Pier<br />
|-<br />
|Naionna<br />
|Bejewled Booty, The Naked Fauna, Rising Pint, The Soup Bone<br />
|-<br />
|Netz<br />
|Rock Lobster<br />
|-<br />
|Sindin<br />
|Brewmaster's Tap, Sea Hag's Roost, Storm Petrel's Wing, The Threadbare Admiral<br />
|-<br />
|Thandiwe<br />
|Academy of the Bos'n, All Hands, Boarding House, Chip n' Dwight's, Fighting the Helm, Grub, Gruel, and Grog, Guard Tower, Inking Den, Irosah's Armaments, Knife's Edge, Kraken's Fall Jailhouse, The Last Frontier, Lean To, Maritime Defenses, Molskroen Hall, Sailor's Solace, Sunfist Outpost, Swabbing Starts, Weather Station, Yardarm's Skirt<br />
|-<br />
|Tivvy<br />
|Vexillology Visions<br />
|-<br />
|Quilic<br />
|Adventurer's Guild, Bank, Bushybrow's Collectibles, Unburied Treasures<br />
|-<br />
|Valyrka<br />
|Lighthouse<br />
|-<br />
|Vanah<br />
|Leaf and Bean<br />
|-<br />
|Xayle<br />
|Captain's Cup, Kelpie Beds, The Melting Pot, Sailcloth Findings<br />
|-<br />
|Xeraphina<br />
|Bowsprit's Maiden, Cartwright, Citizenship Office, Forges of the Kraken, The Peaceful Porpoise<br />
|-<br />
|rowspan=2|Paint<br />
|Flannihan<br />
|Kraken's Fall Hunting Grounds<br />
|-<br />
|Thandiwe<br />
|Kraken's Fall, Pier, Main Gate, Logging colony<br />
|-<br />
|NPCs<br />
|<br />
|Thandiwe, Netz, Naionna, Xeraphina, Retser, Modrian, Kynlee<br />
|-<br />
|Messaging<br />
|<br />
|Netz<br />
|-<br />
|Creatures<br />
|<br />
|Kynlee, Thandiwe, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Ocean Lead: Retser'''<br />
|-<br />
|Paint<br />
|<br />
|Valyrka, Naionna<br />
|-<br />
|Messaging<br />
|<br />
|Valyrka, Naionna, Netz<br />
|-<br />
|Shape and mapping<br />
|<br />
|Grackner, Sook, Thandiwe, Naos, Retser<br />
|-<br />
|Ocean systems<br />
|<br />
|Naos, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Standard Systems Lead: Retser'''<br />
|-<br />
|Coding<br />
|<br />
|Modrian, Kynlee, Thandiwe, Naos, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''OSA Systems Lead: Retser'''<br />
|-<br />
|Ship Paint<br />
|<br />
|Elidi<br />
|-<br />
|Ship Food<br />
|<br />
|Mariath<br />
|-<br />
|Ship Cosmetics<br />
|<br />
|Elidi, Retser<br />
|-<br />
|Ship Cosmetic Systems<br />
|<br />
|Retser<br />
|-<br />
|Ship Building<br />
|<br />
|Retser<br />
|-<br />
|NPCs<br />
|<br />
|Retser<br />
|-<br />
|Combat<br />
|<br />
|Retser<br />
|-<br />
|Creatures<br />
|<br />
|Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''QC Team'''<br />
|-<br />
|<br />
|<br />
|Flannihan, Mariath, Xayle, Valyrka, Isten, Tivvy, Vanah, Sleken, Modrian, Itzel, Kynlee, Naos, Retser, Kveta<br />
|-<br />
|}<br />
<br />
==See Also==<br />
<br />
* [[/saved posts|Saved posts]]<br />
<br />
[[Category:Open Sea Adventures]][[Category:Under Development]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Open_Sea_Adventures&diff=138105Open Sea Adventures2020-10-04T06:44:12Z<p>MASTERDTWIN: /* Ship Roles */ Expanded table to reflect Rank Bonuses and clarified tasks</p>
<hr />
<div>{{TOCright}}'''Open Sea Adventures''' is a new expansion to the game that was released in [[Prime]] on September 3, 2020. Set sail on the [[Great Western Sea]] and launch into a brand new adventure on the [[Tenebrous Cauldron]] and [[Great Western Sea]] - complete with dynamic weather messaging and a multitude of rooms. Get started by visiting port town [[Kraken's Fall]] to purchase one of 6 ships: sloop, brigantine, carrack, frigate, galleon, or man o’ war. Gather your friends and set sail, braving the perils of the vast seas, as you work to raise your reputation and notoriety. Fight Krolvin Pirates, Ethereal Pirates, and the Dreaded Dark Pirates with your life and your crew's life on the line. Will you set sail in a perilous circle, or journey from Darkstone Bay to Kraken’s Fall? Will you cast your lines and take your friends out and avoid all enemy ships? Will you attempt to be the most notorious Captain or Swashbuckler?<br />
<br />
==System Overview==<br />
<br />
* Explore the newly-accessible ocean and experience dynamic weather messaging.<br />
* Buy your own ship and travel in style.<br />
* Gain reputation to access better ships and cosmetic upgrades.<br />
* Gain notoriety and unlock special [[title system|titles]] - both temporary and permanent.<br />
* Test your mettle in ship versus ship combat. Fire your cannons, repair your ship, or flee from your enemies!<br />
* All new ship boarding. Fight waves of enemies aboard your ship as you attempt to come out victorious. Defeat them all, take their treasure, and raze their ship!<br />
* Lost at sea? Lose your crew and your morale? There is a new rescue system to help you get back to port should you face total defeat on the high seas.<br />
<br />
===The Ocean===<br />
<br />
The ocean is massive in scale and connects a lot of towns (see map below). While the towns were not connected at launch, it is intended that they will eventually be connected and you will be able to travel from town to town via your own ship.<br />
<br />
<gallery widths=300px heights=180px><br />
Image:ElanthiaOcean.png|thumb|300px||left|Oceans<br />
</gallery><br />
<br />
===Reputation, Notoriety===<br />
<br />
Reputation and notoriety are gained with Kraken's Fall by hunting down pirates or performing tasks at the [[Sea Hag's Roost]] such as culling pirates, hunting captains, or sinking ships. ''Reputation'' unlocks more cosmetic options and the ability to purchase the larger ships (but does not result in a price reduction). ''Notoriety'' tracks your total infamy on the seas with "all time" notoriety ({{boldmono|OSA INFO}}) and a 30-day notoriety tracking leadboard which is mostly for bragging rights but also unlocks possible [[title]]s. Your total pirate kills are also tracked with more tracking planned for future release phases.<br />
<br />
Titles: {{addmetext}}<br />
<br />
===Death and Total Failure===<br />
<br />
Should you experience the unique [[Death%27s_Sting#Hunting_Ground_Specific_Death_Messaging|death messaging]] by [[death|dying]] on the sea or falling overboard - where you will eventually drown, you will be lucky enough to either be rescued by good sailors or by greedy pirate. What happens next depends on which group finds you and returns you to Kraken's Fall. Pirates will ransom your freedom while the town will charge you for the rescue services provided. The death/rescue event takes 4.2 minutes. If your ship is sunk, you must repair it. All fees must be paid on a ship before you can launch it again.<br />
<br />
===New Verbs===<br />
<br />
* {{boldmono|[[OSA (verb)|OSA]]}} displays information related to the system as well as fines, roles, current task, and other help.<br />
* {{boldmono|[[SHIP (verb)|SHIP]]}} displays customizations and upgrades of owned ship, allows you to scuttle your ship to end your jouney, and provides information on the systems, processes, and commands related to managing and using your ship.<br />
* {{boldmono|[[REPUTATION (verb)|REPUTATION]]}} displays information on your reputation with the town of Kraken's Fall as well as with [[Reim]].<br />
<br />
==Ships==<br />
<br />
To buy a ship, you need to visit [[Chip n' Dwight's]] on Deadeye's Road in Kraken's Fall. When first starting on your career as a captain, you will only have access to the sloop. To earn access to the larger ships, you will need to earn reputation with the town of Kraken's Fall. You can do so by performing tasks or hunting down pirate ships out on our beloved ocean, the [[Tenebrous Cauldron]], or on the [[Great Western Sea]]. This may be done on other people's ships, not just your own. Ships are a one-time purchase and can never be re-sold or transferred. Increasing your reputation does not decrease the cost of the ships.<br />
<br />
{{OSA_Ships}}<br />
<br />
====Naming====<br />
<br />
Your ship will have a random name, assigned when you purchase it. This can be changed (re-randomized) for a fee by talking to the ship name registrar within the [[Inking Den]]'s Office of Petitions.<br />
<br />
===Ship Upgrading and Cosmetics===<br />
<br />
You can upgrade your ship by visiting one of the many merchants around Kraken's Fall. Each merchant has a specialty in a service they can provide. Functional upgrades offer mechanical gains to make your ship stronger. Cosmetic upgrades allow you to customize and personalize your ship's appearance to suit your character.<br />
<br />
====Functional Upgrades====<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
!Upgrade Item !!Location !!More Information<br />
|-<br />
|Sails ||[[Yardarm's Skirt]] on Deadeye's Road ||Upgrading your sails will make your ship sail faster.<br />
|-<br />
|Hull Strength ||[[Swabbing Starts]] on Siphon Street ||Upgrading your hull strength will make your ship able to withstand more damage.<br />
|-<br />
|Cannons||[[Maritime Defenses]] on South Arm Road ||Upgrading your cannons increases the total number of cannons on your ship.<br />
|-<br />
|Cargo Hold ||[[Lean To]] on Deadeye's Road ||Increases the hold's storage capacity of wood and cannon balls. Each level of upgrade also adds 20lbs to cargo bin capacity.<br />
|-<br />
|}<br />
<br />
====Cosmetic Upgrades====<br />
<br />
{| {{prettytable}}<br />
!Upgrade Item !!Shop Location !!Upgrade Type<br />
|-<br />
|Cannons ||[[Maritime Defenses]] on South Arm Road||article, material <br />
|-<br />
|Captain's Quarters ||[[Sailor's Solace]] on Siphon Street|| chair (material, type, long), table (color, material), bed (color, material, long), walls (material), style <br />
|-<br />
|Crew Quarters ||[[All Hands]] on South Arm Road||style <br />
|-<br />
|Figureheads ||[[Bowsprit's Maiden]] on Cranial Crawl||type, color, material <br />
|-<br />
|Flags ||[[Vexillology Visions]] on South Arm Road||color, material <br />
|-<br />
|Gangplank ||[[Swabbing Starts]] on Siphon Street||color, material <br />
|-<br />
|Hulls ||[[Swabbing Starts]] on Siphon Street||color, material <br />
|-<br />
|Mess Hall||[[Grub, Gruel, and Grog]] on South Arm Road||food (five types), furniture (color, material)<br />
|-<br />
|Sails ||[[Yardarm's Skirt]] on Deadeye's Road||color, material <br />
|-<br />
|Wheels ||[[Fighting the Helm]] on Deadeye's Road||color, material <br />
|-<br />
|}<br />
<br />
===Ship Combat===<br />
<br />
While sailing, you have a random chance to be attacked by an enemy ship from these types: general/mixed (these have dark ships), ethereal (undead), or krolvin. The enemy ship is private and spawned specifically for you and your crew. Once engaged, you can follow the above outlined combat for general boarding. Once boarded, creatures spawn in waves for everyone on board at the level of those gathered. These match the level of those in each room, so separate if you need to. You can spread out onto both ships, but your ship can be hit by cannon fire or arrows while boarded. (This appears to do damage only to the characters while boarded, not the ship.)<br />
<br />
Ethereal (undead) pirates require blessed magic metal or, if using ranged, magical woods or magical metal arrowheads.<br />
<br />
{| {{prettytable}}<br />
!Enemy Ship Size !!Enemy Count<br />
|-<br />
|scope="row"|Sloop ||15-20<br />
|-<br />
|scope="row"|Brigantine ||30-40<br />
|-<br />
|scope="row"|Carrack ||35-45<br />
|-<br />
| scope="row"|Galleon ||50-60<br />
|-<br />
| scope="row"|Frigate ||60-80<br />
|-<br />
| scope="row"|Man O'War ||90-120<br />
|}<br />
<br />
If you manage to deplete the enemy ship of units, a boss (Ethereal Captain, Krolvin Captain, or Pirate Captain) will spawn that must be defeated. If you defeat the boss, you can {{boldmono|SEARCH}} the treasure pile on their ship for boxes. You may also want to take their supply crate to restock your own ship.<br />
<br />
<b>Salvage crates</b> can be gained from searching the treasure pile or, if you sink a ship without boarding, one may appear in the water. The salvage crate will be bound to you and your crew when picked up. These can be brought to the handler and turned in for a loot chest based on the tier of the salvage. The loot crates will have an assortment of items, including gems of varying rarities, Kraken's Fall bank notes of varying amounts, and a chance at an item. Upon handing off the salvage crate, the handler will award any crew members present in the same room with Notoriety and Reputation in addition to the rewards aforementioned. (You <b>must</b> be present in the same room.)<br />
<br />
If you want a task before going out, go to the Sea Hag's Roost, Tavern and {{boldmono|GET BOARD}}. Once you have a task, you can use {{boldmono|OSA TASK}} for details and help or to abandon it. To turn in the task, return to the Sea Hag and {{boldmono|TURN BOARD}}.<br />
<br />
===Ship Repairing & Fees===<br />
<br />
As you sail your ship, it may incur damage that must be repaired. To repair your ship after it is destroyed or damaged, you will need to visit the boatswain. You can find him at the [[Academy of the Bos'n]] on Deadeye's Road. You may also find yourself with fines due to services provided by the town while out on the open sea or trapped in a back alley. You will need to pay these off at the local debt collector. Having debts in either form will prevent you from launching your ship again. Maximum ship fees for a scuttled or destroyed ship are listed in the Summary of Ship Statistics table.<br />
<br />
While in combat, you'll see messaging that a cannon ball hit your ship in different spots. It is imperative that you repair the damage done (see ship commands below) or your ship will sink.<br />
<br />
===Ship Roles===<br />
<br />
Ship roles will provide you with bonuses, beginning at the adept rank, as you level them up. You will need to declare your role before taking part in a journey. The bonuses can range from more damage when firing a cannon to faster interaction with navigation. To declare your role, you will need to visit the NPC in Kraken's Fall. You {{boldmono|ASK OFFICIAL ABOUT DECLARE <role>}} in exchange for 10,000 silver. He is located in the Town Hall, the [[Inking Den]], in the Office of Employment. Each role has some specialties that pertain to its title. You can look at the {{boldmono|OSA ROLE}} command to see your status.<br />
<br />
Role Experience can be earned performing the following tasks:<br />
* Steering the ship<br />
* Firing the cannons<br />
* Loading the cannons<br />
* Repairing the ship<br />
* Razing an enemy ship<br />
* Turning in salvaged crates<br />
* Turning in a completed task board<br />
<br />
The Role Ranks are Rookie, Novice, Adept, Veteran, Master. Each Role Rank earned provides a Role Bonus starting from the Novice rank (nothing is earned as a Rookie). The Role Bonuses earned at each rank stack with ones earned at the lower rank. Role Experience required increases each rank up to a maximum of 3000.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
| Ship Role || Role Rank || Role EXP || Role Bonus<br />
|-<br />
! rowspan=4 |Boatswain<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Captain<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Cannoneer<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Navigator<br />
| Novice || 100 || -<br />
|-<br />
| Adept || 500 || -<br />
|-<br />
| Veteran || 1500 || -<br />
|-<br />
| Master || 3000 || -<br />
|-<br />
! rowspan=4 |Swashbuckler<br />
| Novice || 100 || Provides a small bonus to avoid arrow volleys, cannon shrapnel, and cannon barrages.<br />
|-<br />
| Adept || 500 || Able to JUMP from the CROW'S NEST to one of the following locations: helm, bow, deck, port, dock and enemy ship when boarded<br />
|-<br />
| Veteran || 1500 || Provides a small bonus to damage with cannons<br />
|-<br />
| Master || 3000 || -<br />
<br />
|}<br />
<br />
===Ship & Sailing Basics===<br />
<br />
====Setting Sail====<br />
To launch your ship, you will need to find the dock handler outside the pier on Deadeye's Road. You can {{boldmono|RETRIEVE}}, {{boldmono|STORE}}, or {{boldmono|STOCK}} your ship here. Retrieving will find an empty spot along the pier and launch your ship for you to use. If you are taking a quick break between voyages, avoid the retrieval fee by leaving your ship at the pier. Just remember that all ships are stored after two hours docked or four hours stationary on the ocean for system efficiency. After you have successfully retrieved your ship, you can find it out on the pier. The handler will tell you which space on the pier your ship occupies. <br />
<br />
The absolute minimum the sloop is stocked with on retrieval is 25 of each material; the retrieval fee covers half of your supplies and the ability to launch your ship. If you want more, you can {{boldmono|STOCK}} your ship with {{boldmono|WOOD}} or {{boldmono|CANNON}} balls, and it will fill up your cargo supplies for your adventure. Cannon balls are 100 silvers each and wood is 100 silvers a plank. You can avoid this extra fee if you would like to immediately board an enemy ship and take over some of their supplies.<br />
<br />
Once you reach your ship, you can {{boldmono|GO SHIP}} (sloop, brigantine, etc.) to have the gangplank deployed. Once on your ship, you can either {{boldmono|PULL GANGPLANK}} or {{boldmono|PUSH GANGPLANK}} to deploy or retract it. It is best to familiarize yourself with the layout of your ship prior to {{boldmono|DEPART}}ing on your journey.<br />
<br />
#{{boldmono|RETRIEVE}}<br />
#{{boldmono|STOCK}}<br />
#{{boldmono|PUSH GANGPLANK}} deploys your gangplank and {{boldmono|PULL GANGPLANK}} retracts it. You cannot deploy your gangplank into the middle of the ocean. You can only deploy it at a port or when engaged with another ship and in boarding range.<br />
#{{boldmono|DEPART}} can be used when you are ready to start your voyage from a port.<br />
<br />
====Sailing and Steering Your Ship====<br />
<br />
Use the map located in the Captain's Quarters to gain your bearing based on the nautical map name. Each 50 room block has its own unique identifier and the [[#The Ocean|ocean map]] will give you an idea as to which block you're in. At this time, there is no bias in what type of enemy you get based upon where you are in the map, so sail freely!<br />
<br />
There is messaging when the ship moves that indicates the state of the sails of your ship. This messaging was added to help players identify if they forgot to handle their sails.<br />
<br />
{|{{prettytable}}<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
|+Sail Messaging on Movement<br />
|-<br />
|No Sails||The man o' war drifts slowly north, its sails fully raised.<br />
|-<br />
|Other Sails||The man o' war cuts through the ocean, heading north.<br />
|-<br />
|Full Sails||The man o' war cuts through the ocean, heading north at full speed.<br />
|-<br />
|}<br />
<br />
You have have {{boldmono|TURNed}} your wheel in a direction, you will no longer be able to turn it in that same direction again.<br />
<br />
<pre{{log2}}>turn wheel port<br />
You grab hold of the maple wheel and do your best to steer the ship toward the bustling port.<br />
<br />
turn wheel port<br />
The maple wheel is already turned that way!</pre><br />
<br />
#{{boldmono|PUSH CAPSTAN}} to raise the anchor. You can {{boldmono|KICK}} the capstan to deploy it again.<br />
#{{boldmono|LOWER SAIL}} to get more wind and {{boldmono|RAISE}} sails to get less. This will impact how fast you can sail. If you are sailing a larger ship you will need to manipulate all the sails.<br />
#{{boldmono|TURN WHEEL <DIRECTION>}} will allow you to steer your ship. After you steer your ship you will need to wait for the wind to carry it into the next area. {{boldmono|TURN WHEEL SHIP}} will start navigating for a boarding process. {{boldmono|TURN WHEEL PORT}} will sail you to safety if you're at a port.<br />
#{{boldmono|LOOK MAP}} in the Captain's Quarters will allow you to see where you are on the ocean.<br />
<br />
====Stormy Weather====<br />
<br />
{{boldmono|ASK HANDLER ABOUT WEATHER}} before going out to get an idea of which oceans to steer clear of or toward! Each area of the Tenebrous Cauldron and the Great Western Sea may have different weather, and the areas are listed below. Storms can have the following effects:<br />
<br />
#Crew members have a chance to experience some maneuvers if they're out on the deck during a storm.<br />
#The storm can cause your ship to misbehave, including steering your ship in a different direction and increasing the time it takes to reach a new area.<br />
#Enemy ships are more dangerous. You will face ships potentially out of your league and more difficult ships more often.<br />
<br />
The Tenebrous Cauldron has four areas: North Blue, South Blue, West Blue, East Blue.<br />
<br />
The Great Western Sea has ten areas: Obsidian Trench, Obsidian Sea, Sea of Lazuli, Solhaven Bay, South of Cobalt Depths, Darkstone Bay, Cobalt Depths, Kestrel Sea, South of Sea of Lazuli, South Kestral Sea.<br />
<br />
<pre{{log2}}>The dock handler says, "Based on recent weather reports, here is what the ocean is lookin' like as of right now."<br />
<br />
The Tenebrous Cauldron:<br />
North Blue: Light winds with partial clouds<br />
South Blue: Light winds with partial clouds<br />
West Blue: Heavy winds and rain with dark skies<br />
East Blue: Light winds with partial clouds<br />
<br />
The Great Western Sea<br />
Obsidian Trench: Heavy winds and rain with dark skies<br />
Obsidian Sea: Calm seas and blue skies<br />
Sea Of Lazuli: Light winds with partial clouds<br />
Solhaven Bay: Calm seas and blue skies<br />
South of Cobalt Depths: Calm seas and blue skies<br />
Darkstone Bay: Light winds with partial clouds<br />
Cobalt Depths: Light winds with partial clouds<br />
Kestral Sea: Heavy winds and rain with dark skies<br />
South of Sea of Lazuli: Light winds with partial clouds<br />
South Kestral Sea: Calm seas and blue skies</pre><br />
<br />
====Engaging in Battles====<br />
<br />
Cannon balls should be taken onto the deck of your ship to load the cannons. You can only {{boldmono|FIRE}} your cannon if you are engaged with an enemy.<br />
<br />
#{{boldmono|GET CANNON BALL}} from your cargo hold then move to your cannon and {{boldmono|LOAD}} it. You are limited to loading your cannons to the total number of cannons per side. Cannon balls are temporary and will self-destruct if not used.<br />
#{{boldmono|LOAD CANNON}}<br />
#{{boldmono|FIRE CANNON}} - you can only fire if you're engaged in PVE.<br />
<br />
====Boarding a Ship====<br />
<br />
Once you are within range of the enemy ship, you will be able to board. You will receive messaging about the ship being almost in boarding range and then receive this message:<br />
<br />
<pre{{log2}}>The sides of the <other ship> collide against your <ship>! Several ropes with claw-shaped hooks on the end find purchase into the railing of your <ship>. Battle cries sound off as those on the <other ship> prepare to board!</pre><br />
<br />
There are ambush traps possible. The number of ambushes that can occur depend on size of your ship and are randomized between 1 and the maximum number possible. You will not receive an ambush trap when leaving a room.<br />
<br />
{|{{prettytable}}<br />
|+ Ambush Traps<br />
|-<br />
!Ship!!Max Possible<br />
|-<br />
|Sloop ||1<br />
|-<br />
|Brigantine ||2<br />
|-<br />
|Carrack ||3<br />
|-<br />
|Galleon ||4<br />
|-<br />
|Frigate ||4<br />
|-<br />
|Man o'war ||6<br />
|}<br />
<br />
See flag information below for more information on pirate spawn rate.<br />
<br />
Once you have razed the ship, you will no longer be able to empty the Captain's Quarters and you will get the following message:<br />
<br />
<pre{{log2}}>The battle-marred brigantine rapidly descends beneath the cold, dark waters. Your reputation with Kraken's Fall just got better. You gain some experience! You gain some fame! You gain role experience! You have earned some notoriety.</pre><br />
<br />
#{{boldmono|PUSH GANGPLANK}}<br />
#{{boldmono|GO GANGPLANK}}<br />
#{{boldmono|LISTEN}} while on the enemy ship to see how many of the enemy are left.<br />
#{{boldmono|SEARCH}} the treasure pile after you've defeated the boss.<br />
#{{boldmono|RAZE}} to destroy the ship.<br />
<br />
====Ship Flag Settings====<br />
You can now use {{boldmono|SHIP FLAG}} on your ship. If you're not the captain, this only displays which flag the captain is flying. This flag is for mechanical use only. The command has a 15 minute cooldown per use. You are at "Neutral" by default.<br />
<br />
* White Flag lowers your encounter rate to 20% chance. White flag provides 5 minute encounter immunity after sinking an enemy ship. This also decreases creature spawn rate.<br />
* No Flag keeps your encounter rate at 30% chance. No Flag provides 4 minute encounter immunity after sinking an enemy ship.<br />
* Black flag raises your encounter rate to 40% chance. Black Flag provides 3 minute encounter immunity after sinking an enemy ship. This also increases creature spawn rate.<br />
<br />
====Restocking and Fixing Your Ship====<br />
<br />
Below deck in the cargo hold, you can find wood and cannon balls. It is a good idea to restock your wood and cannon balls to full prior to starting your journey. Your ship will have a half-supply of wood planks and cannon balls when retrieved from storage. The wood is used to {{boldmono|FIX}} rooms that have taken damage from cannon fire. {{boldmono|ASSESS}} from any room on your ship to get a readout of damage in that room. Boatswains (veteran rank and above) and Captains (master rank) can get a readout of all damage to each room of the ship. Your ship's health is a formula of the hull strength by a multiplier. As it takes damage, it detracts from a total health pool. Repair any damage received before taking too much and sinking.<br />
<br />
You can store things in the cargo bin on the ship; this is the only place that is safe from the janitor.<br />
<br />
#{{boldmono|ASSESS}} while used on your ship will give you a readout of any damage in that specific room.<br />
#{{boldmono|GET WOOD PLANK}} from your Cargo Hold then move to where your ship took damage to repair it.<br />
#{{boldmono|FIX}}<br />
<br />
If you have a supply crate, you can {{boldmono|PUT CRATE ON WOOD}} or {{boldmono|PUT CRATE ON BALLS}} to restock them. You can {{boldmono|LOOK WOOD}} or {{boldmono|LOOK BALLS}} to check supplies.<br />
<br />
====Interacting with the Ocean====<br />
<br />
If you are thrown from the ship, you can climb back up onto the ship you fell off of even if the anchor is up.<br />
<br />
*{{boldmono|LOOK OCEAN}} will let you glance out from your ships deck to see where you are on the Tenebrous Cauldron. You can use {{boldmono|PEER}} in directions to glance ahead. The crow's nest will allow you to peer a little farther. <br />
*{{boldmono|WATCH OCEAN}} will let you keep an up to date glance at the ocean room as your ship sails. This information will go to the familiar window.<br />
*{{boldmono|JUMP}} can be used on the main deck of the ship to jump into the ocean. You'll want to drop your anchor before doing this!<br />
*{{boldmono|CONSIDER}} will let you check the status of the weather on the ocean.<br />
*{{boldmono|PEER}} will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out.<br />
<br />
====Quick Command List====<br />
<br />
* PUSH/PULL GANGPLANK to extend or draw in the gangplank.<br />
* RAISE/LOWER SAIL to adjust speed.<br />
* TURN WHEEL any cardinal or ordinal direction for normal travel.<br />
* TURN WHEEL PORT to steer the ship at a port in the same room as your ship.<br />
* TURN WHEEL SHIP to start a boarding action when an enemy ship is present.<br />
* PUSH/KICK CAPSTAN to raise and lower anchor.<br />
* LOAD CANNON while holding a cannon ball to load your cannons.<br />
* FIRE CANNON to fire a cannon at an enemy ship when engaged.<br />
* LOOK <OBJECT> has some information for some of the objects on your ship if you get confused.<br />
* FIX damage in appropriate rooms.<br />
* LOOK MAP for a general readout of where you are.<br />
* DEPART to set sail once your gangplank is retracted and anchor is up.<br />
* ASSESS to determine the condition of the room you are in and health.<br />
* LOOK OCEAN to take a quick look at the sea your ship is in.<br />
* WATCH OCEAN to keep a continuous eye on the ocean. This will display in your familiar window.<br />
* CONSIDER will let you check the status of the weather on the ocean.<br />
* PEER will let you look at the ocean in the directions provided. If you are in the crow's nest you will be able to peer an extra room out.<br />
* JUMP can be used from the main deck where the gangplank resides to dive into the water. From there you can climb back onto the ship.<br />
* RAZE is used on the enemy ship when all enemies are gone.<br />
* LISTEN is used on the enemy ship to get an idea of how many units are left.<br />
<br />
==Future Releases==<br />
<br />
More is planned to be released to this system via a phased approach. Visit the #open-sea-adventures channel on the Official Discord for more information.<br />
<br />
==Common Questions and Answers==<br />
<br />
'''What happens when I log out of the game while I'm on the ocean on my ship?'''<br/><br />
When you log back in, you will be at Kraken's Fall and you will have a fine for your ship being left out at sea.<br />
<br />
'''Can I travel by ship to other towns?'''<br/><br />
Not yet. This is intended, but piers need to be built in the other port towns first.<br />
<br />
'''Is [[fishing]] available?'''<br />
Not yet. It's in QC.<br />
<br />
==Credits==<br />
<br />
{|{{prettytable}} width="50%"<br />
|-<br />
!bgcolor="#fafeff" colspan=3|Project Lead, Concept, Design: Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Kraken's Fall Lead: Thandiwe'''<br />
|-<br />
|rowspan=12|Buildings<br />
|Elysani<br />
|The Intoxicating Flora, Mystigoggles Magicorium<br />
|-<br />
|Kynlee<br />
|The Bait 'N Weight Shack, Fishing Pier<br />
|-<br />
|Naionna<br />
|Bejewled Booty, The Naked Fauna, Rising Pint, The Soup Bone<br />
|-<br />
|Netz<br />
|Rock Lobster<br />
|-<br />
|Sindin<br />
|Brewmaster's Tap, Sea Hag's Roost, Storm Petrel's Wing, The Threadbare Admiral<br />
|-<br />
|Thandiwe<br />
|Academy of the Bos'n, All Hands, Boarding House, Chip n' Dwight's, Fighting the Helm, Grub, Gruel, and Grog, Guard Tower, Inking Den, Irosah's Armaments, Knife's Edge, Kraken's Fall Jailhouse, The Last Frontier, Lean To, Maritime Defenses, Molskroen Hall, Sailor's Solace, Sunfist Outpost, Swabbing Starts, Weather Station, Yardarm's Skirt<br />
|-<br />
|Tivvy<br />
|Vexillology Visions<br />
|-<br />
|Quilic<br />
|Adventurer's Guild, Bank, Bushybrow's Collectibles, Unburied Treasures<br />
|-<br />
|Valyrka<br />
|Lighthouse<br />
|-<br />
|Vanah<br />
|Leaf and Bean<br />
|-<br />
|Xayle<br />
|Captain's Cup, Kelpie Beds, The Melting Pot, Sailcloth Findings<br />
|-<br />
|Xeraphina<br />
|Bowsprit's Maiden, Cartwright, Citizenship Office, Forges of the Kraken, The Peaceful Porpoise<br />
|-<br />
|rowspan=2|Paint<br />
|Flannihan<br />
|Kraken's Fall Hunting Grounds<br />
|-<br />
|Thandiwe<br />
|Kraken's Fall, Pier, Main Gate, Logging colony<br />
|-<br />
|NPCs<br />
|<br />
|Thandiwe, Netz, Naionna, Xeraphina, Retser, Modrian, Kynlee<br />
|-<br />
|Messaging<br />
|<br />
|Netz<br />
|-<br />
|Creatures<br />
|<br />
|Kynlee, Thandiwe, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Ocean Lead: Retser'''<br />
|-<br />
|Paint<br />
|<br />
|Valyrka, Naionna<br />
|-<br />
|Messaging<br />
|<br />
|Valyrka, Naionna, Netz<br />
|-<br />
|Shape and mapping<br />
|<br />
|Grackner, Sook, Thandiwe, Naos, Retser<br />
|-<br />
|Ocean systems<br />
|<br />
|Naos, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''Standard Systems Lead: Retser'''<br />
|-<br />
|Coding<br />
|<br />
|Modrian, Kynlee, Thandiwe, Naos, Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''OSA Systems Lead: Retser'''<br />
|-<br />
|Ship Paint<br />
|<br />
|Elidi<br />
|-<br />
|Ship Food<br />
|<br />
|Mariath<br />
|-<br />
|Ship Cosmetics<br />
|<br />
|Elidi, Retser<br />
|-<br />
|Ship Cosmetic Systems<br />
|<br />
|Retser<br />
|-<br />
|Ship Building<br />
|<br />
|Retser<br />
|-<br />
|NPCs<br />
|<br />
|Retser<br />
|-<br />
|Combat<br />
|<br />
|Retser<br />
|-<br />
|Creatures<br />
|<br />
|Retser<br />
|-<br />
|bgcolor="#fafeff" colspan=3|'''QC Team'''<br />
|-<br />
|<br />
|<br />
|Flannihan, Mariath, Xayle, Valyrka, Isten, Tivvy, Vanah, Sleken, Modrian, Itzel, Kynlee, Naos, Retser, Kveta<br />
|-<br />
|}<br />
<br />
==See Also==<br />
<br />
* [[/saved posts|Saved posts]]<br />
<br />
[[Category:Open Sea Adventures]][[Category:Under Development]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Template:OSA_Ships&diff=138104Template:OSA Ships2020-10-04T05:17:56Z<p>MASTERDTWIN: more corrected information</p>
<hr />
<div>{| {{prettytable}}<br />
|+Table of Ship Statistics<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
!Ship!!Cost (silv.)!!Repairs (silv.)!!Reputation !!Size !!Classification !!Characters!!Speed !!Min Cannons!!Max Cannons!!Cargo Bin Capacity!!Full Supplies!!Min Hull Str.!!Max Hull Str.<br />
|-<br />
|scope="row"|[[Sloop]] ||5 million ||25K||Neutral||Single mast || Light || 3 || 7 ||2 ||4 || 60lbs ||70 ||1|| 400<br />
|-<br />
|scope="row"|[[Brigantine]] ||25 million||50K ||Friendly||Double mast ||Medium || 5 || 5 ||4 |||| 80lbs ||60 ||2|| <br />
|-<br />
|scope="row"|[[Carrack]] ||50 million||75K ||Amiable||Triple mast ||Medium ||8 ||6 ||4 |||| 120lbs ||60 ||3|| <br />
|-<br />
| scope="row"|[[Galleon]] ||200 million||100K ||Exalted||Triple mast ||Heavy ||12 ||5 ||10 |||| 200lbs ||100 ||7|| <br />
|-<br />
| scope="row"|[[Frigate]] ||250 million||100K ||Exalted||Triple mast ||Heavy ||14 ||6 ||8 |||| 240lbs ||100 ||7|| 900<br />
|-<br />
| scope="row"|[[Man O' War]] ||400 million||150K ||Ally||Triple mast ||Heavy ||20 ||3 ||14 |||| 300lbs ||150 ||8 ||<br />
|}</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Template:OSA_Ships&diff=138103Template:OSA Ships2020-10-04T05:17:23Z<p>MASTERDTWIN: Updated with corrected information</p>
<hr />
<div>{| {{prettytable}}<br />
|+Table of Ship Statistics<br />
|- style="background:#00004C; vertical-align: top; font-size: larger; color:white;"<br />
!Ship!!Cost (silv.)!!Repairs (silv.)!!Reputation !!Size !!Classification !!Characters!!Speed !!Min Cannons!!Max Cannons!!Cargo Bin Capacity!!Full Supplies!!Min Hull Str.!!Max Hull Str.<br />
|-<br />
|scope="row"|[[Sloop]] ||5 million ||25K||Neutral||Single mast || Light || 3 || 7 ||2 ||4 || 60lbs ||40 ||1|| 400<br />
|-<br />
|scope="row"|[[Brigantine]] ||25 million||50K ||Friendly||Double mast ||Medium || 5 || 5 ||4 |||| 80lbs ||60 ||2|| <br />
|-<br />
|scope="row"|[[Carrack]] ||50 million||75K ||Amiable||Triple mast ||Medium ||8 ||6 ||4 |||| 120lbs ||60 ||3|| <br />
|-<br />
| scope="row"|[[Galleon]] ||200 million||100K ||Exalted||Triple mast ||Heavy ||12 ||5 ||10 |||| 200lbs ||100 ||7|| <br />
|-<br />
| scope="row"|[[Frigate]] ||250 million||100K ||Exalted||Triple mast ||Heavy ||14 ||6 ||8 |||| 240lbs ||100 ||7|| 900<br />
|-<br />
| scope="row"|[[Man O' War]] ||400 million||150K ||Ally||Triple mast ||Heavy ||20 ||3 ||14 |||| 300lbs ||150 ||8 ||<br />
|}</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=137820Enchant (925)2020-09-22T21:46:23Z<p>MASTERDTWIN: Updated EMC table to accommodate expected training changes and Ascension options</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete. <br />
<br />
You can now also see your [[Resource]] list which shows how much essence you've fully absorbed toward your 16000 weekly cap and how close you are to the 64000 Maximum Cap.<br />
<br />
<pre{{log2}}><br />
[Wizard]<br />
>resource <br />
Health: 100/100 Mana: 200/200 Stamina: 50/50 Spirit: 10/10<br />
Essence: 16000/16000 (Weekly) 16000/64000 (Total)<br />
</pre><br />
<br />
===Generation===<br />
<br />
====Gathering====<br />
<br />
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.<br />
<br />
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player's level.<br />
'''However, without 26 ranks in Elemental Mana Control, you will not be able to convert static essence into usable enchanting essence.'''<br />
<br />
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.<br />
<br />
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard's level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard's the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.<br />
<br />
As a wizard's static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.<br />
<br />
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.<br />
<br />
<pre{{log2}}>You feel a (AMOUNT) accumulation of static essence around you.</pre><br />
<br />
{| {{prettytable<includeonly>|1=font-size:95%;</includeonly>}}<br />
|-bgcolor=lightblue<br />
! Amount Description||% of Pool Accumulated<br />
|- <br />
| faint||1-9%<br />
|-<br />
| weak ||10-24%<br />
|-<br />
| growing ||25-49%<br />
|-<br />
| moderate ||50-74%<br />
|-<br />
| significant ||75-89%<br />
|-<br />
| strong ||90-94%<br />
|-<br />
| saturated ||95-100%<br />
|}<br />
<br />
====Converting====<br />
<br />
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.<br />
<br />
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.<br />
<br />
The wizard's Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)<br />
<br />
'''Bonus Static Essence Gained Per Mana Pulse'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21<br />
|-<br />
!align="right"|Elemental Mana Control Ranks||168||179||190||201||212||223||234||245||256||267||278||289||300||311||322||333||344||355||366||377||388||399<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||22||23||24||25||26||27||28||29||30||31||32||33||34||35||36||37||38||39||40||41||42||43<br />
|}<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9<br />
|}<br />
<br />
If the wizard is not on a natural mana node when they receive a mana pulse, they can only absorb a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.<br />
<br />
'''% of Essence Pulse Absorbed When Not on a Natural Mana Node'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250<br />
|-<br />
|align="right"|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85<br />
|}<br />
<br />
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.<br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. <br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||100<br />
|-<br />
| +2 to +3||200<br />
|-<br />
| +3 to +4||300<br />
|-<br />
| +4 to +5||400<br />
|-<br />
| +5 to +6||500<br />
|-<br />
| +6 to +7||600<br />
|-<br />
| +7 to +8||700<br />
|-<br />
| +8 to +9||800<br />
|-<br />
| +9 to +10||900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||1000<br />
|-<br />
| +11 to +12||1100<br />
|-<br />
| +12 to +13||1200<br />
|-<br />
| +13 to +14||1300<br />
|-<br />
| +14 to +15||1400<br />
|-<br />
| +15 to +16||1500<br />
|-<br />
| +16 to +17||1600<br />
|-<br />
| +17 to +18||1700<br />
|-<br />
| +18 to +19||1800<br />
|-<br />
| +19 to +20||1900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||2000<br />
|-<br />
| +21 to +22||2100<br />
|-<br />
| +22 to +23||2200<br />
|-<br />
| +23 to +24||2300<br />
|-<br />
| +24 to +25||2400<br />
|-<br />
| +25 to +26||4800<br />
|-<br />
| +26 to +27||7200<br />
|-<br />
| +27 to +28||9600<br />
|-<br />
| +28 to +29||12000<br />
|-<br />
| +29 to +30||14400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||16800<br />
|-<br />
| +31 to +32||19200<br />
|-<br />
| +32 to +33||21600<br />
|-<br />
| +33 to +34||24000<br />
|-<br />
| +34 to +35||26400<br />
|-<br />
| +35 to +36||28800<br />
|-<br />
| +36 to +37||31200<br />
|-<br />
| +37 to +38||33600<br />
|-<br />
| +38 to +39||36000<br />
|-<br />
| +39 to +40||38400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||40800<br />
|-<br />
| +41 to +42||43200<br />
|-<br />
| +42 to +43||45600<br />
|-<br />
| +43 to +44||48000<br />
|-<br />
| +44 to +45||50400<br />
|-<br />
| +45 to +46||52800<br />
|-<br />
| +46 to +47||55200<br />
|-<br />
| +47 to +48||57600<br />
|-<br />
| +48 to +49||60000<br />
|-<br />
| +49 to +50||62400<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 1x to 2x || 3500 || < 1<br />
|-<br />
| 2x to 3x || 6000 || < 1<br />
|-<br />
| 3x to 4x || 8500 || < 1<br />
|-<br />
| 4x to 5x || 11000 || < 1<br />
|-<br />
| 5x to 6x || 48000 || 3<br />
|-<br />
| 6x to 7x || 108000 || 6.75<br />
|-<br />
| 7x to 8x || 168000 || 10.5<br />
|-<br />
| 8x to 9x || 228000 || 14.25<br />
|-<br />
| 9x to 10x || 288000 || 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 0x to 2x || 4500 || < 1<br />
|-<br />
| 0x to 3x || 10500 || < 1<br />
|-<br />
| 0x to 4x || 19000 || 1.1875<br />
|-<br />
| 0x to 5x || 30000 || 1.875<br />
|-<br />
| 0x to 6x || 78000 || 4.875<br />
|-<br />
| 0x to 7x || 186000 || 11.625<br />
|-<br />
| 0x to 8x || 354000 || 22.125<br />
|-<br />
| 0x to 9x || 582000 || 36.375<br />
|-<br />
| 0x to 10x || 870000 || 54.375<br />
|}<br />
|}<br />
<br />
===Using Essence to Enchant===<br />
<br />
'''Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!'''<br />
<br />
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item. This is done via the various color ayan'eth potions now available at the various wizard guild shops. The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.<br />
<br />
Unlock potions must be used in order, starting with green. Green ayan'eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20. So, if enchanting a steel weapon, the green ayan'eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour. After that, a single pour of the blue ayan'eth potion will unlock its maximum enchant further to +25.<br />
<br />
The current maximum enchant unlock can be checked by a wizard via 405:<br />
<br />
<pre{{Log2|margin-right=35%}}>You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...<br />
><br />
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.<br />
Cast Roundtime 3 Seconds.</pre><br />
<br />
A wizard can cast also use 405 to determine the precise current enchant.<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-<br />
!Color intensity<br />
!Enchant value<br />
|-<br />
| faint<br />
| color value -4<br />
|-<br />
| muted<br />
| color value -3<br />
|-<br />
| hazy<br />
| color value -2<br />
|-<br />
| soft<br />
| color value -1<br />
|-<br />
| vibrant<br />
| full color value<br />
|}<br />
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15. Once it reaches +16, the item then has a faint green aura.<br />
<br />
There is no tempering time associated with maximum enchant potential unlocks. As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it. The maximum unlock is permanent and never fades. The item can be used in combat at any point during new style enchanting process. The item cannot be "locked" as with old style enchants, and it cannot be destroyed in a catastrophic failure. The item is not associated with any individual wizard's project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.<br />
<br />
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item. Each enchant channel increases the item's enchant by +1. Each channel enchant also reduces the wizard's available essence by that individual step amount, referenced in the above essence charts. If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an astoundingly good attempt!||100+ ([[Open roll]])<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
!Positive Factors<br />
!Negative Factors<br />
|-<br />
|[[Wizard Base]] ranks<br />
|Existing enchant bonus<br />
|-<br />
|[[Level]] of enchanter<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Magic Item Use]] ranks<br />
|[[Material]] of the item<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
|[[Resistance]]s (Penalty = sum of all resist/2)<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
|Holy<br />
|-<br />
|[[Magical workshop|Public workshop]]<br />
|[[WPS|Weighting, Padding, and/or Sighting]] (Penalty = CER*CER)<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
|Health or Spirit Loss, Injuries<br />
|-<br />
|<br />
|[[Flares]], [[TD bonus]], AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD)<br />
|-<br />
|<br />
|[[Enhancive item]], [[Fusion]], Scripted item<br />
|}<br />
<br />
===Material Difficulty Chart===<br />
{{#section:Material|material chart}}<br />
{{clear}}<br />
{{top}}<br />
<br />
===Script Difficulty Chart===<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
! Script !! Penalty (based on unlock tier/slots) || Owner<br />
|-<br />
|Blink Flares || -200 || Estild<br />
|-<br />
|Briar Flares || -70/-100/-200 || Estild<br />
|-<br />
|Energy Staff || -350 || Retser<br />
|-<br />
|Fusion || 25/75/140/225/325/450 || Unknown<br />
|-<br />
|Greater Elemental Flares|| -150 || Unknown<br />
|-<br />
|Sigil Staff || -270 || Estild<br />
|-<br />
|Sprite Weapon || -350 || Retser<br />
|-<br />
|Stalwart Resilience || -200 || Estild<br />
|-<br />
|Twin weapons || -65/135/200 || Retser<br />
|-<br />
|Voln Armor || -70/140/200/200 || Unknown<br />
|-<br />
|}<br />
<br />
===Weighting/Padding Difficulty===<br />
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)]<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-Temper Potions==<br />
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to [[Channel]]ing the Enchant spell.<br />
<br />
===Flaring Items===<br />
{{main|Pre-tempering potions}}<br />
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.<br />
<br />
===Enhancive and Holy Items===<br />
{{main|Pre-tempering potions}}<br />
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required is the [[urven'eth potion]].<br />
<br />
[[Permabless]]ed items can similarly be further enchanted, with a difficulty modifier, through the use of the [[urven'eth potion]].<br />
<br />
Special Note: Unlike ayveneh and eoveneh potions, urven'eth potions are not restricted to 35 and lower enchants.<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn experience, and potentially large amounts of [[silver]]. <br />
<br />
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.<br />
<br />
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Ethereal weapon]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
*[[Realm_flare|Realm flares]]<br />
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Coraesine|Coraesine Weapons]]<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Nebular Weapon]]s<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|unlock potions1}}<br />
{{#section:Enchanting potions|unlock potions2}}<br />
{{#section:Enchanting potions|unlock potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
*[[User:ZHEPHEN|Zhephen's Enchant (925) Research Notes]]<br />
{{top}}<br />
{{wizard}}</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Script_Bigshot&diff=137805Lich:Script Bigshot2020-09-21T13:51:43Z<p>MASTERDTWIN: /* UAC Options */</p>
<hr />
<div>When it comes to Lich scripts, Bigshot takes the cake. Bigshot can fully automate hunting to a point where you do not even have to be at your computer. Take care, though, as /afk scripting on any server but Shattered is in violation of game policy and can have some nasty consequences.<br />
<br />
==Changelog==<br />
*[[Script Bigshot Changelog]]<br />
<br />
==What Does Bigshot Do?==<br />
<br />
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.<br />
<br />
==How Do I Get It?==<br />
<br />
Grab it from the Repository: ;repository download Bigshot<br />
<br />
Once it is done, ;trust Bigshot.<br />
<br />
==How Do I Make it GO!?==<br />
<br />
It is a bit complicated. As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:<br />
* General - General configuration for non-hunting options.<br />
* Resting - Set up your resting routine and location.<br />
* Hunting Map - Create a hunting map by adding BOUNDARIES and a starting room.<br />
* Hunting - Specify what you are hunting and how.<br />
* Attacking - Create a customized attack routine designed to murder your foes.<br />
* UAC Options - Options for a uac routine<br />
* MSTRIKE Options - Options for using MSTRIKE<br />
* Should_hunt? - Set conditions for Bigshot to know when to start hunting.<br />
* Should_rest? - Set conditions for when you want Bigshot to stop hunting and rest.<br />
* Ammo/Wands - Let Bigshot know where you keep your arrows and wands.<br />
<br />
We will take a closer look at each of these individually further on.<br />
<br />
There is also several other commands you can do for more functionality.<br />
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.<br />
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.<br />
* ;bigshot display - Shows all your current settings.<br />
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won't targets something it should.<br />
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.<br />
* ;bigshot profile save <name here> - Saves a profile in YAML format in your LICHFOLDER\scripts\bigshot_profiles folder.<br />
* ;bigshot profile load <name here> - Loads a profile from your LICHFOLDER\scripts\bigshot_profiles folder.<br />
<br />
==The General Tab==<br />
On this tab, you will see four check boxes. They are:<br />
* Engage deadman's switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.<br />
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.<br />
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.<br />
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)<br />
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)<br />
<br />
==The Resting Tab==<br />
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.<br />
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Narost / Go2. For example, 228 is Town Square Central in Wenhimer's Landing - a supernode!<br />
* pre-rest commands: - These commands run before entering REST mode. An example routine is: 'shea, wear shield, sit, stance offensive, rest'. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb. Casters able to should use the MEDITATE verb.<br />
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: 'sloot sell, waggle, useherbs pack'. This will use Sloot to sell according to the options set with Sloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, useherbs will check your PACK and use herbs stored there to heal whatever wounds you have.<br />
* Fog Option: - Uses [[Spirit Guide (130)]] or Voln [[Symbol of Return]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails.<br />
<br />
==The Hunting Map Tab==<br />
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot's configuration files and not in a character cache as with ;Wander. Luckily, some very enterprising gnomes have put together a List of Hunting Areas and Boundaries, taking some of the legwork out of the deal.<br />
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.<br />
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! <br />
<br />
<PRE>X-X-B - A - 0 - 0 - 0<br />
| |<br />
X-X-X</PRE><br />
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your '''Should_rest?''' conditions are met.<br />
<br />
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds<br />
<br />
==The Hunting Tab==<br />
The bread and butter of Bigshot, Hunting is where you define what monsters you are hunting and what non-attack abilities you want to use.<br />
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, 'a large ogre' can be targetted with just 'ogre'. Using longer descriptors can be troublesome, and you should copy a monster's name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: 'manticore, thrak' will kill manticores and thraks.<br />
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.<br />
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive ->-> Defensive.<br />
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt's Starting Room. As an example: 'gird, stance defensive'. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.<br />
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.<br />
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering '506' will keep the spell Haste up during Hunts, casting whenever it has worn off.<br />
