https://gswiki.play.net/api.php?action=feedcontributions&user=MILQUETOAST&feedformat=atomGemStone IV Wiki - User contributions [en]2024-03-28T15:20:34ZUser contributionsMediaWiki 1.39.5https://gswiki.play.net/index.php?title=Talk:Premium_home&diff=57890Talk:Premium home2015-02-23T17:43:57Z<p>MILQUETOAST: /* Link Structure, etc */</p>
<hr />
<div>=Link Structure, etc=<br />
Some of the linking is very inconsistent. Take the kilns. Ones for Teras the town is the link to the kiln shop, but for WL it separates the shop link and the town link. It's just one minor thing I could fix immediately, but I was just about to sleep. And if one thing is like that, probably lots are. Of course, the page is missing lots of links (or pages don't exist). Let's see what we can do to really help people out who want to make homes by providing the best information! [[User:DAID|DAID]] ([[User talk:DAID|talk]]) 11:00, 22 February 2015 (CST)<br />
:I don't super understand the point of this comment, considering the links and content are seven years old at this point. Fix it, don't fix it, but why call me out over it after seven years? [[User:MILQUETOAST|MILQUETOAST]] ([[User talk:MILQUETOAST|talk]]) 11:43, 23 February 2015 (CST)</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Premium_Point&diff=35092Premium Point2014-11-27T13:48:17Z<p>MILQUETOAST: /* See Also */</p>
<hr />
<div>A [[Premium subscription|Premium]] GemStone IV subscriber is awarded 100 '''premium points''' per month for his/her loyalty. You can see your current number of premium points via PREMIUM START. These points can be used to purchase many different benefits.<br />
<br />
Benefits include [[Script|scripted]] items, [[alteration scroll]]s, an [[autoscripter]], lightening or deepening of one item, type-ahead lines, [[enhancive]] items, [[custom script]]ing, adding [[flares]] to [[armor]], [[weapon]]s, and armor accessories, [[enchanting]] services, and adding critical or damage [[padding]] to armor.<br />
<br />
==Premium Point Benefit/Cost Table==<br />
<br />
{| {{prettytable}}<br />
! Benefit !! Premium Point Cost<br />
|- align=center<br />
|Pre-scripted giftshop item||300 points<br />
|- align=center<br />
|[[Alteration scroll]]||300 points<br />
|- align=center<br />
|[[Autoscripter]]||100 points<br />
|- align=center<br />
|[[Merchant|Lighten]] one item (amount of lightening varies by item)||100 points<br />
|- align=center<br />
|[[Merchant|Deepen]] one item (deepening is approximately 10% of current item)||100 points<br />
|- align=center<br />
|Checkbook||600 points<br />
|- align=center<br />
|One type-ahead line (Fountains located on [[Mist Harbor|Four Winds Isle]])||900 points<br />
|- align=center<br />
|Feature Changing Masks (one feature line)||400 points<br />
|- align=center<br />
|[[Premium title]]s||600 points<br />
|- align=center<br />
|Level 1 or 2 [[enhancive item]] (''see [[Premium enhancive]]'')||1800 points<br />
|- align=center<br />
|Level 3 or 4 [[enhancive item]] (''see [[Premium enhancive]]'')||2400 points<br />
|- align=center<br />
|[[EZ script]]||1200 points (first action), 600 points (each additional action) <br>*if your item has been EZ Scripted using different means, it is 600 for each additional action<br />
|- align=center<br />
|[[Flare]]s (heat, cold, electric, acid, or impact)||Base 300 points + 300 points per enchant + surcharges.<br />
|- align=center<br />
|[[Enchanting]] plain item (+5 added) with a starting enchant bonus of 0 to +15||300 + (300 * [[trunc]]((current plus + 4) / 5)))<br />
|- align=center<br />
|[[Enchanting]] plain item (+5 added) with a starting enchant bonus of +16 to +45||1200 + (400 * trunc((current plus - 11) / 5)))<br />
|- align=center<br />
|Spiked items for any enchanting, padding, or flaring service||600 point surcharge<br />
|- align=center<br />
|Ensorcelled items for any enchanting, padding, or flaring service||200 point per tier surcharge<br />
|- align=center<br />
|Enchanting flared or (non-fluff) [[Script|scripted]] item||600 point surcharge<br />
|- align=center<br />
|Enchanting a [[TD]] boosting, defender, [[Padding|padded]] or [[Weighting|weighted]] item||Bonus level * 100 points<br />
|- align=center<br />
|Enchanting [[claidhmore]] (new style only)||(40 points + (2 * Final Enchant Bonus)) * 100<br />
|- align=center<br />
|Heavy [[Critical]] or [[Hitpoint|Damage]] [[Padding]]||1200 pts + (Enchant Bonus * 100) + surcharges<br />
|- align=center<br />
|Custom Tattoo (PLATINUM ONLY)||400 points<br />
|- align=center<br />
|Single [[Premium home]] Item Alteration (PLATINUM ONLY)||600 points<br />
|- align=center<br />
|[[Convocation of Coraesine Field|Mayhem Tattoo]] (PLATINUM ONLY)||900 points<br />
|- align=center<br />
|[[Enhancive item|Enhancive]] Stripping (applies to stripping 1 enhancive property from any item) (PLATINUM ONLY)||500 points<br />
|}<br />
<br />
==Additional Notes==<br />
<br />
*Negatively enchanted items must be brought up to zero via normal means. For example: 500 points to bring a -10 item to -5, then another 500 points to bring -5 item to zero, then normal costs as described above.<br />
<br />
*If the item has flares or special scripting (non-fluff), add 600 to the cost. If the item has padding or weighting, add (level padding/weighting) * 100 to the cost. If the item is a Defender item, add defender level bonus * 100 to the cost. If the item gives a bonus to TD, add TD bonus * 100 to the cost. <br />
<br />
*[[Enchanting]] [[Adamantine]] costs double the normal points.<br />
<br />
*[[Zelnorn]] carries the flaring surcharge. The new enchant will be based on the total [[AS]] + [[DS]] bonus and the +5 will be split between those qualities.<br />
<br />
*For [[TD]] boosting items only the base enchant can be increased, not the TD bonus.<br />
<br />
*For defender items, the defender bonus should be treated the same as TD as far as calculating the cost. The defender bonus prevents flares from being added.<br />
<br />
*[[Resistance]] items with positive benefits cost 500 points per 10% resistance (rounded up). For items with multiple resistance types, add the resistance bonuses before applying this factor. Thus, (Sum of Resistance Bonuses (offset for penalties) / 10) * 500 points.<br />
<br />
*Enchanting, Flaring, or Padding an [[Enhancive item]] costs the amount currently shown above, plus: ((Cost for [[Adventurer's Guild]] to Recharge item) * New Plus of item) / 250. [[Fusion]] items are considered enhancive items for this purpose. Empty fusion items are treated as costing 9000 to recharge.<br />
<br />
*Temporary Enhancements do not incur any extra charges.<br />
<br />
==GM Jainna's Posted Common Mistakes==<br />
''Posted 7/13/14<br />
*Not enough points. Use PREMIUM START to see how many points you have, and use the equations in PREMIUM 9 or PCALC to help you calculate. I know sometimes you have surcharges that get tacked on, so sometimes you have to ask Sadie, and that's okay!<br />
<br />
*The scroll gets stuck. Sometimes the scroll gets stuck somewhere between the WRITE ACCEPT and the actual delivery. Sometimes your item even vanishes. If this happens, you should post here so someone can get it unstuck for you.<br />
<br />
*[[alteration scroll#GM Jainna's Common Problems with Sadie Scroll Alterations|Jainna's Alteration Scroll Common Problems]]<br />
<br />
==Precalculated Premium Benefit Costs==<br />
<br />
===Adding Flares===<br />
<br />
Options: [[Fire critical table|Heat]], [[Cold critical table|Cold]], [[Lightning critical table|Electric]], [[Acid critical table|Acid]], [[Impact critical table|Impact]])<br />
<br />
*Flare 0x (+0) item = 300<br />
*Flare 1x (+5) item = 600<br />
*Flare 2x (+10) item = 900<br />
*Flare 3x (+15) item = 1200<br />
*Flare 4x (+20) item = 1500<br />
*Flare 5x (+25) item = 1800<br />
*Flare 6x (+30) item = 2100<br />
*Flare 7x (+35) item = 2400<br />
*Flare 8x (+40) item = 2700<br />
*Flare 9x (+45) item = 3000<br />
*Flare 10x (+50)item = 3300<br />
<br />
''Note: Partial enchants round up''<br />
<br />
===Adding Heavy Critical or Damage Padding===<br />
<br />
*Pad 0x (+0) Armor = 1200<br />
*Pad 1x (+5) Armor = 1700<br />
*Pad 2x (+10) Armor = 2200<br />
*Pad 3x (+15) Armor = 2700<br />
*Pad 4x (+20) Armor = 3200<br />
*Pad 5x (+25) Armor = 3700<br />
*Pad 6x (+30) Armor = 4200<br />
*Pad 7x (+35) Armor = 4700<br />
*Pad 8x (+40) Armor = 5200<br />
*Pad 9x (+45) Armor = 5700<br />
*Pad 10x (+50) Armor = 6200<br />
<br />
===Enchanting Item (Base Cost)===<br />
<br />
*Enchant 0x to 1x = 300<br />
*Enchant 1x to 2x = 600<br />
*Enchant 2x to 3x = 900<br />
*Enchant 3x to 4x = 1200<br />
*Enchant 4x to 5x = 1600<br />
*Enchant 5x to 6x = 2000<br />
*Enchant 6x to 7x = 2400<br />
*Enchant 7x to 8x = 2800<br />
*Enchant 8x to 9x = 3200<br />
*Enchant 9x to 10x = 3600<br />
<br />
===Enchanting Item with Spikes, Flares or Scripts (non-fluff)===<br />
<br />
*Enchant 0x to 1x = 900<br />
*Enchant 1x to 2x = 1200<br />
*Enchant 2x to 3x = 1500<br />
*Enchant 3x to 4x = 1800<br />
*Enchant 4x to 5x = 2200<br />
*Enchant 5x to 6x = 2600<br />
*Enchant 6x to 7x = 3000<br />
*Enchant 7x to 8x = 3400<br />
*Enchant 8x to 9x = 3800<br />
*Enchant 9x to 10x = 4200<br />
<br />
===Enchanting Padded Armor===<br />
<br />
The cost to enchant padded armor is the [[#Enchanting Item (Base Cost)|enchanting base cost]] + (padding points * 100).<br />
<br />
As an example, the premium point cost to enchant a set of heavy critical padded (HCP) armor with a current enchant bonus of +30 (6x) to +35 (7x) is:<br />
<br />
Enchanting base cost: 2400<br><br />
Heavy Padding: level 10<br><br />
Additional cost per point of padding: 100<br><br />
<br />
Total Cost: 2400 + (10 * 100) = 3400 premium points<br />
<br />
''Note: The terms padding level and padding points are used interchangeably.''<br />
<br />
===Enchanting Claidhmore (New Style Only)===<br />
<br />
*Enchant 0x to 1x = 5000<br />
*Enchant 1x to 2x = 6000<br />
*Enchant 2x to 3x = 7000<br />
*Enchant 3x to 4x = 8000<br />
*Enchant 4x to 5x = 9000<br />
*Enchant 5x to 6x = 10000<br />
*Enchant 6x to 7x = 11000<br />
*Enchant 7x to 8x = 12000<br />
*Enchant 8x to 9x = 13000<br />
*Enchant 9x to 10x = 14000<br />
<br />
===Voln Armor===<br />
'''T4 padding<br />
<br />
From GM Jainna 3/15/14<br />
*600 points surcharge for the flare portion.<br />
*1000 for the resistance to shear fear.<br />
*Some number of points for the padding it gets from the script. This one is dependent on the armor itself. But basic padding surcharge calculation applies.<br />
*600 points for the non-fluff script (the other functional aspects that do not incur their own surcharge).<br />
<br />
Surcharge for T4 Voln armor would be something like - 2200 plus the padding surcharge, and anything else that might be on the armor that gets a surcharge.<br />
<br />
'''T1 padding<br />
<br />
[LNet]-GSIV:Geijon: "7x armor with T1 Voln cost 5300 PPs. It was done today" (3/15/14)<br />
<br />
==See Also==<br />
<br />
*[[Premium/platinum point update (saved post)]] dated 6/5/2011, updated 11/26/2014<br />
*[[Premium point (saved post)]]<br />
*[[PCALC (verb)]]<br />
<br />
==References==<br />
*[http://www.play.net/gs4/premium/premiumplus.asp Long-Term Premium Incentives Official Documentation]<br />
<br />
[[Category:Premium]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Premium_Point&diff=35091Premium Point2014-11-27T13:46:16Z<p>MILQUETOAST: /* Premium Point Benefit/Cost Table */</p>
<hr />
<div>A [[Premium subscription|Premium]] GemStone IV subscriber is awarded 100 '''premium points''' per month for his/her loyalty. You can see your current number of premium points via PREMIUM START. These points can be used to purchase many different benefits.<br />
<br />
Benefits include [[Script|scripted]] items, [[alteration scroll]]s, an [[autoscripter]], lightening or deepening of one item, type-ahead lines, [[enhancive]] items, [[custom script]]ing, adding [[flares]] to [[armor]], [[weapon]]s, and armor accessories, [[enchanting]] services, and adding critical or damage [[padding]] to armor.<br />
<br />
==Premium Point Benefit/Cost Table==<br />
<br />
{| {{prettytable}}<br />
! Benefit !! Premium Point Cost<br />
|- align=center<br />
|Pre-scripted giftshop item||300 points<br />
|- align=center<br />
|[[Alteration scroll]]||300 points<br />
|- align=center<br />
|[[Autoscripter]]||100 points<br />
|- align=center<br />
|[[Merchant|Lighten]] one item (amount of lightening varies by item)||100 points<br />
|- align=center<br />
|[[Merchant|Deepen]] one item (deepening is approximately 10% of current item)||100 points<br />
|- align=center<br />
|Checkbook||600 points<br />
|- align=center<br />
|One type-ahead line (Fountains located on [[Mist Harbor|Four Winds Isle]])||900 points<br />
|- align=center<br />
|Feature Changing Masks (one feature line)||400 points<br />
|- align=center<br />
|[[Premium title]]s||600 points<br />
|- align=center<br />
|Level 1 or 2 [[enhancive item]] (''see [[Premium enhancive]]'')||1800 points<br />
|- align=center<br />
|Level 3 or 4 [[enhancive item]] (''see [[Premium enhancive]]'')||2400 points<br />
|- align=center<br />
|[[EZ script]]||1200 points (first action), 600 points (each additional action) <br>*if your item has been EZ Scripted using different means, it is 600 for each additional action<br />
|- align=center<br />
|[[Flare]]s (heat, cold, electric, acid, or impact)||Base 300 points + 300 points per enchant + surcharges.<br />
|- align=center<br />
|[[Enchanting]] plain item (+5 added) with a starting enchant bonus of 0 to +15||300 + (300 * [[trunc]]((current plus + 4) / 5)))<br />
|- align=center<br />
|[[Enchanting]] plain item (+5 added) with a starting enchant bonus of +16 to +45||1200 + (400 * trunc((current plus - 11) / 5)))<br />
|- align=center<br />
|Spiked items for any enchanting, padding, or flaring service||600 point surcharge<br />
|- align=center<br />
|Ensorcelled items for any enchanting, padding, or flaring service||200 point per tier surcharge<br />
|- align=center<br />
|Enchanting flared or (non-fluff) [[Script|scripted]] item||600 point surcharge<br />
|- align=center<br />
|Enchanting a [[TD]] boosting, defender, [[Padding|padded]] or [[Weighting|weighted]] item||Bonus level * 100 points<br />
|- align=center<br />
|Enchanting [[claidhmore]] (new style only)||(40 points + (2 * Final Enchant Bonus)) * 100<br />
|- align=center<br />
|Heavy [[Critical]] or [[Hitpoint|Damage]] [[Padding]]||1200 pts + (Enchant Bonus * 100) + surcharges<br />
|- align=center<br />
|Custom Tattoo (PLATINUM ONLY)||400 points<br />
|- align=center<br />
|Single [[Premium home]] Item Alteration (PLATINUM ONLY)||600 points<br />
|- align=center<br />
|[[Convocation of Coraesine Field|Mayhem Tattoo]] (PLATINUM ONLY)||900 points<br />
|- align=center<br />
|[[Enhancive item|Enhancive]] Stripping (applies to stripping 1 enhancive property from any item) (PLATINUM ONLY)||500 points<br />
|}<br />
<br />
==Additional Notes==<br />
<br />
*Negatively enchanted items must be brought up to zero via normal means. For example: 500 points to bring a -10 item to -5, then another 500 points to bring -5 item to zero, then normal costs as described above.<br />
<br />
*If the item has flares or special scripting (non-fluff), add 600 to the cost. If the item has padding or weighting, add (level padding/weighting) * 100 to the cost. If the item is a Defender item, add defender level bonus * 100 to the cost. If the item gives a bonus to TD, add TD bonus * 100 to the cost. <br />
<br />
*[[Enchanting]] [[Adamantine]] costs double the normal points.<br />
<br />
*[[Zelnorn]] carries the flaring surcharge. The new enchant will be based on the total [[AS]] + [[DS]] bonus and the +5 will be split between those qualities.<br />
<br />
*For [[TD]] boosting items only the base enchant can be increased, not the TD bonus.<br />
<br />
*For defender items, the defender bonus should be treated the same as TD as far as calculating the cost. The defender bonus prevents flares from being added.<br />
<br />
*[[Resistance]] items with positive benefits cost 500 points per 10% resistance (rounded up). For items with multiple resistance types, add the resistance bonuses before applying this factor. Thus, (Sum of Resistance Bonuses (offset for penalties) / 10) * 500 points.<br />
<br />
*Enchanting, Flaring, or Padding an [[Enhancive item]] costs the amount currently shown above, plus: ((Cost for [[Adventurer's Guild]] to Recharge item) * New Plus of item) / 250. [[Fusion]] items are considered enhancive items for this purpose. Empty fusion items are treated as costing 9000 to recharge.<br />
<br />
*Temporary Enhancements do not incur any extra charges.<br />
<br />
==GM Jainna's Posted Common Mistakes==<br />
''Posted 7/13/14<br />
*Not enough points. Use PREMIUM START to see how many points you have, and use the equations in PREMIUM 9 or PCALC to help you calculate. I know sometimes you have surcharges that get tacked on, so sometimes you have to ask Sadie, and that's okay!<br />
<br />
*The scroll gets stuck. Sometimes the scroll gets stuck somewhere between the WRITE ACCEPT and the actual delivery. Sometimes your item even vanishes. If this happens, you should post here so someone can get it unstuck for you.<br />
<br />
*[[alteration scroll#GM Jainna's Common Problems with Sadie Scroll Alterations|Jainna's Alteration Scroll Common Problems]]<br />
<br />
==Precalculated Premium Benefit Costs==<br />
<br />
===Adding Flares===<br />
<br />
Options: [[Fire critical table|Heat]], [[Cold critical table|Cold]], [[Lightning critical table|Electric]], [[Acid critical table|Acid]], [[Impact critical table|Impact]])<br />
<br />
*Flare 0x (+0) item = 300<br />
*Flare 1x (+5) item = 600<br />
*Flare 2x (+10) item = 900<br />
*Flare 3x (+15) item = 1200<br />
*Flare 4x (+20) item = 1500<br />
*Flare 5x (+25) item = 1800<br />
*Flare 6x (+30) item = 2100<br />
*Flare 7x (+35) item = 2400<br />
*Flare 8x (+40) item = 2700<br />
*Flare 9x (+45) item = 3000<br />
*Flare 10x (+50)item = 3300<br />
<br />
''Note: Partial enchants round up''<br />
<br />
===Adding Heavy Critical or Damage Padding===<br />
<br />
*Pad 0x (+0) Armor = 1200<br />
*Pad 1x (+5) Armor = 1700<br />
*Pad 2x (+10) Armor = 2200<br />
*Pad 3x (+15) Armor = 2700<br />
*Pad 4x (+20) Armor = 3200<br />
*Pad 5x (+25) Armor = 3700<br />
*Pad 6x (+30) Armor = 4200<br />
*Pad 7x (+35) Armor = 4700<br />
*Pad 8x (+40) Armor = 5200<br />
*Pad 9x (+45) Armor = 5700<br />
*Pad 10x (+50) Armor = 6200<br />
<br />
===Enchanting Item (Base Cost)===<br />
<br />
*Enchant 0x to 1x = 300<br />
*Enchant 1x to 2x = 600<br />
*Enchant 2x to 3x = 900<br />
*Enchant 3x to 4x = 1200<br />
*Enchant 4x to 5x = 1600<br />
*Enchant 5x to 6x = 2000<br />
*Enchant 6x to 7x = 2400<br />
*Enchant 7x to 8x = 2800<br />
*Enchant 8x to 9x = 3200<br />
*Enchant 9x to 10x = 3600<br />
<br />
===Enchanting Item with Spikes, Flares or Scripts (non-fluff)===<br />
<br />
*Enchant 0x to 1x = 900<br />
*Enchant 1x to 2x = 1200<br />
*Enchant 2x to 3x = 1500<br />
*Enchant 3x to 4x = 1800<br />
*Enchant 4x to 5x = 2200<br />
*Enchant 5x to 6x = 2600<br />
*Enchant 6x to 7x = 3000<br />
*Enchant 7x to 8x = 3400<br />
*Enchant 8x to 9x = 3800<br />
*Enchant 9x to 10x = 4200<br />
<br />
===Enchanting Padded Armor===<br />
<br />
The cost to enchant padded armor is the [[#Enchanting Item (Base Cost)|enchanting base cost]] + (padding points * 100).<br />
<br />
As an example, the premium point cost to enchant a set of heavy critical padded (HCP) armor with a current enchant bonus of +30 (6x) to +35 (7x) is:<br />
<br />
Enchanting base cost: 2400<br><br />
Heavy Padding: level 10<br><br />
Additional cost per point of padding: 100<br><br />
<br />
Total Cost: 2400 + (10 * 100) = 3400 premium points<br />
<br />
''Note: The terms padding level and padding points are used interchangeably.''<br />
<br />
===Enchanting Claidhmore (New Style Only)===<br />
<br />
*Enchant 0x to 1x = 5000<br />
*Enchant 1x to 2x = 6000<br />
*Enchant 2x to 3x = 7000<br />
*Enchant 3x to 4x = 8000<br />
*Enchant 4x to 5x = 9000<br />
*Enchant 5x to 6x = 10000<br />
*Enchant 6x to 7x = 11000<br />
*Enchant 7x to 8x = 12000<br />
*Enchant 8x to 9x = 13000<br />
*Enchant 9x to 10x = 14000<br />
<br />
===Voln Armor===<br />
'''T4 padding<br />
<br />
From GM Jainna 3/15/14<br />
*600 points surcharge for the flare portion.<br />
*1000 for the resistance to shear fear.<br />
*Some number of points for the padding it gets from the script. This one is dependent on the armor itself. But basic padding surcharge calculation applies.<br />
*600 points for the non-fluff script (the other functional aspects that do not incur their own surcharge).<br />
<br />
Surcharge for T4 Voln armor would be something like - 2200 plus the padding surcharge, and anything else that might be on the armor that gets a surcharge.<br />
<br />
'''T1 padding<br />
<br />
[LNet]-GSIV:Geijon: "7x armor with T1 Voln cost 5300 PPs. It was done today" (3/15/14)<br />
<br />
==See Also==<br />
<br />
*[[Premium/platinum point update (saved post)]] dated 6/5/2011<br />
*[[Premium point (saved post)]]<br />
*[[PCALC (verb)]]<br />
<br />
==References==<br />
*[http://www.play.net/gs4/premium/premiumplus.asp Long-Term Premium Incentives Official Documentation]<br />
<br />
[[Category:Premium]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Tehir&diff=42643Tehir2014-11-22T21:31:03Z<p>MILQUETOAST: /* External Links */</p>
<hr />
<div>The '''Tehir''' are the various tribes of nomadic people that dwell in the [[Sea of Fire]]. Usually human, they have adapted to the harsh conditions of the desert, migrating from oasis to oasis. They are known to herd goats and [[yierka]]s.<br />
<br />
== Traditions ==<br />
Tehir males are known to wear veils over their noses and mouth to show that they have reached adulthood. Men also usually possess tattoos around the eyes and on the arms. Women, however, do not usually wear the veils and customarily have tattoos on their faces and necks. In place of the veils, they will wear a head-scarf to signify marriage.<br />
<br />
Spirit weddings [http://tehir.nayolan.com/lore-wedding.htm] are a tradition of some Tehir tribes. One known spirit-wed individual is [[Avidleigh Tir-na|Avidleigh na-Aorthana]], wed to a white vulture. In many cases, the spirit-wed are honored as symbols of the spirit protectors; however, in some cases the spirit-wed acts merely as a scapegoat for the tribe's misfortunes. Spirit-wed are marked as appropriate for their gender -- a woman may have a decorated head-scarf while a male may have decorated veils or elaborate tattoos around his eyes.<br />
<br />
== History ==<br />
The tribes used to fight each other over the various oases or herds prior to the discovery of the copper mines. The tribes, when defeating another tribe, would often take the survivors and enslave them. However, this practice has died out in many of the Tehir tribes.<br />
<br />
The discovery of the copper resources in the Sea of Fire has led to the [[Turamzzyrian Empire]] in mining the precious metal. As a result, the Tehir have attacked Imperial caravans and troops who have entered the desert. Neither side gained significant victory over the other and an uneasy balance of power was established as one fought the other and vice versa. The Tehir also established more sedentary communities on the western and eastern borders of the Sea of Fire supported by trade with outside, Turamzzyrian, merchants.<br />
<br />
==Tribes==<br />
Known tribes are as follows:<br />
* [[Senkara Tribe]]<br />
* [[Hunted Feather Tribe]]<br />
* [[Bennu Tribe]]<br />
* [[Al'Dur Tribe]] (inactive)<br />
* [[Al'u'mr Tribe]] (inactive)<br />
* [[Al'seithe Tribe]] (inactive)<br />
* [[Sudha Tribe]] (inactive)<br />
* [[Al'Akra Tribe]] (inactive)<br />
<br />
Although not a tribe, the [[Cult of al-Rakeesh]] is Tehir related.<br />
<br />
==Behind the Scenes==<br />
===Player Created Material===<br />
The community of players with Tehir characters has been exceedingly creative and devoted to the culture. For lack of much information about the Tehir, they have created content to help enrich their roleplaying experience. Such content includes the aforementioned tribes, as well as the spirit wedding. While some Tehir characters are roleplayed with discrepancies, there is nothing that officially counters the above information.<br />
<br />
==See Also==<br />
*[[The Tehir: Life and being in the Sea of Fire (saved post)]]<br />
<br />
==External Links==<br />
* http://www.play.net/gs4/ ([http://www.play.net/gs4/info/tomes/human_guide/human_seareach.asp#seaoffire], [http://www.play.net/gs4/info/tomes/human_guide/human_tehir.asp], and [https://www.play.net/gs4/info/races/cultures/tehir])<br />
<br />
* [https://rapidshare.com/#!download|814l35|56305277|Tehir_and_the_Spirits.doc|135|R~0B998D81AB74FC6B81FDF2EE0FCF442F|0|0 Tehir and the Spirits download]<br />
<br />
{{Humans}}<br />
[[Category:Human Cultures]]<br />
[[Category:Tehir]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Sea_of_Fire&diff=38008Sea of Fire2014-11-22T21:30:43Z<p>MILQUETOAST: /* Sand Fleas */</p>
<hr />
<div>The '''Sea of Fire''' is a desert located within the [[Turamzzyrian Empire]], near [[Seareach]]. The Sea of Fire is bordered by [[Mestanir]] and [[Jantalar]] to the north, [[Mensyl Keep]] and [[Nydds]] to the east, [[New Myssar]] to the south, and [[Solhaven]] and [[Vornavis]] to the west. It was a vast wasteland surrounded by mountains and verdant wood except in the south-southwest portion, which is primarily rolling hills leading to [[Brisker's Cove]] and the sea.<br />
<br />
==Weather==<br />
The mountains along the periphery of the Sea of Fire cause extraordinarily hot, dry weather in the area, and little rainfall is seen throughout the year. The only seasons are "dry" and "less dry". For three months of the year ([[Eoantos]], [[Eorgaen]], and [[Lormesta]]), light rains sweep the area in the afternoon, but they are short-lived and leave very little moisture behind as they rapidly evaporate. Seldom is there a cloud in the sky except during this three-month period, when towering clouds build up with the threat of impending rain.<br />
<br />
Sandstorms bring blinding, stinging sand and fierce, heated wind. Any remaining winds are gentle breezes, except for the phenomenon occurring twice a day, at sunrise and sunset, when the winds increase in strength for an hour. The Sea of Fire gets its name from this desert wind effect. Because of the angle of the light at those hours, and the translucence of the sand grains as they capture and intensify the sun's rays, a fiery aura is created. The shifting wisps of sand appear like dancing flames, hence the name "Sea of Fire."<br />
<br />
Another phenomenon of the sand dune area is the "singing" sands. They produce a low, thrumming "boom" sound -- not caused by the wind, but due to the lighter and more uniform grains of sand rubbing against heavier grains beneath them as they drift.<br />
<br />
In the morning, the sunrise casts mostly deep golden hues, but pales out as the day progresses. The washed-out sky changes again with sunset, which is much more colorful as the rose-gold tone deepens to carmine streaked with wisps of orange and purple.<br />
<br />
Nights initially provide a welcome relief from the extremely high temperature, but quickly become unbearably cold and uncomfortable. Any radiant heat bleeds off into the atmosphere soon after nightfall, and it remains cold until dawn. Within half an hour of the sun climbing up from the horizon, the desert grows hot again.<br />
<br />
==Geography==<br />
Frequent sandstorms cause the massive sand dunes to shift often, making any attempt at map making difficult. Generalizations can be made by triangulating stars either by using objects on the horizon, like distant mountain peaks, or with the great ancient monoliths found in the expanse. A system utilizing the position of the constellations at night during the various seasonal skies is also favored.<br />
<br />
Much of the dune sand is a deep tawny hue overall, a result of the iron ore and feldspar content contributed from weathering and ancient river deposits. The individual grains are milky, clear, and black.<br />
<br />
The water table is predominantly deep below the surface and inaccessible for sustaining life. Even in the sparse locations where the water table does come near the surface, life will only flourish if the water is fresh. In many cases, the water is too salty to be drinkable.<br />
<br />
Underground springs feed oases that sparely dot the desert landscape. The oases where fresh water can be found are the gathering places of the desert. These rest stops along travel routes provide help with mapping, since firmly established outposts are no longer prone to being buried in sandstorms. Shallow wells ensure water is accessible even in drier years.<br />
<br />
Aside from the crumbling ruins rumored to be found near the center of the region, there are a handful of Imperial outposts near oases in the desert, established to support the Imperial copper mines. The only other buildings found in the desert consist of ceilingless walls of sun-baked mud bricks surrounding smaller oases. Built to provide communal shelter for traveling caravans, each corner or point (as some compounds are polygons) features a watchtower. Inside, a variety of colorful tents and lean-tos take up much of the available space, and as permitting, anywhere else will be filled with livestock.<br />
<br />
Cliffs of pale limestone and earthy sandstone rise from the Sea of Fire where it meets the mountains. Wind erosion has carved deep, horizontal gashes, creating natural ledges. Within some of these recesses, earth and stone box-shaped shelters attach to each other like cells in a hive, open at the top and fashioned with crude doorways and windows. Rock overhangs serve as a roof for the entire community. The complexes are accessed by a series of tree-branch or rope ladders that zigzag from one outcropping to the next, alighting at the common areas frequently used for cooking and ceremonial activities. Cliff dwellers enjoy some protection from the harsh winds, sand storms, and heat at this protected elevation, and ladders can be removed as one climbs up to thwart enemies.<br />
<br />
==Fauna==<br />
In general, snakes, reptiles, scorpions, and other scaled or hard-carapaced creatures fare well in the desert climate. Rodents, arachnids, moths, butterflies, worms, kangaroo rats, and birds of prey also populate the area. Their ability to camouflage themselves in the desert is key for survival.<br />
<br />
===Morduska===<br />
The morduska, also known as the dune glider or sand ray, is a reptilian carnivore that lives strictly within the windswept dunes of the Sea of Fire. Strongly resembling a stingray, the morduska can range in size from a mere handspan to the size of a barn, though the larger ones are usually only seen by their victims. The sand ray's mouth is positioned at the very center of its dorsal surface. Hiding beneath the sand, the ray waits, unmoving, until its prey has wandered across its surface. When they prey nears its mouth, the sand ray raises up, pushing its victim toward a mouth filled with inward-curving fangs. Morduska change location only during sand storms.<br />
<br />
Morduska fangs and hides were raffled off at the [[Convocation of Coraesine Field]] event, suitable for use in future alterations. The following items were released:<br />
<br />
;an ivoried morduska fang<br />
Sharply curving and paler at the tip than the base, the fang has mellowed to an ivory hue. Excellent for inscribing, the hardened surface can be etched with fine tools or drilled and worn as a pendant. The roughened root end is almost spongy compared to the dulled crown.<br />
<br />
;a small morduska hide<br />
Cut down from a larger specimen, this sample would be sufficient to work into a pair of boots, slippers, or gloves and other items of similar size. Slightly pebbled, the rough texture is typical for the desert dwelling mammal, and the sandy hue of the hide takes dye exceptionally well.<br />
<br />
;large morduska hide<br />
Cut from a gigantic specimen, three sides of the door-sized sheet are clean and smooth, while the fourth side follows the natural edge and angle of a fin. Slightly pebbled, the rough texture is typical for the desert dwelling mammal, and the sandy hue of the hide takes dye exceptionally well.<br />
<br />
===Selshis===<br />
Sand sliders, also known as the selshis, are reptilian carnivores of the desert. The sand slider travels in the side-winding action of some of its serpentine cousins but in a vertical orientation, hence its name. Selshis are able to reach high speeds due to a minimized amount of contact with the surface traveled over. Selshis blend into the tawny sand they live in. They often travel in groups, with two or three selshis waiting to ambush until the first makes its initial attack. Survivors of selshi attacks were usually able to escape before the pack made its secondary attacks.<br />
<br />
Selshi skins were raffled off at the Convocation of Coraesine Field event, suitable for use in future alterations. The following items were released:<br />
<br />
;a medium selshis skin<br />
This strip of monotone-scaled skin is expertly tanned and prepared for use in creating buttons or small pieces of jewelry or accenting larger items. Faint markings can become more pronounced when dyed, giving it a more interesting texture than the dull beige it is in its natural state.<br />
<br />
;a long selshis skin<br />
This strip of monotone-scaled skin is expertly tanned and prepared for use in creating belts or other narrow accessories, and can be combined with other matching specimens for larger items. Faint markings can become more pronounced when dyed, giving it a more interesting texture than the dull beige it is in its natural state.<br />
<br />
===Sand Fleas===<br />
The sand flea is destructive due to its numbers and relative size. They can grow to the size of a halfling's fist, and have barbed legs and thick shells. It is a [[Tehir]] custom to eat the fleas.<br />
<br />
===Qahzumar===<br />
Qahzumar resemble the scorpions and whiptails found in other Elanthian locales, but in place of claws it exhibits suckered tentacles. The qahzumar's origin is rumored to be unnatural and doubtlessly entwined with the legends of dark magic that are part and parcel of [[Bir Mahallah]]'s doom.<br />
<br />
Qahzumar tentacles and carapaces were raffled off at the Convocation of Coraesine Field event, suitable for use in future alterations. The following items were released:<br />
<br />
;a small qahzumar tentacle<br />
Curved and spiraled, as a result of being detached and preserved, the qahzumar tentacle makes an intriguing pendant, clasp, toggle, or other decorative addition. Several of them can be strung together to make a unique necklace or bracelet. Almost white from being bleached in the sun, the shriveled sucker rings are a stark contrast with their purple-black hue.<br />
<br />
;a small qahzumar carapace<br />
Mottled and slightly translucent, the carapace can be fashioned into rigid accents, such as pendants, clasps, and inlay, but due to the natural hardness of the shell, it will not take any dye. When buffed to glossy shine with oils, the qahzumar darkens to an almost olive green hue, though sometimes it's left in a natural dull state of desert camouflage.<br />
<br />
;a medium qahzumar carapace<br />
Mottled and slightly translucent, the carapace is just barely large enough to be fashioned into a small and somewhat inflexible container. It could also be fashioned into rigid accents, such as buttons and inlay, but due to the natural hardness of the shell, it will not take any dye. When buffed to glossy shine with oils, the qahzumar darkens to an almost olive green hue, though sometimes it's left in a natural dull state of desert camouflage.<br />
<br />
===Sikuust===<br />
The sikuust, or desert earwig, is a uniform ebon color. It is often as tall as a giantman and only a handspan thick. It can bite and inject acidic venom from either its anterior or posterior mandibles. The subsequently liquefied innards of its victim are then drawn into the earwig through the same hollow portions of the mandibles that conducted the acid to the victim. While the earwig primarily targets insectoid prey, the process can produce quite painful and debilitating effects upon mammalian victims as well. Sikuust are commonly encountered along the edges of the dunes and among the rockier expanses of the Sea of Fire.<br />
<br />
===Ridgeweavers===<br />
Ridgeweavers are small spiders that travel from one dune ridge to another by casting out gauzy strands of gossamer silk that catch the predawn breezes and waft the dainty creatures aloft. They are considered to be good luck by some Tehir. They are preyed upon by many of the larger desert insects, rodents and birds of the desert.<br />
<br />
===Yierka===<br />
A yierka is an omnivorous reptilian quadruped with the manners of a camel and the attitude of a perpetually angry feline. The mount of choice by most desert warriors, lesser specimens are commonly used as beasts of burden by those Tehir who frequent areas of the Sea of Fire that are too inhospitable for camels. They have thick plates that protect them from sandstorms.<br />
<br />
==Flora==<br />
===Native===<br />
Cactus, groundcover plants, and scrubby brush are the most common forms of vegetation found in the Sea of Fire desert -- more prevalent in areas where water sources are closer to the surface, such as oases. Vines that sprout small, round melons and wild cucumbers are gathered for their water content. As the land transitions to verdant (oasis), grasses and trees (date palm, yucca, pepper trees, mesquite, cassia, olive trees, creosote, bur sage) transform the landscape and provide a little shelter from the sun and heat.<br />
<br />
===Non-Native & Cultivated===<br />
Once land has become arable, the Tehir can use seeds from other regions and cultures to grow small patches of bulgar wheat, millet, corn, legumes, squashes, and pumpkins to augment their food stores. The grains and corn can be ground down into meal or flour for breads and cakes, although most breads are flatbreads due to a lack of yeast. Beans can be dried for travel, and the same can be done to chunks or slices of squash, which can be reconstituted in stews.<br />
<br />
== Inhabitants ==<br />
The Sea of Fire was known for the [[Tehir]] tribes that inhabited it.<br />
<br />
== External Links ==<br />
* http://www.play.net/gs4/info/tomes/human_guide/human_seareach.asp<br />
* https://www.play.net/gs4/info/races/cultures/tehir/I.asp<br />
<br />
[[Category:World]]<br />
[[Category:Tehir]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Sea_of_Fire&diff=38007Sea of Fire2014-11-22T21:29:53Z<p>MILQUETOAST: /* External Links */ Added Tehir Category</p>
<hr />
<div>The '''Sea of Fire''' is a desert located within the [[Turamzzyrian Empire]], near [[Seareach]]. The Sea of Fire is bordered by [[Mestanir]] and [[Jantalar]] to the north, [[Mensyl Keep]] and [[Nydds]] to the east, [[New Myssar]] to the south, and [[Solhaven]] and [[Vornavis]] to the west. It was a vast wasteland surrounded by mountains and verdant wood except in the south-southwest portion, which is primarily rolling hills leading to [[Brisker's Cove]] and the sea.<br />
<br />
==Weather==<br />
The mountains along the periphery of the Sea of Fire cause extraordinarily hot, dry weather in the area, and little rainfall is seen throughout the year. The only seasons are "dry" and "less dry". For three months of the year ([[Eoantos]], [[Eorgaen]], and [[Lormesta]]), light rains sweep the area in the afternoon, but they are short-lived and leave very little moisture behind as they rapidly evaporate. Seldom is there a cloud in the sky except during this three-month period, when towering clouds build up with the threat of impending rain.<br />
<br />
Sandstorms bring blinding, stinging sand and fierce, heated wind. Any remaining winds are gentle breezes, except for the phenomenon occurring twice a day, at sunrise and sunset, when the winds increase in strength for an hour. The Sea of Fire gets its name from this desert wind effect. Because of the angle of the light at those hours, and the translucence of the sand grains as they capture and intensify the sun's rays, a fiery aura is created. The shifting wisps of sand appear like dancing flames, hence the name "Sea of Fire."<br />
<br />
Another phenomenon of the sand dune area is the "singing" sands. They produce a low, thrumming "boom" sound -- not caused by the wind, but due to the lighter and more uniform grains of sand rubbing against heavier grains beneath them as they drift.<br />
<br />
In the morning, the sunrise casts mostly deep golden hues, but pales out as the day progresses. The washed-out sky changes again with sunset, which is much more colorful as the rose-gold tone deepens to carmine streaked with wisps of orange and purple.<br />
<br />
Nights initially provide a welcome relief from the extremely high temperature, but quickly become unbearably cold and uncomfortable. Any radiant heat bleeds off into the atmosphere soon after nightfall, and it remains cold until dawn. Within half an hour of the sun climbing up from the horizon, the desert grows hot again.<br />
<br />
==Geography==<br />
Frequent sandstorms cause the massive sand dunes to shift often, making any attempt at map making difficult. Generalizations can be made by triangulating stars either by using objects on the horizon, like distant mountain peaks, or with the great ancient monoliths found in the expanse. A system utilizing the position of the constellations at night during the various seasonal skies is also favored.<br />
<br />
Much of the dune sand is a deep tawny hue overall, a result of the iron ore and feldspar content contributed from weathering and ancient river deposits. The individual grains are milky, clear, and black.<br />
<br />
The water table is predominantly deep below the surface and inaccessible for sustaining life. Even in the sparse locations where the water table does come near the surface, life will only flourish if the water is fresh. In many cases, the water is too salty to be drinkable.<br />
<br />
Underground springs feed oases that sparely dot the desert landscape. The oases where fresh water can be found are the gathering places of the desert. These rest stops along travel routes provide help with mapping, since firmly established outposts are no longer prone to being buried in sandstorms. Shallow wells ensure water is accessible even in drier years.<br />
<br />
Aside from the crumbling ruins rumored to be found near the center of the region, there are a handful of Imperial outposts near oases in the desert, established to support the Imperial copper mines. The only other buildings found in the desert consist of ceilingless walls of sun-baked mud bricks surrounding smaller oases. Built to provide communal shelter for traveling caravans, each corner or point (as some compounds are polygons) features a watchtower. Inside, a variety of colorful tents and lean-tos take up much of the available space, and as permitting, anywhere else will be filled with livestock.<br />
<br />
Cliffs of pale limestone and earthy sandstone rise from the Sea of Fire where it meets the mountains. Wind erosion has carved deep, horizontal gashes, creating natural ledges. Within some of these recesses, earth and stone box-shaped shelters attach to each other like cells in a hive, open at the top and fashioned with crude doorways and windows. Rock overhangs serve as a roof for the entire community. The complexes are accessed by a series of tree-branch or rope ladders that zigzag from one outcropping to the next, alighting at the common areas frequently used for cooking and ceremonial activities. Cliff dwellers enjoy some protection from the harsh winds, sand storms, and heat at this protected elevation, and ladders can be removed as one climbs up to thwart enemies.<br />
<br />
==Fauna==<br />
In general, snakes, reptiles, scorpions, and other scaled or hard-carapaced creatures fare well in the desert climate. Rodents, arachnids, moths, butterflies, worms, kangaroo rats, and birds of prey also populate the area. Their ability to camouflage themselves in the desert is key for survival.<br />
<br />
===Morduska===<br />
The morduska, also known as the dune glider or sand ray, is a reptilian carnivore that lives strictly within the windswept dunes of the Sea of Fire. Strongly resembling a stingray, the morduska can range in size from a mere handspan to the size of a barn, though the larger ones are usually only seen by their victims. The sand ray's mouth is positioned at the very center of its dorsal surface. Hiding beneath the sand, the ray waits, unmoving, until its prey has wandered across its surface. When they prey nears its mouth, the sand ray raises up, pushing its victim toward a mouth filled with inward-curving fangs. Morduska change location only during sand storms.<br />
<br />
Morduska fangs and hides were raffled off at the [[Convocation of Coraesine Field]] event, suitable for use in future alterations. The following items were released:<br />
<br />
;an ivoried morduska fang<br />
Sharply curving and paler at the tip than the base, the fang has mellowed to an ivory hue. Excellent for inscribing, the hardened surface can be etched with fine tools or drilled and worn as a pendant. The roughened root end is almost spongy compared to the dulled crown.<br />
<br />
;a small morduska hide<br />
