https://gswiki.play.net/api.php?action=feedcontributions&user=RAGZ&feedformat=atomGemStone IV Wiki - User contributions [en]2024-03-29T10:44:38ZUser contributionsMediaWiki 1.39.5https://gswiki.play.net/index.php?title=Enhancive_item&diff=211306Enhancive item2023-12-14T20:03:43Z<p>RAGZ: /* Charges */ further clarified current player understanding of the enhancive charge drain mechanics</p>
<hr />
<div><!--<div class="alert alert-info"><center>'''Adventurer's Guild [[#Recharging_Enhancive_Items|recharging for silvers]] will take place from 12/23-1/1'''</center></div>--><br />
'''Enhancive items''' are items which increase various [[stat]]istics or [[skill]]s of a character when the item is held or worn. Almost all enhancive items have charges and are not indefinite, but can be recharged through the [[Adventurer's Guild]] (in 10 charge increments). Enhancive items can even grant knowledge of a spell, but these are very rare and generally only found in auctions or special raffles. An item can also be made enhancive via the [[Premium point]]s system.<br />
<br />
Mana, stamina, and spirit enhancing potions/trinkets, as well as potions/trinkets for boosting some statistics, may be made by pure professions via [[Alchemy]] (see list below).<br />
<br />
Enhancive weapons and armor can be [[Enchant (925)|enchanted]] with the use of an ayveneh [[pre-tempering potion]] made by a [[wizard]] skilled in [[Alchemy]]. The type and bonus of the enhancive item will determine the difficulty of the enchant.<br />
<br />
== Benefits & Levels ==<br />
<br />
Enhancive item benefits can be seen through the {{boldmono|[[SKILLS (verb)|SKILLS]]}} or {{boldmono|[[INFO (verb)|INFO]]}} commands. There are 4 levels of enhancive items.<br />
*Level 1 - Gives a statistic bonus or increases max mana, health, or stamina<br />
*Level 2 - Increases a skill's bonus<br />
*Level 3 - Increases stat recovery for [[mana]], [[spirit]], [[stamina]], or [[Hitpoint|health]]<br />
*Level 4 - Increases a character's ranks in a given skill<br />
<br />
== Stacking ==<br />
<br />
Though there are items that will increase base [[stat]] and [[stat]] bonus, or [[skill]] ranks and [[skill]] bonus, the items will stack and obey the base/bonus [[stat]] and the [[skill]] rank/bonus relationship. That is, if a base [[stat]] increases by +2, the [[stat]] bonus will increase by +1 (whether by [[statistic_growth_rate|stat growth]], enhancive items, or [[combat maneuvers]] such as [[surge of strength]]).<br />
<br />
The behavior is identical for [[skill]] ranks and bonus, though the relationship between the two is non-linear. That is, the first 10 ranks of a [[skill]] each provide a [[skill]] bonus of 5, the following 10 provide 4 each, and so on (a character with 10, 20, 30, 40, or 50 ranks in a particular [[skill]] will have a [[skill]] bonus of 50, 90, 120, 140, or 150, respectively). All following ranks increase the [[skill]] bonus by 1. Consider the following character examples:<br />
* 0 ranks in [[climbing]]; 2 enhancives: +2 to [[climbing]] ranks, +10 to [[climbing]] bonus - Results in bonus/ranks of 20/4 in [[climbing]]<br />
* 0 ranks in [[swimming]]; 1 enhancive: +4 to [[swimming]] bonus - Results in bonus/ranks of 4/0 in [[swimming]]<br />
* 25 ranks in [[MOC|multi-opponent combat]]; 1 enhancive: +15 to [[MOC|multi-opponent combat]] bonus - Results in bonus/ranks of 120/30 in [[MOC|multi-opponent combat]]<br />
* [[Aura]] base (bonus) of 90 (15); 1 enhancive: +1 to [[aura]] bonus - Results in an [[aura]] base (bonus) of 92 (16)<br />
* [[Strength]] base (bonus) of 100 (10); 2 enhancives; +5 to base [[strength]], +3 to [[strength]] bonus - Results in a [[Strength]] base (bonus) of 111 (15)<br />
<br />
This non-linearity of the benefits granted by [[skill]] rank enhancives is the reason that rank enhancives are more expensive to charge, though with sufficiently high training (40 ranks) in a particular skill, the [[skill]] rank and bonus enhancive items provide identical benefits.<br />
<br />