* loot script - Bigshot will call a loot script to loot your kills for you. Sloot and Sloot2 are common scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.<br />
* wracking spirit >= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the 'Use sign of wracking/sigil of power' box checked.<br />
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking<br />
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don't match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.<br />
<br />
===Hunting Target Examples===<br />
All of the examples below will work for both the 'valid targets' and 'quickhunt targets' entries.<br />
* A hunting option only using the default command (a) for each creature in an area:<br />
<pre>crazed zombie, niirsha, sacristan spirit</pre><br />
* A hunting option using custom hunt commands depending on the creature. In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:<br />
<pre>crazed zombie(a), niirsha(b), sacristan spirit(a)</pre><br />
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:<br />
<pre>(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</pre><br />
* Some additional advanced options for identifying valid targets:<br />
<pre><br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)<br />
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)<br />
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|<br />
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)</pre><br />
<br />
==The Attacking Tab==<br />
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.<br />
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.<br />
* flee if enemy count is > - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.<br />
* ...but don't count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.<br />
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).<br />
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game.<br />
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.<br />
* Spam attacks - This check box will force Bigshot to execute attack commands at an extremely high speed, cutting down on lag times. If you want to squeeze in the maximum number of swings or casts during an enemy's round-time, make sure this is checked.<br />
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.<br />
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can't bless your weapon while hunting will return you to your rest area and quit the script.<br />
<br />
==Commands Tab==<br />
The true guts of Bigshot, this is where you specify your Attack Routine. <br />
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:<br />
** kill - Attacks using the KILL verb.<br />
** incant <spell number> - Casts the specified spell with the INCANT verb. A caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.<br />
** channel <spell number> - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.<br />
** <Spell Number> - Casts the specified spell with the PREPARE and CAST verbs.<br />
** wand - As in, 'wand target'. Gets a wand from the specified storage and WAVES it at the target.<br />
** fire - As in, 'fire target'. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.<br />
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the x variable is used, Bigshot will continue using the specified attack command until the target is dead. Example: '903 target (xx)' will continue to cast 903 at the target until it is dead. Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. '920 target (m50)' will only cast 920 (Implosion) if you have 50 or more mana. Similarly, 'cman feint target (s10)' will only execute the combat maneuver Feint on the target if you have 10 or more stamina<br />
** aim <location> - Aims at the specified location.<br />
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, "Ambush head" would aim at the head, overwriting any settings or defaults for that attack.<br />
** wait <time> - Bigshot may Stance Dance by using the WAIT command. Bigshot will stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.<br />
** mstrike - As in, 'mstrike target'. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, "mstrike punch".<br />
** berserk - Executes the BERSERK verb and stands by until it fades.<br />
** throw - Empties hands, Attempts throw, get the stuff you emptied.<br />
** weed/kweed - Casts 610 at target. Using "kweed" as your command will cast 610 from offensive stance.<br />
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage "unarmed (punch|jab|kick|grapple)".<br />
** smite - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on target until successful.<br />
** script <script name> - Executes a specified custom attack script.<br />
** hide - Continue hiding until you're actually hidden. Or it's tired of trying.<br />
** sleep - As in, 'sleep 10'. Pause bigshot. Useful with fried hunting commands such as: '410, sleep 15' will E-wave then wait 15 seconds and e-wave again if there are valid targets.<br />
** stance - As in, 'stance defense'. Change stances.<br />
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).<br />
** force <cmd> until <endroll> - As in, 'force 1002 until 101'. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.<br />
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.<br />
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.<br />
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.<br />
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.<br />
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.<br />
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.<br />
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.<br />
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.<br />
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.<br />
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.<br />
* quick hunting commands - Commands executed specifically when using ;bigshot quick.<br />
<br />
===Command Checks===<br />
Additional checks you can add to any command to customize the attack to your desired scenario.<br />
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)<br />
<p>Each of these also has an inverse or opposite.<br />
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)<br />
*s# - Checks that you have the required stamina<br />
*m# - Checks that you have the required mana<br />
*h# - Checks that you have the required health but based on a percentage instead of fixed number<br />
*v# - Checks that you have the required spirit<br />
*e# - Checks that your encumbrance percentage is at or below<br />
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.<br />
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified.<br />
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.<br />
*undead - Checks to see if target is undead. Performed command if target is undead.<br />
*flying - Checks to see if target is flying. Performed command if target is flying.<br />
*hidden - Checks to see if your currently hidden.<br />
*poison - Checks to see if your currently poisoned.<br />
*disease - Checks to see if your currently diseased.<br />
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead<br />
*pcs - Checks to see if there are any PCS in room that are also not in your group<br />
*outside - Checks to see if the room you are in is outside<br />
<br />
===Additional Options===<br />
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn't currently up or has less than 3 seconds left on its timer.<br />
<PRE>wait 10, haste kill target (x3)</PRE><br />
<br />
===Example Attack Routines===<br />
<PRE>wait 10, kill target (x3)</PRE><br />
<br />
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.<br />
<br />
<PRE>wait 15, incant 505, 903 target (xx)</PRE><br />
<br />
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead.<br />
<br />
<PRE>stance defensive and 1615 target, kill target (xx)</PRE><br />
<br />
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead.<br />
<br />
<PRE>force cman feint target until 101, kill target x2</PRE><br />
<br />
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.<br />
<br />
<PRE>stance defensive and hide, ambush target left leg</PRE><br />
<br />
Hides from Defensive stance and then ambushes that the target's left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).<br />
<br />
<PRE>720 target (m50), incant 708 target, channel 702 target (xx)</PRE><br />
<br />
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target until it is dead.<br />
<br />
<PRE>prep 708, cast at target left leg / prep 708 channel at target left leg</PRE><br />
<br />
Prepares 708 (Limb Disruption) and CASTs it at the target's left leg. The second prepares the same spell and then CHANNELs it at the target's left leg.<br />
<br />
<PRE>wait 30, unarmed punch</PRE><br />
<br />
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.<br />
<br />
==UAC Options==<br />
The various options for configuring how UAC works:<br />
* '''Tier 3 Attack'''<br />
** The attack used when you have reached excellent in the UAC tier<br />
** Options are jab, punch, grapple, or kick<br />
* '''Aim at location (head, etc)'''<br />
** Used for aimed UAC Combat, which requires ambush training to be effective<br />
** Leave blank when you don't want to aim.<br />
* '''MSTRIKE when creatures equal or greater'''<br />
** Determines how many creatures must be present before using MSTRIKE<br />
* '''Use Voln SMITE?'''<br />
** Will perform a Voln SMITE on [[Non-corporeal]] undead<br />
<br />
===UAC Setup===<br />
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.<br />
#UAC tab: Input your '''Tier 3 Attack''' (jab, punch, grapple, or kick)<br />
#Commands tab: Input your '''hunting commands(a)''' option as '''unarmed jab'''<br />
<br />
Important notes to keep in mind on how UAC works in Bigshot:<br />
* The hunting option '''unarmed jab''' can be replaced by any UAC attack type (e.g. '''unarmed punch''')<br />
* UAC follow up strikes will be selected over the base or tier 3 attack<br />
* Tier 3 attacks will be used only when positioning is excellent<br />
<br />
There is almost no reason to ever use anything other than '''unarmed jab'' as the hunting command, and either '''grapple''' or '''kick''' as the Tier 3 attack.<br />
<br />
===UAC with combo.lic===<br />
Many people It is important to note that while the combo.lic script is what many people use for unarmed combat, it requires additional setup within combo to work with Bigshot.<br />
To make Bigshot work with the combo.lic script:<br />
<br />
#Hunting tab: enter '''script combo'''<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Set ''';combo tierup grapple''' (could substitute jab, punch, or kick, rather than grapple)<br />
#Refer to ''';combo help''' if you have trouble with step 3<br />
<br />
==MSTRIKE Options==<br />
MSTRIKE attack now has options for when it should be used.<br />
* '''MSTRIKE during cooldown stamina requirement'''<br />
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown<br />
** Be careful when setting this too low as it can pop your muscles<br />
** Leave blank for it to use your max stamina.<br />
* '''QUICKSTRIKE stamina requirement'''<br />
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.<br />
* '''Unfocused MSTRIKE when creatures equal or greater'''<br />
** Number of creatures in room before you do an unfocused mstrike. Default is 2.<br />
* '''MSTRIKE during cooldown'''<br />
**Toggle for MSTRIKEing during its cooldown period<br />
* '''Use QUICKSTRIKE for MSTRIKE'''<br />
** Toggle for using QUICKSTRIKE when you MSTRIKE<br />
<br />
==The Should_hunt? Tab==<br />
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.<br />
* '''when percent mind <='''<br />
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.<br />
* '''and percent mana>='''<br />
** Determines the percent total of your maximum mana that must be present before hunting<br />
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.<br />
* '''and CHECKspirit >='''<br />
** Bigshot will check to see that your current Spirit value is higher than what is listed here.<br />
** Make sure that you have this set high enough that Bigshot won't hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.<br />
<br />
==The Should_rest? Tab==<br />
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.<br />
* '''when percent mind >='''<br />
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.<br />
* '''and used lte boosts >='''<br />
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold<br />
* '''and extra kills >='''<br />
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used<br />
* '''or percentmana <='''<br />
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.<br />
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.<br />
* '''or percentencumbrance >='''<br />
** Forces Bigshot to rest when you have reached a given level of encumbrance.<br />
* '''or wounded eval'''<br />
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can't cast, too many scars etc.<br />
<br />
The following is a wounded evaluation that will rest whenever you have any level II wounds.<br />
<br />
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || percenthealth <= 70</PRE><br />
<br />
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):<br />
<br />
<PRE>bleeding? || percenthealth <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max > 0 && [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max > 0)</PRE><br />
<br />
==The Ammo/Wands Tab==<br />
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.<br />
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.<br />
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you <br />
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.<br />
* dead wand container: - ...And then will deposit the used up wands in this container.<br />
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: "aquamarine wand, bloodwood wand, etc"<br />
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.<br />
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.<br />
<br />
==Ingame Screenshot==<br />
<gallery perrow="4"><br />
File:bigshot-1.PNG|General<br />
File:bigshot-2.PNG|Resting<br />
File:bigshot-3.PNG|Hunting Map<br />
File:bigshot-4.PNG|Hunting<br />
File:bigshot-5.PNG|Attacking<br />
File:bigshot-6.PNG|Should_hunt?<br />
File:bigshot-7.PNG|Should_rest?<br />
File:bigshot-8.PNG|Ammo/Wands<br />
</gallery><br />
<br />
==Reference==<br />
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Script_Bigshot&diff=137804Lich:Script Bigshot2020-09-21T13:34:39Z<p>MASTERDTWIN: /* MSTRIKE Options */ Updated formatting to match other settings</p>
<hr />
<div>When it comes to Lich scripts, Bigshot takes the cake. Bigshot can fully automate hunting to a point where you do not even have to be at your computer. Take care, though, as /afk scripting on any server but Shattered is in violation of game policy and can have some nasty consequences.<br />
<br />
==Changelog==<br />
*[[Script Bigshot Changelog]]<br />
<br />
==What Does Bigshot Do?==<br />
<br />
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.<br />
<br />
==How Do I Get It?==<br />
<br />
Grab it from the Repository: ;repository download Bigshot<br />
<br />
Once it is done, ;trust Bigshot.<br />
<br />
==How Do I Make it GO!?==<br />
<br />
It is a bit complicated. As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:<br />
* General - General configuration for non-hunting options.<br />
* Resting - Set up your resting routine and location.<br />
* Hunting Map - Create a hunting map by adding BOUNDARIES and a starting room.<br />
* Hunting - Specify what you are hunting and how.<br />
* Attacking - Create a customized attack routine designed to murder your foes.<br />
* UAC Options - Options for a uac routine<br />
* MSTRIKE Options - Options for using MSTRIKE<br />
* Should_hunt? - Set conditions for Bigshot to know when to start hunting.<br />
* Should_rest? - Set conditions for when you want Bigshot to stop hunting and rest.<br />
* Ammo/Wands - Let Bigshot know where you keep your arrows and wands.<br />
<br />
We will take a closer look at each of these individually further on.<br />
<br />
There is also several other commands you can do for more functionality.<br />
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.<br />
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.<br />
* ;bigshot display - Shows all your current settings.<br />
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won't targets something it should.<br />
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.<br />
* ;bigshot profile save <name here> - Saves a profile in YAML format in your LICHFOLDER\scripts\bigshot_profiles folder.<br />
* ;bigshot profile load <name here> - Loads a profile from your LICHFOLDER\scripts\bigshot_profiles folder.<br />
<br />
==The General Tab==<br />
On this tab, you will see four check boxes. They are:<br />
* Engage deadman's switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.<br />
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.<br />
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.<br />
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)<br />
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)<br />
<br />
==The Resting Tab==<br />
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.<br />
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Narost / Go2. For example, 228 is Town Square Central in Wenhimer's Landing - a supernode!<br />
* pre-rest commands: - These commands run before entering REST mode. An example routine is: 'shea, wear shield, sit, stance offensive, rest'. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb. Casters able to should use the MEDITATE verb.<br />
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: 'sloot sell, waggle, useherbs pack'. This will use Sloot to sell according to the options set with Sloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, useherbs will check your PACK and use herbs stored there to heal whatever wounds you have.<br />
* Fog Option: - Uses [[Spirit Guide (130)]] or Voln [[Symbol of Return]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails.<br />
<br />
==The Hunting Map Tab==<br />
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot's configuration files and not in a character cache as with ;Wander. Luckily, some very enterprising gnomes have put together a List of Hunting Areas and Boundaries, taking some of the legwork out of the deal.<br />
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.<br />
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! <br />
<br />
<PRE>X-X-B - A - 0 - 0 - 0<br />
| |<br />
X-X-X</PRE><br />
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your '''Should_rest?''' conditions are met.<br />
<br />
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds<br />
<br />
==The Hunting Tab==<br />
The bread and butter of Bigshot, Hunting is where you define what monsters you are hunting and what non-attack abilities you want to use.<br />
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, 'a large ogre' can be targetted with just 'ogre'. Using longer descriptors can be troublesome, and you should copy a monster's name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: 'manticore, thrak' will kill manticores and thraks.<br />
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.<br />
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive ->-> Defensive.<br />
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt's Starting Room. As an example: 'gird, stance defensive'. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.<br />
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.<br />
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering '506' will keep the spell Haste up during Hunts, casting whenever it has worn off.<br />
* loot script - Bigshot will call a loot script to loot your kills for you. Sloot and Sloot2 are common scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.<br />
* wracking spirit >= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the 'Use sign of wracking/sigil of power' box checked.<br />
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking<br />
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don't match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.<br />
<br />
===Hunting Target Examples===<br />
All of the examples below will work for both the 'valid targets' and 'quickhunt targets' entries.<br />
* A hunting option only using the default command (a) for each creature in an area:<br />
<pre>crazed zombie, niirsha, sacristan spirit</pre><br />
* A hunting option using custom hunt commands depending on the creature. In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:<br />
<pre>crazed zombie(a), niirsha(b), sacristan spirit(a)</pre><br />
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:<br />
<pre>(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</pre><br />
* Some additional advanced options for identifying valid targets:<br />
<pre><br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)<br />
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)<br />
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|<br />
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)</pre><br />
<br />
==The Attacking Tab==<br />
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.<br />
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.<br />
* flee if enemy count is > - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.<br />
* ...but don't count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.<br />
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).<br />
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game.<br />
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.<br />
* Spam attacks - This check box will force Bigshot to execute attack commands at an extremely high speed, cutting down on lag times. If you want to squeeze in the maximum number of swings or casts during an enemy's round-time, make sure this is checked.<br />
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.<br />
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can't bless your weapon while hunting will return you to your rest area and quit the script.<br />
<br />
==Commands Tab==<br />
The true guts of Bigshot, this is where you specify your Attack Routine. <br />
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:<br />
** kill - Attacks using the KILL verb.<br />
** incant <spell number> - Casts the specified spell with the INCANT verb. A caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.<br />
** channel <spell number> - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.<br />
** <Spell Number> - Casts the specified spell with the PREPARE and CAST verbs.<br />
** wand - As in, 'wand target'. Gets a wand from the specified storage and WAVES it at the target.<br />
** fire - As in, 'fire target'. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.<br />
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the x variable is used, Bigshot will continue using the specified attack command until the target is dead. Example: '903 target (xx)' will continue to cast 903 at the target until it is dead. Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. '920 target (m50)' will only cast 920 (Implosion) if you have 50 or more mana. Similarly, 'cman feint target (s10)' will only execute the combat maneuver Feint on the target if you have 10 or more stamina<br />
** aim <location> - Aims at the specified location.<br />
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, "Ambush head" would aim at the head, overwriting any settings or defaults for that attack.<br />
** wait <time> - Bigshot may Stance Dance by using the WAIT command. Bigshot will stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.<br />
** mstrike - As in, 'mstrike target'. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, "mstrike punch".<br />
** berserk - Executes the BERSERK verb and stands by until it fades.<br />
** throw - Empties hands, Attempts throw, get the stuff you emptied.<br />
** weed/kweed - Casts 610 at target. Using "kweed" as your command will cast 610 from offensive stance.<br />
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage "unarmed (punch|jab|kick|grapple)".<br />
** smite - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on target until successful.<br />
** script <script name> - Executes a specified custom attack script.<br />
** hide - Continue hiding until you're actually hidden. Or it's tired of trying.<br />
** sleep - As in, 'sleep 10'. Pause bigshot. Useful with fried hunting commands such as: '410, sleep 15' will E-wave then wait 15 seconds and e-wave again if there are valid targets.<br />
** stance - As in, 'stance defense'. Change stances.<br />
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).<br />
** force <cmd> until <endroll> - As in, 'force 1002 until 101'. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.<br />
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.<br />
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.<br />
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.<br />
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.<br />
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.<br />
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.<br />
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.<br />
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.<br />
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.<br />
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.<br />
* quick hunting commands - Commands executed specifically when using ;bigshot quick.<br />
<br />
===Command Checks===<br />
Additional checks you can add to any command to customize the attack to your desired scenario.<br />
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)<br />
<p>Each of these also has an inverse or opposite.<br />
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)<br />
*s# - Checks that you have the required stamina<br />
*m# - Checks that you have the required mana<br />
*h# - Checks that you have the required health but based on a percentage instead of fixed number<br />
*v# - Checks that you have the required spirit<br />
*e# - Checks that your encumbrance percentage is at or below<br />
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.<br />
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified.<br />
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.<br />
*undead - Checks to see if target is undead. Performed command if target is undead.<br />
*flying - Checks to see if target is flying. Performed command if target is flying.<br />
*hidden - Checks to see if your currently hidden.<br />
*poison - Checks to see if your currently poisoned.<br />
*disease - Checks to see if your currently diseased.<br />
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead<br />
*pcs - Checks to see if there are any PCS in room that are also not in your group<br />
*outside - Checks to see if the room you are in is outside<br />
<br />
===Additional Options===<br />
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn't currently up or has less than 3 seconds left on its timer.<br />
<PRE>wait 10, haste kill target (x3)</PRE><br />
<br />
===Example Attack Routines===<br />
<PRE>wait 10, kill target (x3)</PRE><br />
<br />
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.<br />
<br />
<PRE>wait 15, incant 505, 903 target (xx)</PRE><br />
<br />
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead.<br />
<br />
<PRE>stance defensive and 1615 target, kill target (xx)</PRE><br />
<br />
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead.<br />
<br />
<PRE>force cman feint target until 101, kill target x2</PRE><br />
<br />
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.<br />
<br />
<PRE>stance defensive and hide, ambush target left leg</PRE><br />
<br />
Hides from Defensive stance and then ambushes that the target's left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).<br />
<br />
<PRE>720 target (m50), incant 708 target, channel 702 target (xx)</PRE><br />
<br />
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target until it is dead.<br />
<br />
<PRE>prep 708, cast at target left leg / prep 708 channel at target left leg</PRE><br />
<br />
Prepares 708 (Limb Disruption) and CASTs it at the target's left leg. The second prepares the same spell and then CHANNELs it at the target's left leg.<br />
<br />
<PRE>wait 30, unarmed punch</PRE><br />
<br />
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.<br />
<br />
==UAC Options==<br />
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Once Bigshot is basically set up, only two adjustments in Bigshot Setup are required to get Unarmed Combat working quickly:<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Commands tab: enter '''unarmed jab''' beside "hunting commands(a)"<br />
<br />
It is important to note that while the combo.lic script is what many people use for unarmed combat, it requires additional setup within combo to work with Bigshot.<br />
<br />
To make Bigshot work with the combo.lic script:<br />
<br />
#Hunting tab: enter '''script combo'''<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Set ''';combo tierup grapple''' (could substitute jab, punch, or kick, rather than grapple)<br />
#Refer to ''';combo help''' if you have trouble with step 3<br />
<br />
Various options on Bigshot's UAC tab, used when doing unarmed combat:<br />
* '''Tier 3 Attack''' - The attack used when you have reached excellent in the UAC tier<br />
* '''Aim at location (head, etc)''' - Used for aimed UAC Combat. Leave blank when you don't want to aim.<br />
* '''MSTRIKE when creatures equal or greater''' - Default is 1.<br />
* '''Use Voln SMITE?''' - Will perform a Voln SMITE on [[Non-corporeal]] undead when your UAC tier is excellent.<br />
<br />
==MSTRIKE Options==<br />
MSTRIKE attack now has options for when it should be used.<br />
* '''MSTRIKE during cooldown stamina requirement'''<br />
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown<br />
** Be careful when setting this too low as it can pop your muscles<br />
** Leave blank for it to use your max stamina.<br />
* '''QUICKSTRIKE stamina requirement'''<br />
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.<br />
* '''Unfocused MSTRIKE when creatures equal or greater'''<br />
** Number of creatures in room before you do an unfocused mstrike. Default is 2.<br />
* '''MSTRIKE during cooldown'''<br />
**Toggle for MSTRIKEing during its cooldown period<br />
* '''Use QUICKSTRIKE for MSTRIKE'''<br />
** Toggle for using QUICKSTRIKE when you MSTRIKE<br />
<br />
==The Should_hunt? Tab==<br />
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.<br />
* '''when percent mind <='''<br />
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.<br />
* '''and percent mana>='''<br />
** Determines the percent total of your maximum mana that must be present before hunting<br />
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.<br />
* '''and CHECKspirit >='''<br />
** Bigshot will check to see that your current Spirit value is higher than what is listed here.<br />
** Make sure that you have this set high enough that Bigshot won't hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.<br />
<br />
==The Should_rest? Tab==<br />
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.<br />
* '''when percent mind >='''<br />
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.<br />
* '''and used lte boosts >='''<br />
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold<br />
* '''and extra kills >='''<br />
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used<br />
* '''or percentmana <='''<br />
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.<br />
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.<br />
* '''or percentencumbrance >='''<br />
** Forces Bigshot to rest when you have reached a given level of encumbrance.<br />
* '''or wounded eval'''<br />
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can't cast, too many scars etc.<br />
<br />
The following is a wounded evaluation that will rest whenever you have any level II wounds.<br />
<br />
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || percenthealth <= 70</PRE><br />
<br />
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):<br />
<br />
<PRE>bleeding? || percenthealth <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max > 0 && [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max > 0)</PRE><br />
<br />
==The Ammo/Wands Tab==<br />
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.<br />
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.<br />
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you <br />
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.<br />
* dead wand container: - ...And then will deposit the used up wands in this container.<br />
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: "aquamarine wand, bloodwood wand, etc"<br />
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.<br />
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.<br />
<br />
==Ingame Screenshot==<br />
<gallery perrow="4"><br />
File:bigshot-1.PNG|General<br />
File:bigshot-2.PNG|Resting<br />
File:bigshot-3.PNG|Hunting Map<br />
File:bigshot-4.PNG|Hunting<br />
File:bigshot-5.PNG|Attacking<br />
File:bigshot-6.PNG|Should_hunt?<br />
File:bigshot-7.PNG|Should_rest?<br />
File:bigshot-8.PNG|Ammo/Wands<br />
</gallery><br />
<br />
==Reference==<br />
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Script_Bigshot&diff=137803Lich:Script Bigshot2020-09-21T13:31:30Z<p>MASTERDTWIN: /* The Should_rest? Tab */ emboldening</p>
<hr />
<div>When it comes to Lich scripts, Bigshot takes the cake. Bigshot can fully automate hunting to a point where you do not even have to be at your computer. Take care, though, as /afk scripting on any server but Shattered is in violation of game policy and can have some nasty consequences.<br />
<br />
==Changelog==<br />
*[[Script Bigshot Changelog]]<br />
<br />
==What Does Bigshot Do?==<br />
<br />
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.<br />
<br />
==How Do I Get It?==<br />
<br />
Grab it from the Repository: ;repository download Bigshot<br />
<br />
Once it is done, ;trust Bigshot.<br />
<br />
==How Do I Make it GO!?==<br />
<br />
It is a bit complicated. As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:<br />
* General - General configuration for non-hunting options.<br />
* Resting - Set up your resting routine and location.<br />
* Hunting Map - Create a hunting map by adding BOUNDARIES and a starting room.<br />
* Hunting - Specify what you are hunting and how.<br />
* Attacking - Create a customized attack routine designed to murder your foes.<br />
* UAC Options - Options for a uac routine<br />
* MSTRIKE Options - Options for using MSTRIKE<br />
* Should_hunt? - Set conditions for Bigshot to know when to start hunting.<br />
* Should_rest? - Set conditions for when you want Bigshot to stop hunting and rest.<br />
* Ammo/Wands - Let Bigshot know where you keep your arrows and wands.<br />
<br />
We will take a closer look at each of these individually further on.<br />
<br />
There is also several other commands you can do for more functionality.<br />
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.<br />
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.<br />
* ;bigshot display - Shows all your current settings.<br />
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won't targets something it should.<br />
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.<br />
* ;bigshot profile save <name here> - Saves a profile in YAML format in your LICHFOLDER\scripts\bigshot_profiles folder.<br />
* ;bigshot profile load <name here> - Loads a profile from your LICHFOLDER\scripts\bigshot_profiles folder.<br />
<br />
==The General Tab==<br />
On this tab, you will see four check boxes. They are:<br />
* Engage deadman's switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.<br />
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.<br />
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.<br />
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)<br />
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)<br />
<br />
==The Resting Tab==<br />
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.<br />
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Narost / Go2. For example, 228 is Town Square Central in Wenhimer's Landing - a supernode!<br />
* pre-rest commands: - These commands run before entering REST mode. An example routine is: 'shea, wear shield, sit, stance offensive, rest'. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb. Casters able to should use the MEDITATE verb.<br />
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: 'sloot sell, waggle, useherbs pack'. This will use Sloot to sell according to the options set with Sloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, useherbs will check your PACK and use herbs stored there to heal whatever wounds you have.<br />
* Fog Option: - Uses [[Spirit Guide (130)]] or Voln [[Symbol of Return]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails.<br />
<br />
==The Hunting Map Tab==<br />
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot's configuration files and not in a character cache as with ;Wander. Luckily, some very enterprising gnomes have put together a List of Hunting Areas and Boundaries, taking some of the legwork out of the deal.<br />
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.<br />
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! <br />
<br />
<PRE>X-X-B - A - 0 - 0 - 0<br />
| |<br />
X-X-X</PRE><br />
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your '''Should_rest?''' conditions are met.<br />
<br />
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds<br />
<br />
==The Hunting Tab==<br />
The bread and butter of Bigshot, Hunting is where you define what monsters you are hunting and what non-attack abilities you want to use.<br />
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, 'a large ogre' can be targetted with just 'ogre'. Using longer descriptors can be troublesome, and you should copy a monster's name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: 'manticore, thrak' will kill manticores and thraks.<br />
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.<br />
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive ->-> Defensive.<br />
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt's Starting Room. As an example: 'gird, stance defensive'. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.<br />
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.<br />
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering '506' will keep the spell Haste up during Hunts, casting whenever it has worn off.<br />
* loot script - Bigshot will call a loot script to loot your kills for you. Sloot and Sloot2 are common scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.<br />
* wracking spirit >= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the 'Use sign of wracking/sigil of power' box checked.<br />
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking<br />
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don't match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.<br />
<br />
===Hunting Target Examples===<br />
All of the examples below will work for both the 'valid targets' and 'quickhunt targets' entries.<br />
* A hunting option only using the default command (a) for each creature in an area:<br />
<pre>crazed zombie, niirsha, sacristan spirit</pre><br />
* A hunting option using custom hunt commands depending on the creature. In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:<br />
<pre>crazed zombie(a), niirsha(b), sacristan spirit(a)</pre><br />
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:<br />
<pre>(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</pre><br />
* Some additional advanced options for identifying valid targets:<br />
<pre><br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)<br />
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)<br />
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|<br />
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)</pre><br />
<br />
==The Attacking Tab==<br />
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.<br />
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.<br />
* flee if enemy count is > - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.<br />
* ...but don't count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.<br />
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).<br />
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game.<br />
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.<br />
* Spam attacks - This check box will force Bigshot to execute attack commands at an extremely high speed, cutting down on lag times. If you want to squeeze in the maximum number of swings or casts during an enemy's round-time, make sure this is checked.<br />
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.<br />
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can't bless your weapon while hunting will return you to your rest area and quit the script.<br />
<br />
==Commands Tab==<br />
The true guts of Bigshot, this is where you specify your Attack Routine. <br />
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:<br />
** kill - Attacks using the KILL verb.<br />
** incant <spell number> - Casts the specified spell with the INCANT verb. A caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.<br />
** channel <spell number> - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.<br />
** <Spell Number> - Casts the specified spell with the PREPARE and CAST verbs.<br />
** wand - As in, 'wand target'. Gets a wand from the specified storage and WAVES it at the target.<br />
** fire - As in, 'fire target'. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.<br />
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the x variable is used, Bigshot will continue using the specified attack command until the target is dead. Example: '903 target (xx)' will continue to cast 903 at the target until it is dead. Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. '920 target (m50)' will only cast 920 (Implosion) if you have 50 or more mana. Similarly, 'cman feint target (s10)' will only execute the combat maneuver Feint on the target if you have 10 or more stamina<br />
** aim <location> - Aims at the specified location.<br />
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, "Ambush head" would aim at the head, overwriting any settings or defaults for that attack.<br />
** wait <time> - Bigshot may Stance Dance by using the WAIT command. Bigshot will stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.<br />
** mstrike - As in, 'mstrike target'. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, "mstrike punch".<br />
** berserk - Executes the BERSERK verb and stands by until it fades.<br />
** throw - Empties hands, Attempts throw, get the stuff you emptied.<br />
** weed/kweed - Casts 610 at target. Using "kweed" as your command will cast 610 from offensive stance.<br />
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage "unarmed (punch|jab|kick|grapple)".<br />
** smite - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on target until successful.<br />
** script <script name> - Executes a specified custom attack script.<br />
** hide - Continue hiding until you're actually hidden. Or it's tired of trying.<br />
** sleep - As in, 'sleep 10'. Pause bigshot. Useful with fried hunting commands such as: '410, sleep 15' will E-wave then wait 15 seconds and e-wave again if there are valid targets.<br />
** stance - As in, 'stance defense'. Change stances.<br />
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).<br />
** force <cmd> until <endroll> - As in, 'force 1002 until 101'. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.<br />
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.<br />
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.<br />
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.<br />
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.<br />
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.<br />
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.<br />
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.<br />
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.<br />
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.<br />
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.<br />
* quick hunting commands - Commands executed specifically when using ;bigshot quick.<br />
<br />
===Command Checks===<br />
Additional checks you can add to any command to customize the attack to your desired scenario.<br />
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)<br />
<p>Each of these also has an inverse or opposite.<br />
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)<br />
*s# - Checks that you have the required stamina<br />
*m# - Checks that you have the required mana<br />
*h# - Checks that you have the required health but based on a percentage instead of fixed number<br />
*v# - Checks that you have the required spirit<br />
*e# - Checks that your encumbrance percentage is at or below<br />
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.<br />
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified.<br />
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.<br />
*undead - Checks to see if target is undead. Performed command if target is undead.<br />
*flying - Checks to see if target is flying. Performed command if target is flying.<br />
*hidden - Checks to see if your currently hidden.<br />
*poison - Checks to see if your currently poisoned.<br />
*disease - Checks to see if your currently diseased.<br />
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead<br />
*pcs - Checks to see if there are any PCS in room that are also not in your group<br />
*outside - Checks to see if the room you are in is outside<br />
<br />
===Additional Options===<br />
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn't currently up or has less than 3 seconds left on its timer.<br />
<PRE>wait 10, haste kill target (x3)</PRE><br />
<br />
===Example Attack Routines===<br />
<PRE>wait 10, kill target (x3)</PRE><br />
<br />
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.<br />
<br />
<PRE>wait 15, incant 505, 903 target (xx)</PRE><br />
<br />
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead.<br />
<br />
<PRE>stance defensive and 1615 target, kill target (xx)</PRE><br />
<br />
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead.<br />
<br />
<PRE>force cman feint target until 101, kill target x2</PRE><br />
<br />
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.<br />
<br />
<PRE>stance defensive and hide, ambush target left leg</PRE><br />
<br />
Hides from Defensive stance and then ambushes that the target's left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).<br />
<br />
<PRE>720 target (m50), incant 708 target, channel 702 target (xx)</PRE><br />
<br />
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target until it is dead.<br />
<br />
<PRE>prep 708, cast at target left leg / prep 708 channel at target left leg</PRE><br />
<br />
Prepares 708 (Limb Disruption) and CASTs it at the target's left leg. The second prepares the same spell and then CHANNELs it at the target's left leg.<br />
<br />
<PRE>wait 30, unarmed punch</PRE><br />
<br />
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.<br />
<br />
==UAC Options==<br />
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Once Bigshot is basically set up, only two adjustments in Bigshot Setup are required to get Unarmed Combat working quickly:<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Commands tab: enter '''unarmed jab''' beside "hunting commands(a)"<br />
<br />
It is important to note that while the combo.lic script is what many people use for unarmed combat, it requires additional setup within combo to work with Bigshot.<br />
<br />
To make Bigshot work with the combo.lic script:<br />
<br />
#Hunting tab: enter '''script combo'''<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Set ''';combo tierup grapple''' (could substitute jab, punch, or kick, rather than grapple)<br />
#Refer to ''';combo help''' if you have trouble with step 3<br />
<br />
Various options on Bigshot's UAC tab, used when doing unarmed combat:<br />
* '''Tier 3 Attack''' - The attack used when you have reached excellent in the UAC tier<br />
* '''Aim at location (head, etc)''' - Used for aimed UAC Combat. Leave blank when you don't want to aim.<br />
* '''MSTRIKE when creatures equal or greater''' - Default is 1.<br />
* '''Use Voln SMITE?''' - Will perform a Voln SMITE on [[Non-corporeal]] undead when your UAC tier is excellent.<br />
<br />
==MSTRIKE Options==<br />
MSTRIKE attack now has options for when it should be used.<br />
* MSTRIKE during cooldown stamina requirement - Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown. Careful when setting too low as it can pop your muscles. Leave blank for it to use your max stamina.<br />
* QUICKSTRIKE stamina requirement - Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.<br />
* Unfocused MSTRIKE when creatures equal or greater - Number of creatures in room before you do an unfocused mstrike. Default is 2.<br />
* MSTRIKE during cooldown - Toggle for MSTRIKEing during its cooldown period<br />
* Use QUICKSTRIKE for MSTRIKE - Toggle for using QUICKSTRIKE when you MSTRIKE<br />
<br />
==The Should_hunt? Tab==<br />
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.<br />
* '''when percent mind <='''<br />
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.<br />
* '''and percent mana>='''<br />
** Determines the percent total of your maximum mana that must be present before hunting<br />
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.<br />
* '''and CHECKspirit >='''<br />
** Bigshot will check to see that your current Spirit value is higher than what is listed here.<br />
** Make sure that you have this set high enough that Bigshot won't hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.<br />
<br />
==The Should_rest? Tab==<br />
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.<br />
* '''when percent mind >='''<br />
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.<br />
* '''and used lte boosts >='''<br />
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold<br />
* '''and extra kills >='''<br />
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used<br />
* '''or percentmana <='''<br />
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.<br />
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.<br />
* '''or percentencumbrance >='''<br />
** Forces Bigshot to rest when you have reached a given level of encumbrance.<br />
* '''or wounded eval'''<br />
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can't cast, too many scars etc.<br />
<br />
The following is a wounded evaluation that will rest whenever you have any level II wounds.<br />
<br />
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || percenthealth <= 70</PRE><br />
<br />
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):<br />
<br />
<PRE>bleeding? || percenthealth <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max > 0 && [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max > 0)</PRE><br />
<br />
==The Ammo/Wands Tab==<br />
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.<br />
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.<br />
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you <br />
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.<br />
* dead wand container: - ...And then will deposit the used up wands in this container.<br />
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: "aquamarine wand, bloodwood wand, etc"<br />
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.<br />