Cut down from a larger specimen, this sample would be sufficient to work into a pair of boots, slippers, or gloves and other items of similar size. Slightly pebbled, the rough texture is typical for the desert dwelling mammal, and the sandy hue of the hide takes dye exceptionally well.<br />
<br />
;large morduska hide<br />
Cut from a gigantic specimen, three sides of the door-sized sheet are clean and smooth, while the fourth side follows the natural edge and angle of a fin. Slightly pebbled, the rough texture is typical for the desert dwelling mammal, and the sandy hue of the hide takes dye exceptionally well.<br />
<br />
===Selshis===<br />
Sand sliders, also known as the selshis, are reptilian carnivores of the desert. The sand slider travels in the side-winding action of some of its serpentine cousins but in a vertical orientation, hence its name. Selshis are able to reach high speeds due to a minimized amount of contact with the surface traveled over. Selshis blend into the tawny sand they live in. They often travel in groups, with two or three selshis waiting to ambush until the first makes its initial attack. Survivors of selshi attacks were usually able to escape before the pack made its secondary attacks.<br />
<br />
Selshi skins were raffled off at the Convocation of Coraesine Field event, suitable for use in future alterations. The following items were released:<br />
<br />
;a medium selshis skin<br />
This strip of monotone-scaled skin is expertly tanned and prepared for use in creating buttons or small pieces of jewelry or accenting larger items. Faint markings can become more pronounced when dyed, giving it a more interesting texture than the dull beige it is in its natural state.<br />
<br />
;a long selshis skin<br />
This strip of monotone-scaled skin is expertly tanned and prepared for use in creating belts or other narrow accessories, and can be combined with other matching specimens for larger items. Faint markings can become more pronounced when dyed, giving it a more interesting texture than the dull beige it is in its natural state.<br />
<br />
===Sand Fleas===<br />
The sand flea is destructive due to its numbers and relative size. They can grow to the size of a halfling's fist, and have barbed legs and thick shells. It is a Tehir custom to eat the fleas.<br />
<br />
===Qahzumar===<br />
Qahzumar resemble the scorpions and whiptails found in other Elanthian locales, but in place of claws it exhibits suckered tentacles. The qahzumar's origin is rumored to be unnatural and doubtlessly entwined with the legends of dark magic that are part and parcel of [[Bir Mahallah]]'s doom.<br />
<br />
Qahzumar tentacles and carapaces were raffled off at the Convocation of Coraesine Field event, suitable for use in future alterations. The following items were released:<br />
<br />
;a small qahzumar tentacle<br />
Curved and spiraled, as a result of being detached and preserved, the qahzumar tentacle makes an intriguing pendant, clasp, toggle, or other decorative addition. Several of them can be strung together to make a unique necklace or bracelet. Almost white from being bleached in the sun, the shriveled sucker rings are a stark contrast with their purple-black hue.<br />
<br />
;a small qahzumar carapace<br />
Mottled and slightly translucent, the carapace can be fashioned into rigid accents, such as pendants, clasps, and inlay, but due to the natural hardness of the shell, it will not take any dye. When buffed to glossy shine with oils, the qahzumar darkens to an almost olive green hue, though sometimes it's left in a natural dull state of desert camouflage.<br />
<br />
;a medium qahzumar carapace<br />
Mottled and slightly translucent, the carapace is just barely large enough to be fashioned into a small and somewhat inflexible container. It could also be fashioned into rigid accents, such as buttons and inlay, but due to the natural hardness of the shell, it will not take any dye. When buffed to glossy shine with oils, the qahzumar darkens to an almost olive green hue, though sometimes it's left in a natural dull state of desert camouflage.<br />
<br />
===Sikuust===<br />
The sikuust, or desert earwig, is a uniform ebon color. It is often as tall as a giantman and only a handspan thick. It can bite and inject acidic venom from either its anterior or posterior mandibles. The subsequently liquefied innards of its victim are then drawn into the earwig through the same hollow portions of the mandibles that conducted the acid to the victim. While the earwig primarily targets insectoid prey, the process can produce quite painful and debilitating effects upon mammalian victims as well. Sikuust are commonly encountered along the edges of the dunes and among the rockier expanses of the Sea of Fire.<br />
<br />
===Ridgeweavers===<br />
Ridgeweavers are small spiders that travel from one dune ridge to another by casting out gauzy strands of gossamer silk that catch the predawn breezes and waft the dainty creatures aloft. They are considered to be good luck by some Tehir. They are preyed upon by many of the larger desert insects, rodents and birds of the desert.<br />
<br />
===Yierka===<br />
A yierka is an omnivorous reptilian quadruped with the manners of a camel and the attitude of a perpetually angry feline. The mount of choice by most desert warriors, lesser specimens are commonly used as beasts of burden by those Tehir who frequent areas of the Sea of Fire that are too inhospitable for camels. They have thick plates that protect them from sandstorms.<br />
<br />
==Flora==<br />
===Native===<br />
Cactus, groundcover plants, and scrubby brush are the most common forms of vegetation found in the Sea of Fire desert -- more prevalent in areas where water sources are closer to the surface, such as oases. Vines that sprout small, round melons and wild cucumbers are gathered for their water content. As the land transitions to verdant (oasis), grasses and trees (date palm, yucca, pepper trees, mesquite, cassia, olive trees, creosote, bur sage) transform the landscape and provide a little shelter from the sun and heat.<br />
<br />
===Non-Native & Cultivated===<br />
Once land has become arable, the Tehir can use seeds from other regions and cultures to grow small patches of bulgar wheat, millet, corn, legumes, squashes, and pumpkins to augment their food stores. The grains and corn can be ground down into meal or flour for breads and cakes, although most breads are flatbreads due to a lack of yeast. Beans can be dried for travel, and the same can be done to chunks or slices of squash, which can be reconstituted in stews.<br />
<br />
== Inhabitants ==<br />
The Sea of Fire was known for the [[Tehir]] tribes that inhabited it.<br />
<br />
== External Links ==<br />
* http://www.play.net/gs4/info/tomes/human_guide/human_seareach.asp<br />
* https://www.play.net/gs4/info/races/cultures/tehir/I.asp<br />
<br />
[[Category:World]]<br />
[[Category:Tehir]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Treasure_system/saved_posts&diff=43807Treasure system/saved posts2014-10-20T11:46:10Z<p>MILQUETOAST: </p>
<hr />
<div>{{saved-post|category=Suggestions & Ideas for Improvement (2)|topic=Suggestions, Gripes & Whines (4)|messagenum=10798|subject=Re: Treasure|author=GS3-ISSIGRI@play.net (Issigri)|date=Jan 4, 1999 at 18:13}}<br />
<br />
Ok, if this isn't the famed new [[treasure system]], it's one hell of a bug.. today, reports of creatures suddenly going on welfare have swept the lands, ages of critters ranging from the ST to [[Massive pyrothag|pyrothag]]s and [[sand devil|devils]]. I hunted pyrothags for two hours, and got two [[box]]es, each weighing 11 pounds. Not A SINGLE coin, and one 1k gem.<br />
<br />
-----------<br />
<br />
Well, you note you realize it may be the new treasure system. What was the new treasure system specifically going to do? After two hours you didn't think to try some odd critters?<br />
<br />
I really loath giving an example, but one in the castle isn't that bad since it's overall harder to get too. If I don't, everyone is going to think every critter is poor now.<br />
<br />
[[Massive troll king|Troll King]]s. The old treasure chance was this:<br />
<br />
::10% chance of chest with lvl 4 treasure, or:<br />
::20% chance of an item<br />
::0 - 320 silvers<br />
::54% chance of a gem type 0 - 5<br />
<br />
Right now a troll king's treasure is this:<br />
<br />
::[CrtrTreasureTrax|s133] a massive troll king [1059] searched, 3 is returned as the modifier<br />
::[Base treasure level: 5]<br />
::[Adjusted treasure level: 8]<br />
::[11% chance for chest, D100:70]<br />
::[35% chance for silvers, D100:6] It had 559 silvers on it. You gather the remaining 559 coins.<br />
::[60% chance for a gem, D100:39] It had a green sapphire on it!<br />
::[30% chance for an item, D100:22] Interesting, it carried a small statue with it. It had nothing else of value.<br />
<br />
For anyone that wonders what [[GameMaster|GM]]s see, the above is a straight capture. ;)<br />
<br />
The chance of finding a chest has increased. The level of chest found has increased dramatically when one IS found. [[Silver]]s now range more than double (800 actually) what it was before carried on the King. The chance of finding a gem is 6% higher. On a found gem you will actually have a better chance at a better gem since you get a random roll for a gem for 0 to 8 here, and since 6 is the maximum gem level, on a 6, 7, or 8, you get a level 6 gem. There is a 10% better chance of finding an item.<br />
<br />
I've looked at a lot of critters, and those underhunted ones have really gone up. There are also a number of players right now quietly chalking up wealth from critters, and keeping clammed up about it so no one else overruns them. :)<br />
<br />
Tracking was reset early this morning, and this was started this afternoon. What this means is that for a little while, there is going to be fairly quick fluctuations as people swarm underhunted creatures, bringing them back down, and then find another one. We have enough hunting in GemStone though that after a week at most, things are going to even out. Once it does, I can take a harder look at the lower critters to see if the low-end needs adjusting, and vice-versa.<br />
<br />
Remember the lowest level critters aren't affected down as much. A [[kobold]] is severely overhunted, and carries a -3 mod right now. You can't go below the 1 it starts with, so it's still 1. It is harder to find a gem or item now. You still find to 100 loose silvers though, and there is actually twice the chance of finding a chest with the new system compared to the old.<br />
<br />
[[Ghost]]s on the other hand is where that 3 currently went, and they carry level 4 treasure. Any young clerics with hold should rush over there. ;) Though it isn't in yet, counting a critter like a ghost that can only generate treasure with a successful hold and search, will only count toward the kills when that happens, and not every time one is killed. It was one of the player suggestions from a cleric that was concerned their treasure level would be much lowered from [[Voln]] hunters.<br />
<br />
The wealth hasn't poofed, it's just moved, and will continue moving around as people over and under hunt critters. If it's a critter that doesn't have any other critter in the few levels around it that also carries treasure, to compare itself too, then no matter how much it's hunted, it's treasure level can't go down. <br />
<br />
<br />
-----<br />
<br />
{{saved-post|category=Suggestions & Ideas for Improvement (2)|topic=Suggestions, Gripes & Whines (4)|subject=Re: Treasure|messagenum=10807|author=GS3-ISSIGRI@play.net (Issigri)|date=Jan 4, 1999 at 19:09}}<br />
<br />
1. The number of kills determines the treasure, right? So if an area has a really really slow Gen rate, the critters will be richer?<br />
<br />
2. Will the critter skin prices be adjusted soon, too?<br />
<br />
3. How are the few special critters that require extra [[perception]] to find extra treasure affected? You mentioned that there was a consideration for repelling (not holding :P) clerics. Why not make a consideration for the more preceptive hunters?<br />
<br />
I hope you'll respond to #1 :)<br />
<br />
- AM<br />
<br />
--------<br />
<br />
1> Yes. Creatures that don't gen as fast, can't be killed as fast, so will get a higher return. The thing is though that player population has an affect on creature generation, so when the treasure level goes up, it attracts more players, more creatures are genned and killed, and the treasure level goes back down again. What will happen in the long run is the harder/slower to kill/slower genning creature, will prolly get a bonus of 1, where the easier/faster to kill/faster genning creature, will get a -1 to balance it out. The treasure is the bonus to players who choose not to take a path of least resistance for experience.<br />
<br />
2> We're going to do something similar with [[skin]]s too. With that change, also have fluctuations for quality of skins, and that determined by skinning success/skill. [[Empath]]s and [[Ranger]]s will be the ones that will benefit most from that because of their normal skills. Any player that wants to train for that though, would benefit.<br />
<br />
3> If a creature has it's own unique way of finding certain treasure on it, then it wouldn't be affected by the new system. If there's a critter for instance that perception helps to find a twingdoodle on it, that's on the creature's script. Even if it calls the normal treasure generation scripts after, one doesn't affect the other. <br />
<br />
-----<br />
<br />
{{saved-post|category=Suggestions & Ideas for Improvement (2)|topic=Suggestions, Gripes & Whines (4)|subject=Re: Treasure|messagenum=10810|author=GS3-ISSIGRI@play.net (Issigri)|date=Jan 4, 1999 at 19:53}}<br />
<br />
<!-- I'm not sure what this was, so I commented it out - Ildran<br />
Category: Suggestions & Ideas for Improvement<br />
Topic: Suggestions, Gripes & Whines<br />
Author: Issigri (GS3-ISSIGRI)<br />
Posted: Jan 04, 1999 19:41:42 --><br />
<br />
Another question: What about critters that are fairly difficult for their age. In the old system, the difficulty was compensated by their large amounts of treasure. Now it seems there is no reason to hunt an extremely difficult creature. I'm hoping that the treasure on these types will go back up as less people hunt them, but as of right now, it certainly hasn't. I'm referring to [[arch wight]]s in particular. They used to carry 2-4k in silvers in a box, and many wights had 100-300 silver on them. Now, most I've found was 58 silver on one, and less than 200 in a box. Considering how dangerous their boils and clouds can be, it hardly seems worth the trouble. And one more thing, places like Icemule have little choice in critter variety. If you're a set age, you have two or three things to hunt. Right now, all of them are poor, so do you really want to drive people out of town just because the hunting areas are overcrowded?<br />
<br />
---------------<br />
<br />
Arch wights are underhunted?<br />
<br />
::170 21 - "an [[Arachne servant]]"<br />
<br />
::2875 20 - "an arch wight" Undead<br />
<br />
::526 18 - "a [[storm giant]]"<br />
<br />
::953 20 - "a [[frost giant]]"<br />
<br />
::1102 20 - "a [[steel golem]]"<br />
<br />
That's a current example of some critters around it. The only thing killed more that's 10 levels either side if an arch wight are a [[wraith]] and [[krolvin warfarer]].<br />
<br />
Arch wights are way overhunted because they were rich, and a target for cash hunters which got no experience for them, they could be killed in one or two strokes, and grab the cash. Since this just started, they were being overhunted, the treasure dropped. As soon as those that were only hunting them for treasure go elsewhere because they are no longer so attractive, it will go back up because it is a hard critter to kill for it's level.<br />
<br />
As for the other towns. Those old poor critters aren't poor anymore. [[Monkey]]s have always been poor, as with many other RR critters. Right now, they're a goldmine. This system has to cause migration to those other towns now, that was the biggest reason for it, to spread player populations out, instead of having them fight crowds those selected wealthy critters in hordes. It's kinda sad because [[River's Rest]] was such a nice place. :) The current residents there complained about lack of treasure though, and whether it was just flat out added there, or if it was done with this adjusting treasure system, it was going to bring crowds either way. People follow money.<br />
<br />
Overall though this will mean the less populated the town, the less hunting pressure it will see, so will be higher bearing in treasure compared to more populated towns. I think the smaller towns will always level out to be less populated, so after this levels out, those in the small towns will be better off as far as treasure.<br />
<br />
Also, one of the questions that came up when this was originally posted was if the same critter in two different towns would be counted differently. The answer is yes. So an overhunted zingbat in one town would be degraded, and an underhunted zingbat in another town will be upgraded. <br />
<br />
-----<br />
<br />
{{saved-post<br />
|category=Magic Spells and Systems<br />
|topic=Developer's Corner - Spell Systems<br />
|subject=Raise Dead (318) and Treasure<br />
|messagenum=1436<br />
|author=GS4-ESTILD<br />
|date= 11/9/2007 7:51:48 PM<br />
}}<br />
Raise Dead (318) has been removed from randomly generated [[treasure system|treasure]] ([[scrolls]], magical items, etc.), but it's not prohibited for special releases.<br />
<br />
GameMaster Estild<br><br />
Cleric/Empath Team<br />
<br />
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne<br />
<br />
-----<br />
{{saved-post<br />
|category=Magic Spells and Systems<br />
|topic=Developer's Corner - Spell Systems<br />
|subject=Teasure: Magical Items.<br />
|messagenum=1572<br />
|author=GS4-ESTILD<br />
|date= 11/12/2007 8:28:38 PM<br />
}}<br />
The following spells have been added to the random treasure generator: [[Mass Interference (217)]], [[Divine Wrath (319)]], [[Empathy (1108)]], [[Wither (1115)]], and [[Cry for Help (1116)]].<br />
<br />
GameMaster Estild<br><br />
[[Cleric]]/[[Empath]] Team<br />
<br />
"I prefer the company of peasants because they have not been educated sufficiently to reason incorrectly." - Michel de Montaigne<br />
<br />
-----<br />
{{saved-post<br />
|category=Hunting and Combat<br />
|topic=Pinefar Hunting Areas<br />
|subject=Re: Lich Loot<br />
|messagenum=1572<br />
|author=GS4-OSCURO<br />
|date= 10/25/2009 6:20:37 PM<br />
}}<br />
<i>>>I'm actually somewhat surprised if the treasure system works like that. I would have guessed that treasure was set up in a common pool for all critters of like level, and averaged over all those critters with regard to baseline and hunting pressure. Therefore a pool with only a solitary creature should never have reduced (or greater) treasure than baseline, since the pool wouldn't vary.</i><br />
<br />
This is exactly how it works.<br />
<br />
<nowiki>= - GM Oscuro - =</nowiki><br />
<br />
[[Rogue]] Team<br><br />
[[Cleric]]/[[Empath]] Team <br />
<br />
-----<br />
{{saved-post<br />
|category=Game Design Discussions<br />
|topic=Game Balance<br />
|subject=Re: Skin farmers<br />
|messagenum=467<br />
|author=GS4-COASE<br />
|date= 10/16/2014 01:46 AM EDT<br />
}}<br />
<i>>>>You can not do this at cap, there are only 3 hunting grounds and they stay constantly pushed down because of hunting pressure.<br />
<br />
>Thats not how pressure works. Equal pressure means none are down (and none are up). Treasure only shifts when pressure is unequal.</i><br />
<br />
This is correct. Hunting ground pressure is relative to one another. We don't define set numbers as being "over-hunted" and "under-hunted". Only if hunting areas within the same level grouping deviate by sufficient margins from one another is one considered "over" or "under" hunted.<br />
<br />
Coase<br />
<br />
[[Category:Basic Mechanics]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Citizenship&diff=7498Citizenship2014-10-03T00:50:24Z<p>MILQUETOAST: /* Citizenship-specific verbs */</p>
<hr />
<div>'''Citizenship''' can be achieved in many of the cities and towns found in [[Elanthia]]. In some cities, citizenship is limited by [[race]]. This limitation may either exclude certain races, or it may offer partial citizenship to others. Citizenship and partial citizenship bring various benefits to those who maintain them in the city or town. Using the command CITIZEN, a player can view their character's current citizenship status.<br />
<br />
==Earning Citizenship== <br />
<br />
Citizenship is earned by accumulating citizenship points. These points are gathered by performing certain actions in a town, including interacting with town NPCs, using town shops, or using other town services. A ranking system is in place to allow players to check how close to citizenship they are in a town. This is done by going to the town's citizenship clerk and then asking the clerk about STATUS. If the player is eligible, ask about CITIZENSHIP and the clerk will indicate so. To then proceed on to becoming a citizen, you must ask about REGISTER and the clerk will direct you to WRITE your name in a book (WRITE BOOK). This will grant you citizenship or partial citizenship, depending on your race. It should be noted that if a character's race makes them ineligible for citizenship, it will not be mentioned when asking about STATUS, so keep in mind which towns allow what races citizenship.<br />
<br />
A commonly held misconception about citizenship is that backroom access is required in all shops for citizenship. While purchasing from NPCs does gain one citizenship points, these actions must be done over time. Rapidly purchasing in order to gain backroom access wastes a significant amount of silvers with very little return in points. Purchasing goods over time is effective. Doing tasks for the city's local branch of the Adventurer's Guild seems to be an effective way to earn citizenship points, although whether this is on its own merits or due to the need to interact with NPCs is not known. It takes approximately eight hours to gain citizenship through performing various tasks.<br />
<br />
It is possible to earn citizenship points in multiple cities at one time. It is even possible to reach citizenship eligibility in multiple cities, but once you have achieved citizenship in one city, you cannot have it in another unless you give up citizenship in the first. This can be done by CLEANing the book in the citizenship office.<br />
<br />
The eligibility tiers are as follows:<br />
* Tier 0: You've got ALOT of work ahead of you, <character name>.<br />
* Tier 1: You've started on the path to citizenship, <character name>.<br />
* Tier 2: Ahhh, <character name>, you're progressing nicely towards citizenship.<br />
* Tier 3: <character name>, you certainly are gaining a lot of recognition around town lately.<br />
* Tier 4: Greetings, <character name>. How is life treating you today?<br />
<br />
Shortly after achieving the fourth tier, citizenship will become available if the character's race is allowed in the town. There is no change in STATUS after citizenship is available; make sure you're asking about citizenship instead of status at this point.<br />
<br />
==Citizenship Benefits==<br />
<br />
Citizenship brings with it various benefits. Some of these are city specific, some of them apply to all of the cities.<br />
<br />
Citizenship Benefits include:<br />
* A beneficial bonus in the merchant system, including better prices for sold goods, and cheaper prices for bought goods.<br />
* Bank note exchanges provide benefits to citizens.<br />
* Discounts when using the [[Chronomage Teleportation System|Chronomage]] system from the town of citizenship.<br />
* [[Player run shop]]s may be purchased in a city by its citizens.<br />
* [[Zul Logoth]] citizens receive a discount on the price of cart rides.<br />
* Citizens of [[Icemule Trace]] do not have to pay to use the various gates.<br />
* Citizens of [[Wehnimer's Landing]] do not have to pay to use the west gate.<br />
* Citizens of [[River's Rest]] receive discounted rates for the Live Bait and no charge for the races at Bertha's.<br />
* There is a citizen-only lounge for residents of [[Kharam Dzu]] on the [[Glaesen Star]].<br />
* The captain of the ferry across the [[Lake of Fear]] asks for less bribe money from citizens of [[Ta'Vaalor]]. Vaalor citizens also do not have to pay for their papers and have the option to join the [[Crimson Legion]] Reserves.<br />
* Certain towns have [[Citizenship Pins|citizenship pins]] and citizen-specific verbs.<br />
<br />
===Citizenship-specific verbs===<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''River's Rest'''<br />
|-<br />
|FLY<br />
|You flap your arms and let out a harsh scream, imitating a blood eagle.<br />
|-<br />
|FLY <person> or <creature><br />
|Arms outstretched, you swoop towards (target) and let out a harsh scream, imitating a blood eagle.<br />
|-<br />
|FLY <self><br />
|Doing your best imitation of a newcomer's first encounter with a blood eagle, you windmill your arms, let out an ear-piercing shriek, and topple to the ground with a thud.<br />
|-<br />
|FLY <object><br />
|Doing your best imitation of a newcomer's first encounter with a blood eagle, you windmill your arms, let out an ear-piercing shriek, and topple to the ground in front of (target).<br />
|-<br />
|GLANCE <self><br />
|You glance over yourself, making sure you are a presentable River Rat.<br>Senglent glances over himself, checking his appearance before adopting a proud, cocksure stance.<br />
|-<br />
|GLANCE <creature><br />
|You glance at (target) and try to determine if it would give a River Rat a good fight.<br>Senglent glances at a jet black gyrfalcon, cooly inspecting the gyrfalcon with an expression of cocksureness.<br />
|-<br />
|GLANCE <player><br />
|You glance at (target) and try to determine if they are a citizen of River's Rest.<br>Senglent glances at <player>, carefully inspecting <him> with an expression of cocksureness.<br />
|-<br />
|MUMBLE <person><br />
|You glance at (target) and mumble something about imperial lackeys.<br />
|-<br />
|MUMBLE <self><br />
|You mumble something about imperial taxes and revolution.<br />
|-<br />
|MUMBLE <object> or <creature><br />
|You mumble some foul oaths that would make a deckhand blush to (target).<br />
|-<br />
|RAISE DRINK<br />
|You raise your <drink> in a toast to River's Rest!<br />
|-<br />
|SNORT<br />
|You start to snorfle, but you inhale as you do and plummet into a coughing fit!<br />
|-<br />
|SNORT <person><br />
|You snorfle at (target), sounding a lot like an aardvark.<br />
|-<br />
|WHISTLE <self><br />
|You whistle a carefree tune, the perfect picture of innocence.<br />
|-<br />
|WHISTLE <target> or <creature><br />
|You glance at Turpin the shopkeeper and whistle a carefree tune, the perfect picture of innocence.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''Kharam Dzu'''<br />
|-<br />
|PANIC<br />
|You suddenly feel nervous and instinctively glance in the direction of Ghorsa Tower. Was that the gong?<br />
|-<br />
|PANIC <self><br />
|Your palms start to sweat as panic sets in. Somebody should go ring the gong!<br />
|-<br />
|PANIC <person><br />
|As the feeling of panic rises up in you, you shout to <person>, "Quick, go ring the gong!"<br />
|-<br />
|PANIC <creature><br />
|The presence of the <creature> is too much for you to take! You recoil in a panic, flailing and whimpering. Somebody should go ring the gong!<br />
|-<br />
|PANIC <object><br />
|You recoil from <object> in panic, expecting it to be as hot as lava.<br />
|-<br />
|DUST <self><br />
|You rub your hands together compulsively.<br />
|-<br />
|DUST <object><br />
|You dust off the <object> compulsively. It just won't come clean!<br>Citizen dusts off the <object> compulsively as if he will never be satisfied with its condition.<br />
|-<br />
|DUST <creature><br />
|You hedge toward <object>, inspecting it for ash.<br>Citizen hedges toward <creature>, his fingers twitching.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''Mist Harbor'''<br />
|-<br />
|SMOOCH<br />
|Delicious, delectable, and scrumptious are just a few of many words that cross your mind as you loudly kiss your joined fingertips before splaying them in front of you in an expression of appreciation.<br />
|-<br />
|SMOOCH <creature><br />
|You bite your lip and stare at (creature) in consternation.<br />
|-<br />
|SMOOCH <object><br />
|You smooch the palm of your hand and blow it at (object).<br />
|-<br />
|SMOOCH <self><br />
|You open your mouth to speak. After remaining silent for a pregnant moment, you close your mouth again, brow furrowed.<br />
|-<br />
|SMOOCH <person><br />
|You smooch your fingertips and touch them to (target's) cheek.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''Solhaven'''<br />
|-<br />
|FOLD SOLHAVEN<br />
|You fold your arms over your chest in a display of stubborn pride, tilting your chin up slightly in defiance. Kraken, floods, apocalypses, cats... really, what could possibly think it has the power to scare you any more?<br> Havener folds her arms over her chest in a display of stubborn pride, tilting her chin up slightly in defiance.<br />
|-<br />
|FOLD<br />
|You fold your arms over your chest in a display of stubborn pride, tilting your chin up slightly in defiance.<br />
|-<br />
|FOLD <person><br />
|You fold your arms over your chest and stare (target) down. After all you've seen, you just aren't that impressed.<br>Havener folds her arms over her chest and stares you down, looking totally unimpressed.<br />
|-<br />
|PINCH SOLHAVEN<br />
|You curl your hands into a facsimile of lobster claws, making exaggerated pinchy motions at the air around you while clicking your tongue to provide the snapping sounds of the claws closing.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''Ta'Illistim'''<br />
|-<br />
|CURTSY<br />
|Straightening your back, you give a formal, low curtsy. In time with your greater movement, you incline your head as well in a brief nod.<br />
|-<br />
|CURTSY <creature><br />
|Such a gesture would be beneath you.<br>Illistimi glances at (target), regarding it with a critical eye.<br />
|-<br />
|CURTSY <object><br />
|You defer to the (target), favoring it with a perfunctory curtsy.<br />
|-<br />
|CURTSY <person><br />
|Straightening your back, you give a formal, low curtsy to (target). In time with your greater movement, you incline your head as well in a brief nod in his/her direction.<br />
|-<br />
|PONDER<br />
|Oh, to only have the right book at hand!<br />
|-<br />
|PONDER <creature><br />
|You regard (target), pondering what a quirk of nature it surely is.<br> Illistimi ponders (target), taking note of its nature.<br />
|-<br />
|PONDER <object><br />
|You purse your mouth, pondering the (target). Even without a mirror, you know your face reflects your roiling thoughts.<br> Illistimi purses his mouth, pondering the (target). The expression on his face speaks volumes.<br />
|-<br />
|PONDER <self><br />
|You pause to consider recent events, and your place in them.<br> Illistimi looks suddenly very self-aware.<br />
|-<br />
|PONDER <person><br />
|Ruminating upon (target), you give consideration to his/her qualifications.<br />
|-<br />
|SALUTE<br>Random<br />
|With your face alight with pride, you cry out in (language), "Bless the Shining City!"<br> With your face alight with pride, you cry out in (language), "Long live Illistim's Argent Mirror!"<br> With your face alight with pride, you cry out in (language), "Knowledge, above all things!"<br> With your face alight with pride, you cry out in (language), "All hail the peacock and scroll!"<br />
|-<br />
|SCOLD<br />
|How uncouth!<br> Illistimi expounds on the value of a good education.<br />
|-<br />
|SCOLD <creature><br />
|You sniff disdainfully, dismissing (target) with a stern look.<br />
|-<br />
|SCOLD <object><br />
|You vent your frustration at your (target), hoping no one notices you're talking to an inanimate object.<br>Oddly enough, Illistimi seems to be venting his frustration at (target), but is doing so quite eloquently.<br />
|-<br />
|SCOLD <self><br />
|You berate yourself for a complete lack of forethought.<br>Illistimi berates himself for a complete lack of forethought.<br />
|-<br />
|SCOLD <person><br />
|You shoot (target) the smallest of dismayed glances, conveying your disapproval.<br> Illistimi shoots you the smallest of dismayed glances, conveying his disapproval.<br> Illistimi shoots (target) the smallest of dismayed glances, conveying his disapproval.<br />
|-<br />
|TURN<br />
|You turn around to avoid anyone seeing your look of consternation.<br />
|-<br />
|TURN <creature><br />
|You turn your attention to the (target), contemplating its validity as a debating partner, and relative intelligence to your own.<br />
|-<br />
|TURN <held object><br />
|You turn the (target) over in your hand, trying to gauge its features and catalog its usefulness.<br />
|-<br />
|TURN <self><br />
|You give a short glance over your shoulder.<br />
|-<br />
|TURN <person><br />
|You tilt your head slightly, turning your attention to (target) and giving them a measured, collected consideration.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''Ta'Vaalor'''<br />
|-<br />
|-<br />
|GIGGLE<br />
|Just as you are about to giggle you remember that soldiers don't act like schoolgirls.<br><i>There is no third-person messaging.</i><br />
|-<br />
|SALUTE (holding item)<br />
|You snap to attention and bring your (item) to your chest in salute.<br />
|-<br />
|SALUTE (empty hands)<br />
|You snap to attention and strike your chest with a closed fist.<br />
|-<br />
|SALUTE <self> (holding item)<br />
|You snap to attention and bring your (item) to your chest in salute, practicing your form.<br />
|-<br />
|SALUTE <self> {empty hands)<br />
|You snap to attention and strike your chest with a closed fist, practicing your form.<br />
|-<br />
|SALUTE <person> (holding item)<br />
|You snap to attention and bring your (item) to your chest in a display of respect to (target).<br />
|-<br />
|SALUTE <person> (empty hands)<br />
|You snap to attention and strike your chest with a closed fist in a display of respect to (target).<br />
|-<br />
|SALUTE <creature> (holding item)<br />
|You snap to attention and bring your (item) to your chest in a honorific display towards (target). May the best warrior win!<br />
|-<br />
|SALUTE <creature> (empty hands)<br />
|You snap to attention and strike your chest with a closed fist in a honorific display towards (target). May the best warrior win!<br />
|-<br />
|SALUTE <object> (holding item)<br />
|You snap to attention and bring your (object) to your chest in a display of respect to (target).<br />
|-<br />
|SALUTE <object> (empty hands)<br />
|You snap to attention and strike your chest with a closed fist in a display of respect to (target).<br />
|-<br />
|SCREAM (First person)<br />
|You bolster your morale with a Vaalor call to arms, belting out in (language), "(random message as noted below)!"<br />
|-<br />
|SCREAM (random)<br />
|Elf belts out in (language), "For Honor, Pride, and Glory!" A look of renewed pride overcomes his expression.<br />
|-<br />
|SCREAM (random)<br />
|Elf belts out in (language), "Remember [[Shadowguard]]!" A look of renewed pride overcomes his expression.<br />
|-<br />
|SCREAM (random)<br />
|Elf belts out in (language), "[[Hythern]]!" A look of renewed pride overcomes his expression.<br />
|-<br />
|SCREAM (random)<br />
|Elf belts out in (language), "For the honor of Noble [[Tyrnian Vaalor|Tyrnian]]!" A look of renewed pride overcomes his expression.<br />
|-<br />
|SCREAM (random)<br />
|Elf belts out in (language), "For the glory of the [[Ta'Vaalor|Fortress]]!" A look of renewed pride overcomes his expression.<br />
|-<br />
|SCREAM (random)<br />
|Elf belts out in (language), "For the pride of the Vaalor!" A look of renewed pride overcomes his expression.<br />
|-<br />
|SCREAM (random)<br />
|Elf belts out in (language), "Remember the [[Sabrar]]!" A look of renewed pride overcomes his expression.<br />
|-<br />
|TURN<br />
|You turn in a slow, precise circle, assessing your surroundings from every direction.<br />
|-<br />
|TURN <self><br />
|You turn sharply on your heel, reversing direction with military precision.<br />
|-<br />
|TURN <person> / <creature> / <object><br />
|With military precision, you turn sharply on your heel to face <target>.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''Wehnimer's Landing'''<br />
|-<br />
|NUDGE<br />
|You push forward purposefully, letting nothing and no one stand in your way!<br>Landingite storms about, wildly swinging his elbows around.<br />
|-<br />
|NUDGE <target><br />
|You push past (target), roughly bumping into (him/her) on your way past.<br>Landingite rudely pushes past you, bumping into your shoulder on his way.<br>Landingite roughly brushes past (target). How rude!<br />
|-<br />
|PONDER<br />
|You place your hands on your hips and casually survey your surroundings.<br />
|-<br />
|PONDER <creature><br />
|You skeptically consider (target).<br>Landingite skeptically considers (target).<br />
|-<br />
|PONDER <object><br />
|You give a skeptical look at (target) while placing your hands on your hips.<br>Landingite gives a skeptical look at (target) while placing his hands on his hips.<br />
|-<br />
|PONDER <self><br />
|You eye the surroundings with a skeptical look.<br>Landingite eyes the surroundings with a skeptical look.<br />
|-<br />
|PONDER <person><br />
|You place your hands on your hips and eye (target) with a skeptical look.<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
==City-specific Citizenship and Locations==<br />
<br />
As stated earlier, some cities offer citizenship to only certain races, with partial citizenship being allowed for others. Some smaller towns do not even offer citizenship.<br />
<br />
Racial Restrictions for Various Cities:<br />
* [[Wehnimer's Landing]] - No Restrictions, [[Moot Hall]]<br />
* [[Solhaven]] - No Restrictions<br />
* [[Icemule Trace]] - No Restrictions<br />
* [[River's Rest]] - No Restrictions, Captain's Quarters<br />
* [[Teras Isle]] - No Restrictions<br />
* [[Zul Logoth]] - [[Dwarf]] Only. Other races can attain partial citizenship.<br />
* [[Ta'Illistim]] - [[Elf]] and [[Aelotoi]], [[Sylvankind]] and [[Dwarf]] allowed partial, [[Ta'Illistim Keep]]<br />
* [[Ta'Vaalor]] - [[Vaalor]] elf only, other [[Elf]] and [[Sylvankind]] allowed partial, [[Wyvern Hall]]<br />
* [[Cysaegir]] - No Restrictions <br />
* [[Mist Harbor]] - No Restrictions<br />
<br />
[[Category:Towns]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Aelotoi&diff=7463Aelotoi2014-10-03T00:40:30Z<p>MILQUETOAST: /* Race-specific verbs */</p>
<hr />
<div>{{Race <br />
| regen = 1 per 4 min <br />
| decay = 10 minutes <br />
| height = 5' to 6', max 6.5'<br />
| weight = 70 to 200 lbs.<br />
| language = Common, Elven, Aelotian}}<br />
<br />
<br />
[[Aelotoi]] are one of the new [[race]]s introduced when [[GemStone]] shifted from GemStone III to GemStone IV. Aelotoi have dragonfly-like membranous wings and solid black eyes.<br />
<br />
== Aelotoi Statistics ==<br />
{{Race stats<br />
|str = -5|con = 0|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 5|wis = 0|inf = -5<br />
|Bstr = 25|Bcon = 18|Bdex = 28|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 17|Bwis = 20|Binf = 28<br />
|Cstr = 20|Ccon = 18|Cdex = 13|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 27|Cwis = 30|Cinf = 18<br />
|Estr = 10|Econ = 18|Edex = 18|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 22|Ewis = 30|Einf = 23<br />
|Mstr = 25|Mcon = 23|Mdex = 23|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 22|Mwis = 15|Minf = 8<br />
|Pstr = 25|Pcon = 18|Pdex = 28|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 17|Pwis = 20|Pinf = 28<br />
|RAstr = 25|RAcon = 18|RAdex = 33|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 27|RAwis = 25|RAinf = 8<br />
|ROstr = 25|ROcon = 18|ROdex = 28|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 27|ROwis = 10|ROinf = 13<br />
|Sstr = 10|Scon = 13|Sdex = 23|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 22|Swis = 25|Sinf = 18<br />
|WAstr = 30|WAcon = 23|WAdex = 28|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 22|WAwis = 15|WAinf = 18<br />
|WIstr = 10|WIcon = 13|WIdex = 28|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 27|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 10 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.65<br />
|Encumbrance Factor<br />
| 0.75<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|-<br />
|}<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLAP (verb)|FLAP]]'''<br />
|-<br />
|FLAP<br />
|You flap your wings in a steady beat.<br>Aelotoi flaps her wings in a steady beat.<br />
|-<br />
|FLAP <person><br />
|You flap your wings at <person>.<br>Aelotoi flaps her wings at you.<br />
|-<br />
|FLAP <self><br />
|You give your wings a rapid shiver.<br>Aelotoi shivers her wings.<br />
|-<br />
|FLAP <object><br />
|You glance at a curtained opening and flap your wings.<br>Aelotoi just flapped her wings at a curtained opening.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLUTTER (verb)|FLUTTER]]'''<br />
|-<br />
|FLUTTER<br />
|You flutter your wings creating a gentle breeze about yourself.<br>Aelotoi flutters her wings stirring the air slightly.<br />
|-<br />
|FLUTTER <person><br />
|You flutter your wings at <person>.<br>Aelotoi flutters her wings at you.<br />
|-<br />
|FLUTTER <object><br />
|You turn your head towards a curtained opening and flutter your wings.<br>Aelotoi flutters her wings at a curtained opening.<br />
|-<br />
|FLUTTER AFRAID<br />
|You flutter your wings and cower back a little bit.<br>Aelotoi flutters her wings and cowers back a little.<br />
|-<br />
|FLUTTER AFRAID <person><br />
|You flutter your wings and cower back a little bit from <person>.<br>Aelotoi flutters her wings and cowers back from you.<br />
|-<br />
|FLUTTER AFRAID <object><br />
|You flutter your wings and cower away from the opening.<br>Aelotoi flutters her wings and cowers away from a opening.<br />
|-<br />
|FLUTTER ANGRY<br />
|You flutter your wings and scowl.<br>Aelotoi flutters her wings and scowls.<br />
|-<br />
|FLUTTER ANGRY <target><br />
|You flutter your wings and scowl at <person>.<br>Aelotoi flutters her wings and scowls at you.<br />
|-<br />
|FLUTTER ANNOYED<br />
|You flutter your wings and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings sharply as she snaps them to her body.<br />
|-<br />
|FLUTTER ANNOYED <target><br />
|You flutter your wings at <person> and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings at you and sharply snaps them to her body.<br />
|-<br />
|FLUTTER BASHFUL<br />
|You flutter your wings gently as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BASHFUL <target><br />
|You flutter your wings gently at <person> as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings at you as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BORED<br />
|You lazily flutter your wings.<br>Aelotoi flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <person><br />
|You glance at <person> and lazily flutter your wings.<br>Aelotoi glances at you and flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <object><br />
|You lazily flutter your wings at the opening.<br>Aelotoi flutters her wings lazily at a opening.<br />
|-<br />
|FLUTTER CALM<br />
|You calmly flutter your wings in time to some unheard music.<br>Aelotoi calmly flutters her wings to an unheard rhythm.<br />
|-<br />
|FLUTTER CALM <target><br />
|You calmly flutter your wings at <person> in time to some unheard music.<br>Aelotoi calmly flutters her wings at you to an unheard rhythm.<br />
|-<br />
|FLUTTER CRAZY<br />
|You flutter your wings wildly as if they were on fire.<br>Aelotoi flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <person><br />
|You glance at <person> and flutter your wings wildly as if they were on fire.<br>Aelotoi glances at you and flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <target><br />
|You flutter your wings wildly at the opening as if they were on fire.<br>Aelotoi flutters her wings wildly at a opening. She knows they're attached, right?<br />
|-<br />
|FLUTTER FLASHY<br />
|You flutter your wings, flashing them for all to see.<br>Aelotoi flutters her wings out wide for all to see.<br />
|-<br />
|FLUTTER FLASHY <person><br />
|You flutter your wings, flashing them at <person>.<br>Aelotoi turns towards you and flutters her wings out wide for you to see.<br />
|-<br />
|FLUTTER FLASHY <object><br />
|You flutter your wings, flashing them at the opening.<br>Aelotoi flutters her wings at a opening.<br />
|-<br />
|FLUTTER HAPPY<br />
|You flutter your wings, while bouncing in place happily.<br>Aelotoi flutters her wings happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <person><br />
|You flutter your wings at <person>, while bouncing in place happily.<br>Aelotoi flutters her wings at you happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <object><br />
|You flutter your wings at the opening, bouncing in place happily.<br>Aelotoi flutters her wings happily at a opening.<br />
|-<br />
|FLUTTER NERVOUS<br />