== Enhancive Limits ==<br />
Enhancive items can not be used to increase quantities indefinitely, there are hard limits to the bonuses which can be provided by the enhancive system:<br />
*Base [[Stat]]: +40<br />
*[[Stat]] Bonus : +20<br />
*[[Skill]] Rank: +50<br />
*[[Skill]] Bonus: +50<br />
*Max [[Health]]/[[Mana]]/[[Stamina]]: +50<br />
*[[hit_point|Health]]/[[mana_point_regeneration|Mana]]/[[Stamina]] Regen: +50<br />
*Max [[Spirit]]/[[spirit regeneration|Spirit Regen]]: +3<br />
<br />
'''It is important to note that these limits do not stack.'''<br />
<br />
[[Skill]] bonus and rank items will stack until a combined enhancement of +50 is reached. Similarly, base/bonus [[stat]] enhancers will stack until there is a total of +40 to the base statistic. Items which enhance maximum [[health]], [[stamina]], [[mana]], and [[spirit]] also stack with the relevant [[skills]] and [[stats]] towards their enhanced limit. For example, a character with an enhanced [[constitution]] score will have increased [[stamina]] and [[health]] and this contributes towards their limit of +50 to each. The case is similar for [[harness power]] and [[aura]] for [[mana]] and [[spirit]], respectively (note that a character's [[stats]] at level 0 contribute towards their [[mana]] total rather than their current [[stats]]). This is of special interest to those seeking to enhance their max [[spirit]], as it may affect low-spirit penalty thresholds.<br />
<br />
In addition, abilities which show an enhanced [[stat]], such as the [[combat maneuver]] [[surge of strength]] count towards this limit (a character with a base [[strength]] enhanced by +40 will see no benefit when using the [[surge of strength]] combat maneuver).<br />
<br />
== Charges ==<br />
Charges have a chance to be drained from unpaused enhancive items when worn (jewelry/containers/armor) or wielded (weapons/shields). Items which are 'crumbly' will disintegrate when the last charge is used from the item. Persistent items will simply stop providing the enhancive bonus until recharged.<br />
<br />
Enhancive charge drain is based on the outcome of a hidden "degradation roll" that occurs on an unknown frequency. Every active (equipped and unpaused) enhancive item is checked 30-60 times per hour, and a degradation roll is made if enough time has passed since the last degradation roll (effectively a real-time cooldown for the degradation roll). The degradation roll cooldown is tracked per item irrespective of the number of enhancive lines on a single piece of equipment. The act of equipping (or unpausing) an enhancive item does not itself have a chance to immediately drain a charge, but a degradation roll will take place (potentially resulting in a charge drain) if the degradation roll cooldown has expired.<br />
<br />
Removing/pausing enhancive items are functionally equivalent.<br />
Wearing/unpausing enhancive items are functionally equivalent.<br />
<br />
Bards can determine approximately how many charges are left in a device via [[loresinging]]. Pawnshops now reveal this information when an enhancive item is inspected. There are nine levels that can be detected. The levels, per GM Estild, are:<br />
{| {{prettytable|text-align:left;}}<br />
|-bgcolor="lightblue"<br />
!Description||Charges||Messaging<br />
|-<br />
!one charge<br />
|1<br />
|The <item> looks to have one charges remaining.<br />
|-<br />
!a few charges<br />
|2<br />
|The <item> looks to have a few charges remaining.<br />
|-<br />
!several charges<br />
|3-5<br />
|The <item> looks to have several charges remaining.<br />
|-<br />
!a fair amount of charges<br />
|6-9<br />
|The <item> looks to have a fair amount of charges remaining.<br />
|-<br />
!quite a few charges<br />
|10-14<br />
|The <item> looks to have quite a few charges remaining.<br />
|-<br />
!a lot of charges<br />
|15-24<br />
|The <item> looks to have a lot of charges remaining.<br />
|-<br />
!more than your average dwarf could count charges<br />
|25-39<br />