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.<br />
<br />
==Ingame Screenshot==<br />
<gallery perrow="4"><br />
File:bigshot-1.PNG|General<br />
File:bigshot-2.PNG|Resting<br />
File:bigshot-3.PNG|Hunting Map<br />
File:bigshot-4.PNG|Hunting<br />
File:bigshot-5.PNG|Attacking<br />
File:bigshot-6.PNG|Should_hunt?<br />
File:bigshot-7.PNG|Should_rest?<br />
File:bigshot-8.PNG|Ammo/Wands<br />
</gallery><br />
<br />
==Reference==<br />
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Script_Bigshot&diff=137802Lich:Script Bigshot2020-09-21T13:30:52Z<p>MASTERDTWIN: /* The Should_hunt? Tab */ emboldening</p>
<hr />
<div>When it comes to Lich scripts, Bigshot takes the cake. Bigshot can fully automate hunting to a point where you do not even have to be at your computer. Take care, though, as /afk scripting on any server but Shattered is in violation of game policy and can have some nasty consequences.<br />
<br />
==Changelog==<br />
*[[Script Bigshot Changelog]]<br />
<br />
==What Does Bigshot Do?==<br />
<br />
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.<br />
<br />
==How Do I Get It?==<br />
<br />
Grab it from the Repository: ;repository download Bigshot<br />
<br />
Once it is done, ;trust Bigshot.<br />
<br />
==How Do I Make it GO!?==<br />
<br />
It is a bit complicated. As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:<br />
* General - General configuration for non-hunting options.<br />
* Resting - Set up your resting routine and location.<br />
* Hunting Map - Create a hunting map by adding BOUNDARIES and a starting room.<br />
* Hunting - Specify what you are hunting and how.<br />
* Attacking - Create a customized attack routine designed to murder your foes.<br />
* UAC Options - Options for a uac routine<br />
* MSTRIKE Options - Options for using MSTRIKE<br />
* Should_hunt? - Set conditions for Bigshot to know when to start hunting.<br />
* Should_rest? - Set conditions for when you want Bigshot to stop hunting and rest.<br />
* Ammo/Wands - Let Bigshot know where you keep your arrows and wands.<br />
<br />
We will take a closer look at each of these individually further on.<br />
<br />
There is also several other commands you can do for more functionality.<br />
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.<br />
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.<br />
* ;bigshot display - Shows all your current settings.<br />
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won't targets something it should.<br />
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.<br />
* ;bigshot profile save <name here> - Saves a profile in YAML format in your LICHFOLDER\scripts\bigshot_profiles folder.<br />
* ;bigshot profile load <name here> - Loads a profile from your LICHFOLDER\scripts\bigshot_profiles folder.<br />
<br />
==The General Tab==<br />
On this tab, you will see four check boxes. They are:<br />
* Engage deadman's switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.<br />
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.<br />
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.<br />
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)<br />
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)<br />
<br />
==The Resting Tab==<br />
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.<br />
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Narost / Go2. For example, 228 is Town Square Central in Wenhimer's Landing - a supernode!<br />
* pre-rest commands: - These commands run before entering REST mode. An example routine is: 'shea, wear shield, sit, stance offensive, rest'. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb. Casters able to should use the MEDITATE verb.<br />
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: 'sloot sell, waggle, useherbs pack'. This will use Sloot to sell according to the options set with Sloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, useherbs will check your PACK and use herbs stored there to heal whatever wounds you have.<br />
* Fog Option: - Uses [[Spirit Guide (130)]] or Voln [[Symbol of Return]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails.<br />
<br />
==The Hunting Map Tab==<br />
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot's configuration files and not in a character cache as with ;Wander. Luckily, some very enterprising gnomes have put together a List of Hunting Areas and Boundaries, taking some of the legwork out of the deal.<br />
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.<br />
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! <br />
<br />
<PRE>X-X-B - A - 0 - 0 - 0<br />
| |<br />
X-X-X</PRE><br />
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your '''Should_rest?''' conditions are met.<br />
<br />
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds<br />
<br />
==The Hunting Tab==<br />
The bread and butter of Bigshot, Hunting is where you define what monsters you are hunting and what non-attack abilities you want to use.<br />
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, 'a large ogre' can be targetted with just 'ogre'. Using longer descriptors can be troublesome, and you should copy a monster's name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: 'manticore, thrak' will kill manticores and thraks.<br />
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.<br />
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive ->-> Defensive.<br />
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt's Starting Room. As an example: 'gird, stance defensive'. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.<br />
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.<br />
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering '506' will keep the spell Haste up during Hunts, casting whenever it has worn off.<br />
* loot script - Bigshot will call a loot script to loot your kills for you. Sloot and Sloot2 are common scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.<br />
* wracking spirit >= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the 'Use sign of wracking/sigil of power' box checked.<br />
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking<br />
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don't match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.<br />
<br />
===Hunting Target Examples===<br />
All of the examples below will work for both the 'valid targets' and 'quickhunt targets' entries.<br />
* A hunting option only using the default command (a) for each creature in an area:<br />
<pre>crazed zombie, niirsha, sacristan spirit</pre><br />
* A hunting option using custom hunt commands depending on the creature. In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:<br />
<pre>crazed zombie(a), niirsha(b), sacristan spirit(a)</pre><br />
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:<br />
<pre>(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</pre><br />
* Some additional advanced options for identifying valid targets:<br />
<pre><br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)<br />
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)<br />
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|<br />
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)</pre><br />
<br />
==The Attacking Tab==<br />
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.<br />
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.<br />
* flee if enemy count is > - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.<br />
* ...but don't count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.<br />
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).<br />
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game.<br />
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.<br />
* Spam attacks - This check box will force Bigshot to execute attack commands at an extremely high speed, cutting down on lag times. If you want to squeeze in the maximum number of swings or casts during an enemy's round-time, make sure this is checked.<br />
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.<br />
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can't bless your weapon while hunting will return you to your rest area and quit the script.<br />
<br />
==Commands Tab==<br />
The true guts of Bigshot, this is where you specify your Attack Routine. <br />
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:<br />
** kill - Attacks using the KILL verb.<br />
** incant <spell number> - Casts the specified spell with the INCANT verb. A caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.<br />
** channel <spell number> - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.<br />
** <Spell Number> - Casts the specified spell with the PREPARE and CAST verbs.<br />
** wand - As in, 'wand target'. Gets a wand from the specified storage and WAVES it at the target.<br />
** fire - As in, 'fire target'. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.<br />
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the x variable is used, Bigshot will continue using the specified attack command until the target is dead. Example: '903 target (xx)' will continue to cast 903 at the target until it is dead. Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. '920 target (m50)' will only cast 920 (Implosion) if you have 50 or more mana. Similarly, 'cman feint target (s10)' will only execute the combat maneuver Feint on the target if you have 10 or more stamina<br />
** aim <location> - Aims at the specified location.<br />
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, "Ambush head" would aim at the head, overwriting any settings or defaults for that attack.<br />
** wait <time> - Bigshot may Stance Dance by using the WAIT command. Bigshot will stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.<br />
** mstrike - As in, 'mstrike target'. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, "mstrike punch".<br />
** berserk - Executes the BERSERK verb and stands by until it fades.<br />
** throw - Empties hands, Attempts throw, get the stuff you emptied.<br />
** weed/kweed - Casts 610 at target. Using "kweed" as your command will cast 610 from offensive stance.<br />
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage "unarmed (punch|jab|kick|grapple)".<br />
** smite - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on target until successful.<br />
** script <script name> - Executes a specified custom attack script.<br />
** hide - Continue hiding until you're actually hidden. Or it's tired of trying.<br />
** sleep - As in, 'sleep 10'. Pause bigshot. Useful with fried hunting commands such as: '410, sleep 15' will E-wave then wait 15 seconds and e-wave again if there are valid targets.<br />
** stance - As in, 'stance defense'. Change stances.<br />
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).<br />
** force <cmd> until <endroll> - As in, 'force 1002 until 101'. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.<br />
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.<br />
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.<br />
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.<br />
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.<br />
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.<br />
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.<br />
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.<br />
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.<br />
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.<br />
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.<br />
* quick hunting commands - Commands executed specifically when using ;bigshot quick.<br />
<br />
===Command Checks===<br />
Additional checks you can add to any command to customize the attack to your desired scenario.<br />
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)<br />
<p>Each of these also has an inverse or opposite.<br />
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)<br />
*s# - Checks that you have the required stamina<br />
*m# - Checks that you have the required mana<br />
*h# - Checks that you have the required health but based on a percentage instead of fixed number<br />
*v# - Checks that you have the required spirit<br />
*e# - Checks that your encumbrance percentage is at or below<br />
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.<br />
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified.<br />
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.<br />
*undead - Checks to see if target is undead. Performed command if target is undead.<br />
*flying - Checks to see if target is flying. Performed command if target is flying.<br />
*hidden - Checks to see if your currently hidden.<br />
*poison - Checks to see if your currently poisoned.<br />
*disease - Checks to see if your currently diseased.<br />
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead<br />
*pcs - Checks to see if there are any PCS in room that are also not in your group<br />
*outside - Checks to see if the room you are in is outside<br />
<br />
===Additional Options===<br />
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn't currently up or has less than 3 seconds left on its timer.<br />
<PRE>wait 10, haste kill target (x3)</PRE><br />
<br />
===Example Attack Routines===<br />
<PRE>wait 10, kill target (x3)</PRE><br />
<br />
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.<br />
<br />
<PRE>wait 15, incant 505, 903 target (xx)</PRE><br />
<br />
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead.<br />
<br />
<PRE>stance defensive and 1615 target, kill target (xx)</PRE><br />
<br />
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead.<br />
<br />
<PRE>force cman feint target until 101, kill target x2</PRE><br />
<br />
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.<br />
<br />
<PRE>stance defensive and hide, ambush target left leg</PRE><br />
<br />
Hides from Defensive stance and then ambushes that the target's left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).<br />
<br />
<PRE>720 target (m50), incant 708 target, channel 702 target (xx)</PRE><br />
<br />
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target until it is dead.<br />
<br />
<PRE>prep 708, cast at target left leg / prep 708 channel at target left leg</PRE><br />
<br />
Prepares 708 (Limb Disruption) and CASTs it at the target's left leg. The second prepares the same spell and then CHANNELs it at the target's left leg.<br />
<br />
<PRE>wait 30, unarmed punch</PRE><br />
<br />
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.<br />
<br />
==UAC Options==<br />
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Once Bigshot is basically set up, only two adjustments in Bigshot Setup are required to get Unarmed Combat working quickly:<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Commands tab: enter '''unarmed jab''' beside "hunting commands(a)"<br />
<br />
It is important to note that while the combo.lic script is what many people use for unarmed combat, it requires additional setup within combo to work with Bigshot.<br />
<br />
To make Bigshot work with the combo.lic script:<br />
<br />
#Hunting tab: enter '''script combo'''<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Set ''';combo tierup grapple''' (could substitute jab, punch, or kick, rather than grapple)<br />
#Refer to ''';combo help''' if you have trouble with step 3<br />
<br />
Various options on Bigshot's UAC tab, used when doing unarmed combat:<br />
* '''Tier 3 Attack''' - The attack used when you have reached excellent in the UAC tier<br />
* '''Aim at location (head, etc)''' - Used for aimed UAC Combat. Leave blank when you don't want to aim.<br />
* '''MSTRIKE when creatures equal or greater''' - Default is 1.<br />
* '''Use Voln SMITE?''' - Will perform a Voln SMITE on [[Non-corporeal]] undead when your UAC tier is excellent.<br />
<br />
==MSTRIKE Options==<br />
MSTRIKE attack now has options for when it should be used.<br />
* MSTRIKE during cooldown stamina requirement - Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown. Careful when setting too low as it can pop your muscles. Leave blank for it to use your max stamina.<br />
* QUICKSTRIKE stamina requirement - Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.<br />
* Unfocused MSTRIKE when creatures equal or greater - Number of creatures in room before you do an unfocused mstrike. Default is 2.<br />
* MSTRIKE during cooldown - Toggle for MSTRIKEing during its cooldown period<br />
* Use QUICKSTRIKE for MSTRIKE - Toggle for using QUICKSTRIKE when you MSTRIKE<br />
<br />
==The Should_hunt? Tab==<br />
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.<br />
* '''when percent mind <='''<br />
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.<br />
* '''and percent mana>='''<br />
** Determines the percent total of your maximum mana that must be present before hunting<br />
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.<br />
* '''and CHECKspirit >='''<br />
** Bigshot will check to see that your current Spirit value is higher than what is listed here.<br />
** Make sure that you have this set high enough that Bigshot won't hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.<br />
<br />
==The Should_rest? Tab==<br />
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.<br />
* when percent mind >=<br />
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.<br />
* and used lte boosts >=<br />
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold<br />
* and extra kills >=<br />
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used<br />
* or percentmana <=<br />
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.<br />
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.<br />
* or percentencumbrance >=<br />
** Forces Bigshot to rest when you have reached a given level of encumbrance.<br />
* or wounded eval<br />
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can't cast, too many scars etc.<br />
<br />
The following is a wounded evaluation that will rest whenever you have any level II wounds.<br />
<br />
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || percenthealth <= 70</PRE><br />
<br />
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):<br />
<br />
<PRE>bleeding? || percenthealth <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max > 0 && [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max > 0)</PRE><br />
<br />
==The Ammo/Wands Tab==<br />
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.<br />
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.<br />
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you <br />
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.<br />
* dead wand container: - ...And then will deposit the used up wands in this container.<br />
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: "aquamarine wand, bloodwood wand, etc"<br />
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.<br />
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.<br />
<br />
==Ingame Screenshot==<br />
<gallery perrow="4"><br />
File:bigshot-1.PNG|General<br />
File:bigshot-2.PNG|Resting<br />
File:bigshot-3.PNG|Hunting Map<br />
File:bigshot-4.PNG|Hunting<br />
File:bigshot-5.PNG|Attacking<br />
File:bigshot-6.PNG|Should_hunt?<br />
File:bigshot-7.PNG|Should_rest?<br />
File:bigshot-8.PNG|Ammo/Wands<br />
</gallery><br />
<br />
==Reference==<br />
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Script_Bigshot&diff=137801Lich:Script Bigshot2020-09-21T13:30:04Z<p>MASTERDTWIN: Minor formatting edit</p>
<hr />
<div>When it comes to Lich scripts, Bigshot takes the cake. Bigshot can fully automate hunting to a point where you do not even have to be at your computer. Take care, though, as /afk scripting on any server but Shattered is in violation of game policy and can have some nasty consequences.<br />
<br />
==Changelog==<br />
*[[Script Bigshot Changelog]]<br />
<br />
==What Does Bigshot Do?==<br />
<br />
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.<br />
<br />
==How Do I Get It?==<br />
<br />
Grab it from the Repository: ;repository download Bigshot<br />
<br />
Once it is done, ;trust Bigshot.<br />
<br />
==How Do I Make it GO!?==<br />
<br />
It is a bit complicated. As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:<br />
* General - General configuration for non-hunting options.<br />
* Resting - Set up your resting routine and location.<br />
* Hunting Map - Create a hunting map by adding BOUNDARIES and a starting room.<br />
* Hunting - Specify what you are hunting and how.<br />
* Attacking - Create a customized attack routine designed to murder your foes.<br />
* UAC Options - Options for a uac routine<br />
* MSTRIKE Options - Options for using MSTRIKE<br />
* Should_hunt? - Set conditions for Bigshot to know when to start hunting.<br />
* Should_rest? - Set conditions for when you want Bigshot to stop hunting and rest.<br />
* Ammo/Wands - Let Bigshot know where you keep your arrows and wands.<br />
<br />
We will take a closer look at each of these individually further on.<br />
<br />
There is also several other commands you can do for more functionality.<br />
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.<br />
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.<br />
* ;bigshot display - Shows all your current settings.<br />
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won't targets something it should.<br />
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.<br />
* ;bigshot profile save <name here> - Saves a profile in YAML format in your LICHFOLDER\scripts\bigshot_profiles folder.<br />
* ;bigshot profile load <name here> - Loads a profile from your LICHFOLDER\scripts\bigshot_profiles folder.<br />
<br />
==The General Tab==<br />
On this tab, you will see four check boxes. They are:<br />
* Engage deadman's switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.<br />
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.<br />
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.<br />
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)<br />
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)<br />
<br />
==The Resting Tab==<br />
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.<br />
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Narost / Go2. For example, 228 is Town Square Central in Wenhimer's Landing - a supernode!<br />
* pre-rest commands: - These commands run before entering REST mode. An example routine is: 'shea, wear shield, sit, stance offensive, rest'. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb. Casters able to should use the MEDITATE verb.<br />
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: 'sloot sell, waggle, useherbs pack'. This will use Sloot to sell according to the options set with Sloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, useherbs will check your PACK and use herbs stored there to heal whatever wounds you have.<br />
* Fog Option: - Uses [[Spirit Guide (130)]] or Voln [[Symbol of Return]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails.<br />
<br />
==The Hunting Map Tab==<br />
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot's configuration files and not in a character cache as with ;Wander. Luckily, some very enterprising gnomes have put together a List of Hunting Areas and Boundaries, taking some of the legwork out of the deal.<br />
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.<br />
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! <br />
<br />
<PRE>X-X-B - A - 0 - 0 - 0<br />
| |<br />
X-X-X</PRE><br />
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your '''Should_rest?''' conditions are met.<br />
<br />
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds<br />
<br />
==The Hunting Tab==<br />
The bread and butter of Bigshot, Hunting is where you define what monsters you are hunting and what non-attack abilities you want to use.<br />
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, 'a large ogre' can be targetted with just 'ogre'. Using longer descriptors can be troublesome, and you should copy a monster's name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: 'manticore, thrak' will kill manticores and thraks.<br />
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.<br />
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive ->-> Defensive.<br />
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt's Starting Room. As an example: 'gird, stance defensive'. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.<br />
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.<br />
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering '506' will keep the spell Haste up during Hunts, casting whenever it has worn off.<br />
* loot script - Bigshot will call a loot script to loot your kills for you. Sloot and Sloot2 are common scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.<br />
* wracking spirit >= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the 'Use sign of wracking/sigil of power' box checked.<br />
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking<br />
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don't match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.<br />
<br />
===Hunting Target Examples===<br />
All of the examples below will work for both the 'valid targets' and 'quickhunt targets' entries.<br />
* A hunting option only using the default command (a) for each creature in an area:<br />
<pre>crazed zombie, niirsha, sacristan spirit</pre><br />
* A hunting option using custom hunt commands depending on the creature. In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:<br />
<pre>crazed zombie(a), niirsha(b), sacristan spirit(a)</pre><br />
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:<br />
<pre>(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</pre><br />
* Some additional advanced options for identifying valid targets:<br />
<pre><br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)<br />
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)<br />
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|<br />
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)</pre><br />
<br />
==The Attacking Tab==<br />
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.<br />
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.<br />
* flee if enemy count is > - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.<br />
* ...but don't count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.<br />
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).<br />
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game.<br />
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.<br />
* Spam attacks - This check box will force Bigshot to execute attack commands at an extremely high speed, cutting down on lag times. If you want to squeeze in the maximum number of swings or casts during an enemy's round-time, make sure this is checked.<br />
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.<br />
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can't bless your weapon while hunting will return you to your rest area and quit the script.<br />
<br />
==Commands Tab==<br />
The true guts of Bigshot, this is where you specify your Attack Routine. <br />
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:<br />
** kill - Attacks using the KILL verb.<br />
** incant <spell number> - Casts the specified spell with the INCANT verb. A caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.<br />
** channel <spell number> - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.<br />
** <Spell Number> - Casts the specified spell with the PREPARE and CAST verbs.<br />
** wand - As in, 'wand target'. Gets a wand from the specified storage and WAVES it at the target.<br />
** fire - As in, 'fire target'. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.<br />
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the x variable is used, Bigshot will continue using the specified attack command until the target is dead. Example: '903 target (xx)' will continue to cast 903 at the target until it is dead. Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. '920 target (m50)' will only cast 920 (Implosion) if you have 50 or more mana. Similarly, 'cman feint target (s10)' will only execute the combat maneuver Feint on the target if you have 10 or more stamina<br />
** aim <location> - Aims at the specified location.<br />
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, "Ambush head" would aim at the head, overwriting any settings or defaults for that attack.<br />
** wait <time> - Bigshot may Stance Dance by using the WAIT command. Bigshot will stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.<br />
** mstrike - As in, 'mstrike target'. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, "mstrike punch".<br />
** berserk - Executes the BERSERK verb and stands by until it fades.<br />
** throw - Empties hands, Attempts throw, get the stuff you emptied.<br />
** weed/kweed - Casts 610 at target. Using "kweed" as your command will cast 610 from offensive stance.<br />
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage "unarmed (punch|jab|kick|grapple)".<br />
** smite - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on target until successful.<br />
** script <script name> - Executes a specified custom attack script.<br />
** hide - Continue hiding until you're actually hidden. Or it's tired of trying.<br />
** sleep - As in, 'sleep 10'. Pause bigshot. Useful with fried hunting commands such as: '410, sleep 15' will E-wave then wait 15 seconds and e-wave again if there are valid targets.<br />
** stance - As in, 'stance defense'. Change stances.<br />
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).<br />
** force <cmd> until <endroll> - As in, 'force 1002 until 101'. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.<br />
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.<br />
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.<br />
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.<br />
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.<br />
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.<br />
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.<br />
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.<br />
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.<br />
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.<br />
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.<br />
* quick hunting commands - Commands executed specifically when using ;bigshot quick.<br />
<br />
===Command Checks===<br />
Additional checks you can add to any command to customize the attack to your desired scenario.<br />
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)<br />
<p>Each of these also has an inverse or opposite.<br />
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)<br />
*s# - Checks that you have the required stamina<br />
*m# - Checks that you have the required mana<br />
*h# - Checks that you have the required health but based on a percentage instead of fixed number<br />
*v# - Checks that you have the required spirit<br />
*e# - Checks that your encumbrance percentage is at or below<br />
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.<br />
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified.<br />
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.<br />
*undead - Checks to see if target is undead. Performed command if target is undead.<br />
*flying - Checks to see if target is flying. Performed command if target is flying.<br />
*hidden - Checks to see if your currently hidden.<br />
*poison - Checks to see if your currently poisoned.<br />
*disease - Checks to see if your currently diseased.<br />
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead<br />
*pcs - Checks to see if there are any PCS in room that are also not in your group<br />
*outside - Checks to see if the room you are in is outside<br />
<br />
===Additional Options===<br />
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn't currently up or has less than 3 seconds left on its timer.<br />
<PRE>wait 10, haste kill target (x3)</PRE><br />
<br />
===Example Attack Routines===<br />
<PRE>wait 10, kill target (x3)</PRE><br />
<br />
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.<br />
<br />
<PRE>wait 15, incant 505, 903 target (xx)</PRE><br />
<br />
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead.<br />
<br />
<PRE>stance defensive and 1615 target, kill target (xx)</PRE><br />
<br />
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead.<br />
<br />
<PRE>force cman feint target until 101, kill target x2</PRE><br />
<br />
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.<br />
<br />
<PRE>stance defensive and hide, ambush target left leg</PRE><br />
<br />
Hides from Defensive stance and then ambushes that the target's left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).<br />
<br />
<PRE>720 target (m50), incant 708 target, channel 702 target (xx)</PRE><br />
<br />
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target until it is dead.<br />
<br />
<PRE>prep 708, cast at target left leg / prep 708 channel at target left leg</PRE><br />
<br />
Prepares 708 (Limb Disruption) and CASTs it at the target's left leg. The second prepares the same spell and then CHANNELs it at the target's left leg.<br />
<br />
<PRE>wait 30, unarmed punch</PRE><br />
<br />
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.<br />
<br />
==UAC Options==<br />
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Once Bigshot is basically set up, only two adjustments in Bigshot Setup are required to get Unarmed Combat working quickly:<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Commands tab: enter '''unarmed jab''' beside "hunting commands(a)"<br />
<br />
It is important to note that while the combo.lic script is what many people use for unarmed combat, it requires additional setup within combo to work with Bigshot.<br />
<br />
To make Bigshot work with the combo.lic script:<br />
<br />
#Hunting tab: enter '''script combo'''<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Set ''';combo tierup grapple''' (could substitute jab, punch, or kick, rather than grapple)<br />
#Refer to ''';combo help''' if you have trouble with step 3<br />
<br />
Various options on Bigshot's UAC tab, used when doing unarmed combat:<br />
* '''Tier 3 Attack''' - The attack used when you have reached excellent in the UAC tier<br />
* '''Aim at location (head, etc)''' - Used for aimed UAC Combat. Leave blank when you don't want to aim.<br />
* '''MSTRIKE when creatures equal or greater''' - Default is 1.<br />
* '''Use Voln SMITE?''' - Will perform a Voln SMITE on [[Non-corporeal]] undead when your UAC tier is excellent.<br />
<br />
==MSTRIKE Options==<br />
MSTRIKE attack now has options for when it should be used.<br />
* MSTRIKE during cooldown stamina requirement - Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown. Careful when setting too low as it can pop your muscles. Leave blank for it to use your max stamina.<br />
* QUICKSTRIKE stamina requirement - Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.<br />
* Unfocused MSTRIKE when creatures equal or greater - Number of creatures in room before you do an unfocused mstrike. Default is 2.<br />
* MSTRIKE during cooldown - Toggle for MSTRIKEing during its cooldown period<br />
* Use QUICKSTRIKE for MSTRIKE - Toggle for using QUICKSTRIKE when you MSTRIKE<br />
<br />
==The Should_hunt? Tab==<br />
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.<br />
* when percent mind <=<br />
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.<br />
* and percent mana>=<br />
** Determines the percent total of your maximum mana that must be present before hunting<br />
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.<br />
* and CHECKspirit >=<br />
** Bigshot will check to see that your current Spirit value is higher than what is listed here.<br />
** Make sure that you have this set high enough that Bigshot won't hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.<br />
<br />
==The Should_rest? Tab==<br />
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.<br />
* when percent mind >=<br />
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.<br />
* and used lte boosts >=<br />
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold<br />
* and extra kills >=<br />
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used<br />
* or percentmana <=<br />
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.<br />
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.<br />
* or percentencumbrance >=<br />
** Forces Bigshot to rest when you have reached a given level of encumbrance.<br />
* or wounded eval<br />
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can't cast, too many scars etc.<br />
<br />
The following is a wounded evaluation that will rest whenever you have any level II wounds.<br />
<br />
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || percenthealth <= 70</PRE><br />
<br />
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):<br />
<br />
<PRE>bleeding? || percenthealth <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max > 0 && [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max > 0)</PRE><br />
<br />
==The Ammo/Wands Tab==<br />
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.<br />
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.<br />
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you <br />
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.<br />
* dead wand container: - ...And then will deposit the used up wands in this container.<br />
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: "aquamarine wand, bloodwood wand, etc"<br />
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.<br />
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.<br />
<br />
==Ingame Screenshot==<br />
<gallery perrow="4"><br />
File:bigshot-1.PNG|General<br />
File:bigshot-2.PNG|Resting<br />
File:bigshot-3.PNG|Hunting Map<br />
File:bigshot-4.PNG|Hunting<br />
File:bigshot-5.PNG|Attacking<br />
File:bigshot-6.PNG|Should_hunt?<br />
File:bigshot-7.PNG|Should_rest?<br />
File:bigshot-8.PNG|Ammo/Wands<br />
</gallery><br />
<br />
==Reference==<br />
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Script_Bigshot&diff=137800Lich:Script Bigshot2020-09-21T13:28:04Z<p>MASTERDTWIN: Added clarification, formatting changes, and missing information</p>
<hr />
<div>When it comes to Lich scripts, Bigshot takes the cake. Bigshot can fully automate hunting to a point where you do not even have to be at your computer. Take care, though, as /afk scripting on any server but Shattered is in violation of game policy and can have some nasty consequences.<br />
<br />
==Changelog==<br />
*[[Script Bigshot Changelog]]<br />
<br />
==What Does Bigshot Do?==<br />
<br />
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.<br />
<br />
==How Do I Get It?==<br />
<br />
Grab it from the Repository: ;repository download Bigshot<br />
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Once it is done, ;trust Bigshot.<br />
<br />
==How Do I Make it GO!?==<br />
<br />
It is a bit complicated. As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:<br />
* General - General configuration for non-hunting options.<br />
* Resting - Set up your resting routine and location.<br />
* Hunting Map - Create a hunting map by adding BOUNDARIES and a starting room.<br />
* Hunting - Specify what you are hunting and how.<br />
* Attacking - Create a customized attack routine designed to murder your foes.<br />
* UAC Options - Options for a uac routine<br />
* MSTRIKE Options - Options for using MSTRIKE<br />
* Should_hunt? - Set conditions for Bigshot to know when to start hunting.<br />
* Should_rest? - Set conditions for when you want Bigshot to stop hunting and rest.<br />
* Ammo/Wands - Let Bigshot know where you keep your arrows and wands.<br />
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We will take a closer look at each of these individually further on.<br />
<br />
There is also several other commands you can do for more functionality.<br />
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.<br />
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.<br />
* ;bigshot display - Shows all your current settings.<br />
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won't targets something it should.<br />
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.<br />
* ;bigshot profile save <name here> - Saves a profile in YAML format in your LICHFOLDER\scripts\bigshot_profiles folder.<br />
* ;bigshot profile load <name here> - Loads a profile from your LICHFOLDER\scripts\bigshot_profiles folder.<br />
<br />
==The General Tab==<br />
On this tab, you will see four check boxes. They are:<br />
* Engage deadman's switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.<br />
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.<br />
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.<br />
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)<br />
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)<br />
<br />
==The Resting Tab==<br />
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.<br />
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Narost / Go2. For example, 228 is Town Square Central in Wenhimer's Landing - a supernode!<br />
* pre-rest commands: - These commands run before entering REST mode. An example routine is: 'shea, wear shield, sit, stance offensive, rest'. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb. Casters able to should use the MEDITATE verb.<br />
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: 'sloot sell, waggle, useherbs pack'. This will use Sloot to sell according to the options set with Sloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, useherbs will check your PACK and use herbs stored there to heal whatever wounds you have.<br />
* Fog Option: - Uses [[Spirit Guide (130)]] or Voln [[Symbol of Return]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails.<br />
<br />
==The Hunting Map Tab==<br />
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot's configuration files and not in a character cache as with ;Wander. Luckily, some very enterprising gnomes have put together a List of Hunting Areas and Boundaries, taking some of the legwork out of the deal.<br />
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.<br />
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! <br />
<br />
<PRE>X-X-B - A - 0 - 0 - 0<br />
| |<br />
X-X-X</PRE><br />
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your '''Should_rest?''' conditions are met.<br />
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* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds<br />
<br />
==The Hunting Tab==<br />
The bread and butter of Bigshot, Hunting is where you define what monsters you are hunting and what non-attack abilities you want to use.<br />
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, 'a large ogre' can be targetted with just 'ogre'. Using longer descriptors can be troublesome, and you should copy a monster's name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: 'manticore, thrak' will kill manticores and thraks.<br />
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.<br />
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive ->-> Defensive.<br />
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt's Starting Room. As an example: 'gird, stance defensive'. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.<br />
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.<br />
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering '506' will keep the spell Haste up during Hunts, casting whenever it has worn off.<br />
* loot script - Bigshot will call a loot script to loot your kills for you. Sloot and Sloot2 are common scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.<br />
* wracking spirit >= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the 'Use sign of wracking/sigil of power' box checked.<br />
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking<br />
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don't match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.<br />
<br />
===Hunting Target Examples===<br />
All of the examples below will work for both the 'valid targets' and 'quickhunt targets' entries.<br />
* A hunting option only using the default command (a) for each creature in an area:<br />
<pre>crazed zombie, niirsha, sacristan spirit</pre><br />
* A hunting option using custom hunt commands depending on the creature. In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:<br />
<pre>crazed zombie(a), niirsha(b), sacristan spirit(a)</pre><br />
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:<br />
<pre>(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</pre><br />
* Some additional advanced options for identifying valid targets:<br />
<pre><br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)<br />
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)<br />
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|<br />
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)</pre><br />
<br />
==The Attacking Tab==<br />
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.<br />
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.<br />
* flee if enemy count is > - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.<br />
* ...but don't count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.<br />
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).<br />
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game.<br />
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.<br />
* Spam attacks - This check box will force Bigshot to execute attack commands at an extremely high speed, cutting down on lag times. If you want to squeeze in the maximum number of swings or casts during an enemy's round-time, make sure this is checked.<br />
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.<br />
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can't bless your weapon while hunting will return you to your rest area and quit the script.<br />
<br />
==Commands Tab==<br />
The true guts of Bigshot, this is where you specify your Attack Routine. <br />
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:<br />
** kill - Attacks using the KILL verb.<br />
** incant <spell number> - Casts the specified spell with the INCANT verb. A caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.<br />
** channel <spell number> - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.<br />
** <Spell Number> - Casts the specified spell with the PREPARE and CAST verbs.<br />
** wand - As in, 'wand target'. Gets a wand from the specified storage and WAVES it at the target.<br />
** fire - As in, 'fire target'. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.<br />
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the x variable is used, Bigshot will continue using the specified attack command until the target is dead. Example: '903 target (xx)' will continue to cast 903 at the target until it is dead. Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. '920 target (m50)' will only cast 920 (Implosion) if you have 50 or more mana. Similarly, 'cman feint target (s10)' will only execute the combat maneuver Feint on the target if you have 10 or more stamina<br />
** aim <location> - Aims at the specified location.<br />
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, "Ambush head" would aim at the head, overwriting any settings or defaults for that attack.<br />
** wait <time> - Bigshot may Stance Dance by using the WAIT command. Bigshot will stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.<br />
** mstrike - As in, 'mstrike target'. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, "mstrike punch".<br />
** berserk - Executes the BERSERK verb and stands by until it fades.<br />
** throw - Empties hands, Attempts throw, get the stuff you emptied.<br />
** weed/kweed - Casts 610 at target. Using "kweed" as your command will cast 610 from offensive stance.<br />
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage "unarmed (punch|jab|kick|grapple)".<br />
** smite - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on target until successful.<br />
** script <script name> - Executes a specified custom attack script.<br />
** hide - Continue hiding until you're actually hidden. Or it's tired of trying.<br />
** sleep - As in, 'sleep 10'. Pause bigshot. Useful with fried hunting commands such as: '410, sleep 15' will E-wave then wait 15 seconds and e-wave again if there are valid targets.<br />
** stance - As in, 'stance defense'. Change stances.<br />
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).<br />
** force <cmd> until <endroll> - As in, 'force 1002 until 101'. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.<br />
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.<br />
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.<br />
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.<br />
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.<br />
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.<br />
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.<br />
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.<br />
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.<br />
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.<br />
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.<br />
* quick hunting commands - Commands executed specifically when using ;bigshot quick.<br />
<br />
===Command Checks===<br />
Additional checks you can add to any command to customize the attack to your desired scenario.<br />
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)<br />
<p>Each of these also has an inverse or opposite.<br />
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)<br />
*s# - Checks that you have the required stamina<br />
*m# - Checks that you have the required mana<br />
*h# - Checks that you have the required health but based on a percentage instead of fixed number<br />
*v# - Checks that you have the required spirit<br />
*e# - Checks that your encumbrance percentage is at or below<br />
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.<br />
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified.<br />
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.<br />
*undead - Checks to see if target is undead. Performed command if target is undead.<br />
*flying - Checks to see if target is flying. Performed command if target is flying.<br />
*hidden - Checks to see if your currently hidden.<br />
*poison - Checks to see if your currently poisoned.<br />
*disease - Checks to see if your currently diseased.<br />
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead<br />
*pcs - Checks to see if there are any PCS in room that are also not in your group<br />
*outside - Checks to see if the room you are in is outside<br />
<br />
===Additional Options===<br />
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn't currently up or has less than 3 seconds left on its timer.<br />
<PRE>wait 10, haste kill target (x3)</PRE><br />
<br />
===Example Attack Routines===<br />
<PRE>wait 10, kill target (x3)</PRE><br />
<br />
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.<br />
<br />
<PRE>wait 15, incant 505, 903 target (xx)</PRE><br />
<br />
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead.<br />
<br />
<PRE>stance defensive and 1615 target, kill target (xx)</PRE><br />
<br />
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead.<br />
<br />
<PRE>force cman feint target until 101, kill target x2</PRE><br />
<br />
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.<br />
<br />
<PRE>stance defensive and hide, ambush target left leg</PRE><br />
<br />
Hides from Defensive stance and then ambushes that the target's left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).<br />