|Your wings flutter with a slight trembling in them.<br>Aelotoi's wings flutter, trembling slightly.<br />
|-<br />
|FLUTTER NERVOUS <person><br />
|Your wings flutter with a slight trembling in them and turn away from <person><br>Aelotoi's wings flutter, trembling slightly as she turns away from you.<br />
|-<br />
|FLUTTER NERVOUS <object><br />
|Your wings flutter at the opening with a slight trembling in them.<br>Aelotoi's wings flutter at a opening, trembling slightly.<br />
|-<br />
|FLUTTER SCARED<br />
|You flutter your wings, trying to hide behind them.<br>Aelotoi attempts to hide her head behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <person><br />
|You flutter your wings, trying to hide from <person> behind them.<br>Aelotoi attempts to hide her head from you behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <object><br />
|You flutter your wings, trying to hide behind them from the opening.<br>Aelotoi attempts to hide from a opening behind her fluttering wings.<br />
|-<br />
|FLUTTER TIRED<br />
|You flutter your wings momentarily, before letting them droop.<br>Aelotoi flutters her wings before they droop tiredly.<br />
|-<br />
|FLUTTER TIRED <target><br />
|You flutter your wings momentarily, before glancing at <person> and letting them droop.<br>Aelotoi glances at you, flutters her wings, and lets them droop tiredly.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[GLARE (verb)|GLARE]]'''<br />
|-<br />
|GLARE<br />
|You narrow your eyes to mere slits.<br>Aelotoi narrows her eyes, her dark sclera reduced to mere slits.<br />
|-<br />
|GLARE <creature><br />
|You narrow your eyes menacingly at (target), preparing to hold your ground.<br />
|-<br />
|GLARE <object><br />
|You squint, trying to get a closer look at (target).<br />
|-<br />
|GLARE <person><br />
|You narrow your eyes, giving (target) a stern look.<br> Aelotoi eyes (target) with a stern expression, her dark sclera reduced to mere slits.<br />
|-<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BLINK (verb)|BLINK]]'''<br />
|-<br />
|BLINK <creature><br />
|You steel your mind against any potentially threatening energy that might come from (target).<br>Aelotoi gazes narrowly at (target), smoothly maintaining his composure.<br />
|-<br />
|BLINK <object><br />
|You briefly shut your eyes and listen intently to (target).<br />
|-<br />
|BLINK <self><br />
|Shutting your eyes, you close off your mind to the world around you, grateful for the silence.<br>Aelotoi shuts his eyes for a brief moment.<br />
|-<br />
|BLINK <person><br />
|You close your eyes and listen intently to (target), faintly sensing his energy in the back of your mind.<br>Aelotoi closes his eyes and turns an ear towards (target), listening to him/her with a curious expression.<br />
|-<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[SNAP (verb)|SNAP]]'''<br />
|-<br />
|SNAP WINGS <br />
|You feel a fleeting shiver roll through the base of your (color) wings, and you flick them abruptly in response.<br />
|-<br />
|SNAP WINGS <creature><br />
|You rapidly flick your (color) wings at (target) with a composed, yet dauntless cadence.<br />
|-<br />
|SNAP WINGS <object><br />
|You feel a fleeting shiver roll through the base of your (color) wings as you eye (target), and you flick them abruptly in response.<br />
|-<br />
|SNAP WINGS <self> <br />
| You idly flick your (color) wings for a few moments and sleekly rest them against your back.<br />
|-<br />
|SNAP WINGS <person><br />
| You glance at (target), flicking your (color) wings in a downward motion and tightening them stiffly against your back.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[STARE (verb)|STARE]]'''<br />
|-<br />
|STARE <creature><br />
|Standing perfectly still, you fully extend your wings and eye (target) cautiously.<br />
|-<br />
|STARE <object><br />
|You fully extend your wings and eye (target) cautiously.<br />
|-<br />
|STARE <person><br />
|Standing perfectly still, you fully extend your wings and eye (target) cautiously.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[WAVE (verb)|WAVE]]'''<br />
|-<br />
|WAVE WINGS<br />
|You gently fan your (color) wings.<br />
|-<br />
|WAVE WINGS <creature><br />
|You spread your (color) wings wide and fan them at (target) in an attempt to appear larger and more intimidating.<br />
|-<br />
|WAVE WINGS <object><br />
|You fan your (color) wings and sweep them forcefully in the direction of (target), but the sudden breeze does nothing to dislodge it. Try harder next time?<br />
|-<br />
|WAVE WINGS <self><br />
|You fan your (color) wings, stirring up a small breeze about yourself. Refreshing!<br />
|-<br />
|WAVE WINGS <person><br />
|You fan your (color) wings at Cupcake, stirring up the air about him.<br />
|-<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
== Reference ==<br />
*[http://www.play.net/gs4/info/races/aelotoi.asp Races: Aelotoi], on Play.net<br />
*[[A Treatise of the Aelotian Language (saved post)]]<br />
*[[Aelotoian Clothing Document Released! (saved post)]]<br />
*[[Introduction of the Aelotio]]<br />
<br />
[[Category:Races and Cultures]]<br />
{{Aelotoi}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Dark_elf&diff=7492Dark elf2014-10-03T00:21:00Z<p>MILQUETOAST: /* External Links */</p>
<hr />
<div>{{Race <br />
| decay = 10 minutes <br />
| language = Common, Elven, Dark Elven <br />
| regen = 1 per 5 min <br />
| height = 5.5' to 6', max 6.5'<br />
| weight = 80 to 230 lbs.}}<br />
<br />
'''Dark elves''' are dark skinned cousins to "pure" [[Elf|elves]]. Their dark skin and sharp features is attributed to the mana foci in [[Rhoska-Tor]] as the [[Faendryl]] were banished there after the [[Undead War]] in -15,185, while the [[Dhe'nar]] lived there for 5,000 years, 50,000 years ago.<br />
<br />
Dark Elves, more specifically, the Faendryl, are well known for their skill in demon summoning and sorcerous magics. Due to the skill in dark magics that the dark elves possess, and their use of it during the [[Undead War]] and in the distruction of [[Ta'Ashrim]], the other elven houses loathe the dark elves. The inns within [[Ta'Illistim]], for example, have magics cast on them that prevent the entrance of an unescorted dark elf, and all shops within Ta'Illistim, [[Ta'Vaalor]], and [[Sylvarraend]] have severe [[Trading|price hikes]] for the darker skinned race.<br />
<br />
== Statistics of Dark Elves ==<br />
<br />
{{Race stats|agi=+5|inf=-5|wis=+5|aur=+10|con=-5|dex=+10|dis=-10|int=+5<br />
|Bstr = 25|Bcon = 18|Bdex = 30|Bagi = 25|Bdis = 13|Baur = 25|Blog = 10|Bint = 15|Bwis = 20|Binf = 30<br />
|Cstr = 20|Ccon = 18|Cdex = 15|Cagi = 20|Cdis = 23|Caur = 15|Clog = 25|Cint = 25|Cwis = 30|Cinf = 20<br />
|Estr = 10|Econ = 18|Edex = 20|Eagi = 20|Edis = 23|Eaur = 20|Elog = 25|Eint = 20|Ewis = 30|Einf = 25<br />
|Mstr = 25|Mcon = 23|Mdex = 25|Magi = 35|Mdis = 23|Maur = 15|Mlog = 20|Mint = 20|Mwis = 15|Minf = 10<br />
|Pstr = 25|Pcon = 18|Pdex = 30|Pagi = 25|Pdis = 13|Paur = 25|Plog = 10|Pint = 15|Pwis = 20|Pinf = 30<br />
|RAstr = 25|RAcon = 18|RAdex = 35|RAagi = 25|RAdis = 18|RAaur = 15|RAlog = 15|RAint = 25|RAwis = 25|RAinf = 10<br />
|ROstr = 25|ROcon = 18|ROdex = 30|ROagi = 35|ROdis = 18|ROaur = 15|ROlog = 20|ROint = 25|ROwis = 10|ROinf = 15<br />
|Sstr = 10|Scon = 13|Sdex = 25|Sagi = 20|Sdis = 23|Saur = 30|Slog = 25|Sint = 20|Swis = 25|Sinf = 20<br />
|WAstr = 30|WAcon = 23|WAdex = 30|WAagi = 30|WAdis = 18|WAaur = 15|WAlog = 10|WAint = 20|WAwis = 15|WAinf = 20<br />
|WIstr = 10|WIcon = 13|WIdex = 30|WIagi = 20|WIdis = 18|WIaur = 30|WIlog = 25|WIint = 25|WIwis = 20|WIinf = 20}}<br />
:''Growth rates are modified for dark elves as follows: -2 to constitution, +5 to dexterity, -2 to discipline, and +5 to agility. These modifications are shown in the table above. To see the base growth rates, see the page on '''[[statistic growth rate]]s'''.''<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 5 min<br />
|Decay Timer<br />
| 10 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| 1<br />
|-<br />
|Weight Factor<br />
| 0.75<br />
|Encumbrance Factor<br />
| 0.84<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|Elemental TD<br />
| -5<br />
|-<br />
|Spiritual TD<br />
| -5<br />
|Sorcerer TD<br />
| -5<br />
|-<br />
|Poison TD<br />
| +10<br />
|Disease TD<br />
| +100<br />
|-<br />
|}<br />
<br />
Dark Elves have a bonus to Crafting and a small bonus to Forging.<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[SMIRK (verb)|SMIRK]]'''<br />
|-<br />
|SMIRK<br />
|You smirk as a haughty expression flits across your face.<br />
|-<br />
|SMIRK <person><br />
|You purse your lips at <person>, your face contorting with a disdainful smirk.<br />
|-<br />
|SMIRK <self><br />
|You purse your lips in disapproval.<br />
|-<br />
|SMIRK <object><br />
|Noting the shoddy workmanship of <object>, you turn away with a condescending smirk.<br />
|-<br />
|SMIRK <creature><br />
|You regard (<creature> with a subtle smirk in a gesture of profound condescension.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[SMIRK (verb)|SMIRK]]'''<br />
|-<br />
|POINT <person>/<creature><br />
|You beckon <person> closer with a slow curl of your forefinger.<br />
|-<br />
|POINT <self><br />
|You find you are exceedingly pleased with yourself.<br />
|-<br />
|POINT <object><br />
|You swiftly run the tip of your forefinger across the <object>.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[RAISE (verb)|RAISE]]'''<br />
|-<br />
|RAISE EYEBROW<br />
|You arch a skeptical eyebrow, pondering whether your amusement with the world outweighs your disgust.<br />
|-<br />
|RAISE EYEBROW <person><br />
|You arch one eyebrow at <person> in an expression of sardonic amusement.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[STARE (verb)|STARE]]'''<br />
|-<br />
|STARE <self><br />
|You turn your head slightly to the side and stare purposefully off into the distance.<br />
|-<br />
|STARE <person><br />
|You shoot <person> a prolonged stare, doing your best to unnerve him.<br />
|-<br />
|STARE <creature><br />
|You stare incredulously at <creature>, wondering how it has been allowed to remotely be in your presence.<br />
|-<br />
|STARE <object><br />
|You stare intently at the (target), silently noting its position and potential uses.<br />
|-<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
== Related Articles ==<br />
=== Locations ===<br />
*[[New Ta'Faendryl]]<br />
*[[Old Ta'Faendryl]]<br />
*[[Sharath]]<!--<br />
*[[El'lah]]--><br />
=== History ===<br />
*[[Undead War]]<br />
=== Cultures ===<br />
*[[Faendryl]]<br />
*[[Dhe'nar]]<br />
=== Languages ===<br />
* [[Dark Elven languages (saved post)|Dark Elven Languages]]<br />
<br />
==See Also==<br />
* [[Vairwoth's Wagon]]<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/races/darkelf.asp Races: Dark Elf], on Play.net<br />
<br />
[[Category:Races and Cultures]]<br />
[[Category:Dark Elves]]<br />
{{Dark Elves}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Aelotoi&diff=10713Aelotoi2014-10-03T00:20:28Z<p>MILQUETOAST: /* Race-specific verbs */</p>
<hr />
<div>{{Race <br />
| regen = 1 per 4 min <br />
| decay = 10 minutes <br />
| height = 5' to 6', max 6.5'<br />
| weight = 70 to 200 lbs.<br />
| language = Common, Elven, Aelotian}}<br />
<br />
<br />
[[Aelotoi]] are one of the new [[race]]s introduced when [[GemStone]] shifted from GemStone III to GemStone IV. Aelotoi have dragonfly-like membranous wings and solid black eyes.<br />
<br />
== Aelotoi Statistics ==<br />
{{Race stats<br />
|str = -5|con = 0|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 5|wis = 0|inf = -5<br />
|Bstr = 25|Bcon = 18|Bdex = 28|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 17|Bwis = 20|Binf = 28<br />
|Cstr = 20|Ccon = 18|Cdex = 13|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 27|Cwis = 30|Cinf = 18<br />
|Estr = 10|Econ = 18|Edex = 18|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 22|Ewis = 30|Einf = 23<br />
|Mstr = 25|Mcon = 23|Mdex = 23|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 22|Mwis = 15|Minf = 8<br />
|Pstr = 25|Pcon = 18|Pdex = 28|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 17|Pwis = 20|Pinf = 28<br />
|RAstr = 25|RAcon = 18|RAdex = 33|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 27|RAwis = 25|RAinf = 8<br />
|ROstr = 25|ROcon = 18|ROdex = 28|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 27|ROwis = 10|ROinf = 13<br />
|Sstr = 10|Scon = 13|Sdex = 23|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 22|Swis = 25|Sinf = 18<br />
|WAstr = 30|WAcon = 23|WAdex = 28|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 22|WAwis = 15|WAinf = 18<br />
|WIstr = 10|WIcon = 13|WIdex = 28|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 27|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 10 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.65<br />
|Encumbrance Factor<br />
| 0.75<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|-<br />
|}<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLAP (verb)|FLAP]]'''<br />
|-<br />
|FLAP<br />
|You flap your wings in a steady beat.<br>Aelotoi flaps her wings in a steady beat.<br />
|-<br />
|FLAP <person><br />
|You flap your wings at <person>.<br>Aelotoi flaps her wings at you.<br />
|-<br />
|FLAP <self><br />
|You give your wings a rapid shiver.<br>Aelotoi shivers her wings.<br />
|-<br />
|FLAP <object><br />
|You glance at a curtained opening and flap your wings.<br>Aelotoi just flapped her wings at a curtained opening.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLUTTER (verb)|FLUTTER]]'''<br />
|-<br />
|FLUTTER<br />
|You flutter your wings creating a gentle breeze about yourself.<br>Aelotoi flutters her wings stirring the air slightly.<br />
|-<br />
|FLUTTER <person><br />
|You flutter your wings at <person>.<br>Aelotoi flutters her wings at you.<br />
|-<br />
|FLUTTER <object><br />
|You turn your head towards a curtained opening and flutter your wings.<br>Aelotoi flutters her wings at a curtained opening.<br />
|-<br />
|FLUTTER AFRAID<br />
|You flutter your wings and cower back a little bit.<br>Aelotoi flutters her wings and cowers back a little.<br />
|-<br />
|FLUTTER AFRAID <person><br />
|You flutter your wings and cower back a little bit from <person>.<br>Aelotoi flutters her wings and cowers back from you.<br />
|-<br />
|FLUTTER AFRAID <object><br />
|You flutter your wings and cower away from the opening.<br>Aelotoi flutters her wings and cowers away from a opening.<br />
|-<br />
|FLUTTER ANGRY<br />
|You flutter your wings and scowl.<br>Aelotoi flutters her wings and scowls.<br />
|-<br />
|FLUTTER ANGRY <target><br />
|You flutter your wings and scowl at <person>.<br>Aelotoi flutters her wings and scowls at you.<br />
|-<br />
|FLUTTER ANNOYED<br />
|You flutter your wings and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings sharply as she snaps them to her body.<br />
|-<br />
|FLUTTER ANNOYED <target><br />
|You flutter your wings at <person> and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings at you and sharply snaps them to her body.<br />
|-<br />
|FLUTTER BASHFUL<br />
|You flutter your wings gently as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BASHFUL <target><br />
|You flutter your wings gently at <person> as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings at you as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BORED<br />
|You lazily flutter your wings.<br>Aelotoi flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <person><br />
|You glance at <person> and lazily flutter your wings.<br>Aelotoi glances at you and flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <object><br />
|You lazily flutter your wings at the opening.<br>Aelotoi flutters her wings lazily at a opening.<br />
|-<br />
|FLUTTER CALM<br />
|You calmly flutter your wings in time to some unheard music.<br>Aelotoi calmly flutters her wings to an unheard rhythm.<br />
|-<br />
|FLUTTER CALM <target><br />
|You calmly flutter your wings at <person> in time to some unheard music.<br>Aelotoi calmly flutters her wings at you to an unheard rhythm.<br />
|-<br />
|FLUTTER CRAZY<br />
|You flutter your wings wildly as if they were on fire.<br>Aelotoi flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <person><br />
|You glance at <person> and flutter your wings wildly as if they were on fire.<br>Aelotoi glances at you and flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <target><br />
|You flutter your wings wildly at the opening as if they were on fire.<br>Aelotoi flutters her wings wildly at a opening. She knows they're attached, right?<br />
|-<br />
|FLUTTER FLASHY<br />
|You flutter your wings, flashing them for all to see.<br>Aelotoi flutters her wings out wide for all to see.<br />
|-<br />
|FLUTTER FLASHY <person><br />
|You flutter your wings, flashing them at <person>.<br>Aelotoi turns towards you and flutters her wings out wide for you to see.<br />
|-<br />
|FLUTTER FLASHY <object><br />
|You flutter your wings, flashing them at the opening.<br>Aelotoi flutters her wings at a opening.<br />
|-<br />
|FLUTTER HAPPY<br />
|You flutter your wings, while bouncing in place happily.<br>Aelotoi flutters her wings happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <person><br />
|You flutter your wings at <person>, while bouncing in place happily.<br>Aelotoi flutters her wings at you happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <object><br />
|You flutter your wings at the opening, bouncing in place happily.<br>Aelotoi flutters her wings happily at a opening.<br />
|-<br />
|FLUTTER NERVOUS<br />
|Your wings flutter with a slight trembling in them.<br>Aelotoi's wings flutter, trembling slightly.<br />
|-<br />
|FLUTTER NERVOUS <person><br />
|Your wings flutter with a slight trembling in them and turn away from <person><br>Aelotoi's wings flutter, trembling slightly as she turns away from you.<br />
|-<br />
|FLUTTER NERVOUS <object><br />
|Your wings flutter at the opening with a slight trembling in them.<br>Aelotoi's wings flutter at a opening, trembling slightly.<br />
|-<br />
|FLUTTER SCARED<br />
|You flutter your wings, trying to hide behind them.<br>Aelotoi attempts to hide her head behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <person><br />
|You flutter your wings, trying to hide from <person> behind them.<br>Aelotoi attempts to hide her head from you behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <object><br />
|You flutter your wings, trying to hide behind them from the opening.<br>Aelotoi attempts to hide from a opening behind her fluttering wings.<br />
|-<br />
|FLUTTER TIRED<br />
|You flutter your wings momentarily, before letting them droop.<br>Aelotoi flutters her wings before they droop tiredly.<br />
|-<br />
|FLUTTER TIRED <target><br />
|You flutter your wings momentarily, before glancing at <person> and letting them droop.<br>Aelotoi glances at you, flutters her wings, and lets them droop tiredly.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[GLARE (verb)|GLARE]]'''<br />
|-<br />
|GLARE<br />
|You narrow your eyes to mere slits.<br>Aelotoi narrows her eyes, her dark sclera reduced to mere slits.<br />
|-<br />
|GLARE <creature><br />
|You narrow your eyes menacingly at (target), preparing to hold your ground.<br />
|-<br />
|GLARE <object><br />
|You squint, trying to get a closer look at (target).<br />
|-<br />
|GLARE <person><br />
|You narrow your eyes, giving (target) a stern look.<br> Aelotoi eyes (target) with a stern expression, her dark sclera reduced to mere slits.<br />
|-<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BLINK (verb)|BLINK]]'''<br />
|-<br />
|BLINK <creature><br />
|You steel your mind against any potentially threatening energy that might come from (target).<br>Aelotoi gazes narrowly at (target), smoothly maintaining his composure.<br />
|-<br />
|BLINK <object><br />
|You briefly shut your eyes and listen intently to (target).<br />
|-<br />
|BLINK <self><br />
|Shutting your eyes, you close off your mind to the world around you, grateful for the silence.<br>Aelotoi shuts his eyes for a brief moment.<br />
|-<br />
|BLINK <person><br />
|You close your eyes and listen intently to (target), faintly sensing his energy in the back of your mind.<br>Aelotoi closes his eyes and turns an ear towards (target), listening to him/her with a curious expression.<br />
|-<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[SNAP (verb)|SNAP]]'''<br />
|-<br />
|SNAP WINGS <br />
|You feel a fleeting shiver roll through the base of your (color) wings, and you flick them abruptly in response.<br />
|-<br />
|SNAP WINGS <creature><br />
|You rapidly flick your (color) wings at (target) with a composed, yet dauntless cadence.<br />
|-<br />
|SNAP WINGS <object><br />
|You feel a fleeting shiver roll through the base of your (color) wings as you eye (target), and you flick them abruptly in response.<br />
|-<br />
|SNAP WINGS <self> <br />
| You idly flick your (color) wings for a few moments and sleekly rest them against your back.<br />
|-<br />
|SNAP WINGS <person><br />
| You glance at (target), flicking your (color) wings in a downward motion and tightening them stiffly against your back.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[STARE (verb)|STARE]]'''<br />
|-<br />
|STARE <creature><br />
|Standing perfectly still, you fully extend your wings and eye (target) cautiously.<br />
|-<br />
|STARE <object><br />
|You fully extend your wings and eye (target) cautiously.<br />
|-<br />
|STARE <person><br />
|Standing perfectly still, you fully extend your wings and eye (target) cautiously.<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
== Reference ==<br />
*[http://www.play.net/gs4/info/races/aelotoi.asp Races: Aelotoi], on Play.net<br />
*[[A Treatise of the Aelotian Language (saved post)]]<br />
*[[Aelotoian Clothing Document Released! (saved post)]]<br />
*[[Introduction of the Aelotio]]<br />
<br />
[[Category:Races and Cultures]]<br />
{{Aelotoi}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Aelotoi&diff=10712Aelotoi2014-10-03T00:02:27Z<p>MILQUETOAST: /* Race-specific verbs */</p>
<hr />
<div>{{Race <br />
| regen = 1 per 4 min <br />
| decay = 10 minutes <br />
| height = 5' to 6', max 6.5'<br />
| weight = 70 to 200 lbs.<br />
| language = Common, Elven, Aelotian}}<br />
<br />
<br />
[[Aelotoi]] are one of the new [[race]]s introduced when [[GemStone]] shifted from GemStone III to GemStone IV. Aelotoi have dragonfly-like membranous wings and solid black eyes.<br />
<br />
== Aelotoi Statistics ==<br />
{{Race stats<br />
|str = -5|con = 0|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 5|wis = 0|inf = -5<br />
|Bstr = 25|Bcon = 18|Bdex = 28|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 17|Bwis = 20|Binf = 28<br />
|Cstr = 20|Ccon = 18|Cdex = 13|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 27|Cwis = 30|Cinf = 18<br />
|Estr = 10|Econ = 18|Edex = 18|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 22|Ewis = 30|Einf = 23<br />
|Mstr = 25|Mcon = 23|Mdex = 23|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 22|Mwis = 15|Minf = 8<br />
|Pstr = 25|Pcon = 18|Pdex = 28|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 17|Pwis = 20|Pinf = 28<br />
|RAstr = 25|RAcon = 18|RAdex = 33|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 27|RAwis = 25|RAinf = 8<br />
|ROstr = 25|ROcon = 18|ROdex = 28|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 27|ROwis = 10|ROinf = 13<br />
|Sstr = 10|Scon = 13|Sdex = 23|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 22|Swis = 25|Sinf = 18<br />
|WAstr = 30|WAcon = 23|WAdex = 28|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 22|WAwis = 15|WAinf = 18<br />
|WIstr = 10|WIcon = 13|WIdex = 28|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 27|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 10 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.65<br />
|Encumbrance Factor<br />
| 0.75<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|-<br />
|}<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLAP (verb)|FLAP]]'''<br />
|-<br />
|FLAP<br />
|You flap your wings in a steady beat.<br>Aelotoi flaps her wings in a steady beat.<br />
|-<br />
|FLAP <person><br />
|You flap your wings at <person>.<br>Aelotoi flaps her wings at you.<br />
|-<br />
|FLAP <self><br />
|You give your wings a rapid shiver.<br>Aelotoi shivers her wings.<br />
|-<br />
|FLAP <object><br />
|You glance at a curtained opening and flap your wings.<br>Aelotoi just flapped her wings at a curtained opening.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLUTTER (verb)|FLUTTER]]'''<br />
|-<br />
|FLUTTER<br />
|You flutter your wings creating a gentle breeze about yourself.<br>Aelotoi flutters her wings stirring the air slightly.<br />
|-<br />
|FLUTTER <person><br />
|You flutter your wings at <person>.<br>Aelotoi flutters her wings at you.<br />
|-<br />
|FLUTTER <object><br />
|You turn your head towards a curtained opening and flutter your wings.<br>Aelotoi flutters her wings at a curtained opening.<br />
|-<br />
|FLUTTER AFRAID<br />
|You flutter your wings and cower back a little bit.<br>Aelotoi flutters her wings and cowers back a little.<br />
|-<br />
|FLUTTER AFRAID <person><br />
|You flutter your wings and cower back a little bit from <person>.<br>Aelotoi flutters her wings and cowers back from you.<br />
|-<br />
|FLUTTER AFRAID <object><br />
|You flutter your wings and cower away from the opening.<br>Aelotoi flutters her wings and cowers away from a opening.<br />
|-<br />
|FLUTTER ANGRY<br />
|You flutter your wings and scowl.<br>Aelotoi flutters her wings and scowls.<br />
|-<br />
|FLUTTER ANGRY <target><br />
|You flutter your wings and scowl at <person>.<br>Aelotoi flutters her wings and scowls at you.<br />
|-<br />
|FLUTTER ANNOYED<br />
|You flutter your wings and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings sharply as she snaps them to her body.<br />
|-<br />
|FLUTTER ANNOYED <target><br />
|You flutter your wings at <person> and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings at you and sharply snaps them to her body.<br />
|-<br />
|FLUTTER BASHFUL<br />
|You flutter your wings gently as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BASHFUL <target><br />
|You flutter your wings gently at <person> as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings at you as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BORED<br />
|You lazily flutter your wings.<br>Aelotoi flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <person><br />
|You glance at <person> and lazily flutter your wings.<br>Aelotoi glances at you and flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <object><br />
|You lazily flutter your wings at the opening.<br>Aelotoi flutters her wings lazily at a opening.<br />
|-<br />
|FLUTTER CALM<br />
|You calmly flutter your wings in time to some unheard music.<br>Aelotoi calmly flutters her wings to an unheard rhythm.<br />
|-<br />
|FLUTTER CALM <target><br />
|You calmly flutter your wings at <person> in time to some unheard music.<br>Aelotoi calmly flutters her wings at you to an unheard rhythm.<br />
|-<br />
|FLUTTER CRAZY<br />
|You flutter your wings wildly as if they were on fire.<br>Aelotoi flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <person><br />
|You glance at <person> and flutter your wings wildly as if they were on fire.<br>Aelotoi glances at you and flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <target><br />
|You flutter your wings wildly at the opening as if they were on fire.<br>Aelotoi flutters her wings wildly at a opening. She knows they're attached, right?<br />
|-<br />
|FLUTTER FLASHY<br />
|You flutter your wings, flashing them for all to see.<br>Aelotoi flutters her wings out wide for all to see.<br />
|-<br />
|FLUTTER FLASHY <person><br />
|You flutter your wings, flashing them at <person>.<br>Aelotoi turns towards you and flutters her wings out wide for you to see.<br />
|-<br />
|FLUTTER FLASHY <object><br />
|You flutter your wings, flashing them at the opening.<br>Aelotoi flutters her wings at a opening.<br />
|-<br />
|FLUTTER HAPPY<br />
|You flutter your wings, while bouncing in place happily.<br>Aelotoi flutters her wings happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <person><br />
|You flutter your wings at <person>, while bouncing in place happily.<br>Aelotoi flutters her wings at you happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <object><br />
|You flutter your wings at the opening, bouncing in place happily.<br>Aelotoi flutters her wings happily at a opening.<br />
|-<br />
|FLUTTER NERVOUS<br />
|Your wings flutter with a slight trembling in them.<br>Aelotoi's wings flutter, trembling slightly.<br />
|-<br />
|FLUTTER NERVOUS <person><br />
|Your wings flutter with a slight trembling in them and turn away from <person><br>Aelotoi's wings flutter, trembling slightly as she turns away from you.<br />
|-<br />
|FLUTTER NERVOUS <object><br />
|Your wings flutter at the opening with a slight trembling in them.<br>Aelotoi's wings flutter at a opening, trembling slightly.<br />
|-<br />
|FLUTTER SCARED<br />
|You flutter your wings, trying to hide behind them.<br>Aelotoi attempts to hide her head behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <person><br />
|You flutter your wings, trying to hide from <person> behind them.<br>Aelotoi attempts to hide her head from you behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <object><br />
|You flutter your wings, trying to hide behind them from the opening.<br>Aelotoi attempts to hide from a opening behind her fluttering wings.<br />
|-<br />
|FLUTTER TIRED<br />
|You flutter your wings momentarily, before letting them droop.<br>Aelotoi flutters her wings before they droop tiredly.<br />
|-<br />
|FLUTTER TIRED <target><br />
|You flutter your wings momentarily, before glancing at <person> and letting them droop.<br>Aelotoi glances at you, flutters her wings, and lets them droop tiredly.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[GLARE (verb)|GLARE]]'''<br />
|-<br />
|GLARE<br />
|You narrow your eyes to mere slits.<br>Aelotoi narrows her eyes, her dark sclera reduced to mere slits.<br />
|-<br />
|GLARE <creature><br />
|You narrow your eyes menacingly at (target), preparing to hold your ground.<br />
|-<br />
|GLARE <object><br />
|You squint, trying to get a closer look at (target).<br />
|-<br />
|GLARE <person><br />
|You narrow your eyes, giving (target) a stern look.<br> Aelotoi eyes (target) with a stern expression, her dark sclera reduced to mere slits.<br />
|-<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BLINK (verb)|BLINK]]'''<br />
|-<br />
|BLINK <creature><br />
|You steel your mind against any potentially threatening energy that might come from (target).<br>Aelotoi gazes narrowly at (target), smoothly maintaining his composure.<br />
|-<br />
|BLINK <object><br />
|You briefly shut your eyes and listen intently to (target).<br />
|-<br />
|BLINK <self><br />
|Shutting your eyes, you close off your mind to the world around you, grateful for the silence.<br>Aelotoi shuts his eyes for a brief moment.<br />
|-<br />
|BLINK <person><br />
|You close your eyes and listen intently to (target), faintly sensing his energy in the back of your mind.<br>Aelotoi closes his eyes and turns an ear towards (target), listening to him/her with a curious expression.<br />
|-<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
== Reference ==<br />
*[http://www.play.net/gs4/info/races/aelotoi.asp Races: Aelotoi], on Play.net<br />
*[[A Treatise of the Aelotian Language (saved post)]]<br />
*[[Aelotoian Clothing Document Released! (saved post)]]<br />
*[[Introduction of the Aelotio]]<br />
<br />
[[Category:Races and Cultures]]<br />
{{Aelotoi}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Aelotoi&diff=10711Aelotoi2014-10-02T23:43:11Z<p>MILQUETOAST: /* Race-specific verbs */</p>
<hr />
<div>{{Race <br />
| regen = 1 per 4 min <br />
| decay = 10 minutes <br />
| height = 5' to 6', max 6.5'<br />
| weight = 70 to 200 lbs.<br />
| language = Common, Elven, Aelotian}}<br />
<br />
<br />
[[Aelotoi]] are one of the new [[race]]s introduced when [[GemStone]] shifted from GemStone III to GemStone IV. Aelotoi have dragonfly-like membranous wings and solid black eyes.<br />
<br />
== Aelotoi Statistics ==<br />
{{Race stats<br />
|str = -5|con = 0|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 5|wis = 0|inf = -5<br />
|Bstr = 25|Bcon = 18|Bdex = 28|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 17|Bwis = 20|Binf = 28<br />
|Cstr = 20|Ccon = 18|Cdex = 13|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 27|Cwis = 30|Cinf = 18<br />
|Estr = 10|Econ = 18|Edex = 18|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 22|Ewis = 30|Einf = 23<br />
|Mstr = 25|Mcon = 23|Mdex = 23|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 22|Mwis = 15|Minf = 8<br />
|Pstr = 25|Pcon = 18|Pdex = 28|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 17|Pwis = 20|Pinf = 28<br />
|RAstr = 25|RAcon = 18|RAdex = 33|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 27|RAwis = 25|RAinf = 8<br />
|ROstr = 25|ROcon = 18|ROdex = 28|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 27|ROwis = 10|ROinf = 13<br />
|Sstr = 10|Scon = 13|Sdex = 23|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 22|Swis = 25|Sinf = 18<br />
|WAstr = 30|WAcon = 23|WAdex = 28|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 22|WAwis = 15|WAinf = 18<br />
|WIstr = 10|WIcon = 13|WIdex = 28|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 27|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 10 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.65<br />
|Encumbrance Factor<br />
| 0.75<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|-<br />
|}<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLAP (verb)|FLAP]]'''<br />
|-<br />
|FLAP<br />
|You flap your wings in a steady beat.<br>Aelotoi flaps her wings in a steady beat.<br />
|-<br />
|FLAP <person><br />
|You flap your wings at <person>.<br>Aelotoi flaps her wings at you.<br />
|-<br />
|FLAP <self><br />
|You give your wings a rapid shiver.<br>Aelotoi shivers her wings.<br />
|-<br />
|FLAP <object><br />
|You glance at a curtained opening and flap your wings.<br>Aelotoi just flapped her wings at a curtained opening.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLUTTER (verb)|FLUTTER]]'''<br />
|-<br />
|FLUTTER<br />
|You flutter your wings creating a gentle breeze about yourself.<br>Aelotoi flutters her wings stirring the air slightly.<br />
|-<br />
|FLUTTER <person><br />
|You flutter your wings at <person>.<br>Aelotoi flutters her wings at you.<br />
|-<br />
|FLUTTER <object><br />
|You turn your head towards a curtained opening and flutter your wings.<br>Aelotoi flutters her wings at a curtained opening.<br />
|-<br />
|FLUTTER AFRAID<br />
|You flutter your wings and cower back a little bit.<br>Aelotoi flutters her wings and cowers back a little.<br />
|-<br />
|FLUTTER AFRAID <person><br />
|You flutter your wings and cower back a little bit from <person>.<br>Aelotoi flutters her wings and cowers back from you.<br />
|-<br />
|FLUTTER AFRAID <object><br />
|You flutter your wings and cower away from the opening.<br>Aelotoi flutters her wings and cowers away from a opening.<br />
|-<br />
|FLUTTER ANGRY<br />
|You flutter your wings and scowl.<br>Aelotoi flutters her wings and scowls.<br />
|-<br />
|FLUTTER ANGRY <target><br />
|You flutter your wings and scowl at <person>.<br>Aelotoi flutters her wings and scowls at you.<br />
|-<br />
|FLUTTER ANNOYED<br />
|You flutter your wings and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings sharply as she snaps them to her body.<br />
|-<br />
|FLUTTER ANNOYED <target><br />
|You flutter your wings at <person> and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings at you and sharply snaps them to her body.<br />
|-<br />
|FLUTTER BASHFUL<br />
|You flutter your wings gently as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BASHFUL <target><br />
|You flutter your wings gently at <person> as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings at you as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BORED<br />
|You lazily flutter your wings.<br>Aelotoi flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <person><br />
|You glance at <person> and lazily flutter your wings.<br>Aelotoi glances at you and flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <object><br />
|You lazily flutter your wings at the opening.<br>Aelotoi flutters her wings lazily at a opening.<br />
|-<br />
|FLUTTER CALM<br />
|You calmly flutter your wings in time to some unheard music.<br>Aelotoi calmly flutters her wings to an unheard rhythm.<br />
|-<br />
|FLUTTER CALM <target><br />
|You calmly flutter your wings at <person> in time to some unheard music.<br>Aelotoi calmly flutters her wings at you to an unheard rhythm.<br />
|-<br />
|FLUTTER CRAZY<br />
|You flutter your wings wildly as if they were on fire.<br>Aelotoi flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <person><br />
|You glance at <person> and flutter your wings wildly as if they were on fire.<br>Aelotoi glances at you and flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <target><br />
|You flutter your wings wildly at the opening as if they were on fire.<br>Aelotoi flutters her wings wildly at a opening. She knows they're attached, right?<br />
|-<br />
|FLUTTER FLASHY<br />
|You flutter your wings, flashing them for all to see.<br>Aelotoi flutters her wings out wide for all to see.<br />
|-<br />
|FLUTTER FLASHY <person><br />
|You flutter your wings, flashing them at <person>.<br>Aelotoi turns towards you and flutters her wings out wide for you to see.<br />
|-<br />
|FLUTTER FLASHY <object><br />
|You flutter your wings, flashing them at the opening.<br>Aelotoi flutters her wings at a opening.<br />
|-<br />
|FLUTTER HAPPY<br />
|You flutter your wings, while bouncing in place happily.<br>Aelotoi flutters her wings happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <person><br />
|You flutter your wings at <person>, while bouncing in place happily.<br>Aelotoi flutters her wings at you happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <object><br />
|You flutter your wings at the opening, bouncing in place happily.<br>Aelotoi flutters her wings happily at a opening.<br />
|-<br />
|FLUTTER NERVOUS<br />
|Your wings flutter with a slight trembling in them.<br>Aelotoi's wings flutter, trembling slightly.<br />
|-<br />
|FLUTTER NERVOUS <person><br />
|Your wings flutter with a slight trembling in them and turn away from <person><br>Aelotoi's wings flutter, trembling slightly as she turns away from you.<br />
|-<br />
|FLUTTER NERVOUS <object><br />
|Your wings flutter at the opening with a slight trembling in them.<br>Aelotoi's wings flutter at a opening, trembling slightly.<br />
|-<br />
|FLUTTER SCARED<br />
|You flutter your wings, trying to hide behind them.<br>Aelotoi attempts to hide her head behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <person><br />
|You flutter your wings, trying to hide from <person> behind them.<br>Aelotoi attempts to hide her head from you behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <object><br />
|You flutter your wings, trying to hide behind them from the opening.<br>Aelotoi attempts to hide from a opening behind her fluttering wings.<br />
|-<br />
|FLUTTER TIRED<br />
|You flutter your wings momentarily, before letting them droop.<br>Aelotoi flutters her wings before they droop tiredly.<br />
|-<br />
|FLUTTER TIRED <target><br />
|You flutter your wings momentarily, before glancing at <person> and letting them droop.<br>Aelotoi glances at you, flutters her wings, and lets them droop tiredly.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[GLARE (verb)|GLARE]]'''<br />
|-<br />
|GLARE<br />
|You narrow your eyes to mere slits.<br>Aelotoi narrows her eyes, her dark sclera reduced to mere slits.<br />
|-<br />
|GLARE <creature><br />
|You narrow your eyes menacingly at (target), preparing to hold your ground.<br />
|-<br />
|GLARE <object><br />
|You squint, trying to get a closer look at (target).<br />
|-<br />
|GLARE <person><br />
|You narrow your eyes, giving (target) a stern look.<br> Aelotoi eyes (target) with a stern expression, her dark sclera reduced to mere slits.<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
== Reference ==<br />
*[http://www.play.net/gs4/info/races/aelotoi.asp Races: Aelotoi], on Play.net<br />
*[[A Treatise of the Aelotian Language (saved post)]]<br />
*[[Aelotoian Clothing Document Released! (saved post)]]<br />
*[[Introduction of the Aelotio]]<br />
<br />
[[Category:Races and Cultures]]<br />
{{Aelotoi}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Aelotoi&diff=10710Aelotoi2014-10-02T23:41:32Z<p>MILQUETOAST: /* Race-specific verbs */ Added GLARE</p>
<hr />
<div>{{Race <br />
| regen = 1 per 4 min <br />
| decay = 10 minutes <br />
| height = 5' to 6', max 6.5'<br />
| weight = 70 to 200 lbs.<br />
| language = Common, Elven, Aelotian}}<br />
<br />
<br />
[[Aelotoi]] are one of the new [[race]]s introduced when [[GemStone]] shifted from GemStone III to GemStone IV. Aelotoi have dragonfly-like membranous wings and solid black eyes.<br />
<br />
== Aelotoi Statistics ==<br />
{{Race stats<br />
|str = -5|con = 0|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 5|wis = 0|inf = -5<br />
|Bstr = 25|Bcon = 18|Bdex = 28|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 17|Bwis = 20|Binf = 28<br />
|Cstr = 20|Ccon = 18|Cdex = 13|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 27|Cwis = 30|Cinf = 18<br />
|Estr = 10|Econ = 18|Edex = 18|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 22|Ewis = 30|Einf = 23<br />
|Mstr = 25|Mcon = 23|Mdex = 23|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 22|Mwis = 15|Minf = 8<br />
|Pstr = 25|Pcon = 18|Pdex = 28|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 17|Pwis = 20|Pinf = 28<br />
|RAstr = 25|RAcon = 18|RAdex = 33|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 27|RAwis = 25|RAinf = 8<br />
|ROstr = 25|ROcon = 18|ROdex = 28|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 27|ROwis = 10|ROinf = 13<br />
|Sstr = 10|Scon = 13|Sdex = 23|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 22|Swis = 25|Sinf = 18<br />
|WAstr = 30|WAcon = 23|WAdex = 28|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 22|WAwis = 15|WAinf = 18<br />
|WIstr = 10|WIcon = 13|WIdex = 28|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 27|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 10 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.65<br />
|Encumbrance Factor<br />
| 0.75<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|-<br />
|}<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLAP (verb)|FLAP]]'''<br />
|-<br />
|FLAP<br />
|You flap your wings in a steady beat.<br>Aelotoi flaps her wings in a steady beat.<br />
|-<br />
|FLAP <person><br />
|You flap your wings at <person>.<br>Aelotoi flaps her wings at you.<br />
|-<br />
|FLAP <self><br />
|You give your wings a rapid shiver.<br>Aelotoi shivers her wings.<br />
|-<br />
|FLAP <object><br />
|You glance at a curtained opening and flap your wings.<br>Aelotoi just flapped her wings at a curtained opening.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLUTTER (verb)|FLUTTER]]'''<br />
|-<br />
|FLUTTER<br />
|You flutter your wings creating a gentle breeze about yourself.<br>Aelotoi flutters her wings stirring the air slightly.<br />
|-<br />
|FLUTTER <person><br />
|You flutter your wings at <person>.<br>Aelotoi flutters her wings at you.<br />
|-<br />
|FLUTTER <object><br />
|You turn your head towards a curtained opening and flutter your wings.<br>Aelotoi flutters her wings at a curtained opening.<br />
|-<br />
|FLUTTER AFRAID<br />
|You flutter your wings and cower back a little bit.<br>Aelotoi flutters her wings and cowers back a little.<br />
|-<br />
|FLUTTER AFRAID <person><br />
|You flutter your wings and cower back a little bit from <person>.<br>Aelotoi flutters her wings and cowers back from you.<br />
|-<br />
|FLUTTER AFRAID <object><br />
|You flutter your wings and cower away from the opening.<br>Aelotoi flutters her wings and cowers away from a opening.<br />
|-<br />
|FLUTTER ANGRY<br />
|You flutter your wings and scowl.<br>Aelotoi flutters her wings and scowls.<br />
|-<br />
|FLUTTER ANGRY <target><br />
|You flutter your wings and scowl at <person>.<br>Aelotoi flutters her wings and scowls at you.<br />
|-<br />
|FLUTTER ANNOYED<br />
|You flutter your wings and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings sharply as she snaps them to her body.<br />
|-<br />
|FLUTTER ANNOYED <target><br />
|You flutter your wings at <person> and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings at you and sharply snaps them to her body.<br />
|-<br />
|FLUTTER BASHFUL<br />
|You flutter your wings gently as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BASHFUL <target><br />
|You flutter your wings gently at <person> as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings at you as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BORED<br />
|You lazily flutter your wings.<br>Aelotoi flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <person><br />
|You glance at <person> and lazily flutter your wings.<br>Aelotoi glances at you and flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <object><br />
|You lazily flutter your wings at the opening.<br>Aelotoi flutters her wings lazily at a opening.<br />
|-<br />
|FLUTTER CALM<br />