|The <item> looks to have more than your average dwarf could count charges remaining.<br />
|-<br />
!more than your average giantman could count charges<br />
|25-39<br />
|The <item> looks to have more than your average giantman could count charges remaining.<br />
|-<br />
!a huge number of charges<br />
|40-74<br />
|The <item> looks to have a huge number of charges remaining.<br />
|-<br />
!almost innumerable charges<br />
|75+<br />
|The <item> looks to have almost innumerable charges remaining.<br />
|}<br />
When an enhancive first reaches 1 charge left, you will receive a bolded message. You may also use {{boldmono|[[INVENTORY]] ENHANCIVE}} to list any held or worn enhancives with only 1 charge left. In both cases, if the item is visible, you'll sense the exact description of it. Otherwise, just a message denoting some hidden enhancive has reached that point. The exact messages for the former is listed below:<br />
<br />
Visible:<br />
<pre{{log2}}><br />
Your <adjective noun> faintly pulses with light and you sense its enhancive magic will be depleted soon.<br />
<br />
Hidden:<br />
<pre{{log2}}><br />
You sense that the enhancive magic of some unknown hidden item on your person is reaching its end soon.<br />
<br />
{{boldmono|INVENTORY ENHANCIVE}}:<br />
<pre{{log2}}><br />
You are currently accepting the benefits of any and all enhancive items in your inventory. Their enhancive charges will degrade normally.<br />
<br />
You currently have 4 enhancive pauses available.<br />
<br />
You sense the following items' enhancive magic will be depleted soon:<br />
a chipped pestle strung from a leather cord<br />
You also sense that the enhancive magic of some unknown hidden item on your person is reaching its end.<br />
<br />
== Recharging Enhancive Items ==<br />
Enhancive items can be recharged at the [[Adventurer's Guild]] through the Rewards system. The rules governing the cost of recharging items with various enhancement capabilities are very complex. However, the Treasure Master will provide the cost before recharging any item, and the service must be confirmed before [[bounty point]]s are spent. The Treasure Master will only quote a price for items missing at least one charge, and the quoted price may not recharge an item fully, only refill a set amount of charges.<br />
<br />
There is also a tradition to recharge enhancives for silvers at some point around the New Year (could be before or after). As a general rule, the cost of recharging an item in silvers is approximately 17x the cost in bounty points. So an item costing 3,600 bounty points to recharge will cost 60,000 silver to recharge. Notes are accepted by the Treasure Masters.<br />
<br />
Enhancives may also be charged with '''Enhancive Potions''' from the [[SimuCoin store]]. There are four types of potions: short-term (30 minutes) and long-term (30 days) versions for both normal enhancives and ones that grant [[spell knowledge item|spell knowledge]]. When a potion is poured on an enhancive item, the item will be powered by the potion for the specified amount of time. This means uncharged items will be reactivated, and charged items will not lose charges, until the potion timer expires. Crumbly enhancives still won't crumble until they lose their last charge, which can only happen after the potion timer expires (due to no charges being lost until then).<br />
<br />
Items that have been charged in this manner can be {{boldmono|[[ANALYZE]]d}} to see when they will expire.<br />
<br />
==Enhancive Pauses==<br />
Players finding their characters to be using many enhancive items and not wanting to remove/wear them on a regular basis may buy '''enhancive pause passes''' from the [[SimuCoin store]]. Enhancive pauses are accessed through the {{boldmono|[[INVENTORY]] ENHANCIVE}} verb. It comes in a 60-use version and 30-day unlimited use version. Individual uses might also be found in the [[treasure system]] but cannot be transferred between characters. Enhancive pauses are also granted through [[enhancive boost]]s earned via [[Login Rewards]].<br />