<br />
<PRE>720 target (m50), incant 708 target, channel 702 target (xx)</PRE><br />
<br />
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target until it is dead.<br />
<br />
<PRE>prep 708, cast at target left leg / prep 708 channel at target left leg</PRE><br />
<br />
Prepares 708 (Limb Disruption) and CASTs it at the target's left leg. The second prepares the same spell and then CHANNELs it at the target's left leg.<br />
<br />
<PRE>wait 30, unarmed punch</PRE><br />
<br />
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.<br />
<br />
==UAC Options==<br />
Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Once Bigshot is basically set up, only two adjustments in Bigshot Setup are required to get Unarmed Combat working quickly:<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Commands tab: enter '''unarmed jab''' beside "hunting commands(a)"<br />
<br />
It is important to note that while the combo.lic script is what many people use for unarmed combat, it requires additional setup within combo to work with Bigshot.<br />
<br />
To make Bigshot work with the combo.lic script:<br />
<br />
#Hunting tab: enter '''script combo'''<br />
#UAC tab: enter '''grapple''' beside "Tier 3 Attack" (or could enter jab, punch, or kick)<br />
#Set ''';combo tierup grapple''' (could substitute jab, punch, or kick, rather than grapple)<br />
#Refer to ''';combo help''' if you have trouble with step 3<br />
<br />
Various options on Bigshot's UAC tab, used when doing unarmed combat:<br />
* '''Tier 3 Attack''' - The attack used when you have reached excellent in the UAC tier<br />
* '''Aim at location (head, etc)''' - Used for aimed UAC Combat. Leave blank when you don't want to aim.<br />
* '''MSTRIKE when creatures equal or greater''' - Default is 1.<br />
* '''Use Voln SMITE?''' - Will perform a Voln SMITE on [[Non-corporeal]] undead when your UAC tier is excellent.<br />
<br />
==MSTRIKE Options==<br />
MSTRIKE attack now has options for when it should be used.<br />
* MSTRIKE during cooldown stamina requirement - Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown. Careful when setting too low as it can pop your muscles. Leave blank for it to use your max stamina.<br />
* QUICKSTRIKE stamina requirement - Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.<br />
* Unfocused MSTRIKE when creatures equal or greater - Number of creatures in room before you do an unfocused mstrike. Default is 2.<br />
* MSTRIKE during cooldown - Toggle for MSTRIKEing during its cooldown period<br />
* Use QUICKSTRIKE for MSTRIKE - Toggle for using QUICKSTRIKE when you MSTRIKE<br />
<br />
==The Should_hunt? Tab==<br />
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.<br />
* when percent mind <= - Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.<br />
* and percent mana>= - Determines the percent total of your maximum mana that must be present before hunting. Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at or around 100.<br />
* and CHECKspirit >= - Bigshot will check to see that your current Spirit value is higher than what is listed here. Make sure that you have this set high enough that Bigshot won't hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.<br />
<br />
==The Should_rest? Tab==<br />
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.<br />
* when percent mind >=<br />
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.<br />
* and used lte boosts >=<br />
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold<br />
* and extra kills >=<br />
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used<br />
* or percentmana <=<br />
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.<br />
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.<br />
* or percentencumbrance >=<br />
** Forces Bigshot to rest when you have reached a given level of encumbrance.<br />
* or wounded eval<br />
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can't cast, too many scars etc.<br />
<br />
The following is a wounded evaluation that will rest whenever you have any level II wounds.<br />
<br />
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || percenthealth <= 70</PRE><br />
<br />
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):<br />
<br />
<PRE>bleeding? || percenthealth <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max > 0 && [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max > 0)</PRE><br />
<br />
==The Ammo/Wands Tab==<br />
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.<br />
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.<br />
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you <br />
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.<br />
* dead wand container: - ...And then will deposit the used up wands in this container.<br />
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: "aquamarine wand, bloodwood wand, etc"<br />
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.<br />
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.<br />
<br />
==Ingame Screenshot==<br />
<gallery perrow="4"><br />
File:bigshot-1.PNG|General<br />
File:bigshot-2.PNG|Resting<br />
File:bigshot-3.PNG|Hunting Map<br />
File:bigshot-4.PNG|Hunting<br />
File:bigshot-5.PNG|Attacking<br />
File:bigshot-6.PNG|Should_hunt?<br />
File:bigshot-7.PNG|Should_rest?<br />
File:bigshot-8.PNG|Ammo/Wands<br />
</gallery><br />
<br />
==Reference==<br />
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich_Installation_Guide&diff=137693Lich Installation Guide2020-09-17T14:20:32Z<p>MASTERDTWIN: Change redirection to new Installation page</p>
<hr />
<div>#REDIRECT [[Lich_(software)/Installation]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Software&diff=137692Lich:Software2020-09-17T13:51:30Z<p>MASTERDTWIN: Added notice of removal of Installation page</p>
<hr />
<div><div class="alert alert-info"><center>'''{{mono|;TUNE TOWNCRIER }}to join the TownCrier channel and get GS news and tips every five minutes. There is no chat on this channel.'''</center></div><br />
<br />
==About==<br />
<section begin=About /><br />
'''The Lich''' is third-party software that expands scripting capabilities on Simutronics front end clients ([[Wizard (front end)|The Wizard]] and [[StormFront]] for Windows users, and [[Avalon]] for Mac OS X users), allowing players to script using the Ruby Programming Language, a high-level programming language with almost limitless capability. The program comes bundled with several scripts, such as scripts that calculate a character's [[redux]], move from any location to another within a database, walk through an area until a creature is found, and spell up a character using all available spells. Also, there is a repository that allows for the quick, easy downloading of user-made scripts through The Lich, itself. Scripts can range from being very simple to quite advanced; for example, there is a script, titled xpSF, that modifies the experience window in StormFront to display additional information about the character's experience level that updates itself when experience is gained. <section end=About /><br />
<br />
<div {{prettydiv}}><br />
<br />
<CENTER>{{boldmono|<tt>Quick Start & Installation Guides</tt>}}</CENTER><br />
<br />
* '''Windows'''<br />
** Download the [http://bit.ly/WinLich Installer]. See the guide below.<br />
*'''Mac'''<br />
** [[Lich_(software)#Mac_OS_X|Mac OS X]]<br />
* '''Linux'''<br />
** [[Lich_(software)#Chromebook_&_Debian_variants|Chromebook & Debian Variants]]<br />
** [[Lich_(software)#Fedora|Fedora Installation - Lich (software)]]<br />
</div><br />
<br />
===What is "The Lich"?===<br />
Lich is an open source scripting engine for text-based MUDs. It is not a complete front-end in and of itself: it operates much like a proxy server and communicates with the user through their chosen front-end (effectively giving the appearance of expanding the front-end's features with its own). It allows you to write and run scripts for a text-based MUD in the Ruby language.<br />
<br />
Lich was originally created by [http://lichproject.sourceforge.net/ Shaelun], who brought it up from an idea to version 3.57. Starting with version 3.58, Lich is maintained by [http://lichproject.org/ Tillmen]. Tillmen's versions focus more heavily on Simutronics games, specifically Gemstone IV. If you are interested in non-Simutronics games, you might be better served with Shaelun's version.<br />
<br />
The Lich is written to be compatible with other third-party software, such as [[PsiNet]] and [[Black Lightning]].<br />
<br />
===What can Lich do for me?===<br />
The Lich program, absent of any scripts, doesn't appear to do much of anything (besides allow you to alias commands in the game). What Lich is doing behind the scenes allows you to use pretty powerful scripts, such as:<br />
<br />
* '''[[Script Go2 | go2]]''': This script makes long and short journeys easy. It is powered by a database of 18,677 rooms with 42,695 known movements connecting those rooms (as of 10-2-2010, for Gemstone IV). Some of those movements include tasks such as navigating mazes, dealing with slippery ice, or waiting in line to use a rope bridge. It includes a large list of common locations in each town, and takes you to the closest one. For example typing ";go2 bank" will take you to whatever bank is closest to you.<br />
* '''[[Script Narost | narost]]''': This script pops up a window to show you which room you are in on a map. The script originally used only Tsoran's maps, but since those are becoming increasingly outdated, new maps are being created and added to narost. The script continues to show you what room you are in as you move around, changing maps as needed. It allows you to click on a room to make the go2 script take you there, and some other things.<br />
* '''[[Script Infomon | infomon]]''': This script is responsible for tracking any useful information that the main Lich program doesn't. The most useful thing it tracks is the spells that are on you, and their remaining time. It also keeps track of other peoples spell ranks that use Lich, to give more accurate spell tracking.<br />
* '''[[Script LNet | lnet]]''': This script is a simple chat script that allows you to chat with other people using Lich. It is a great source of help for those new to Lich. It also allows scripts to transfer information to other characters (disabled by default) to allow, for example, a spellup script (waggle) to know exactly how many casts of what spells another character needs.<br />
* '''[[Script Repository | repository]]''': This script allows you to upload and download scripts from the Lich server. There are many, many more scripts available for tasks big and small.<br />
<br />
In addition to the powerful Ruby scripts, Lich can run most WizardFE/Stormfront scripts unaltered. This allows you to use the scripts you already have, but since Lich is running them, you can have any number of them going at once. However, learning a little Ruby goes a long way. Scripts that take a hundred lines in WizardFE/Stormfront can usually be rewritten as a dozen or so lines in Ruby, and work much better.<br />
<br />
===What operating systems does it work with?===<br />
Starting in version 3.58, Lich is written completely in Ruby. This means it should it should run on any platform that can run the Ruby interpreter. Lich is developed on Linux, but the majority of the user base uses Windows (XP, Vista, Win7, Win8).<br />
<br />
<br />
<div class="alert alert-info"><center>'''{{mono|NOTICE }} The Lich Installation page can be found at [[Lich_(software)/Installation]] - And the information here will be removed {{mono|NOTICE }}'''</center></div><br />
<br />
==Installation==<br />
<br />
Please review the [[Lich_(software)/Installation]] page. Information below this will be removed in time.<br />
<br />
===Windows===<br />
'''For Windows 10 / 8 / 7''' users on 64-bit systems: you can download the [http://bit.ly/WinLich Installer] and install everything you need automatically. Always remember to back up existing Lich / Simutronics files.<br />
<br />
<pre><br />
Install Guide for Lich Version 4.6.58 (as of August 2nd, 2020)<br />
<br />
1) Uninstall ALL existing Ruby installations. This includes deleting all existing Ruby folders (they should be located in the root C:\ drive folder).<br />
<br />
2) Run the installer. Do NOT restart the computer if prompted (just cancel that message). The install will seem like it isn't doing anything when there's a black box on the screen, but just give it some time. When the installer window itself goes away it's done.<br />
<br />
3) Log in and do -> ;repo download-lich <- and then exit the game.<br />
<br />
4) Log in and do -> ;repo download repository <- and wait the few seconds for it to finish.<br />
<br />
5) Do -> ;repo download-mapdb <- and wait the few seconds for it to finish.<br />
<br />
6) In the Lich scripts folder replace your autostart.lic with Athias's autostart.lic (see link just below). This fixes an issue with the repository not checking for updates at startup. This may also introduce an unknown result with go2 and narost on a fresh install so just be aware.<br />
<br />
7) Welcome to GemStone IV!<br />
</pre><br />
<br />
[https://www.mediafire.com/file/azqrd0ketp4iqs5 Athias's autostart.lic]<br />
<br />
===Mac OS X===<br />
With Mac Catalina, Ruby 2.7 and changes to various gems used to support the game, the old script does not work. For instructions on installing on a Mac, please email doug@play.net .<br />
<br />
===Chromebook & Debian variants===<br />
The following steps should install Lich and Profanity for users of Debian/Chromebooks. Profanity is a terminal-based Front-End that will let you play the game (in lieu of The Wizard or Stormfront).<br />
<br />
Update the list of available software and make sure some requirements are installed:<br />
<!-- don't think I'm gonna include this stuff but might as well not delete it.<br />
:<small>sudo: as a super-user</small><br />
:<small>apt-get: Debian's software repository</small><br />
::<small>-y: answer all questions yes</small> <br />
--><br />
<pre><br />
sudo apt-get -y update<br />
sudo apt-get -y install autoconf bison build-essential libssl-dev libyaml-dev libreadline6-dev zlib1g-dev libncurses5-dev libffi-dev libgdbm6 libgdbm-dev libsqlite3-dev unzip<br />
</pre><br />
<br />
Install '''<tt>[https://github.com/rbenv/rbenv rbenv]</tt>''', a Ruby version manager. Add it to the <tt>PATH</tt> so that it will work outside of its own directory, and set it up to work when you launch the shell (terminal):<br />
<pre><br />
git clone https://github.com/rbenv/rbenv.git ~/.rbenv<br />
echo 'export PATH="$HOME/.rbenv/bin:$PATH"' >> ~/.bashrc<br />
echo 'eval "$(rbenv init -)"' >> ~/.bashrc<br />
</pre><br />
<br />
Run the shell's launch script now to enable those two changes and get rbenv working:<br />
<pre><br />
source ~/.bashrc<br />
</pre><br />
<br />
Download the tools to let rbenv install Ruby on its own, then install Ruby 2.5.1 and set it to be our default version of Ruby system-wide:<br />
<pre><br />
git clone https://github.com/rbenv/ruby-build.git ~/.rbenv/plugins/ruby-build<br />
rbenv install 2.5.1 -v<br />
rbenv global 2.5.1<br />
</pre><br />
<br />
Tell Ruby not to create documentation for its gems (plugins/packages) unless asked, because it takes a long time and they are available online. Then install the dependencies for Lich and Profanity:<br />
<pre><br />
echo "gem: --no-document" > ~/.gemrc<br />
gem install sqlite3 gtk2 curses<br />
</pre><br />
<br />
Install Lich and Profanity:<br />
<pre><br />
curl --remote-name https://lichproject.org/download/lich-4.6.49.zip<br />
unzip lich-*.zip<br />
git clone https://github.com/matt-lowe/ProfanityFE.git<br />
</pre><br />
<br />
===Fedora===<br />
<br />
The following steps have been tested and verified on Fedora 31 Workstation. These instructions assume that you are a user with sudo (wheel group) access.<br />
<br />
1. Update The Base Installation:<br />
<pre><br />
$ rpm --import /etc/pki/rpm-gpg/RPM-GPG-KEY-fedora-31-x86_64<br />
$ sudo dnf -y update<br />
$ sudo dnf -y install vim git<br />
</pre><br />
<br />
2. Install required Ruby and Development packages:<br />
<pre><br />
$ sudo dnf install -y autoconf bison gcc gdbm gdbm-devel libyaml-devel \<br />
libffi-devel make ncurses-devel openssl-devel readline-devel redhat-rpm-config \<br />
ruby ruby-devel sqlite-devel unzip zlib-devel<br />
</pre><br />
<br />
3. Perform Ruby Gem Installations:<br />
<pre><br />
$ gem install rake<br />
$ gem update<br />
$ gem install sqlite3 gtk2 curses<br />
</pre><br />
<br />
4. Download Lich:<br />
<pre><br />
$ cd ~<br />
$ curl --remote-name https://lichproject.org/download/lich-4.6.52.zip<br />
$ unzip lich-4.6.52.zip<br />
</pre><br />
<br />
5. Clone Profanity:<br />
<pre><br />
$ cd ~<br />
<br />
---> For Ondreian's Updated Version (Recommended)<br />
$ git clone https://github.com/ondreian/ProfanityFE.git<br />
<br />
---> For Tillmen's Version<br />
$ git clone https://github.com/matt-lowe/ProfanityFE.git<br />
</pre><br />
<br />
Please refer to the '''[[Profanity | Profanity FE]]''' page for initial configuration and additional instructions.<br />
<br />
==F.A.Q.==<br />
'''Q: Where did my inventory windows go?'''<br />
: A: If you use inventory windows in Stormfront, you’ll find they have disappeared the first time you run Lich on each character. Lich hijacks the setting to provide container contents to scripts. In doing so, it’s unable to tell what the setting was to start with, so it turns it off (from Stormfront’s point of view). Just type “set inv on” to turn it back on.<br />
<br />
'''Q: Why do I keep disconnecting immediately after login?'''<br />
: A: This generally happens on only one character, and affects only Stormfront. It seems to be caused by Stormfront downloading a characters settings from the Simu server. To fix it, change Stormfront to store scripts/highlights/macros/etc locally, or log in once on Stormfront without Lich to allow it to do whatever it’s trying to do.<br />
<br />
'''Q: How come when I cast spells on people it doesn't tell the correct duration for the spell?'''<br />
: A: This is due to not setting permissions correctly with LNet once logged in. In general, most people should be fine with typing: ;LNET ALLOW ALL ALL. This should allow anyone with Lich installed to detect your spell durations. It also allows other things, to see exactly what you can do type ;LNET HELP ingame and read over the output it provides.<br />
<br />
{{#lst:User:DOUG/Sandbox Lich Stuff|GTK3PublicBeta}}<br />
<br />
==Resources==<br />
* [[Lich scripting reference]]<br />
* [[Mac Installation - Lich (software)]]<br />
* Tillmen's Lich Update (v4.6.37): https://lichproject.org/<br />
* Playershops by Lich: https://ps.lichproject.org/<br />
* Unofficial Support for Lich: http://forum.gsplayers.com/forumdisplay.php?f=104<br />
* Popular Lich script thread: http://forum.gsplayers.com/showthread.php?81229-What-Lich-Scripts-Do-You-Regularly-Use<br />
* Fix [[F2P]] login: http://forum.gsplayers.com/showthread.php?94776-Getting-Lich-to-work-with-F2P-accounts<br />
<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]<br />
[[Category:New Player]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Software/Installation&diff=137691Lich:Software/Installation2020-09-17T13:42:55Z<p>MASTERDTWIN: Initial creation of the Installation page - Primarily extracted from the base Lich Software Page</p>
<hr />
<div>==About==<br />
<br />
Lich is an add-on scripting engine that works alongside existing front ends. The most common installation is a combination of Lich on Windows using the Stormfront or Wizard FE. Despite this, Lich is also used by many on both MacOS and multiple Linux distributions.<br />
<br />
===Versions===<br />
<br />
Currently there are multiple versions of lich available, and effort is being made to consolidate them. For Gemstone Users, the original Tillmen version is the one primarily used.<br />
<br />
* Tillmen's Version<br />
<br />
Initial Installation located at [https://lichproject.org/ LichProject.org]. After installation, the version can be updated to the latest version that will be made available in the lich repository.<br />
<br />
* GTK3 Beta Version<br />
<br />
The combined Ruby and Lich installer is: [https://www.dropbox.com/s/upkg2qy1vmip31z/BetaGTK3-Ruby4Lich.exe?dl=1 BetaGTK3-Ruby4Lich]<br />
<br />
* DragonRealms Variant<br />
<br />
This can be downloaded directly from Github at [https://github.com/dragon-realms/dr-lich dragon-realms-lich]<br />
<br />
==Installation==<br />
<br />
===Windows===<br />
<br />
'''For Windows 10 / 8 / 7''' users on 64-bit systems: you can download the [http://bit.ly/WinLich Installer] and install everything you need automatically. Always remember to back up existing Lich / Simutronics files.<br />
<br />
<pre><br />
Install Guide for Lich Version 4.6.58 (as of August 2nd, 2020)<br />
<br />
1) Uninstall ALL existing Ruby installations. This includes deleting all existing Ruby folders (they should be located in the root C:\ drive folder).<br />
<br />
2) Run the installer. Do NOT restart the computer if prompted (just cancel that message). The install will seem like it isn't doing anything when there's a black box on the screen, but just give it some time. When the installer window itself goes away it's done.<br />
<br />
3) Log in and do -> ;repo download-lich <- and then exit the game.<br />
<br />
4) Log in and do -> ;repo download repository <- and wait the few seconds for it to finish.<br />
<br />
5) Do -> ;repo download-mapdb <- and wait the few seconds for it to finish.<br />
<br />
6) In the Lich scripts folder replace your autostart.lic with Athias's autostart.lic (see link just below). This fixes an issue with the repository not checking for updates at startup. This may also introduce an unknown result with go2 and narost on a fresh install so just be aware.<br />
<br />
7) Welcome to GemStone IV!<br />
</pre><br />
<br />
Additional assistance in installation can be found on the scripting channel of the [https://discord.gg/KF9Wr8u Discord].<br />
<br />
[https://www.mediafire.com/file/azqrd0ketp4iqs5 Athias's autostart.lic]<br />
<br />
===Mac OS X===<br />
<br />
Max OS X support is incoming with GTK3 Beta Lich. Installation and details on this are still incoming - Please stand by.<br />
<br />
===Chromebook & Debian variants===<br />
The following steps should install Lich and Profanity for users of Debian/Chromebooks. Profanity is a terminal-based Front-End that will let you play the game (in lieu of The Wizard or Stormfront).<br />
<br />
Update the list of available software and make sure some requirements are installed:<br />
<!-- don't think I'm gonna include this stuff but might as well not delete it.<br />
:<small>sudo: as a super-user</small><br />
:<small>apt-get: Debian's software repository</small><br />
::<small>-y: answer all questions yes</small> <br />
--><br />
<pre><br />
sudo apt-get -y update<br />
sudo apt-get -y install autoconf bison build-essential libssl-dev libyaml-dev libreadline6-dev zlib1g-dev libncurses5-dev libffi-dev libgdbm6 libgdbm-dev libsqlite3-dev unzip<br />
</pre><br />
<br />
Install '''<tt>[https://github.com/rbenv/rbenv rbenv]</tt>''', a Ruby version manager. Add it to the <tt>PATH</tt> so that it will work outside of its own directory, and set it up to work when you launch the shell (terminal):<br />
<pre><br />
git clone https://github.com/rbenv/rbenv.git ~/.rbenv<br />
echo 'export PATH="$HOME/.rbenv/bin:$PATH"' >> ~/.bashrc<br />
echo 'eval "$(rbenv init -)"' >> ~/.bashrc<br />
</pre><br />
<br />
Run the shell's launch script now to enable those two changes and get rbenv working:<br />
<pre><br />
source ~/.bashrc<br />
</pre><br />
<br />
Download the tools to let rbenv install Ruby on its own, then install Ruby 2.5.1 and set it to be our default version of Ruby system-wide:<br />
<pre><br />
git clone https://github.com/rbenv/ruby-build.git ~/.rbenv/plugins/ruby-build<br />
rbenv install 2.5.1 -v<br />
rbenv global 2.5.1<br />
</pre><br />
<br />
Tell Ruby not to create documentation for its gems (plugins/packages) unless asked, because it takes a long time and they are available online. Then install the dependencies for Lich and Profanity:<br />
<pre><br />
echo "gem: --no-document" > ~/.gemrc<br />
gem install sqlite3 gtk2 curses<br />
</pre><br />
<br />
Install Lich and Profanity:<br />
<pre><br />
curl --remote-name https://lichproject.org/download/lich-4.6.49.zip<br />
unzip lich-*.zip<br />
git clone https://github.com/matt-lowe/ProfanityFE.git<br />
</pre><br />
<br />
===Fedora===<br />
<br />
There are notable differences between the versions of Fedora that are commonly available:<br />
<br />
* Fedora 31 uses Ruby version 2.6.5 which has no compatibility issues with the base lich version or the Beta GTK3 variant.<br />
* Fedora 32 uses Ruby version 2.7.1 which requires modification of scripts to match SAFE commands. This is a minor version difference, but is notable.<br />
<br />
1. Update The Base Installation:<br />
<pre><br />
$ sudo dnf -y update<br />
$ sudo dnf -y install vim git<br />
</pre><br />
<br />
2. Install required Ruby and Development packages:<br />
<pre><br />
$ sudo dnf install -y autoconf bison gcc gdbm gdbm-devel libyaml-devel \<br />
libffi-devel make ncurses-devel openssl-devel readline-devel redhat-rpm-config \<br />
ruby ruby-devel sqlite-devel unzip zlib-devel<br />
</pre><br />
<br />
3. Perform Ruby Gem Installations:<br />
<pre><br />
$ gem install rake<br />
$ gem update<br />
</pre><br />
<br />
3.a. For GTK2 (base Lich)<br />
<pre><br />
$ gem install sqlite3 gtk2 curses<br />
</pre><br />
<br />
3.b. For GTK3 Beta<br />
<pre><br />
$ gem install sqlite3 gtk3 curses<br />
</pre><br />
<br />
4. Download Lich:<br />
<pre><br />
$ cd ~<br />
$ curl --remote-name https://lichproject.org/download/lich-4.6.52.zip<br />
$ unzip lich-4.6.52.zip<br />
</pre><br />
<br />
5. Clone Profanity:<br />
<pre><br />
$ cd ~<br />
$ git clone https://github.com/ondreian/ProfanityFE.git<br />
</pre><br />
<br />
Please refer to the '''[[Profanity | Profanity FE]]''' page for initial configuration and additional instructions.<br />
<br />
==Resources==<br />
* [[Mac Installation - Lich (software)]]<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]<br />
[[Category:New Player]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Light_Armor_Mastery&diff=134083Light Armor Mastery2020-07-14T20:04:31Z<p>MASTERDTWIN: Updated for clarification and added Armor Use to reference Table</p>
<hr />
<div>{{Armor specialization <br />
| mnemonic = LIGHT<br />
| available = [[Warrior]]s, [[Rogue]]s, and [[Monk]]s<br />
| requirements = None<br />
| prereqs = None <br />
| AP1 = 20<br />
| AP2 = 30<br />
| AP3 = N/A<br />
| AP4 = N/A<br />
| AP5 = N/A<br />
}}<br />
You are able to capitalize on your maneuverability in light armor to reduce the effects of magical warding attacks and increase your effectiveness at maneuvers and evasion. Light Armor for the purposes of this specialization are defined as cloth (AG 1), light leather (AG 2), and hard leather (AG 3). No benefits will be earned for using chain (AG 4) or plate (AG 5).<br />
<br />
== Rank 1 - CvA Bonus ==<br />
<br />
At rank 1, you gain a CvA bonus based on based on a percentage difference between the CvA of your current AsG and the highest AsG you've fully trained. The percentage benefit is calculated as (70 - (AG * 20))% of your current Armor group. Fully trained is defined as having trained off the maneuver penalty of a particular AsG.<br />
<br />
Below is an example based on Wearing Robes (AG 1) and 24 ranks of Armor Use (trained for ASG 11).<br />
<br />
* Percentage Benefit:<br />
(70 - (AG * 20))%<br />
(70 - (1 * 20))%<br />
Benefit Percentage = 50%<br />
* CvA Bonus:<br />
(<Worn CvA> - <trained CvA>) * <%benefit><br />
(15 - 3) * 50%<br />
CvA Bonus = 6<br />
* Result:<br />
(<Worn CvA> - Bonus)<br />
15 - 6<br />
Resulting CvA = 9<br />
<br />
== Rank 2 - Maneuver Bonus ==<br />
<br />
At rank 2, you gain a (20 - (AG * 5)) bonus to your offensive maneuver rolls and a (25 - (AG * 5))% chance to gain Evasiveness when evading an attack. Evasiveness prevents one attack or spell from harming you and lasts up to 30 seconds. When this effect ends, this ability has a 10 second cooldown.<br />
<br />
== Reference Tables ==<br />
<br />
=== CvA Bonus Table===<br />
{| class="wikitable" style="table-layout:fixed; text-align:center;"<br />
! colspan="11" style="text-align:center;" | CvA<br />
|-<br />
! rowspan=2 style="background-color:lightgrey" | Trained For<br />
! rowspan=2 style="background-color:lightgrey" | Armor Use<br />
! colspan=9 style="background-color:lightgrey" | Wearing<br />
|-<br />
| style="background-color:lightgrey; font-weight:bold" | robes<br />
| style="background-color:lightgrey; font-weight:bold" | light leather<br />
| style="background-color:lightgrey; font-weight:bold" | full leather<br />
| style="background-color:lightgrey; font-weight:bold" | reinforced leather<br />
| style="background-color:lightgrey; font-weight:bold" | double leather<br />
| style="background-color:lightgrey; font-weight:bold" | leather breastplate<br />
| style="background-color:lightgrey; font-weight:bold" | cuirbouilli leather<br />
| style="background-color:lightgrey; font-weight:bold" | studded leather<br />
| style="background-color:lightgrey; font-weight:bold" | brigandine armor<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | robes<br />
| -<br />
| 15<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|- <br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | light leather<br />
| -<br />
| 15 <br />
| 15<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | full leather<br />
| 4<br />
| 15 <br />
| 15<br />
| 14<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | reinforced leather<br />
| 8<br />
| 14 <br />
| 15<br />
| 14<br />
| 13<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | double leather<br />
| 8<br />
| 14 <br />
| 15<br />
| 14<br />
| 13<br />
| 12<br />
| N/A<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | leather breastplate<br />
| 13<br />
| 10 <br />
| 12<br />
| 12<br />
| 11<br />
| 10<br />
| 5<br />
| N/A<br />
| N/A<br />
| N/A<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | cuirbouilli leather<br />
| 18<br />
| 10 <br />
| 12<br />
| 11<br />
| 11<br />
| 10<br />
| 5<br />
| 4<br />
| N/A<br />
| N/A<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | studded leather<br />
| 24<br />
| 9 <br />
| 12<br />
| 11<br />
| 10<br />
| 10<br />
| 5<br />
| 4<br />
| 3<br />
| N/A<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | brigandine armor<br />
| 30<br />
| 9 <br />
| 12<br />
| 11<br />
| 10<br />
| 9<br />
| 5<br />
| 4<br />
| 3<br />
| 2<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | chain mail<br />
| 40<br />
| 5 <br />
| 9<br />
| 8<br />
| 8<br />
| 7<br />
| 4<br />
| 3<br />
| 3<br />
| 2<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | double chain<br />
| 60<br />
| 4 <br />
| 9<br />
| 8<br />
| 7<br />
| 7<br />
| 4<br />
| 3<br />
| 2<br />
| 2<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | augmented chain<br />
| 60<br />
| 4 <br />
| 9<br />
| 8<br />
| 7<br />
| 6<br />
| 4<br />
| 3<br />
| 2<br />
| 1<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | chain hauberk<br />
| 80<br />
| 3 <br />
| 8<br />
| 8<br />
| 7<br />
| 6<br />
| 4<br />
| 3<br />
| 2<br />
| 1<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | metal breastplate<br />
| 80<br />
| -1 <br />
| 6<br />
| 5<br />
| 4<br />
| 3<br />
| 3<br />
| 2<br />
| 1<br />
| 0<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | augmented plate<br />
| 100<br />
| -2 <br />
| 5<br />
| 5<br />
| 4<br />
| 3<br />
| 3<br />
| 2<br />
| 1<br />
| 0<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | half plate<br />
| 120<br />
| -2 <br />
| 5<br />
| 4<br />
| 4<br />
| 3<br />
| 3<br />
| 2<br />
| 1<br />
| 0<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | full plate<br />
| 140<br />
| -3 <br />
| 5<br />
| 4<br />
| 3<br />
| 3<br />
| 3<br />
| 2<br />
| 1<br />
| 0<br />
|-<br />
| style="text-align:left;background-color:lightgrey; font-weight:bold" | max CvA reduction<br />
| -<br />
| -18 <br />
| -10<br />
| -10<br />
| -10<br />
| -9<br />
| -2<br />
| -2<br />
| -2<br />
| -2<br />
|}<br />
<br />
=== Maneuver Bonus Table ===<br />
{| class="wikitable"<br />
! Armor || Armor Group || Maneuver Bonus || Evasiveness Chance<br />
|-<br />
| robes || 1 || 15 || 20%<br />
|-<br />
| leather || 2 || 10 || 15%<br />
|-<br />
| scale || 3 || 5 || 10%<br />
|}<br />
<br />
<br />
==Resources==<br />
*[[Armor/saved posts]]<br />
<br />
[[Category:General Specialization]]<br />
</noinclude></div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133971Healing roundtime2020-07-10T18:07:25Z<p>MASTERDTWIN: /* Mental Lore: Transformation Optimization */</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
{| {{prettytable}} align="center"<br />
|- bgcolor="lightblue"<br />
!align="right" |Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
== Mental Lore: Transformation Optimization ==<br />
<br />
Mental Lore Transformation (ML:TSFM) can have a significant impact in your ability to heal quickly. Optimizing your Healing RT reductions requires balancing the benefits from from your Mental Lore: Transformation ranks and Empath Spell Circles. The Round Time Reduction Chart below identifies the minimum required Mental Lore: Transformation ranks to maximize your RT Reduction. The following assumptions were taken into consideration:<br />
:* Level 14 or higher<br />
:** [[1114]] is required to heal all possible injuries<br />
:* Empath Spell Circle trained to current level<br />
:** Overtraining provides no additional benefit<br />
:* Mental Lore Transformation Trained at 2x(Level + 1)<br />
:** Inter-level training ranks are not taken into account<br />
:* Based on maximum injuries with 40s healing RT<br />
:** Reducing Roundtime by more than 40s provides no additional benefit<br />
<br />
=== Legend ===<br />
{| {{prettytable}} <br />
|- bgcolor=#cc66ff align="center"<br />
! Color || Description<br />
|-<br />
!bgcolor=#ff9999 align="right"| Rank 1 Wounds || align="left"| No Hard RT on Rank 1 Wounds<br />
|-<br />
!bgcolor=#cc6666 align="right"| Rank 2-3 Wounds || align="left"| No Hard RT on Rank 2-3 Wounds<br />
|-<br />
!bgcolor=#ffcc99 align="right"| Rank 1 Scars || align="left"| No Hard RT on Rank 1 Scars<br />
|-<br />
!bgcolor=#ff9966 align="right"| Rank 2-3 Scars || align="left"| No Hard RT on Rank 2-3 Scars<br />
|}<br />
<br />
=== Round Time Reduction Chart ===<br />
{| {{prettytable}} <br />
|- bgcolor=#9933ff align="center"<br />
! colspan=2 | Training || colspan=3 | RT Reduction<br />
|- bgcolor=#cc66ff align="center"<br />
!Level || ML:TRFM Ranks || Empath Spells || ML:TRFM || Total<br />
|- align="center"<br />
!bgcolor=#99ffcc|14 ||bgcolor=#99ffcc| 30 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|15 ||bgcolor=#99ffcc| 32 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|16 ||bgcolor=#99ffcc| 34 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -11 || bgcolor=#ff9999| -11<br />
|- align="center"<br />
!bgcolor=#99ffcc|17 ||bgcolor=#99ffcc| 36 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -12<br />
|- align="center"<br />
!bgcolor=#99ffcc|18 ||bgcolor=#99ffcc| 38 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -13<br />
|- align="center"<br />
!bgcolor=#99ffcc|19 ||bgcolor=#99ffcc| 40 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -13 || bgcolor=#ff9999| -14<br />
|- align="center"<br />
!bgcolor=#99ffcc|20 ||bgcolor=#99ffcc| 42 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|21 ||bgcolor=#99ffcc| 44 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|22 ||bgcolor=#99ffcc| 46 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -15 || bgcolor=#ff9999| -17<br />
|- align="center"<br />
!bgcolor=#99ffcc|23 ||bgcolor=#99ffcc| 48 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|24 ||bgcolor=#99ffcc| 50 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|25 ||bgcolor=#99ffcc| 52 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -17 || bgcolor=#ff9999| -19<br />
|- align="center"<br />
!bgcolor=#99ffcc|26 ||bgcolor=#99ffcc| 54 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|27 ||bgcolor=#99ffcc| 56 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|28 ||bgcolor=#99ffcc| 58 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -19 || bgcolor=#cc6666| -22<br />
|- align="center"<br />
!bgcolor=#99ffcc|29 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -20 || bgcolor=#cc6666| -23<br />
|- align="center"<br />
!bgcolor=#99ffcc|30 ||bgcolor=#99ffcc| 62 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -20 || bgcolor=#cc6666| -24<br />
|- align="center"<br />
!bgcolor=#99ffcc|31 ||bgcolor=#99ffcc| 64 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -21 || bgcolor=#cc6666| -25<br />
|- align="center"<br />
!bgcolor=#99ffcc|32 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#cc6666| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|33 ||bgcolor=#99ffcc| 68 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#cc6666| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|34 ||bgcolor=#99ffcc| 70 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -23 || bgcolor=#cc6666| -28<br />
|- align="center"<br />
!bgcolor=#99ffcc|35 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#cc6666| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|36 ||bgcolor=#99ffcc| 74 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#cc6666| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|37 ||bgcolor=#99ffcc| 76 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -25 || bgcolor=#ffcc99| -30<br />
|- align="center"<br />
!bgcolor=#99ffcc|38 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#ffcc99| -32<br />
|- align="center"<br />
!bgcolor=#99ffcc|39 ||bgcolor=#99ffcc| 80 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#ffcc99| -32<br />
|- align="center"<br />
!bgcolor=#99ffcc|40 ||bgcolor=#99ffcc| 82 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -27 || bgcolor=#ffcc99| -33<br />
|- align="center"<br />
!bgcolor=#99ffcc|41 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -28 || bgcolor=#ffcc99| -34<br />
|- align="center"<br />
!bgcolor=#99ffcc|42 ||bgcolor=#99ffcc| 86 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -28 || bgcolor=#ffcc99| -35<br />
|- align="center"<br />
!bgcolor=#99ffcc|43 ||bgcolor=#99ffcc| 88 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -29 || bgcolor=#ffcc99| -36<br />
|- align="center"<br />
!bgcolor=#99ffcc|44 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#ffcc99| -37<br />
|- align="center"<br />
!bgcolor=#99ffcc|45 ||bgcolor=#99ffcc| 92 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#ffcc99| -37<br />
|- align="center"<br />
!bgcolor=#99ffcc|46 ||bgcolor=#99ffcc| 94 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -31 || bgcolor=#ffcc99| -39<br />
|- align="center"<br />
!bgcolor=#99ffcc|47 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|48 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|49 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|50 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|51 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|52 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|53 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|54 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|55 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|56 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|57 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|58 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|59 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|60 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|61 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|62 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|63 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|64 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|65 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|66 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|67 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|68 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|69 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|70 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|71 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|72 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|73 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|74 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|75 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|76 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|77 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|78 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
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|}<br />
<br />
[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133969Healing roundtime2020-07-10T18:01:56Z<p>MASTERDTWIN: Removed unnecessary header after updating Section titles</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
{| {{prettytable}} align="center"<br />
|- bgcolor="lightblue"<br />
!align="right" |Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
== Mental Lore: Transformation Optimization ==<br />
<br />
Mental Lore Transformation (ML:TSFM) can have a significant impact in your ability to heal quickly. Optimizing your Healing RT reductions requires balancing the benefits from from your Mental Lore: Transformation ranks and Empath Spell Circles. The Round Time Reduction Chart below the RT Reduction and minimum required Transformation ranks to maximize your RT Reduction.<br />
<br />
:* The Empath is at least lvl 14<br />
:** Empaths cannot heal all injury types until lvl 14<br />
:* Empath Spell Circle trained to current level<br />
:** Overtraining provides no additional benefit<br />
:* Mental Lore Transformation Trained at 2x(Level + 1)<br />
:** Inter-level training ranks are not taken into account<br />
:* Based on maximum injuries with 40s healing RT<br />
:** Reducing Roundtime by more than 40s provides no additional benefit<br />
<br />
=== Legend ===<br />
{| {{prettytable}} <br />
|- bgcolor=#cc66ff align="center"<br />
! Color || Description<br />
|-<br />
!bgcolor=#ff9999 align="right"| Rank 1 Wounds || align="left"| No Hard RT on Rank 1 Wounds<br />
|-<br />
!bgcolor=#cc6666 align="right"| Rank 2-3 Wounds || align="left"| No Hard RT on Rank 2-3 Wounds<br />
|-<br />
!bgcolor=#ffcc99 align="right"| Rank 1 Scars || align="left"| No Hard RT on Rank 1 Scars<br />
|-<br />
!bgcolor=#ff9966 align="right"| Rank 2-3 Scars || align="left"| No Hard RT on Rank 2-3 Scars<br />
|}<br />
<br />
=== Round Time Reduction Chart ===<br />
{| {{prettytable}} <br />
|- bgcolor=#9933ff align="center"<br />
! colspan=2 | Training || colspan=3 | RT Reduction<br />
|- bgcolor=#cc66ff align="center"<br />
!Level || ML:TRFM Ranks || Empath Spells || ML:TRFM || Total<br />
|- align="center"<br />
!bgcolor=#99ffcc|14 ||bgcolor=#99ffcc| 30 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|15 ||bgcolor=#99ffcc| 32 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|16 ||bgcolor=#99ffcc| 34 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -11 || bgcolor=#ff9999| -11<br />
|- align="center"<br />
!bgcolor=#99ffcc|17 ||bgcolor=#99ffcc| 36 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -12<br />
|- align="center"<br />
!bgcolor=#99ffcc|18 ||bgcolor=#99ffcc| 38 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -13<br />
|- align="center"<br />
!bgcolor=#99ffcc|19 ||bgcolor=#99ffcc| 40 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -13 || bgcolor=#ff9999| -14<br />
|- align="center"<br />
!bgcolor=#99ffcc|20 ||bgcolor=#99ffcc| 42 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|21 ||bgcolor=#99ffcc| 44 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|22 ||bgcolor=#99ffcc| 46 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -15 || bgcolor=#ff9999| -17<br />
|- align="center"<br />
!bgcolor=#99ffcc|23 ||bgcolor=#99ffcc| 48 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
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!bgcolor=#99ffcc|24 ||bgcolor=#99ffcc| 50 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
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!bgcolor=#99ffcc|25 ||bgcolor=#99ffcc| 52 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -17 || bgcolor=#ff9999| -19<br />
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!bgcolor=#99ffcc|26 ||bgcolor=#99ffcc| 54 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
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|- align="center"<br />
!bgcolor=#99ffcc|100||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9966| -40<br />
|}<br />
<br />
[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133968Healing roundtime2020-07-10T17:59:52Z<p>MASTERDTWIN: ToC organization</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
{| {{prettytable}} align="center"<br />
|- bgcolor="lightblue"<br />
!align="right" |Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
== Mental Lore: Transformation Optimization ==<br />
<br />
Mental Lore Transformation (ML:TSFM) can have a significant impact in your ability to heal quickly. Optimizing your Healing RT reductions requires balancing the benefits from from your Mental Lore: Transformation ranks and Empath Spell Circles. The Round Time Reduction Chart below the RT Reduction and minimum required Transformation ranks to maximize your RT Reduction.<br />
<br />
:* The Empath is at least lvl 14<br />
:** Empaths cannot heal all injury types until lvl 14<br />
:* Empath Spell Circle trained to current level<br />
:** Overtraining provides no additional benefit<br />
:* Mental Lore Transformation Trained at 2x(Level + 1)<br />
:** Inter-level training ranks are not taken into account<br />
:* Based on maximum injuries with 40s healing RT<br />
:** Reducing Roundtime by more than 40s provides no additional benefit<br />
<br />
=== Legend ===<br />
{| {{prettytable}} <br />
|- bgcolor=#cc66ff align="center"<br />
! Color || Description<br />
|-<br />
!bgcolor=#ff9999 align="right"| Rank 1 Wounds || align="left"| No Hard RT on Rank 1 Wounds<br />
|-<br />
!bgcolor=#cc6666 align="right"| Rank 2-3 Wounds || align="left"| No Hard RT on Rank 2-3 Wounds<br />
|-<br />
!bgcolor=#ffcc99 align="right"| Rank 1 Scars || align="left"| No Hard RT on Rank 1 Scars<br />
|-<br />
!bgcolor=#ff9966 align="right"| Rank 2-3 Scars || align="left"| No Hard RT on Rank 2-3 Scars<br />
|}<br />
<br />
=== Round Time Reduction Chart ===<br />
{| {{prettytable}} <br />
|- bgcolor=#9900ff align="center"<br />
! colspan=5 | Mental Lore: Transformation (ML:TRFM) Optimization<br />
|- bgcolor=#9933ff align="center"<br />
! colspan=2 | Training || colspan=3 | RT Reduction<br />
|- bgcolor=#cc66ff align="center"<br />
!Level || ML:TRFM Ranks || Empath Spells || ML:TRFM || Total<br />
|- align="center"<br />
!bgcolor=#99ffcc|14 ||bgcolor=#99ffcc| 30 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|15 ||bgcolor=#99ffcc| 32 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|16 ||bgcolor=#99ffcc| 34 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -11 || bgcolor=#ff9999| -11<br />
|- align="center"<br />
!bgcolor=#99ffcc|17 ||bgcolor=#99ffcc| 36 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -12<br />
|- align="center"<br />
!bgcolor=#99ffcc|18 ||bgcolor=#99ffcc| 38 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -13<br />
|- align="center"<br />
!bgcolor=#99ffcc|19 ||bgcolor=#99ffcc| 40 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -13 || bgcolor=#ff9999| -14<br />
|- align="center"<br />
!bgcolor=#99ffcc|20 ||bgcolor=#99ffcc| 42 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|21 ||bgcolor=#99ffcc| 44 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|22 ||bgcolor=#99ffcc| 46 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -15 || bgcolor=#ff9999| -17<br />
|- align="center"<br />
!bgcolor=#99ffcc|23 ||bgcolor=#99ffcc| 48 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|24 ||bgcolor=#99ffcc| 50 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|25 ||bgcolor=#99ffcc| 52 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -17 || bgcolor=#ff9999| -19<br />
|- align="center"<br />
!bgcolor=#99ffcc|26 ||bgcolor=#99ffcc| 54 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|27 ||bgcolor=#99ffcc| 56 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|28 ||bgcolor=#99ffcc| 58 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -19 || bgcolor=#cc6666| -22<br />
|- align="center"<br />
!bgcolor=#99ffcc|29 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -20 || bgcolor=#cc6666| -23<br />
|- align="center"<br />
!bgcolor=#99ffcc|30 ||bgcolor=#99ffcc| 62 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -20 || bgcolor=#cc6666| -24<br />
|- align="center"<br />
!bgcolor=#99ffcc|31 ||bgcolor=#99ffcc| 64 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -21 || bgcolor=#cc6666| -25<br />
|- align="center"<br />
!bgcolor=#99ffcc|32 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#cc6666| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|33 ||bgcolor=#99ffcc| 68 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#cc6666| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|34 ||bgcolor=#99ffcc| 70 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -23 || bgcolor=#cc6666| -28<br />
|- align="center"<br />
!bgcolor=#99ffcc|35 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#cc6666| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|36 ||bgcolor=#99ffcc| 74 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#cc6666| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|37 ||bgcolor=#99ffcc| 76 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -25 || bgcolor=#ffcc99| -30<br />
|- align="center"<br />
!bgcolor=#99ffcc|38 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#ffcc99| -32<br />
|- align="center"<br />
!bgcolor=#99ffcc|39 ||bgcolor=#99ffcc| 80 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#ffcc99| -32<br />
|- align="center"<br />
!bgcolor=#99ffcc|40 ||bgcolor=#99ffcc| 82 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -27 || bgcolor=#ffcc99| -33<br />
|- align="center"<br />
!bgcolor=#99ffcc|41 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -28 || bgcolor=#ffcc99| -34<br />
|- align="center"<br />
!bgcolor=#99ffcc|42 ||bgcolor=#99ffcc| 86 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -28 || bgcolor=#ffcc99| -35<br />
|- align="center"<br />
!bgcolor=#99ffcc|43 ||bgcolor=#99ffcc| 88 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -29 || bgcolor=#ffcc99| -36<br />
|- align="center"<br />
!bgcolor=#99ffcc|44 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#ffcc99| -37<br />
|- align="center"<br />
!bgcolor=#99ffcc|45 ||bgcolor=#99ffcc| 92 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#ffcc99| -37<br />
|- align="center"<br />
!bgcolor=#99ffcc|46 ||bgcolor=#99ffcc| 94 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -31 || bgcolor=#ffcc99| -39<br />
|- align="center"<br />