|You calmly flutter your wings in time to some unheard music.<br>Aelotoi calmly flutters her wings to an unheard rhythm.<br />
|-<br />
|FLUTTER CALM <target><br />
|You calmly flutter your wings at <person> in time to some unheard music.<br>Aelotoi calmly flutters her wings at you to an unheard rhythm.<br />
|-<br />
|FLUTTER CRAZY<br />
|You flutter your wings wildly as if they were on fire.<br>Aelotoi flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <person><br />
|You glance at <person> and flutter your wings wildly as if they were on fire.<br>Aelotoi glances at you and flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <target><br />
|You flutter your wings wildly at the opening as if they were on fire.<br>Aelotoi flutters her wings wildly at a opening. She knows they're attached, right?<br />
|-<br />
|FLUTTER FLASHY<br />
|You flutter your wings, flashing them for all to see.<br>Aelotoi flutters her wings out wide for all to see.<br />
|-<br />
|FLUTTER FLASHY <person><br />
|You flutter your wings, flashing them at <person>.<br>Aelotoi turns towards you and flutters her wings out wide for you to see.<br />
|-<br />
|FLUTTER FLASHY <object><br />
|You flutter your wings, flashing them at the opening.<br>Aelotoi flutters her wings at a opening.<br />
|-<br />
|FLUTTER HAPPY<br />
|You flutter your wings, while bouncing in place happily.<br>Aelotoi flutters her wings happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <person><br />
|You flutter your wings at <person>, while bouncing in place happily.<br>Aelotoi flutters her wings at you happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <object><br />
|You flutter your wings at the opening, bouncing in place happily.<br>Aelotoi flutters her wings happily at a opening.<br />
|-<br />
|FLUTTER NERVOUS<br />
|Your wings flutter with a slight trembling in them.<br>Aelotoi's wings flutter, trembling slightly.<br />
|-<br />
|FLUTTER NERVOUS <person><br />
|Your wings flutter with a slight trembling in them and turn away from <person><br>Aelotoi's wings flutter, trembling slightly as she turns away from you.<br />
|-<br />
|FLUTTER NERVOUS <object><br />
|Your wings flutter at the opening with a slight trembling in them.<br>Aelotoi's wings flutter at a opening, trembling slightly.<br />
|-<br />
|FLUTTER SCARED<br />
|You flutter your wings, trying to hide behind them.<br>Aelotoi attempts to hide her head behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <person><br />
|You flutter your wings, trying to hide from <person> behind them.<br>Aelotoi attempts to hide her head from you behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <object><br />
|You flutter your wings, trying to hide behind them from the opening.<br>Aelotoi attempts to hide from a opening behind her fluttering wings.<br />
|-<br />
|FLUTTER TIRED<br />
|You flutter your wings momentarily, before letting them droop.<br>Aelotoi flutters her wings before they droop tiredly.<br />
|-<br />
|FLUTTER TIRED <target><br />
|You flutter your wings momentarily, before glancing at <person> and letting them droop.<br>Aelotoi glances at you, flutters her wings, and lets them droop tiredly.<br />
|-<br />
<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[GLARE (verb)|GLARE]]'''<br />
|-<br />
|GLARE<br />
|You narrow your eyes to mere slits.<br>Aelotoi narrows her eyes, her dark sclera reduced to mere slits.<br />
|-<br />
|GLARE <creature><br />
|You narrow your eyes menacingly at (target), preparing to hold your ground.<br />
|-<br />
|GLARE <object><br />
|You squint, trying to get a closer look at (target).<br />
|-<br />
|GLARE <person><br />
|You narrow your eyes, giving (target) a stern look.<br> Aelotoi eyes (target) with a stern expression, her dark sclera reduced to mere slits.<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
== Reference ==<br />
*[http://www.play.net/gs4/info/races/aelotoi.asp Races: Aelotoi], on Play.net<br />
*[[A Treatise of the Aelotian Language (saved post)]]<br />
*[[Aelotoian Clothing Document Released! (saved post)]]<br />
*[[Introduction of the Aelotio]]<br />
<br />
[[Category:Races and Cultures]]<br />
{{Aelotoi}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Verb:BOW&diff=8422Verb:BOW2014-10-02T23:35:38Z<p>MILQUETOAST: /* Verb Info */</p>
<hr />
<div>A '''BOW''' is an action traditionally used by males to show deference to another.<br />
<br />
===Help===<br />
<div {{log}}><br />
>bow help<br />
<br />
Usage:<br />
BOW - Bow<br />
BOW {target} - Bow to someone or something.<br />
BOW JOIN {target} - Bow to someone and join their group.<br />
BOW HOLD {target} - Bow to someone and offer them your arm.<br />
BOW SET (OPTION) - Shows or sets the BOW verb options available.<br />
</div><br />
===[[Verb]] Info===<br />
<div {{log}}><br />
>verb info bow<br><br />
Verb information for verb "BOW":<br />
<br />
People targets:<br />
CATHEDRAL WEDDING - You bow slightly to (target), in loving acknowledgement of<br />
the bond you share.<br />
WAVEDANCER WEDDING - You knuckle your forehead with a sly wink as you drop a deep<br />
bow in (target's) direction.<br />
STANDARD - You bow to (target).<br />
HALFLING - Folding your left arm behind your back and dipping to one knee,<br />
you bow respectfully to (target) and incline your head.<br />
ILLISTIM - Your bow to (target) is graceful and perfunctory, as is the<br />
brief nod of your head that accompanies it.<br />
<br />
Object targets:<br />
STANDARD - In a strange gesture, you bow to (object).<br />
ILLISTIM - You defer to the (target), favoring it with a perfunctory bow.<br />
<br />
Creature targets:<br />
STANDARD - You bow to (creature).<br />
ILLISTIM <br />
FIRST PERSON - Such a gesture would be beneath you.<br />
OTHERS - Person glances at (target), regarding it with a critical eye.<br />
<br />
No target:<br />
STANDARD - You bow.<br />
HALFLING - Folding your left arm behind your back and dipping to one knee,<br />
you bow respectfully and incline your head.<br />
ILLISTIM - Your bow is graceful and perfunctory, as is the brief nod of<br />
your head that accompanies it.<br />
<br />
Styles:<br />
CONTEMPTUOUSLY - You make a contemptuous half-bow.<br />
GRANDLY - Sweeping your arm outward, you bow low in a grand fashion.<br />
MOCKINGLY - You bow mockingly, your every move a grotesque exaggeration.<br />
RESPECTFULLY - Fixing your eyes firmly on the ground, you bow respectfully.<br />
SUBMISSIVELY - You bow low, abasing yourself before all.<br />
<br />
NOTE: ONLY first person messaging is listed unless it differs substantially from other versions. Wedding messaging will only work with your spouse, all other targets default to standard messaging. Messaging without an option shown applies to all options. Special scripts and areas may override listed messaging.<br />
</div><br />
[[category:Verbs]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Verb:BOW&diff=12930Verb:BOW2014-10-02T23:34:51Z<p>MILQUETOAST: /* Verb Info */</p>
<hr />
<div>A '''BOW''' is an action traditionally used by males to show deference to another.<br />
<br />
===Help===<br />
<div {{log}}><br />
>bow help<br />
<br />
Usage:<br />
BOW - Bow<br />
BOW {target} - Bow to someone or something.<br />
BOW JOIN {target} - Bow to someone and join their group.<br />
BOW HOLD {target} - Bow to someone and offer them your arm.<br />
BOW SET (OPTION) - Shows or sets the BOW verb options available.<br />
</div><br />
===[[Verb]] Info===<br />
<div {{log}}><br />
>verb info bow<br />
Verb information for verb "BOW":<br />
<br />
People targets:<br />
CATHEDRAL WEDDING - You bow slightly to (target), in loving acknowledgement of<br />
the bond you share.<br />
WAVEDANCER WEDDING - You knuckle your forehead with a sly wink as you drop a deep<br />
bow in (target's) direction.<br />
STANDARD - You bow to (target).<br />
HALFLING - Folding your left arm behind your back and dipping to one knee,<br />
you bow respectfully to (target) and incline your head.<br />
ILLISTIM - Your bow to (target) is graceful and perfunctory, as is the<br />
brief nod of your head that accompanies it.<br />
<br />
Object targets:<br />
STANDARD - In a strange gesture, you bow to (object).<br />
ILLISTIM - You defer to the (target), favoring it with a perfunctory bow.<br />
<br />
Creature targets:<br />
STANDARD - You bow to (creature).<br />
ILLISTIM <br />
FIRST PERSON - Such a gesture would be beneath you.<br />
OTHERS - Person glances at (target), regarding it with a critical eye.<br />
<br />
No target:<br />
STANDARD - You bow.<br />
HALFLING - Folding your left arm behind your back and dipping to one knee,<br />
you bow respectfully and incline your head.<br />
ILLISTIM - Your bow is graceful and perfunctory, as is the brief nod of<br />
your head that accompanies it.<br />
<br />
Styles:<br />
CONTEMPTUOUSLY - You make a contemptuous half-bow.<br />
GRANDLY - Sweeping your arm outward, you bow low in a grand fashion.<br />
MOCKINGLY - You bow mockingly, your every move a grotesque exaggeration.<br />
RESPECTFULLY - Fixing your eyes firmly on the ground, you bow respectfully.<br />
SUBMISSIVELY - You bow low, abasing yourself before all.<br />
<br />
NOTE: ONLY first person messaging is listed unless it differs substantially from other versions. Wedding messaging will only work with your spouse, all other targets default to standard messaging. Messaging without an option shown applies to all options. Special scripts and areas may override listed messaging.<br />
</div><br />
[[category:Verbs]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Human&diff=7472Human2014-10-02T23:32:17Z<p>MILQUETOAST: /* Related Articles */</p>
<hr />
<div>{{Race <br />
| regen = 1 per 3 min <br />
| decay = 14 minutes <br />
| height = 5' to 6', max 6.5'<br />
| weight = 90 to 270 lbs.<br />
| language = Common}}<br />
<br />
'''Humans''' are a sturdy race, usually standing at 5'5" to 6' tall. They can have a wide variety of features, hair that can be anywhere from white or grey (usually found on the elderly) to black, and a skin color that can range from pale to dark brown. Compared to most other races in [[Elanthia]], humans have a rather short life-span.<br />
<br />
Humans usually dwell in the [[Turamzzyrian Empire]], sometimes referred to as the Human Empire. The size of this empire rivals that of the [[Elven Nations]].<br />
<br />
Humans only speak common and the guild language of their profession.<br />
<br />
== Statistics of Humans ==<br />
<br />
{{Race stats|str=+5|log=+5|int=+5<br />
|Bstr = 27|Bcon = 22|Bdex = 25|Bagi = 20|Bdis = 15|Baur = 25|Blog = 10|Bint = 17|Bwis = 20|Binf = 30<br />
|Cstr = 22|Ccon = 22|Cdex = 10|Cagi = 15|Cdis = 25|Caur = 15|Clog = 25|Cint = 27|Cwis = 30|Cinf = 20<br />
|Estr = 12|Econ = 22|Edex = 15|Eagi = 15|Edis = 25|Eaur = 20|Elog = 25|Eint = 22|Ewis = 30|Einf = 25<br />
|Mstr = 27|Mcon = 27|Mdex = 20|Magi = 30|Mdis = 25|Maur = 15|Mlog = 20|Mint = 22|Mwis = 15|Minf = 10<br />
|Pstr = 32|Pcon = 27|Pdex = 20|Pagi = 20|Pdis = 25|Paur = 15|Plog = 10|Pint = 17|Pwis = 25|Pinf = 20<br />
|RAstr = 27|RAcon = 22|RAdex = 30|RAagi = 20|RAdis = 20|RAaur = 15|RAlog = 15|RAint = 27|RAwis = 25|RAinf = 10<br />
|ROstr = 27|ROcon = 22|ROdex = 25|ROagi = 30|ROdis = 20|ROaur = 15|ROlog = 20|ROint = 27|ROwis = 10|ROinf = 15<br />
|Sstr = 12|Scon = 17|Sdex = 20|Sagi = 15|Sdis = 25|Saur = 30|Slog = 25|Sint = 22|Swis = 25|Sinf = 20<br />
|WAstr = 32|WAcon = 27|WAdex = 25|WAagi = 25|WAdis = 20|WAaur = 15|WAlog = 10|WAint = 22|WAwis = 15|WAinf = 20<br />
|WIstr = 12|WIcon = 17|WIdex = 25|WIagi = 15|WIdis = 20|WIaur = 30|WIlog = 25|WIint = 27|WIwis = 20|WIinf = 20}}<br />
<blockquote>''Note: [[Statistic growth rate|Growth rates]] are modified for humans as follows: +2 to strength, +2 to constitution, and +2 to intuition. These modifications are shown in the table above. To see the base growth rates, see the page on '''[[statistic growth rate]]s'''.''<br />
</blockquote><br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 3 min<br />
|Decay Timer<br />
| 14 min<br />
|-<br />
|Max Health<br />
| 150<br />
|Base Regeneration<br />
| 2<br />
|-<br />
|Weight Factor<br />
| .90<br />
|Encumbrance Factor<br />
| 1.00<br />
|-<br />
|Maneuver Bonus<br />
| Average<br />
|-<br />
|}<br />
<br />
Humans receive a moderate hiding bonus in town.<br />
<br />
== Race-Specific Verbs ==<br />
The following verbs have extra modifiers for Half-Krolvins:<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BOW (verb)|BOW]]'''<br />
|-<br />
| BOW CONTEMPTUOUSLY<br />
|You make a contemptuous half-bow.<br />
|-<br />
| BOW GRANDLY<br />
|Sweeping your arm outward, you bow low in a grand fashion.<br />
|-<br />
| BOW MOCKINGLY<br />
|You bow mockingly, your every move a grotesque exaggeration.<br />
|-<br />
| BOW RESPECTFULLY<br />
|Fixing your eyes firmly on the ground, you bow respectfully.<br />
|-<br />
| BOW SUBMISSIVELY<br />
|You bow low, abasing yourself before all.<br />
|-<br />
|}<br />
<br />
== Related Articles ==<br />
*[[Turamzzyrian Empire]]<br />
*[[Human Anxieties in Zajai and the Butterfly|Human Anxieties in Zajai and the Butterfly by Silvean Rashere]]<br />
=== Human Cultures ===<br />
{|border="0" style="text-align:center" style="background:none; color:none"<br />
|+Cultures of the Empire and the Tehir <br />
|-<br />
|width="100"|[[Aldora]]||width="100"|[[Allace]]||width="100"|[[Bourth]]||width="100"|[[Chastonia]]||width="100"|[[Dragach]]||width="100"|[[Estoria]]||width="100"|[[North Hendor]]<br />
|-<br />
|[[South Hendor ]]||[[Highmount]]||[[Honneland]]||[[Jantalar]]||[[Mestanir]]||[[Oire]]||[[Riverwood]]<br />
|-<br />
|[[Seareach]]||[[Selanthia]]||[[Talador]]||[[Torre]]||[[Trauntor]]||[[Vornavis]]||[[Tehir]]<br />
|}<br />
<br />
== External Links ==<br />
*http://www.play.net/gs4/info/races/human.asp - Official Documentation<br />
<br />
[[Category:Races and Cultures]] [[Category:Humans| ]]<br />
{{Humans}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Burghal_gnome&diff=7464Burghal gnome2014-10-02T23:28:14Z<p>MILQUETOAST: /* External links */</p>
<hr />
<div>{{Race <br />
| regen = 1 per 3 min <br />
| decay = 14 minutes <br />
| height = 3' to 3.25', 3.5' max<br />
| weight = 40 to 120 lbs.<br />
| language = Common, Gnomish}}<br />
<br />
<br />
The stealth, speed, and cunning of '''Burghal gnomes''' make up for their disadvantages in size and relative strength. Consequently, Burghal gnomes are excellent rogues and students of magic. Above all else, burghal gnomes delight in tinkering with mechanical devices. Their weaknesses include an over-fondness for gems and verse.<br />
<br />
Gnomes are excellent at using the [[IMITATE verb]], never fail at ventriloquism attempts with the SAY verb and are the only race capable of speaking anonymously when hidden and throwing their voice (though it's not guaranteed).<br />
<br />
== Burghal Gnome Statistics ==<br />
{{Race stats<br />
|str = -15|con = 10|dex = 10|agi = 10|dis = -5|aur = 5|log = 10|int = 5|wis = 0|inf = -5<br />
|Bstr = 20|Bcon = 20|Bdex = 28|Bagi = 23|Bdis = 12|Baur = 23|Blog = 15|Bint = 20|Bwis = 20|Binf = 30<br />
|Cstr = 15|Ccon = 20|Cdex = 13|Cagi = 18|Cdis = 22|Caur = 13|Clog = 30|Cint = 30|Cwis = 30|Cinf = 20<br />
|Estr = 5|Econ = 20|Edex = 18|Eagi = 18|Edis = 22|Eaur = 18|Elog = 30|Eint = 25|Ewis = 30|Einf = 25<br />
|Mstr = 20|Mcon = 25|Mdex = 23|Magi = 33|Mdis = 22|Maur = 13|Mlog = 25|Mint = 25|Mwis = 15|Minf = 10<br />
|Pstr = 20|Pcon = 20|Pdex = 28|Pagi = 23|Pdis = 12|Paur = 23|Plog = 15|Pint = 20|Pwis = 20|Pinf = 30<br />
|RAstr = 20|RAcon = 20|RAdex = 33|RAagi = 23|RAdis = 17|RAaur = 13|RAlog = 20|RAint = 30|RAwis = 25|RAinf = 10<br />
|ROstr = 20|ROcon = 20|ROdex = 28|ROagi = 33|ROdis = 17|ROaur = 13|ROlog = 25|ROint = 30|ROwis = 10|ROinf = 15<br />
|Sstr = 5|Scon = 15|Sdex = 23|Sagi = 18|Sdis = 22|Saur = 28|Slog = 30|Sint = 25|Swis = 25|Sinf = 20<br />
|WAstr = 25|WAcon = 25|WAdex = 28|WAagi = 28|WAdis = 17|WAaur = 13|WAlog = 15|WAint = 25|WAwis = 15|WAinf = 20<br />
|WIstr = 5|WIcon = 15|WIdex = 28|WIagi = 18|WIdis = 17|WIaur = 28|WIlog = 30|WIint = 30|WIwis = 20|WIinf = 20<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 3 min<br />
|Decay Timer<br />
| 14 min<br />
|-<br />
|Max Health<br />
| 90<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.70<br />
|Encumbrance Factor<br />
| 0.78<br />
|-<br />
|Maneuver Bonus<br />
| Best<br />
|-<br />
|}<br />
<br />
Burghal gnomes receive a bonus to cocking crossbows and a moderate bonus to hiding in town. Both varieties of gnomes are skilled ventriloquists and imitators -- they are perfect at using [[IMITATE]], have a bonus to throwing their voice, can speak anonymously from hiding, and receive a bonus to using the [[Divert combat maneuver]].<br />
<br />
==History==<br />
Pestilence forced the civilized gnomes from their caves around the year -125. Decades of rancorous debate over the future of the race leads to The Great Schism. [[Sandor Withycombe]] led one group into the cities and towns of the [[Kannalan Empire]], and [[Doneagil Basingstoke]] leads the remainder back into the forest, thus establishing the primary bloodlines of Burghal and [[forest gnome]]s.<br />
<br />
In 725, a group of [[Withycombe]]s attached themselves to some elven traders and traveled to Ta'Nalfein, where they developed a fondness for wine and an expertise in wine production. This was the beginning of the [[Winedotter]] bloodline.<br />
<br />
In 1135, a group of Winedotters living near [[Ta'Vaalor]] decided to go in search of the dwarves. Their delight in dwarven brews lead their cousins to name this group Bloodline [[Aledotter]].<br />
<br />
In 4120, [[Danail Nylem]] was exiled from the Withycombe for violating and mocking the centuries-old period of official mourning for the collapse of the Kannalan Empire. More than a quarter of the bloodline admires Nylem's transgressive humor, and they accompany his departure to form a new bloodline, the [[Nylem]].<br />
<br />
In 4634, a secret cult of [[Eorgina]] arises within the Nylem, their worship of the dark queen at odds with the neutral trickster-ism of the bloodline. A brief but bloody struggle for power ends with the Eorgina faction separating from the rest. They adopt the mocking nickname bestowed by their cousins-[[Vylem]]-as sign of the purity of their devotion.<br />
<br />
In 5051, the Withycombe (as the eldest of the bloodline is named) died under mysterious circumstances, and an investigation uncovered a secret society of gnomish assassins. Its leader, [[Todor Neimhean]], was immediately put to death, but his followers created a new bloodline in his name, called [[Neimhean]].<br />
<br />
In one of the most impressive feats of engineering, not to mention an unprecedented case of cross-bloodline cooperation, gnomes of the Withycombe, Winedotter, and Nylem bloodlines join forces to build an airship, the [[Dhu Gillywack]] in the year 5101. Designed using elements from the airships of the elves and dwarves but with a distinctively gnomish twist, the Dhu Gillywack visited several cities in the [[Turamzzyrian Empire]], [[Kharam Dzu]], and [[Ta'Illistim]] for the purpose of selling uniquely gnomifactured goods. The ship flew again in 5103.<br />
<br />
== Race-Specific Verbs ==<br />
The following verbs have extra modifiers for Burghal Gnomes:<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[TINKER (verb)|TINKER]]'''<br />
|-<br />
|TINKER<br />
|You search for something worth tinkering with.<br />
|-<br />
|TINKER <metal item><br>Not held<br />
|You carefully tinker with (item), working to improve it.<br />
|-<br />
|TINKER <metal item><br>Held<br />
| You carefully tinker with your (item), working to improve it.<br />
|-<br />
|TINKER <self><br />
|You methodically tinker with each one of your belongings.<br />
|-<br />
|TINKER <person><br />
|You sneak closer to (target) and tinker with a few of his things.<br />
|-<br />
|}<br />
<br />
== External links ==<br />
*[http://www.play.net/gs4/info/races/burghalgnome.asp Races: Burghal Gnome], on Play.net<br />
<br />
{{Burghal Gnomes}}<br />
[[Category:Races and Cultures]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Half-krolvin&diff=7475Half-krolvin2014-10-02T23:24:28Z<p>MILQUETOAST: /* Race-specific verbs */</p>
<hr />
<div>{{Race<br />
|decay = 13 minutes<br />
|regen = 1 per 4 min<br />
|height = 5' to 5.5', 6' max<br />
|weight = 100 to 300 lbs.<br />
|language = Common, Krolvin}}<br />
<br />
'''Half-Krolvin''' are the offspring of a [[krolvin]] (usually the father) and a non-krolvin. The vast majority of half-krolvin on the continent are a result of the slave colony at the [[Isle of Glaoveln]].<br />
<br />
== Inter-Species Compatibility ==<br />
<br />
Most half-krolvin are the offspring of a krolvin and a [[human]], but [[giantman]] slaves also successfully produced children. [[Elf|Elves]] and [[halfling]]s who became pregnant on the island were almost always killed by the affair. [[Dwarf|Dwarves]] are apparently unable to conceive a half-krolvin child.<br />
<br />
==Religious Beliefs==<br />
The half-krolvin as a race do not have separate religious convictions from the rest of Elanthia, nor do they have a patron god or goddess. It is most common for half-krolvins to have no particular deity that they follow; however, when they do follow a deity is it most common for it to be one of the Arkati that is devoted to violent or war-like pursuits.<br />
<br />
The half-krolvin of Krint have specific religious beliefs outlines here: [[Half-krolvin religion (saved post)]].<br />
<br />
== Half-Krolvin Statistics ==<br />
{{Race stats<br />
|str = 10|con = 10|dex = 0|agi = 5|dis = 0|aur = 0|log = -10|int = 0|wis = -5|inf = -5<br />
|Bstr = 28|Bcon = 25|Bdex = 27|Bagi = 22|Bdis = 15|Baur = 23|Blog = 8|Bint = 15|Bwis = 20|Binf = 28<br />
|Cstr = 23|Ccon = 25|Cdex = 12|Cagi = 17|Cdis = 25|Caur = 13|Clog = 23|Cint = 25|Cwis = 30|Cinf = 18<br />
|Estr = 13|Econ = 25|Edex = 17|Eagi = 17|Edis = 25|Eaur = 18|Elog = 23|Eint = 20|Ewis = 30|Einf = 23<br />
|Mstr = 28|Mcon = 30|Mdex = 22|Magi = 32|Mdis = 25|Maur = 13|Mlog = 18|Mint = 20|Mwis = 15|Minf = 8<br />
|Pstr = 28|Pcon = 25|Pdex = 27|Pagi = 22|Pdis = 15|Paur = 23|Plog = 8|Pint = 15|Pwis = 20|Pinf = 28<br />
|RAstr = 28|RAcon = 25|RAdex = 32|RAagi = 22|RAdis = 20|RAaur = 13|RAlog = 13|RAint = 25|RAwis = 25|RAinf = 8<br />
|ROstr = 28|ROcon = 25|ROdex = 27|ROagi = 32|ROdis = 20|ROaur = 13|ROlog = 18|ROint = 25|ROwis = 10|ROinf = 13<br />
|Sstr = 13|Scon = 20|Sdex = 22|Sagi = 17|Sdis = 25|Saur = 28|Slog = 23|Sint = 20|Swis = 25|Sinf = 18<br />
|WAstr = 33|WAcon = 30|WAdex = 27|WAagi = 27|WAdis = 20|WAaur = 13|WAlog = 8|WAint = 20|WAwis = 15|WAinf = 18<br />
|WIstr = 13|WIcon = 20|WIdex = 27|WIagi = 17|WIdis = 20|WIaur = 28|WIlog = 23|WIint = 25|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 13 min<br />
|-<br />
|Max Health<br />
| 165<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 1<br />
|Encumbrance Factor<br />
| 1.1<br />
|-<br />
|Maneuver Bonus<br />
| Average<br />
|-<br />
|}<br />
<br />
Half-Krolvin have natural critical padding against cold attacks.<br />
<br />
== Race-Specific Verbs ==<br />
The following verbs have extra modifiers for Half-Krolvins:<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BARK (verb)|BARK]]'''<br />
|-<br />
|BARK <target><br />
|You bark at (target).<br />
|-<br />
|BARK AMUSEMENT <br />
|You emit a noise that is a combination of laughter and barking, your eyes full of amusement.<br />
|-<br />
|BARK ANGRY <br />
|You pull back your upper lip revealing your sharp incisors and give an angry snarl.<br />
|-<br />
|BARK ANNOYANCE <br />
|You roll your eyes and make an annoyed, barking grunt.<br />
|-<br />
|BARK ASSIST <br />
|You adopt a hesitant posture and issue three soft barks, requesting help.<br />
|-<br />
|BARK BORED <br />
| Your bark of boredom is truncated by a half-yawn.<br />
|-<br />
|BARK BYE <br />
| You bark an abrupt goodbye.<br />
|-<br />
|BARK CHALLENGE <br />
| You take an aggressive stance, lowering your head as you growl in challenge.<br />
|-<br />
|BARK DISCONTENT <br />
| With a guarded expression, you release a bark of discontent.<br />
|-<br />
|BARK DISGUST <br />
| You recoil in disgust as you bark out your distaste.<br />
|-<br />
|BARK DISTRESS <br />
| You erupt in loud, high-pitched barking as you glance about with an insecure expression.<br />
|-<br />
|BARK DISTRUST <br />
|You reveal your dubious opinion of the situation with a growling bark.<br />
|-<br />
|BARK EMBARRASSED <br />
|You croak out a bark of embarrassment.<br />
|-<br />
|BARK ENCOURAGE <br />
|You bark encouragingly.<br />
|-<br />
|BARK FEAR <br />
| Wide-eyed, you flinch and make several quiet, nervous barks.<br />
|-<br />
|BARK FONDLY <br />
|You utter a warm bark of fondness.<br />
|-<br />
|BARK FRANTIC <br />
|You hurriedly bark out a series of clipped yelps.<br />
|-<br />
|BARK FRIEND <br />
| Recognition registers in your eyes, and you give a short, welcoming bark.<br />
|-<br />
|BARK GREEDY <br />
|You unleash a string of quick, excited barks in a high tone as your eyes grow large with greedy desire.<br />
|-<br />
|BARK HELLO <br />
|You give a sharp bark of greeting.<br />
|-<br />
|BARK HUNGRY <br />
|You declare your hunger with a loud, almost piteous, bark and lick your large white incisors in anticipation.<br />
|-<br />
|BARK JOY <br />
| You give a piercing bark of pure joy!<br />
|-<br />
|BARK LAUGH <br />
|You let loose a wild yowl of laughter.<br />
|-<br />
|BARK LOUD <br />
| You release an abrupt, ear-piercing bark!<br />
|-<br />
|BARK NO <br />
|You bark loudly in disagreement.<br />
|-<br />
|BARK PAIN <br />
|You let out a sharp yelp of pain!<br />
|-<br />
|BARK PLAYFUL <br />
| In a playful tone, you bark repeatedly and give a toothy grin.<br />
|-<br />
|BARK PLEASURE <br />
|You utter a low, long-lasting growl of pleasure.<br />
|-<br />
|BARK PROUD <br />
|You draw yourself up proudly and give a deep, guttural bark full of dignity.<br />
|-<br />
|BARK SAD <br />
| You issue a muted bark that transforms into a keening yowl of sorrow.<br />
|-<br />
|BARK SCORN <br />
| You give a sneering bark, laced with derision.<br />
|-<br />
|BARK SELF <br />
|You let a low-pitched, guttural growl grow deep in your throat.<br />
|-<br />
|BARK SKEPTICAL <br />
|You yip a short bark that is immediately followed by a grunt of doubt.<br />
|-<br />
|BARK THANKS <br />
| You issue a quick, appreciative bark.<br />
|-<br />
|BARK WARNING <br />
|You bare your teeth and bark a warning that tapers off into a low growl.<br />
|-<br />
|BARK WONDER<br />
|You bark loudly, then again in a more subdued voice to express your wonderment.<br />
|-<br />
|BARK YES<br />
|You bark loudly in agreement.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BRISTLE (verb)|BRISTLE]]'''<br />
|-<br />
|BRISTLE <self><br />
|You turn your head slightly and tense up, forcing the hair on your body to go stiff.<br />
|-<br />
|BRISTLE <target><br />
|You bristle at (target). <br />
|-<br />
|BRISTLE ANXIOUS<br />
|You glance around, bristling with anxiety.<br />
|-<br />
|BRISTLE EXCITED<br />
|You bristle with excitement!<br />
|-<br />
|BRISTLE HAPPY<br />
|You give a bright yelp of laughter and bristle with happiness.<br />
|-<br />
|BRISTLE IMPATIENT<br />
|You bristle impatiently.<br />
|-<br />
|BRISTLE NERVOUS<br />
|You bristle nervously.<br />
|-<br />
|BRISTLE PROUD<br />
|You hold yourself in dignified silence, bristling with pride.<br />
|-<br />
|BRISTLE SATISFIED<br />
|You stretch slowly, bristling with satisfaction.<br />
|-<br />
|BRISTLE SLEEPY<br />
|You stretch lazily, bristling as you suppress a yawn.<br />
|-<br />
|BRISTLE SMUG<br />
|You bristle smugly.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[ROAR (verb)|ROAR]]'''<br />
|-<br />
|ROAR ANGRY<br />
|You bare your fangs and roar angrily!<br />
|-<br />
|ROAR HUNGRY<br />
|Pointing to your mouth, you roar hungrily!<br />
|-<br />
|ROAR LOUDLY<br />
|You take a deep breath and level a deafening roar!<br />
|-<br />
|ROAR PAIN<br />
|Wincing with pain, you let out a roar!<br />
|-<br />
|ROAR TRIUMPH<br />
|You throw back your head and let loose with a roar of triumph!<br />
|-<br />
|ROAR FEAR<br />
|Quivering in fear, you let out a tentative roar!<br />
|-<br />
|}<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/races/halfkrolvin.asp Races: Half-Krolvin], on Play.net<br />
{{Half-Krolvins}}<br />
[[Category:Races and Cultures]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Erithian&diff=7467Erithian2014-10-02T23:23:49Z<p>MILQUETOAST: /* Race-specific verbs */</p>
<hr />
<div>{{race<br />
| decay = 13 minutes<br />
| regen = 1 per 4 min<br />
| height = 5.5' to 6.5', max 7'<br />
| weight = 75 to 215 lbs.<br />
| language = Common, Erithian}}<br />
<br />
The '''Erithians''' were a race that came from another continent.<br />
<br />
==Political Structure==<br />
The Erithi government system, which was officially set into law some six hundred years ago by the noted scholar [[Ertaia Selem]], was not technically matriarchal -- though many outsiders mistook it for such -- as it was based on age and wisdom rather than bloodlines.<br />
<br />
The Erithi have not developed an advanced political structure, having really had no need for one, and the decision-making of the local town councils is the extent of government influence in everyday life. Although there is a central council of representatives from the outlying villages in [[Eloth-Ra]], its control over the region is not strict.<br />
<br />
The Erithi tend to be peaceful and not prone to internal conflicts, perhaps because of their lack of enemies other than the creatures of the wilds and the environment, so their political troubles are few, simple, and local. In the year 5028, [[Maemi Kurieiko]], was appointed as the matriarch.<br />
<br />
== Erithian Statistics ==<br />
{{Race stats<br />
|str = -5|con = 10|dex = 0|agi = 0|dis = 5|aur = 0|log = 5|int = 0|wis = 0|inf = 10<br />
|Bstr = 23|Bcon = 20|Bdex = 25|Bagi = 20|Bdis = 18|Baur = 25|Blog = 12|Bint = 15|Bwis = 20|Binf = 33<br />
|Cstr = 18|Ccon = 20|Cdex = 10|Cagi = 15|Cdis = 28|Caur = 15|Clog = 27|Cint = 25|Cwis = 30|Cinf = 23<br />
|Estr = 8|Econ = 20|Edex = 15|Eagi = 15|Edis = 28|Eaur = 20|Elog = 27|Eint = 20|Ewis = 30|Einf = 28<br />
|Mstr = 23|Mcon = 25|Mdex = 20|Magi = 30|Mdis = 28|Maur = 15|Mlog = 22|Mint = 20|Mwis = 15|Minf = 13<br />
|Pstr = 23|Pcon = 20|Pdex = 25|Pagi = 20|Pdis = 18|Paur = 25|Plog = 12|Pint = 15|Pwis = 20|Pinf = 33<br />
|RAstr = 23|RAcon = 20|RAdex = 30|RAagi = 20|RAdis = 23|RAaur = 15|RAlog = 17|RAint = 25|RAwis = 25|RAinf = 13<br />
|ROstr = 23|ROcon = 20|ROdex = 25|ROagi = 30|ROdis = 23|ROaur = 15|ROlog = 22|ROint = 25|ROwis = 10|ROinf = 18<br />
|Sstr = 8|Scon = 15|Sdex = 20|Sagi = 15|Sdis = 28|Saur = 30|Slog = 27|Sint = 20|Swis = 25|Sinf = 23<br />
|WAstr = 28|WAcon = 25|WAdex = 25|WAagi = 25|WAdis = 23|WAaur = 15|WAlog = 12|WAint = 20|WAwis = 15|WAinf = 23<br />
|WIstr = 8|WIcon = 15|WIdex = 25|WIagi = 15|WIdis = 23|WIaur = 30|WIlog = 27|WIint = 25|WIwis = 20|WIinf = 23<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit On Node<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 13 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.75<br />
|Encumbrance Factor<br />
| 0.85<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|-<br />
|}<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[WAIT (verb)|WAIT]]'''<br />
|-<br />
|WAIT:<br />
|You stand perfectly still, like a slender reed on a windless day.<br>Erithian stands perfectly still and unwavering.<br />
|-<br />
|WAIT <person>: <br />
|You still yourself, waiting patiently for <person>.<br />
|-<br />
|WAIT <self>:<br />
|You patiently wait, measuring each beat of passing time.<br>Erithian patiently waits, a serene look on his face.<br />
|-<br />
|WAIT <object>:<br />
|You patiently observe <object>.<br>Erithian takes keen note of <object>, observing it patiently.<br />
|-<br />
|WAIT <creature>: <br />
|You still yourself, carefully watching <creature>'s actions.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[POSE (verb)|POSE]]'''<br />
|-<br />
|POSE:<br />
|You steady your breathing and slowly stretch out each of your limbs in turn, preparing ourself for activity.<br />
|-<br />
|POSE <object>:<br />
|With fluid grace, you lean in to examine <object>, your every move exact and intentioned.<br />
|-<br />
|POSE <creature>:<br />
|You adopt a serene, yet observant, pose as you study <creature>.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[PONDER (verb)|PONDER]]'''<br />
|-<br />
|PONDER<br />
|You pause in a moment of thoughtful contemplation.<br />
|-<br />
|PONDER <person>:<br />
|You pause for a moment to study <person>, your gaze dwelling upon her features.<br />
|-<br />
|PONDER <self>:<br />
|You close your eyes for a moment and slip into a brief contemplative trance. You reflect upon your circumstances and recent past, searching for any lessons you might learn from them.<br>Erithian closes his eyes and a serene expression overtakes his.<br />
|-<br />
|PONDER <creature>:<br />
|You pause for a moment to study <creature>, observing its movements to become more familiar with its habits.<br>Erithian pauses for a moment to study <creature>, his movements slowly coming to mirror the <creature>'s.<br />
|-<br />
|PONDER <object>:<br />
|You pause for a moment to study <object>, observing the most prominent characteristics.<br>Erithian pauses for a moment to study <object>, his expression one of thoughtful observation.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[STRETCH (verb)|STRETCH]]'''<br />
|-<br />
|-<br />
|STRETCH UP:<br />
|Interlocking your fingers, you slowly extend your arms up over your head in a long, satisfying stretch.<br />
|-<br />
|STRETCH DOWN:<br />
|Bending forward at the waist, you reach down with your hands and gently stretch your fingers towards your feet.<br />
|-<br />
|STRETCH RIGHT:<br />
|Slowly turning your shoulders to the right, you stretch the muscles in your lower back.<br />
|-<br />
|STRETCH LEFT:<br />
|Slowly turning your shoulders to the left, you stretch the muscles in your lower back.<br />
|-<br />
|STRETCH FORWARD:<br />
|Stretching your arms out in front of you, you rotate your shoulders forward and roll your neck in an attempt to loosen the tension in your neck and shoulders.<br />
|-<br />
|STRETCH BACK:<br />
|Raising your arms slightly, you arch your back and gently let your head rock back in a relaxing stretch.<br />
|-<br />
|STRETCH MOUNTAIN:<br>(standing only)<br />
|Gracefully bending at the waist, you place your palms and wrists on the ground in front of you, extending the pose forward until your body forms a perfect mountain peak.<br />
|-<br />
|STRETCH TREE:<br> (standing only)<br />
|Extending your arms straight up over your head, you draw one leg up towards the center of your body, balancing lightly on your remaining leg.<br />
|-<br />
|STRETCH HAWK:<br> (sitting only)<br />
|You fold your left leg beneath you, extending your right leg behind you fully. Raising your arms overhead you arch your back, easing the tension in your spine.<br />
|-<br />
|STRETCH DIAMOND: <br> (sitting only)<br />
|Drawing your legs together in front of you, you position your heels and toes against each other, forming a diamond.<br />
|-<br />
|STRETCH WAVE:<br> (prone only)<br />
|You fold your hands deliberately over your chest and then arch your back until your neck and spine form a perfect arch. Elevating your legs evenly, you perform the precise wave posture.<br />
|-<br />
|STRETCH MOON:<br> (prone only)<br />
|Balancing on your stomach you extend your arms above and behind you, grasping your ankles. Drawing your limbs upward, your body forms a complete circle.<br />
|-<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BOW (verb)|BOW]]'''<br />
|-<br />
|BOW CROSS:<br />
|Crossing his arms over his chest, palms flat against each shoulder, Erithian bows.<br />
|- <br />
|BOW DEEPLY:<br />
|Erithian bows deeply.<br />
|- <br />
|BOW FLOOR:<br />
|Erithian bows from the waist in a fluid movement, touching his forehead to the floor.<br />
|- <br />
|BOW HANDS:<br />
|Folding his hands together, Erithian bows shallowly from the waist.<br />
|-<br />
|BOW FOLD:<br />
|Folding his hands together, Erithian bows shallowly from the waist.<br />
|-<br />
|BOW FOLD:<br>While holding an item<br />
|You bring your <held item> toward your torso and bow shallowly from the waist.<br />
|- <br />
|BOW GRACEFULLY:<br />
|Erithian bows with sweeping grace, like a hawk gliding on the wind.<br />
|- <br />
|BOW RECOGNITION:<br />
|Nodding slightly, you bow an acknowledgement.<br />
|- <br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
==See also==<br />
*[[Erithian poetry lectures (saved post)]]<br />
*[[Erithi poetry (saved post)]]<br />
*[[Erithian clothing documentation (saved post)]]<br />
*[[Erithi traditions (saved post)]]<br />
*[[Erithi Skyfire (saved post)]]<br />
*[[A History of the Ferroniere (saved post)#Elothrai|A History of the Ferroniere (saved post)]]<br />
*[[Erithi Theatre Masks (saved post)]]<br />
*[[Erithi Tea Ceremony (saved post)]]<br />
*[[Erithian Murder Mystery (saved post)]]<br />
<br />
== External links ==<br />
*[http://www.play.net/gs4/info/races/erithians.asp Races: Erithian], on Play.net<br />
<br />
{{stub}}<br />
[[Category:Races and Cultures]]<br />
{{Erithians}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Forest_gnome_clothing_(log)&diff=8292Forest gnome clothing (log)2014-10-02T23:14:46Z<p>MILQUETOAST: </p>
<hr />
<div>{{saved-post<br />
| category = Races<br />
| topic = [[Forest gnome]]s<br />
| messagenum = 215<br />
| author = ETANNIDOMHNAILL<br />
| date = 5/5/2009 6:13:52 PM<br />
| subject = Re: Crickets.<br />
}}<br />
<i><<Typical sounds coming from a forest gnome compound..>></i><br />
<br />
Actually, not quite. Since there was a lot of clothing in the forest gnome pavilion in [[CCF]] that I didn't recognize, I tracked down the merchant Tlizal and was able to get some good information from him on it on the first run. Thanks for that, too! I enjoyed talking with you.<br />
<br />
You see Artisan Tlizal.<br><br />
He appears to be a Forest Gnome of the [[Angstholm]] Bloodline.<br><br />
He is quite short and appears to be of full age. He has malachite-rimmed black eyes and tanned skin. He has waist length, straight silver hair threaded with glazed red ceramic beads. He has a broad chest and a solid, muscled neck.<br><br />
He is in good shape.<br><br />
He is wearing a wide huiteo, an apotl of cross-laid black and green primaries, a rigid sharkskin breastplate, and some knee-length leathern breeches.<br />
<br />
Speaking to Tlizal, you ask, "Forgive my curiosity, but your style of clothing is most intriguing. Perhaps you could tell me a little about it?"<br />
<br />
Tlizal nods to you.<br />
<br />
Speaking hoarsely to you, Tlizal says, "I'm wearing traditional clothing."<br />
<br />
Tlizal hoarsely says, "My huiteo..."<br />
<br />
Tlizal taps a wide huiteo that he is wearing.<br />
<br />
Tlizal hoarsely says, "Is the traditional male head-wrap, for the forest gnome people."<br />
<br />
Tlizal hoarsely says, "We usually bead them, and they're marked with our personal glyph, sometimes."<br />
<br />
Tlizal hoarsely says, "Our name, you could say, but rendered as a picture."<br />
<br />
Tlizal taps an apotl of cross-laid black and green primaries that he is wearing.<br />
<br />
Tlizal hoarsely says, "This is my apotl, which I received when I went through my ceremony of manhood."<br />
<br />
Tlizal hoarsely says, "Women wear a feathered cloak like this, but theirs is called an apotla."<br />
<br />
Tlizal accents the last syllable.<br />
<br />
Tlizal hoarsely says, "They're always feathers, and we usually close them with a clasp."<br />
<br />
Tlizal hoarsely says, "I'm not wearing a formal apotl clasp though, because I'm not here as an individual."<br />
<br />
Tlizal hoarsely says, "I'm here to represent my people."<br />
<br />
Tlizal hoarsely says, "Wearing my clasp would indicate I was acting on personal business, or for personal glory."<br />
<br />
Tlizal knocks on his breastplate.<br />
<br />
Tlizal hoarsely says, "I prefer a square-necked shirt, or a loose tunic, but it isn't practical right now."<br />
<br />
Tlizal hoarsely says, "If you see my lady delegate, you'll see that she wears a basrenne in place of a huiteo."<br />
<br />
Tlizal hoarsely says, "It's the, um, well, it looks like a piece of braided reed, dangling a gem, right here."<br />
<br />
Tlizal taps the middle of his forehead.<br />
<br />
Tlizal hoarsely says, "It'd drive me crazy, having it hanging there between my eyes all the time."<br />
<br />
Tlizal mumbles something that you don't quite catch.<br />
<br />
Tlizal hoarsely says, "She wears the apotla, like I mentioned."<br />
<br />
Tlizal hoarsely says, "And under that a loose blouse, or a sleeveless tunic, depending on her age and how comfortable she feels."<br />
<br />
Tlizal hoarsely asks, "Our women wear pants, but in formal situations, they wear skirts with lots of, um, poofing?"<br />
<br />
Tlizal stumbles over the word.<br />
<br />
Tlizal hoarsely asks, "You know, it poofs?"<br />
<br />
Tlizal makes a gesture around his legs.<br />
<br />
Tlizal hoarsely says, "They like that, the big skirt."<br />
<br />
Tlizal hoarsely says, "And to bind the big skirt and the blouse together, they wear a nonalca."<br />
<br />
Tlizal hoarsely says, "Which is a wide band of fabric, belted, with a thin chain-link belt overlaying it."<br />
<br />
Tlizal hoarsely asks, "They like big skirts, but if you ask me?"<br />
<br />
Tlizal hoarsely says, "They like us to know they have waistlines too."<br />
<br />
Tlizal winks.<br />
<br />
You say, "Indeed."<br />
<br />
Koquette says, "It's the proportions that matter."<br />
<br />
Koquette glances away.<br />
<br />
You say, "My mistress sometimes says that you can wear a big skirt to make it look like you have a smaller waist."<br />
<br />
Tlizal hoarsely says, "You'd have to ask my lady delegate, about that."<br />
<br />
Tlizal hoarsely says, "So, we're simple people."<br />
<br />
Tlizal hoarsely says, "We don't need a lot of fancy fabrics."<br />
<br />
Tlizal hoarsely says, "Leather, linen, maybe some silk if we're feeling it."<br />
<br />
Tlizal hoarsely says, "Feathers are good. Quills are good."<br />
<br />
Tlizal hoarsely says, "Shoes are a hassle."<br />
<br />
Tlizal frowns.<br />
<br />
Tlizal scratches the back of his neck.<br />
<br />
Tlizal hoarsely says, "I dunno, you have any questions? I don't usually talk about this stuff."<br />
<br />
You smile.<br />
<br />
You ask, "No shoes? Your feet don't get cut?"<br />
<br />
Tlizal hoarsely says, "We walk on shells and on the forest floor from, well, from when we can first walk."<br />
<br />
Tlizal shows off the tough soles of his feet.<br />
<br />
You say, "Ah, I see."<br />
<br />
Tlizal hoarsely says, "Where I'm from, if your feet are soft, you're weak."<br />
<br />
Tlizal shrugs.<br />
<br />
You smile.<br />
<br />
You say, "Then apparently a lot of us are weak."<br />
<br />
Tlizal hoarsely says, "You wouldn't last on the shores, no."<br />
<br />
Tlizal hoarsely says, "But I wouldn't last in your fancy ballrooms."<br />
<br />
You say, "Neither would I. I'm still learning."<br />
<br />
Speaking hoarsely to you, Tlizal says, "I'd get eaten for dinner by your lot."<br />
<br />
Tlizal smirks.<br />
<br />
You say, "My mistress is helping to teach me, though."<br />
<br />
Tlizal hoarsely says, "It's important to have a good teacher, no matter who you are, I guess."<br />
<br />
You nod.<br />
<br />
You say, "Very true."<br />
<br />
You ask, "You live by the ocean, then? I thought you tended to stay inland more?"<br />
<br />
Tlizal hoarsely says, "You're thinking of the [[Basingstoke]]s."<br />
<br />
Tlizal hoarsely says, "We Angstholm, we're water people."<br />
<br />
You say, "Oh, I see! Forgive me."<br />
<br />
Tlizal hoarsely says, "A nasty piece of work [[dark elf]] told me we all look alike."<br />
<br />
Tlizal shrugs.<br />
<br />
Tlizal hoarsely says, "But."<br />
<br />
You say, "I would think that would happen for a number of races when someone else first meets them."<br />
<br />
Tlizal hoarsely says, "I should really go get some breakfast."<br />
<br />
You chuckle.<br />
<br />
You say, "Of course."<br />
<br />
You say, "Thank you very much for the clarification."<br />
<br />
Tlizal hoarsely says, "Have a good morning."<br />
<br />
Tlizal nods.<br />
<br />
You say, "And you."<br />
<br />
You curtsy to Tlizal.<br />
<br />
Artisan Tlizal just went north.<br />
<br />
Gretchen<br />
<br />
Meeting Nilandia: [http://www.gsguide.net/index.php?title=Nilandia http://www.gsguide.net/index.php?title=Nilandia]<br><br />
Nilandia's GS4 Info Repository: [http://www.nilandia.com http://www.nilandia.com]<br><br />
AIM: Lady Nilandia<br />
<br />
----<br />
<br />
{{saved-post<br />
| category = Races<br />
| topic = [[Forest gnome]]s<br />
| messagenum = 78<br />
| author = GS4-HALISTE<br />
| date = 09/11/2014 12:45 PM EDT<br />
| subject = Forest Gnomes: Adornments on Ceremonial Clothing<br />
}}<br />
<br />
Long have the forest gnomes been using feathers to differentiate between their bloodlines. From the earliest days of the [[Wendwillow]]s to the later formations of the [[Greengair]]s, these natural components, used to adorn their ceremonial apotl and apotla, have become part of core identification and traditions in this race. <br />
<br />