<br />
'''60-use version<br />
*Comes in the form of a flexing arm token <br />
*Costs 50 SimuCoins<br />
<pre{{log2}}><br />
>l my tok<br />
This delightfully colorful token is very eye-catching.<br />
<br />
[This is an Enhancive Pause Pass. By redeeming this, you will be able to pause the beneficial effects of your enhancive items and prevent charge loss for 60 uses. To redeem this, please enter REDEEM token.]<br />
>redeem tok<br />
[You have activated an Enhancive Pause Pass! You will be able to pause the beneficial effects of your enhancive items and prevent charge loss 60 times.]<br />
<br />
>inven enhanc off<br />
You are no longer accepting the benefits of your enhancive inventory items. They will not lose enhancive charges until reactivated via the INVENTORY ENHANCIVE ON command.<br />
<br />
You have 59 enhancive pauses remaining.<br />
<br />
* The command to turn enhancives on and off is {{boldmono|INVENTORY ENHANCIVE ON/OFF}}.<br />
<br />
==Spell Rank Boost==<br />
<br />
Spell Rank Boosts are considered enhancive items that offer an enhancive of spell ranks for a given spell circle. [[Duskruin]]'s [[High_End_Scrip_Shop|High End Scrip Shop]] offers the ability to add +5 Spell Ranks to the spell circle of your choosing. When creating a new item via this method, it is possible to choose its worn location. It is possible to add +5 Spell Ranks to an existing item, up to a total of +50 Spell Ranks.<br />
<pre{{log2}}><br />
A leather spellbook grants the ability to add +5 spell ranks to an existing spell rank enhancive (purchased from a previous run) OR a new item will be created (with 75 charges) for one spell circle of your choice (except Arcane). This cannot be added to existing items that do not already have the spell rank enhancive. This enhancive will only work for characters who have at least 30 spell ranks in the selected circle, and the trinket is restricted to professions that can natively cast from the chosen circle.<br />
<br />
==Enhancive Alchemy Recipes==<br />
Each recipe has two or three strengths (minor, lesser, greater). See individual recipe pages for which respective profession(s) can make each recipe and at what rank, as well as level restrictions for using each item.<br />
*[[Aura crystal]]<br />
*[[Constitution crystal]]<br />
*[[Health-well potion]]<br />
*[[Intuition crystal]]<br />
*[[Logic potion]]<br />
*[[Mana regeneration potion]]<br />
*[[Mana-well potion]]<br />
*[[Spirit regeneration crystal]]<br />
*[[Spirit-well potion]]<br />
*[[Stamina regeneration crystal]]<br />
*[[Strength crystal]]<br />
*[[Wisdom potion]]<br />
<br />
== Resources ==<br />
*[[Enhancive item level requirements]]<br />
*[[/saved posts|Saved posts]]<br />
*[[Enhancive services]]<br />
*[[Fusion]]<br />
*[[Stylized golden griffin pin]]<br />
*[[Long-term_Benefits#Enhancive_Items|Premium enhancives]]<br />
*[[Spell Knowledge (saved post)]]<br />
<br />
[[Category:Enhancives| ]]<br />
[[Category:Item Mechanics]]</div>RAGZhttps://gswiki.play.net/index.php?title=Category_talk:Hinterwilds_creatures&diff=211305Category talk:Hinterwilds creatures2023-12-14T19:07:52Z<p>RAGZ: /* Abbreviation */</p>
<hr />
<div>==Gems==<br />
These gems were removed from the Hinterwilds page, but if they can be found in the Hinterwilds it may be beneficial to still have them on the page under a different table stating that they are also found in Icemule: [[Agate#a_blue_lace_agate|a blue lace agate]], [[Ivory#a_piece_of_polished_ivory|a piece of polished ivory]], [[Stone#a_green_alexandrite_stone|a green alexandrite stone]]. [[User:MOD-GSMOTTE|MOD-GSMOTTE]] ([[User talk:MOD-GSMOTTE|talk]]) 19:22, 6 June 2022 (CDT)<br />
<br />
==Abbreviation==<br />