!bgcolor=#99ffcc|47 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|48 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|49 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|50 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|51 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|52 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|53 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|54 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|55 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|56 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|57 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|58 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|59 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|60 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|61 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|62 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|63 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|64 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|65 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|66 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|67 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|68 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|69 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|70 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|71 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|72 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|73 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|74 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|75 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|76 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|77 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|78 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|79 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|80 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|81 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|82 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|83 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|84 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|85 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|86 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|87 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|88 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|89 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|90 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|91 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|92 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|93 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|94 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|95 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|96 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|97 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|98 ||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|99 ||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|100||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9966| -40<br />
|}<br />
<br />
[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133967Healing roundtime2020-07-10T17:58:45Z<p>MASTERDTWIN: /* Optimization */</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
{| {{prettytable}} align="center"<br />
|- bgcolor="lightblue"<br />
!align="right" |Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
=== Mental Lore: Transformation Optimization ===<br />
<br />
Mental Lore Transformation (ML:TSFM) can have a significant impact in your ability to heal quickly. Optimizing your Healing RT reductions requires balancing the benefits from from your Mental Lore: Transformation ranks and Empath Spell Circles. The Round Time Reduction Chart below the RT Reduction and minimum required Transformation ranks to maximize your RT Reduction.<br />
<br />
:* The Empath is at least lvl 14<br />
:** Empaths cannot heal all injury types until lvl 14<br />
:* Empath Spell Circle trained to current level<br />
:** Overtraining provides no additional benefit<br />
:* Mental Lore Transformation Trained at 2x(Level + 1)<br />
:** Inter-level training ranks are not taken into account<br />
:* Based on maximum injuries with 40s healing RT<br />
:** Reducing Roundtime by more than 40s provides no additional benefit<br />
<br />
==== Legend ====<br />
{| {{prettytable}} <br />
|- bgcolor=#cc66ff align="center"<br />
! Color || Description<br />
|-<br />
!bgcolor=#ff9999 align="right"| Rank 1 Wounds || align="left"| No Hard RT on Rank 1 Wounds<br />
|-<br />
!bgcolor=#cc6666 align="right"| Rank 2-3 Wounds || align="left"| No Hard RT on Rank 2-3 Wounds<br />
|-<br />
!bgcolor=#ffcc99 align="right"| Rank 1 Scars || align="left"| No Hard RT on Rank 1 Scars<br />
|-<br />
!bgcolor=#ff9966 align="right"| Rank 2-3 Scars || align="left"| No Hard RT on Rank 2-3 Scars<br />
|}<br />
<br />
==== Round Time Reduction Chart ====<br />
{| {{prettytable}} <br />
|- bgcolor=#9900ff align="center"<br />
! colspan=5 | Mental Lore: Transformation (ML:TRFM) Optimization<br />
|- bgcolor=#9933ff align="center"<br />
! colspan=2 | Training || colspan=3 | RT Reduction<br />
|- bgcolor=#cc66ff align="center"<br />
!Level || ML:TRFM Ranks || Empath Spells || ML:TRFM || Total<br />
|- align="center"<br />
!bgcolor=#99ffcc|14 ||bgcolor=#99ffcc| 30 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|15 ||bgcolor=#99ffcc| 32 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|16 ||bgcolor=#99ffcc| 34 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -11 || bgcolor=#ff9999| -11<br />
|- align="center"<br />
!bgcolor=#99ffcc|17 ||bgcolor=#99ffcc| 36 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -12<br />
|- align="center"<br />
!bgcolor=#99ffcc|18 ||bgcolor=#99ffcc| 38 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -13<br />
|- align="center"<br />
!bgcolor=#99ffcc|19 ||bgcolor=#99ffcc| 40 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -13 || bgcolor=#ff9999| -14<br />
|- align="center"<br />
!bgcolor=#99ffcc|20 ||bgcolor=#99ffcc| 42 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|21 ||bgcolor=#99ffcc| 44 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|22 ||bgcolor=#99ffcc| 46 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -15 || bgcolor=#ff9999| -17<br />
|- align="center"<br />
!bgcolor=#99ffcc|23 ||bgcolor=#99ffcc| 48 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|24 ||bgcolor=#99ffcc| 50 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|25 ||bgcolor=#99ffcc| 52 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -17 || bgcolor=#ff9999| -19<br />
|- align="center"<br />
!bgcolor=#99ffcc|26 ||bgcolor=#99ffcc| 54 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|27 ||bgcolor=#99ffcc| 56 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|28 ||bgcolor=#99ffcc| 58 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -19 || bgcolor=#cc6666| -22<br />
|- align="center"<br />
!bgcolor=#99ffcc|29 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -20 || bgcolor=#cc6666| -23<br />
|- align="center"<br />
!bgcolor=#99ffcc|30 ||bgcolor=#99ffcc| 62 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -20 || bgcolor=#cc6666| -24<br />
|- align="center"<br />
!bgcolor=#99ffcc|31 ||bgcolor=#99ffcc| 64 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -21 || bgcolor=#cc6666| -25<br />
|- align="center"<br />
!bgcolor=#99ffcc|32 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#cc6666| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|33 ||bgcolor=#99ffcc| 68 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#cc6666| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|34 ||bgcolor=#99ffcc| 70 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -23 || bgcolor=#cc6666| -28<br />
|- align="center"<br />
!bgcolor=#99ffcc|35 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#cc6666| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|36 ||bgcolor=#99ffcc| 74 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#cc6666| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|37 ||bgcolor=#99ffcc| 76 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -25 || bgcolor=#ffcc99| -30<br />
|- align="center"<br />
!bgcolor=#99ffcc|38 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#ffcc99| -32<br />
|- align="center"<br />
!bgcolor=#99ffcc|39 ||bgcolor=#99ffcc| 80 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#ffcc99| -32<br />
|- align="center"<br />
!bgcolor=#99ffcc|40 ||bgcolor=#99ffcc| 82 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -27 || bgcolor=#ffcc99| -33<br />
|- align="center"<br />
!bgcolor=#99ffcc|41 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -28 || bgcolor=#ffcc99| -34<br />
|- align="center"<br />
!bgcolor=#99ffcc|42 ||bgcolor=#99ffcc| 86 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -28 || bgcolor=#ffcc99| -35<br />
|- align="center"<br />
!bgcolor=#99ffcc|43 ||bgcolor=#99ffcc| 88 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -29 || bgcolor=#ffcc99| -36<br />
|- align="center"<br />
!bgcolor=#99ffcc|44 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#ffcc99| -37<br />
|- align="center"<br />
!bgcolor=#99ffcc|45 ||bgcolor=#99ffcc| 92 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#ffcc99| -37<br />
|- align="center"<br />
!bgcolor=#99ffcc|46 ||bgcolor=#99ffcc| 94 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -31 || bgcolor=#ffcc99| -39<br />
|- align="center"<br />
!bgcolor=#99ffcc|47 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|48 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|49 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|50 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|51 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|52 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|53 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|54 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|55 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|56 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|57 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|58 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|59 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|60 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|61 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|62 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|63 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|64 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|65 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|66 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|67 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|68 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|69 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|70 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|71 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|72 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|73 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|74 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|75 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|76 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|77 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|78 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|79 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|80 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|81 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|82 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|83 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|84 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|85 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|86 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|87 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|88 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|89 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|90 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|91 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|92 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|93 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|94 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|95 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|96 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|97 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|98 ||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|99 ||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9966| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|100||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9966| -40<br />
|}<br />
<br />
[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133963Healing roundtime2020-07-10T17:16:22Z<p>MASTERDTWIN: Updated colors for easier viewing</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
{| {{prettytable}} align="center"<br />
|- bgcolor="lightblue"<br />
!align="right" |Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
=== Optimization ===<br />
<br />
In order to optimize your Healing Roundtime you have to balance the RT reductions from your Mental Lore, Transformation ranks and Empath Spell Circles. The chart below shows the RT Reduction and minimum required Transformation ranks to maximize your RT Reduction. <br />
<br />
* Empath is at least lvl 14, required to be capable of healing all injuries<br />
* Empath Circle spells trained to current level<br />
* Mental Lore Transformation maximum ranks of 2*(Level + 1)<br />
* Based on maximum injuries with 40s healing RT<br />
<br />
:{| {{prettytable}} <br />
|- bgcolor=#9900ff align="center"<br />
! colspan=5 | Mental Lore: Transformation (ML:TRFM) Optimization<br />
|- bgcolor=#9933ff align="center"<br />
! colspan=2 | Training || colspan=3 | RT Reduction<br />
|- bgcolor=#9966ff align="center"<br />
!Level || ML:TRFM Ranks || Empath Spells || ML:TRFM || Total<br />
|- align="center"<br />
!bgcolor=#99ffcc|14 ||bgcolor=#99ffcc| 30 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|15 ||bgcolor=#99ffcc| 32 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|16 ||bgcolor=#99ffcc| 34 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -11 || bgcolor=#ff9999| -11<br />
|- align="center"<br />
!bgcolor=#99ffcc|17 ||bgcolor=#99ffcc| 36 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -12<br />
|- align="center"<br />
!bgcolor=#99ffcc|18 ||bgcolor=#99ffcc| 38 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -13<br />
|- align="center"<br />
!bgcolor=#99ffcc|19 ||bgcolor=#99ffcc| 40 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -13 || bgcolor=#ff9999| -14<br />
|- align="center"<br />
!bgcolor=#99ffcc|20 ||bgcolor=#99ffcc| 42 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|21 ||bgcolor=#99ffcc| 44 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|22 ||bgcolor=#99ffcc| 46 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -15 || bgcolor=#ff9999| -17<br />
|- align="center"<br />
!bgcolor=#99ffcc|23 ||bgcolor=#99ffcc| 48 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|24 ||bgcolor=#99ffcc| 50 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|25 ||bgcolor=#99ffcc| 52 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -17 || bgcolor=#ff9999| -19<br />
|- align="center"<br />
!bgcolor=#99ffcc|26 ||bgcolor=#99ffcc| 54 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|27 ||bgcolor=#99ffcc| 56 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#cc6666| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|28 ||bgcolor=#99ffcc| 58 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -19 || bgcolor=#cc6666| -22<br />
|- align="center"<br />
!bgcolor=#99ffcc|29 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -20 || bgcolor=#cc6666| -23<br />
|- align="center"<br />
!bgcolor=#99ffcc|30 ||bgcolor=#99ffcc| 62 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -20 || bgcolor=#cc6666| -24<br />
|- align="center"<br />
!bgcolor=#99ffcc|31 ||bgcolor=#99ffcc| 64 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -21 || bgcolor=#cc6666| -25<br />
|- align="center"<br />
!bgcolor=#99ffcc|32 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#cc6666| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|33 ||bgcolor=#99ffcc| 68 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#cc6666| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|34 ||bgcolor=#99ffcc| 70 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -23 || bgcolor=#cc6666| -28<br />
|- align="center"<br />
!bgcolor=#99ffcc|35 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#cc6666| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|36 ||bgcolor=#99ffcc| 74 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#cc6666| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|37 ||bgcolor=#99ffcc| 76 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -25 || bgcolor=#ffcc99| -30<br />
|- align="center"<br />
!bgcolor=#99ffcc|38 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#ffcc99| -32<br />
|- align="center"<br />
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[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133959Healing roundtime2020-07-10T16:05:06Z<p>MASTERDTWIN: MOAR COLORS!</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
{| {{prettytable}} align="center"<br />
|- bgcolor="lightblue"<br />
!align="right" |Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
=== Optimization ===<br />
<br />
In order to optimize your Healing Roundtime you have to balance the RT reductions from your Mental Lore, Transformation ranks and Empath Spell Circles. The chart below shows the RT Reduction and minimum required Transformation ranks to maximize your RT Reduction. <br />
<br />
* Empath is at least lvl 14, required to be capable of healing all injuries<br />
* Empath Circle spells trained to current level<br />
* Mental Lore Transformation maximum ranks of 2*(Level + 1)<br />
* Based on maximum injuries with 40s healing RT<br />
<br />
:{| {{prettytable}} <br />
|- bgcolor=#9900ff align="center"<br />
! colspan=5 | Mental Lore: Transformation (ML:TRFM) Optimization<br />
|- bgcolor=#9933ff align="center"<br />
! colspan=2 | Training || colspan=3 | RT Reduction<br />
|- bgcolor=#9966ff align="center"<br />
!Level || ML:TRFM Ranks || Empath Spells || ML:TRFM || Total<br />
|- align="center"<br />
!bgcolor=#99ffcc|14 ||bgcolor=#99ffcc| 30 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|15 ||bgcolor=#99ffcc| 32 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|16 ||bgcolor=#99ffcc| 34 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -11 || bgcolor=#ff9999| -11<br />
|- align="center"<br />
!bgcolor=#99ffcc|17 ||bgcolor=#99ffcc| 36 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -12<br />
|- align="center"<br />
!bgcolor=#99ffcc|18 ||bgcolor=#99ffcc| 38 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -13<br />
|- align="center"<br />
!bgcolor=#99ffcc|19 ||bgcolor=#99ffcc| 40 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -13 || bgcolor=#ff9999| -14<br />
|- align="center"<br />
!bgcolor=#99ffcc|20 ||bgcolor=#99ffcc| 42 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|21 ||bgcolor=#99ffcc| 44 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|22 ||bgcolor=#99ffcc| 46 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -15 || bgcolor=#ff9999| -17<br />
|- align="center"<br />
!bgcolor=#99ffcc|23 ||bgcolor=#99ffcc| 48 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|24 ||bgcolor=#99ffcc| 50 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|25 ||bgcolor=#99ffcc| 52 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -17 || bgcolor=#ff9999| -19<br />
|- align="center"<br />
!bgcolor=#99ffcc|26 ||bgcolor=#99ffcc| 54 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#ff3333| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|27 ||bgcolor=#99ffcc| 56 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#ff3333| -21<br />
|- align="center"<br />
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|- align="center"<br />
!bgcolor=#99ffcc|29 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -20 || bgcolor=#ff3333| -23<br />
|- align="center"<br />
!bgcolor=#99ffcc|30 ||bgcolor=#99ffcc| 62 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -20 || bgcolor=#ff3333| -24<br />
|- align="center"<br />
!bgcolor=#99ffcc|31 ||bgcolor=#99ffcc| 64 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -21 || bgcolor=#ff3333| -25<br />
|- align="center"<br />
!bgcolor=#99ffcc|32 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#ff3333| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|33 ||bgcolor=#99ffcc| 68 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#ff3333| -26<br />
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!bgcolor=#99ffcc|34 ||bgcolor=#99ffcc| 70 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -23 || bgcolor=#ff3333| -28<br />
|- align="center"<br />
!bgcolor=#99ffcc|35 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#ff3333| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|36 ||bgcolor=#99ffcc| 74 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#ff3333| -29<br />
|- align="center"<br />
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!bgcolor=#99ffcc|43 ||bgcolor=#99ffcc| 88 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -29 || bgcolor=#cc9933| -36<br />
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!bgcolor=#99ffcc|44 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#cc9933| -37<br />
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!bgcolor=#99ffcc|48 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|49 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|61 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|62 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|63 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|64 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|65 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|66 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|67 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|68 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|69 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|70 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|71 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|72 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|73 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|74 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|75 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|100||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
|}<br />
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[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133958Healing roundtime2020-07-10T15:39:19Z<p>MASTERDTWIN: Colorized and clarified Optimization chart</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
:{| {{prettytable}} align="center"<br />
!align="right"|Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
=== Optimization ===<br />
<br />
In order to optimize your Healing Roundtime you have to balance the RT reductions from your Mental Lore, Transformation ranks and Empath Spell Circles. The chart below shows the RT Reduction and minimum required Transformation ranks to maximize your RT Reduction. <br />
<br />
* Empath is at least lvl 14, required to be capable of healing all injuries<br />
* Empath Circle spells trained to current level<br />
* Mental Lore Transformation maximum ranks of 2*(Level + 1)<br />
* Based on maximum injuries with 40s healing RT<br />
<br />
{| {{prettytable}} <br />
|- bgcolor=#9900ff align="center"<br />
! colspan=5 | Mental Lore: Transformation (ML:TRFM) Optimization<br />
|- bgcolor=#9933ff align="center"<br />
! colspan=2 | Training || colspan=3 | RT Reduction<br />
|- bgcolor=#9966ff align="center"<br />
!Level || ML:TRFM Ranks || Empath Spells || ML:TRFM || Total<br />
|- align="center"<br />
!bgcolor=#99ffcc|14 ||bgcolor=#99ffcc| 30 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|15 ||bgcolor=#99ffcc| 32 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -10 || bgcolor=#ff9999| -10<br />
|- align="center"<br />
!bgcolor=#99ffcc|16 ||bgcolor=#99ffcc| 34 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -11 || bgcolor=#ff9999| -11<br />
|- align="center"<br />
!bgcolor=#99ffcc|17 ||bgcolor=#99ffcc| 36 ||bgcolor=#99ccff| 0 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -12<br />
|- align="center"<br />
!bgcolor=#99ffcc|18 ||bgcolor=#99ffcc| 38 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -12 || bgcolor=#ff9999| -13<br />
|- align="center"<br />
!bgcolor=#99ffcc|19 ||bgcolor=#99ffcc| 40 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -13 || bgcolor=#ff9999| -14<br />
|- align="center"<br />
!bgcolor=#99ffcc|20 ||bgcolor=#99ffcc| 42 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|21 ||bgcolor=#99ffcc| 44 ||bgcolor=#99ccff| -1 ||bgcolor=#99ccff| -14 || bgcolor=#ff9999| -15<br />
|- align="center"<br />
!bgcolor=#99ffcc|22 ||bgcolor=#99ffcc| 46 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -15 || bgcolor=#ff9999| -17<br />
|- align="center"<br />
!bgcolor=#99ffcc|23 ||bgcolor=#99ffcc| 48 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|24 ||bgcolor=#99ffcc| 50 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -16 || bgcolor=#ff9999| -18<br />
|- align="center"<br />
!bgcolor=#99ffcc|25 ||bgcolor=#99ffcc| 52 ||bgcolor=#99ccff| -2 ||bgcolor=#99ccff| -17 || bgcolor=#ff9999| -19<br />
|- align="center"<br />
!bgcolor=#99ffcc|26 ||bgcolor=#99ffcc| 54 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#ff3333| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|27 ||bgcolor=#99ffcc| 56 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -18 || bgcolor=#ff3333| -21<br />
|- align="center"<br />
!bgcolor=#99ffcc|28 ||bgcolor=#99ffcc| 58 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -19 || bgcolor=#ff3333| -22<br />
|- align="center"<br />
!bgcolor=#99ffcc|29 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -3 ||bgcolor=#99ccff| -20 || bgcolor=#ff3333| -23<br />
|- align="center"<br />
!bgcolor=#99ffcc|30 ||bgcolor=#99ffcc| 62 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -20 || bgcolor=#ff3333| -24<br />
|- align="center"<br />
!bgcolor=#99ffcc|31 ||bgcolor=#99ffcc| 64 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -21 || bgcolor=#ff3333| -25<br />
|- align="center"<br />
!bgcolor=#99ffcc|32 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#ff3333| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|33 ||bgcolor=#99ffcc| 68 ||bgcolor=#99ccff| -4 ||bgcolor=#99ccff| -22 || bgcolor=#ff3333| -26<br />
|- align="center"<br />
!bgcolor=#99ffcc|34 ||bgcolor=#99ffcc| 70 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -23 || bgcolor=#ff3333| -28<br />
|- align="center"<br />
!bgcolor=#99ffcc|35 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#ff3333| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|36 ||bgcolor=#99ffcc| 74 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -24 || bgcolor=#ff3333| -29<br />
|- align="center"<br />
!bgcolor=#99ffcc|37 ||bgcolor=#99ffcc| 76 ||bgcolor=#99ccff| -5 ||bgcolor=#99ccff| -25 || bgcolor=#cc9933| -30<br />
|- align="center"<br />
!bgcolor=#99ffcc|38 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#cc9933| -32<br />
|- align="center"<br />
!bgcolor=#99ffcc|39 ||bgcolor=#99ffcc| 80 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -26 || bgcolor=#cc9933| -32<br />
|- align="center"<br />
!bgcolor=#99ffcc|40 ||bgcolor=#99ffcc| 82 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -27 || bgcolor=#cc9933| -33<br />
|- align="center"<br />
!bgcolor=#99ffcc|41 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -6 ||bgcolor=#99ccff| -28 || bgcolor=#cc9933| -34<br />
|- align="center"<br />
!bgcolor=#99ffcc|42 ||bgcolor=#99ffcc| 86 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -28 || bgcolor=#cc9933| -35<br />
|- align="center"<br />
!bgcolor=#99ffcc|43 ||bgcolor=#99ffcc| 88 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -29 || bgcolor=#cc9933| -36<br />
|- align="center"<br />
!bgcolor=#99ffcc|44 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#cc9933| -37<br />
|- align="center"<br />
!bgcolor=#99ffcc|45 ||bgcolor=#99ffcc| 92 ||bgcolor=#99ccff| -7 ||bgcolor=#99ccff| -30 || bgcolor=#cc9933| -37<br />
|- align="center"<br />
!bgcolor=#99ffcc|46 ||bgcolor=#99ffcc| 94 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -31 || bgcolor=#cc9933| -39<br />
|- align="center"<br />
!bgcolor=#99ffcc|47 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|48 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|49 ||bgcolor=#99ffcc| 96 ||bgcolor=#99ccff| -8 ||bgcolor=#99ccff| -32 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|50 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|51 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|52 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|53 ||bgcolor=#99ffcc| 93 ||bgcolor=#99ccff| -9 ||bgcolor=#99ccff| -31 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|54 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|55 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|56 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|57 ||bgcolor=#99ffcc| 90 ||bgcolor=#99ccff| -10 ||bgcolor=#99ccff| -30 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|58 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|59 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|60 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|61 ||bgcolor=#99ffcc| 87 ||bgcolor=#99ccff| -11 ||bgcolor=#99ccff| -29 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|62 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|63 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|64 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|65 ||bgcolor=#99ffcc| 84 ||bgcolor=#99ccff| -12 ||bgcolor=#99ccff| -28 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|66 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|67 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|68 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|69 ||bgcolor=#99ffcc| 81 ||bgcolor=#99ccff| -13 ||bgcolor=#99ccff| -27 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|70 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|71 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|72 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|73 ||bgcolor=#99ffcc| 78 ||bgcolor=#99ccff| -14 ||bgcolor=#99ccff| -26 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|74 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|75 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|76 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|77 ||bgcolor=#99ffcc| 75 ||bgcolor=#99ccff| -15 ||bgcolor=#99ccff| -25 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|78 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|79 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|80 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|81 ||bgcolor=#99ffcc| 72 ||bgcolor=#99ccff| -16 ||bgcolor=#99ccff| -24 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|82 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|83 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|84 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|85 ||bgcolor=#99ffcc| 69 ||bgcolor=#99ccff| -17 ||bgcolor=#99ccff| -23 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|86 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|87 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|88 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|89 ||bgcolor=#99ffcc| 66 ||bgcolor=#99ccff| -18 ||bgcolor=#99ccff| -22 || bgcolor=#ff9900| -40<br />
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!bgcolor=#99ffcc|90 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|91 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|92 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|93 ||bgcolor=#99ffcc| 63 ||bgcolor=#99ccff| -19 ||bgcolor=#99ccff| -21 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|94 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|95 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|96 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|97 ||bgcolor=#99ffcc| 60 ||bgcolor=#99ccff| -20 ||bgcolor=#99ccff| -20 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|98 ||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|99 ||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
!bgcolor=#99ffcc|100||bgcolor=#99ffcc| 57 ||bgcolor=#99ccff| -21 ||bgcolor=#99ccff| -19 || bgcolor=#ff9900| -40<br />
|- align="center"<br />
|}<br />
<br />
[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133909Healing roundtime2020-07-08T23:45:30Z<p>MASTERDTWIN: /* Optimization */</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
:{| {{prettytable}} align="center"<br />
!align="right"|Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
=== Optimization ===<br />
<br />
In order to optimize your Healing Roundtime you have to balance the RT reductions from your Mental Lore, Transformation ranks and Empath Spell Circles. The chart below shows the RT Reduction and minimum required Transformation ranks to maximize your RT Reduction. <br />
<br />
* Empath is at least lvl 14, required to be capable of healing all injuries<br />
* Empath Circle spells trained to current level<br />
* Mental Lore Transformation maximum ranks of 2*(Level + 1)<br />
* Based on maximum injuries with 40s healing RT<br />
<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Level || ML:T Ranks || Empath Spell RT Reduction || ML:T RT Reduction || Total RT Reduction<br />
|-<br />
|14 || 30 || 0 || -10 || -10<br />
|-<br />
|15 || 32 || 0 || -10 || -10<br />
|-<br />
|16 || 34 || 0 || -11 || -11<br />
|-<br />
|17 || 36 || 0 || -12 || -12<br />
|-<br />
|18 || 38 || -1 || -12 || -13<br />
|-<br />
|19 || 40 || -1 || -13 || -14<br />
|-<br />
|20 || 42 || -1 || -14 || -15<br />
|-<br />
|21 || 44 || -1 || -14 || -15<br />
|-<br />
|22 ||46 || 2 || 15 || 17<br />
|-<br />
|23 ||48 || 2 || 16 || 18<br />
|-<br />
|24 ||50 || 2 || 16 || 18<br />
|-<br />
|25 ||52 || 2 || 17 || 19<br />
|-<br />
|26 ||54 || 3 || 18 || 21<br />
|-<br />
|27 ||56 || 3 || 18 || 21<br />
|-<br />
|28 ||58 || 3 || 19 || 22<br />
|-<br />
|29 ||60 || 3 || 20 || 23<br />
|-<br />
|30 ||62 || 4 || 20 || 24<br />
|-<br />
|31 ||64 || 4 || 21 || 25<br />
|-<br />
|32 ||66 || 4 || 22 || 26<br />
|-<br />
|33 ||68 || 4 || 22 || 26<br />
|-<br />
|34 ||70 || 5 || 23 || 28<br />
|-<br />
|35 ||72 || 5 || 24 || 29<br />
|-<br />
|36 ||74 || 5 || 24 || 29<br />
|-<br />
|37 ||76 || 5 || 25 || 30<br />
|-<br />
|38 ||78 || 6 || 26 || 32<br />
|-<br />
|39 ||80 || 6 || 26 || 32<br />
|-<br />
|40 ||82 || 6 || 27 || 33<br />
|-<br />
|41 ||84 || 6 || 28 || 34<br />
|-<br />
|42 ||86 || 7 || 28 || 35<br />
|-<br />
|43 ||88 || 7 || 29 || 36<br />
|-<br />
|44 ||90 || 7 || 30 || 37<br />
|-<br />
|45 ||92 || 7 || 30 || 37<br />
|-<br />
|46 ||94 || 8 || 31 || 39<br />
|-<br />
|47 ||96 || 8 || 32 || 40<br />
|-<br />
|48 ||96 || 8 || 32 || 40<br />
|-<br />
|49 ||96 || 8 || 32 || 40<br />
|-<br />
|50 ||93 || 9 || 31 || 40<br />
|-<br />
|51 ||93 || 9 || 31 || 40<br />
|-<br />
|52 ||93 || 9 || 31 || 40<br />
|-<br />
|53 ||93 || 9 || 31 || 40<br />
|-<br />
|54 ||90 || 10 || 30 || 40<br />
|-<br />
|55 ||90 || 10 || 30 || 40<br />
|-<br />
|56 ||90 || 10 || 30 || 40<br />
|-<br />
|57 ||90 || 10 || 30 || 40<br />
|-<br />
|58 ||87 || 11 || 29 || 40<br />
|-<br />
|59 ||87 || 11 || 29 || 40<br />
|-<br />
|60 ||87 || 11 || 29 || 40<br />
|-<br />
|61 ||87 || 11 || 29 || 40<br />
|-<br />
|62 ||84 || 12 || 28 || 40<br />
|-<br />
|63 ||84 || 12 || 28 || 40<br />
|-<br />
|64 ||84 || 12 || 28 || 40<br />
|-<br />
|65 ||84 || 12 || 28 || 40<br />
|-<br />
|66 ||81 || 13 || 27 || 40<br />
|-<br />
|67 ||81 || 13 || 27 || 40<br />
|-<br />
|68 ||81 || 13 || 27 || 40<br />
|-<br />
|69 ||81 || 13 || 27 || 40<br />
|-<br />
|70 ||78 || 14 || 26 || 40<br />
|-<br />
|71 ||78 || 14 || 26 || 40<br />
|-<br />
|72 ||78 || 14 || 26 || 40<br />
|-<br />
|73 ||78 || 14 || 26 || 40<br />
|-<br />
|74 ||75 || 15 || 25 || 40<br />
|-<br />
|75 ||75 || 15 || 25 || 40<br />
|-<br />
|76 ||75 || 15 || 25 || 40<br />
|-<br />
|77 ||75 || 15 || 25 || 40<br />
|-<br />
|78 ||72 || 16 || 24 || 40<br />
|-<br />
|79 ||72 || 16 || 24 || 40<br />
|-<br />
|80 ||72 || 16 || 24 || 40<br />
|-<br />
|81 ||72 || 16 || 24 || 40<br />
|-<br />
|82 ||69 || 17 || 23 || 40<br />
|-<br />
|83 ||69 || 17 || 23 || 40<br />
|-<br />
|84 ||69 || 17 || 23 || 40<br />
|-<br />
|85 ||69 || 17 || 23 || 40<br />
|-<br />
|86 ||66 || 18 || 22 || 40<br />
|-<br />
|87 ||66 || 18 || 22 || 40<br />
|-<br />
|88 ||66 || 18 || 22 || 40<br />
|-<br />
|89 ||66 || 18 || 22 || 40<br />
|-<br />
|90 ||63 || 19 || 21 || 40<br />
|-<br />
|91 ||63 || 19 || 21 || 40<br />
|-<br />
|92 ||63 || 19 || 21 || 40<br />
|-<br />
|93 ||63 || 19 || 21 || 40<br />
|-<br />
|94 ||60 || 20 || 20 || 40<br />
|-<br />
|95 ||60 || 20 || 20 || 40<br />
|-<br />
|96 ||60 || 20 || 20 || 40<br />
|-<br />
|97 ||60 || 20 || 20 || 40<br />
|-<br />
|98 ||57 || 21 || 19 || 40<br />
|-<br />
|99 ||57 || 21 || 19 || 40<br />
|-<br />
|100||57 || 21 || 19 || 40<br />
|}<br />
<br />
[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Healing_roundtime&diff=133893Healing roundtime2020-07-08T21:44:42Z<p>MASTERDTWIN: Added Optimization table</p>
<hr />
<div>'''Healing roundtime''' is the amount of hard [[roundtime]] (RT) incurred by the casting of one of the [[Empath Base]]'s nine healing spells.<br />
<br />
== Formula ==<br />
<br />
Total healing roundtime is the Base RT of the spell minus training in Empath Base circle and [[Mental Lore, Transformation]]. [[Heal (1101)]] incurs more RT when using the [[CURE]] verb. For wound and scar healing spells, RT depends on the type and severity of the injury.<br />
<br />
<span style="background:#F5FAFF;margin:1em;font-size:110%;font-weight:bold;">Healing RT = Base RT - (Empath Base ranks above spell level / 4) - (Mental Lore, Transformation ranks / 3)</span><br />
<br />
=== Base RT ===<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Injury||RT<br />
|-<br />
|align="left"|Rank 1 wounds||10 sec.<br />
|-<br />
|align="left"|Rank 2-3 wounds||20 sec.<br />
|-<br />
|align="left"|Rank 1 scars||30 sec.<br />
|-<br />
|align="left"|Rank 2-3 scars||40 sec.<br />
|}<br />
<br />
Base RT is halved if [[Rapid Healing (1116)]] is active.<br />
<br />
=== Modifiers ===<br />
<br />
Every four ranks of Empath Base beyond the level of the spell reduces healing RT by 1 second. For example, healing a minor limb wound with the level 2 spell [[Limb Repair (1102)]] costs 10 RT at rank 2 of Empath Base, 9 RT at rank 6, 0 rt at rank 42. A rank 2-3 limb wound costs 20 RT, at rank 42 would be reduced to 10 RT. This benefit is capped at character level.<br />
<br />
Every three ranks of Transformation lore subtracts one second from healing RT. <br />
<br />
At level 100, an empath needs 57 ranks in Transformation Lore to remove all healing RT. This does not affect the normal 3 second [[cast roundtime]].<br />
<br />
Healing RT can additionally be modified by haste/slow effects.<br />
<br />
:{| {{prettytable}} align="center"<br />
!align="right"|Mental Lore, Transformation ranks||3||6||9||12||15||18||21||24||27||30||45||60||75||90||105||120<br />
|-<br />
|align="right"|RT reduction (in seconds)||-1||-2||-3||-4||-5||-6||-7||-8||-9||-10||-15||-20||-25||-30||-35||-40<br />
|}<br />
::''Not all thresholds shown''<br />
<br />
=== Optimization ===<br />
<br />
Below is a chart that shows how to optimize The RT Reduction at a given level based on a few assumptions.<br />
<br />
* Empath is at least lvl 14, required to be capable of healing all injuries<br />
* Empath Circle spells trained to current level<br />
* Based on maximum injuries with 40s healing RT<br />
<br />
{| {{prettytable}} align="center"<br />
|-bgcolor="lightblue"<br />
!Level || ML:T Ranks || RT (spells) || RT (ML:T) || RT Total<br />
|-<br />
|14 ||30 || 0 || 10 || 10<br />
|-<br />
|15 ||32 || 0 || 10 || 10<br />
|-<br />
|16 ||34 || 0 || 11 || 11<br />
|-<br />
|17 ||36 || 0 || 12 || 12<br />
|-<br />
|18 ||38 || 1 || 12 || 13<br />
|-<br />
|19 ||40 || 1 || 13 || 14<br />
|-<br />
|20 ||42 || 1 || 14 || 15<br />
|-<br />
|21 ||44 || 1 || 14 || 15<br />
|-<br />
|22 ||46 || 2 || 15 || 17<br />
|-<br />
|23 ||48 || 2 || 16 || 18<br />
|-<br />
|24 ||50 || 2 || 16 || 18<br />
|-<br />
|25 ||52 || 2 || 17 || 19<br />
|-<br />
|26 ||54 || 3 || 18 || 21<br />
|-<br />
|27 ||56 || 3 || 18 || 21<br />
|-<br />
|28 ||58 || 3 || 19 || 22<br />
|-<br />
|29 ||60 || 3 || 20 || 23<br />
|-<br />
|30 ||62 || 4 || 20 || 24<br />
|-<br />
|31 ||64 || 4 || 21 || 25<br />
|-<br />
|32 ||66 || 4 || 22 || 26<br />
|-<br />
|33 ||68 || 4 || 22 || 26<br />
|-<br />
|34 ||70 || 5 || 23 || 28<br />
|-<br />
|35 ||72 || 5 || 24 || 29<br />
|-<br />
|36 ||74 || 5 || 24 || 29<br />
|-<br />
|37 ||76 || 5 || 25 || 30<br />
|-<br />
|38 ||78 || 6 || 26 || 32<br />
|-<br />
|39 ||80 || 6 || 26 || 32<br />
|-<br />
|40 ||82 || 6 || 27 || 33<br />
|-<br />
|41 ||84 || 6 || 28 || 34<br />
|-<br />
|42 ||86 || 7 || 28 || 35<br />
|-<br />
|43 ||88 || 7 || 29 || 36<br />
|-<br />
|44 ||90 || 7 || 30 || 37<br />
|-<br />
|45 ||92 || 7 || 30 || 37<br />
|-<br />
|46 ||94 || 8 || 31 || 39<br />
|-<br />
|47 ||96 || 8 || 32 || 40<br />
|-<br />
|48 ||96 || 8 || 32 || 40<br />
|-<br />
|49 ||96 || 8 || 32 || 40<br />
|-<br />
|50 ||93 || 9 || 31 || 40<br />
|-<br />
|51 ||93 || 9 || 31 || 40<br />
|-<br />
|52 ||93 || 9 || 31 || 40<br />
|-<br />
|53 ||93 || 9 || 31 || 40<br />
|-<br />
|54 ||90 || 10 || 30 || 40<br />
|-<br />
|55 ||90 || 10 || 30 || 40<br />
|-<br />
|56 ||90 || 10 || 30 || 40<br />
|-<br />
|57 ||90 || 10 || 30 || 40<br />
|-<br />
|58 ||87 || 11 || 29 || 40<br />
|-<br />
|59 ||87 || 11 || 29 || 40<br />
|-<br />
|60 ||87 || 11 || 29 || 40<br />
|-<br />
|61 ||87 || 11 || 29 || 40<br />
|-<br />
|62 ||84 || 12 || 28 || 40<br />
|-<br />
|63 ||84 || 12 || 28 || 40<br />
|-<br />
|64 ||84 || 12 || 28 || 40<br />
|-<br />
|65 ||84 || 12 || 28 || 40<br />
|-<br />
|66 ||81 || 13 || 27 || 40<br />
|-<br />
|67 ||81 || 13 || 27 || 40<br />
|-<br />
|68 ||81 || 13 || 27 || 40<br />
|-<br />
|69 ||81 || 13 || 27 || 40<br />
|-<br />
|70 ||78 || 14 || 26 || 40<br />
|-<br />
|71 ||78 || 14 || 26 || 40<br />
|-<br />
|72 ||78 || 14 || 26 || 40<br />
|-<br />
|73 ||78 || 14 || 26 || 40<br />
|-<br />
|74 ||75 || 15 || 25 || 40<br />
|-<br />
|75 ||75 || 15 || 25 || 40<br />
|-<br />
|76 ||75 || 15 || 25 || 40<br />
|-<br />
|77 ||75 || 15 || 25 || 40<br />
|-<br />
|78 ||72 || 16 || 24 || 40<br />
|-<br />
|79 ||72 || 16 || 24 || 40<br />
|-<br />
|80 ||72 || 16 || 24 || 40<br />
|-<br />
|81 ||72 || 16 || 24 || 40<br />
|-<br />
|82 ||69 || 17 || 23 || 40<br />
|-<br />
|83 ||69 || 17 || 23 || 40<br />
|-<br />
|84 ||69 || 17 || 23 || 40<br />
|-<br />
|85 ||69 || 17 || 23 || 40<br />
|-<br />
|86 ||66 || 18 || 22 || 40<br />
|-<br />
|87 ||66 || 18 || 22 || 40<br />
|-<br />
|88 ||66 || 18 || 22 || 40<br />
|-<br />
|89 ||66 || 18 || 22 || 40<br />
|-<br />
|90 ||63 || 19 || 21 || 40<br />
|-<br />
|91 ||63 || 19 || 21 || 40<br />
|-<br />
|92 ||63 || 19 || 21 || 40<br />
|-<br />
|93 ||63 || 19 || 21 || 40<br />
|-<br />
|94 ||60 || 20 || 20 || 40<br />
|-<br />
|95 ||60 || 20 || 20 || 40<br />
|-<br />
|96 ||60 || 20 || 20 || 40<br />
|-<br />
|97 ||60 || 20 || 20 || 40<br />
|-<br />
|98 ||57 || 21 || 19 || 40<br />
|-<br />
|99 ||57 || 21 || 19 || 40<br />
|-<br />
|100||57 || 21 || 19 || 40<br />
|}<br />
<br />
[[Category:Empath]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Ascension_Skill_System/saved_posts&diff=132476Ascension Skill System/saved posts2020-06-18T05:08:54Z<p>MASTERDTWIN: Creation of Save Posts from Ascension</p>
<hr />
<div>==Ascension (03/01/2020)==<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Ascension<br />
| messagenum = 2<br />
| author = GS4-ESTILD<br />
| date = 03/01/2020 10:14 PM CST <br />
| subject = Ascension<br />
}}<br />
<br />
As Product Manager Wyrom noted his in Creating Adventure (https://gswiki.play.net/Creating_Adventure_-_March_2020), we are making some dramatic changes to how Development works going forward. A big part of that change is how we will communicate and engage players. Up until this point, we always held back any details of what we were working on or hoped to work on in the near future. A lot of that was due to situations were something was announced as an intention, then failed to come to fruition, due to any number of reasons. I hope that it's perfectly clear that things we're willing to discuss going forward are strictly goals and not promises. Having said that, I think this approach is better than not announcing any details until something is going out the door. I'd much rather Development work with players to refine ideas and consider all viewpoints during the design phase than after we've spent a considerable amount of time designing and implementing something. With that in mind, this is what we have in the plan for the Ascension system.<br />
<br />
The Ascension system will be Post-Cap Development, but it will not be restricted to level 100 characters. A lot of the exact details are still being worked out, such as the mechanism to earn points, so any or all of this could change. However, the current plan is for you to earn experience through your normal hunting grounds. That experience can then be diverted into a special pool for Ascension Training Points (ATPs) that that are then spent to unlock a number of passive and active abilities. It will function very similar to the Combat Maneuver List (CML) system.<br />
<br />
There are 3 tiers of abilities: Common, Elite, and Legendary. The Common abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, resistances, etc. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability. Elite abilities are designed for certain builds and character types (such as Squares, Semis, Pures, archers, locksmiths, etc). It includes things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, locksmiths detecting traps when being handed a box, etc. Finally, Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It includes things like Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), Warriors being able to manually stop a Berserk, Bards being able to create higher enchant sonic armaments, double attacks/spells, etc.<br />
<br />
Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the power those abilities represent grows. In addition, we intend to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y).<br />
<br />
Right now, we're spending a lot of time brainstorming the different abilities that will exist in this system and we're very interested in your thoughts and ideas. We're mostly just after ideas, so feel free to respond with anything you can think of. Rough concepts are okay. Development will work out most of the actual numbers and restrictions to keep everything in check.<br />
<br />
GameMaster Estild<br />
<br />
==Ascension (03/01/2020)==<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Ascension<br />
| messagenum = 6<br />
| author = GS4-ESTILD<br />
| date = 03/01/2020 10:14 PM CST <br />
| subject = Ascension<br />
}}<br />
<br />
To help give you an idea of what we're planning, here are some rough ideas. Please keep in mind that some of these may or may not happen.<br />
<br />
===General===<br />
{| {{prettytable|1=text-align:left;}} <br />
|Strength Training||Gain +1 Strength statistic per rank.<br />
|-<br />
|Constitution Training||Gain +1 Constitution statistic per rank.<br />
|-<br />
|Dexterity Training||Gain +1 Dexterity statistic per rank.<br />
|-<br />
|Agility Training||Gain +1 Agility statistic per rank.<br />
|-<br />
|Discipline Training||Gain +1 Discipline statistic per rank.<br />
|-<br />
|Aura Training||Gain +1 Aura statistic per rank.<br />
|-<br />
|Logic Training||Gain +1 Logic statistic per rank.<br />
|-<br />
|Intuition Training||Gain +1 Intuition statistic per rank.<br />
|-<br />
|Wisdom Training||Gain +1 Wisdom statistic per rank.<br />
|-<br />
|Influence Training||Gain +1 Influence statistic per rank.<br />
|-<br />
|Two Weapon Combat Training||Gain +1 Two Weapon Combat skill rank per rank.<br />
|-<br />
|Armor Use Training||Gain +1 Armor Use skill rank per rank.<br />
|-<br />
|Shield Use Training||Gain +1 Shield Use skill rank per rank.<br />
|-<br />
|Combat Maneuvers Training||Gain +1 Combat Maneuvers skill rank per rank.<br />
|-<br />
|Edged Weapons Training||Gain +1 Edged Weapons skill rank per rank.<br />
|-<br />
|Blunt Weapons Training||Gain +1 Blunt Weapons skill rank per rank.<br />
|-<br />
|Two-Handed Weapons Training||Gain +1 Two-Handed Weapons skill rank per rank.<br />
|-<br />
|Ranged Weapons Training||Gain +1 Ranged Weapons skill rank per rank.<br />
|-<br />
|Thrown Weapons Training||Gain +1 Thrown Weapons skill rank per rank.<br />
|-<br />
|Polearm Weapons Training||Gain +1 Polearm Weapons skill rank per rank.<br />
|-<br />
|Brawling Training||Gain +1 Brawling skill rank per rank.<br />
|-<br />
|Ambush Training||Gain +1 Ambush skill rank per rank.<br />
|-<br />
|Multi Opponent Combat Training||Gain +1 Multi Opponent Combat skill rank per rank.<br />
|-<br />
|Physical Fitness Training||Gain +1 Physical Fitness skill rank per rank.<br />
|-<br />
|Dodging Training||Gain +1 Dodging skill rank per rank.<br />
|-<br />
|Arcane Symbols Training||Gain +1 Arcane Symbols skill rank per rank.<br />
|-<br />
|Magic Item Use Training||Gain +1 Magic Item Use skill rank per rank.<br />
|-<br />
|Spell Aiming Training||Gain +1 Spell Aiming skill rank per rank.<br />
|-<br />
|Harness Power Training||Gain +1 Harness Power skill rank per rank.<br />
|-<br />
|Elemental Mana Control Training||Gain +1 Elemental Mana Control skill rank per rank.<br />
|-<br />
|Mental Mana Control Training||Gain +1 Mental Mana Control skill rank per rank.<br />
|-<br />
|Spirit Mana Control Training||Gain +1 Spirit Mana Control skill rank per rank.<br />
|-<br />
|Elemental Lore - Air Training||Gain +1 Elemental Lore - Air skill rank per rank.<br />
|-<br />
|Elemental Lore - Earth Training||Gain +1 Elemental Lore - Earth skill rank per rank.<br />
|-<br />
|Elemental Lore - Fire Training||Gain +1 Elemental Lore - Fire skill rank per rank.<br />
|-<br />
|Elemental Lore - Water Training||Gain +1 Elemental Lore - Water skill rank per rank.<br />
|-<br />
|Spiritual Lore - Blessings Training||Gain +1 Spiritual Lore - Blessings skill rank per rank.<br />
|-<br />
|Spiritual Lore - Religion Training||Gain +1 Spiritual Lore - Religion skill rank per rank.<br />
|-<br />
|Spiritual Lore - Summoning Training||Gain +1 Spiritual Lore - Summoning skill rank per rank.<br />
|-<br />
|Sorcerous Lore - Demonology Training||Gain +1 Sorcerous Lore - Demonology skill rank per rank.<br />
|-<br />
|Sorcerous Lore - Necromancy Training||Gain +1 Sorcerous Lore - Necromancy skill rank per rank.<br />
|-<br />
|Mental Lore - Divination Training||Gain +1 Mental Lore - Divination skill rank per rank.<br />
|-<br />
|Mental Lore - Manipulation Training||Gain +1 Mental Lore - Manipulation skill rank per rank.<br />
|-<br />
|Mental Lore - Telepathy Training||Gain +1 Mental Lore - Telepathy skill rank per rank.<br />
|-<br />
|Mental Lore - Transference Training||Gain +1 Mental Lore - Transference skill rank per rank.<br />
|-<br />
|Mental Lore - Transformation Training||Gain +1 Mental Lore - Transformation skill rank per rank.<br />
|-<br />
|Survival Training||Gain +1 Survival skill rank per rank.<br />
|-<br />
|Disarming Traps Training||Gain +1 Disarming Traps skill rank per rank.<br />
|-<br />
|Picking Locks Training||Gain +1 Picking Locks skill rank per rank.<br />
|-<br />
|Stalking and Hiding Training||Gain +1 Stalking and Hiding skill rank per rank.<br />
|-<br />
|Perception Training||Gain +1 Perception skill rank per rank.<br />
|-<br />
|Climbing Training||Gain +1 Climbing skill rank per rank.<br />
|-<br />
|Swimming Training||Gain +1 Swimming skill rank per rank.<br />
|-<br />
|First Aid Training||Gain +1 First Aid skill rank per rank.<br />
|-<br />
|Trading Training||Gain +1 Trading skill rank per rank.<br />
|-<br />
|Pickpocketing Training||Gain +1 Pickpocketing skill rank per rank.<br />
|-<br />
|Acid Resistance||Gain 1% acid damage resistance per rank.<br />
|-<br />
|Cold Resistance||Gain 1% cold damage resistance per rank.<br />
|-<br />
|Disruption Resistance||Gain 1% disruption damage resistance per rank.<br />
|-<br />
|Electrical Resistance||Gain 1% electrical damage resistance per rank.<br />
|-<br />
|Grapple Resistance||Gain 1% grapple damage resistance per rank.<br />
|-<br />
|Heat Resistance||Gain 1% heat damage resistance per rank.<br />
|-<br />
|Impact Resistance||Gain 1% impact damage resistance per rank.<br />
|-<br />
|Crush Resistance||Gain 1% crush damage resistance per rank.<br />