[[Basingstoke]]s, proud of their adherence to ancient traditions, and devout followers of [[Imaera]], believe that a strong relationship with her will strengthen their bond with nature, providing them additional benefit and knowledge of their ever-changing environment. Given Imaera's connection with plants and animals, Basingstokes felt that the plumage from peacocks most accurately represented the diversity of their habitat, exhibiting natural brown tones to brilliant turquoise and green, illustrative of a variety of flora and fauna. <br />
<br />
While a large majority of forest gnomes consume both animal and vegetable, the Greengairs consider meat-eaters to be disruptive to their symbiotic lifestyle and adopt a vegetarian approach to their nutritional needs. For this reason, they have developed an art of manipulating the outer covering of corn, shaping the husks to resemble avian feathers. These shaped feathers are called "umcor." The corn silk is then dyed and used as ornamentation on the feather-shaped husks. Colorations vary by family, but colorants tend to be those easily produced from berries, leaves, and lichen. <br />
<br />
The albatross, or "Surfsoarers," have been dubbed the caretakers of the sea by the Wendwillow Bloodline. Folklore recounts the troubled days following the cataclysmic flood and details rookery swarms that soared above the drowning communities in an effort to lead them to higher ground. Their feathers dropped to the ground like rain and were collected in the thousands. Believed to be a sign to remain near the water, Wendwillows embrace these treasures and typically arrange them in complex black and white patterns. <br />
<br />
Experts at experimentation, those of the Bloodline [[Rosengift]] strive for change, rather than preservation, of their existing environment. Skilled in the delicate art of cross-pollination and masters of crossbreeding, the Rosengifts do not limit adornments to any one type of feather. The mixture of feathers, both in size and color, is said to heighten their awareness and understanding of the limitations of their habitat, especially when worn during religious ceremonies when they are most susceptible to environmental influence. <br />
<br />
Tawny owls have naturally arboraceous plumage, making them adept at remaining hidden from intruders. Those of the [[Angstholm]] Bloodline live a more reclusive lifestyle, enabling them to conduct their ardent research of elemental magic free from unsolicited inquisition. Seldom do visitors approach their island fortress, but when they do, the Angstholms don their apotl or apotla, and will attempt to remain unseen, sometimes for days. These cape-like garments are layered in overlapping rows of tawny feathers and are also worn during periods of research. <br />
<br />
An apotl or apotla covered in black vulture feathers is recognized as a [[Felcour]] garment belonging to one of great strength and combat prowess. Feathers that are further stained with the blood of the battle hold a higher societal value, often the subject of arguments between brothers, especially when there was question as to who delivered the killing blow. It is assumed that an apotl bears the feathers of its owner's accomplishment, which carries enormous prideful rights within this bloodline. <br />
<br />
The above serves as official clarification of the ceremonial wear for each Bloodline, but there have always been those who have chosen to leave the ways of their home. While the apotl and apotla serve a prominent role in forest gnome heritage, those who have broken ties their families have found alternate adornment methods and are recognized immediately as emigrants.<br />
<br />
<br />
<br />
~ Haliste ~<br />
The M & M Guru<br />
Forest Gnomes<br />
<br />
This message was originally posted in Races, Forest Gnomes. To discuss the above, follow the link below.<br />
<br />
http://forums.play.net/forums/19/216/2327/view/78<br />
<br />
[[Category:Forest Gnome]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Aelotoi&diff=10709Aelotoi2014-10-02T23:11:27Z<p>MILQUETOAST: /* Reference */</p>
<hr />
<div>{{Race <br />
| regen = 1 per 4 min <br />
| decay = 10 minutes <br />
| height = 5' to 6', max 6.5'<br />
| weight = 70 to 200 lbs.<br />
| language = Common, Elven, Aelotian}}<br />
<br />
<br />
[[Aelotoi]] are one of the new [[race]]s introduced when [[GemStone]] shifted from GemStone III to GemStone IV. Aelotoi have dragonfly-like membranous wings and solid black eyes.<br />
<br />
== Aelotoi Statistics ==<br />
{{Race stats<br />
|str = -5|con = 0|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 5|wis = 0|inf = -5<br />
|Bstr = 25|Bcon = 18|Bdex = 28|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 17|Bwis = 20|Binf = 28<br />
|Cstr = 20|Ccon = 18|Cdex = 13|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 27|Cwis = 30|Cinf = 18<br />
|Estr = 10|Econ = 18|Edex = 18|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 22|Ewis = 30|Einf = 23<br />
|Mstr = 25|Mcon = 23|Mdex = 23|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 22|Mwis = 15|Minf = 8<br />
|Pstr = 25|Pcon = 18|Pdex = 28|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 17|Pwis = 20|Pinf = 28<br />
|RAstr = 25|RAcon = 18|RAdex = 33|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 27|RAwis = 25|RAinf = 8<br />
|ROstr = 25|ROcon = 18|ROdex = 28|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 27|ROwis = 10|ROinf = 13<br />
|Sstr = 10|Scon = 13|Sdex = 23|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 22|Swis = 25|Sinf = 18<br />
|WAstr = 30|WAcon = 23|WAdex = 28|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 22|WAwis = 15|WAinf = 18<br />
|WIstr = 10|WIcon = 13|WIdex = 28|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 27|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 10 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.65<br />
|Encumbrance Factor<br />
| 0.75<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|-<br />
|}<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLAP (verb)|FLAP]]'''<br />
|-<br />
|FLAP<br />
|You flap your wings in a steady beat.<br>Aelotoi flaps her wings in a steady beat.<br />
|-<br />
|FLAP <person><br />
|You flap your wings at <person>.<br>Aelotoi flaps her wings at you.<br />
|-<br />
|FLAP <self><br />
|You give your wings a rapid shiver.<br>Aelotoi shivers her wings.<br />
|-<br />
|FLAP <object><br />
|You glance at a curtained opening and flap your wings.<br>Aelotoi just flapped her wings at a curtained opening.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLUTTER (verb)|FLUTTER]]'''<br />
|-<br />
|FLUTTER<br />
|You flutter your wings creating a gentle breeze about yourself.<br>Aelotoi flutters her wings stirring the air slightly.<br />
|-<br />
|FLUTTER <person><br />
|You flutter your wings at <person>.<br>Aelotoi flutters her wings at you.<br />
|-<br />
|FLUTTER <object><br />
|You turn your head towards a curtained opening and flutter your wings.<br>Aelotoi flutters her wings at a curtained opening.<br />
|-<br />
|FLUTTER AFRAID<br />
|You flutter your wings and cower back a little bit.<br>Aelotoi flutters her wings and cowers back a little.<br />
|-<br />
|FLUTTER AFRAID <person><br />
|You flutter your wings and cower back a little bit from <person>.<br>Aelotoi flutters her wings and cowers back from you.<br />
|-<br />
|FLUTTER AFRAID <object><br />
|You flutter your wings and cower away from the opening.<br>Aelotoi flutters her wings and cowers away from a opening.<br />
|-<br />
|FLUTTER ANGRY<br />
|You flutter your wings and scowl.<br>Aelotoi flutters her wings and scowls.<br />
|-<br />
|FLUTTER ANGRY <target><br />
|You flutter your wings and scowl at <person>.<br>Aelotoi flutters her wings and scowls at you.<br />
|-<br />
|FLUTTER ANNOYED<br />
|You flutter your wings and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings sharply as she snaps them to her body.<br />
|-<br />
|FLUTTER ANNOYED <target><br />
|You flutter your wings at <person> and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings at you and sharply snaps them to her body.<br />
|-<br />
|FLUTTER BASHFUL<br />
|You flutter your wings gently as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BASHFUL <target><br />
|You flutter your wings gently at <person> as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings at you as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BORED<br />
|You lazily flutter your wings.<br>Aelotoi flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <person><br />
|You glance at <person> and lazily flutter your wings.<br>Aelotoi glances at you and flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <object><br />
|You lazily flutter your wings at the opening.<br>Aelotoi flutters her wings lazily at a opening.<br />
|-<br />
|FLUTTER CALM<br />
|You calmly flutter your wings in time to some unheard music.<br>Aelotoi calmly flutters her wings to an unheard rhythm.<br />
|-<br />
|FLUTTER CALM <target><br />
|You calmly flutter your wings at <person> in time to some unheard music.<br>Aelotoi calmly flutters her wings at you to an unheard rhythm.<br />
|-<br />
|FLUTTER CRAZY<br />
|You flutter your wings wildly as if they were on fire.<br>Aelotoi flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <person><br />
|You glance at <person> and flutter your wings wildly as if they were on fire.<br>Aelotoi glances at you and flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <target><br />
|You flutter your wings wildly at the opening as if they were on fire.<br>Aelotoi flutters her wings wildly at a opening. She knows they're attached, right?<br />
|-<br />
|FLUTTER FLASHY<br />
|You flutter your wings, flashing them for all to see.<br>Aelotoi flutters her wings out wide for all to see.<br />
|-<br />
|FLUTTER FLASHY <person><br />
|You flutter your wings, flashing them at <person>.<br>Aelotoi turns towards you and flutters her wings out wide for you to see.<br />
|-<br />
|FLUTTER FLASHY <object><br />
|You flutter your wings, flashing them at the opening.<br>Aelotoi flutters her wings at a opening.<br />
|-<br />
|FLUTTER HAPPY<br />
|You flutter your wings, while bouncing in place happily.<br>Aelotoi flutters her wings happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <person><br />
|You flutter your wings at <person>, while bouncing in place happily.<br>Aelotoi flutters her wings at you happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <object><br />
|You flutter your wings at the opening, bouncing in place happily.<br>Aelotoi flutters her wings happily at a opening.<br />
|-<br />
|FLUTTER NERVOUS<br />
|Your wings flutter with a slight trembling in them.<br>Aelotoi's wings flutter, trembling slightly.<br />
|-<br />
|FLUTTER NERVOUS <person><br />
|Your wings flutter with a slight trembling in them and turn away from <person><br>Aelotoi's wings flutter, trembling slightly as she turns away from you.<br />
|-<br />
|FLUTTER NERVOUS <object><br />
|Your wings flutter at the opening with a slight trembling in them.<br>Aelotoi's wings flutter at a opening, trembling slightly.<br />
|-<br />
|FLUTTER SCARED<br />
|You flutter your wings, trying to hide behind them.<br>Aelotoi attempts to hide her head behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <person><br />
|You flutter your wings, trying to hide from <person> behind them.<br>Aelotoi attempts to hide her head from you behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <object><br />
|You flutter your wings, trying to hide behind them from the opening.<br>Aelotoi attempts to hide from a opening behind her fluttering wings.<br />
|-<br />
|FLUTTER TIRED<br />
|You flutter your wings momentarily, before letting them droop.<br>Aelotoi flutters her wings before they droop tiredly.<br />
|-<br />
|FLUTTER TIRED <target><br />
|You flutter your wings momentarily, before glancing at <person> and letting them droop.<br>Aelotoi glances at you, flutters her wings, and lets them droop tiredly.<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
== Reference ==<br />
*[http://www.play.net/gs4/info/races/aelotoi.asp Races: Aelotoi], on Play.net<br />
*[[A Treatise of the Aelotian Language (saved post)]]<br />
*[[Aelotoian Clothing Document Released! (saved post)]]<br />
*[[Introduction of the Aelotio]]<br />
<br />
[[Category:Races and Cultures]]<br />
{{Aelotoi}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Aelotoi&diff=10708Aelotoi2014-10-02T23:11:15Z<p>MILQUETOAST: /* Reference */</p>
<hr />
<div>{{Race <br />
| regen = 1 per 4 min <br />
| decay = 10 minutes <br />
| height = 5' to 6', max 6.5'<br />
| weight = 70 to 200 lbs.<br />
| language = Common, Elven, Aelotian}}<br />
<br />
<br />
[[Aelotoi]] are one of the new [[race]]s introduced when [[GemStone]] shifted from GemStone III to GemStone IV. Aelotoi have dragonfly-like membranous wings and solid black eyes.<br />
<br />
== Aelotoi Statistics ==<br />
{{Race stats<br />
|str = -5|con = 0|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 5|wis = 0|inf = -5<br />
|Bstr = 25|Bcon = 18|Bdex = 28|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 17|Bwis = 20|Binf = 28<br />
|Cstr = 20|Ccon = 18|Cdex = 13|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 27|Cwis = 30|Cinf = 18<br />
|Estr = 10|Econ = 18|Edex = 18|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 22|Ewis = 30|Einf = 23<br />
|Mstr = 25|Mcon = 23|Mdex = 23|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 22|Mwis = 15|Minf = 8<br />
|Pstr = 25|Pcon = 18|Pdex = 28|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 17|Pwis = 20|Pinf = 28<br />
|RAstr = 25|RAcon = 18|RAdex = 33|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 27|RAwis = 25|RAinf = 8<br />
|ROstr = 25|ROcon = 18|ROdex = 28|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 27|ROwis = 10|ROinf = 13<br />
|Sstr = 10|Scon = 13|Sdex = 23|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 22|Swis = 25|Sinf = 18<br />
|WAstr = 30|WAcon = 23|WAdex = 28|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 22|WAwis = 15|WAinf = 18<br />
|WIstr = 10|WIcon = 13|WIdex = 28|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 27|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 10 min<br />
|-<br />
|Max Health<br />
| 120<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.65<br />
|Encumbrance Factor<br />
| 0.75<br />
|-<br />
|Maneuver Bonus<br />
| Good<br />
|-<br />
|}<br />
<br />
==Race-specific verbs==<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLAP (verb)|FLAP]]'''<br />
|-<br />
|FLAP<br />
|You flap your wings in a steady beat.<br>Aelotoi flaps her wings in a steady beat.<br />
|-<br />
|FLAP <person><br />
|You flap your wings at <person>.<br>Aelotoi flaps her wings at you.<br />
|-<br />
|FLAP <self><br />
|You give your wings a rapid shiver.<br>Aelotoi shivers her wings.<br />
|-<br />
|FLAP <object><br />
|You glance at a curtained opening and flap your wings.<br>Aelotoi just flapped her wings at a curtained opening.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FLUTTER (verb)|FLUTTER]]'''<br />
|-<br />
|FLUTTER<br />
|You flutter your wings creating a gentle breeze about yourself.<br>Aelotoi flutters her wings stirring the air slightly.<br />
|-<br />
|FLUTTER <person><br />
|You flutter your wings at <person>.<br>Aelotoi flutters her wings at you.<br />
|-<br />
|FLUTTER <object><br />
|You turn your head towards a curtained opening and flutter your wings.<br>Aelotoi flutters her wings at a curtained opening.<br />
|-<br />
|FLUTTER AFRAID<br />
|You flutter your wings and cower back a little bit.<br>Aelotoi flutters her wings and cowers back a little.<br />
|-<br />
|FLUTTER AFRAID <person><br />
|You flutter your wings and cower back a little bit from <person>.<br>Aelotoi flutters her wings and cowers back from you.<br />
|-<br />
|FLUTTER AFRAID <object><br />
|You flutter your wings and cower away from the opening.<br>Aelotoi flutters her wings and cowers away from a opening.<br />
|-<br />
|FLUTTER ANGRY<br />
|You flutter your wings and scowl.<br>Aelotoi flutters her wings and scowls.<br />
|-<br />
|FLUTTER ANGRY <target><br />
|You flutter your wings and scowl at <person>.<br>Aelotoi flutters her wings and scowls at you.<br />
|-<br />
|FLUTTER ANNOYED<br />
|You flutter your wings and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings sharply as she snaps them to her body.<br />
|-<br />
|FLUTTER ANNOYED <target><br />
|You flutter your wings at <person> and end it by sharply snapping them to your body.<br>Aelotoi flutters her wings at you and sharply snaps them to her body.<br />
|-<br />
|FLUTTER BASHFUL<br />
|You flutter your wings gently as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BASHFUL <target><br />
|You flutter your wings gently at <person> as your cheeks blush soft pale rose.<br>Aelotoi flutters her wings at you as her cheeks blush a shade of soft pale rose.<br />
|-<br />
|FLUTTER BORED<br />
|You lazily flutter your wings.<br>Aelotoi flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <person><br />
|You glance at <person> and lazily flutter your wings.<br>Aelotoi glances at you and flutters her wings lazily.<br />
|-<br />
|FLUTTER BORED <object><br />
|You lazily flutter your wings at the opening.<br>Aelotoi flutters her wings lazily at a opening.<br />
|-<br />
|FLUTTER CALM<br />
|You calmly flutter your wings in time to some unheard music.<br>Aelotoi calmly flutters her wings to an unheard rhythm.<br />
|-<br />
|FLUTTER CALM <target><br />
|You calmly flutter your wings at <person> in time to some unheard music.<br>Aelotoi calmly flutters her wings at you to an unheard rhythm.<br />
|-<br />
|FLUTTER CRAZY<br />
|You flutter your wings wildly as if they were on fire.<br>Aelotoi flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <person><br />
|You glance at <person> and flutter your wings wildly as if they were on fire.<br>Aelotoi glances at you and flutters her wings wildly. She knows they're attached, right?<br />
|-<br />
|FLUTTER CRAZY <target><br />
|You flutter your wings wildly at the opening as if they were on fire.<br>Aelotoi flutters her wings wildly at a opening. She knows they're attached, right?<br />
|-<br />
|FLUTTER FLASHY<br />
|You flutter your wings, flashing them for all to see.<br>Aelotoi flutters her wings out wide for all to see.<br />
|-<br />
|FLUTTER FLASHY <person><br />
|You flutter your wings, flashing them at <person>.<br>Aelotoi turns towards you and flutters her wings out wide for you to see.<br />
|-<br />
|FLUTTER FLASHY <object><br />
|You flutter your wings, flashing them at the opening.<br>Aelotoi flutters her wings at a opening.<br />
|-<br />
|FLUTTER HAPPY<br />
|You flutter your wings, while bouncing in place happily.<br>Aelotoi flutters her wings happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <person><br />
|You flutter your wings at <person>, while bouncing in place happily.<br>Aelotoi flutters her wings at you happily, bouncing in place.<br />
|-<br />
|FLUTTER HAPPY <object><br />
|You flutter your wings at the opening, bouncing in place happily.<br>Aelotoi flutters her wings happily at a opening.<br />
|-<br />
|FLUTTER NERVOUS<br />
|Your wings flutter with a slight trembling in them.<br>Aelotoi's wings flutter, trembling slightly.<br />
|-<br />
|FLUTTER NERVOUS <person><br />
|Your wings flutter with a slight trembling in them and turn away from <person><br>Aelotoi's wings flutter, trembling slightly as she turns away from you.<br />
|-<br />
|FLUTTER NERVOUS <object><br />
|Your wings flutter at the opening with a slight trembling in them.<br>Aelotoi's wings flutter at a opening, trembling slightly.<br />
|-<br />
|FLUTTER SCARED<br />
|You flutter your wings, trying to hide behind them.<br>Aelotoi attempts to hide her head behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <person><br />
|You flutter your wings, trying to hide from <person> behind them.<br>Aelotoi attempts to hide her head from you behind her fluttering wings.<br />
|-<br />
|FLUTTER SCARED <object><br />
|You flutter your wings, trying to hide behind them from the opening.<br>Aelotoi attempts to hide from a opening behind her fluttering wings.<br />
|-<br />
|FLUTTER TIRED<br />
|You flutter your wings momentarily, before letting them droop.<br>Aelotoi flutters her wings before they droop tiredly.<br />
|-<br />
|FLUTTER TIRED <target><br />
|You flutter your wings momentarily, before glancing at <person> and letting them droop.<br>Aelotoi glances at you, flutters her wings, and lets them droop tiredly.<br />
|}<br />
<small>{verb} set {standard/culture}</small><br />
<br />
== Reference ==<br />
*[http://www.play.net/gs4/info/races/aelotoi.asp Races: Aelotoi], on Play.net<br />
*[[A Treatise of the Aelotian Language (saved post)]]<br />
*Aelotoian Clothing Document Released! (saved post)<br />
*[[Introduction of the Aelotio]]<br />
<br />
[[Category:Races and Cultures]]<br />
{{Aelotoi}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Half-krolvin&diff=24950Half-krolvin2014-10-02T23:06:48Z<p>MILQUETOAST: /* Race-Specific Verbs */</p>
<hr />
<div>{{Race<br />
|decay = 13 minutes<br />
|regen = 1 per 4 min<br />
|height = 5' to 5.5', 6' max<br />
|weight = 100 to 300 lbs.<br />
|language = Common, Krolvin}}<br />
<br />
'''Half-Krolvin''' are the offspring of a [[krolvin]] (usually the father) and a non-krolvin. The vast majority of half-krolvin on the continent are a result of the slave colony at the [[Isle of Glaoveln]].<br />
<br />
== Inter-Species Compatibility ==<br />
<br />
Most half-krolvin are the offspring of a krolvin and a [[human]], but [[giantman]] slaves also successfully produced children. [[Elf|Elves]] and [[halfling]]s who became pregnant on the island were almost always killed by the affair. [[Dwarf|Dwarves]] are apparently unable to conceive a half-krolvin child.<br />
<br />
==Religious Beliefs==<br />
The half-krolvin as a race do not have separate religious convictions from the rest of Elanthia, nor do they have a patron god or goddess. It is most common for half-krolvins to have no particular deity that they follow; however, when they do follow a deity is it most common for it to be one of the Arkati that is devoted to violent or war-like pursuits.<br />
<br />
The half-krolvin of Krint have specific religious beliefs outlines here: [[Half-krolvin religion (saved post)]].<br />
<br />
== Half-Krolvin Statistics ==<br />
{{Race stats<br />
|str = 10|con = 10|dex = 0|agi = 5|dis = 0|aur = 0|log = -10|int = 0|wis = -5|inf = -5<br />
|Bstr = 28|Bcon = 25|Bdex = 27|Bagi = 22|Bdis = 15|Baur = 23|Blog = 8|Bint = 15|Bwis = 20|Binf = 28<br />
|Cstr = 23|Ccon = 25|Cdex = 12|Cagi = 17|Cdis = 25|Caur = 13|Clog = 23|Cint = 25|Cwis = 30|Cinf = 18<br />
|Estr = 13|Econ = 25|Edex = 17|Eagi = 17|Edis = 25|Eaur = 18|Elog = 23|Eint = 20|Ewis = 30|Einf = 23<br />
|Mstr = 28|Mcon = 30|Mdex = 22|Magi = 32|Mdis = 25|Maur = 13|Mlog = 18|Mint = 20|Mwis = 15|Minf = 8<br />
|Pstr = 28|Pcon = 25|Pdex = 27|Pagi = 22|Pdis = 15|Paur = 23|Plog = 8|Pint = 15|Pwis = 20|Pinf = 28<br />
|RAstr = 28|RAcon = 25|RAdex = 32|RAagi = 22|RAdis = 20|RAaur = 13|RAlog = 13|RAint = 25|RAwis = 25|RAinf = 8<br />
|ROstr = 28|ROcon = 25|ROdex = 27|ROagi = 32|ROdis = 20|ROaur = 13|ROlog = 18|ROint = 25|ROwis = 10|ROinf = 13<br />
|Sstr = 13|Scon = 20|Sdex = 22|Sagi = 17|Sdis = 25|Saur = 28|Slog = 23|Sint = 20|Swis = 25|Sinf = 18<br />
|WAstr = 33|WAcon = 30|WAdex = 27|WAagi = 27|WAdis = 20|WAaur = 13|WAlog = 8|WAint = 20|WAwis = 15|WAinf = 18<br />
|WIstr = 13|WIcon = 20|WIdex = 27|WIagi = 17|WIdis = 20|WIaur = 28|WIlog = 23|WIint = 25|WIwis = 20|WIinf = 18<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit Regeneration<br />
| 1 per 4 min<br />
|Decay Timer<br />
| 13 min<br />
|-<br />
|Max Health<br />
| 165<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 1<br />
|Encumbrance Factor<br />
| 1.1<br />
|-<br />
|Maneuver Bonus<br />
| Average<br />
|-<br />
|}<br />
<br />
Half-Krolvin have natural critical padding against cold attacks.<br />
<br />
== Race-Specific Verbs ==<br />
The following verbs have extra modifiers for Half-Krolvins:<br />
==Race-specific verbs==<br />
<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BARK (verb)|BARK]]'''<br />
|-<br />
|BARK <target><br />
|You bark at (target).<br />
|-<br />
|BARK AMUSEMENT <br />
|You emit a noise that is a combination of laughter and barking, your eyes full of amusement.<br />
|-<br />
|BARK ANGRY <br />
|You pull back your upper lip revealing your sharp incisors and give an angry snarl.<br />
|-<br />
|BARK ANNOYANCE <br />
|You roll your eyes and make an annoyed, barking grunt.<br />
|-<br />
|BARK ASSIST <br />
|You adopt a hesitant posture and issue three soft barks, requesting help.<br />
|-<br />
|BARK BORED <br />
| Your bark of boredom is truncated by a half-yawn.<br />
|-<br />
|BARK BYE <br />
| You bark an abrupt goodbye.<br />
|-<br />
|BARK CHALLENGE <br />
| You take an aggressive stance, lowering your head as you growl in challenge.<br />
|-<br />
|BARK DISCONTENT <br />
| With a guarded expression, you release a bark of discontent.<br />
|-<br />
|BARK DISGUST <br />
| You recoil in disgust as you bark out your distaste.<br />
|-<br />
|BARK DISTRESS <br />
| You erupt in loud, high-pitched barking as you glance about with an insecure expression.<br />
|-<br />
|BARK DISTRUST <br />
|You reveal your dubious opinion of the situation with a growling bark.<br />
|-<br />
|BARK EMBARRASSED <br />
|You croak out a bark of embarrassment.<br />
|-<br />
|BARK ENCOURAGE <br />
|You bark encouragingly.<br />
|-<br />
|BARK FEAR <br />
| Wide-eyed, you flinch and make several quiet, nervous barks.<br />
|-<br />
|BARK FONDLY <br />
|You utter a warm bark of fondness.<br />
|-<br />
|BARK FRANTIC <br />
|You hurriedly bark out a series of clipped yelps.<br />
|-<br />
|BARK FRIEND <br />
| Recognition registers in your eyes, and you give a short, welcoming bark.<br />
|-<br />
|BARK GREEDY <br />
|You unleash a string of quick, excited barks in a high tone as your eyes grow large with greedy desire.<br />
|-<br />
|BARK HELLO <br />
|You give a sharp bark of greeting.<br />
|-<br />
|BARK HUNGRY <br />
|You declare your hunger with a loud, almost piteous, bark and lick your large white incisors in anticipation.<br />
|-<br />
|BARK JOY <br />
| You give a piercing bark of pure joy!<br />
|-<br />
|BARK LAUGH <br />
|You let loose a wild yowl of laughter.<br />
|-<br />
|BARK LOUD <br />
| You release an abrupt, ear-piercing bark!<br />
|-<br />
|BARK NO <br />
|You bark loudly in disagreement.<br />
|-<br />
|BARK PAIN <br />
|You let out a sharp yelp of pain!<br />
|-<br />
|BARK PLAYFUL <br />
| In a playful tone, you bark repeatedly and give a toothy grin.<br />
|-<br />
|BARK PLEASURE <br />
|You utter a low, long-lasting growl of pleasure.<br />
|-<br />
|BARK PROUD <br />
|You draw yourself up proudly and give a deep, guttural bark full of dignity.<br />
|-<br />
|BARK SAD <br />
| You issue a muted bark that transforms into a keening yowl of sorrow.<br />
|-<br />
|BARK SCORN <br />
| You give a sneering bark, laced with derision.<br />
|-<br />
|BARK SELF <br />
|You let a low-pitched, guttural growl grow deep in your throat.<br />
|-<br />
|BARK SKEPTICAL <br />
|You yip a short bark that is immediately followed by a grunt of doubt.<br />
|-<br />
|BARK THANKS <br />
| You issue a quick, appreciative bark.<br />
|-<br />
|BARK WARNING <br />
|You bare your teeth and bark a warning that tapers off into a low growl.<br />
|-<br />
|BARK WONDER<br />
|You bark loudly, then again in a more subdued voice to express your wonderment.<br />
|-<br />
|BARK YES<br />
|You bark loudly in agreement.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[BRISTLE (verb)|BRISTLE]]'''<br />
|-<br />
|BRISTLE <self><br />
|You turn your head slightly and tense up, forcing the hair on your body to go stiff.<br />
|-<br />
|BRISTLE <target><br />
|You bristle at (target). <br />
|-<br />
|BRISTLE ANXIOUS<br />
|You glance around, bristling with anxiety.<br />
|-<br />
|BRISTLE EXCITED<br />
|You bristle with excitement!<br />
|-<br />
|BRISTLE HAPPY<br />
|You give a bright yelp of laughter and bristle with happiness.<br />
|-<br />
|BRISTLE IMPATIENT<br />
|You bristle impatiently.<br />
|-<br />
|BRISTLE NERVOUS<br />
|You bristle nervously.<br />
|-<br />
|BRISTLE PROUD<br />
|You hold yourself in dignified silence, bristling with pride.<br />
|-<br />
|BRISTLE SATISFIED<br />
|You stretch slowly, bristling with satisfaction.<br />
|-<br />
|BRISTLE SLEEPY<br />
|You stretch lazily, bristling as you suppress a yawn.<br />
|-<br />
|BRISTLE SMUG<br />
|You bristle smugly.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[ROAR (verb)|ROAR]]'''<br />
|-<br />
|ROAR ANGRY<br />
|You bare your fangs and roar angrily!<br />
|-<br />
|ROAR HUNGRY<br />
|Pointing to your mouth, you roar hungrily!<br />
|-<br />
|ROAR LOUDLY<br />
|You take a deep breath and level a deafening roar!<br />
|-<br />
|ROAR PAIN<br />
|Wincing with pain, you let out a roar!<br />
|-<br />
|ROAR TRIUMPH<br />
|You throw back your head and let loose with a roar of triumph!<br />
|-<br />
|ROAR FEAR<br />
|Quivering in fear, you let out a tentative roar!<br />
|-<br />
|}<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/races/halfkrolvin.asp Races: Half-Krolvin], on Play.net<br />
{{Half-Krolvins}}<br />
[[Category:Races and Cultures]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Forest_gnome&diff=7468Forest gnome2014-10-02T22:49:30Z<p>MILQUETOAST: /* Other Characteristics */</p>
<hr />
<div>{{Race <br />
| decay = 16 minutes <br />
| language = Common, Gnomish <br />
| regen = 2 per 5 min<br />
| weight = 50 to 140 lbs. <br />
| height = 3.5' to 4', 4.25' max}}<br />
<br />
'''Forest Gnomes''' live in bloodline compounds deep within [[Elanthia]]'s forests. They protect themselves through skilled camouflage, and often devious, and sometimes deadly, traps.<br />
Forest Gnomes live in a society of hunter-gatherers, depending on an exacting knowledge of their surrounding habitat, and some adept manipulation of their home to improve their hunting yield.<br />
Because of their more active lifestyles, Forest Gnomes are known to be more robust than their urban cousins. Living in the wild and working together has also helped them develop [[wisdom]] and [[discipline]].<br />
<br />
Gnomes never fail at ventriloquism attempts with the SAY verb and are the only race capable of speaking anonymously when hidden and throwing their voice (though it's not guaranteed).<br />
<br />
<br />
== Forest Gnome Statistics ==<br />
{{Race stats<br />
|str = -10|con = 10|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 0|wis = 5|inf = -5 <br />
|Bstr = 22|Bcon = 22|Bdex = 27|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 15|Bwis = 20|Binf = 30<br />
|Cstr = 17|Ccon = 22|Cdex = 12|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 25|Cwis = 30|Cinf = 20<br />
|Estr = 7|Econ = 22|Edex = 17|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 20|Ewis = 30|Einf = 25<br />
|Mstr = 22|Mcon = 27|Mdex = 22|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 20|Mwis = 15|Minf = 10<br />
|Pstr = 22|Pcon = 22|Pdex = 27|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 15|Pwis = 20|Pinf = 30<br />
|RAstr = 22|RAcon = 22|RAdex = 32|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 25|RAwis = 25|RAinf = 10<br />
|ROstr = 22|ROcon = 22|ROdex = 27|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 25|ROwis = 10|ROinf = 15<br />
|Sstr = 7|Scon = 17|Sdex = 22|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 20|Swis = 25|Sinf = 20<br />
|WAstr = 27|WAcon = 27|WAdex = 27|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 20|WAwis = 15|WAinf = 20<br />
|WIstr = 7|WIcon = 17|WIdex = 27|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 25|WIwis = 20|WIinf = 20<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit On Node<br />
| 2 per 5 min<br />
|Decay Timer<br />
| 16 min<br />
|-<br />
|Max Health<br />
| 100<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.45<br />
|Encumbrance Factor<br />
| 0.60<br />
|-<br />
|Maneuver Bonus<br />
| Excellent<br />
|-<br />
|}<br />
<br />
Forest gnomes receive a large bonus to hiding in the forest and a bonus to crossbow cocking time. Both varieties of gnomes are skilled ventriloquists and imitators -- they are perfect at using [[IMITATE]], have a bonus to throwing their voice, can speak anonymously from hiding, and receive a bonus to using the [[Divert combat maneuver]].<br />
<br />
==Race-specific verbs==<br />
<br />
{|{{prettytable}}<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[TINKER (verb)|TINKER]]'''<br />
|-<br />
|TINKER<br />
|You ponder on the philosophical aspects of your environment and consider the potential ecological consequences of your surroundings.<br />
|-<br />
|TINKER <person><br />
|Noticing a tiny, stray twig on (target's) leg, you reach over and remove it, flicking it into the distance.<br />
|-<br />
|TINKER <item><br />
|You tinker with your (item), analyzing its structure.<br />
|-<br />
|TINKER <foraged item><br>Empty Hand<br />
| Tracing the (item's) form with your fingertip, you study it scrupulously hoping to deduce pertinent information regarding its origin.<br />
|-<br />
|TINKER <foraged item><br>Held<br />
| You meticulously inspect the (item) in an attempt to discern and understand its ecological intricacies.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[SALUTE (verb)|SALUTE]]'''<br />
|-<br />
|SALUTE<br />
|Snapping your heels together, you stiffen your upper body, left arm pressed tight against your side, and salute.<br />
|-<br />
|SALUTE <self><br />
|You wave your hands back and forth, one over the other, in a definitive negative motion.<br />
|-<br />
|SALUTE <person><br />
|Snapping your heels together, you stiffen your upper body, left arm pressed tight against your side, and salute <person>.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[OBSERVE (verb)|OBSERVE]]'''<br />
|-<br />
|OBSERVE<br>Outside<br />
|Crouching low to the ground, you scan your immediate surroundings with a keen eye and a skilled hand. Once convinced there are no environmental traps, you slap your hand against your thigh decisively.<br />
|-<br />
|OBSERVE<br>Inside<br />
| With a keen eye, you scan your surroundings and are fairly convinced that there are no environmental traps nearby.<br />
|-<br />
|OBSERVE <creature><br />
|You spend some time observing (target), familiarizing yourself with his/her/its unique behavior and qualities.<br />
|-<br />
|OBSERVE <object><br />
|You pause for a moment and observe (target).<br />
|-<br />
|OBSERVE <self><br />
|You mouth a few words silently while trying to imitate speech patterns.<br />
|-<br />
|OBSERVE <person><br />
|You observe (target) carefully, scrutinizing his/her facial movements while he/she speaks.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[WINK (verb)|WINK]]'''<br />
|-<br />
| WINK<br />
|With your mouth agape, you execute a slow, exaggerated wink at (target) and then roll your eyes dramatically.<br />
|-<br />
|WINK <self><br />
|You squeeze your eyes shut and shake your head in disbelief.<br />
|-<br />
|WINK <person><br />
|With your mouth agape, you execute a slow, exaggerated wink at (target) and then roll your eyes dramatically.<br />
|-<br />
! colspan=2 style="background:#ddd; white-space: nowrap; font-size: larger; text-align: center;" | '''[[FIDGET (verb)|FIDGET ]]'''<br />
|-<br />
|FIDGET<br />
| You rub your hands together briskly as you scrutinize your surroundings.<br />
|-<br />
|FIDGET <creature><br />
|You glance at (creature) and fidget nervously.<br />
|-<br />
|FIDGET <object><br />
|You fiddle with (target), clearly distracted from your surroundings.<br />
|-<br />
|FIDGET <self><br>Inside<br />
| You fidget nervously as you glance around the area, clearly uncomfortable with the lack of vegetation.<br />
|-<br />
|FIDGET <self><br>Outside<br />
| You fiddle with your <random worn item> as you glance nervously around the area.<br />
|-<br />
|FIDGET <person><br />
|You glance at (target) while you fiddle nervously with your <random worn item>.<br />
|}<br />
<br />
== See also ==<br />
*[[Forest gnome clothing (saved post)]]<br />
*[[Forest gnome verbs (saved post)]]<br />
<br />
== External links ==<br />
*[http://www.play.net/gs4/info/races/forestgnome.asp Races: Forest Gnome], on Play.net<br />
{{Template:Forest Gnomes}}<br />
{{stub}}<br />
[[Category:Races and Cultures]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Forest_gnome/saved_posts&diff=8378Forest gnome/saved posts2014-10-02T22:31:34Z<p>MILQUETOAST: Created page with '{{saved-post | category = Races | topic = Forest gnomes | messagenum = 81 | author = GS4-HALISTE | date = 10/02/2014 11:52 AM EDT | subject = Forest gnomes unite! }} …'</p>
<hr />
<div>{{saved-post<br />
| category = Races<br />
| topic = [[Forest gnome]]s<br />
| messagenum = 81<br />
| author = GS4-HALISTE<br />
| date = 10/02/2014 11:52 AM EDT<br />
| subject = Forest gnomes unite! <br />
}}<br />
<br />
The day has finally arrived, and forest gnomes everywhere are rejoicing! No longer will they tinker like their distant cousins. In fact, they have the opportunity to add a little environmental flair to a few things! <br />
<br />
The gnomes are gathering at Silverwood Manor in preparation of the weekend's festivities. In addition to the much anticipated dedication ceremony, forest gnomes now have something else to celebrate at Gnomefest. Hurray!<br />
<br />
[[TINKER (verb) | TINKER]], [[SALUTE (verb) | SALUTE]], [[OBSERVE (verb) | OBSERVE]], [[WINK (verb) | WINK]], and [[FIDGET (verb) | FIDGET]] have all been updated to add racial messaging for FGs. Tinker is the only one without a SET option.<br />
<br />
Enjoy!<br />
<br />
~ Haliste ~<br />
The M & M Guru<br />
Forest Gnomes</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Forest_gnome&diff=22612Forest gnome2014-10-02T22:27:52Z<p>MILQUETOAST: /* See also */</p>
<hr />
<div>{{Race <br />
| decay = 16 minutes <br />
| language = Common, Gnomish <br />
| regen = 2 per 5 min<br />
| weight = 50 to 140 lbs. <br />
| height = 3.5' to 4', 4.25' max}}<br />
<br />
'''Forest Gnomes''' live in bloodline compounds deep within [[Elanthia]]'s forests. They protect themselves through skilled camouflage, and often devious, and sometimes deadly, traps.<br />
Forest Gnomes live in a society of hunter-gatherers, depending on an exacting knowledge of their surrounding habitat, and some adept manipulation of their home to improve their hunting yield.<br />
Because of their more active lifestyles, Forest Gnomes are known to be more robust than their urban cousins. Living in the wild and working together has also helped them develop [[wisdom]] and [[discipline]].<br />
<br />
Gnomes never fail at ventriloquism attempts with the SAY verb and are the only race capable of speaking anonymously when hidden and throwing their voice (though it's not guaranteed).<br />
<br />
<br />
== Forest Gnome Statistics ==<br />
{{Race stats<br />
|str = -10|con = 10|dex = 5|agi = 10|dis = 5|aur = 0|log = 5|int = 0|wis = 5|inf = -5 <br />
|Bstr = 22|Bcon = 22|Bdex = 27|Bagi = 23|Bdis = 17|Baur = 25|Blog = 10|Bint = 15|Bwis = 20|Binf = 30<br />
|Cstr = 17|Ccon = 22|Cdex = 12|Cagi = 18|Cdis = 27|Caur = 15|Clog = 25|Cint = 25|Cwis = 30|Cinf = 20<br />
|Estr = 7|Econ = 22|Edex = 17|Eagi = 18|Edis = 27|Eaur = 20|Elog = 25|Eint = 20|Ewis = 30|Einf = 25<br />
|Mstr = 22|Mcon = 27|Mdex = 22|Magi = 33|Mdis = 27|Maur = 15|Mlog = 20|Mint = 20|Mwis = 15|Minf = 10<br />
|Pstr = 22|Pcon = 22|Pdex = 27|Pagi = 23|Pdis = 17|Paur = 25|Plog = 10|Pint = 15|Pwis = 20|Pinf = 30<br />
|RAstr = 22|RAcon = 22|RAdex = 32|RAagi = 23|RAdis = 22|RAaur = 15|RAlog = 15|RAint = 25|RAwis = 25|RAinf = 10<br />
|ROstr = 22|ROcon = 22|ROdex = 27|ROagi = 33|ROdis = 22|ROaur = 15|ROlog = 20|ROint = 25|ROwis = 10|ROinf = 15<br />
|Sstr = 7|Scon = 17|Sdex = 22|Sagi = 18|Sdis = 27|Saur = 30|Slog = 25|Sint = 20|Swis = 25|Sinf = 20<br />
|WAstr = 27|WAcon = 27|WAdex = 27|WAagi = 28|WAdis = 22|WAaur = 15|WAlog = 10|WAint = 20|WAwis = 15|WAinf = 20<br />
|WIstr = 7|WIcon = 17|WIdex = 27|WIagi = 18|WIdis = 22|WIaur = 30|WIlog = 25|WIint = 25|WIwis = 20|WIinf = 20<br />
}}<br />
<blockquote>''Note: To edit the layout of the tables in this section, go to [[Template:Race stats]]''</blockquote><br />
<br />
== Other Characteristics ==<br />
{|{{prettytable}}<br />
|-<br />
|Spirit On Node<br />
| 2 per 5 min<br />
|Decay Timer<br />
| 16 min<br />
|-<br />
|Max Health<br />
| 100<br />
|Base Regeneration<br />
| ?<br />
|-<br />
|Weight Factor<br />
| 0.45<br />
|Encumbrance Factor<br />
| 0.60<br />
|-<br />
|Maneuver Bonus<br />
| Excellent<br />
|-<br />
|}<br />
<br />
Forest gnomes receive a large bonus to hiding in the forest and a bonus to crossbow cocking time. Both varieties of gnomes are skilled ventriloquists and imitators -- they are perfect at using [[IMITATE]], have a bonus to throwing their voice, can speak anonymously from hiding, and receive a bonus to using the [[Divert combat maneuver]].<br />
<br />
<br />
<br />
== See also ==<br />
*[[Forest gnome clothing (saved post)]]<br />
*[[Forest gnome verbs (saved post)]]<br />
<br />
== External links ==<br />
*[http://www.play.net/gs4/info/races/forestgnome.asp Races: Forest Gnome], on Play.net<br />
{{Template:Forest Gnomes}}<br />
{{stub}}<br />
[[Category:Races and Cultures]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Fervor_(1618)/saved_posts&diff=8377Fervor (1618)/saved posts2014-09-08T11:20:09Z<p>MILQUETOAST: Created page with '{{saved-post |author=GS4-CYRAEX |subject=Paladin Spell Updates: Crusade Released! |date=09/07/2014 10:34 PM EDT |messagenum=664 |category=Paladins |topic=Paladin Spells}} I'm p…'</p>
<hr />
<div>{{saved-post<br />
|author=GS4-CYRAEX<br />
|subject=Paladin Spell Updates: Crusade Released! <br />
|date=09/07/2014 10:34 PM EDT<br />
|messagenum=664<br />
|category=Paladins<br />
|topic=Paladin Spells}}<br />
<br />
I'm pleased to announce that [[Crusade (1618)|Crusade]] has been released! The details are below, enjoy!<br />
<br />
This spell grants the [[Paladin]] and his group heavy damage weighting for both bolt and physical attacks. Training in [[Spiritual Lore, Blessings]] will increase the [[damage weighting]] effect. In addition, successful attacks have 10% chance that a [[Arkati|deity]] specific flare will occur after the attack. Training in [[Spiritual Lore, Religion]] increases the odds of the flare triggering at the rate of 2 * seed 2 summation of lore ranks. Group members who share the same deity alignment with the Paladin with gain an additional 5% bonus to their flare chance.<br />
<br />
This spell is taxing on the Paladin. Attempts to recast it more often than every 3 minutes will cause subsequent casts to cost 9 additional mana than the previous cost. i.e. If a Paladin casts this spell 4 times, once every minute, the scaling mana cost is 18, 27, 36, and 45 mana.</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Fervor_(1618)&diff=16992Fervor (1618)2014-09-08T11:16:43Z<p>MILQUETOAST: /* See Also */</p>
<hr />
<div>{{Spell<br />
| mnemonic = CRUSADE<br />
| duration = 60 sec<br />
| span = One-shot?<br />
| type = Offensive<br />
| subtype = Enhancement<br />
| weapon = Damage [[weighting]]<br />
| enhancement = HDW to physical and<br>magical [[bolt]] attacks<br />
| requirements = None<br />
| availability = Paladin's group<br />
| navigation = {{Paladin base navigation}}<br />
}}<br />
<br />
'''Crusade''' aids the [[paladin]] and group members' by increasing the effectiveness (heavy damage weighting) of physical and magical bolt attacks. This spell has a duration of 60 seconds and damage can be further enhanced through lore training.<br />
<br />
==Lore Effects==<br />
===Spiritual Lore, Blessings===<br />
Damage weighting bonus is increased with training in [[Spiritual Lore, Blessings]]<br />
<br />
===Spiritual Lore, Religion===<br />
Training in [[Spiritual Lore, Religion]] adds the chance of a potential [[Holy Damage|deity-specific flare]] to occur after the attack.<br />
<br />
==Messaging==<br />
<div {{log}}> need messaging</div><br />
<br />
==See Also==<br />
*[[Crusade (saved post)]]<br />
<br />
==External links==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=13#1618 Paladin Base Spell Circle: Crusade], on play.net<br />
<br />
{{stub}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Fervor_(1618)&diff=16991Fervor (1618)2014-09-08T11:16:29Z<p>MILQUETOAST: </p>
<hr />
<div>{{Spell<br />
| mnemonic = CRUSADE<br />
| duration = 60 sec<br />
| span = One-shot?<br />
| type = Offensive<br />
| subtype = Enhancement<br />
| weapon = Damage [[weighting]]<br />
| enhancement = HDW to physical and<br>magical [[bolt]] attacks<br />
| requirements = None<br />
| availability = Paladin's group<br />
| navigation = {{Paladin base navigation}}<br />
}}<br />
<br />
'''Crusade''' aids the [[paladin]] and group members' by increasing the effectiveness (heavy damage weighting) of physical and magical bolt attacks. This spell has a duration of 60 seconds and damage can be further enhanced through lore training.<br />
<br />
==Lore Effects==<br />
===Spiritual Lore, Blessings===<br />
Damage weighting bonus is increased with training in [[Spiritual Lore, Blessings]]<br />
<br />
===Spiritual Lore, Religion===<br />
Training in [[Spiritual Lore, Religion]] adds the chance of a potential [[Holy Damage|deity-specific flare]] to occur after the attack.<br />
<br />
==Messaging==<br />
<div {{log}}> need messaging</div><br />
<br />
==See Also==<br />
*[Crusade (saved post)]<br />
<br />
==External links==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=13#1618 Paladin Base Spell Circle: Crusade], on play.net<br />
<br />