I have confirmed with staff that there is presently no official abbreviation for Hinterwilds. The current edit stating "Hinterwilds (abbreviated as "HW" or "HiWi")" will remain in place. All contributors need to refrain from further edit wars on the topic of the abbreviation for Hinterwilds until a consensus is reached on its abbreviation. Further discussion can be done here on this talk page or on Discord. [[User:HOST-GSKEBECHET|HOST-GSKEBECHET]] ([[User talk:HOST-GSKEBECHET|talk]]) 11:29, 7 December 2023 (CST)<br />
<br />
:Did some basic research of the usage of HW before the release of Hinterwilds. There is zero references on the wiki of HW pertaining to halfling warriors. The references in place currently all but one are in reference to Hinterwilds. Searching Discord for usage of HW prior to the release of Hinterwilds shows 12 uses, majority short form of homework and one reference by Nidal in reference to Fropple for what I assume would be for a halfling warrior. After the release of Hinterwilds, the usage of HW is harder to track cause there were to many mentions to statistically validate. But, looking at the discord history of Auchand who created the Hinterwilds and his usage of HW vs HiWi shows zero references of HiWi and 23 uses of HW in regards to referencing Hinterwilds. In one of the edits wanting to have HiWi listed as the official abbreviation it was mentioned that there is established lore of HW being used for halfling warriors. I have searched and have had a hard time finding any reference to a lore document using the abbreviation. [[User:HORIBU1|HORIBU1]] ([[User talk:HORIBU1|talk]]) 13:56, 7 December 2023 (CST)<br />
<br />
::Why is there a note about the abbreviation at all? Just create some redirect pages and delete the abbreviation parenthetical statements entirely. [[User:RAGZ|RAGZ]] ([[User talk:RAGZ|talk]]) 11:23, 14 December 2023 (CST)<br />
<br />
:::If you just set up a simple redirect page, then you have people fighting over what it redirects to. You'd have to have a landing page for the abbreviation with links to each of the possible meanings. So a [[HW]] page that then lists a link for hinterwilds, halfling warriors, hafling wizards, human warriors, human wizards, half-elf warriors, half-elf wizards, half-krolvin warriors, half-krovlin wizards, etc... Otherwise you'd have edit wars happening over what the HW abbreviation page would link to, hence the mess this is currently in. But then you also have to ask how many abbreviation landing pages does the Wiki really want to allow and support. All questions that I don't know the answer too. [[User:HORIBU1|HORIBU1]] ([[User talk:HORIBU1|talk]]) 11:32, 14 December 2023 (CST)<br />
<br />
::::That seems to me like it may be a concern in search of a problem since those pages don’t exist. [[User:RAGZ|RAGZ]] ([[User talk:RAGZ|talk]]) 13:07, 14 December 2023 (CST)<br />
<br />
== HiWi Abbreviation ==<br />
<br />
Nobody except a handful of Discord folks uses the abbreviation of "HiWi" for the Hinterwilds. The abbreviation for this area, since the earliest talk of this in Discord through today, has always been "HW." The idea that "HW" could be designated as an abbreviation for "Halfling Warriors" is fairly ridiculous. Logically speaking, there are three possible races that start with "H": Half-Elves, Half-Krolvin, and Halflings. But, if you want to quibble that the hyphen would lend itself to an abbreviation of "HE" or "HK," fine. You're still stuck with disambiguation between what the "W" represents: is it Wizard or Warrior?<br />
<br />
tl;dr: The opening paragraph should be updated to read "Hinterwilds (HW) is a challenging and large hunting ground..." and a redirect should be created for /HW to /Category:Hinterwilds_creatures [[User:HEBREW2YOU|HEBREW2YOU]] ([[User talk:HEBREW2YOU|talk]]) 13:23, 7 December 2023 (CST)<br />
<br />
:Above is actually missing the fact that there are four possible races that start with "H". Missing is Humans. [[User:HORIBU1|HORIBU1]] ([[User talk:HORIBU1|talk]]) 13:58, 7 December 2023 (CST)</div>RAGZhttps://gswiki.play.net/index.php?title=Category_talk:Hinterwilds_creatures&diff=211301Category talk:Hinterwilds creatures2023-12-14T17:23:08Z<p>RAGZ: /* Abbreviation */</p>
<hr />
<div>==Gems==<br />