|-<br />
|Plasma Resistance||Gain 1% plasma damage resistance per rank.<br />
|-<br />
|Puncture Resistance||Gain 1% puncture damage resistance per rank.<br />
|-<br />
|Slash Resistance||Gain 1% slash damage resistance per rank.<br />
|-<br />
|Steam Resistance||Gain 1% steam damage resistance per rank.<br />
|-<br />
|Unbalance||Gain 1% unbalance damage resistance per rank.<br />
|-<br />
|Vacuum Resistance||Gain 1% vacuum damage resistance per rank.<br />
|-<br />
|Disintegration Resistance||Gain 1% disintegration damage resistance per rank.<br />
|-<br />
|Health Regeneration||Increases passive health regeneration.<br />
|-<br />
|Mana Regeneration||Increases passive mana regeneration.<br />
|-<br />
|Stamina Regeneration||Increases passive stamina regeneration.<br />
|-<br />
|Spirit Regeneration||Increases passive spirit regeneration.<br />
|}<br />
<br />
===Elite===<br />
<br />
{| {{prettytable|1=text-align:left;}} <br />
|Elemental Arrows||Allows the archer to imbue their arrows with elemental (heat, cold, impact, vacuum, or electricity) energy instead of using puncture criticals.<br />
|-<br />
|Voln Avenger||JABs automatically apply a Kai's Smite pre-flare effect against the undead. UCS gear provides full bonus/special abilities against the undead.<br />
|-<br />
|Hybrid Offense||When a physical attack is performed, the next magical attack receives a boost, and vice versa.<br />
|-<br />
|Health Renewal||A manually activated ability to rapidly regenerate health with a long cooldown.<br />
|-<br />
|Mana Renewal||A manually activated ability to rapidly regenerate mana with a long cooldown.<br />
|-<br />
|Stamina Renewal||A manually activated ability to rapidly regenerate stamina with a long cooldown.<br />
|-<br />
|Spirit Renewal||A manually activated ability to rapidly regenerate spirit with a long cooldown.<br />
|-<br />
|Mana Adept||Reduces mana cost of spells.<br />
|-<br />
|Diverse Caster||Increases Casting Strength for secondary and tertiary spell circles only.<br />
|-<br />
|Armored Caster||Reduces spell hindrance.<br />
|-<br />
|Spell Resistance||A chance to resist all spells (beneficial and harmful).<br />
|-<br />
|Focused Redux Training||Reduces the spell penalty for redux calculations.<br />
|-<br />
|Artificer||A chance to not expend a charge when invoking a magical item.<br />
|-<br />
|Arcane Scribe||A chance to not expend a charge when invoking a scroll.<br />
|-<br />
|Fire Elementalist||Boost to fire damage/crits via fire based spells.<br />
|-<br />
|Earth Elementalist||Boost to earth damage/crits via earth based spells.<br />
|-<br />
|Water Elementalist||Boost to water damage/crits via water based spells<br />
|-<br />
|Air Elementalist||Boost to air damage/crits via air based spells<br />
|-<br />
|Lightning Elementalist||Boost to lightning damage/crits via lightning based spells<br />
|-<br />
|Marksman||Increases chance to hit aimed location. This is applied after any location modifiers.<br />
|-<br />
|TWC Specialist||The off-hand penalty for being outleveled is increased by 1 level. At rank 5, there is no longer a penalty.<br />
|-<br />
|UCS Specialist||The tier up penalty for being outleveled is increased by 1 level. At rank 5, there is no longer a penalty.<br />
|-<br />
|Arcane Crafter||Each rank grants the equivalent of 20% of the workshop bonus to the success roll of 420, 517, 714, 735, 925, and RECALL. Stacks with actual workshop bonuses.<br />
|-<br />
|Danger Sense||When you GET or ACCEPT a treasure box, there is a 20% chance per rank to immediately sense if a trap is present (0 RT). You still need to DETECT and DISARM when a trap is present, though. (But this saves you from having to DETECT every box).<br />
|-<br />
|Improvisational Fighter||You can maintain two martial stances at once.<br />
|-<br />
|Lucky Caster||You no longer fumble warding rolls (i.e. you roll a 1 + d99 instead of a d100).<br />
|}<br />
<br />
===Legendary===<br />
<br />
{| {{prettytable|1=text-align:left;}} <br />
|Advanced Enchanting||Increases the wizard's Enchanting (925) skill.<br />
|-<br />
|Advanced Ensorcelling||Increases the sorcerer's Ensorcell (735) skill.<br />
|-<br />
|Advanced Loresinging||Increases the bard's loresong unlocking skill.<br />
|-<br />
|Beastmaster||Allows a Ranger to maintain up to 4 animal companion bonds (one of each subtype). Only one companion may be active at a time. Each rank unlocks a new slot.<br />
|-<br />
|Wild Stampede||Allows a Ranger to temporary summon all of their animal companions to attack.<br />
|-<br />
|Beast Whisperer||Allows a Ranger to unlock more specific animal companion combat options (aimed attacks, faster attacks, combination attacks with the Ranger or other companions temporarily brought in with Beastmaster).<br />
|-<br />
|One With Nature||Assume Aspect becomes innate, allowing one aspect to be active at a time indefinitely. Animal creatures receive a Sheer Fear-like check to be automatically calmed in the Ranger's presence.<br />
|-<br />
|Natural Harmony||At rank 1, Resist Nature requires half as many potions to complete. At rank 2, luminescent indigo mushroom potions are no longer required to affect higher armor groups. At rank 3, the shack herbalist will now be willing to craft potions for the Ranger out of Confluence forgeables, which also introduces lightning resistance.<br />
|-<br />
|Battle Lorekeeper||Allows a Bard to loresing to creatures to identify their stats, spells, potential attacks, and allies that naturally spawn in the area. This would use the ::target syntax, lyrics optional.<br />
|-<br />
|Anger Management||Allows the Warrior to manually end a Berserk.<br />
|-<br />
|Griffin's Focus||Allows the Warrior to use warcries during Berserk<br />
|-<br />
|Improvised Pick||Allows rogue to pick locks with a found item. Each rank provides X picking mod, depending on the total number of ranks and the max ability (probably a mid-range pick)<br />
|-<br />
|Deadfall||Use trap components to set a trap in a room that is triggered by a creature entering. Strong enough attack to disable like-level creatures for a potent ambush on a good result. Additional ranks unlock the ability to use additional components and increase effectiveness.<br />
|-<br />
|Hot Potato||Toss a dangerous trap component at a target, if successful they catch it and it blows up in their hands.<br />
|-<br />
|Song Mastery||Lowers the multi-song penalty for renewals.<br />
|-<br />
|Raise Dead Mastery||Reduces the cooldown from Raise Dead (318).<br />
|-<br />
|Persistent Demon Summoner||Increases the duration of Minor Summoning (725) with each rank and lasts indefinitely at rank 5.<br />
|-<br />
|Persistent Animator||Increases the duration of Animate Dead (730) with each rank and lasts indefinitely at rank 5.<br />
|-<br />
|Persistent Familiar Summoner||Increases the duration of Call Familiar (920) with each rank and lasts indefinitely at rank 5.<br />
|-<br />
|Persistent Spirit Summoner||Increases the duration of Spirit Servant (218) with each rank and lasts indefinitely at rank 5.<br />
|-<br />
|Naturalist||Nature's Touch is always passively active.<br />
|-<br />
|Assessor||Ability to assess gear outside of trained weapon types<br />
|-<br />
|Musical Group||Sync instrument playing while in the same room<br />
|-<br />
|Booming Voice||Lowers the spell failure associated with head-worn armors<br />
|-<br />
|Holy Crusader||Allows unlimited uses of Divine Word<br />
|-<br />
|Consecrated Touch||Consecrate adds guiding light flares (instead of holy) to blesses<br />
|-<br />
|Pitch Perfect Shield||Increases the enchant of Sonic Shield (1009) by +5 per rank.<br />
|-<br />
|Pitch Perfect Sword||Increases the enchant of Sonic Sword (1012) by +5 per rank.<br />
|-<br />
|Pitch Perfect Armor||Increases the enchant of Sonic Armor (1014) by +5 per rank.<br />
|-<br />
|Pitch Perfect Singing Sword||Increases the enchant of Singing Sword Song (1025) by +5 per rank.<br />
|-<br />
|Endurance Singer||Increases the duration of your bardic spellsong renewal cycle.<br />
|-<br />
|Double Attack||Once every 30 seconds, your single target physical attacks (ATTACK, AMBUSH, FIRE, etc) will flare a double attack for no extra RT similar to rank 5 of weapon bonding. Stacks with the weapon bonding flare.<br />
|-<br />
|Double Cast||Once every 30 seconds, a single target attack spell with be cast twice for no additional mana or cast RT.<br />
|}<br />
<br />
<br />
==Ascension Update (06/17/2020)==<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Ascension<br />
| messagenum = 318<br />
| author = GS4-ESTILD<br />
| date = 06/17/2020 08:37 PM CDT<br />
| subject = Ascension Update<br />
}}<br />
<br />
The team met last night and finalized some additional details regarding Ascension, which I’m now opening up for player discussion.<br />
<br />
* A character can’t participate in the Ascension system until level 20. After that point, they can divert a percent of their normal experience toward Ascension experience at the rate of 1 percent per level (e.g. 20% at level 20, 50% at level 50, and 100% at level 100).<br />
* Characters will be able to earn milestone Ascension Training Points (ATPs) for completing certain activities, in addition to earning ATPs by converting a certain amount of field experience to Ascension experience. Our goal is that the average character will easily earn 10 ATPs by level 100, with an additional 5 or so ATPs being possible for more dedicated characters. As an example, you might be able to earn 1 milestone ATP per 20 levels earned on your character. When possible, any credit for these activities will be retroactively applied.<br />
* Characters will earn 1 ATP per 50,000 Ascension experience earned.<br />
* Common abilities, which include +stat/skill/resists, act as enhancives, that stack with enhancive items, but are not subject to the enhancive limit and require no recharging.<br />
* Each rank of +stat ability is +1 stat, not bonus. Each +skill rank is +1 skill bonus. Each +resist is +1% resist, but resist items and abilities do not stack and only use the largest bonus from all categories.<br />
* The first 5 ranks of each +stat/skill/resist Common ability will cost 1 ATP each. Every 5 ranks after that, the cost increases by +1 ATP. As such, it will require approximately 9 million Ascension experience just to reach rank 40 in any one individual Common ability, and there are over 70 of them.<br />
<br />
Please keep in mind, this system is mainly intended for post-cap development and to ensure longevity in the game. It’s our goal that no character should ever maximize every ability, or even more than a handful of them. In addition, this represents just the Common abilities. The Elite and Legendary will potentially be significantly more expensive, but also more impactful and character defining. Lastly, once we have most of this system in place, we hope to introduce new post-capped hunting grounds that are significantly more difficult, but offer greater rewards for the effort (more Ascension experience and treasure) compared to existing options. Let us know what you think!<br />
<br />
GameMaster Estild</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Ascension_Skill_System&diff=132475Ascension Skill System2020-06-18T04:39:43Z<p>MASTERDTWIN: </p>
<hr />
<div>The Ascension Skill System is a Post-Cap development, but it will not be restricted to level 100 characters. A lot of the exact details are still being worked out, such as the mechanism to earn points, so any or all of this could change. However, the current plan is for characters to earn experience through normal hunting grounds. That experience can then be diverted into a special pool for Ascension Training Points (ATPs) that that are then spent to unlock a number of passive and active abilities. It will function very similar to the Combat Maneuver List (CML) system.<br />
<br />
There are 3 tiers of abilities: Common, Elite, and Legendary. The Common abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, resistances, etc. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability. Elite abilities are designed for certain builds and character types (such as Squares, Semis, Pures, archers, locksmiths, etc). It includes things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, locksmiths detecting traps when being handed a box, etc. Finally, Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It includes things like Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), Warriors being able to manually stop a Berserk, Bards being able to create higher enchant sonic armaments, double attacks/spells, etc.<br />
<br />
Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the power those abilities represent grows. In addition, we intend to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y).<br />
<br />
Currently the system is being discussed and planned. To assist with that, please see the various topics available on the official forums located [http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Ascension/view here].<br />
<br />
==Resources==<br />
*[[/saved posts|Saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Ascension/view Ascension Skill System Official Forums] - Official forums to discuss and brainstorm.</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Four_Winds_Hall&diff=132419Four Winds Hall2020-06-14T01:55:03Z<p>MASTERDTWIN: Updated table with Shattered Room numbers and cleaned up formatting</p>
<hr />
<div>{{TOCright}}<br />
'''Four Winds Halls''' are only accessible by [[Premium]] subscribers. There is one located in or near every major town.<br />
==Locations==<br />
Detailed directions to Halls can be found in game using [[PREMIUM]] 4.<br />
<onlyinclude><br />
{| {{prettytable}}<br />
|- bgcolor=lightblue<br />
!Town||Hall Location||Prime Room || Plat Room || Shattered Room<br />
|-<br />
| [[Wehnimer's Landing]] || [[Zephyr Hall]] ||#20734 || - || #19744<br />
|-<br />
| [[Icemule Trace]] || [[Burga Hall]] ||#20756 || - || #19684<br />
|-<br />
| [[Teras Isle|Teras]] || [[Welkin Hall]] || #20777 || - || #19650<br />
|-<br />
| [[River's Rest]] || Mistral Hall || #20766 || - || #19670<br />
|-<br />
| [[Solhaven]] || Seamist Hall || #20718 || - || #19728<br />
|-<br />
| [[Zul Logoth]] || Solano Hall || #9409 || - || #9409<br />
|-<br />
| [[Ta'Illistim]] || Meazernis Villa || #20707 || - || #18679<br />
|-<br />
| [[Ta'Vaalor]] || Etesian Hall || #20706 || - || #19700<br />
|}</onlyinclude><br />
<br />
==Services==<br />
<br />
===Premium Transport===<br />
<br />
The [[Premium transport system|Premium Transport System]] is a benefit to Premium subscription members that affords inter-realm travel between premium halls. Each of the eight premium halls has a transport room (each room has its own unique colored doorway) near the hall's entrance where tickets may be purchased for inter-hall transport. Each transport room will have a sign with ticket purchasing instructions, pricing and restrictions, and a portal. After purchasing a transport ticket you can enter the portal. Inside the portal will be a nexus of rooms, each leading to a hall in a different realm.<br />
<br />
===Gambling===<br />
<br />
Every Four Winds Hall is equipped with [[BlackDrake]] gambling tables for your enjoyment. They are located in the Game Room of each hall.<br />
<br />
===Teleportation Jewelry===<br />
<br />
Each hall has a table set out with a variety of town-specific [[Premium teleportation jewelry|teleport jewelry]]. You can have as many of these as you like, so grab a few!<br />
<br />
===Flowers===<br />
<br />
[[Premium flowers]] are located in each of the Four Winds Halls.<br />
<br />
===Nodes===<br />
<br />
====Earth Nodes====<br />
<br />
Once you get inside the Four Winds Hall, nearly every room is an earth node. This even includes the BlackDrake tables!<br />
<br />
====[[Super node|Super Nodes]]====<br />
<br />
One room in each hall is designated as a super node!<br />
<br />
*Icemule: Burga Hall, Lounge<br />
*River's Rest: Mistral Hall, Lounge<br />
*Solhaven: Seamist Hall, Central Lounge<br />
*Ta'Illistim: Meazernis Villa, Private Lounge<br />
*Ta'Vaalor: Etesian Villa, Lounge<br />
*Teras (Kharam Dzu): Welkin Hall, Common Room<br />
*Wehnimer's Landing: Zephyr Hall, Common Room<br />
*Zul Logoth: Solano Hall, Night Sky Landing<br />
<br />
===Town Specific Perks===<br />
<br />
Some of the Four Winds Halls have special perks that are only available in that specific town.<br />
<br />
====[[Ice skating|Ice Skating]]====<br />
Located in Icemule's Burga Hall, a functional ice skating rink is available. There is also a small gift cart with items for sale.<br />
<br />
====Swimming====<br />
<br />
Outside Solhaven's Seamist Hall, one can enjoy a swim at the beach!<br />
<br />
==Map==<br />
[[File:Premium halls by Dirvy.png|1000px]]<br />
<br />
[[Category: Premium]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=131690User:ARMYJEN/Glam Critter2020-05-17T08:37:01Z<p>MASTERDTWIN: Discovered sickly green critter (without - between adjectives)</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, waern, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Barbed || || || || || || || || ||<br />
|-<br />
|Belligerent || || || || || || || || ||<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|Dazzling || || Yes || || || || || || ||<br />
|-<br />
|Deft || || || || || || || || ||<br />
|-<br />
|Dreary || || Yes || || || Spiritual Dispel || || || Death Flare ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flexile || || Yes || || Cheapshots#Footstomp [NV] || Elemental Dispel [NV] || || || ||<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Glorious || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Grotesque || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || Yes || Elemental Dispel || || || || Spell Immunity || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Barbed===<br />
<br />
===Belligerent===<br />
<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Dazzling===<br />
===Deft===<br />
===Dreary===<br />
*Spiritual Dispel<br />
*Death Flare<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Death Flare Messaging''<br />
|-<br />
|As the dybbuk falls, an incandescent beam lashes out and strikes you! Scalding steam engulfs you!<br />
... 10 points of damage!<br />
Brief exposure to hot vapors on left hand startles you.<br />
The dybbuk wails in terrifying pain one last time and lies still.<br />
|-<br />
<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
<br />
===Flexile===<br />
* Elemental Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flexile Example 1''<br />
|-<br />
|<pre{{log2}}>A swirling burst of essence lashes out from a flexile black forest ogre, consuming nearby magical energy!<br />
Your body pulses momentarily into semi transparency and then returns to normal.<br />
The elemental aura around Notasorcerer fluxes chaotically!<br />
... 26 points of damage!<br />
Terrible shock to neck fuses larynx shut. A painful death follows.</pre><br />
|}<br />
<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Grotesque===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
*Magic-absorb shield<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=131319User:ARMYJEN/Glam Critter2020-05-01T19:52:17Z<p>MASTERDTWIN: Added NV tags for flexile</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Barbed || || || || || || || || ||<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|Dazzling || || Yes || || || || || || ||<br />
|-<br />
|Deft || || || || || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flexile || || Yes || || Cheapshots#Footstomp [NV] || Elemental Dispel [NV] || || || ||<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Glorious || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Grotesque || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || Spell Immunity || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Barbed===<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Dazzling===<br />
===Deft===<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
<br />
===Flexile===<br />
* Elemental Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flexile Example 1''<br />
|-<br />
|<pre{{log2}}>A swirling burst of essence lashes out from a flexile black forest ogre, consuming nearby magical energy!<br />
Your body pulses momentarily into semi transparency and then returns to normal.<br />
The elemental aura around Notasorcerer fluxes chaotically!<br />
... 26 points of damage!<br />
Terrible shock to neck fuses larynx shut. A painful death follows.</pre><br />
|}<br />
<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Grotesque===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=131318User:ARMYJEN/Glam Critter2020-05-01T19:45:15Z<p>MASTERDTWIN: Added Flexile Critter</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Barbed || || || || || || || || ||<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|Dazzling || || Yes || || || || || || ||<br />
|-<br />
|Deft || || || || || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flexile || || Yes || || Cheapshots#Footstomp || Elemental Dispel || || || ||<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Glorious || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Grotesque || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || Spell Immunity || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Barbed===<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Dazzling===<br />
===Deft===<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
<br />
===Flexile===<br />
* Elemental Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>A swirling burst of essence lashes out from a flexile black forest ogre, consuming nearby magical energy!<br />
Your body pulses momentarily into semi transparency and then returns to normal.<br />
The elemental aura around Notasorcerer fluxes chaotically!<br />
... 26 points of damage!<br />
Terrible shock to neck fuses larynx shut. A painful death follows.</pre><br />
|}<br />
<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Grotesque===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=130618User:ARMYJEN/Glam Critter2020-04-10T14:21:07Z<p>MASTERDTWIN: Added details of tattooed</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Barbed || || || || || || || || ||<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|Dazzling || || Yes || || || || || || ||<br />
|-<br />
|Deft || || || || || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Glorious || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Grotesque || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || Spell Immunity || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Barbed===<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Dazzling===<br />
===Deft===<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Grotesque===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=130617User:ARMYJEN/Glam Critter2020-04-10T14:17:13Z<p>MASTERDTWIN: Added new Adjective found - Dazzling</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Barbed || || || || || || || || ||<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|Dazzling || || Yes || || || || || || ||<br />
|-<br />
|Deft || || || || || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Glorious || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Grotesque || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Barbed===<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Dazzling===<br />
===Deft===<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Grotesque===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Spirit_Servant_types&diff=130294Spirit Servant types2020-03-30T18:35:00Z<p>MASTERDTWIN: Added new Adjective found</p>
<hr />
<div>__TOC__<br />
===Adjectives===<br />
<div style="column-count:5;-moz-column-count:5;-webkit-column-count:5"><br />
*Acrimonious<br />
*Aggravated<br />
*Agitated<br />
*Affronted<br />
*Affrontive<br />
*Angry<br />
*Annoyed<br />
*Antagonistic<br />
*Antsy<br />
*Anxious<br />
*Bashful<br />
*Belligerent<br />
*Bereaved<br />
*Bitter<br />
*Blissful<br />
*Buoyant<br />
*Capricious<br />
*Charming<br />
*Cheery<br />
*Comical<br />
*Concerned<br />
*Contrary<br />
*Cowering<br />
*Coy<br />
*Cunning<br />
*Deleterious<br />
*Delighted<br />
*Delusive<br />
*Depressed<br />
*Desolate<br />
*Despondent<br />
*Disinclined<br />
*Disorderly<br />
*Distressed<br />
*Dolorous<br />
*Dour<br />
*Ebullient<br />
*Ecstatic<br />
*Edgy<br />
*Elated<br />
*Enraged<br />
*Erratic<br />
*Excited<br />
*Expressive<br />
*Exultant<br />
*Faltering<br />
*Fearful<br />
*Fickle<br />
*Fierce<br />
*Forlorn<br />
*Fluctuant<br />
*Friendly<br />
*Frisky<br />
*Furious<br />
*Genial<br />
*Gloomy<br />
*Glum<br />
*Goofy<br />
*Grieving<br />
*Grim<br />
*Grouchy<br />
*Grumpy<br />
*Happy<br />
*Heartbroken<br />
*Hesitant<br />
*Huffy<br />
*Impish<br />
*Indignant<br />
*Insouciant<br />
*Irate<br />
*Irritable<br />
*Jaunty<br />
*Jolly<br />
*Jovial<br />
*Joyous<br />
*Jubilant<br />
*Jumpy<br />
*Lamenting<br />
*Lighthearted<br />
*Lively<br />
*Lonely<br />
*Maddened<br />
*Malcontent<br />
*Melancholy<br />
*Merry<br />
*Mirthful<br />
*Moping<br />
*Morose<br />
*Nervous<br />
*Obstreperous<br />
*Pernicious<br />
*Persnickety<br />
*Perturbed<br />
*Puckish<br />
*Quirky<br />
*Rascally<br />
*Recalcitrant<br />
*Reluctant<br />
*Restive<br />
*Roguish<br />
*Sad<br />
*Scared<br />
*Shrinking<br />
*Shy<br />
*Skittish<br />
*Sly<br />
*Somber<br />
*Sulky<br />
*Surly<br />
*Tense<br />
*Tearful<br />
*Terrified<br />
*Timid<br />
*Timorous<br />
*Touchy<br />
*Troublesome<br />
*Uneasy<br />
*Unruly<br />
*Unsettled<br />
*Unstable<br />
*Upset<br />
*Vacillating<br />
*Variable<br />
*Vengeful<br />
*Vexed<br />
*Volatile<br />
*Wary<br />
*Wayward<br />
*Weepy<br />
*Whimsical<br />
*Wrathful<br />
*Wretched<br />
</div><br />
<br />
===Types and Subtypes===<br />
<br />
The caster can specify which type of servant to summon by using a [[runestone]]. When cast without aid of a runestone, the Spirit Servant will take on a type suitable for the area it is summoned in, mimicking the unaligned [[Major Sanctuary (220)]] spell.<br />
<br />
<br />
;Alpine<br />
The alpine spirit is a flurry of bright white snowflakes that swirl around a shimmering, light blue core of jagged ice. Ethereal azure eyes are centered in what looks like the spirit's head. The body of the alpine spirit appears substantial, yet it gives hint of its delicate nature as a few snowflakes escape the snowstorm of its form and disappear in the air.<br />
<br />
*Alpine-type Spirit Lifekeep Messaging:<br />
:An <adjective> alpine spirit's form whips up into a tiny blizzard, which whirls around your corpse before dematerializing within you. An intense sensation of cold chills your very soul. A large sheet of ice spreads outward along the ground beneath your body. The ice begins to shimmer, then gathers itself beside you as it reforms into the alpine spirit. The chill feeling remains.<br />
<br />
<br />
;Astral<br />
The astral spirit's body is an inky greyish-blue color reminiscent of the night's sky over Elanith during twilight hours. An abundance of faintly twinkling stars speckle the spirit's majestic form. However, the most striking of the spirit's features are two twin nebulae which create a kaleidoscope of swirling pink, blue, purple, and green colors along its midsection. The stars embedded into the spirit's forehead transiently form the constellation known as The Mistress of Adoration.<br><br />
<i>The constellation changes each time you look at the spirit.</i><br />
<br />
<br />
;Aurora<br />
Extremely bright rays of blinding orange light shine off of a restive aurora spirit. Its appendages are nothing more than wispy flares of light, making it seem uncertain whether or not the aurora spirit can manipulate solid objects. Obviously uncomfortable in this form, the spirit fidgets about constantly, leaving scorch marks on anything it presses up against too closely.<br />
<br />
*Aurora-type Spirit Lifekeep Messaging:<br />
:Your aurora spirit forms itself into a giant ball of orange light that begins to encircle your body. The spirit is slow at first but then begins moving faster and faster until it is just a quickly-moving blur of fiery orange light around your corpse. Flares of energy peel off the aurora spirit and hit you, filling you with a calming warmth, but mysteriously do no damage.<br />
<br />
:The spirit's dance comes to an abrupt end but the warmth remains.<br />
<br />
<br />
;Badland<br />
Small granules of sand come together cohesively to give form to the badland spirit. The badland spirit has a roughly humanoid shape but its body, limbs, and fingers are extremely thin and lanky. Occasionally, an errant wind blows by, scattering around small bits of sand off of the spirit's ethereal form.<br />
<br />
*Badland-type Spirit Lifekeep Messaging:<br />
:Your badland spirit dematerializes into a fiercly hot tempest of wind and sand that whirls over towards your body. The spirit lifts your corpse into its vortex where your body hovers for several seconds. A hot wind caresses your face before the spirit sets you back down, leaving a sense of lingering warmth.<br />
<br />
<br />
;Bog<br />
The bog spirit is a tangled kludge of small decaying weeds, mottled yellowy grasses, and thick dollops of an oozing rancid green-grey goop. Ethereal yellow eyes are centered in what looks like the spirit's head. Although the bog spirit's movements are sluggish and drippy, it hovers in midair with ease.<br />
<br />
*Bog-type Spirit Lifekeep Messaging:<br />
<br />
:Your bog spirit steadily descends upon your corpse until it is directly over you. In an instant, it disappears, and is replaced by a cold slimy feeling, which tingles through your face and body. It is as if you had suddenly been dunked in a pool of freezing algae.<br />
<br />
:After a few moments, the spirit re-emerges on top of you, leaving a dank sludgy film over your body.<br />
<br />
*Bog-type Spirit Distress Call Messaging:<br />
<br />
:A heartbroken bog spirit launches itself high into the air above you.<br />
:An intense dark green light explodes over <Location>. The light expands and fully spreads through the sky above <Location>. After a few moments, however, the light begins to recede and ultimately fade from view.<br />
<br />
<br />
;Boulder<br />
A volatile boulder spirit's bulky form is marked by craggy rough spots of jutting rock and earth. Flecks of mica, marble, gold, iron and other natural earth elements can all be found in various crevices of the boulder spirit's body. While the spirit is unmistakably solid, it retains an ethereal quality about its form and easily remains in flight despite its massive size.<br />
<br />
<br />
;Cavern<br />
A desolate cavern spirit's bulky form is marked by craggy rough spots of jutting rock and earth. Flecks of mica, marble, gold, iron and other natural earth elements can all be found in various crevices of the cavern spirit's body. While the spirit is unmistakably solid, it retains an ethereal quality about its form and easily remains in flight despite its massive size.<br />
<br />
*Cavern-type Spirit Lifekeep Messaging:<br />
:Your cavern spirit rises high into the air above you and dives down towards your body at a frighteningly quick pace. You feel a sudden crushing weight on your corpse as though a large rock had just fallen upon you. The feeling passes as quickly as it came, leaving only a slight tingling sensation. The spirit, meanwhile, is still hovering above your corpse seemingly right where it was a second ago.<br />
<br />
<br />
;Celestial<br />
The celestial spirit's body is an inky greyish-blue color reminiscent of the night's sky over Elanith during twilight hours. An abundance of faintly twinkling stars speckle the spirit's majestic form. However, the most striking of the spirit's features are two twin nebulae which create a kaleidoscope of swirling pink, blue, purple, and green colors along its midsection. The stars embedded into the spirit's forehead transiently form the constellation known as The Hammer.<br />
<br />
*Celestial-type Spirit Lifekeep Messaging:<br />
:Your celestial spirit's body turns completely translucent and the star formations found within begin to glow brightly. The spirit dives towards you and superimposes its body upon yours, while the stars inside the spirit glitter even stronger than before. A prickling sensation begins to run through your corpse, leaving you drained, but somehow strangely relieved. The spirit launches itself back into the air.<br />
<br />
<i>The constellation changes each time you look at the spirit.</i><br />
<br />
<br />
;Crevasse<br />
An enraged crevasse spirit's bulky form is marked by craggy rough spots of jutting rock and earth. Flecks of mica, marble, gold, iron and other natural earth elements can all be found in various crevices of the crevasse spirit's body. While the spirit is unmistakably solid, it retains an ethereal quality about its form and easily remains in flight despite its massive size.<br />
<br />
<br />
;Desert<br />
Small granules of sand come together cohesively to give form to the desert spirit. The desert spirit has a roughly humanoid shape but its body, limbs, and fingers are extremely thin and lanky. Occasionally, an errant wind blows by, scattering around small bits of sand off of the spirit's ethereal form.<br />
<br />
<br />
;Dune<br />
Small granules of sand come together cohesively to give form to the dune spirit. The dune spirit has a roughly humanoid shape but its body, limbs, and fingers are extremely thin and lanky. Occasionally, an errant wind blows by, scattering around small bits of sand off of the spirit's ethereal form.<br />
<br />
<br />
;Forest<br />
The forest spirit resembles nothing more exotic than a walking tree at first glance, with long bark-clad limbs and a head of leafy "hair." Yet, its form has a lingering ethereal quality to it, and when it floats, the leaves about its head and body shiver delicately in the air. A fine verdigris moss clings to the spirit, speckling its trunk and shrouding its cooly glowing eyes.<br />
<br />
*Forest-type Spirit Lifekeep Messaging:<br />
:Your tree spirit hovers over towards you and lands by your feet. It carefully rips four leaves off its own foliage and places them on the four corners of your body. The leaves begin to glow in succession until they're all giving off a bright green light. Slowly, the light begins to seep into your body and fills your being with a sense of tranquility. The glow fades and the spirit takes flight once again.<br />
<br />
<br />
;Geyser<br />
Small air bubbles are interspersed in the watery form of the geyser spirit, and faint particles of natural debris create swirling tendrils as the inner currents of the water sweep them about. Intermittently generated whirlpools appear and disappear within the liquid. Though the body of the spirit has definite substance and shape, it retains a constant hint of wispiness, ready to dissolve at any moment.<br />
<br />
*Geyser-type Spirit Lifekeep Messaging:<br />
:A moping geyser spirit dives straight towards you, its corporeal form dematerializing into a jet of frigid water. The water hits your body straight on, but amazingly, does not damage your corpse. The water pools around your body as a cold tingling feeling fills your being. Slowly, the water begins to gather itself up again and reform into the geyser spirit, but the feeling remains.<br />
<br />
<br />
;Glacier<br />
The glacier spirit is a flurry of bright white snowflakes that swirl around a shimmering, light blue core of jagged ice. Ethereal azure eyes are centered in what looks like the spirit's head. The body of the glacier spirit appears substantial, yet it gives hint of its delicate nature as a few snowflakes escape the snowstorm of its form and disappear in the air.<br />
<br />
*Glacier-type Spirit Lifekeep Messaging:<br />
:An erratic glacier spirit's form whips up into a tiny blizzard, which whirls around your corpse before dematerializing within you. An intense sensation of cold chills your very soul. A large sheet of ice spreads outward along the ground beneath your body. The ice begins to shimmer, then gathers itself beside you as it reforms into the glacier spirit. The chill feeling remains.<br />
<br />
<br />
;Island<br />
Obviously hailing from one of Elanthia's warmer climes, the island spirit is an amalgam of vegetable and mineral. Its hands and "hair" resemble the fronds of palms; its slender torso is smooth tree trunk, and the texture of its half-translucent skin resembles fine sand. Though solid after a fashion, it all shifts about without pause, as if gentled by unseen breezes.<br />
<br />
*Island-type Spirit Lifekeep Messaging:<br />
:Your island spirit flies over towards your body and hovers above you for a few moments. Slowly, you begin to feel a gentle touch on your face, as though palm fronds had brushed against it. A surge of heat briefly fills you but is soon gone, leaving the odd scent of salt water in your nostrils.<br />
<br />
*Island-type Spirit Distress Call Messaging:<br />
:A jubilant island spirit launches itself high into the air above you.<br />
:A faint green light explodes over the Ruined Temple. The light seems to spread over the sky in a palm leaf-shaped pattern before receding and ultimately fading from view.<br />
<br />
:A jubilant island spirit launches itself hurriedly into the air above you.<br />
:A soft green light begins to suddenly spread across the sky over the Ruined Temple. The speed of the occurrence almost implies a sense of urgency.<br />
<br />
<br />
;Lake<br />
Small air bubbles are interspersed in the watery form of the lake spirit, and faint particles of natural debris create swirling tendrils as the inner currents of the water sweep them about. Intermittently generated whirlpools appear and disappear within the liquid. Though the body of the spirit has definite substance and shape, it retains a constant hint of wispiness, ready to dissolve at any moment.<br />
<br />
*Lake-type Spirit Lifekeep Messaging:<br />
:An impish lake spirit dives straight towards you, its corporeal form dematerializing into a jet of frigid water. The water hits your body straight on, but amazingly, does not damage your corpse. The water pools around your body as a cold tingling feeling fills your being. Slowly, the water begins to gather itself up again and reform into the lake spirit, but the feeling remains.<br />
<br />
<br />
;Lavaflow<br />
Thin wisps of steam curl continually off the lavaflow spirit's bulky, but mostly transparent form. Flowing sluggishly within, thick rivulets of lava shuffle bits of half-melted stone and other debris throughout its body. Two heavyset black obsidian eyes placed deep within the spirit's head are the only feature of the lavaflow spirit that remains substantial and unwavering.<br />
<br />
*Lavaflow-type Spirit Lifekeep Messaging:<br />
:A huffy volcano spirit dives straight towards Cleric, the lava occupying its translucent veins turning a brilliantly bubbling red before it passes through her body.<br />
<br />
*Lavaflow-type Spirit Distress Call Messaging:<br />
:A huffy volcano spirit zooms into the area and flits past you. As it does, a trailing stream of languidly hanging lava begins forming into a name next to the spirit. The spirit spells out the name, "Cleric".<br />
<br />
<br />
;Luck<br />
An irate luck spirit is a wispy and frail humanoid bearing a slight resemblence to an Erithian. Its skin is milky white and opaque, although small segments of the spirit's body turn translucent from time to time, allowing you to see a single gold coin suspended within the form of the spirit. Large bulbous black eyes scan the nearby area for anything that may be of interest to the spirit as it floats about in midair.<br />
<br />
*Luck-type Spirit Lifekeep Messaging:<br />
:Your luck spirit scatters into a billowing cloud-shaped formation of golden light that spreads itself over your body. The spirit completely obscures your body within the confines of its nebulous form leaving your spirit feeling somehow oddly changed. The gentle touch of some unseen hand caresses your soul and you thank your lucky stars that some higher being has not forsaken you. Slowly, the cloud over your body begins to fade.<br />
<br />
<br />
;Marsh<br />
The marsh spirit is a tangled kludge of small decaying weeds, mottled yellowy grasses, and thick dollops of an oozing rancid green-grey goop. Ethereal yellow eyes are centered in what looks like the spirit's head. Although the marsh spirit's movements are sluggish and drippy, it hovers in midair with ease.<br />
<br />
*Marsh-type Spirit Lifekeep Messaging:<br />
:Your marsh spirit steadily descends upon your corpse until it is directly over you. In an instant, it disappears, and is replaced by a cold slimy feeling, which tingles through your face and body. It is as if you had suddenly been dunked in a pool of freezing algae.<br />
<br />
:After a few moments, the spirit re-emerges on top of you, leaving a dank sludgy film over your body.<br />
<br />
<br />
;Mountain<br />
A moping mountain spirit's bulky form is marked by craggy rough spots of jutting rock and earth. Flecks of mica, marble, gold, iron and other natural earth elements can all be found in various crevices of the mountain spirit's body. While the spirit is unmistakably solid, it retains an ethereal quality about its form and easily remains in flight despite its massive size.<br />
<br />
*Mountain-type Spirit Lifekeep Messaging:<br />
:Your mountain spirit rises high into the air above you and dives down towards your body at a frighteningly quick pace. You feel a sudden crushing weight on your corpse as though a large rock had just fallen upon you. The feeling passes as quickly as it came, leaving only a slight tingling sensation. The spirit, meanwhile, is still hovering above your corpse seemingly right where it was a second ago.<br />
<br />
<br />
;Ocean<br />
Small air bubbles are interspersed in the watery form of the ocean spirit, and faint particles of natural debris create swirling tendrils as the inner currents of the water sweep them about. Intermittently generated whirlpools appear and disappear within the liquid. Though the body of the spirit has definite substance and shape, it retains a constant hint of wispiness, ready to dissolve at any moment.<br />
<br />
*Ocean-type Spirit Lifekeep Messaging:<br />
:A dolorous ocean spirit dives straight towards you, its corporeal form dematerializing into a jet of frigid water. The water hits your body straight on, but amazingly, does not damage your corpse. The water pools around your body as a cold tingling feeling fills your being. Slowly, the water begins to gather itself up again and reform into the ocean spirit, but the feeling remains.<br />
<br />
<br />
;Oxbow<br />
Small air bubbles are interspersed in the watery form of the oxbow spirit, and faint particles of natural debris create swirling tendrils as the inner currents of the water sweep them about. Intermittently generated whirlpools appear and disappear within the liquid. Though the body of the spirit has definite substance and shape, it retains a constant hint of wispiness, ready to dissolve at any moment.<br />
<br />
<br />
;River<br />
Small air bubbles are interspersed in the watery form of the river spirit, and faint particles of natural debris create swirling tendrils as the inner currents of the water sweep them about. Intermittently generated whirlpools appear and disappear within the liquid. Though the body of the spirit has definite substance and shape, it retains a constant hint of wispiness, ready to dissolve at any moment.<br />
<br />
<br />
;Snow<br />
The snow spirit is a flurry of bright white snowflakes that swirl around a shimmering, light blue core of jagged ice. Ethereal azure eyes are centered in what looks like the spirit's head. The body of the snow spirit appears substantial, yet it gives hint of its delicate nature as a few snowflakes escape the snowstorm of its form and disappear in the air.<br />
<br />
<br />
;Solar<br />
Extremely bright rays of blinding orange light shine off of a quirky solar spirit. Its appendages are nothing more than wispy flares of light, making it seem uncertain whether or not the solar spirit can manipulate solid objects. Obviously uncomfortable in this form, the spirit fidgets about constantly, leaving scorch marks on anything it presses up against too closely.<br />
<br />
<br />
;Spring<br />
Small air bubbles are interspersed in the watery form of the spring spirit, and faint particles of natural debris create swirling tendrils as the inner currents of the water sweep them about. Intermittently generated whirlpools appear and disappear within the liquid. Though the body of the spirit has definite substance and shape, it retains a constant hint of wispiness, ready to dissolve at any moment.<br />
<br />
*Spring-type Spirit Lifekeep Messaging:<br />
:A recalcitrant spring spirit dives straight towards you, its corporeal form dematerializing into a jet of frigid water. The water hits your body straight on, but amazingly, does not damage your corpse. The water pools around your body as a cold tingling feeling fills your being. Slowly, the water begins to gather itself up again and reform into the spring spirit, but the feeling remains.<br />
<br />
<br />
;Stream<br />
Small air bubbles are interspersed in the watery form of the stream spirit, and faint particles of natural debris create swirling tendrils as the inner currents of the water sweep them about. Intermittently generated whirlpools appear and disappear within the liquid. Though the body of the spirit has definite substance and shape, it retains a constant hint of wispiness, ready to dissolve at any moment.<br />
<br />
<br />
;Sun<br />
Extremely bright rays of blinding orange light shine off of a variable sun spirit. Its appendages are nothing more than wispy flares of light, making it seem uncertain whether or not the sun spirit can manipulate solid objects. Obviously uncomfortable in this form, the spirit fidgets about constantly, leaving scorch marks on anything it presses up against too closely.<br />
<br />
Here is some room messaging I've observed a sun spirit do:<br />
<i><br />
:A variable sun spirit opens its mouth, as if to let out a sorrowful wail, but instead only a beam of light in twilight hues emerges.<br />
<br />
:As its form dims noticably, a variable sun spirit floats just behind Master with its head lowered towards the ground.<br />
<br />
:In a sudden fit of rage, a variable sun spirit starts spinning madly, its arms flailing wildly as its glow pulsates. Soon a bright flare shoots out of its head heading straight upwards, and quickly dissipates.<br />
<br />
:A variable sun spirit deliberately floats over towards Person, a blinding corona enshrouding its figure, and draws near her face. Soon, the glow subsides, revealing a look of contempt on the spirit's face.<br />
<br />
:For a moment, the colors within the sun spirit's form shift; yellows turn to greens and oranges to purples, but every other detail remains the same. Before long, the bright hues return.</i><br />
<br />
<br />
;Sunburst<br />
Extremely bright rays of blinding orange light shine off of a lamenting sunburst spirit. Its appendages are nothing more than wispy flares of light, making it seem uncertain whether or not the sunburst spirit can manipulate solid objects. Obviously uncomfortable in this form, the spirit fidgets about constantly, leaving scorch marks on anything it presses up against too closely.<br />
<br />
<br />
;Swamp<br />
The swamp spirit is a tangled kludge of small decaying weeds, mottled yellowy grasses, and thick dollops of an oozing rancid green-grey goop. Ethereal yellow eyes are centered in what looks like the spirit's head. Although the swamp spirit's movements are sluggish and drippy, it hovers in midair with ease.<br />
<br />
*Swamp-type Spirit Lifekeep Messaging:<br />
:Your swamp spirit steadily descends upon your corpse until it is directly over you. In an instant, it disappears, and is replaced by a cold slimy feeling, which tingles through your face and body. It is as if you had suddenly been dunked in a pool of freezing algae.<br />
<br />
:After a few moments, the spirit re-emerges on top of you, leaving a dank sludgy film over your body.<br />
<br />
<br />
;Taiga<br />
The taiga spirit resembles nothing more exotic than a walking tree at first glance, with long bark-clad limbs and a head of leafy "hair." Yet, its form has a lingering ethereal quality to it, and when it floats, the leaves about its head and body shiver delicately in the air. A fine verdigris moss clings to the spirit, speckling its trunk and shrouding its cooly glowing eyes.<br />
<br />
<br />
;Tidal<br />
Small air bubbles are interspersed in the watery form of the tidal spirit, and faint particles of natural debris create swirling tendrils as the inner currents of the water sweep them about. Intermittently generated whirlpools appear and disappear within the liquid. Though the body of the spirit has definite substance and shape, it retains a constant hint of wispiness, ready to dissolve at any moment.<br />
<br />
*Tidal-type Spirit Lifekeep Messaging:<br />
:A touchy tidal spirit dives straight towards you, its corporeal form dematerializing into a jet of frigid water. The water hits your body straight on, but amazingly, does not damage your corpse. The water pools around your body as a cold tingling feeling fills your being. Slowly, the water begins to gather itself up again and reform into the tidal spirit, but the feeling remains.<br />
<br />
<br />
;Tree<br />
The tree spirit resembles nothing more exotic than a walking tree at first glance, with long bark-clad limbs and a head of leafy "hair." Yet, its form has a lingering ethereal quality to it, and when it floats, the leaves about its head and body shiver delicately in the air. A fine verdigris moss clings to the spirit, speckling its trunk and shrouding its cooly glowing eyes.<br />
<br />
*Tree-type Spirit Lifekeep Messaging:<br />
:Your tree spirit hovers over towards you and lands by your feet. It carefully rips four leaves off its own foliage and places them on the four corners of your body. The leaves begin to glow in succession until they're all giving off a bright green light. Slowly, the light begins to seep into your body and fills your being with a sense of tranquility. The glow fades and the spirit takes flight once again.<br />
<br />
*Tree-type Spirit Distress Call Messaging:<br />
:An unruly tree spirit flits out of the room quickly.<br />
<br />
:A single green leaf flitters into the room out of seemingly nowhere. It gently sways itself to the ground by your feet and you notice that scratched onto the leaf is the name, "Person."<br />
<br />
<br />
;Tropical<br />
Obviously hailing from one of Elanthia's warmer climes, the tropical spirit is an amalgam of vegetable and mineral. Its hands and "hair" resemble the fronds of palms; its slender torso is smooth tree trunk, and the texture of its half-translucent skin resembles fine sand. Though solid after a fashion, it all shifts about without pause, as if gentled by unseen breezes.<br />
<br />
*Tropical-type Spirit Lifekeep Messaging:<br />
:Your island spirit flies over towards your body and hovers above you for a few moments. Slowly, you begin to feel a gentle touch on your face, as though palm fronds had brushed against it. A surge of heat briefly fills you but is soon gone, leaving the odd scent of salt water in your nostrils.<br />
<br />
<br />
;Volcano<br />
Thin wisps of steam curl continually off the volcano spirit's bulky, but mostly transparent form. Flowing sluggishly within, thick rivulets of lava shuffle bits of half-melted stone and other debris throughout its body. Two heavyset black obsidian eyes placed deep within the spirit's head are the only feature of the volcano spirit that remains substantial and unwavering.<br />