{{stub}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Armor_Specialization/saved_posts&diff=8288Armor Specialization/saved posts2014-03-20T09:30:12Z<p>MILQUETOAST: </p>
<hr />
<div>==New Armor System Released!==<br />
{{saved-post<br />
| category = Hunting and Combat<br />
| topic = All About Armor<br />
| messagenum = 2867<br />
| author = GS4-COASE<br />
| date = 4/2/2009 12:24:31 AM<br />
| subject = New Armor System Released!<br />
}}<br />
A significant new addition to the armor system for [[Warrior]]s, [[Rogue]]s, and [[Paladin]]s has been released: the [[Armor Specialization|Armor Specialization List]].<br> <br />
<br> <br />
This system is broadly similiar in nature the existing [[Combat Maneuver|Combat Maneuver List (CMAN) system]]. Each rank in the [[Armor Use]] skill will now provide an Armor Training Point to Warriors/Rogues/Paladins. These points can then be spent to learn Armor Specializations via the [[ARMOR (verb)|ARMOR verb]].<br> <br />
<br> <br />
These Armor Specializations can be learned and unlearned in much the same way as CMANs (though, unlike the CMAN system, there is no training cost penalty for Paladins and there is no level cap on the amount of points that may be invested into any one skill). For two weeks following this release (until 4/16/2009), the Armor Specializations will have instant point migration, to allow for players to make an informed choice of which specializations they would like to train in.<br> <br />
<br> <br />
Unlike the CMAN system, the Armor Specialization system is made up entirely of service and utility abilities (see the list below) instead of attack abilities. There are two types of Armor Specializations that players can train in: [[Armor Specialization#Damage Specializations|Damage Specialization]]s and [[Armor Specialization#General Specializations|General Specialization]]s. The [[Slash protection|Slash]]/[[Crush protection|Crush]]/[[Puncture protection|Puncture]] protections make up the Damage Specialization group. The [[Armor support|Armor Support]], [[Armored evasion|Armored Evasion]], [[Armored casting|Armored Casting]], [[Armored fluidity|Armored Fluidity]], [[Armored stealth|Armored Stealth]], and [[Armor reinforcement|Armor Reinforcement]] abilities make up the General Specialization group.<br> <br />
<br> <br />
A suit of armor may have a maximum of one (1) Damage Specialization and one (1) General Specialization applied to it. For example, you could apply both Crush Protection and Armor Support to a suit of armor, but not both Slash and Crush Protection, nor both Armored Evasion and Armor Support. Damage Specializations last a certain number of hits once applied to a specific piece of armor (non-robe torso and accessory armor may be adjusted). General Specializations may be applied to a player who is wearing torso armor of any kind and will last four (4) hours or until the armor is REMOVEd.<br> <br />
<br> <br />
The following is the list of available Specializations:<br> <br />
<br> <br />
<hr> <br />
<br> <br />
<br> <br />
Skill Name: Slash Protection<br> <br />
Mnemonic: slash<br> <br />
Other Requirements: Specialized armor fittings (available at your local [[Warrior Guild]] workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is [[flare]]d or provides a bonus to [[AS]] or [[TD]], it requires sturdy fittings or better. If the armor being adjusted is [[Padding|padded]], the quality of the fittings required is:<br> <br />
<br> <br />
Common: May not be used with padded armor.<br> <br />
Sturdy: May be used with up to fairly padded armor.<br> <br />
Fine: May be used with up to decently padded armor.<br> <br />
Superb: May be used with up to very heavily padded armor.<br> <br />
Masterwork: No limit on level of padding.<br> <br />
<br> <br />
Available to: Warriors.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 30<br>&nbsp;Rank 3: 40<br>&nbsp;Rank 4: 50<br>&nbsp;Rank 5: 60<br> <br />
Description: Adjusts a person's armor so that it is more resistant to [[Slash|slashing attacks]].<br> <br />
<br> <br />
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per [[ASSESS (verb)|ASSESS]] level to a maximum penalty of -40.<br> <br />
<br> <br />
The number of slashing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).<br> <br />
<br> <br />
<hr> <br />
<br> <br />
Skill Name: Crush Protection<br> <br />
Mnemonic: crush<br> <br />
Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:<br> <br />
<br> <br />
Common: May not be used with padded armor.<br> <br />
Sturdy: May be used with up to fairly padded armor.<br> <br />
Fine: May be used with up to decently padded armor.<br> <br />
Superb: May be used with up to very heavily padded armor.<br> <br />
Masterwork: No limit on level of padding.<br> <br />
<br> <br />
Available to: Warriors.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 30<br>&nbsp;Rank 3: 40<br>&nbsp;Rank 4: 50<br>&nbsp;Rank 5: 60<br> <br />
Description: Adjusts a person's armor so that it is more resistant to crushing attacks.<br> <br />
<br> <br />
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40.<br> <br />
<br> <br />
The number of crushing hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).<br> <br />
<br> <br />
<hr> <br />
<br> <br />
<br> <br />
Skill Name: Puncture Protection<br> <br />
Mnemonic: puncture<br> <br />
Other Requirements: Specialized armor fittings (available at your local Warrior Guild workshop) are required. There are five quality tiers of fittings: common (useable at Rank 1), sturdy (Rank 2), fine (Rank 3), superb (Rank 4), and masterwork (Rank 5). If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required is:<br> <br />
<br> <br />
Common: May not be used with padded armor.<br> <br />
Sturdy: May be used with up to fairly padded armor.<br> <br />
Fine: May be used with up to decently padded armor.<br> <br />
Superb: May be used with up to very heavily padded armor.<br> <br />
Masterwork: No limit on level of padding.<br> <br />
<br> <br />
Available to: Warriors.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 30<br>&nbsp;Rank 3: 40<br>&nbsp;Rank 4: 50<br>&nbsp;Rank 5: 60<br> <br />
Description: Adjusts a person's armor so that it is more resistant to [[Puncture (critical table)|puncture attacks]].<br> <br />
<br> <br />
The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40.<br> <br />
<br> <br />
The number of puncture hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).<br> <br />
<br> <br />
<hr> <br />
<br> <br />
<br> <br />
Skill Name: Armor Support<br> <br />
Mnemonic: support<br> <br />
Other Requirements: None.<br> <br />
Available to: Warriors.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 25<br>&nbsp;Rank 3: 30<br>&nbsp;Rank 4: 35<br>&nbsp;Rank 5: 40<br> <br />
Description: Adjusts a person's armor so that it better supports the weight of their gear. Reduces [[encumbrance]] by a number of pounds equal to 5 + ((Armor Group + 1) * Rank).<br> <br />
<br> <br />
<hr> <br />
<br> <br />
<br> <br />
Skill Name: Armored Evasion<br> <br />
Mnemonic: evasion<br> <br />
Other Requirements: None.<br> <br />
Available to: Rogues.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 30<br>&nbsp;Rank 3: 40<br>&nbsp;Rank 4: 50<br>&nbsp;Rank 5: 60<br> <br />
Description: Adjusts a person's armor so that it is better fitted for [[dodging]] attacks. Reduces the [[Armor Action Penalty]] by (Rank * (7 - Armor Group)) / 2.<br> <br />
<br> <br />
<hr> <br />
<br> <br />
<br> <br />
Skill Name: Armored Casting<br> <br />
Mnemonic: casting<br> <br />
Other Requirements: None.<br> <br />
Available to: Paladins.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 30<br>&nbsp;Rank 3: 40<br>&nbsp;Rank 4: 50<br>&nbsp;Rank 5: 60<br> <br />
Description: Adjusts a person's armor so that they can better recover from a failed [[spell]] casting attempt. Reduces the amount of [[mana]] lost when failing to cast a spell due to [[Spell hindrance|armor hindrance]] by 10% per rank (all fractions dropped).<br> <br />
<br> <br />
<hr> <br />
<br> <br />
<br> <br />
Skill Name: Armored Fluidity<br> <br />
Mnemonic: fluidity<br> <br />
Other Requirements: None.<br> <br />
Available to: Paladins.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 30<br>&nbsp;Rank 3: 40<br>&nbsp;Rank 4: 50<br>&nbsp;Rank 5: 60<br> <br />
Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the normal final spell failure chance per rank (all fractions dropped).<br> <br />
<br> <br />
<hr> <br />
<br> <br />
<br> <br />
Skill Name: Armored Stealth<br> <br />
Mnemonic: stealth<br> <br />
Other Requirements: None.<br> <br />
Available to: Rogues.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 30<br>&nbsp;Rank 3: 40<br>&nbsp;Rank 4: 50<br>&nbsp;Rank 5: 60<br> <br />
Description: Adjusts a person's armor so that it can help mask their movements. Provides a bonus to [[Stalking and Hiding|Stealth]] rolls equal to (Rank * 2 * (5 - Armor Group)).<br> <br />
<br> <br />
<hr> <br />
<br> <br />
<br> <br />
Skill Name: Armor Reinforcement<br> <br />
Mnemonic: reinforcement<br> <br />
Other Requirements: None.<br> <br />
Available to: Warriors.<br> <br />
Prerequisites:<br>&nbsp;None<br> <br />
Armor Point Cost:<br>&nbsp;Rank 1: 20<br>&nbsp;Rank 2: 30<br>&nbsp;Rank 3: 40<br>&nbsp;Rank 4: 50<br>&nbsp;Rank 5: 60<br> <br />
Description: Adjusts a person's armor so that it better protects against repeated blows. Provides a (Rank * 7)% chance of not stacking wounds of the same level when struck in combat by an attack that [[Redux|Damage Reduction]] could apply against.<br> <br />
<br> <br />
Coase (Yes, I'm back)<br> <br />
<br> <br />
<br />
<br />
==Armor Fluidity Documentation Correction==<br />
{{saved-post<br />
| category = Hunting and Combat<br />
| topic = All About Armor<br />
| messagenum = 3013<br />
| author = GS4-COASE<br />
| date = 4/2/2009 11:17:26 PM<br />
| subject = Armor Fluidity Documentation Correction <br />
}}<br />
<br />
The both the posted and in-game documentation for Armored Fluidity contained a large error in describing how it actually works. The previously released description read:<br />
<br />
Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the normal <b>final</b> spell failure chance per rank (all fractions dropped).<br />
<br />
The corrected description now reads:<br />
<br />
Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the <b>base</b> spell failure chance per rank (all fractions dropped).<br />
<br />
Armored Fluidity actually affects the base spell failure chance (see the chart at http://www.play.net/gs4/info/armory/armor.asp), and not the final spell failure chance. My apologies for the error.<br />
<br />
Coase <br />
<br />
<br />
==Armor Specialization Update==<br />
{{saved-post<br />
| category = Hunting and Combat<br />
| topic = All About Armor<br />
| messagenum = 3168<br />
| author = GS4-COASE<br />
| date = 4/8/2009 12:41:17 AM<br />
| subject = Armor Specialization Update<br />
}}<br />
The [[mana]] cost reduction from [[Armored casting]] has been increased from 10% to 15% per rank.<br />
<br />
Armor Support, Armored Evasion, Armored Casting, Armored Fluidity, Armored Stealth, and Armor Reinforcement are now displayed in [[SPELL (verb)|SPELL ACTIVE]] and the Active Spells [[StormFront]] window.<br />
<br />
Coase<br />
<br />
==Demeanor==<br />
{{saved-post<br />
| category = Hunting and Combat<br />
| topic = All About Armor<br />
| messagenum = 324<br />
| author = GS4-FINROS<br />
| date = 04/21/2013 09:27 PM EDT<br />
| subject = Re: ARMOR adjustments and demeanor<br />
}}<br />
<i>>>Can ARMOR adjustments be changed to allow for demeanor?</i> -ISMANO<br />
<br />
Done. Note that being members of the same group trumps demeanor, however.<br />
<br />
[[Category:Armor Enhancements]]<br />
[[Category:Armor Specialization]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Crystal_amulet/saved_posts&diff=18989Crystal amulet/saved posts2014-03-13T09:36:32Z<p>MILQUETOAST: </p>
<hr />
<div>__TOC__<br />
==ESP 2.0 - The Amulet Reborn==<br />
{{saved-post<br />
| category = Gemstone IV Announcements<br />
| topic = Important Announcements<br />
| author = GS4-ALYIAS<br />
| subject = ESP Update<br />
| date = 5/29/2007 10:02:34 am <br />
| messagenum = 1503<br />
}}<br />
GemStone has expanded the variety of ESP verbs, commands, and channels available to players. In addition, the commonly used [[crystal amulet]]s that are used to extend ones mind to the thoughts of others have changed, and interact with thoughts and people differently than in the past.<br />
<br />
A list of ESP Channel commands may be found in game by typing ESP and ESP COMMANDS. Following is a detailed explanation of those commands and how these they can enhance your ability to contact others.<br />
<br />
Using the THINK command you can send your thoughts either to everyone (within range) on a particular thought channel or target your thoughts towards a specific individual or group. The expanded thought channel options include:<br />
<br />
General - For speaking to people in your general geographic area<br />
<br />
Merchant - For selling items to people in your general geographic area<br />
<br />
Guild - To keep in touch with members of your profession in your general geographic area<br />
<br />
Friends - To turn into your private "friends" only thought network. People who have befriended each other at level neutral or above have the ability to create a private network via a channel named after themselves. This channel can only be joined by people who are both befriended by the owner and befriend the owner as well (neutral or higher). This network is hidden from people who have not befriended and been befriended as such.<br />
<br />
Houses and Halls - Officially inducted members of a Great House (CHE) or Hall (PRO) can think to fellow members anywhere in Elanthia.<br />
<br />
To see which of the above options is available to your character, as well as how to send thoughts, type ESP COMMANDS.<br />
<br />
The ESP verb lists all the available settings for the ESP system. If you believe you will use one of your channel options more than the others, you may wish set that option as your DEFAULT. To do this, type ESP DEFAULT <channel>. When you type THINK <message> your thoughts will automatically go out to the selected channel, unless you utilize THINK ON <channel> to redirect them.<br />
<br />
Premium members will receive notification when befriended players (neutral or higher) become available on an ESP channel they are tuned into. In addition, you can locate the people who are reachable via the thought network by typing THINK WHO <channel name>. If you target a player for your thoughts and that player is unable to hear you, you will receive a failure message.<br />
If this is too much thinking for you and you decide to avoid the thoughts of a specific person or group use ESP IGNORE HELP learn how to keep various thoughts from your mind. There are also a number of cosmetic options available via ESP OPTION HELP. Premium users have a option that will allow them to select a HIDDEN ON CHANNEL setting. This setting will hide your presence, either globally (if you select the global option), or on the channel you select. This means your name will not be listed when other players use the ESP WHO option.<br />
THere are a number of cosmetic options available to you as well under ESP OPTION HELP. They are:<br />
<br />
*Hidden on Channel Setting: This setting will hide your presence on either globally (if you select the global option) or on the channel you select. Your name will not be listed when other players use the ESP WHO option. This option is only available to premium accounts.<br />
<br />
*Show Friends Setting: This setting will notify you when your friends (as listed in BEFRIEND) presence becomes available on any ESP channel you may be tuned into. Note that your friends hidden settings preempt this setting. This option is only available to premium accounts.<br />
<br />
*Unique Windows Setting: This setting will seperate all of your ESP channels into different) windows in the StormFront Front End.<br />
<br />
*Compress Headers Setting: This setting will compress the headers of any ESP messages recieved,) resulting in the message being less verbose and more sleek.<br />
<br />
*Process Ignores Setting: This setting will process any personal ignore lists you have set up via ESP IGNORE or the "Ignore Preferences" link in the ESP command box. Please see ESP IGNORE HELP for further information.<br />
<br />
*Ignore Channel Setting: This setting will process any channel ignore options you have set up via THINK IGNORE or the "Ignore Preferences" link in the ESP command box. Please see THINK IGNORE HELP for further information.<br />
<br />
Regarding the Stormfront windows, if you belong to more than one Hall (PRO) any options you select will affect the settings of every Hall you are a member of.<br />
<br />
Please direct any questions, comments, or concerns to http://www.play.net/forums/messages.asp?forum=102&category=6&topic=14.<br />
<br />
This message was originally posted in Game Design Discussions, ESP 2.0 - The Amulet Reborn. To discuss the above follow the link below.<br />
<br />
http://www.play.net/forums/messages.asp?forum=102&category=6&topic=14&message=68<br />
<br />
----<br />
== Crystal Amulet Durations ==<br />
{{saved-post<br />
| category = Game Design Discussions<br />
| topic = ESP 2.0 - The Amulet Reborn<br />
| author = GS4-KEIOS<br />
| subject = Crystal Amulet Durations <br />
| date = 01/26/2014 05:12 PM EST <br />
| messagenum = 84<br />
}}<br />
Hello all.<br />
<br />
I've just released an update to the amunet that increases the duration of crystal amulets (and derivatives thereof) to 1 hour per rub. This change did not affect the duration per activation of Sigil of Contact and Sign of Thought.<br />
<br />
-KEIOS<br />
<br />
{{saved-post<br />
| category = Game Design Discussions<br />
| topic = ESP 2.0 - The Amulet Reborn<br />
| author = GS4-KEIOS<br />
| subject = Re: Crystal Amulet Durations <br />
| date = 01/27/2014 01:00 AM EST <br />
| messagenum = 95<br />
}}<br />
You are all quite welcome. Many thanks to GM Mestys for the quick approval and GM Finros for the QC work.<br />
<br />
<i>>>Amulet holders included in the longer duration, too? Just to be certain and such.</i> -MAZEIKISJ<br />
<br />
And, yes, amulet holders and all other magically activated ESP items should see the new longer durations.<br />
<br />
-KEIOS<br />
<br />
{{saved-post<br />
| category = Game Design Discussions<br />
| topic = ESP 2.0 - The Amulet Reborn<br />
| author = GS4-KEIOS<br />
| subject = Re: Crystal Amulet Durations <br />
| date = 01/29/2014 11:43 PM EST<br />
| messagenum = 101<br />
}}<br />
<i>>>I'd like to see ESP duration on Spell Active. :)</i> - ARIETTA<br />
<br />
Done.<br />
<br />
-KEIOS<br />
[[Category: Saved Posts]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Item_properties&diff=42922Item properties2014-03-10T09:47:06Z<p>MILQUETOAST: </p>
<hr />
<div>During RtCF 2013 Run 2, in an effort to improve humanity's grasp of armor and weapon abilities, the good people of the GREEDY MOFOS AIM Blast chat room gathered together and collaborated to form [[The Charts of Clarity]]. By consulting these charts and meditating upon their received wisdom, players can better understand what kinds of items will be eligible for further enhancements.<br />
<br />
Once birthed from the mind of Kitsun!<br><br />
Once entrusted to the endlessly pasted clipboard of Metadi!<br><br />
Behold ye now as [[The Charts of Clarity]] are fully revealed to the world in an act of selfless charity.<br />
<br />
==Weapon==<br />
{| {{Prettytable||text-align:left}}<br />
! align="left" width = 160px | Slot <br />
! align="left" width = 600px | Enhancements Include<br />
|-<br />
|1. Base Enchant || Inherent, [[925|Wizard Enchanted]]<br />
|-<br />
|2. Primary || [[Weighting]], [[Flares]], [[Defender]], [[Zelnorn]], [[Kroderine]], Permablessing<br />
|-<br />
|3. Script || Blink, Splitter, [[Fusion]], Disarm Returning, Bazzlewyn, [[Armor and Weapon Moods (saved post)|Weapon Moods (Dhyne)]], [[Loresong]], Bubble Flares<br />
|-<br />
|Both Primary and Combat || [[Coraesine]], Scripted Flares<br />
|-<br />
|4. Bane || Undead Bane, Giantbane, Trollbane, Magicbane<br />
|-<br />
|5. Inherent Metal || [[Adamantine]]<br />
|-<br />
|6. Forged Quality || [[Forging|Player Forging]] (Perfect, Superior, Fine)<br />
|-<br />
|7. Enhancive || [[Enhancive]]s<br />
|-<br />
|8. Ensorcell || [[Ensorcell (735)|Temporary or Permanent]]<br />
|}<br />
<br />
==Armor==<br />
<br />
{| {{Prettytable||text-align:left}}<br />
! align="left" width = 160px | Slot<br />
! align="left" width = 600px | Enhancements Include<br />
|-<br />
|1. Base Enchant || Inherent, [[925|Wizard Enchanted]]<br />
|-<br />
|2. Primary || [[Padding]], [[Flares]], [[TD]] bonus, [[Zelnorn]], [[Kroderine]]<br />
|-<br />
|3. Script || Ithzir, Voln, [[Fusion]], [[Armor and Weapon Moods (saved post)|Armor Moods (Dhyne)]], [[Loresong]]<br />
|- style="height: 10px;"<br />
|4. Resistances<ref>Allows all but no overlap</ref> || [[Resistance|Permanent]], Warrior, [[Resist Nature (620)|Ranger (No Metal)]], Vulnerabilities<ref>If a cap is being applied, vulnerabilities subtract from it.</ref><br />
|-<br />
|5. Spikes || [[Spikes]]<br />
|-<br />
|6. Enhancive || [[Enhancive]]s<br />
|-<br />
|7. Ensorcell || [[Ensorcell (735)|Permanent]]<br />
|}<br />
<references /><br />
==Nota Bene==<br />
Regardless of the mechanical functioning, actual services given to players are '''always''' subject to any event-specific, GM-specific, merchant-specific, and/or whim-specific restrictions. Even though it can be done, that may not mean that '''you''' get to do it.<br />
<br />
==See Also==<br />
*[[Item properties and special abilities (saved post)‎]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Item_properties/saved_posts&diff=8357Item properties/saved posts2014-03-08T13:40:34Z<p>MILQUETOAST: Created page with '{{saved-post | category = Hunting and Combat | topic = Weapon and Armor Discussion | messagenum = 160 | author = GS4-FINROS | date = 03/07/2014 11:31 PM EST | subject = Ite…'</p>
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<div>{{saved-post<br />
| category = Hunting and Combat<br />
| topic = Weapon and Armor Discussion<br />
| messagenum = 160<br />
| author = GS4-FINROS<br />
| date = 03/07/2014 11:31 PM EST<br />
| subject = Item Properties and Special Abilities<br />
}}<br />
Players frequently ask questions -- particularly during service-heavy events -- regarding which equipment properties and special abilities are compatible with each other. This post is intended to serve as a canonical reference to address those questions.<br />
<br />
This information is best used to determine what properties can definitely not be combined with each other. There is no guarantee that any two (or more) particular properties may be combined onto a single item at an event, or ever, even where this post indicates that it is technically possible. If you attempt to use this post to say "But Finros said you could do this" when you are turned down for a service, you will be thoroughly mocked by the merchant and/or myself.<br />
<br />
Take care to read the caveats following the list of properties; some apparent exceptions to the rules are explained. Any property marked with a "[*]" has a specific note associated with it.<br />
<br />
This listing is divided into four categories. Category A consists of properties which every piece of gear has. Category B consists of properties that are all mutually exclusive to each other. Category C consists of properties that are independent of each other, and of properties in any other category. Category D consists of scripts. Properties that apply only to weapons or armor are marked as such; otherwise assume that the property can apply to both (though it may come into play through different means). Shields are considered armor unless specifically disclaimed.<br />
<br />
;Category A: Present on all equipment; magnitude may vary in some cases<br />
*Appearance<br />
*[[Enchant]] (usually 0-50, can also be negative)<br />
*Ability/inability to attack/affect magical creatures [*]<br />
*Sanctified/non-sanctified status<br />
*[[Forging]] modifiers (if forged by a player)<br />
*[[Material]] properties [*]<br />
<br />
;Category B: Only ONE may be present; magnitude may vary in some cases, may be temporary or permanent in some cases<br />
*Damage [[padding]] [armor, but not shields]<br />
*Damage [[weighting]] [weapons]<br />
*Critical padding [armor, but not shields]<br />
*Critical weighting [weapons]<br />
*Defensive bonus from weapons (commonly known as "Defender weapons") [weapons]<br />
*Offensive bonus from armor [armor]<br />
*Magical defense (TD) [armor]<br />
*[[Minor Elemental Edging (902)]] [weapons]<br />
*Temporary [[Bless Item (304)|blessing]], with or without holy water flares<br />
*Conventional permablessing (e.g. not Creature Bane *Undead)<br />
*Fire [[flare]]s<br />
*Cold flares<br />
*Lightning flares<br />
*Acid flares<br />
*Vibration (earth, impact) flares<br />
*Disintegration flares<br />
*Disruption flares<br />
*Vacuum (void) flares<br />
*Plasma flares<br />
*Steam flares<br />
*Unbalance (burst of force) flares<br />
*Grapple (tendril of force) flares<br />
*Dispel flares<br />
*Mechanical (three varieties: slash, puncture, crush) flares<br />
*Mana flares [weapons *runestaffs]<br />
*Acuity flares [weapons *runestaffs]<br />
<br />
;Category C: Any number may be present; magnitude may vary in some cases; may be temporary or permanent in some cases<br />
*[[Enhancive item|Enhancives]]<br />
*[[Resistance]]s [armor]<br />
*Creature Bane [*]<br />
*Spikes [armor]<br />
*[[Ensorcell]]ment<br />
*[[Weapon Bonding]] (either spell or cman) [weapons]<br />
<br />
;Category D: Only ONE may be present<br />
*Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of Sorrow.<br />
<br />
;Notes regarding [*] marks in the above list:<br />
*The ability to attack/affect magical creatures is only partially implemented with regard to armor and shields. Some offensive maneuvers require magical gear, others do not. This will likely be made consistent in requiring magical gear, over the long term.<br />
*Material properties are relatively new in Gemstone. Modern gear made out of particular materials, such as [[adamantine]] or [[black ora]], are likely to have their special abilities as an inherent property. Older gear may use a script to accomplish similar effects, which of course occupies the script ability of the equipment.<br />
*Creature Bane items may grant damage/critical padding/weighting or flares, separate from anything in Category B. Only one Creature Bane foe type and one Creature Bane effect may be present.<br />
<br />
The greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.<br />
<br />
I believe this list to be complete, as of this date. If you don't see a particular special ability listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Spirit_Fog_(106)&diff=40628Spirit Fog (106)2014-03-07T16:52:59Z<p>MILQUETOAST: </p>
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<div>{{spell<br />
| mnemonic = SPIRITFOG<br />
| custdur = {{Spellbox block |duration = 1200 + 60 seconds per Minor Spiritual spell rank |span = [[Refreshable]]}}<br />
| type = Defensive<br />
| subtype = [[DS]]<br />
| ds = +30 (all)<br />
| td = None<br />
| enhancement = [[Stalking and Hiding]]<br />
| availability = Room effect<br />
| navigation = {{Minor spiritual navigation}}<br />
}}<br />
<br />
'''Spirit Fog''' blankets the entire room or area with fog, either indoors or outdoors. The obscuring fog provides all creatures and characters in the room a +30 bonus to [[defensive strength]] and provides a bonus to attempts to [[Stalking and Hiding|hide or stalk]]. The presence of fog may also hinder attempts at [[Picking Locks|picking locks]] and [[Disarming Traps|disarming traps]].<br />
<br />
The spell will end early if the caster leaves the area.<br />
<br />
== Lore Benefits ==<br />
40 ranks of [[Spiritual Lore, Summoning]] will hide the caster for 30 seconds. The caster can attempt to [[HIDE (verb)|HIDE]] while under the effects of the fog concealment. If successful, the caster will not be removed from hiding when the fog clears. If the caster is unsuccessful, others may notice the caster's attempt and can [[POINT (verb)|POINT]] the caster out, but the caster will stay hidden in the fog until it clears and is otherwise free to try to hide again.<br />
<br />
== Messaging ==<br />
Initial cast:<br />
<div {{Log}}><br />
A dense fog gathers around you, but soon fills the area.<br />
</div><br />
<br />
Wearing off:<br />
<div {{Log}}><br />
A gentle breeze causes the last of the fog to dissipate.<br />
</div><br />
<br />
Lore Benefit:<br />
<div {{Log}}><br />
Caster gestures.<br />
<br />
A dense fog gathers around Caster and soon fills the room. Wispy grey tendrils writhe as they climb around Caster's form until she is completely enshrouded and disappears within the mist.<br />
</div><br />
<div {{log}}><br />
A dense fog gathers around you and soon fills the area. Wispy grey tendrils writhe as they climb around your form until you are completely enshrouded in the mist. You feel confident that no one can see you behind your mask of fog.<br />
</div><br />
<br />
After 30 Seonds:<br />
<div {{Log}}><br />
Caster appears as some of the fog in the room parts.<br />
</div><br />
<div {{log}}><br />
The fog enshrouding you drifts off your form and gathers with the rest in the area. Your location is revealed.<br />
</div><br />
<br />
==See Also==<br />
*[[Spirit fog (saved post)]]<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=3#106 Minor Spiritual Spell Circle: Spirit Fog], on Play.net</div>MILQUETOASThttps://gswiki.play.net/index.php?title=User_talk:MILQUETOAST&diff=51532User talk:MILQUETOAST2013-04-13T02:28:16Z<p>MILQUETOAST: </p>
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<div>Thank you very much for your kind words. I have to say that I'm extremely impressed by <i>your</i> work here. Good group of folks involved, in general, I'd say. --[[User:KAGE|KAGE]] 08:28, 11 November 2009 (EST)KAGE<br />
<br />
Thanks for the help with updating the Wonders of Elanthia information! [[User:EASTCOASTSKIIER|EASTCOASTSKIIER]] 10:00, 21 April 2008 (EDT) (Skyshock)<br />
:Not as much as Becca on KP scares Justin & Rafi. [[User:ALKALOIDS|justin]] <sup>[[User talk:ALKALOIDS|talk]]</sup> 20:38, 21 April 2008 (EDT)<br />
<br />
I may have said it already on AIM, but thanks for all the contributions of late to krakiipedia. It's greatly appreciated. Keep it up! [[User:DRIZZT-12|Adam]] <sup>[[User talk:DRIZZT-12|talk]]</sup> 16:21, 23 April 2008 (EDT)<br />
<br />
Closing your GS account permanently or just temporarily? Due to a sudden epiphany or what? Quite a loss for KP, even if it only ends up for the time being. Enjoy your time with "real things."<br />
:-DaCapn 05/28/2009<br />
<br />
:You know how it goes. It'll likely only be temporary, but we'll see. I realized that I graduated four years ago and I'm still working entry level jobs--I need to focus on being a real person before I can work on the fake person bit. We'll see if Gemstone falls back into my life after that. [[User:MILQUETOAST|Becca]] 20:15, 28 May 2009 (EDT)<br />
<br />
::You'll be missed, Becca. I'll try to keep in touch and see how it goes. --[[User:BELATHUS|Andy]] <sup>[[User talk:BELATHUS|talk]]</sup> 11:19, 29 May 2009 (EDT)<br />
<br />
You'll be missed. Do come back soon. Good luck in school. [[User:PFLATS|PFLATS]] 14:03, 10 September 2010 (EDT)<br />
<br />
:What he said :) [[User:KAGE|KAGE]] 12:25, 12 September 2010 (EDT)<br />
<br />
Becca, I'm planning to make a List of maps page -- I think that might be a better target for the Maps link from the Main Page. I'll slap it up right now. [[User:KAGE|KAGE]] 20:53, 7 December 2011 (EST)<br />
<br />
HOLYMOLY!--[[User:ALKALOIDS|justin]] <sup>[[User talk:ALKALOIDS|talk]]</sup> 22:19, 12 April 2013 (EDT)<br />
:I sometimes wonder how horrified your era of KP editors would be at some of the stuff that's been done since. Glad to see you're kicking. [[User:MILQUETOAST|Becca]] 22:28, 12 April 2013 (EDT)</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Ensorcell_(735)/saved_posts&diff=20798Ensorcell (735)/saved posts2013-04-10T17:42:43Z<p>MILQUETOAST: Italicizing quoted material</p>
<hr />
<div>{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1507<br />
| author = GS4-COASE<br />
| date = 04/02/2013 10:37 PM EDT<br />
| subject = Spell 735 - Ensorcell Released!<br />
}}<br />
<br>[[Ensorcell (735)|Ensorcell]] allows sorcerers to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by collecting and then infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment.<br />
<br />
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary life channelling flares on their weapons and runestaves. Life channeling flares allow the beneficiary to absorb some built up necrotic energy and regain some of it as either [[health]], [[mana]], [[stamina]], or [[spirit]] (depending on the nature of the attack and random chance). If the beneficiary of the flare is full on the resource that would otherwise be returned, they gain a temporary [[AS]]/[[CS]] bonus on their next attack. Non-sorcerers wielding temporarily ensorcelled gear may benefit while using it with certain maneuvers (see the related maneuver announcement for more details).<br />
<br />
Permanent ensorcellment grants more widespread bonuses. There are 5 tiers of permanent ensorcellment. Shields and armor that are permanently ensorcelled provide the bearer with an +2 bonus to [[CvA]]. Weapons and runestaves that are permanently ensorcelled gain permanent life channelling flares (which, unlike the temporary flares, can also be used by non-sorcerers). The strength and frequency of the life channeling flares increase based on the tier of the ensorcellment (+5 AS or +3 CS per tier on the next attack within 30 seconds, with sorcerers gaining a free bonus tier). Training in [[Sorcerous Lore, Necromancy|Sorcerer Lore, Necromancy]] allows the sorcerer to retain this bonus for one extra attack at 90 ranks or two extra attacks at 180 ranks.<br />
<br />
In order to permanently ensorcell an item, the sorcerer must first harvest enough necrotic energy to power the ensorcellment. This is done automatically via killing like-level creatures. A sorcerer can view their progress towards harvesting the amount needed to cast a permanent ensorcellment by casting 735 on themselves. This energy can be stored indefinitely, though there is both a weekly cap on the amount of necrotic energy that can be gained and an overall cap where no more can be stored. Training in Sorcerer Lore, Necromancy (Seed 1) allows for a greater amount of energy to be harvested per kill.<br />
<br />
Once enough energy has been harvested, the sorcerer must past a skill check in order to successfully permanently ensorcell the item. If the check passes, the sorcerer transfers the requisite amount of necrotic energy into the item, which then gains an ensorcellment tier. If the check fails, the sorcerer loses 5% of the requisite amount of necrotic energy and may immediately try again, provided that they still possess enough harvested energy.<br />
<br />
Primary factors involved in this check are level, Sorcerer Spell Ranks, [[Wisdom]], and [[Intuition]]. Secondary factors are [[Elemental Mana Control]] Ranks, [[Spiritual Mana Control]] Ranks, [[Arcane Symbols]] Ranks, and [[Magic Item Use]] Ranks. There is a bonus to success if a permanent ensorcellment attempt is made in a magical workshop, and there are penalties for attempting permanent ensorcellment while wouded.<br />
<br />
Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item's exact properties. If the item is either an enhancive item or a holy item, it requires the use of a special tempering potion (which will become available via Alchemy in the near future) before any permanent ensorcellment may be attempted. All other items require no other components.<br />
<br />
Coase<br />
<br />
----<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1521<br />
| author = GS4-COASE<br />
| date = 04/03/2013 12:34 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
''<<<Additionally, when a sorcerer is casting Ensorcell, how does he determine whether or not he is casting a temporary ensorcellment versus a permanent one? Will it default to permanent if the sorcerer has enough Necrotic Energy?>>>''<br />
<br />
Oops. I guess I should have announced that you [[CAST]] for temporary ensorcellment and [[CHANNEL]] for permanent ensorcellment.<br />
<br />
Coase<br />
<br />
----<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1525<br />
| author = GS4-COASE<br />
| date = 04/03/2013 01:44 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
''>Initial tests of Ensorcell show that accessories CAN be ensorcelled. Will this has a negative impact on padding on armor? What if the padded armor itself was ensorcelled?''<br />
<br />
While you can ensorcell armor accessories, the end result is the same as enchanting armor accessories (aka you get no bonus to your combat stats from the accessory). Ensorcellment does not affect padding in any way.<br />
<br />
Coase<br />
<br />
----<br />
<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1527<br />
| author = GS4-COASE<br />
| date = 04/03/2013 01:57 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
''>1) Are temp flares always considered to be tier 1? or can it be higher than that? I expect that temp flares are probably T1 to encourage people to do permanent 735.<br>''<br />
''>2) I noticed i was able to cast 735 on my armor. Does 735 provide a temp bonus to armor?''<br />
<br />
Temp flares are always tier 1. In order to get higher, you do need to cast a permanent ensorcellment.<br />
<br />
Temporary ensorcellment currently only provides a benefit on sorcerer-wielded runestaves or weapons, or on weapons used in the Spell Cleaving/Thieve/Parry [[combat maneuvers]], or on shields used with the Shield Mind/Spell Block/etc maneuvers. The functionality on armor is there in case we want to offer other abilities in the future, but there are currently none that make use of it.<br />
<br />
Coase<br />
<br />
----<br />
<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1532<br />
| author = GS4-COASE<br />
| date = 04/03/2013 03:11 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
''>Does this mean +2 bonus to CvA per tier, or +2 bonus to CvA at tier 5? Does the ensorcelled CvA bonus stack with [[TD]] bonuses, or does the +50 TD/DS limit include CvA as well?''<br />
<br />
Its +2 CvA per tier, so a tier 5 shield or armor grants a bonus of +10 to your CvA. So, if you are wielding a tier 5 shield/runestaff and tier 5 armor, you will max out your ensorcell CvA bonus at +20. CvA is independent from TD, so the limits do not apply. Anyone, not just sorcerers, can gain this benefit.<br />
<br />
<br />
''>Is it correct that there are no other adverse consequences to failing an attempted permanent ensorcellment other than the partial loss of necrotic energy, such as potentially blowing the item up as with 925?''<br />
<br />
There is no chance of item loss, unless a future GM decides to specifically code an item that might blow up in response to an ensorcellment. But none of those currently exist and probably won't, so there is currently no chance.<br />
<br />
<br />
''>Do ensorcelled items affect player enchantability and incur Premium Point service surcharges, as is the case with other flared items?''<br />
<br />
Ensorcelling an item makes enchanting it harder to succeed on, but does not block it. I need to discuss ensorcellment with the Premium folks, but I suspect that the special item surchage will apply.<br />
<br />
<br />
''>What natures of attack are there?''<br />
<br />
Physical (where you smack something with a weapon) and magical (where you zap something with a spell). You can always possibly get health or spirit back from an attack, but you can only get stamina back from a physical attack and only get mana back from a magical attack.<br />
<br />
<br />
''>If the beneficiary of the flare is full on the resource that would otherwise be returned<br><br />
>How is this measured? Can players? What about non-sorcerers?''<br />
<br />
I'm not fully sure of the question, but if random chance determines that you get health back, but you are already at full health, you get the attack bonus instead. Same deal for mana/stamina/spirit. This is applicable to any class that can activate the flare in the first place (sorcerers-only for temp ensorcellment, anyone for permanent ensorcellment).<br />
<br />
<br />
''>How is necro lore gain calculated? Death blow? If you just earn experience from a kill? How much necro per kill? How much in each tier?''<br />
<br />
If you're a sorcerer and can cast 735, then you are eligible to harvest necrotic energy. You must contribute something to the kill (generally enough to be eligible for exp) and be within the required level range to able to learn from the creature. Underhunting gets you less energy, overhunting gets you more energy. I'll leave the tiers and individual energy rewards for players to discover on their own, but it will generally take around a week of good hunting to get to tier 1, with each subsequent tier adding about half a week to the prior tier's time.<br />
<br />
Coase<br />
<br />
----<br />
<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1736<br />
| author = GS4-COASE<br />
| date = 04/09/2013 12:25 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
I've fixed the issue with the ensorcell flares triggering a [[spellburst]]. While it is a spell effect, spellburst will no longer consider it.<br />
<br />
I've double-checked the contribution of Necromancy lore to the rate of energy build up and it appears to be working correctly. The amount of bonus points from lore is capped by the base amount gained from the level vs level comparison, so a capped player will gain a lot less bonus points from slaughtering janissaries than from killing tritons (for example).<br />
<br />
The only thing that deducts from your stored energy is attempting a permanent ensorcellment. Succeeding charges you the full point cost, failing charges you 5% of that cost. The only other way that you can lose points is if you are caught AFK scripting for them (and that should be explicit to you).<br />
<br />
Coase<br />
<br />
----<br />
<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1756<br />
| author = GS4-COASE<br />
| date = 04/09/2013 06:08 PM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
''>That is a really really bad lore implementation.''<br />
<br />
It is not how the lore bonus is implemented at all, either. Only at the extreme underhunting range (up to around -7 levels or so), is the lore bonus difference particularly constrained, mostly because there is almost neglible energy being generated in the first place. In most normal like-level hunting circumstances (-5 to +5 levels), the lore bonus cap will not be applicable at all.<br />
<br />
The effect of lore is quite significant on the speed at which you can reach the weekly cap. This may not matter all that much to those who can put in the time to reach it regardless, but it can be a major factor for the large chunk of players who cannot. I understand that more hard-core players will be disappointed in this, but we need to tread a fine line between encouraging play, while making sure the spell is still accessible to more casual players.<br />
<br />
Coase<br />
<br />
{{Sorcerer}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Ensorcell_(735)/saved_posts&diff=20797Ensorcell (735)/saved posts2013-04-10T17:34:59Z<p>MILQUETOAST: </p>
<hr />
<div>{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1507<br />
| author = GS4-COASE<br />
| date = 04/02/2013 10:37 PM EDT<br />
| subject = Spell 735 - Ensorcell Released!<br />
}}<br />
<br />
.[[Ensorcell (735)|Ensorcell]] allows sorcerers to enhance [[weapon]]s, [[Runestaff|runestaves]], [[shield]]s, and [[armor]] by collecting and then infusing necrotic energy into them. Items may be either temporarily or permanently ensorcelled, with varying benefits depending on the nature of the item and the strength of the ensorcellment.<br />
<br />
Temporary ensorcellment allows sorcerers (and sorcerers only) to gain temporary life channelling flares on their weapons and runestaves. Life channeling flares allow the beneficiary to absorb some built up necrotic energy and regain some of it as either [[health]], [[mana]], [[stamina]], or [[spirit]] (depending on the nature of the attack and random chance). If the beneficiary of the flare is full on the resource that would otherwise be returned, they gain a temporary [[AS]]/[[CS]] bonus on their next attack. Non-sorcerers wielding temporarily ensorcelled gear may benefit while using it with certain maneuvers (see the related maneuver announcement for more details).<br />
<br />
Permanent ensorcellment grants more widespread bonuses. There are 5 tiers of permanent ensorcellment. Shields and armor that are permanently ensorcelled provide the bearer with an +2 bonus to [[CvA]]. Weapons and runestaves that are permanently ensorcelled gain permanent life channelling flares (which, unlike the temporary flares, can also be used by non-sorcerers). The strength and frequency of the life channeling flares increase based on the tier of the ensorcellment (+5 AS or +3 CS per tier on the next attack within 30 seconds, with sorcerers gaining a free bonus tier). Training in [[Sorcerous Lore, Necromancy|Sorcerer Lore, Necromancy]] allows the sorcerer to retain this bonus for one extra attack at 90 ranks or two extra attacks at 180 ranks.<br />