<br />
<br />
;Wasteland<br />
Small granules of sand come together cohesively to give form to the wasteland spirit. The wasteland spirit has a roughly humanoid shape but its body, limbs, and fingers are extremely thin and lanky. Occasionally, an errant wind blows by, scattering around small bits of sand off of the spirit's ethereal form.<br />
<br />
<br />
;Will-o-wisp<br />
A volatile will-o-wisp spirit changes its shape constantly, shifting from a wispy green humanoid to a mote of green light, to a trailing stream of variegated colors. The will-o-wisp spirit flits about quickly, never staying stationary for too long, shifting forms even while dashing from one location to another.<br />
<br />
*Will-o-Wisp Spirit Lifekeep Messaging:<br />
:Your will-o-wisp spirit dives straight towards you, curling into an insubstantial ball of green light right before impact. As it hits you, it explodes in a flurry of twinkling color before reforming into a single corporeal form above you. You feel somehow oddly changed.<br />
<br />
<br />
;Wood<br />
The wood spirit resembles nothing more exotic than a walking tree at first glance, with long bark-clad limbs and a head of leafy "hair." Yet, its form has a lingering ethereal quality to it, and when it floats, the leaves about its head and body shiver delicately in the air. A fine verdigris moss clings to the spirit, speckling its trunk and shrouding its cooly glowing eyes.<br />
<br />
<br />
;Woodland<br />
The woodland spirit resembles nothing more exotic than a walking tree at first glance, with long bark-clad limbs and a head of leafy "hair." Yet, its form has a lingering ethereal quality to it, and when it floats, the leaves about its head and body shiver delicately in the air. A fine verdigris moss clings to the spirit, speckling its trunk and shrouding its cooly glowing eyes.<br />
{{top}}<br />
<br />
[[Category: Pet Spells]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Script_Bigshot&diff=130223Lich:Script Bigshot2020-03-24T16:22:25Z<p>MASTERDTWIN: Updated to include documentation on new features added in v3.87 and v3.86</p>
<hr />
<div>When it comes to Lich scripts, Bigshot takes the cake. Bigshot can fully automate hunting to a point where you do not even have to be at your computer. Take care, though, as /afk scripting on any server but Shattered is in violation of game policy and can have some nasty consequences.<br />
<br />
==Changelog==<br />
*[[Script Bigshot Changelog]]<br />
<br />
==What Does Bigshot Do?==<br />
<br />
Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.<br />
<br />
==How Do I Get It?==<br />
<br />
Grab it from the Repository: ;repository download Bigshot<br />
<br />
Once it is done, ;trust Bigshot.<br />
<br />
==How Do I Make it GO!?==<br />
<br />
It is a bit complicated. As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:<br />
* General - General configuration for non-hunting options.<br />
* Resting - Set up your resting routine and location.<br />
* Hunting Map - Create a hunting map by adding BOUNDARIES and a starting room.<br />
* Hunting - Specify what you are hunting and how.<br />
* Attacking - Create a customized attack routine designed to murmaider your foes.<br />
* UAC Options - Options for a uac routine<br />
* MSTRIKE Options - Options for using MSTRIKE<br />
* Should_hunt? - Set conditions for Bigshot to know when to start hunting.<br />
* Should_rest? - Set conditions for when you want Bigshot to stop hunting and rest.<br />
* Ammo/Wands - Let Bigshot know where you keep your arrows and wands.<br />
<br />
We will take a closer look at each of these individually further on.<br />
<br />
There is also several other commands you can do for more functionality.<br />
* ;bigshot quick - Special hunting mode that kills everything in the room your in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.<br />
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.<br />
* ;bigshot display - Shows all your current settings.<br />
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won't targets something it should.<br />
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.<br />
* ;bigshot profile save <name here> - Saves a profile in YAML format in your LICHFOLDER\scripts\bigshot_profiles folder.<br />
* ;bigshot profile load <name here> - Loads a profile from your LICHFOLDER\scripts\bigshot_profiles folder.<br />
<br />
==The General Tab==<br />
On this tab, you will see four check boxes. They are:<br />
* Engage deadman's switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.<br />
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.<br />
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.<br />
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)<br />
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)<br />
<br />
==The Resting Tab==<br />
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.<br />
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Narost / Go2. For example, 228 is Town Square Central in Wenhimer's Landing - a supernode!<br />
* pre-rest commands: - These commands run before entering REST mode. An example routine is: 'shea, wear shield, sit, stance offensive, rest'. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb. Casters able to should use the MEDITATE verb.<br />
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: 'sloot sell, waggle, useherbs pack'. This will use Sloot to sell according to the options set with Sloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, useherbs will check your PACK and use herbs stored there to heal whatever wounds you have.<br />
* Fog Option: - Uses [[Spirit Guide (130)]] or Voln [[Symbol of Return]] when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails.<br />
<br />
==The Hunting Map Tab==<br />
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot's configuration files and not in a character cache as with ;Wander. Luckily, some very enterprising gnomes have put together a List of Hunting Areas and Boundaries, taking some of the legwork out of the deal.<br />
* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.<br />
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room! <br />
<br />
<PRE>X-X-B - A - 0 - 0 - 0<br />
| |<br />
X-X-X</PRE><br />
Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your '''Should_rest?''' conditions are met.<br />
<br />
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds<br />
<br />
==The Hunting Tab==<br />
The bread and butter of Bigshot, Hunting is where you define what monsters you are hunting and what non-attack abilities you want to use.<br />
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, 'a large ogre' can be targetted with just 'ogre'. Using longer descriptors can be troublesome, and you should copy a monster's name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: 'manticore, thrak' will kill manticores and thraks.<br />
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.<br />
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive ->-> Defensive.<br />
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt's Starting Room. As an example: 'gird, stance defensive'. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.<br />
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.<br />
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering '506' will keep the spell Haste up during Hunts, casting whenever it has worn off.<br />
* loot script - Bigshot will call a loot script to loot your kills for you. Sloot and Sloot2 are common scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.<br />
* wracking spirit >= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the 'Use sign of wracking/sigil of power' box checked.<br />
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking<br />
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don't match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.<br />
<br />
===Hunting Target Examples===<br />
All of the examples below will work for both the 'valid targets' and 'quickhunt targets' entries.<br />
* A hunting option only using the default command (a) for each creature in an area:<br />
<pre>crazed zombie, niirsha, sacristan spirit</pre><br />
* A hunting option using custom hunt commands depending on the creature. In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:<br />
<pre>crazed zombie(a), niirsha(b), sacristan spirit(a)</pre><br />
* A hunting option that will include the [[Mini-boss]] variations as valid targets:<br />
<pre>(?:a |afflicted |apt |blurry |canny |enraged |ethereal |flickering |flinty |frenzied |ghostly |gleaming |glittering |gory |hardy |huge |indistinct |keen |luminous |muculent |nebulous |oozing |pestilent |putrid |radiant |raging |ready |robust |rune-covered |scintillating |shadowy |shifting |shimmering |shining |sickly-green |slimy |slime |sparkling |spiny |stalwart |stately |stout |tattooed |tenebrous |tough |twinkling |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</pre><br />
* Some additional advanced options for identifying valid targets:<br />
<pre><br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)<br />
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)<br />
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)<br />
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|<br />
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)</pre><br />
<br />
==The Attacking Tab==<br />
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.<br />
* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.<br />
* flee if enemy count is > - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.<br />
* ...but don't count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.<br />
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).<br />
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game.<br />
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.<br />
* Spam attacks - This check box will force Bigshot to execute attack commands at an extremely high speed, cutting down on lag times. If you want to squeeze in the maximum number of swings or casts during an enemy's round-time, make sure this is checked.<br />
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.<br />
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can't bless your weapon while hunting will return you to your rest area and quit the script.<br />
<br />
==Commands Tab==<br />
The true guts of Bigshot, this is where you specify your Attack Routine. <br />
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:<br />
** kill - Attacks using the KILL verb.<br />
** incant <spell number> - Casts the specified spell with the INCANT verb. A caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.<br />
** channel <spell number> - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.<br />
** <Spell Number> - Casts the specified spell with the PREPARE and CAST verbs.<br />
** wand - As in, 'wand target'. Gets a wand from the specified storage and WAVES it at the target.<br />
** fire - As in, 'fire target'. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.<br />
*** The above listed commands should be used with the (x#) syntax. For example, kill target (x3) will swing three times at the target before re-evaluating the attack routine. If the x variable is used, Bigshot will continue using the specified attack command until the target is dead. Example: '903 target (xx)' will continue to cast 903 at the target until it is dead. Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. '920 target (m50)' will only cast 920 (Implosion) if you have 50 or more mana. Similarly, 'cman feint target (s10)' will only execute the combat maneuver Feint on the target if you have 10 or more stamina<br />
** aim <location> - Aims at the specified location.<br />
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, "Ambush head" would aim at the head, overwriting any settings or defaults for that attack.<br />
** wait <time> - Bigshot may Stance Dance by using the WAIT command. Bigshot will stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.<br />
** mstrike - As in, 'mstrike target'. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, "mstrike punch".<br />
** berserk - Executes the BERSERK verb and stands by until it fades.<br />
** throw - Empties hands, Attempts throw, get the stuff you emptied.<br />
** weed/kweed - Casts 610 at target. Using "kweed" as your command will cast 610 from offensive stance.<br />
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage "unarmed (punch|jab|kick|grapple)".<br />
** smite - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on target until successful.<br />
** script <script name> - Executes a specified custom attack script.<br />
** hide - Continue hiding until you're actually hidden. Or it's tired of trying.<br />
** sleep - As in, 'sleep 10'. Pause bigshot. Useful with fried hunting commands such as: '410, sleep 15' will E-wave then wait 15 seconds and e-wave again if there are valid targets.<br />
** stance - As in, 'stance defense'. Change stances.<br />
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).<br />
** force <cmd> until <endroll> - As in, 'force 1002 until 101'. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.<br />
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.<br />
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.<br />
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.<br />
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.<br />
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.<br />
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.<br />
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.<br />
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.<br />
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.<br />
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.<br />
* quick hunting commands - Commands executed specifically when using ;bigshot quick.<br />
<br />
===Command Checks===<br />
Additional checks you can add to any command to customize the attack to your desired scenario.<br />
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)<br />
<p>Each of these also has an inverse or opposite.<br />
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)<br />
*s# - Checks that you have the required stamina<br />
*m# - Checks that you have the required mana<br />
*h# - Checks that you have the required health but based on a percentage instead of fixed number<br />
*v# - Checks that you have the required spirit<br />
*e# - Checks that your encumbrance percentage is at or below<br />
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.<br />
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified.<br />
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.<br />
*undead - Checks to see if target is undead. Performed command if target is undead.<br />
*flying - Checks to see if target is flying. Performed command if target is flying.<br />
*hidden - Checks to see if your currently hidden.<br />
*poison - Checks to see if your currently poisoned.<br />
*disease - Checks to see if your currently diseased.<br />
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead<br />
*pcs - Checks to see if there are any PCS in room that are also not in your group<br />
*outside - Checks to see if the room you are in is outside<br />
<br />
===Additional Options===<br />
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn't currently up or has less than 3 seconds left on its timer.<br />
<PRE>wait 10, haste kill target (x3)</PRE><br />
<br />
===Example Attack Routines===<br />
<PRE>wait 10, kill target (x3)</PRE><br />
<br />
Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.<br />
<br />
<PRE>wait 15, incant 505, 903 target (xx)</PRE><br />
<br />
Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead.<br />
<br />
<PRE>stance defensive and 1615 target, kill target (xx)</PRE><br />
<br />
Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead.<br />
<br />
<PRE>force cman feint target until 101, kill target x2</PRE><br />
<br />
Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.<br />
<br />
<PRE>stance defensive and hide, ambush target left leg</PRE><br />
<br />
Hides from Defensive stance and then ambushes that the target's left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).<br />
<br />
<PRE>720 target (m50), incant 708 target, channel 702 target (xx)</PRE><br />
<br />
Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target until it is dead.<br />
<br />
<PRE>prep 708, cast at target left leg / prep 708 channel at target left leg</PRE><br />
<br />
Prepares 708 (Limb Disruption) and CASTs it at the target's left leg. The second prepares the same spell and then CHANNELs it at the target's left leg.<br />
<br />
<PRE>wait 30, unarmed punch</PRE><br />
<br />
Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.<br />
<br />
==UAC Options==<br />
Various options used when doing unarmed combat<br />
* Tier 3 Attack - The attack used when you have reached excellent in the UAC tier<br />
* Aim at location - Used for aimed UAC Combat. Leave blank when you don't want to aim.<br />
* MSTRIKE when creatures equal or greater - Default is 1.<br />
* Voln SMITE? - Will perform a Voln SMITE on [[Non-corporeal]] undead when your UAC tier is excellent.<br />
<br />
==MSTRIKE Options==<br />
MSTRIKE attack now has options for when it should be used.<br />
* MSTRIKE during cooldown stamina requirement - Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown. Careful when setting too low as it can pop your muscles. Leave blank for it to use your max stamina.<br />
* QUICKSTRIKE stamina requirement - Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.<br />
* Unfocused MSTRIKE when creatures equal or greater - Number of creatures in room before you do an unfocused mstrike. Default is 2.<br />
* MSTRIKE during cooldown - Toggle for MSTRIKEing during its cooldown period<br />
* Use QUICKSTRIKE for MSTRIKE - Toggle for using QUICKSTRIKE when you MSTRIKE<br />
<br />
==The Should_hunt? Tab==<br />
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.<br />
* when percent mind <= - Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.<br />
* and percent mana>= - Determines the percent total of your maximum mana that must be present before hunting. Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at or around 100.<br />
* and CHECKspirit >= - Bigshot will check to see that your current Spirit value is higher than what is listed here. Make sure that you have this set high enough that Bigshot won't hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.<br />
<br />
==The Should_rest? Tab==<br />
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.<br />
* when percent mind >= - Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.<br />
* and extra kills >= - The number of extra monsters to kill after reaching your mind your percent mind threshold<br />
* or percentmana <= - Forces Bigshot to rest when your percentage of mana is at or below this threshold. This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate.<br />
* or percentencumbrance >= - When you have reached a given level of encumbrance, Bigshot will rest and execute your resting scripts (ie 'Sloot2 sell', opening your boxes and selling the contents). Every 10% is approximately 1 second of additional RT.<br />
* or wounded eval: - Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can't cast, too many scars etc.<br />
<br />
The following is a wounded evaluation that will rest whenever you have any level II wounds.<br />
<br />
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || percenthealth <= 70</PRE><br />
<br />
The following is a wound evaluation that will take you home if you can not cast anymore (nerves, level 2 head/eyes, bad scars etc.):<br />
<br />
<PRE>bleeding? || percenthealth <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max > 0 && [Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max > 0)</PRE><br />
<br />
==The Ammo/Wands Tab==<br />
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.<br />
* find ammo in this container: - Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.<br />
* use this ammo type: - Bigshot lets you specify which ammunition type you want to use. Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here.<br />
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.<br />
* dead wand container: - ...And then will deposit the used up wands in this container.<br />
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: "aquamarine wand, bloodwood wand, etc"<br />
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.<br />
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.<br />
<br />
==Ingame Screenshot==<br />
<gallery perrow="4"><br />
File:bigshot-1.PNG|General<br />
File:bigshot-2.PNG|Resting<br />
File:bigshot-3.PNG|Hunting Map<br />
File:bigshot-4.PNG|Hunting<br />
File:bigshot-5.PNG|Attacking<br />
File:bigshot-6.PNG|Should_hunt?<br />
File:bigshot-7.PNG|Should_rest?<br />
File:bigshot-8.PNG|Ammo/Wands<br />
</gallery><br />
<br />
==Reference==<br />
* Info originally taken from http://forum.gsplayers.com/showthread.php?t=57651<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Script_Bigshot/Changelog&diff=130222Lich:Script Bigshot/Changelog2020-03-24T16:08:11Z<p>MASTERDTWIN: Re-organized Change Log order (newest -> oldest) and Added history for versions 3.75 through 3.87</p>
<hr />
<div><br />
== Change Log ==<br />
<br />
<pre{{log2|background=none|border=none|margin-left=none|margin-right=none|font-size=93%}}><br />
v3.87 (2020-19-11)<br />
-Added overkill counter for extra killed monsters<br />
-Tooltip updates<br />
-Formatting changes to make script more easily read<br />
v3.86 (2020-03-11)<br />
-Added outside & !outside command checks<br />
v3.85 (2020-02-28)<br />
-Resolved `block in setup` error when running setup in Fedora<br />
v3.84 (2020-02-15)<br />
-Fix a bug with "obvious hiding" players detection<br />
v3.83 (2020-02-13)<br />
-Added check for "obvious hiding" players (SET ObviousHiding ON)<br />
v3.82 (2020-02-02)<br />
-Added a v & !v command checks for checking spirit<br />
-Possible fix for FOG_RETURN not loading when doing ;bigshot setup properly<br />
-Added ;bigshot profile support<br />
;bigshot profile load <name here, no spaces><br />
;bigshot profile save <name here, no spaces><br />
Allows saving of bigshot profiles as YAML files, saved in your LICH\scripts\bigshot_profiles folder<br />
v3.81 (2019-09-06)<br />
-Fix for wands with extra descriptors in hand vs grab name<br />
-Add 1020 as an option for fleeing<br />
v3.80 (2019-08-01)<br />
-Exit cleanly from bounty mode<br />
-Don't count regenerating troll kings when deciding if there's enough enemies to flee<br />
-Treat intense shimmering circles like clouds when deciding to flee<br />
-Don't require Gtk if $bigshot_headless is defined<br />
v3.79 (2019-05-25)<br />
-Removed 309 from hardcoded selfcast list<br />
v3.78 (2019-05-10)<br />
-Missed a few settings for flying<br />
v3.77 (2019-05-10)<br />
-Added flying/!flying as command checks for attacks<br />
v3.76 (2018-07-04)<br />
-Fixed INCANT command to respect Spell.stance setting<br />
v3.75 (2018-07-02)<br />
-Fix ;bigshot bounty<br />
-Don't flee from your own group even if they're not hunting<br />
v3.74 (2018-04-30)<br />
-Added water as option for cmd_spell extra variable<br />
v3.73 (2018-04-22)<br />
-Add flee from webs option<br />
-Add 917 to not stance offensive if using incant<br />
v3.72 (2017-10-10)<br />
-Fix bug in berserk<br />
v3.71 (2017-10-08)<br />
-Attack line now recognizes "wand" by itself<br />
-Fix GameObjAdd autostart<br />
v3.70 (2017-09-28)<br />
-Fix download loop of GameObjAdd.lic<br />
v3.69 (2016-09-20)<br />
-Wont stance offensive for the spell 703 anymore<br />
-Fixes for delayed looting<br />
-option to pull players to there feet, Defaults to on<br />
-Only pulls the player to there feet if their is an aggressive npc in the room with them<br />
v3.68 (2016-09-14)<br />
-option to stance defensive before looting if not all the creatures in room are dead<br />
-wracking option now will use "Symbol of Mana" for voln peoples :)<br />
-Performs the bless routine if needed when you wander or go to rest now<br />
-Added a delayed looting option<br />
-skips looting when creature still alive in the room or its been less than 15 seconds since the last creature died<br />
-Will now try to escape from the inside of a roa'ter if you get swallowed<br />
v3.67 (2016-08-31)<br />
-Optimization for priority checks, wont run that section of code so often anymore.<br />
-Manual aiming for unarmed combat routine. Command is "unarmed <punch/kick/grapple/jab> <aim location>"<br />
-Will swap to the default aiming when you can't reach what your aiming at or its already missing.<br />
v3.66 (2016-08-29)<br />
-Only checks for group members if there are other pcs in the room<br />
-Won't loot in the Duskruin Arena anymore<br />
v3.65 (2016-08-28)<br />
-Fixes for targeting, fleeing, and priority targeting<br />
-This should let bigshot work in the duskruin arena<br />
v3.64 (2016-08-23)<br />
-Changed Celerity option to only recast if you have less than 3 seconds left<br />
-Changed so it doesn't change into your attacking stance before casting<br />
-Changed Fog return option to be an option pulldown instead of a checkbox, defaults to None<br />
v3.63 (2016-08-23)<br />
-Added option to use Celerity (506) for any command.<br />
-Will cast if you dont have it on you or you have less than 6 seconds or so left on haste.<br />
-Just add haste or 506 to the front of any command you want it to be cast before.<br />
-example: "506 kill target" or "haste kill target(x3),525(pcs)"<br />
v3.62 (2016-08-23)<br />
-UAC Mstrike no longer will ignore the number of creatures in the room in some instances.<br />
-Option to flee the room when player-defined message from the game happen<br />
-Check the Attacking tab for box to input your text<br />
-Fixed issue with bigshot not targeting "do not count these" targets<br />
-Fixed issue with force command until # not working correctly<br />
v3.61 (2016-08-15)<br />
-Fix for new fogging option triggering at weird times.<br />
v3.60 (2016-08-15)<br />
-Fix for ;bigshot quick not working correctly when you dont have any quickhunt targets.<br />
-Option to use Spirit Guide (130) or Voln Symbol of Return when going to rest. Option is on Rest Tab.<br />
v3.59 (2016-08-13)<br />
-To prevent me having to duplicate code, Bigshot will now download GameObjAdd.lic and make it autostart<br />
-Spells should no longer target npcs when they are meant to target you. Let me know if something happens otherwise.<br />
v3.58 (2016-08-07)<br />
-companions and familiars should now be excluded from fleeing and targeting stuff<br />
-companions and familiars count for poaching checks now just like a disk does<br />
-this check only works for solo hunters, group bigshot hunters will ignore this<br />
-Ambushers that are part of your group should no longer trigger the poaching routine<br />
-Bigshot will on first run for a Ranger with a companion set your companion to a variable.<br />
-You can reset this variable with ;bigshot ranger or ;bigshot companion<br />
v3.57 (2016-08-04)<br />
-Bigshot won't consider arms(709) and demons(725) as room creatures for targeting or fleeing purposes<br />
-Priority should now ignore some NPCs when it does its calculations<br />
v3.56 (2016-08-02)<br />
-Think I have all the Reim mobs handled<br />
-Fix for Multi-account hunting...oops<br />
-other minor tweaks<br />
v3.55 (2016-07-31)<br />
-Target tracking for Aura of the Arkati (1614). Wont cast again on something that is affected.<br />
-More Reim creatures added, Still missing creatures from the gypsy camp probably, celestial types<br />
-New Command check: noncorporeal - Will see if current creature is non-corporeal undead<br />
-New Command check: pcs - Will check for other non-grouped players in the room<br />
v3.54 (2016-07-30)<br />
-REIM! Quick update for some support for reim creatures<br />
-Smite tracks individual mobs now, So if you switch creatures before killing it, will smite the new one<br />
-Fixed the lag issue<br />
v3.53 (2016-07-29)<br />
-Incant should now work for any incant combination<br />
-Bless can now bless two weapons that lose bless in same attack<br />
v3.52 (2016-07-27)<br />
-Changed variable tracking to be downstream hook instead of exec script<br />
-Please let me know if anything doesn't work like it did in the previous versions<br />
-Tracking added for Corrupt Essence (703), will no longer repeatedly cast and waste that precious mana<br />
-You can also cast it open as "incant 703 open"<br />
-Added flee from vines option to first tab of ;bigshot setup<br />
v3.51 (2016-07-25)<br />
-Special coding for 1700. Wont stance offensive for "incant 1700", Will stance offensive for "incant 1700 evoke"<br />
-Fix for ;Bigshot quick not working when your quickhunt targets was empty<br />
v3.50 (2016-07-24)<br />
-Untargetable and Targetable lists now use the name instead of noun. Option to clear these so they can start fresh using ;bigshot reset. This will fix the issue for being unable to target guards in warcamps.<br />
-Targetable and Untargetable are now listed in ;bigshot display<br />
-Fix for Head/Tail Routine. Head wasn't waiting for the tail members to join bigshot group.<br />
v3.49 (2016-07-24)<br />
-Updated berserk to use Spell.cast functionality, should now use STOP BERSERK when no alive mobs in the room.<br />
-Command check added for poison and disease<br />
-Fixed some options that were out of place, oops<br />
-Tail should now use scripts when performing pre-hunt commands<br />
-Head should wait for tails to be out of RT before heading to rest now<br />
-Incant should no longer fry your nerves when you dont have enough mana.<br />
-Changed incant to use wands when you dont have enough mana.<br />
-Also checks your target before incanting, so you always target the correct creature<br />
-Changed wand routine to be able to use multiple wand types, "use this wand type" now takes comma seperated wands "use this wand type" example: "aquamarine wand, bloodwood wand, etc"<br />
-Changed incant, spell and wand routines to return to attack stance option instead of stance defensive.<br />
-Fixed bug with bless routine, maybe<br />
-Option to use Voln SMITE in UAC routine now, instead of always doing it.<br />
v3.48 (2016-07-20)<br />
-Added Consecrate(1604) to bless routine<br />
-Quickhunt targets code update and fixes<br />
-Made bless work with identical weapons<br />
v3.47 (2016-07-19)<br />
-fix for blessing weapons<br />
v3.46 (2016-07-19)<br />
-now tries to pull someone to their feet when they are lying down/kneeling/etc.<br />
-Rewrote the bless option to bless anything that runs out of a bless.<br />
-Now located on Attacking Tab as a checkbox<br />
-Returns you to your resting area if you can't bless things.<br />
-Added a priority targeting option to hunting tab.<br />
-Will switch target based on the order of your valid targets, whenever its attacking.<br />
-Added Quickhunt targets, These always are first in terms of priority (Quickhunt targets, room targets)<br />
-You can use the (a)|(b)|(etc) in here instead of just the Quickhunt routine every time.<br />
v3.45 (2016-07-09)<br />
-better code for checking for an escort, less error prone now (:<br />
-fixed rare issue with ambusher jumping out of hiding just as go to move and it screwing up bigshot<br />
-UAC Bless option changed so that you can leave it blank and it wont stop hunting. Has tooltip explaining different options.<br />
v3.44 (2016-07-01)<br />
-Fix for the fix for the fix!!<br />
-Added a check for spell 608 to skip if already hidden<br />
-Added hidden and !hidden a command check, hidden only works when your hiding, !hidden when your not hiding<br />
v3.43 (2016-07-01)<br />
-Fix for the Fix :(<br />
v3.42 (2016-06-30)<br />
-Fix for mob command check due to recent change<br />
-Optimized the escort npc check<br />
v3.41 (2016-06-30)<br />
-Fixed Head/Tail bigshot hunting<br />
V3.40 (2016-06-30)<br />
-Mstrike will now cast 1107 and 1607 when appropriate<br />
-Quick Hunting mode tweaked so that it works when your in a group, or in a room that isn't mapped<br />
-added inverse command checks, put a ! in front of the command check, i.e kill(!h60)<br />
-Doesn't count escorts anymore for NPC checks<br />
V3.39 (2016-06-26)<br />
-Quick Hunting mode added - Just start bigshot with the variable quick - ;bigshot quick<br />
-Quick Mode overrides your currently setup targets and targets the current room npcs<br />
-Wandering, Fleeing and Resting is disabled<br />
-Bigshot exits when no NPCS found in room<br />
-Uses Quick Hunting Commands<br />
-Supports up to 10 (A-J) different attack routines now.<br />
-Moved all the attack routines to new tab, Commands<br />
-Moved few options to the attacking tab<br />
v3.38 (2016-06-25)<br />
-added command check for target not being prone or target being undead<br />
-current checks are mana/stamina/health(percentage)/encumbrance/unarmed tiering/mobs in room/target not prone/target undead<br />
-m/s/h/e/tier/mob/prone/undead respectively<br />
-Prone means target is sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place<br />
v3.37 (2016-06-24)<br />
-can now have two or more checks for a command. i.e kill(mob3 s20 h80) 3 mobs in room, stamina is above 20, health is above 80%<br />
-must all be inside the () and seperated with a space<br />
-current checks are mana/stamina/health(percentage)/encumbrance/unarmed tiering/mobs in room<br />
-m/s/h/e/tier/mob respectively<br />
v3.36 (2016-06-23)<br />
-Added option for adjusting wander time between rooms (Found on Hunting Map Tab)<br />
v3.35 (2016-06-14)<br />
-Added option for attacks to only trigger when certain number of creatures are in the room.<br />
-Just add (mob#) to the attack you want to do<br />
-Fixes for unarmed combat getting stalled<br />
-Now attempts to soothe (1205) when appropriate<br />
v3.34 (2016-06-08)<br />
-Added aiming for archery to the Hunting tab in setup.<br />
-Will change location once you stick the place your aiming at, looping until the creature is dead<br />
-Made gathering ammo a bit more specific about what its grabbing and where its putting it. <br />
-Also works with bolts and darts now if you gathered things to the ground.<br />
v3.33 (2016-06-06)<br />
-Fix for creatures leaving room and script getting stuck (Hopefully)<br />
-Fix for loot script activating during roundtime<br />
-Fix for issue with targeting using creatures name or noun<br />
v3.32 (2016-06-02)<br />
-Changed aiming for UAC to continue until if finds something you can hit or just hits them like normal<br />
-Added Voln Smite to command, use Smite in your hunting commands<br />
-Rewrote Ambush again! Now has the option to pick locations you want to ambush at on the hunting page<br />
-Also supports it from the hunting command i.e. "ambush head"<br />
-If left blank without picking any options in setup will default to Head, Right Leg, Left Leg, Chest<br />
v3.31 (2016-06-02)<br />
-Changed up the ambush command so it ambushes what you said to ambush first, then attempts right leg, left leg, then chest<br />
-Added an option to trigger the mstrike during UAC combat, other MSTRIKE options apply<br />
-Few fixes to MSTRIKE routine, now checks number of creatures in room as an equal or greater<br />
-Fixed bug caused when doing commands like "stance for and kill target"<br />
<br />
Edits by Hazado: (2016-06-01)<br />
V3.3 (2016-06-01)<br />
-Added UAC combat! Start it with hunting command "unarmed punch/jab/kick/grapple"<br />
-Added options for UAC in setup<br />
-Added options for MSTRIKEing in setup<br />
-Rewrote MSTRIKE routine<br />
-can now check mana/stamina/health(percentage)/encumbrance/unarmed tiering inside the hunting commands<br />
-Changed wander routine to hit every room in area instead of random wandering<br />
<br />
Edits by Zhiart: (2016-03-25)<br />
-Added new ambush command for legging a critter and then go for the head as long as they are prone (Code by SashaFierce)<br />
<br />
v3.2 (2/27/2016)<br />
-Added changes to fix incant loot issues (might work)<br />
-Added ability to detect renaming of bigshot without destroying exec scripts<br />
-Converted exec scripts to strings to allow =>quiet<br />
<br />
Edits by Kalros: (2015-11-2015)<br />
v3.1<br />
-Fixed Disk poaching.<br />
-Fixed First room poaching.<br />
-Removed group poaching logic.<br />
-Ambush detection via Exec Script. It will leave the room if it detects an ambush line.<br />
-Rewrote and updated wander targeting sections. Fixes some target related bugs.<br />
-Moved WAIT command to exec to prevent line buffer issues and make more responsive<br />
<br />
3.0 (2015-05-30):<br />
stop trying to attack monsters that aren't in the room (wild guess, untested)<br />
bumped version up from 2.12052012 to 3.0, because 2.12052012 is a stupid version format<br />
added message to trust script<br />
</pre></div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=129211User:ARMYJEN/Glam Critter2020-03-12T13:38:37Z<p>MASTERDTWIN: Found more Adjectives</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Barbed || || || || || || || || ||<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|Deft || || || || || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Glorious || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Grotesque || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Barbed===<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Deft===<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Grotesque===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Software&diff=128770Lich:Software2020-03-02T15:39:50Z<p>MASTERDTWIN: Verified @development_tools is not required</p>
<hr />
<div><div class="alert alert-info"><center>'''{{mono|;TUNE TOWNCRIER }}to join the TownCrier channel and get GS news and tips every five minutes. There is no chat on this channel.'''</center></div><br />
<br />
==About==<br />
<section begin=About /><br />
'''The Lich''' is third-party software that expands scripting capabilities on Simutronics front end clients ([[Wizard (front end)|The Wizard]] and [[StormFront]] for Windows users, and [[Avalon]] for Mac OS X users), allowing players to script using the Ruby Programming Language, a high-level programming language with almost limitless capability. The program comes bundled with several scripts, such as scripts that calculate a character's [[redux]], move from any location to another within a database, walk through an area until a creature is found, and spell up a character using all available spells. Also, there is a repository that allows for the quick, easy downloading of user-made scripts through The Lich, itself. Scripts can range from being very simple to quite advanced; for example, there is a script, titled xpSF, that modifies the experience window in StormFront to display additional information about the character's experience level that updates itself when experience is gained. <section end=About /><br />
<br />
<div {{prettydiv}}><br />
<br />
<CENTER>{{boldmono|<tt>Quick Start & Installation Guides</tt>}}</CENTER><br />
<br />
* '''Windows'''<br />
** Download the [http://bit.ly/WinLich Installer].<br />
*'''Mac'''<br />
** [[Lich_(software)#Mac_OS_X|Mac OS X]]<br />
* '''Linux'''<br />
** [[Lich_(software)#Chromebook_&_Debian_variants|Chromebook & Debian Variants]]<br />
** [[Lich_(software)#Fedora|Fedora Installation - Lich (software)]]<br />
</div><br />
<br />
===What is "The Lich"?===<br />
Lich is an open source scripting engine for text-based MUDs. It is not a complete front-end in and of itself: it operates much like a proxy server and communicates with the user through their chosen front-end (effectively giving the appearance of expanding the front-end's features with its own). It allows you to write and run scripts for a text-based MUD in the Ruby language.<br />
<br />
Lich was originally created by [http://lichproject.sourceforge.net/ Shaelun], who brought it up from an idea to version 3.57. Starting with version 3.58, Lich is maintained by [http://lichproject.org/ Tillmen]. Tillmen's versions focus more heavily on Simutronics games, specifically Gemstone IV. If you are interested in non-Simutronics games, you might be better served with Shaelun's version.<br />
<br />
The Lich is written to be compatible with other third-party software, such as [[PsiNet]] and [[Black Lightning]].<br />
<br />
===What can Lich do for me?===<br />
The Lich program, absent of any scripts, doesn't appear to do much of anything (besides allow you to alias commands in the game). What Lich is doing behind the scenes allows you to use pretty powerful scripts, such as:<br />
<br />
* '''[[Script Go2 | go2]]''': This script makes long and short journeys easy. It is powered by a database of 18,677 rooms with 42,695 known movements connecting those rooms (as of 10-2-2010, for Gemstone IV). Some of those movements include tasks such as navigating mazes, dealing with slippery ice, or waiting in line to use a rope bridge. It includes a large list of common locations in each town, and takes you to the closest one. For example typing ";go2 bank" will take you to whatever bank is closest to you.<br />
* '''[[Script Narost | narost]]''': This script pops up a window to show you which room you are in on a map. The script originally used only Tsoran's maps, but since those are becoming increasingly outdated, new maps are being created and added to narost. The script continues to show you what room you are in as you move around, changing maps as needed. It allows you to click on a room to make the go2 script take you there, and some other things.<br />
* '''[[Script Infomon | infomon]]''': This script is responsible for tracking any useful information that the main Lich program doesn't. The most useful thing it tracks is the spells that are on you, and their remaining time. It also keeps track of other peoples spell ranks that use Lich, to give more accurate spell tracking.<br />
* '''[[Script LNet | lnet]]''': This script is a simple chat script that allows you to chat with other people using Lich. It is a great source of help for those new to Lich. It also allows scripts to transfer information to other characters (disabled by default) to allow, for example, a spellup script (waggle) to know exactly how many casts of what spells another character needs.<br />
* '''[[Script Repository | repository]]''': This script allows you to upload and download scripts from the Lich server. There are many, many more scripts available for tasks big and small.<br />
<br />
In addition to the powerful Ruby scripts, Lich can run most WizardFE/Stormfront scripts unaltered. This allows you to use the scripts you already have, but since Lich is running them, you can have any number of them going at once. However, learning a little Ruby goes a long way. Scripts that take a hundred lines in WizardFE/Stormfront can usually be rewritten as a dozen or so lines in Ruby, and work much better.<br />
<br />
===What operating systems does it work with?===<br />
Starting in version 3.58, Lich is written completely in Ruby. This means it should it should run on any platform that can run the Ruby interpreter. Lich is developed on Linux, but the majority of the user base uses Windows (XP, Vista, Win7, Win8).<br />
<br />
==Installation==<br />
Although Lich is most commonly used on Windows, it can indeed be installed and is used on Linux and Mac machines alike. The beauty of Lich is that once installed, the interface and all the scripts run similar to all platforms. For instructions on installing Lich in its current state, please see the following information based on the operating system you are using.<br />
<br />
===Windows===<br />
'''For Windows 10 / 8 / 7''' users on 64-bit systems: you can download the [http://bit.ly/WinLich Installer] and install everything you need automatically. Always remember to back up existing Lich / Simutronics files.<br />
<br />
===Mac OS X===<br />
With Mac Catalina, Ruby 2.7 and changes to various gems used to support the game, the old script does not work. For instructions on installing on a Mac, please email doug@play.net .<br />
<br />
===Chromebook & Debian variants===<br />
The following steps should install Lich and Profanity for users of Debian/Chromebooks. Profanity is a terminal-based Front-End that will let you play the game (in lieu of The Wizard or Stormfront).<br />
<br />
Update the list of available software and make sure some requirements are installed:<br />
<!-- don't think I'm gonna include this stuff but might as well not delete it.<br />
:<small>sudo: as a super-user</small><br />
:<small>apt-get: Debian's software repository</small><br />
::<small>-y: answer all questions yes</small> <br />
--><br />
<pre><br />
sudo apt-get -y update<br />
sudo apt-get -y install autoconf bison build-essential libssl-dev libyaml-dev libreadline6-dev zlib1g-dev libncurses5-dev libffi-dev libgdbm3 libgdbm-dev libsqlite3-dev unzip<br />
</pre><br />
<br />
Install '''<tt>[https://github.com/rbenv/rbenv rbenv]</tt>''', a Ruby version manager. Add it to the <tt>PATH</tt> so that it will work outside of its own directory, and set it up to work when you launch the shell (terminal):<br />
<pre><br />
git clone https://github.com/rbenv/rbenv.git ~/.rbenv<br />
echo 'export PATH="$HOME/.rbenv/bin:$PATH"' >> ~/.bashrc<br />
echo 'eval "$(rbenv init -)"' >> ~/.bashrc<br />
</pre><br />
<br />
Run the shell's launch script now to enable those two changes and get rbenv working:<br />
<pre><br />
source ~/.bashrc<br />
</pre><br />
<br />
Download the tools to let rbenv install Ruby on its own, then install Ruby 2.5.1 and set it to be our default version of Ruby system-wide:<br />
<pre><br />
git clone https://github.com/rbenv/ruby-build.git ~/.rbenv/plugins/ruby-build<br />
rbenv install 2.5.1 -v<br />
rbenv global 2.5.1<br />
</pre><br />
<br />
Tell Ruby not to create documentation for its gems (plugins/packages) unless asked, because it takes a long time and they are available online. Then install the dependencies for Lich and Profanity:<br />
<pre><br />
echo "gem: --no-document" > ~/.gemrc<br />
gem install sqlite3 gtk2 curses<br />
</pre><br />
<br />
Install Lich and Profanity:<br />
<pre><br />
curl --remote-name https://lichproject.org/download/lich-4.6.49.zip<br />
unzip lich-*.zip<br />
git clone https://github.com/matt-lowe/ProfanityFE.git<br />
</pre><br />
<br />
===Fedora===<br />
<br />
The following steps have been tested and verified on Fedora 31 Workstation. These instructions assume that you are a user with sudo (wheel group) access.<br />
<br />
1. Update The Base Installation:<br />
<pre><br />
$ rpm --import /etc/pki/rpm-gpg/RPM-GPG-KEY-fedora-31-x86_64<br />
$ sudo dnf -y update<br />
$ sudo dnf -y install vim git<br />
</pre><br />
<br />
2. Install required Ruby and Development packages:<br />
<pre><br />
$ sudo dnf install -y autoconf bison gcc gdbm gdbm-devel libyaml-devel \<br />
libffi-devel make ncurses-devel openssl-devel readline-devel redhat-rpm-config \<br />
ruby ruby-devel sqlite-devel unzip zlib-devel<br />
</pre><br />
<br />
3. Perform Ruby Gem Installations:<br />
<pre><br />
$ gem install rake<br />
$ gem update<br />
$ gem install sqlite3 gtk2 curses<br />
</pre><br />
<br />
4. Download Lich:<br />
<pre><br />
$ cd ~<br />
$ curl --remote-name https://lichproject.org/download/lich-4.6.52.zip<br />
$ unzip lich-4.6.52.zip<br />
</pre><br />
<br />
5. Clone Profanity:<br />
<pre><br />
$ cd ~<br />
<br />
---> For Ondarien's Updated Version (Recommended)<br />
$ git clone https://github.com/ondreian/ProfanityFE.git<br />
<br />
---> For Tillmen's Version<br />
$ git clone https://github.com/matt-lowe/ProfanityFE.git<br />
</pre><br />
<br />
Please refer to the '''[[Profanity | Profanity FE]]''' page for initial configuration and additional instructions.<br />
<br />
==F.A.Q.==<br />
'''Q: Where did my inventory windows go?'''<br />
: A: If you use inventory windows in Stormfront, you’ll find they have disappeared the first time you run Lich on each character. Lich hijacks the setting to provide container contents to scripts. In doing so, it’s unable to tell what the setting was to start with, so it turns it off (from Stormfront’s point of view). Just type “set inv on” to turn it back on.<br />
<br />
'''Q: Why do I keep disconnecting immediately after login?'''<br />
: A: This generally happens on only one character, and affects only Stormfront. It seems to be caused by Stormfront downloading a characters settings from the Simu server. To fix it, change Stormfront to store scripts/highlights/macros/etc locally, or log in once on Stormfront without Lich to allow it to do whatever it’s trying to do.<br />
<br />
'''Q: How come when I cast spells on people it doesn't tell the correct duration for the spell?'''<br />
: A: This is due to not setting permissions correctly with LNet once logged in. In general, most people should be fine with typing: ;LNET ALLOW ALL ALL. This should allow anyone with Lich installed to detect your spell durations. It also allows other things, to see exactly what you can do type ;LNET HELP ingame and read over the output it provides.<br />
<br />
==Resources==<br />
* [[Lich scripting reference]]<br />
* [[Mac Installation - Lich (software)]]<br />
* Tillmen's Lich Update (v4.6.37): https://lichproject.org/<br />
* Playershops by Lich: https://ps.lichproject.org/<br />
* Unofficial Support for Lich: http://forum.gsplayers.com/forumdisplay.php?f=104<br />
* Popular Lich script thread: http://forum.gsplayers.com/showthread.php?81229-What-Lich-Scripts-Do-You-Regularly-Use<br />
* Fix [[F2P]] login: http://forum.gsplayers.com/showthread.php?94776-Getting-Lich-to-work-with-F2P-accounts<br />
* Original Lich (v3.57): http://lichproject.sourceforge.net/<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]<br />
[[Category:New Player]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Lich:Software&diff=128705Lich:Software2020-02-27T16:46:34Z<p>MASTERDTWIN: Added Section for Fedora Installation Guide</p>
<hr />
<div><div class="alert alert-info"><center>'''{{mono|;TUNE TOWNCRIER }}to join the TownCrier channel and get GS news and tips every five minutes. There is no chat on this channel.'''</center></div><br />
<br />
==About==<br />
<section begin=About /><br />
'''The Lich''' is third-party software that expands scripting capabilities on Simutronics front end clients ([[Wizard (front end)|The Wizard]] and [[StormFront]] for Windows users, and [[Avalon]] for Mac OS X users), allowing players to script using the Ruby Programming Language, a high-level programming language with almost limitless capability. The program comes bundled with several scripts, such as scripts that calculate a character's [[redux]], move from any location to another within a database, walk through an area until a creature is found, and spell up a character using all available spells. Also, there is a repository that allows for the quick, easy downloading of user-made scripts through The Lich, itself. Scripts can range from being very simple to quite advanced; for example, there is a script, titled xpSF, that modifies the experience window in StormFront to display additional information about the character's experience level that updates itself when experience is gained. <section end=About /><br />
<br />
<div {{prettydiv}}><br />
<br />
<CENTER>{{boldmono|<tt>Quick Start & Installation Guides</tt>}}</CENTER><br />
<br />
* '''Windows'''<br />
** Download the [http://bit.ly/WinLich Installer].<br />
*'''Mac'''<br />
** [[Lich_(software)#Mac_OS_X|Mac OS X]]<br />
* '''Linux'''<br />
** [[Lich_(software)#Chromebook_&_Debian_variants|Chromebook & Debian Variants]]<br />
** [[Lich_(software)#Fedora|Fedora Installation - Lich (software)]]<br />
</div><br />
<br />
===What is "The Lich"?===<br />