<br />
In order to permanently ensorcell an item, the sorcerer must first harvest enough necrotic energy to power the ensorcellment. This is done automatically via killing like-level creatures. A sorcerer can view their progress towards harvesting the amount needed to cast a permanent ensorcellment by casting 735 on themselves. This energy can be stored indefinitely, though there is both a weekly cap on the amount of necrotic energy that can be gained and an overall cap where no more can be stored. Training in Sorcerer Lore, Necromancy (Seed 1) allows for a greater amount of energy to be harvested per kill.<br />
<br />
Once enough energy has been harvested, the sorcerer must past a skill check in order to successfully permanently ensorcell the item. If the check passes, the sorcerer transfers the requisite amount of necrotic energy into the item, which then gains an ensorcellment tier. If the check fails, the sorcerer loses 5% of the requisite amount of necrotic energy and may immediately try again, provided that they still possess enough harvested energy.<br />
<br />
Primary factors involved in this check are level, Sorcerer Spell Ranks, [[Wisdom]], and [[Intuition]]. Secondary factors are [[Elemental Mana Control]] Ranks, [[Spiritual Mana Control]] Ranks, [[Arcane Symbols]] Ranks, and [[Magic Item Use]] Ranks. There is a bonus to success if a permanent ensorcellment attempt is made in a magical workshop, and there are penalties for attempting permanent ensorcellment while wouded.<br />
<br />
Most weapons, runestaves, shields, and armor are able to accept an ensorcellment (provided they do not resist magic in general), though the difficulty of the skill check increases based on the item's exact properties. If the item is either an enhancive item or a holy item, it requires the use of a special tempering potion (which will become available via Alchemy in the near future) before any permanent ensorcellment may be attempted. All other items require no other components.<br />
<br />
Coase<br />
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----<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1521<br />
| author = GS4-COASE<br />
| date = 04/03/2013 12:34 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
<br />
<<<Additionally, when a sorcerer is casting Ensorcell, how does he determine whether or not he is casting a temporary ensorcellment versus a permanent one? Will it default to permanent if the sorcerer has enough Necrotic Energy?>>><br />
<br />
Oops. I guess I should have announced that you [[CAST]] for temporary ensorcellment and [[CHANNEL]] for permanent ensorcellment.<br />
<br />
Coase<br />
<br />
----<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1525<br />
| author = GS4-COASE<br />
| date = 04/03/2013 01:44 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
<br />
>Initial tests of Ensorcell show that accessories CAN be ensorcelled. Will this has a negative impact on padding on armor? What if the padded armor itself was ensorcelled?<br />
<br />
While you can ensorcell armor accessories, the end result is the same as enchanting armor accessories (aka you get no bonus to your combat stats from the accessory). Ensorcellment does not affect padding in any way.<br />
<br />
Coase<br />
<br />
----<br />
<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1527<br />
| author = GS4-COASE<br />
| date = 04/03/2013 01:57 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
<br />
>1) Are temp flares always considered to be tier 1? or can it be higher than that? I expect that temp flares are probably T1 to encourage people to do permanent 735.<br />
>2) I noticed i was able to cast 735 on my armor. Does 735 provide a temp bonus to armor?<br />
<br />
Temp flares are always tier 1. In order to get higher, you do need to cast a permanent ensorcellment.<br />
<br />
Temporary ensorcellment currently only provides a benefit on sorcerer-wielded runestaves or weapons, or on weapons used in the Spell Cleaving/Thieve/Parry [[combat maneuvers]], or on shields used with the Shield Mind/Spell Block/etc maneuvers. The functionality on armor is there in case we want to offer other abilities in the future, but there are currently none that make use of it.<br />
<br />
Coase<br />
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<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1532<br />
| author = GS4-COASE<br />
| date = 04/03/2013 03:11 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
<br />
>Does this mean +2 bonus to CvA per tier, or +2 bonus to CvA at tier 5? Does the ensorcelled CvA bonus stack with [[TD]] bonuses, or does the +50 TD/DS limit include CvA as well?<br />
<br />
Its +2 CvA per tier, so a tier 5 shield or armor grants a bonus of +10 to your CvA. So, if you are wielding a tier 5 shield/runestaff and tier 5 armor, you will max out your ensorcell CvA bonus at +20. CvA is independent from TD, so the limits do not apply. Anyone, not just sorcerers, can gain this benefit.<br />
<br />
>Is it correct that there are no other adverse consequences to failing an attempted permanent ensorcellment other than the partial loss of necrotic energy, such as potentially blowing the item up as with 925?<br />
<br />
There is no chance of item loss, unless a future GM decides to specifically code an item that might blow up in response to an ensorcellment. But none of those currently exist and probably won't, so there is currently no chance.<br />
<br />
>Do ensorcelled items affect player enchantability and incur Premium Point service surcharges, as is the case with other flared items?<br />
<br />
Ensorcelling an item makes enchanting it harder to succeed on, but does not block it. I need to discuss ensorcellment with the Premium folks, but I suspect that the special item surchage will apply.<br />
<br />
>What natures of attack are there?<br />
<br />
Physical (where you smack something with a weapon) and magical (where you zap something with a spell). You can always possibly get health or spirit back from an attack, but you can only get stamina back from a physical attack and only get mana back from a magical attack.<br />
<br />
>If the beneficiary of the flare is full on the resource that would otherwise be returned<br />
>How is this measured? Can players? What about non-sorcerers?<br />
<br />
I'm not fully sure of the question, but if random chance determines that you get health back, but you are already at full health, you get the attack bonus instead. Same deal for mana/stamina/spirit. This is applicable to any class that can activate the flare in the first place (sorcerers-only for temp ensorcellment, anyone for permanent ensorcellment).<br />
<br />
>How is necro lore gain calculated? Death blow? If you just earn experience from a kill? How much necro per kill? How much in each tier?<br />
<br />
If you're a sorcerer and can cast 735, then you are eligible to harvest necrotic energy. You must contribute something to the kill (generally enough to be eligible for exp) and be within the required level range to able to learn from the creature. Underhunting gets you less energy, overhunting gets you more energy. I'll leave the tiers and individual energy rewards for players to discover on their own, but it will generally take around a week of good hunting to get to tier 1, with each subsequent tier adding about half a week to the prior tier's time.<br />
<br />
Coase<br />
<br />
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<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1736<br />
| author = GS4-COASE<br />
| date = 04/09/2013 12:25 AM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
I've fixed the issue with the ensorcell flares triggering a [[spellburst]]. While it is a spell effect, spellburst will no longer consider it.<br />
<br />
I've double-checked the contribution of Necromancy lore to the rate of energy build up and it appears to be working correctly. The amount of bonus points from lore is capped by the base amount gained from the level vs level comparison, so a capped player will gain a lot less bonus points from slaughtering janissaries than from killing tritons (for example).<br />
<br />
The only thing that deducts from your stored energy is attempting a permanent ensorcellment. Succeeding charges you the full point cost, failing charges you 5% of that cost. The only other way that you can lose points is if you are caught AFK scripting for them (and that should be explicit to you).<br />
<br />
Coase<br />
<br />
----<br />
<br />
{{saved-post<br />
| category = Sorcerers<br />
| topic = Sorcerer Spells<br />
| messagenum = 1756<br />
| author = GS4-COASE<br />
| date = 04/09/2013 06:08 PM EDT<br />
| subject = Re: Spell 735 - Ensorcell Released!<br />
}}<br />
''>That is a really really bad lore implementation.''<br />
<br />
It is not how the lore bonus is implemented at all, either. Only at the extreme underhunting range (up to around -7 levels or so), is the lore bonus difference particularly constrained, mostly because there is almost neglible energy being generated in the first place. In most normal like-level hunting circumstances (-5 to +5 levels), the lore bonus cap will not be applicable at all.<br />
<br />
The effect of lore is quite significant on the speed at which you can reach the weekly cap. This may not matter all that much to those who can put in the time to reach it regardless, but it can be a major factor for the large chunk of players who cannot. I understand that more hard-core players will be disappointed in this, but we need to tread a fine line between encouraging play, while making sure the spell is still accessible to more casual players.<br />
<br />
Coase<br />
<br />
{{Sorcerer}}</div>MILQUETOASThttps://gswiki.play.net/index.php?title=List_of_combat_maneuvers_by_profession&diff=29153List of combat maneuvers by profession2013-04-10T13:54:42Z<p>MILQUETOAST: </p>
<hr />
<div>This is a '''list of [[Combat Maneuvers|combat maneuvers]] by [[profession]]'''.<br />
<br />
==List of Combat Maneuvers by Profession==<br />
{|class="wikitable sortable" {{prettytable}}<br />
|- style = "text-align:center; background: #CCC;" <br />
!Combat Maneuver<br />
!style="background:#ddd;"|[[Warrior]]<br />
![[Rogue]]<br />
!style="background:#DDD;"|[[Monk]]<br />
![[Ranger]]<br />
!style="background:#DDD;"|[[Bard]]<br />
![[Paladin]]<br />
!style="background:#DDD;"|[[Wizard]]<br />
![[Sorcerer]]<br />
!style="background:#DDD;"|[[Empath]]<br />
![[Cleric]]<br />
!style="background:#DDD;"|[[Savant]]<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Armor Spike Focus]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Bearhug]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Berserk]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Block Mastery]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Bull Rush]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Burst of Swiftness]]<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Cman charge|Charge]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Cheapshots]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Combat Focus]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Combat Mastery]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Combat Mobility]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Combat Movement]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Combat Toughness]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Coup de Grace]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Crowd Press]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Cunning Defense]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Cutthroat]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Dirtkick]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Disarm Weapon]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Divert]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Dust Shroud]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Duck and Weave]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Evade Mastery]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Executioner's Stance]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Feint]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Flurry of Blows]]<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Garrote]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Grapple Mastery]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Groin Kick]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Griffin's Voice]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Hamstring]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Haymaker]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Headbutt]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Inner Harmony]]<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Internal Power]]<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Ki Focus]]<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Kick Mastery]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Mighty Blow]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Multi-Fire]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Mystic Strike]]<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Parry Mastery]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Perfect Self]]<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Precision]] <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Predator's Eye]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Punch Mastery]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Quickstrike]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Rolling Krynch Stance]]<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Shadow Mastery]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Shield Bash]] <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Shield Charge]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Side by Side]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Silent Strike]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Slippery Mind]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Specialization|Wspec I]] <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Specialization|Wspec II]] <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Specialization|Wspec III]] <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Spell Cleaving]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Spell Parry]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Spell Thieve]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Spin Attack]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Staggering Blow]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Stance of the Mongoose]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Stun Maneuvers]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Subdual Strike]] <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Subdue]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Sucker Punch]] <br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Sunder Shield]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Surge of Strength]] <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Sweep]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Tackle]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Tainted Bond]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Trip]] <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Truehand]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Twin Hammerfists]]<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Weapon Bonding]] <br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Whirling Dervish]]<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|- style = "text-align:center; background: #CCC;"<br />
| [[Vanish]]<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
|}<br />
<br />
== See Also ==<br />
<br />
*[[List of combat maneuvers available to bards]]<br />
*[[List of combat maneuvers available to clerics]]<br />
*[[List of combat maneuvers available to empaths]]<br />
*[[List of combat maneuvers available to monks]]<br />
*[[List of combat maneuvers available to paladins]]<br />
*[[List of combat maneuvers available to rangers]]<br />
*[[List of combat maneuvers available to rogues]]<br />
*[[List of combat maneuvers available to sorcerers]]<br />
*[[List of combat maneuvers available to warriors]]<br />
*[[List of combat maneuvers available to wizards]]<br />
<br />
===Saved posts===<br />
*[[Combat maneuver list review saved post|Combat Maneuver List Review]]: As of April 6, 2007<br />
*[[Combat maneuvers (saved post)]]: Factors, 4/3/07<br />
*[[Cman charge testing (saved post)]]: Player testing circa 2008<br />
*[[New CMAN: Cunning Defense (saved post)]]: 4/6/10<br />
*[[Combat Movement and Combat Focus (saved post)‎]]: 4/6/10<br />
*[[Divert (saved post)]]: 2/29/10<br />
*[[New Combat Maneuvers Released! (saved post)]]: 4/2/13<br />
<br />
[[Category:Combat Maneuvers]]<br />
[[Category:Lists]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Martial_Stance&diff=30863Martial Stance2013-04-10T13:51:43Z<p>MILQUETOAST: </p>
<hr />
<div>'''Martial Stance''' is a classification of [[combat maneuver]]s that provide a significant "passive" benefit. When a martial stance is activated it has a duration of 4 hours and will replace any currently active martial stance (only one can be active) combat maneuver. Martial stance combat maneuvers also terminate with a character's death. These combat maneuvers are [[refreshable]] and remaining time is displayed with the SPELL ACTIVE command. <br />
<br />
===[[Monk]]s ===<br />
Monks have five martial stance options available:<br />
<br />
*[[Flurry of Blows]]<br />
*[[Inner Harmony]]<br />
*[[Rolling Krynch Stance]]<br />
*[[Slippery Mind]]<br />
*[[Stance of the Mongoose]]<br />
<br />
===[[Rogue]]s===<br />
Rogues have five available:<br />
<br />
*[[Slippery Mind]]<br />
*[[Predator's Eye]]<br />
*[[Whirling Dervish]]<br />
*[[Shield Riposte]]<br />
*[[Disarming Presence]]<br />
<br />
===[[Warrior]]s===<br />
Warriors have seven available:<br />
*[[Disarming Presence]]<br />
*[[Executioner's Stance]]<br />
*[[Griffin's Voice]]<br />
*[[Shield Riposte]]<br />
*[[Stance of the Mongoose]]<br />
*[[Tortoise Stance]]<br />
*[[Whirling Dervish]]<br />
<br />
==See Also==<br />
*[[Predator's Eye (saved post)|Rogue Martial Stances (saved post)]]: 7/11/12<br />
*[[New Combat Maneuvers Released! (saved post)]]: 4/2/13<br />
<br />
[[Category:Combat Maneuvers]]<br />
[[Category:Martial Stances]]<br />
[[Category:Shield Specializations]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Combat_Maneuvers&diff=16310Combat Maneuvers2013-04-10T13:47:20Z<p>MILQUETOAST: /* List of available Combat Maneuvers */</p>
<hr />
<div>[[Combat Maneuvers]] is a skill with multiple facets and applications, include attack, defense and utility. Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.<br />
<br />
{{skill|<br />
| Bardranks = 2 || Bardcost = 8/4<br />
| Clericranks = 1 || Clericcost = 10/6<br />
| Empathranks = 1 || Empathcost = 12/8<br />
| Monkranks = 2 || Monkcost = 5/3<br />
| Rangerranks = 2 || Rangercost = 6/4<br />
| Rogueranks = 2 || Roguecost = 4/4<br />
| Sorcererranks = 1 || Sorcerercost = 12/8<br />
| Warriorranks = 2 || Warriorcost = 4/3<br />
| Paladinranks = 2 || Paladincost = 5/4<br />
| Wizardranks = 1 || Wizardcost = 12/8<br />
|}}<br />
<br />
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.<br />
<br />
Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training. Therefore, a character that masters a skill via the CML is treated as if they've 50 ranks, while a character that mastered the skill via their guild will be treated as if they've 63 ranks in the skill. There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (IE, [[Precision]] or Specialization).<br />
<br />
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank he trains in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points to master a skill. There are exceptions. For example, [[Shadow Mastery]] requires 35 points to master, while Precision requires only 10 points to master.<br />
<br />
A character may not devote more than 1 CMAN point per level to a single skill.<br />
<br />
For [[semi]]s, CMAN skills require 150% more points to train in, while [[pure]]s have to spend 200% more than a [[square]].<br />
<br />
== Combat Maneuver Factors ==<br />
<br />
* The biggest factor is the attacker's and defender's bonus in Combat Maneuvers.<br />
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.<br />
* Encumbrance provides a penalty to any combat maneuver attempt.<br />
* Almost every maneuver takes the attacker's stance into account, and most also take the defender's stance into account.<br />
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.<br />
* Each rank of a given maneuver gives a character +15 to defend against that maneuver.<br />
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.<br />
<br />
== List of available Combat Maneuvers ==<br />
<br />
<small>Legend: '''B'''=[[Bard]], '''M'''=[[Monk]], '''P'''=[[Paladin]], '''Ra'''=[[Ranger]], '''Ro'''=[[Rogue]], '''W'''=[[Warrior]], '''All'''=Available to all [[profession]]s.</small><br />
<br />
*'''P/Ro/W''' [[Armor Spike Focus]]<br />
*'''M/W''' [[Bearhug]] - Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.<br />
*'''W''' [[Berserk]] - Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.<br />
*'''W''' [[Block Mastery]] - Increase the chance of blocking with a shield by 5% per rank (15% at mastery).<br />
*'''P/W''' [[Bull Rush]] - Charge an opponent in an attempt to knock them to the ground.<br />
*'''M''' [[Burst of Swiftness]] - Increases [[Agility]] and [[Dexterity]] bonuses.<br />
*'''B/M/P/W''' [[Cman charge|Charge]] - Setting a polearm and charge with it at an opponent.<br />
*'''B/M/Ro''' [[Cheapshots]] - Employs various "cheap" tactics, such as a nosetweak, eyepoke, etc.<br />
*'''B/M/P/Ra/Ro/W''' [[Combat Focus]] - Add +2 generic TD (+10 at mastery).<br />
*'''All''' [[Combat Mastery]] - Normally, you're limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.<br />
*'''M/Ro/W''' [[Combat Mobility]] - If prone, instantly stand when attacked, unless you're immobilized.<br />
*'''All''' [[Combat Movement]] - Increase DS by +2 per rank (+10 at mastery).<br />
*'''M/P/Ro/W''' [[Combat Toughness]] - Increase your HP by 5 + 10 per rank (+35 total, at mastery).<br />
*'''Ro/W''' [[Coup de Grace]] - Instantly kills a disabled and weakened victim and gives a slight AS bonus.<br />
*'''M/P/Ro/W''' [[Crowd Press]] - Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.<br />
*'''All''' [[Cunning Defense]] - Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.<br />
*'''Ro''' [[Cutthroat]] - Silences the victim until the throat wound is cured. Does not cause instant death.<br />
*'''All''' [[Dirtkick]] - Kick a clump of dirt in an opponent's face. Reduces their perception.<br />
*'''All''' [[Disarm Weapon]] - Remove a weapon from an opponent's grasp.<br />
*'''Ro''' [[Divert]] - From hiding, you attempt to divert your foe's attention, luring them to an adjacent room.<br />
*'''M/Ro''' [[Duck and Weave]] - A 30 second boost to evade chance<br />
*'''Ro''' [[Dust Shroud]] - Kick up a cloud of dust to aid in hiding.<br />
*'''M/Ro/W''' [[Evade Mastery]] - Passive skill that adds a percentage to evasion.<br />
*'''W''' [[Executioner's Stance]]<br />
*'''All''' [[Feint]] - Reduces an opponent's stance with a faked attack.<br />
*'''M''' [[Flurry of Blows]] - [[Martial Stance]]. JAB multiple foes in area with no additional [[RT]].<br />
*'''B/M/Ra/Ro''' [[Garrote]] - Choke a victim with a wire, will cause death after a period of time.<br />
*'''M/R/W''' [[Grapple Mastery]] - Increases proficiency with unarmed combat grapple attacks. <br />
*'''W''' [[Griffin's Voice]]<br />
*'''Ro''' [[Groin Kick]] - Causes a caster to forget a readied spell. Causes a good deal of pain in men.<br />
*'''B/Ra/Ro/W''' [[Hamstring]] - Cut the back of the leg, knocking a victim prone.<br />
*'''W''' [[Haymaker]] - Daze an opponent with a punch to the head.<br />
*'''M/W''' [[Headbutt]] - Stun an opponent by putting your head into theirs.<br />
*'''M''' [[Inner Harmony]] - This is a martial stance that provides the ability to shake off negative spell effects.<br />
*'''M''' [[Internal Power]] - Each use of this maneuver will heal up to (15 + (5 * Rank)) [[Hitpoint|Health Points]] (HP).<br />
*'''M''' [[Ki Focus]] - Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25, rank 3 (+35).<br />
*'''M/R/W''' [[Kick Mastery]] - Increases proficiency with unarmed combat kick attacks.<br />
*'''W''' [[Mighty Blow]] - Reduces the opponent's stance with this single attack. Extra [[roundtime]] for the attacker.<br />
*'''All''' [[Multi-Fire]] - String multiple arrows on a single pull and fire.<br />
*'''M''' [[Mystic Strike]] - ?<br />
*'''W''' [[Parry Mastery]] - Parry an attack more often. An extra 5% chance per rank (15% at mastery).<br />
*'''All''' [[Precision]] - Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.<br />
*'''M''' [[Perfect Self]] - Permanently enhances all ten [[statistic|stats]] by 2 per rank. Requires [[Surge of Strength]] (Rank 3) and [[Burst of Swiftness]] (Rank 3).<br />
*'''Ro''' [[Predator's Eye]] - [[Martial Stance]], increase aim success chance <br />
*'''M/R/W''' [[Punch Mastery]] - Increases proficiency with unarmed combat punch attacks. <br />
*'''M/Ro/W''' [[Quickstrike]] - Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.<br />
*'''M''' [[Rolling Krynch Stance]] - [[Martial Stance]]. Momentum from an unarmed strike against one foe to your next.<br />
*'''Ra/Ro''' [[Shadow Mastery]] - Temporarily increases effective training in [[Stalking and Hiding]] and reduces the roundtime associated with this skill.<br />
*'''B/Ra/Ro/P/W''' [[Shield Bash]] - Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent<br />
*'''P/W''' [[Shield Charge]] - Similar to above, but can be much more devastating -- for the attacker and the defender.<br />
*'''All''' [[Side by Side]] - A passive skill that increases AS and DS when grouped with others that have the same skill.<br />
*'''Ro''' [[Silent Strike]] - Attack an opponent from hiding without revealing your position -- or identity.<br />
*'''M/Ro''' [[Slippery Mind]] - [[Martial Stance]]. Chance to outright avoid mind and soul warding spells.<br />
*'''P/Ro/W''' [[Specialization]] I - Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.<br />
*'''P/Ro/W''' [[Specialization]] II - See above, but for a different weapon type.<br />
*'''P/Ro/W''' [[Specialization]] III - See above, but for yet another weapon type.<br />
*'''M/W''' [[Spell Cleaving]]<br />
*'''M/Ro/W''' [[Spell Parry]]<br />
*'''Ro''' [[Spell Thieve]]<br />
*'''B/M/Ro/W''' [[Spin Attack]] - Increases [[attack strength]] and [[dodge]] skill for a single attack.<br />
*'''W''' [[Staggering Blow]] - Attack an opponent, and place them in [[roundtime]]. May knock opponents into an adjacent room.<br />
*'''M/W''' [[Stance of the Mongoose]] - Instead of a parry, automatically counter with a jab.<br />
*'''M/Ro/W''' [[Stun Maneuvers]] - Perform certain actions while stunned.<br />
*'''All''' [[Subdual Strike]] - Similar to Subdue, except you don't hide first.<br />
*'''Ro''' [[Subdue]] - Attack a foe from hiding, with the intention of knocking them out.<br />
*'''Ro''' [[Sucker Punch]] - Disables, reduces stance, and does a small amount of damage to a target.<br />
*'''W''' [[Sunder Shield]] - Attempt to break or disarm an opponent's shield.<br />
*'''P/Ro/W''' [[Surge of Strength]] - Temporarily increases one's [[strength]] bonus. Adds +8 at rank 1, +16 at rank 5.<br />
*'''B/M/Ra/Ro''' [[Sweep]] - Using your legs, drop to the ground and knock the feet out from under an opponent.<br />
*'''W''' [[Tackle]] - Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.<br />
*'''P/W''' [[Tainted Bond]]<br />
*'''All''' [[Trip]] - Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.<br />
*'''P/Ro/W''' [[Truehand]] - Increases the effective die roll of an attack. IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces [[Evade|E]]/[[Block|B]]/[[Parry|P]] by the opponent,<br />
*'''W''' [[Twin Hammerfists]] - Using both fists, smash an opponent. May knockdown and/or stun an opponent.<br />
*'''W''' [[Weapon Bonding]] - Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any [[warrior]].<br />
*'''Ro/W''' [[Whirling Dervish]]<br />
*'''Ro''' [[Vanish]] - Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.<br />
<br />
<small>Legend: '''B'''=Bard, '''M'''=Monk, '''P'''=Paladin, '''Ra'''=Ranger, '''Ro'''=Rogue, '''W'''=Warrior, '''All'''=Available to all [[profession]]s.</small><br />
{{top}}<br />
<br />
== Additional Info ==<br />
*[[List of combat maneuvers by profession]]<br />
*[[List of combat maneuvers available to bards]]<br />
*[[List of combat maneuvers available to clerics]]<br />
*[[List of combat maneuvers available to empaths]]<br />
*[[List of combat maneuvers available to monks]]<br />
*[[List of combat maneuvers available to paladins]]<br />
*[[List of combat maneuvers available to rangers]]<br />
*[[List of combat maneuvers available to rogues]]<br />
*[[List of combat maneuvers available to sorcerers]]<br />
*[[List of combat maneuvers available to warriors]]<br />
*[[List of combat maneuvers available to wizards]]<br />
<br />
;Saved posts:<br />
*[[Combat maneuver list review saved post|Combat Maneuver List Review]]: As of April 6, 2007<br />
*[[Combat maneuvers (saved post)]]: Factors, 4/3/07<br />
*[[Cman charge testing (saved post)]]: Player testing circa 2008<br />
*[[New CMAN: Cunning Defense (saved post)]]: 4/6/10<br />
*[[Combat Movement and Combat Focus (saved post)‎]]: 4/6/10<br />
*[[Divert (saved post)]]: 2/29/10<br />
*[[New Combat Maneuvers Released! (saved post)]]: 4/2/13<br />
<br />
== External Links ==<br />
*http://www.play.net/gs4/info/maneuvers/<br />
<br />
[[Category:Basic Mechanics]]<br />
[[Category:Combat Maneuvers]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Combat_Maneuvers/saved_posts&diff=32989Combat Maneuvers/saved posts2013-04-10T13:46:25Z<p>MILQUETOAST: </p>
<hr />
<div>{{saved-post <br />
|author=GS4-COASE<br />
|messagenum=579<br />
|subject=New Combat Maneuvers Released! <br />
|date=04/02/2013 10:37 PM EDT<br />
|category=Hunting and Combat<br />
|topic=[[Combat Maneuvers]] Discussion<br />
}}<br />
Eight new combat maneuvers have been released! These maneuvers are: [[Spell Cleaving]], [[Spell Thieve]], [[Spell Parry]], [[Tainted Bond]], [[Griffin's Voice]], [[Whirling Dervish]], [[Executioner's Stance]], and [[Armor Spike Focus]].<br />
<br />
Griffin's Voice, Whirling Dervish, and Executioner's Stance (alongside the relevant [[Shield Specialization|SHIELD skills]]) expand the [[Martial Stance]] system to cover [[warrior]]s. As a reminder, only one (1) martial stance may be active on a character at any given time, though a character can learn any number of stances.<br />
<br />
For 30 days following this release (until 05/02/2013) these skills will have instant point migration.<br />
<br />
<br />
'''Skill Name: Spell Cleaving<br>'''<br />
Mnemonic: scleave<br><br />
Hostile: Yes<br><br />
Stamina Cost: Base 15 (-5 Rank 1, -5 Rank 2, -3 Rank 3).<br><br />
Other Requirements: An [[Ensorcell (735)|ensorcelled]] or anti-magical ([[veil iron]]/[[krodera]]/[[kroderine]]) weapon.<br><br />
Available to: Warriors.<br><br />
Prerequisites:<br><br />
None<br><br />
CMP Cost:<br><br />
Rank 1: (Squares) 2<br><br />
Rank 2: (Squares) 4<br><br />
Rank 3: (Squares) 6<br><br />
Rank 4: (Squares) 8<br><br />
Rank 5: (Squares) 10<br><br />
Description: Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to cleave away a spell from your target. It is easier to cleave a spell away from a heavily spelled up target than it is from a lightly spelled up one (base -25 penalty to success, reduced by +1 per magical spell/effect on the target). This is mentally taxing, requiring a recovery period of 60 seconds, minus 6 seconds per rank.<br />
<br />
<br />
'''Skill Name: Spell Thieve<br>'''<br />
Mnemonic: thieve<br><br />
Hostile: Yes<br><br />
Stamina Cost: Base 15 (-5 Rank 1, -5 Rank 2, -3 Rank 3).<br><br />
Other Requirements: An ensorcelled or anti-magical (veil iron/krodera/kroderine) weapon.<br><br />
Available to: [[Rogue]]s.<br><br />
Prerequisites:<br><br />
None<br><br />
CMP Cost:<br><br />
Rank 1: (Squares) 2<br><br />
Rank 2: (Squares) 4<br><br />
Rank 3: (Squares) 6<br><br />
Rank 4: (Squares) 8<br><br />
Rank 5: (Squares) 10<br><br />
Description: Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to sever a spell away from your target. It is easier to sever a spell away from a heavily spelled up target than it is from a lightly spelled up one (base -25 penalty to success, reduced by +1 per magical spell/effect on the target). This is mentally taxing, requiring a recovery period of 60 seconds, minus 6 seconds per rank.<br />
<br />
If the spell is a beneficial spell that may be cast upon others, a remnant of it can be stolen. A stolen spell will only last for 30 seconds (or less, if the spell had less than 30 seconds remaining already).<br />
<br />
<br />
'''Skill Name: Spell Parry<br>'''<br />
Mnemonic: sparry<br><br />
Hostile: No<br><br />
Stamina Cost: None.<br><br />
Other Requirements: An ensorcelled or anti-magical (veil iron/krodera/kroderine) weapon.<br><br />
Available to: Warriors, Rogues.<br><br />
Prerequisites:<br><br />
None<br><br />
CMP Cost:<br><br />
Rank 1: (Squares) 4<br><br />
Rank 2: (Squares) 8<br><br />
Rank 3: (Squares) 12<br><br />
Description: Allows the [[parry]]ing of magical ball/[[bolt spell]]s at 25% per rank of your normal parry chance, provided that you are using an ensorcelled or anti-magical weapon to do so.<br />
<br />
<br />
'''Skill Name: Tainted Bond<br>'''<br />
Mnemonic: tainted<br><br />
Hostile: No<br><br />
Stamina Cost: None.<br><br />
Other Requirements: A weapon fully bonded to you through either the Weapon Bonding combat maneuver or the Sanctify spell.<br />
Available to: Warriors, [[Paladin]]s.<br><br />
Prerequisites:<br><br />
None<br><br />
CMP Cost:<br><br />
Rank 1: (Squares) 20 (Semis) 30<br><br />
Description: If you are using a permanently ensorcelled and fully bonded weapon in combat, you will gain one extra attack before expending the periodic attack boost from the ensorcelled necrotic infusions.<br />
<br />
<br />
'''Skill Name: Griffin's Voice<br>'''<br />
Mnemonic: griffin<br><br />
Hostile: No<br><br />
Stamina Cost: 30<br><br />
Other Requirements: Training in the [[War Cries]] [[Warrior Guild]] skill.<br><br />
Available to: Warriors.<br><br />
Prerequisites:<br><br />
None<br><br />
CMP Cost:<br><br />
Rank 1: (Squares) 3<br><br />
Rank 2: (Squares) 6<br><br />
Rank 3: (Squares) 9<br><br />
Description: This is a Martial Stance. Gain greater control over your warcries. A rank 1, the vocal stress of each warcry is reduced by a third. A rank 2, you will be able to affect the undead with your warcries. At rank 3, the vocal stress of each warcry is instead reduced by half.<br />
<br />
<br />
'''Skill Name: Whirling Dervish<br>'''<br />
Mnemonic: dervish<br><br />
Hostile: No<br><br />
Stamina Cost: 40<br><br />
Other Requirements: 30 Ranks of [[Multi Opponent Combat]].<br><br />
Available to: Warriors, Rogues.<br><br />
Prerequisites:<br><br />
None<br><br />
CMP Cost:<br />
Rank 1: (Squares) 4<br><br />
Rank 2: (Squares) 8<br><br />
Rank 3: (Squares) 12<br><br />
Description: This is a Martial Stance. You gain the ability to switch with relative ease between targets when making multiple melee attacks. When making a focused MSTRIKE or a two-weapon attack that slays your targeted creature foe, you have a chance to switch your remaining attacks to another foe in the room. This chance is 5% + 25% per rank.<br />
<br />
<br />
'''Skill Name: Executioner's Stance<br>'''<br />
Mnemonic: executioner<br><br />
Hostile: No<br><br />
Stamina Cost: 40<br><br />
Other Requirements: A two-handed weapon.<br><br />
Available to: Warriors.<br><br />
Prerequisites:<br><br />
Mighty Blow (at rank 2)<br><br />
CMP Cost:<br><br />
Rank 1: (Squares) 4<br><br />
Rank 2: (Squares) 8<br><br />
Rank 3: (Squares) 12<br><br />
Description: This is a Martial Stance. If you slay a creature with a two-handed weapon attack while in this stance, you have a chance to maintain your momentum and continue the attack onto another creature foe in the room. This chance is 5% + 15% per rank. The secondary attack will have an AS penalty of -25 and cannot occur more than once per attack.<br />
<br />
If you fail to maintain your momentum into a second attack and you have 3 more ranks of Staggering Blow, you will still have a chance to knock the corpse of your slain foe into another foe in the room. If you are successful, that foe will suffer a RT penalty.<br />
<br />
<br />
'''Skill Name: Armor Spike Focus<br>'''<br />
Mnemonic: spikefocus<br><br />
Hostile: No<br><br />
Stamina Cost: None.<br><br />
Other Requirements: Some spiked armor.<br><br />
Available to: Warriors, Rogues, Paladins.<br><br />
Prerequisites:<br><br />
None<br><br />
CMP Cost:<br><br />
Rank 1: (Squares) 5 (Semis) 7<br><br />
Rank 2: (Squares) 10 (Semis) 15<br><br />
Description: Reduces the penalty when using spiked armor in conjunction with a combat maneuver attack by -5 per rank.<br />
<br />
Coase<br />
<br />
----<br />
{{saved-post <br />
|author=GS4-COASE<br />
|messagenum=623<br />
|subject=Combat Maneuvers Update<br />
|date=04/09/2013 10:59 PM EDT<br />
|category=Hunting and Combat<br />
|topic=[[Combat Maneuvers]] Discussion<br />
}}<br />
<br>[[Monk]]s will now have access to the Spell Parry and Spell Cleave combat maneuvers. Note that monks will need an ensorcelled/anti-magical weapon in order to parry spells, just like anyone else. Spell Cleave can be used with an ensorcelled weapon or [[UCS]] gloves. In addition, the [[Stance of the Mongoose]] has been opened up to Warriors (this was part of the earlier release, but I simply forgot to announce it). <br />
<br />
Finally, in order to allow players to adjust to the recent extensive maneuver updates, a special CMAN FIXSKILLS option has been granted. Until May 2, 2013, all players will have one-time access to the CMAN FIXSKILLS command. This command automatically converts all unlearning CMP into available CMP, so be sure to unlearn any maneuvers you wish migrate before invoking this command.<br />
<br />
Coase<br />
<br />
[[Category:Combat Maneuvers]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Shield_Trample_Mastery&diff=38511Shield Trample Mastery2013-04-07T13:13:41Z<p>MILQUETOAST: </p>
<hr />
<div>{{shield specialization<br />
|available = [[Warrior]]s<br />
|cost = Passive<br />
|mnemonic = TMASTERY<br />
|prereqs = [[Shield Trample]] rank 3<br>30 ranks [[Multi-Opponent Combat]]<br />
|requirements = none<br />
| sq1 = 8<br />
| sq2 = 10<br />
| sq3 = 12<br />
| sq4 = -<br />
| sq5 = -<br />
}}<br />
'''Spell Trample Mastery''' is a passive [[shield specialization]] that adds one additional target per rank to the maximum number of targets hit by [[Shield Trample]].<br />
<br />
==Messaging==<br />
<div {{log}}><br />
>shield tramp bear<br><br />
You raise your krodera wall shield before you and charge headlong towards a grizzly bear!<br><br />
[Roll result: 219 (open d100: 18) Penalties: 10]<br><br />
Your charge connects!<br><br />
You slam into the grizzly bear, who is sent careening headlong into a nearby group of combatants as he falls to the ground!<br />
<br />
A human bandit is struck!<br><br />
[Roll result: 222 (open d100: 85) Bonus: 22]<br><br />
The human bandit is knocked to the ground!<br />
<br />
An arctic wolverine is struck!<br><br />
[Roll result: 323 (open d100: 71) Bonus: 12]<br><br />
The arctic wolverine is knocked to the ground!<br />
<br />
An arctic wolverine is struck!<br><br />
[Roll result: 315 (open d100: 69) Bonus: 12]<br><br />
The arctic wolverine is knocked to the ground!<br />
<br />
A grizzly bear is struck!<br><br />
[Roll result: 218 (open d100: 19) Penalties: 13]<br><br />
The grizzly bear is knocked to the ground!<br><br />
Roundtime: 5 sec.</div><br />
<br />
==See Also==<br />
*[[New Maneuver System Released - SHIELD! (saved post)]]<br />
*[[Shield Trample]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Shield_Trample&diff=38508Shield Trample2013-04-07T13:13:28Z<p>MILQUETOAST: </p>
<hr />
<div>{{shield specialization<br />
|available = [[Warrior]]s<br />
|cost = Base 20 (-5 Rank 1, -3 Rank 2)<br />
|mnemonic = TRAMPLE<br />
|prereqs = [[Shield Charge]] (at rank 2)<br> or CML Shield Charge (at rank 2)<br />
|requirements = Smaller shields receive a<br>penalty to success chances.<br />
| sq1 = 2<br />
| sq2 = 4<br />
| sq3 = 6<br />
| sq4 = 8<br />
| sq5 = 10<br />
}}<br />
'''Shield Trample''' is a [[shield specialization]] available to [[Warrior]]s only.<br />
<br />
==Description==<br />
Instead of attempting to wound foes with a shield charge, the warrior has learned how to best send them careening into one another, knocking them down and sowing havoc on the battlefield.<br />
<br />
Mechanics: If the warrior is successful upon attacking his primary target, it will be sent careening into another foe on the battlefield before falling to the ground. If a secondary maneuver check is passed, that foe will also be knocked down. All foes successfully affected by this maneuver will suffer Roundtime.<br />
<br />
==Messaging==<br />
<div {{log}}><br />
Kerl raises his krodera wall shield and charges headlong towards a half-krolvin highwayman!<br><br />
[Roll result: 145 (open d100: 26)]<br><br />
Kerl's charge connects!<br><br />
Kerl slams into the half-krolvin highwayman, who is sent careening headlong into a nearby group of combatants as he falls to the ground!<br />
<br />
A half-elven bandit is struck!<br><br />
[Roll result: 220 (open d100: 101)]<br><br />
The half-elven bandit is knocked to the ground!<br />
<br />
A gnomish brigand is struck!<br><br />
[Roll result: 166 (open d100: 47)]<br><br />
The gnomish brigand is knocked to the ground!<br />
</div><br />
<br />
==See Also==<br />
*[[New Maneuver System Released - SHIELD! (saved post)]]<br />
*[[Shield Trample Mastery]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Deflection_Training&diff=17859Deflection Training2013-04-06T13:34:27Z<p>MILQUETOAST: </p>
<hr />
<div>{{shield specialization<br />
|available = [[Warrior]]s, [[Rogue]]s<br />
|cost = Passive<br />
|mnemonic = DTRAINING<br />
|prereqs = [[Shield Focus]] rank 3<br />
|requirements = None<br />
| sq1 = 6<br />
| sq2 = 12<br />
| sq3 = 18<br />
| sq4 = -<br />
| sq5 = -<br />
}}<br />
'''Deflection Training''' is a passive [[shield specialization]] that allows you to redirect ranged missile or thrown attacks after successfully blocking them in a forward or greater stance. The attack may be redirected to any enemy in the same room, even the initial attacker.<br />
<br />
:'''Rank 1''':35% chance to redirect<br />
:'''Rank 2''':55% chance to redirect<br />
:'''Rank 3''':75% chance to redirect<br />
<br />
==Messaging==<br />
Thrown:<br />
<div {{log}}><br />
A triton combatant throws a seaweed-wound rusted steel hatchet at you!<br><br />
'''At the last moment, you block the missile with your pavis!<br><br />
'''You manage to block with the exact angle needed to deflect the attack right back at the triton combatant!<br>'''<br />
AS: +404 vs DS: +43 with AvD: +23 + d100 roll: +19 = +403<br><br />
&nbsp;&nbsp;... and hits for 90 points of damage!<br><br />
&nbsp;&nbsp;Slashing blow to chest knocks the triton combatant back a few paces!<br><br />
Momentum carries a seaweed-wound rusted steel hatchet past a triton combatant to land nearby.<br><br />
The rusted steel hatchet flies past you, disappearing into the local environs.<br />
</div><br />
<br />
Ranged back at the shooter:<br />
<div {{log}}><br />
A Grimswarm giant ranger removes a plain wooden arrow from in her quiver.<br><br />
A Grimswarm giant ranger fires a plain wooden arrow at you!<br><br />
'''In the nick of time, you interpose your black mithril pavis between yourself and the missile!<br><br />
'''You manage to block with the exact angle needed to deflect the attack toward a Grimswarm giant ranger!'''<br><br />
AS: +536 vs DS: +337 with AvD: +24 + d100 roll: +87 = +310<br><br />
&nbsp;&nbsp;... and hits for 82 points of damage!<br><br />
&nbsp;&nbsp;Elbow punctured, oh what pain!<br><br />
The giant ranger is stunned!<br><br />
The guiding force leaves a Grimswarm giant ranger.<br><br />
The wooden arrow breaks apart and crumbles away.<br />
</div><br />
<br />
Ranged at another creature:<br />
<div {{log}}><br />
A Grimswarm giant ranger cocks her heavy crossbow and loads it with a wooden heavy crossbow bolt.<br><br />
A Grimswarm giant ranger fires a wooden heavy crossbow bolt at you!<br><br />
'''You skillfully block the missile with your pavis!<br><br />
'''You manage to block with the exact angle needed to deflect the attack toward a Grimswarm giant soldier!<br>'''<br />
AS: +446 vs DS: +253 with AvD: +22 + d100 roll: +23 = +238<br><br />
&nbsp;&nbsp;... and hits for 29 points of damage!<br><br />
&nbsp;&nbsp;Minor puncture to the back.<br><br />
The heavy crossbow bolt breaks apart and crumbles away.<br />
</div><br />
<br />
==See Also ==<br />
* [[New Maneuver System Released - SHIELD! (saved post)]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Shield_Spike_Mastery&diff=38494Shield Spike Mastery2013-04-06T12:37:30Z<p>MILQUETOAST: </p>
<hr />
<div>{{shield specialization<br />
|available = [[Warrior]]s, [[Rogue]]s, [[Paladin]]s<br />
|cost = Passive<br />
|mnemonic = SPIKEMASTERY<br />