Lich is an open source scripting engine for text-based MUDs. It is not a complete front-end in and of itself: it operates much like a proxy server and communicates with the user through their chosen front-end (effectively giving the appearance of expanding the front-end's features with its own). It allows you to write and run scripts for a text-based MUD in the Ruby language.<br />
<br />
Lich was originally created by [http://lichproject.sourceforge.net/ Shaelun], who brought it up from an idea to version 3.57. Starting with version 3.58, Lich is maintained by [http://lichproject.org/ Tillmen]. Tillmen's versions focus more heavily on Simutronics games, specifically Gemstone IV. If you are interested in non-Simutronics games, you might be better served with Shaelun's version.<br />
<br />
The Lich is written to be compatible with other third-party software, such as [[PsiNet]] and [[Black Lightning]].<br />
<br />
===What can Lich do for me?===<br />
The Lich program, absent of any scripts, doesn't appear to do much of anything (besides allow you to alias commands in the game). What Lich is doing behind the scenes allows you to use pretty powerful scripts, such as:<br />
<br />
* '''[[Script Go2 | go2]]''': This script makes long and short journeys easy. It is powered by a database of 18,677 rooms with 42,695 known movements connecting those rooms (as of 10-2-2010, for Gemstone IV). Some of those movements include tasks such as navigating mazes, dealing with slippery ice, or waiting in line to use a rope bridge. It includes a large list of common locations in each town, and takes you to the closest one. For example typing ";go2 bank" will take you to whatever bank is closest to you.<br />
* '''[[Script Narost | narost]]''': This script pops up a window to show you which room you are in on a map. The script originally used only Tsoran's maps, but since those are becoming increasingly outdated, new maps are being created and added to narost. The script continues to show you what room you are in as you move around, changing maps as needed. It allows you to click on a room to make the go2 script take you there, and some other things.<br />
* '''[[Script Infomon | infomon]]''': This script is responsible for tracking any useful information that the main Lich program doesn't. The most useful thing it tracks is the spells that are on you, and their remaining time. It also keeps track of other peoples spell ranks that use Lich, to give more accurate spell tracking.<br />
* '''[[Script LNet | lnet]]''': This script is a simple chat script that allows you to chat with other people using Lich. It is a great source of help for those new to Lich. It also allows scripts to transfer information to other characters (disabled by default) to allow, for example, a spellup script (waggle) to know exactly how many casts of what spells another character needs.<br />
* '''[[Script Repository | repository]]''': This script allows you to upload and download scripts from the Lich server. There are many, many more scripts available for tasks big and small.<br />
<br />
In addition to the powerful Ruby scripts, Lich can run most WizardFE/Stormfront scripts unaltered. This allows you to use the scripts you already have, but since Lich is running them, you can have any number of them going at once. However, learning a little Ruby goes a long way. Scripts that take a hundred lines in WizardFE/Stormfront can usually be rewritten as a dozen or so lines in Ruby, and work much better.<br />
<br />
===What operating systems does it work with?===<br />
Starting in version 3.58, Lich is written completely in Ruby. This means it should it should run on any platform that can run the Ruby interpreter. Lich is developed on Linux, but the majority of the user base uses Windows (XP, Vista, Win7, Win8).<br />
<br />
==Installation==<br />
Although Lich is most commonly used on Windows, it can indeed be installed and is used on Linux and Mac machines alike. The beauty of Lich is that once installed, the interface and all the scripts run similar to all platforms. For instructions on installing Lich in its current state, please see the following information based on the operating system you are using.<br />
<br />
===Windows===<br />
'''For Windows 10 / 8 / 7''' users on 64-bit systems: you can download the [http://bit.ly/WinLich Installer] and install everything you need automatically. Always remember to back up existing Lich / Simutronics files.<br />
<br />
===Mac OS X===<br />
With Mac Catalina, Ruby 2.7 and changes to various gems used to support the game, the old script does not work. For instructions on installing on a Mac, please email doug@play.net .<br />
<br />
===Chromebook & Debian variants===<br />
The following steps should install Lich and Profanity for users of Debian/Chromebooks. Profanity is a terminal-based Front-End that will let you play the game (in lieu of The Wizard or Stormfront).<br />
<br />
Update the list of available software and make sure some requirements are installed:<br />
<!-- don't think I'm gonna include this stuff but might as well not delete it.<br />
:<small>sudo: as a super-user</small><br />
:<small>apt-get: Debian's software repository</small><br />
::<small>-y: answer all questions yes</small> <br />
--><br />
<pre><br />
sudo apt-get -y update<br />
sudo apt-get -y install autoconf bison build-essential libssl-dev libyaml-dev libreadline6-dev zlib1g-dev libncurses5-dev libffi-dev libgdbm3 libgdbm-dev libsqlite3-dev unzip<br />
</pre><br />
<br />
Install '''<tt>[https://github.com/rbenv/rbenv rbenv]</tt>''', a Ruby version manager. Add it to the <tt>PATH</tt> so that it will work outside of its own directory, and set it up to work when you launch the shell (terminal):<br />
<pre><br />
git clone https://github.com/rbenv/rbenv.git ~/.rbenv<br />
echo 'export PATH="$HOME/.rbenv/bin:$PATH"' >> ~/.bashrc<br />
echo 'eval "$(rbenv init -)"' >> ~/.bashrc<br />
</pre><br />
<br />
Run the shell's launch script now to enable those two changes and get rbenv working:<br />
<pre><br />
source ~/.bashrc<br />
</pre><br />
<br />
Download the tools to let rbenv install Ruby on its own, then install Ruby 2.5.1 and set it to be our default version of Ruby system-wide:<br />
<pre><br />
git clone https://github.com/rbenv/ruby-build.git ~/.rbenv/plugins/ruby-build<br />
rbenv install 2.5.1 -v<br />
rbenv global 2.5.1<br />
</pre><br />
<br />
Tell Ruby not to create documentation for its gems (plugins/packages) unless asked, because it takes a long time and they are available online. Then install the dependencies for Lich and Profanity:<br />
<pre><br />
echo "gem: --no-document" > ~/.gemrc<br />
gem install sqlite3 gtk2 curses<br />
</pre><br />
<br />
Install Lich and Profanity:<br />
<pre><br />
curl --remote-name https://lichproject.org/download/lich-4.6.49.zip<br />
unzip lich-*.zip<br />
git clone https://github.com/matt-lowe/ProfanityFE.git<br />
</pre><br />
<br />
===Fedora===<br />
<br />
The following steps have been tested and verified on Fedora 31 Workstation. These instructions assume that you are a user with sudo (wheel group) access.<br />
<br />
1. Update The Base Installation:<br />
<pre><br />
$ rpm --import /etc/pki/rpm-gpg/RPM-GPG-KEY-fedora-31-x86_64<br />
$ sudo dnf -y update<br />
$ sudo dnf -y install vim git<br />
</pre><br />
<br />
2. Install required Ruby and Development packages:<br />
<pre><br />
$ sudo dnf install -y @development-tools autoconf bison gcc gdbm gdbm-devel \<br />
libyaml-devel libffi-devel make ncurses-devel openssl-devel readline-devel \<br />
redhat-rpm-config ruby ruby-devel sqlite-devel unzip zlib-devel<br />
</pre><br />
<br />
3. Perform Ruby Gem Installations:<br />
<pre><br />
$ gem install rake<br />
$ gem update<br />
$ gem install sqlite3 gtk2 curses<br />
</pre><br />
<br />
4. Download Lich:<br />
<pre><br />
$ cd ~<br />
$ curl --remote-name https://lichproject.org/download/lich-4.6.52.zip<br />
$ unzip lich-4.6.52.zip<br />
</pre><br />
<br />
5. Clone Profanity:<br />
<pre><br />
$ cd ~<br />
<br />
---> For Ondarien's Updated Version (Recommended)<br />
$ git clone https://github.com/ondreian/ProfanityFE.git<br />
<br />
---> For Tillmen's Version<br />
$ git clone https://github.com/matt-lowe/ProfanityFE.git<br />
</pre><br />
<br />
Please refer to the '''[[Profanity | Profanity FE]]''' page for initial configuration and additional instructions.<br />
<br />
==F.A.Q.==<br />
'''Q: Where did my inventory windows go?'''<br />
: A: If you use inventory windows in Stormfront, you’ll find they have disappeared the first time you run Lich on each character. Lich hijacks the setting to provide container contents to scripts. In doing so, it’s unable to tell what the setting was to start with, so it turns it off (from Stormfront’s point of view). Just type “set inv on” to turn it back on.<br />
<br />
'''Q: Why do I keep disconnecting immediately after login?'''<br />
: A: This generally happens on only one character, and affects only Stormfront. It seems to be caused by Stormfront downloading a characters settings from the Simu server. To fix it, change Stormfront to store scripts/highlights/macros/etc locally, or log in once on Stormfront without Lich to allow it to do whatever it’s trying to do.<br />
<br />
'''Q: How come when I cast spells on people it doesn't tell the correct duration for the spell?'''<br />
: A: This is due to not setting permissions correctly with LNet once logged in. In general, most people should be fine with typing: ;LNET ALLOW ALL ALL. This should allow anyone with Lich installed to detect your spell durations. It also allows other things, to see exactly what you can do type ;LNET HELP ingame and read over the output it provides.<br />
<br />
==Resources==<br />
* [[Lich scripting reference]]<br />
* [[Mac Installation - Lich (software)]]<br />
* Tillmen's Lich Update (v4.6.37): https://lichproject.org/<br />
* Playershops by Lich: https://ps.lichproject.org/<br />
* Unofficial Support for Lich: http://forum.gsplayers.com/forumdisplay.php?f=104<br />
* Popular Lich script thread: http://forum.gsplayers.com/showthread.php?81229-What-Lich-Scripts-Do-You-Regularly-Use<br />
* Fix [[F2P]] login: http://forum.gsplayers.com/showthread.php?94776-Getting-Lich-to-work-with-F2P-accounts<br />
* Original Lich (v3.57): http://lichproject.sourceforge.net/<br />
<br />
{{Third-Party Software}}<br />
[[Category:Third-Party Software]]<br />
[[Category:New Player]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=128617User:ARMYJEN/Glam Critter2020-02-19T22:20:55Z<p>MASTERDTWIN: /* Critter Table */ New Adjective Discovered</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Barbed || || || || || || || || ||<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Glorious || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Barbed===<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=120439User:ARMYJEN/Glam Critter2019-09-14T21:02:08Z<p>MASTERDTWIN: discovered barbed variety creature</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Barbed || || || || || || || || ||<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Barbed===<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=119761User:ARMYJEN/Glam Critter2019-08-26T19:35:22Z<p>MASTERDTWIN: Verified Glittering as pack and min-boss eligible</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || Yes || Yes || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=119746User:ARMYJEN/Glam Critter2019-08-26T18:38:50Z<p>MASTERDTWIN: Discovered a Steadfast monster</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|Steadfast || || Yes || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Steadfast===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=Mini-boss&diff=119340Mini-boss2019-08-23T19:57:39Z<p>MASTERDTWIN: Found a dazzling crazed zombie</p>
<hr />
<div>A mini-boss is a creature that spawns with abilities or stats beyond what that creature type normally possesses. Not all creatures are capable of producing mini-bosses, but those that do tend to generate them in small packs. They can be differentiated from other creatures by the adjective included before their name (ex. ghostly, shining, etc), these adjectives also reveal the special abilities of the mini-boss.<br />
<br />
Killing a mini-boss will grant [[long-term experience]] as well as normal experience<br />
<br />
Mini-bosses may also be referred to as "glam critters" or "boosted critters" by some and their special abilities are sometimes referred to as "boons".<br />
<br />
==Abilities==<br />
<br />
Mini-bosses may be [[ASSESS (verb)|assessed]] to receive a hint about what their special abilities are.<br />
<br />
Below is a list of the adjectives and the special abilities of the mini-boss baring them. This list should not be considered exhaustive and the abilities indicated by most adjectives are still in the process of discovery by the player base.<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || ||<br />
|-<br />
|Afflicted || || || || || ||<br />
|-<br />
|Apt ||Counterattack || || ||Stuns* || || Higher Health*<br />
|-<br />
|Blurry || || || || || ||<br />
|-<br />
|Canny ||SMRv2 stun spell || || || || ||<br />
|-<br />
|Dazzling || || || || || ||<br />
|-<br />
|Enraged || || || || || ||<br />
|-<br />
|Ethereal || || || || || ||<br />
|-<br />
|Flashy || || || || || ||<br />
|-<br />
|Flickering || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || ||<br />
|-<br />
|Frenzied || || || || || ||<br />
|-<br />
|Ghastly || || || || || ||<br />
|-<br />
|Ghostly || || || || || || Noncorporeal undead<br />
|-<br />
|Gleaming || || || || || ||<br />
|-<br />
|Glittering || || || || || || Offensive elemental flares<br />
|-<br />
|Gory || || || || || ||<br />
|-<br />
|Hardy || || || || || ||<br />
|-<br />
|Huge|| || || || || ||<br />
|-<br />
|Illustrious || || || || || ||<br />
|-<br />
|Indistinct || || || ||Physical damage resist shield || ||<br />
|-<br />
|Keen || || || || || ||<br />
|-<br />
|Lanky || || || || || ||<br />
|-<br />
|Luminous|| || || || || ||<br />
|-<br />
|Muculent || || || || || || Regeneration similar [[Troll's Blood (1125)]], fire does not prevent healing<br />
|-<br />
|Nebulous || || || || || ||<br />
|-<br />
|Oozing || || || || || ||<br />
|-<br />
|Pestilent || || || || || ||<br />
|-<br />
|Putrid || || || || || ||<br />
|-<br />
|Radiant || || || || || ||<br />
|-<br />
|Raging || || || || || ||<br />
|-<br />
|Ready || Counterattack || || || || ||<br />
|-<br />
|Rune-Covered || || || || Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || ||<br />
|-<br />
|Scintillating || || || || || ||<br />
|-<br />
|Shadowy || || || || ||1204, 1601, 1712* ||<br />
|-<br />
|Shielded || || || || || ||<br />
|-<br />
|Shifting || || || || || ||<br />
|-<br />
|Shimmering || || || || || ||<br />
|-<br />
|Shining || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slimy || || || || || ||<br />
|-<br />
|Slime covered || || || || || ||<br />
|-<br />
|Sparkling || || || || || ||<br />
|-<br />
|Spindly || || || || || ||<br />
|-<br />
|Spiny || || || || || ||<br />
|-<br />
|Stalwart || || || || || ||<br />
|-<br />
|Stately || || || || || ||<br />
|-<br />
|Stout || || || || || ||<br />
|-<br />
|Tattooed || || || || || ||<br />
|-<br />
|Tenebrous || || || || || ||<br />
|-<br />
|Tough || || || || || ||<br />
|-<br />
|Twinkling || || || || || ||<br />
|-<br />
|Unyielding || || || || || ||<br />
|-<br />
|Wavering || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || ||<br />
|}<br />
<br />
Entries marked with an asterisk (*) are believed to be true, but may be based on speculation.<br />
<br />
==Creatures==<br />
<br />
Below is a list of creatures that may produce mini-bosses. If a creature inhabits more than one area they may not spawn mini-bosses in every area (particularly if the areas are located in different zones), they are known to exist in the areas listed blow, however.<br />
<br />
===[[Icemule]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|[[Thurfel's Keep]] ||[[Spiked cavern urchin]] || 17<br />
|-<br />
|Thurfel's Keep ||[[Massive grahnk]] || 20<br />
|-<br />
|[[Frozen Battlefield]] ||[[Ice troll]] || 29<br />
|-<br />
|[[Olbin Pass]] ||Ice troll || 29<br />
|-<br />
|[[Arctic Tundra]] ||[[Frozen corpse]] || 42<br />
|-<br />
|[[Mount Aenatumgana]] ||[[Sabre-tooth tiger]] || 29<br />
|-<br />
|Arctic Tundra ||Sabre-tooth tiger || 29<br />
|}<br />
<br />
===[[River's Rest]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|[[Shattered Moors]] ||[[Moor hound]] || 33<br />
|-<br />
|Shattered Moors ||[[Moor witch]] || 34<br />
|-<br />
|[[Krolvin Carrack]] ||[[Krolvin corsair]] || 38<br />
|-<br />
|[[Miasmal Forest]] ||[[Lesser moor wight]] || 37<br />
|-<br />
|Miasmal Forest ||[[Greater bog troll]] || 42<br />
|-<br />
|[[Marsh Keep]] ||[[Flesh golem]] || 50<br />
|-<br />
|Marsh Keep ||[[Tomb troll]] || 52<br />
|}<br />
<br />
===[[Solhaven]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|[[Outlands]] ||[[Dobrem]] || 28<br />
|-<br />
|[[Marshtown]] ||[[Rotting woodsman]] || 23<br />
|-<br />
|[[Foggy Valley]] ||[[Cougar]] || 22<br />
|-<br />
|Foggy Valley ||[[Fenghai]] || 23<br />
|-<br />
|Foggy Valley ||[[Vesperti]] || 48<br />
|-<br />
|[[Bonespear Tower]] ||[[Dybbuk]] || 48<br />
|}<br />
<br />
===[[Ta'Illistim]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|[[Seethe Naedal]] ||[[Kiramon worker]] || 40<br />
|-<br />
|Seethe Naedal ||[[Kiramon defender]] || 46<br />
|-<br />
|[[Gyldemar Forest]] ||[[Lesser faeroth]] || 46<br />
|-<br />
|Gyldemar Forest ||[[Greater faeroth]] || 50<br />
|-<br />
|[[Blighted Forest]] ||[[Black forest ogre]] || 60<br />
|-<br />
|[[Griffin's Keen]] ||[[Yeti]] || 67<br />
|-<br />
|Griffin's Keen ||[[Lesser griffin]] || 69<br />
|-<br />
|[[Temple Wyneb]] ||[[Muscular supplicant]] || 67<br />
|-<br />
|[[Blighted Forest]] ||[[Moulis]] || 75<br />
|-<br />
|Blighted Forest ||[[Dhu goleras]] || 78<br />
|-<br />
|[[Old Ta'Faendryl]] ||[[Greater construct]] || 96<br />
|}<br />
<br />
===[[Ta'Vaalor]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|[[Fethayl Bog]] ||[[Bog wight]] || 44<br />
|-<br />
|[[Rambling Meadows]] ||[[Crested basilisk]] || 22<br />
|-<br />
|[[Lunule Weald]] ||[[Crazed zombie]] || 23<br />
|-<br />
|Lunule Weald ||[[Frenzied monk]] || 27<br />
|-<br />
|[[Fethayl Bog]] ||[[Warrior shade]] || 48<br />
|-<br />
|[[Aradhul Road]] ||[[Black forest ogre]] || 60<br />
|}<br />
<br />
===[[Teras Isle]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|[[Greymist Wood]] ||[[Ash hag]] || 31<br />
|-<br />
|Greymist Wood ||[[Lava troll]] || 34<br />
|-<br />
|Greymist Wood ||[[Giant fog beetle]] || 32<br />
|-<br />
|[[Lava Flows]] ||[[Skayl]] || 54<br />
|-<br />
|Lava Flows ||[[Massive pyrothag]] || 58<br />
|-<br />
|[[Temple of Luukos]] ||[[Wind wraith]] || 61<br />
|-<br />
|[[Eye of V'Tull]] ||[[Red tsark ]] || 66<br />
|-<br />
|Eye of V'Tull ||[[Fire mage]] || 71<br />
|-<br />
|[[Ruined Temple]] ||[[Siren]] || 96<br />
|}<br />
<br />
===[[Wehnimer's Landing]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|[[Danjirland]] ||[[Zombie]] || 23<br />
|-<br />
|Danjirland ||[[Centaur]] || 23<br />
|-<br />
|[[Abandoned Mine]] ||[[Krolvin warrior]] || 19<br />
|-<br />
|Abandoned Mine ||[[Krolvin warfarer]] || 25<br />
|-<br />
|[[Shadow Valley]] ||[[Ghostly pooka]] || 33<br />
|-<br />
|Shadow Valley ||[[Spectral miner]] || 40<br />
|-<br />
|Shadow Valley ||[[Night mare]] || 43<br />
|-<br />
|[[The Broken Lands]] ||[[Dark vortece]] || 42<br />
|-<br />
|[[Thanatoph]] ||[[Stone troll]] || 55<br />
|-<br />
|Thanatoph ||[[Illoke elder]] || 86<br />
|}<br />
<br />
<br />
===[[Zul Logoth]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|[[Mraent Caverns]] ||[[Giant albino scorpion]] || 24<br />
|-<br />
|[[Troll Burial Grounds]] ||[[Troll wraith]] || 35<br />
|-<br />
|Troll Burial Grounds ||[[Rock troll zombie]] || 34<br />
|}<br />
<br />
<br />
===[[The Rift]]===<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Area !!Creature !!Level <br />
|-<br />
|Plane 1 ||[[Raving lunatic]] || 77<br />
|-<br />
|Plane 1 ||[[Vvrael witch]] || 80<br />
|-<br />
|Plane 2 ||[[Raving lunatic]] || 77<br />
|-<br />
|Plane 2 ||[[Vvrael warlock]] || 84<br />
|-<br />
|Plane 3 ||[[Aivren]] || 86<br />
|}<br />
<br />
==See Also==<br />
<br />
*[[Creature]]<br />
*[[User:ARMYJEN/Glam Critter|Mini-boss research]]<br />
*[[/saved posts|Saved posts]]<br />
<br />
[[Category:Creatures| ]]</div>MASTERDTWINhttps://gswiki.play.net/index.php?title=User:ARMYJEN/Glam_Critter&diff=119263User:ARMYJEN/Glam Critter2019-08-22T01:20:31Z<p>MASTERDTWIN: Added type category to table, expanded general description and included example for indiscinct pack</p>
<hr />
<div><div class="alert alert-info"><center>Please send logs (from start of encounter to end) to gs4armyjen@gmail.com or ArmyJen#0001. Please add any theories or other information you have, or note any errors you find or inconsistencies on the [[User_talk:ARMYJEN/Glam_Critter|Discussion]] page.</center></div><br />
<br />
{| cellspacing="0" cellpadding="4" style="clear:left; margin-top: .5em; margin-bottom: .5em; float: right; padding: 1em 1em 1em 1em; background: none;"<br />
|<br />
__TOC__<br />
|}<br />
This research page is under massive construction (a lot of my notes and the logs people have sent me have not been transferred over yet). I want to thank the following people for contributing to the known information about [[User:GS4-IXIX|Ixix's]] Glam Critters: Ardkor, Arianiss, Bristenn, Evarin, Giantphang, Khaell, Kynilir, Malifren, Naamit, Nehor, Nidal, Ordim, Qualeric, Talimiir, Tykus, and Zeph.<br />
<br />
Boss Creatures are unique creatures that one can encounter with additional descriptions beyond the base creature. These creatures are more powerful than the standard base creature and have additional abilities unique to the adjective used to describe their particular prowess.<br />
<br />
The term Boss Creature encompasses three sub-categories:<br />
* Boss Creature - a major boost to a single creature<br />
* Mini-Boss Creature - a minor boost to a single creature<br />
* Creature Pack - a group of similarly boosted creatures<br />
<br />
It seems that the critters can be loosely grouped. Some are dodging some component of crit damage, some might have a higher HP, some are magic resistant of some sort, some stun you, some have a poison or disease effect, some are undead, some have more defensive spells than usual. I will be able to figure this out more as I receive more logs from people that help me to fill out the below chart and narrow down all the possible effects. Even null results are good results! Crossing out ideas is just as good as adding them.--<br />
<br />
==Affected Creatures==<br />
<br />
* [[:Category:Abandoned_Mine_creatures|Abandoned Mine]]: Krolvin (Teras Isle)<br />
* [[:Category:Bonespear_Tower_creatures|Bonespear Tower]] (Solhaven)<br />
* [[:Category:Castle_Varunar_creatures|Castle Varunar]] (Trail to Vornavis)<br />
* [[:Category:Darkstone_Castle_creatures|Darkstone Castle]]: Krolvin (Wehnimer's Landing)<br />
* [[:Category:Fethayl_Bog_creatures|Fethayl Bog]]: Bog Wights (Ta'Vaalor)<br />
* [[:Category:Foggy_Valley_creatures|Fenghai Warrens]] (Solhaven)<br />
* [[:Category:Gyldemar_Green_creatures|Gyldemar Green]] (Ta'Illistim)<br />
* [[:Category:Rambling_Meadows_creatures|Rambling Meadows]]: Crested Basilisk (Ta'Vaalor)<br />
* [[The_Rift|Rift]]: Raving Lunatics in Planes 1 and 2 (Icemule Trace)<br />
* [[:Category:The_Ruined_Tower_creatures|Ruined Tower and Dungeon]] (River's Rest)<br />
* [[:Category:Temple_Wyneb_creatures|Skull Temple]] (Ta'Illistim)<br />
* [[:Category:Spider_Temple_creatures|Spider Temple]] (Wehnimer's Landing)<br />
* [[:Category:Zaerthu_Tunnels_creatures|Zaerthu Tunnels]] (Zul'Logoth)<br />
<br />
* Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
* Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
* In the Rift, Vvrael witches and warlocks, and aivren.<br />
* Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
* Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
* Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
* Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
* Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
* Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
When these creatures spawn in an area nearby you might hear, "You briefly hear what sounds like quite the commotion."<br />
<br />
==Critter Table==<br />
<br />
NV = Needs Verified<br />
K = Known<br />
<br />
{| {{prettytable|height:15px;}}<br />
|- style="background:#000080; vertical-align: top; font-size: larger; color:white;"<br />
!Adjective !!Boss !!Mini-Boss !!Pack !!Attack Types !!Attack Spells !!Defense Susceptibility !!Defense Resistant !!Defense Spells !!Other<br />
|-<br />
|Adroit || || || || || || || || ||<br />
|-<br />
|[[#Afflicted|Afflicted]] || || || || || || || || ||<br />
|-<br />
|[[#Apt|Apt]] || || || ||Counterattack [K] || || ||Stuns [NV] || || Higher Health [NV]<br />
|-<br />
|Blurry || || || || || || || || ||<br />
|-<br />
|[[#Canny|Canny]] || || || ||SMRv2 stun spell || || || || ||<br />
|-<br />
|[[#Ethereal|Ethereal]] || || || || || || || || ||<br />
|-<br />
|[[#Flashy|Flashy]] || || || || || || || || || Dual Dispel [NV]<br />
|-<br />
|[[#Flickering|Flickering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Flinty || || || || || || || || ||<br />
|-<br />
|Frenzied || || || || || || || || ||<br />
|-<br />
|Ghastly || || || || || || || || ||<br />
|-<br />
|Ghostly || || || || || || || || ||<br />
|-<br />
|Gleaming || || || || || || || || ||<br />
|-<br />
|Glittering || || || || || || || || ||<br />
|-<br />
|Gory || || || || || || || || ||<br />
|-<br />
|Hardy || || || || || || || || ||<br />
|-<br />
|Illustrious || || || || || || || || ||<br />
|-<br />
|[[#Indistinct|Indistinct]] || || || Yes || || || ||Physical damage resist shield - Retribution on Death || ||<br />
|-<br />
|[[#Keen|Keen]] || || || || SMRv2 Mentalist Stun (K)|| || || || ||<br />
|-<br />
|Lanky || || || || || || || || ||<br />
|-<br />
|Lustrous || || || || || || || || ||<br />
|-<br />
|Muculent || || || || || || || || ||<br />
|-<br />
|Nebulous || || || || || || || || ||<br />
|-<br />
|Oozing || || || || || || || || ||<br />
|-<br />
|Pestilent || || || || || || || || ||<br />
|-<br />
|Putrid || || || || || || || || ||<br />
|-<br />
|Radiant || || || || || || || || ||<br />
|-<br />
|Raging || || || || || || || || ||<br />
|-<br />
|[[#Ready|Ready]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|[[#Rune-Covered|Rune-Covered]] || || || || || || ||Magic-absorb shield || ||<br />
|-<br />
|Robust || || || || || || || || ||<br />
|-<br />
|Scintillating || || || || || || || || ||<br />
|-<br />
|[[#Shadowy|Shadowy]] || || || || || || || ||1204, 1601, 1712 [NV] ||<br />
|-<br />
|Shielded || || || || || || || || ||<br />
|-<br />
|Shifting || || || || || || || || ||<br />
|-<br />
|Shimmering || || || || || || || || ||<br />
|-<br />
|Shining || || || || || || || || ||<br />
|-<br />
|Sickly-Green || || || || || || || || ||Use Purify Air to combat the miasma cloud<br />
|-<br />
|Slime covered || || || || || || || || ||<br />
|-<br />
|Slimy || || || || || || || || ||<br />
|-<br />
|Sparkling || || || || || || || || ||<br />
|-<br />
|Spindly || || || || || || || || ||<br />
|-<br />
|Spiny || || || || || || || || ||<br />
|-<br />
|Stalwart || || || || || || || || ||<br />
|-<br />
|Stately || || || || || || || || ||<br />
|-<br />
|[[#Stout|Stout]] || || || ||Counterattack (SMRv2) || || || || ||<br />
|-<br />
|Tattooed || || || || || || || || ||<br />
|-<br />
|Tenebrous || || || || || || || || ||<br />
|-<br />
|Tough || || || || || || || || ||<br />
|-<br />
|Twinkling || || || || || || || || ||<br />
|-<br />
|[[#Wavering|Wavering]] || || || || || || || || || Temp phase ability<br />
|-<br />
|Wispy || || || || || || || || ||<br />
|}<br />
<br />
==Information by Critter Adjective==<br />
<br />
===Adroit===<br />
===Afflicted===<br />
===Apt===<br />
* High HP [needs verified]<br />
* Stun resist [needs verified and specified]<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 1''<br />
|-<br />
|<pre{{log2}}>An apt [[Greater_faeroth |greater faeroth]] seizes the opportunity a launch a quick countstrike against you!<br />
[SMR result: 112 (Open d100: 56, Penalty: 6)]<br />
The faeroth attack lands!<br />
... 15 points of damage!<br />
Shot to your neck scrapes away skin.<br />
Some nasty bleeding.<br />
You are stunned for 3 rounds!</pre><br />
|-<br />
|[[Crush_critical_table |Crush]] R3/DMG10, STATUS: S3, WOUNDS: R2 Neck<br />
|-<br />
|Notes: the messaging on this was later changed.<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 2''<br />
|-<br />
|<pre{{log2}}>An apt [[Black_forest_ogre|black forest ogre]] seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 162 (Open d100: 181, Penalty: 4)]<br />
The ogre attack lands!<br />
... 25 points of damage!<br />
Shot knocks your head back by pushing on the inside of the skull!</pre><br />
|-<br />
|[[Puncture_critical_table|Puncture]] R5/DMG20, STATUS: F, R3 Eye/Head<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 3''<br />
|-<br />
|<pre{{log2}}>You swing a sharply-honed golvern handaxe at an apt [[Greater_bog_troll|greater bog troll]]!<br />
AS: +391 vs DS: +220 with AvD: +32 + d100 roll: +25 = +228<br />
... and hit for 46 points of damage!<br />
Blow to chest causes the greater bog troll's heart to skip a beat.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG15, Status:S1, Wounds:R1 Chest<br />
|-<br />
|Notes: this attack should have presumably been a stun, but the creature immediately counterattacked despite mechanically it should have been stunned, kneeling, and in RT.<br />
|-<br />
|<pre{{log2}}>R><br />
An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 114 (Open d100: 38, Penalty: 2)]<br />
The troll attack lands!<br />
... 12 points of damage!<br />
Smack to the eye bursts blood vessels.<br />
You are stunned for 3 rounds!<br />
SR></pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R3/DMG5, Status:S3, Wounds:R2 Right Eye<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Apt Example 4''<br />
|-<br />
|<pre{{log2}}> You gesture at an apt [[Greater_bog_troll|greater bog troll]].<br />
A pillar of dusky silver radiance manifests around an apt greater bog troll.<br />
CS: +208 - TD: +134 + CvA: +8 + d100: +53 == +135<br />
Warding failed!<br />
Waves of sacred energy tear through the greater bog troll's body!<br />
... 30 points of damage!<br />
... 4 points of damage!<br />
My! It looks like the greater bog troll will be stiff in the morning! Better ice down the bruises!<br />
The greater bog troll is driven to its knees!<br />
Cast Roundtime 3 Seconds.</pre><br />
|-<br />
|[[Cold_critical_table|Cold]] R1 DMG5 S:None W:R1 Back<br />
|-<br />
|Notes: Character cast [[Divine_Strike_(1615)|Divine Strike (1615)]]. Character is aligned to Gosaena and Holy damage is Cold type.<br />
|-<br />
|<pre{{log2}}>An apt greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 149 (Open d100: 91, Penalty: 2)]<br />
The troll attack lands!<br />
A vultite augmented breastplate partially deflects the onslaught of the slashing attack.<br />
... 1 point of damage!<br />
Quick slash catches your cheek!<br />
Dimples are always nice.</pre><br />
|-<br />
|[[Slash_critical_table|Slash]] R1 DMG5 S:none Wound:R1 head<br />
|-<br />
|<pre{{log2}}>You swing a vaalorn-edged feras handaxe at an apt greater bog troll!<br />
AS: +361 vs DS: +161 with AvD: +32 + d100 roll: +79 = +311<br />
... and hit for 83 points of damage!<br />
Mighty swing separates head from shoulders.<br />
The greater bog troll's body goes rigid and his eyes roll back into his head as he dies.<br />
A silver light faintly flickers around an apt greater bog troll, then fades.<br />
The dully illuminated mantle protecting an apt greater bog troll begins to falter, then completely fades away.<br />
A faint silvery glow fades from around an apt greater bog troll.<br />
An apt greater bog troll returns to normal color.<br />
The deep blue glow leaves an apt greater bog troll.<br />
An apt greater bog troll seems to lose some dexterity.<br />
An apt greater bog troll seems to lose an aura of confidence.<br />
The guiding force leaves you.<br />
Roundtime: 5 sec.</pre><br />
|-<br />
|[[Crush_critical_table|Crush]] R6 DMG30 S:F W:R3 head<br />
|-<br />
|Notes: This creature had defensive spells of Spirit Warding II (107), Natural Colors (601), Self Control (613), Mobility (618), Foresight (1204), Mantle of Faith (1601), Spirit Guard (1712). This creature is known to have defensive spells of 101, 103, 107, 601, 613, and 618. The remaining 1204, 1601, and 1712 seem to denote that this creature was also possibly "shadowy."<br />
|}<br />
===Blurry===<br />
<br />
These examples need verified as they may have been affected by more than one adjective. Crowdsourced consensus was that blurry creatures give hard RT for casting at them, certain parts of spells get their damage cycle ignored or dodged which likewise applies hard RT, and sonic flares did not work (which may be also part of the disruption of spells possibly).<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
You have good positioning against a blurry Illoke elder.<br />
UAF: 557 vs UDF: 544 = 1.023 * MM: 74 + d100: 80 = 155<br />
... and hit for 31 points of damage!<br />
Wide swing connects with right shin, sweeping it hard to the side!<br />
The Illoke elder is knocked to the ground!<br />
<br />
Your sonic cestus unleashes a blast of sonic energy at a blurry Illoke elder! <br />
Something confusing enters your mind at the worst possible moment, and the distraction disrupts your attack!<br />
Roundtime changed to 3 seconds.<br />
Roundtime: 5 sec.<br />
Roundtime: 3 sec.<br />
Roundtime changed to 1 second.<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 2''<br />
|-<br />
|<pre{{log2}}><Person>shoots strands of webbing at a blurry Illoke elder!<br />
AS: +426 vs DS: +198 with AvD: +32 + d100 roll: +63 = +323<br />
... and hits for 89 points of damage!<br />
Blow to the side of the Illoke elder's head!<br />
R><br />
A blurry Illoke elder seizes the opportunity to launch a quick counterattack against <Person>!<br />
[SMR result: 210 (Open d100: 158, Penalty: 25)]<br />
The elder attack lands!<br />
... 25 points of damage!<br />
Great shot penetrates thigh and shatters bone!<br />
She is knocked to the ground!<br />
She is stunned!<br />
</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Blurry Example 3''<br />
|-<br />
|Ethereal carnelian foxfire flickers into being along <Person's> hands, slithering across her palms...<br />
<Person> channels at a blurry Illoke elder.<br />
<Person> concentrates intently on a blurry Illoke elder, and a pulse of pearlescent energy ripples toward him!<br />
CS: +401 - TD: +377 + CvA: +25 + d100: +78 == +127<br />
Warding failed!<br />
The Illoke elder shudders with moderate convulsions as pearlescent ripples envelop his body.<br />
The Illoke elder is smashed for 40 points of damage!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
<Person> stumbles slightly, looking momentarily distracted and confused. Vanai attack misses entirely!<br />
...wait 1 seconds.<br />
</pre><br />
|}<br />
<br />
===Canny===<br />
* SMRv2 stun spell<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Canny Example 1''<br />
|-<br />
|<pre{{log2}}>[SMR result: 222 (Open d100: 85)]<br />
An overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!</pre><br />
|}<br />
===Ethereal===<br />
===Flashy===<br />
Dual Dispel<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flashy Example 1''<br />
|-<br />
|<pre{{log2}}>You swing a heavy golden vultite-bladed naginata at a flashy vesperti!<br />
AS: +271 vs DS: +209 with AvD: +49 + d100 roll: +1 = +112<br />
... and hit for 5 points of damage!<br />
Weak slash across chest!<br />
Slightly less painful than heartburn.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You feel less confident than before.<br />
The hazy film around <person> fluxes chaotically!<br />
... 30 points of damage!<br />
Vicious beam of energy rips open your back!<br />
You are stunned for 6 rounds!<br />
The hazy film fades from around you.<br />
A virulent green mist seeps out of a flashy vesperti's lips toward you, but you are unaffected.<br />
You feel the unnatural surge of necrotic power wane away.<br />
Roundtime: 5 sec.<br />
Roundtime changed to 3 seconds.<br />
S><br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
The dim aura fades from around you.<br />
You are coated in a hazy film.<br />
A swirling burst of essence lashes out from a flashy vesperti, consuming nearby magical energy!<br />
You become solid again.<br />
The hazy film around Ekros fluxes chaotically!<br />
... 45 points of damage!<br />
Tremendous plasma discharge slices deep into your chest!<br />
|}<br />
===Flickering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Flickering Example 1''<br />
|-<br />
|<pre{{log2}}>A flickering troll wraith startles at the sudden, clamorous ring of metal on metal!<br />
*Clang!* The air reverberates with metallic echoes, blasting the troll wraith for 35 points of damage!<br />
With an abrupt flash, a flickering troll wraith disappears and reappears a few feet away, avoiding any danger completely!</pre><br />
|}<br />
<br />
===Flinty===<br />
===Frenzied===<br />
===Ghastly===<br />
===Ghostly===<br />
===Gleaming===<br />
===Glittering===<br />
===Gory===<br />
===Hardy===<br />
===Illustrious===<br />
===Indistinct===<br />
* Physical damage resist shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at an indistinct [[Rock troll zombie|troll zombie]]!<br />
A lustrous sphere momentarily flashes around an indistinct troll zombie.<br />
The lustrous sphere absorbs the attack, leaving an indistinct troll zombie unscathed!<br />
The white arrow sticks in an indistinct troll zombie's right arm!</pre><br />
|}<br />
<br />
* Retribution on Death<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Indistinct Example 1''<br />
|-<br />
|<pre{{log2}}>You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br />
You channel at an indistinct [[crazed zombie]].<br />
A scintillating, blue-white aura encompasses an indistinct [[crazed zombie]].<br />
CS: +164 - TD: +76 + CvA: +25 + d100: +40 == +153<br />
Warding failed!<br />
An explosion of blue-white energy near an indistinct [[crazed zombie]] consumes the surrounding area with a blinding light.<br />
The crazed zombie is hit for 39 points of damage!<br />
... 25 points of damage!<br />
Precise burst of energy causes the [[crazed zombie]]'s neck to blacken and peel.<br />
You hear a sound like a weeping child as a white glow separates itself from the [[crazed zombie]]'s body as it rises, disappearing into the heavens.<br />
As the [[crazed zombie]] falls, an incandescent beam lashes out and strikes you! Crackling arcs of lightning surround you!<br />
... 10 points of damage!<br />
Electric shot shoots pain along your back and legs.<br />
You are stunned for 2 rounds!<br />
The [[crazed zombie]] shudders slightly then ceases her so called life.</pre><br />
|}<br />
<br />
===Keen===<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Keen Example 1''<br />
|-<br />
|<pre{{log2}}><br />
>app elder<br />
The Illoke elder is huge in size and about twenty-one feet high in his current state.<br />
You think you'd have a slight advantage over the elder.<br />
The Illoke elder appears to be shifting, and keen.<br />
><br />
As a shifting Illoke elder focuses on you, an overwhelming pressure assails your mind, rendering you thoughtless!<br />
You are stunned!<br />
</pre><br />
|}<br />
<br />
===Lanky===<br />
===Lustrous===<br />
===Muculent===<br />
===Nebulous===<br />
<br />
These creatures may be immune to death crits (unless ash hags are usually immune to death crits). Other crowdsourced notes: <br />
* "I was doing archery against a nebulous creature, 90% of the shots didn't do anything, but 10% of the shots hit it... its really confusing what's going on. the messaging should be clearer."<br />
* This creature may have a lower AS.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Nebulous Example 1''<br />
|-<br />
|<pre{{log2}}> >ambush hag neck<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +171 with AvD: +31 + d100 roll: +5 = +194<br />
... and hit for 61 points of damage!<br />
Awful slash nearly decapitates the ash hag!<br />
That's one way to lose your head.<br />
The ash hag is stunned!<br />
** Your vultite handaxe releases a shimmering beam of disintegration! **<br />
... 5 points of damage!<br />
Blast creates interesting designs on torso, but little damage.<br />
Roundtime: 6 sec.<br />
H>ambush hag head<br />
You leap from hiding to attack!<br />
You swing a coal black vultite handaxe at a nebulous ash hag!<br />
A lustrous sphere momentarily flashes around a nebulous ash hag.<br />
AS: +329 vs DS: +148 with AvD: +31 + d100 roll: +6 = +218<br />
... and hit for 74 points of damage!<br />
Tremendous blow crushes skull like a ripe melon.<br />
The ash hag is knocked to the ground!<br />
Roundtime: 6 sec.<br />
</pre><br />
|}<br />
===Oozing===<br />
===Pestilent===<br />
===Putrid===<br />
===Radiant===<br />
===Raging===<br />
===Ready===<br />
*Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
===Rune-Covered===<br />
* Magic-absorb shield<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Rune-Covered Example 1''<br />
|-<br />
|<pre{{log2}}>You gesture at a rune-covered [[Troll wraith|troll wraith]].<br />
A rune-covered troll wraith pulses brightly as she absorbs the magic!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
===Robust===<br />
===Scintillating===<br />
===Shadowy===<br />
===Shifting===<br />
===Shimmering===<br />
===Shining===<br />
===Sickly-Green===<br />
===Slimy===<br />
===Sparkling===<br />
===Spindly===<br />
===Spiny===<br />
===Stalwart===<br />
===Stately===<br />
===Stout===<br />
* Counterattacks with an SMRv2 even if forced into RT or kneeling<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Stout Example 1''<br />
|-<br />
|<pre{{log2}}>A stout greater bog troll seizes the opportunity to launch a quick counterattack against you!<br />
[SMR result: 151 (Open d100: 72, Penalty: 3)]<br />
The troll attack lands!<br />
... 10 points of damage!<br />
Diagonal slash leaves a bloody trail across your torso.<br />
You are stunned for 3 rounds!<br />
|}<br />
<br />
===Tattooed===<br />
===Tenebrous===<br />
===Tough===<br />
===Twinkling===<br />
===Unyielding===<br />
===Wavering===<br />
* Temp phase ability<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 1''<br />
|-<br />
|<pre{{log2}}>You fire a faewood white arrow at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
The white arrow sails through a wavering troll wraith and lands nearby.</pre><br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"<br />
| ''Wavering Example 2''<br />
|-<br />
|<pre{{log2}}>You gesture at a wavering troll wraith.<br />
You hurl a stream of holy water at a wavering troll wraith!<br />
With an abrupt flash, a wavering troll wraith disappears and reappears a few feet away, avoiding any danger completely!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
===Wispy===<br />
<br />
==Saved Posts and Messages on the Glam Critters==<br />
I will be adding all of the known related GM messages and posts here.<br />
<br />
===Initial Release (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 04:18 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
Hi everybody,<br />
<br />
I just activated an system that will let some creatures generate in packs, some generate as a mini-boss kind of thing, and for some recurring unique creatures. I don't want to give everything away all at once, but I'll tell you that the upgraded creatures, when they appear, will be toughened up in a variety of ways, including some new and unusual abilities.<br />
<br />
This is intended for a wide-spread release, but at the moment, you can run into these dangerous foes in the Abandoned Mines of Teras Isle and in Darkstone Castle, where you'll find kiramon; in the Spider Temple; in Planes 1 and 2 of the Rift where you encounter raving lunatics; inside the walls of the Skull Temple; on Gyldemar Green; in Bonespear Tower; in the Fenghai Warrens; in the Ruined Tower and Dungeon of River's Rest; and some particularly nasty and rare enemies can be found lurking in Castle Varunar.<br />
<br />
I realize that Ta'Vaalor isn't in that - I have some spots picked out and ready to go and they'll be showing up shortly.<br />
<br />
Stay safe, it's dangerous out there!<br />
<br />
Ixix<br />
<br />
===First Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 05:26 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Crested Basilisks and Bog Wights in the Ta'Vaalor areas are now part of the list.<br />
<br />
I'll definitely be expanding the level ranges in future expansions.<br />
<br />
I did not get the Kiramon in Ta'Illistim in this round.<br />
<br />
Ixix<br />
<br />
===Second Update (12/20/2018)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
The Zaerthu Tunnels in Zul Logoth are a bit more dangerous now, that'll have to be the last single area for now while I work on some other things. <br />
<br />
I'm making some tweaks and adding some stuff based on suggestions, and I'm keeping an eye on how things are going. I'm sorting out another batch of hunting grounds to set up, but I'd like to get a good idea of how things are shaking out before I expand too much. I don't have any specific dates or times for when another round is coming but I'll post here when I release updates or get hunting areas squared away.<br />
<br />
Ixix<br />
<br />
===Regarding Achievements (12/21/2018)===<br />
In reply to: Will there be an achievement list/title/reward for the ones you've found and managed to slay? by SJOSEPH<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/20/2018 08:09 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
There might be something like that down the road. I have no specific plans or ideas for it currently though.<br />
<br />
Ixix<br />
<br />
===Regarding Magic Immune (12/22/2018)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 12/22/2018 09:01 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
As far as I can tell 1 magic immune bog wight has spawned in prime, and 1 magic immune dogmatist has spawned in shattered. Nobody in shattered noticed. The bog wight was mushed with a maul.<br />
<br />
As I've said I'm keeping an eye on things and making adjustments - I expect the magic immune minibosses to be among the hardest to fight, and as such they as are also some of the rarest and least likely to appear - but if they (or any other type) is not performing as intended I'll make revisions. I haven't seen anything that tells me that the magic immune minibosses are actually too hard or too common though.<br />
<br />
Also I double check and the Skull Temple is producing miniboss dogmatists, but all of the minibosses have a low chance to spawn, and only the dogmatists are setup currently so there's going to be a lower volume there. So I bummed that you're bummed that you haven't seen many, but it looks like that's just luck that's made that happen (not happen?).<br />
<br />
Ixix<br />
<br />
===Messaging When Glam Critters Spawn (01/09/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/09/2019 05:35 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
Hi everybody,<br />
<br />
I've released a small update to this system. The most notable things that you'll see are messaging in the are when a pack, miniboss, or other special creature spawns, and a couple of abilities that you haven't seen yet.<br />
<br />
Along with that update, I'll be expanding the number of hunting areas and creatures that can spawn packs and minibosses - I'll post again when I do that with the list but consider this your advance warning!<br />
<br />
Ixix<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/11/2019 03:54 PM CST<br />
| subject = Creatures Get a Gift<br />
}}<br />
<br />
I actually didn't do the special messaging in the room that they spawn in, it's in the other rooms in the area so that you know that something is kicking around.<br />
<br />
Sorry - that could have been more clear on my part!<br />
<br />
Ixix<br />
<br />
===More Critters (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 10:34 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
Hi everybody,<br />
<br />
I've setup several additional creatures to spawn packs and minibosses. <br />
<br />
Near Wehnimer's Landing, zombies, centaurs, krolvin warriors and warfarers, ghostly pookas, spectral miners, night mares, dark vorteces, stone trolls, and Illoke elders.<br />
Near Icemule Trace, spiked cavern urchins, massive grahnks, ice trolls, frozen corpses, and sabre-tooth tigers.<br />
In the Rift, Vvrael witches and warlocks, and aivren.<br />
Near Solhaven, dobrem, rotting woodsman, cougars, fenghai near the lake, vesperti, and dybbuks.<br />
Near Teras, ash hags, lava trolls, giant fog beetles, skayls, massive pyrothags, wind wraiths, red tsarks, fire mages, and sirens.<br />
Near Zul Logoth, giant albino scorpions, troll wraiths, and rock troll zombies.<br />
Near River's Rest, moor hounds, moor witches, krolvin corsairs, lesser moor wights, greater bog trolls, flesh golems, and tomb trolls.<br />
Near Ta'Illistim, kiramon workers and defenders, lesser and greater faeroths, black forest ogres, yetis, lesser griffins, muscular supplicants, moulis, dhu goleras, and greater constructs.<br />
Near Ta'Vaalor, crazed zombies, frenzied monks, warrior shades, and black forest ogres.<br />
<br />
Be careful out there! <br />
<br />
<br />
Ixix<br />
<br />
===Round 3 Will Have Highest Level Areas (1/13/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/13/2019 02:37 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I'm glad to hear that people seem to be enjoying these updates so far! The current plan is for round 3 to include the highest level areas, I'm not sure when that'll happen, it kinda depends on if any issues pop up with the wider release.<br />
<br />
Does anybody have any particular feelings about whether or not they've run into a creature that was too hard or underwhelming or anything like that?<br />
<br />
Ixix<br />
<br />
===Adjective Order (1/14/2019)===<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 09:30 AM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<<If they are not always the same, meaning if any gifted construct can have counterattack, would it be possible to add in another adjective so we can tell? A battle-ready ghostly greater construct or some such.>><br />
<br />
I've tried to set things up so that the most important ability will be the one that assigns the article - I'm not sure if I can have extra long creature names but I just tried it and it worked better than I expected so I'm going to look into that. Also, that counterstrike boon is turning out to be a bit stronger than I anticipated, particularly when it's on something like a construct - so I'll probably tweak things a little so that will be recognized as a more important one.<br />
<br />
<<Have you considered picking one or two hunting areas to not implement the gifts?>><br />
<br />
Definitely, I've purposefully tried to not set this is up in a variety of hunting areas, across all town areas, at all levels. I've also tried to be careful to not boost creatures that are already potent.<br />
<br />
Ixix<br />
<br />
===No More Stun Lock (1/14/2019)===<br />
<br />
{{saved-post<br />
| category = Combat, Magic, and Character Mechanics<br />
| topic = Hunting Grounds<br />
| author = GS4-IXIX<br />
| date = 01/14/2019 01:28 PM CST<br />
| subject = More Gifted Creatures!<br />
}}<br />
<br />
I released a small update and shouldn't be getting stun locked by canny/keen creatures anymore - you'll have a short period of immunity if they get you with one. Not too long, but enough to run away if you want.<br />
<br />
Ixix</div>MASTERDTWIN