|prereqs = [[Shield Spike Focus]] rank 2<br />
|requirements = None<br />
| sq1 = 8<br />
| sq2 = 12<br />
| sq3 = -<br />
| sq4 = -<br />
| sq5 = -<br />
}}<br />
'''Shield Spike Mastery''' is a passive [[shield specialization]] that gives you a chance to reactively spike foes after blocking their attacks with a [[spikes|spiked]] shield while in a forward or greater stance. At rank 1, this applies only to brawling or natural weapon attacks; at rank 2 it applies to all melee attacks.<br />
<br />
==Messaging==<br />
<div {{log}}><br />
A Grimswarm troll guard thrusts with a trident at you!<br><br />
With extreme effort, you block the attack with your greatshield!<br><br />
You manage to angle your mithglin greatshield just right so that the troll guard comes perilously close to the spikes on it!<br />
<br />
A spike on your mithglin greatshield jabs into the troll guard! <br><br />
&nbsp;&nbsp;... 10 points of damage!<br><br />
&nbsp;&nbsp;Strike to right hand breaks a fingernail!<br><br />
A Grimswarm troll soldier's flesh wounds regenerate quickly.<br><br />
A Grimswarm troll soldier's abdomen regenerates and looks much better.<br><br />
</div><br />
<br />
==See Also ==<br />
* [[New Maneuver System Released - SHIELD! (saved post)]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Node&diff=33180Node2013-04-04T18:07:51Z<p>MILQUETOAST: </p>
<hr />
<div>A '''node''' is a location where mana flows more freely than most other locations, which has numerous effects. A node increases [[Experience#Absorbing_experience|experience absorption]], [[mana regeneration]], and [[spirit regeneration]], and it has effects on various other factors in GemStone IV, such as the chance of [[Enchant Item (925)|enchanting]] an item. Nodes are not common locations. A common method used to find a node is the use of the [[MEDITATE (verb)|MEDITATE]] verb, which (it is widely believed) will not cause a character to kneel and meditate should the area not be a node; however, this is actually inaccurate as [[MEDITATE (verb)|MEDITATE]] also works in non-node areas under a sanctuary effect.<br />
<br />
= Gathering Points =<br />
<br />
A town's central gathering point for adventurers is usually a node; in some towns, due to high traffic or custom, multiple gathering points are in use. These include but are not limited to:<br />
<br />
{| {{prettytable}}<br />
!Town<br />
!Room<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Raging Thrak, Trophy Room<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|[[Wayside Inn]], Garret<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Landing Tower East<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Helga's Pub Room<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|[[Frith's Inn]], Main Saloon<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Town Square Central<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Garden Niche<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Small Park<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Voln Courtyard<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Hearthstone, Foyer<br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Hearthstone, Courtyard <br />
|-<br />
|[[Wehnimer's Landing]]<br />
|Hearth Room, Stone Baths<br />
|-<br />
|[[Teras Isle]]<br />
|Ghorsa Isle, Tower<br />
|-<br />
|[[Teras Isle]]<br />
|Dragonspine and Krodera<br />
|-<br />
|[[Teras Isle]]<br />
|Adventurer's Rest, Deck <br />
|-<br />
|[[Teras Isle]]<br />
|Lunatic Asylum<br />
|-<br />
|[[Solhaven]]<br />
|North Market<br />
|-<br />
|[[Solhaven]]<br />
|Liabo Plaza<br />
|-<br />
|[[Solhaven]]<br />
|[[Marshtown]]<br />
|-<br />
|[[Solhaven]]<br />
|Beacon Tower<br />
|-<br />
|[[Solhaven]]<br />
|South Market <br />
|-<br />
|[[River's Rest]]<br />
|Town Commons<br />
|-<br />
|[[River's Rest]]<br />
|Sanctuary<br />
|-<br />
|[[Icemule Trace]]<br />
|Town Center<br />
|-<br />
|[[Icemule Trace]]<br />
|Tavern Burrow, Ale Street (well)<br />
|-<br />
|[[Icemule Trace]]<br />
|Commerce Burrow, Giantman Path<br />
|-<br />
|[[Icemule Trace]]<br />
|Honeybeer Inn, Tap Room<br />
|-<br />
|[[Icemule Trace]]<br />
|Thirsty Penguin, Parlour<br />
|-<br />
|[[Icemule Trace]]<br />
|Clovertooth Hall, Main Lobby<br />
|-<br />
|[[Icemule Trace]]<br />
|Voln Ice Garden<br />
|-<br />
|[[Zul Logoth]]<br />
|Crystalline Cavern <br />
|-<br />
|[[Pinefar]]<br />
|Trading Post, Greatroom<br />
|-<br />
|[[Ta'Illistim]]<br />
|Hanging Dais<br />
|-<br />
|[[Ta'Illistim]]<br />
|Glamesine Var (fountain room)<br />
|-<br />
|[[Ta'Illistim]]<br />
|Glamesine Var (small garden park)<br />
|-<br />
|[[Ta'Illistim]]<br />
|Briarstone Court, SW<br />
|-<br />
|[[Ta'Illistim]]<br />
|Briarstone Court, W<br />
|-<br />
|[[Ta'Illistim]]<br />
|Briarstone Court, NW<br />
|-<br />
|[[Ta'Illistim]]<br />
|Moonglae Inn, Rooftop Park (northernmost)<br />
|-<br />
|[[Ta'Illistim]]<br />
|Shimmarglin Inn, Fountain Room<br />
|-<br />
|[[Ta'Illistim]]<br />
|[[Veythorne Manor]], The Glowbark<br />
|-<br />
|[[Sylvarraend]]<br />
|Town Commons (with barrel)<br />
|-<br />
|[[Ta'Vaalor]]<br />
|Amaranth Court (between gemshop and furrier)<br />
|-<br />
|[[Ta'Vaalor]]<br />
|Amaranth Court (obelisk)<br />
|-<br />
|[[Ta'Vaalor]]<br />
|Garden of Ancients (small bench)<br />
|-<br />
|[[Ta'Vaalor]]<br />
|Tyrnian Court (bench)<br />
|-<br />
|[[Ta'Vaalor]]<br />
|Tyrnian Court (Kai statue)<br />
|-<br />
|[[Ravelin]]<br />
|[[Wyvern Plaza]] <br />
|-<br />
|[[Mist Harbor]]<br />
|Gardenia Commons<br />
|-<br />
|[[Mist Harbor]]<br />
|[[Firefly Villa]], Merchant Lounge<br />
|-<br />
|[[Cysaegir]]<br />
|Linsandrych Common (with bench)<br />
|-<br />
|Miscellaneous<br />
|Cavern of the Ages (ledge room)<br />
|}<br />
<br />
= Other Nodes =<br />
<br />
Most CHE "clubhouses" contain one common gathering room which is a node. Most CHE locker annexes in other cities, if not all, are also nodes. Other nodes can be found scattered about Elanthia, usually inside towns.<br />
<br />
== See Also ==<br />
*[[Super Node]]<br />
*[[List of popular resting locations]]<br />
*[[Enhanced nodes and experience absorption changes (saved post 1)|Node Changes in Regards to Experience - 11/20/2007]]<br />
<br />
[[Category:Basic Mechanics]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=List_of_popular_resting_locations&diff=29369List of popular resting locations2013-04-04T18:06:52Z<p>MILQUETOAST: /* Lunatic Asylum */</p>
<hr />
<div>The following is a continuously updated listing of all major resting locations throughout Elanthia. Everyone should feel free to adjust the information for each room listed, as well as adding or removing rooms as deemed appropriate for the current state of the game. <br />
<br />
<b>Sanctuary Status</b> reflects whether or not the room has a natural sanctuary at all times. <b>Available Services</b> are a rough idea of what the room listed is usually used for by those who gather in that location. <b>Room Specific Features</b> primarily encompass whether or not a room is a confirmed [[Node]] (experience), an [[Earth Node|Earth]] [[Node]] (EXP, Spirit, and Mana), or a [[Super Node|Super]] [[Node]] (Additional EXP). Additional room specific features include those qualities which differ from the norm, such as if a room is NOT a sanctuary, yet one cannot steal there. <b>Occupancy Rating</b> is a subjective opinion on how much traffic a listed room experiences. Finally, the <b>Terrain and Climate</b> columns affect primarily the various flora found within the area when attempting to forage.<br />
<br />
<br />
<br />
== Wehnimer's Landing ==<br />
<br />
<br />
<br />
===Town Square, Small Park===<br />
<br />
A small, shaded park fills an old vacant lot behind a row of buildings, the bright lamplight from the square filtering through the passage to the north to illuminate the area with a soft glow. A weatherworn grey marble statue of a stocky human in pioneer's clothing overlooks the park, his stone hat encrusted by the gifts of decades of passing birds and his right hand half-upraised as if it once held some now-missing object. You also see some ornate wrought-iron benches.<br />
<br />
Obvious paths: north, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Mass Spells || [[Super Node|Super]] [[Node]] || Crowded || Temperate || Cultivated<br />
|}<br />
<br />
<br />
===Town Square, Garden Niche===<br />
<br />
This small niche between two buildings has been neatly landscaped into a tiny moonlit garden, its careful mosaic of flagstones interspersed with patches of trimmed grass. A low stone bench rests along one vine-covered wall, and a patch of colorful violets surrounds a painted wooden barrel in one corner.<br />
<br />
Obvious paths: east<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Frequent || Temperate || Cultivated <br />
|}<br />
<br />
<br />
===Land Tower East, Office===<br />
<br />
The ground floor of this guard tower appears to be some kind of office. A single guard sits behind one of the desks reviewing some paperwork. A small wood stove in the corner provides heat to the room. You also see some wooden steps.<br />
<br />
Obvious exits: out<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Lockpicking || [[Super Node|Super]] [[Node]] || Frequent || Unknown || Unknown<br />
|}<br />
<br />
<br />
===Raging Thrak Inn, Party Room===<br />
<br />
This room is festive and cheery compared to the rest of the Thrak. Decorations of foil and brightly colored parchment adorn the walls, and streamers hang from the large wrought iron chandelier. Tables and trays laden with good victuals, fine drinks and novel items fill the room. The clamour of rambunctious, good-spirited adventurers echoes through the chamber. You also see a simple wooden wastebasket and a doorway.<br />
<br />
Obvious exits: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Unknown || || [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
<br />
<br />
===Raging Thrak Inn, Trophy Room===<br />
<br />
The charred form of a fireplace occasionally billows small clouds of dust from a spot away from the crowd in the tavern. Charred animal skins lie before the hearth, flanked on either side by clawed and raggedly ripped couches. Broken and blackened trophies of forgotten hunts line the burnt and stained walls. You also see a simple wooden wastebasket and a thrak hide curtain.<br />
<br />
Obvious exits: northeast, east<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Unknown || || [[Super Node|Super]] [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
<br />
<br />
===Raging Thrak Inn, Front Desk===<br />
<br />
A polished wooden desk sits to the side of the staircase, and bears the placard of the Thrak's proprietor. At the top of the creaky wooden stairs are the establishment's guest rooms. You also see a handpainted placard and a freshly-painted sign.<br />
<br />
Obvious exits: north<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural|| || [[Node]], Can CHECK IN || Seldom || Unknown || Unknown<br />
|}<br />
<br />
=== Helga's, Pub Room ===<br />
<br />
The narrow, dimly lit room is cluttered with rickety, ale-stained tables and chairs. Candle stubs mounted in earthenware ale flasks offer the only light, their yellowish glow making the room seem more decrepit than it actually is. Several dockworkers converse around a table in hushed voices, between sips of grog and puffs of strong pipe tobacco. A low wooden stage, no more than a small platform, stands at the far end of the room.<br />
<br />
Obvious exits: east<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Infrequent || Unknown || Unknown<br />
|}<br />
<br />
===Wehnimer's, Cul-de-Sac===<br />
<br />
Broken bottles, discarded rubbish, and uneasy feelings pervade this dank, ill-lit dead end. Several unsavory-looking citizens seem to be lurking here and there in the shadows for want of anything better to do, and the scratching of rats can be heard from within the nearby walls. A pile of old crates is stacked against the back wall of the alley. You also see an empty wooden crate.<br />
<br />
Obvious paths: north<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Node]] || Infrequent || Temperate || Plain dirt<br />
|}<br />
<br />
<i>Note: Due to its location at an entrance to the Catacombs near Giant Rats, this location has historically been frequented mostly by extremely low level characters.</i><br />
<br />
===Town Square Central===<br />
<br />
This is the heart of the main square of Wehnimer's Landing. The impromptu shops of the bazaar are clustered around this central gathering place, where townsfolk, travellers, and adventurers meet to talk, conspire or raise expeditions to the far-flung reaches of Elanith. At the north end, an old well, with moss-covered stones and a craggy roof, is shaded from the moonlight by a strong, robust tree. The oak is tall and straight, and it is apparent that the roots run deep. You also see some stone benches with some stuff on it.<br />
<br />
Obvious paths: northeast, east, southeast, southwest, west, northwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || Healing, Resurrection || [[Super Node|Super]] [[Node]] || Crowded || Temperate || Plain dirt<br />
|}<br />
<br />
<i>Note: Historically referred to in shorthand as TSC.</i><br />
<br />
===Town Well===<br />
<br />
The old well is made of flat stones built up around a circular opening. A slate roof overhangs the opening, keeping the drinking water clear and refreshing. Several skin water buckets, with long ropes attached, are scattered on the hard-packed earth surrounding the well. You also see a stout rope hanging over the rim of the well.<br />
<br />
Obvious paths: northeast, south, northwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Earth Node|Earth]] [[Node]] || Infrequent || Moist || Hard, flat<br />
|}<br />
<br />
<br />
===Town Well===<br />
<br />
Sunlight streaming through a gap in the great oak's branches casts a bright spot on the flagstone court around the old well. A few flowering weeds thrive in the shadow of the well, adding a splash of color to the city corner.<br />
<br />
Obvious paths: northeast, southeast<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Earth Node|Earth]] [[Node]] || Infrequent || Humid || Hard, flat<br />
|}<br />
<br />
<br />
===Town Well===<br />
<br />
An old wooden bench rests in the shade next to the well, nearly covered by a low-hanging oak branch. A few townspeople and merchants relax and chat in the cool night air, taking a break in their errands or simply wasting time.<br />
<br />
Obvious paths: southeast, southwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Earth Node|Earth]] [[Node]] || Infrequent || Humid || Hard, flat<br />
|}<br />
<br />
<br />
===Town Well===<br />
<br />
The rough flagstone court winds around the old stone well, shaded by the overhanging branches of the nearby oak. Tufts of grass sprout between the stones, fed by the moisture from below.<br />
<br />
Obvious paths: southwest, northwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Earth Node|Earth]] [[Node]] || Infrequent || Humid || Hard, flat<br />
|}<br />
<br />
<br />
===Wayside Inn, Garret===<br />
<br />
Quiet laughter and subdued conversation punctuate the otherwise peaceful atmosphere of this little room tucked beneath the garret of the inn. The smoke-blackened wooden beams meet at an angle, cradling a brass fixture with candles that bathe the room in a soothing glow. You also see a fireplace, a steep stair, a simple modwir wastebasket and a soft fur throw.<br />
<br />
Obvious exits: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
<br />
<br />
===Wayside Inn, Chamber===<br />
<br />
Tables and chairs of all shapes, sizes and states of disrepair fill this large, undecorated chamber. Seated at many of the tables are groups intent on serious card games. From the far side of the room you hear the noisy cheers of a ragtag group of spectators rooting for the underdog in a wristwrestling match between the local blacksmith and an overfed member of the Wehnimer's Citizens' Militia.<br />
<br />
Obvious exits: north<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || No [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
<br />
<br />
===Hearthstone, Courtyard===<br />
<br />
Before you stands a grand old manor, framed by huge willows to the east and west. The elegant trees sway gently in the moonlight, dappling the cobblestone courtyard with ever-shifting patterns of light and dark. Snippets of conversation drift away from the long porch stretching along the full width of the great old house, as several guests enjoy the hospitality and ambience of this fine hideaway. You also see a hollow tree stump and the porch steps.<br />
<br />
Obvious paths: south<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Temperate || Grassland<br />
|}<br />
<br />
<br />
===Hearthstone, Front Porch===<br />
<br />
Airy and open, the porch is enclosed by smooth, freshly painted white modwir up to a height of about four feet. As you ponder the sky-blue color of the ceiling and a lacework of deep green ivy that crisscrosses the open space between posts, the hubbub of the world beyond quickly fades away. Rocking chairs of various sizes are an inviting sight, and an elegant green marble arch provides a tantalizing view of the splendors inside the old manor. You also see a wheeled brass serving cart with some stuff on it, the porch steps, a doorman and a long oak sideboard with some stuff on it.<br />
<br />
Obvious paths: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || No [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
<br />
<br />
===Courtyard===<br />
<br />
A well maintained and healthy garden occupies the entirety of the courtyard. The air here is cool and crisp, but the bulk of the monastery shelters you from wind and makes the air bracing instead of chilling. In the center of the garden is a natural spring bubbling up several inches above the surface of the encircling pool of crystal clear water. A large stone and iron gate blocks the entrance to the monastery flanked by a statue of a woman carrying a crystal staff and a set of crystalline keys facing a second statue of a kneeling young man bedecked in battle-worn black chain armor. You also see a polished marble bench and a large fel tree.<br />
<br />
Obvious paths: west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || Healing, Resurrection || [[Super Node|Super]] [[Node]], Entrance to Voln || Frequent || Humid || Cultivated<br />
|}<br />
<br />
<br />
===Graveyard, Crypt===<br />
<br />
The entry foyer to this enormous granite crypt is stark, adorned only with grisly friezes sculpted in low relief into the walls. Bands of bluish-green ahnver are inlaid into the stone in thin strips just below the ceiling throughout the entire structure, bathing the rooms in a subtle light. A shadowy arch curves overhead and leads deeper into the inner sanctum of the sepulcher. You also see a cracked urn.<br />
<br />
Obvious exits: out<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Mass Spells, Healing, Resurrection || [[Earth Node|Earth]] [[Node]] || Frequent || Unknown || Unknown<br />
|}<br />
<br />
<br />
===[Beneath the Graveyard] A Dark Crevice===<br />
<br />
You are perched on the ledge of a dangerously steep crevice which juts out from the wall hanging over a dark abyss. The odd mists within it glow with an ethereal light as they lash about in their chaotic dance. From above, the sound of thundering hooves reverberate throughout the chasm, seemingly vanishing into the bottomless pit below. You also see some large cracks in the ground.<br />
<br />
Obvious exits: up<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Unknown || Unknown || [[Earth Node|Earth]] [[Node]], Must remain seated else you'll fall || Frequent || Unknown || Unknown<br />
|}<br />
{{top}}<br />
<br />
== Icemule Trace ==<br />
<br />
<br />
<br />
===Icemule Trace, Town Center===<br />
<br />
The bustling town comes together in this square. Halflings dressed in varying fashions stand about, some chattering happily, others reclining on cloaks laid on the ground. One ancient halfling leans against the base of the large ice statue of a mule, snoring blissfully. A feeling of community pervades the area, putting you immediately at ease. You also see a blanket of snow and a carved ice bench.<br />
<br />
Obvious paths: north, east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Mass Spells, Healing, Resurrection || [[Super Node|Super]] [[Node]] || Crowded || Cold, dry || Hard, flat<br />
|}<br />
<br />
<i>Note: Historically referred to in shorthand as TC.</i><br />
<br />
===Tavern Burrow, Ale Street===<br />
<br />
Stucco seems the preferred building material of the Tavern Burrow residents. The street has been newly cobbled, and the rough edges cause several people to nearly trip as they hurry along. A stucco well attracts a group of children, who drop stones into it, then hoot with glee at the muffled splash. You also see a blanket of snow and an old beer barrel.<br />
<br />
Obvious paths: north, south, northwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Lockpicking || [[Super Node|Super]] [[Node]] || Frequent || Cold, dry || Hard, flat<br />
|}<br />
<br />
<i>Note: Historically referred to in shorthand as "the well".</i><br />
<br />
===Icemule Trace, Ice Garden===<br />
Alpine flowerbeds ring this tucked-away courtyard, their bright colors a feast for the eyes in comparison to the white of all the snow that lies beyond the gate. Tamped snow paths keep footsteps soft in this small haven as travellers make their way to and from the chambers north of here. Centered in a bed of white edelweiss and aromatic purple-flowered calamintha is an ice fountain, its watery spray frozen in a sparkling plume. You also see a blanket of snow and a wrought-iron gate.<br />
<br />
Obvious paths: north<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Super Node|Super]] [[Node]] || Seldom || Cold, dry || Hard, flat<br />
|}<br />
<br />
===[[Thirsty Penguin]], Parlour===<br />
Thin muslin curtains are pulled back with twisted burgundy and gold silk cords. Chairs and small tables cluttered with bric-a-brac make maneuvering difficult. A small, tiled woodstove warms the room from its place in the corner.<br />
<br />
Obvious exits: west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
<br />
===[[Honeybeer Inn]], Tap Room===<br />
The lower walls are tinted plaster over stone, as evidenced by the chips at the exact level of the chair backs. The bar itself is worn, and the low brass footrest is polished only by the shoes of the many customers who have cradled a pint while leaning against the bar. You also see a halfling bartender and a polished oak menu.<br />
<br />
Obvious exits: east<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
<br />
===Commerce Burrow, Giantman Path===<br />
An ancient oak tree marks the southeastern corner of Icemule Trace. Towering high overhead, the tree is surrounded by a small grassy field. A lone bird calls from somewhere within the branches, singing a cheerful song.<br />
<br />
Obvious paths: west<br />
<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Cold, dry || Hard, flat<br />
|}<br />
<br />
<br />
===[[Clovertooth Hall]], Main Lobby===<br />
A dark marble statue occupies the center of this expansive public space, its height drawing attention to the dome that rises two stories overhead. The white stone floor and walls echo with the purposeful footsteps of citizens moving around the building, and with the brisk conversation of those who occupy the benches along the walls. Two large windows flank the wide entryway, bathing the lobby in a soft and calming light. You also see an unobtrusive silver waste barrel.<br />
<br />
Obvious exits: east, west, out<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
<br />
<br />
===Northern Fortress, Great Hall===<br />
Set with oak double doors in each wall, this large room is lit by oil-lamps that hang from the ceiling. A stone fireplace rests in one corner, with a basket of sticks nearby. Around the fireplace, thirteen portraits of battle-arrayed persons have been hung, while a large collection of paintings adorns the remaining walls. Bearskin rugs cover the floor, comfortable leather couches line the walls, and there is a sturdy wastebasket adjacent to the fireplace.<br />
<br />
Obvious exits: east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Unknown || Unknown<br />
|}<br />
{{top}}<br />
<br />
== Pinefar & The Rift ==<br />
<br />
=== Pinefar Trading Post, Greatroom ===<br />
<br />
Shining wood floors and a beamed ceiling distinguish the spacious room. An impressive rock fireplace dominates the back wall, flanked by a wide staircase leading to an upper floor. Before the hearth sits a tawny leather sofa with a variety of armchairs sitting in attendance around it. Rugs scattered across the plank floor add tones of coral, blue and red to the warm ambience. All along the walls, paintings compete with windows offering views of the moonlit, snow-bound countryside. You also a large pine cupboard, a pair of wide double doors, a pine barrel, a staircase and a basket of sticks.<br />
<br />
Obvious exits: northeast, east, west, northwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]], buildable fire || Infrequent || Unknown || Unknown<br />
|}<br />
<br />
=== Pinefar Forests, Ice Cave ===<br />
<br />
A small refuge has been carved into the snow and domed with ice blocks, giving shelter from the merciless winds. Light filtering through the crystalline walls bathes the enclosure in a soft glow. A wooden hatch leads out to the freezing hinterland to the south and an opening offers passage north. You also see a pile of firewood and a fire pit.<br />
<br />
Obvious exits: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]], buildable fire || Infrequent || Unknown || Unknown<br />
|}<br />
<br />
=== Birthing Sands, Cavern of Ages ===<br />
<br />
This part of the cavern seems intimate after the expansiveness just around a bend of the red stone. Recesses all along the east wall give the rock a filigreed appearance which belies the vast size of each enclosure. The fine sand is a constant carpet, however, the light it expends is much dimmer here, fading to a soft twilight within the eastern niches. To the south, the walls swirl to create an oval passageway into another cavern where more of the recesses can be glimpsed. You also see a stiff sandy pack, a jagged stone ledge with some stuff on it and a narrow fissure.<br />
<br />
Obvious exits: south, southwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]], Limited actions due to choking sand mechanic || Frequent || Unknown || Unknown<br />
|}<br />
{{top}}<br />
== Solhaven ==<br />
<br />
<br />
<br />
===Solhaven, North Market===<br />
<br />
The crush of the crowd is almost overwhelming here in the center of the market. Peddlers wheeling small carts push their way through, shouting loudly. Nearby, a group of dwarves argue heatedly with a local merchant. You also see a wooden bench with some stuff on it, the Muffinsmith's stall with a large hand-written sign on it, the Small Blades stand, the Belts booth, an old barrel and a squalid canvas pavilion.<br />
<br />
Obvious paths: north, northeast, east, southeast, south, southwest, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Healing, Resurrection || [[Super Node|Super]] [[Node]] || Frequent || Temperate || Hard, flat<br />
|}<br />
<br />
<br />
===Solhaven, North Market East===<br />
<br />
A brown awning stretches across the front of the large stone building here. Hanging above the entrance is a metal breastplate, rusted from exposure to the salty sea air. Two giantmen, deeply engrossed in conversation, lean casually against the building. You also see an old barrel and a small ivy-covered cottage with a sign affixed next to the door.<br />
<br />
Obvious paths: north, east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Unknown || Lockpicking || [[Earth Node|Earth]] [[Node]] || Infrequent || Temperate || Hard, flat<br />
|}<br />
<br />
<br />
===Solhaven, North Market SE===<br />
<br />
Sooty smoke belches from a chimney precariously perched atop a stone building. An old man leans against the outer wall, slowly sharpening his blade with a coarse whetstone. An engraved imflass sign hangs from a metal bar mounted above the entrance.<br />
<br />
Obvious paths: north, east, southeast, west, northwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Unknown || Mass Spells || [[Earth Node|Earth]] [[Node]] || Seldom || Temperate || Hard, flat<br />
|}<br />
<br />
{{top}}<br />
===Vornavis, Broken Tower===<br />
<br />
Inside the tower, the floor is still sturdy and strong. The walls have cracked and crumbled, but still stand nearly two stories high in some places. To the west, a large doorway leads outward to a cobblestone road. The width of the ring of remains indicates that the tower was once very tall, possibly a watchtower capable of viewing the countryside for miles around. You also see a breach in the ruined tower wall, a large granite block and a dark crevice.<br />
<br />
Obvious paths: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Unknown || Healing, Lockpicking, Resurrection || [[Earth Node|Earth]] [[Node]] || Frequent || Temperate || Hard, flat<br />
|}<br />
<br />
{{top}}<br />
== Ta'Illistim ==<br />
<br />
===Ta'Illistim, BriarStone Court===<br />
<br />
This corner of the court is dominated by a round marble fountain. A few couples stroll hand-in-hand around the wide edge, occasionally stopping to toss a coin inside and murmur a wish, as they look lovingly into each others' eyes. The water descends from a tall center column, producing a musical burble that obscures the lovers' words. You also see a wooden barrel.<br />
<br />
Obvious paths: east, southeast, south, northwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Super Node|Super]] [[Node]], 130 Spirit Guide Drop point || Frequent || Temperate || Hard, flat<br />
|}<br />
<br />
<br />
===Ta'Illistim, BriarStone Court===<br />
<br />
A mordant odor descends from the smoking chimney of a sturdy little building on the east side of the court. From the deeply recessed windows, it appears that the walls of the building have been constructed out of a double layer of heavy granite blocks, though for what purpose you cannot imagine. A tarnished brass sign is set into the iron-banded thanot doors leading into the establishment.<br />
<br />
Obvious paths: south, southwest, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Node]] || Infrequent || Temperate || Hard, flat<br />
|}<br />
<br />
<br />
===Ta'Illistim, BriarStone Court===<br />
<br />
Ringed by stone buildings, the view afforded is one of the bustling heart of Ta'Illistim. The center of the court is a bustle of activity, as throngs of citizenry and travellers pass through the western center of the city on their way to various destinations. You also see a wooden barrel.<br />
<br />
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Node]] || Seldom || Temperate || Hard, flat<br />
|}<br />
<br />
<br />
===Ta'Illistim, Hanging Gardens===<br />
<br />
Although the floating platform is suspended well above the ground below, it overflows with abundant plant life. The edges of the dais are brimming with delicate white queen's lace, dark lavender, fragrant rosemary and a variety of other colorful flora. Thick grass underfoot provides an enticingly peaceful resting spot. A thin silk canopy is rolled back to permit an unobstructed view of the starry night sky. You also see a glaesine arch, a richly finished wooden bench and a large faenor-chased barrel.<br />
<br />
Obvious paths: out<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || Healing, Lockpicking, Resurrection, Mass Spells || [[Super Node|Super]] [[Node]] || Crowded || Temperate || Cultivated<br />
|}<br />
<br />
<i>Note: Historically referred to in shorthand as "the dais"</i>.<br />
<br />
===Seethe Naedal, Beneath the Pine===<br />
<br />
The heavy boughs of the pine droop low as they fan out from the tree trunk. The dense fur of pine needles creates a raincoat for the sheltering pine. Stray beams of moonlight filter through the needles. A ring of stones surround some blackened ground while a thick matting of fallen pine needles provides a comfortable bed for the weary traveller. You also see a gap in the branches.<br />
<br />
Obvious exits: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Earth Node|Earth]] [[Node]] || Infrequent || Temperate || Subterranean<br />
|}<br />
<br />
{{top}}<br />
== Ta'Vaalor ==<br />
<br />
<br />
<br />
===Ta'Vaalor, Victory Court===<br />
<br />
A small cluster of trees stands near the edge of the court, providing a shady spot and a chance for a brief respite from the bustle of the city. Several elven guards stand beneath a nearby tree, chatting quietly amongst themselves as they scan the crowded court. You also see a darkly stained wooden bench and a wooden barrel.<br />
<br />
Obvious paths: north, east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Super Node|Super]] [[Node]] || Crowded || Temperate || Hard, flat<br />
|}<br />
<br />
<i>Northern section.</i><br />
<br />
===Ta'Vaalor, Victory Court===<br />
<br />
An immense white marble fountain occupies the center of the court. Perched in its center, a towering statue of Kai stands, holding his sword aloft. His features have been painted onto the marble surface with pigments and artistry so lifelike, he appears ready to step from the fountain.<br />
<br />
Obvious paths: north, east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Mass Spells || [[Super Node|Super]] [[Node]], Unable to steal here || Frequent || Temperate || Hard, flat<br />
|}<br />
<br />
<i>Center section.</i><br />
<br />
===Ta'Vaalor, Victory Court===<br />
<br />
Through an opening in the city's fortifying walls, a large dock extends out over the Mistydeep. The lights from the city shimmer across the dark water of the river as it undulates gently on its course. You also see a wooden barrel.<br />
<br />
Obvious paths: north<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Lockpicking || [[Node]], Unable to steal here || Unknown || Temperate || Hard, flat<br />
|}<br />
<br />
<i>Southern section. Historically referred to as "the dock".</i><br />
<br />
===Ta'Vaalor, Amaranth Court===<br />
<br />
Teeming with greenery and flowers, the center of the court provides a temporary gathering spot for the residents of the city. Beds of multicolored peonies, thickly carpeted ivy, and the wey's namesake amaranth line the cobblestone square beneath a canopy of thick shade trees. Moonlight filters through the leafy boughs above, illuminating the area in a cool silvery sheen.<br />
<br />
Obvious paths: north, east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Temperate || Hard, flat<br />
|}<br />
<br />
===Ta'Vaalor, Garden of Ancients===<br />
<br />
A small niche has been carved into the high city wall, providing a resting place for a small statue of an elven woman. Thick ferns cluster about the foot of the wall and the bases of the nearby trees. A small stone bench provides a resting place for quiet contemplation.<br />
<br />
Obvious paths: north, south<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Super Node|Super]] [[Node]] || Seldom || Temperate || Cultivated<br />
|}<br />
<br />
===Voln Forecourt===<br />
<br />
Several cast iron park benches back against a swiftly moving stream that reflects the moonlight as it flows along one side of the courtyard. A cobbled walkway extends through the courtyard's center and continues over a small bridge which spans the moat, connecting the forecourt to the gated entryway of a large fortress. Opposite the flowing water lies a narrow knot garden with a meadow beyond. You also see a polished granite block with some stuff on it and a robed guard.<br />
<br />
Obvious paths: south<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Earth Node|Earth]] [[Node]], Entrance to Voln || Infrequent || Temperate || Cultivated<br />
|}<br />
<br />
{{top}}<br />
== Kharam Dzu ==<br />
===Dragonspine and Krodera===<br />
<br />
The street widens into a circular plaza several hundred feet across. Dwarves and giantmen lounge on stone benches by a massive granite fountain in the center. The burbling of the waters, the low mumblings of the dwarves and the booming laughter of the giants somehow blend together into a vibrant harmony. You also see a mutilated red granite statue, a wrought iron sign and a [[lava tube]].<br />
<br />
Obvious paths: north, east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Healing, Resurrection, Mass Spells || [[Super Node|Super]] [[Node]] || Crowded || Temperate || Hard, flat<br />
|}<br />
<br />
===Ghorsa Isle, Under The Bridge===<br />
<br />
It is cool and dark under the bridge, and the rushing river drowns out the sounds of the city above. Something twitches in the darkness, where the bare earth meets the stone. Off to one side, a small group of grimy, shabbily-dressed dwarves sits in a circle, mumbling quietly at one another. <br />
<br />
Obvious paths: up<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Earth Node|Earth]] [[Node]] || Seldom || Temperate || Hard, flat<br />
|}<br />
<br />
<br />
===Ghorsa Isle, Tower===<br />
<br />
The view from the tower is spectacular. The city is spread out before you, huddled in a valley beneath the great mountain Stormbrow. Far to the northeast, beyond the walls, the sky is lit with a dim, red glow. To the northwest, you see only mist. A white glaes statue of a dwarf stands tall on a podium, gazing over the town. You also see a marble ledge and a wooden charity bin.<br />
<br />
Obvious paths: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || || [[Super Node|Super]] [[Node]] || Seldom || Temperate || Hard, flat<br />
|}<br />
<br />
<br />
===Lunatic Asylum===<br />
<br />
A single, flickering lantern provides a gloomy light that dances off the rusty iron cell-doors lining the dark stone walls. The air is warm, and uncomfortably moist in this cramped chamber. A fetid stink of rotting garbage, unwashed bodies and worse assaults you like a slap in the face. Rustlings, babblings, gibberings, groans and the occasional hysterical scream come from inside the darkened cells. You also see a dusty sign, a large wheel and a trapdoor.<br />
<br />
Obvious exits: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || ||[[Node]], Lots of ambiance scripts || Unknown || Unknown || Unknown<br />
|}<br />
{{top}}<br />
<br />
== River's Rest ==<br />
===[[River's Rest, Town Commons]]===<br />
<br />
Fresh green grass, green as the greenest emerald, is soft underfoot and a pleasing foreground for a weathered wooden bench resting in the shade of a graceful willow tree. Chirping crickets fill the air and mingle with the voices of folk who stroll through the commons, and on occasion stop to exchange a tale or two with friends they meet along their way. A dusty path to the south and a riverstone walkway to the north are joined by a tall evergreen hedge which borders the edges of the lawn. You also see a large wooden barrel.<br />
<br />
Obvious paths: none<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| None || Healing, Resurrection, Lockpicking, Mass Spells || [[Super Node|Super]] [[Node]] || Crowded || Temperate || Cultivated<br />
|}<br />
<br />
===River's Rest, Sanctuary===<br />
<br />
Deep in the forest rests a small shrine lovingly carved of the silvery haon wood that surrounds you. Crickets chirping and the gentle rustling of leaves fill the air with a strong sense of life. From somewhere nearby the gentle sound of running water completes the quiet symphony. Little else disturbs the peace save for an occasional muted voice drifting on the breeze.<br />
<br />
Obvious paths: southeast<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || || [[Super Node|Super]] [[Node]] || Infrequent || Temperate || Hard, flat<br />
|}<br />
{{top}}<br />
<br />
== Zul Logoth ==<br />
<br />
<br />
<br />
===Zul Logoth, Crystalline Cavern===<br />
<br />
A huge monument dominates the center of this donut-shaped confluence of avenues. Several dwarven warriors, rendered in gleaming white marble, battle a dozen orcs, depicted in black obsidian. Several stone benches rest around the monument, facing outward in a circular pattern, while other benches sit on the outer edges of the circle, facing the monument. Wide streets lead in from the north, south, east and west, and each thoroughfare is lined with luminescent toadstools in wide stone large stone pots.<br />
<br />
Obvious exits: north, east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Unknown || || [[Super Node|Super]] [[Node]] || Seldom || Temperate || Subterranean<br />
|}<br />
<br />
== Mist Harbor (Four Winds Isle) ==<br />
<br />
=== Gardenia Commons ===<br />
<br />
The soft, soothing sound of the carved marble fountain that dominates Gardenia Commons breaks the omnipresent silence of night. Bright moonlight dapples the area in a silvery glow and reflects off the water pouring into the fountain, causing ripples of ethereal light to dance across the mist that clings to the cobblestone street. A light, thin layer of dew glistens on the wrought iron benches that encircle the fountain. You also see a wrought-iron braced haon barrel and an ivy-covered whitewashed wheelbarrow.<br />
<br />
Obvious paths: north, east, south, west<br />
<br />
{| {{Prettytable|text-align:center;}}<br />
|-<br />
! Sanctuary Status || Available Services || Room Specific Features || Occupancy Rating || Climate || Terrain<br />
|-<br />
| Natural || Primary Raffle Location || [[Super Node|Super]] [[Node]] || Frequent || Temperate || Hard, flat<br />
|}<br />
<br />
[[Category:Lists]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Stance_of_the_Mongoose&diff=41218Stance of the Mongoose2013-04-04T15:43:04Z<p>MILQUETOAST: </p>
<hr />
<div>{{Combat maneuver<br />
|available=[[Monk]]s, [[Warrior]]s<br />
|mnemonic=MONGOOSE<br />
|cost=20 [[Stamina]]<br />
|requirements=Weapon suitable for retaliatory<br> attack or an empty hand.<br />
|prereqs=None<br />
<br />
|sq1=4 |se1=- |pu1= -<br />
|sq2=8 <br />
|sq3=12<br />
|sq4=-<br />
|sq5=- <br />
|}}<br />
'''Stance of the Mongoose''' is a [[combat maneuver]] available to [[Monk]]s and [[Warrior]]s.<br />
<br />
==Description==<br />
<br />
This is a [[Martial Stance]]. If the defender successfully parries an attack while in a forward or greater stance, he or she may launch an automatic retaliatory melee or unarmed strike at -2 RT. The chance to launch this retaliatory strike is 50/75/100% at ranks 1/2/3, and such strikes are limited to once every (6 - Rank) seconds.<br />
<br />
==Messaging==<br />
Starting:<br />
<div {{log}}><br />
>cman mong<br><br />
You assume the Stance of the Mongoose, ready to retaliate instantly against your foes.<br />
<br><br><br />
Monk assumes the Stance of the Mongoose.<br />
</div><br />
<br />
Stopping:<br />
<div {{log}}><br />
>stop stance<br><br />
You relax from the Stance of the Mongoose, no longer ready to retaliate instantly against your foes.<br />
<br><br><br />
Monk relaxes and no longer maintains the Stance of the Mongoose.<br />
</div><br />
<br />
==See Also==<br />
*[[List of combat maneuvers by profession]]<br />
*[[List of combat maneuvers available to monks]]<br />
*[[List of combat maneuvers available to warriors]]<br />
*[[Martial Stance]]<br />
<br />
==External Links==<br />
*[http://www.play.net/gs4/info/maneuvers/list.asp#mongoose Combat Maneuvers List: Stance of the Mongoose], on Play.net<br />
<br />
{{stub}}<br />
<br />
[[Category:Combat Maneuvers]] [[Category:Martial Stances]]</div>MILQUETOASThttps://gswiki.play.net/index.php?title=Stance_of_the_Mongoose&diff=41217Stance of the Mongoose2013-04-04T15:40:30Z<p>MILQUETOAST: /* External Links */</p>
<hr />
<div>{{Combat maneuver<br />
|available=[[Monk]]s<br />
|mnemonic=MONGOOSE<br />
|cost=20 [[Stamina]]<br />
|requirements=Weapon suitable for retaliatory<br> attack or an empty hand.<br />
|prereqs=None<br />
<br />
|sq1=4 |se1=- |pu1= -<br />
|sq2=8 <br />
|sq3=12<br />
|sq4=-<br />
|sq5=- <br />
|}}<br />
<br />
'''Stance of the Mongoose''' is a [[combat maneuver]] available to [[Monk]]s only.<br />
<br />
==Description==<br />
<br />
This is a [[Martial Stance]]. If the defender successfully parries an attack while in a forward or greater stance, he or she may launch an automatic retaliatory melee or unarmed strike at -2 RT. The chance to launch this retaliatory strike is 50/75/100% at ranks 1/2/3, and such strikes are limited to once every (6 - Rank) seconds.<br />
<br />
==Messaging==<br />
Starting:<br />
<div {{log}}><br />
>cman mong<br><br />
You assume the Stance of the Mongoose, ready to retaliate instantly against your foes.<br />
<br><br><br />
Monk assumes the Stance of the Mongoose.<br />
</div><br />
<br />
Stopping:<br />
<div {{log}}><br />
>stop stance<br><br />
You relax from the Stance of the Mongoose, no longer ready to retaliate instantly against your foes.<br />
<br><br><br />
Monk relaxes and no longer maintains the Stance of the Mongoose.<br />
</div><br />
<br />
Activating:<br />
<div {{log}}><br />
</div><br />
<br />
==See Also==<br />
*[[List of combat maneuvers by profession]]<br />
*[[List of combat maneuvers available to monks]]<br />
*[[Martial Stance]]<br />
*[[Monk]]s<br />
<br />
==External Links==<br />
*[http://www.play.net/gs4/info/maneuvers/list.asp#mongoose Combat Maneuvers List: Stance of the Mongoose], on Play.net<br />
<br />
{{stub}}<br />
<br />
[[Category:Combat Maneuvers]]</div>MILQUETOAST