These gems were removed from the Hinterwilds page, but if they can be found in the Hinterwilds it may be beneficial to still have them on the page under a different table stating that they are also found in Icemule: [[Agate#a_blue_lace_agate|a blue lace agate]], [[Ivory#a_piece_of_polished_ivory|a piece of polished ivory]], [[Stone#a_green_alexandrite_stone|a green alexandrite stone]]. [[User:MOD-GSMOTTE|MOD-GSMOTTE]] ([[User talk:MOD-GSMOTTE|talk]]) 19:22, 6 June 2022 (CDT)<br />
<br />
==Abbreviation==<br />
I have confirmed with staff that there is presently no official abbreviation for Hinterwilds. The current edit stating "Hinterwilds (abbreviated as "HW" or "HiWi")" will remain in place. All contributors need to refrain from further edit wars on the topic of the abbreviation for Hinterwilds until a consensus is reached on its abbreviation. Further discussion can be done here on this talk page or on Discord. [[User:HOST-GSKEBECHET|HOST-GSKEBECHET]] ([[User talk:HOST-GSKEBECHET|talk]]) 11:29, 7 December 2023 (CST)<br />
<br />
:Did some basic research of the usage of HW before the release of Hinterwilds. There is zero references on the wiki of HW pertaining to halfling warriors. The references in place currently all but one are in reference to Hinterwilds. Searching Discord for usage of HW prior to the release of Hinterwilds shows 12 uses, majority short form of homework and one reference by Nidal in reference to Fropple for what I assume would be for a halfling warrior. After the release of Hinterwilds, the usage of HW is harder to track cause there were to many mentions to statistically validate. But, looking at the discord history of Auchand who created the Hinterwilds and his usage of HW vs HiWi shows zero references of HiWi and 23 uses of HW in regards to referencing Hinterwilds. In one of the edits wanting to have HiWi listed as the official abbreviation it was mentioned that there is established lore of HW being used for halfling warriors. I have searched and have had a hard time finding any reference to a lore document using the abbreviation. [[User:HORIBU1|HORIBU1]] ([[User talk:HORIBU1|talk]]) 13:56, 7 December 2023 (CST)<br />
<br />
::Why is there a note about the abbreviation at all? Just create some redirect pages and delete the abbreviation parenthetical statements entirely. [[User:RAGZ|RAGZ]] ([[User talk:RAGZ|talk]]) 11:23, 14 December 2023 (CST)<br />
<br />
== HiWi Abbreviation ==<br />
<br />
Nobody except a handful of Discord folks uses the abbreviation of "HiWi" for the Hinterwilds. The abbreviation for this area, since the earliest talk of this in Discord through today, has always been "HW." The idea that "HW" could be designated as an abbreviation for "Halfling Warriors" is fairly ridiculous. Logically speaking, there are three possible races that start with "H": Half-Elves, Half-Krolvin, and Halflings. But, if you want to quibble that the hyphen would lend itself to an abbreviation of "HE" or "HK," fine. You're still stuck with disambiguation between what the "W" represents: is it Wizard or Warrior?<br />
<br />
tl;dr: The opening paragraph should be updated to read "Hinterwilds (HW) is a challenging and large hunting ground..." and a redirect should be created for /HW to /Category:Hinterwilds_creatures [[User:HEBREW2YOU|HEBREW2YOU]] ([[User talk:HEBREW2YOU|talk]]) 13:23, 7 December 2023 (CST)<br />
<br />
:Above is actually missing the fact that there are four possible races that start with "H". Missing is Humans. [[User:HORIBU1|HORIBU1]] ([[User talk:HORIBU1|talk]]) 13:58, 7 December 2023 (CST)</div>RAGZhttps://gswiki.play.net/index.php?title=Minor_Water_(903)&diff=211027Minor Water (903)2023-12-05T19:06:39Z<p>RAGZ: mana cost</p>
<hr />
<div>{{spell <br />
| mnemonic = MINORWATER <br />
| duration = Instantaneous<br />
| type = Attack<br />
| subtype = [[bolt]]<br />
| target = Single<br />
| dtype = [[Hitpoint]]<br />
| interval = One-shot<br />
| status = None<br />
| ctype = [[Impact critical table|Impact]]<br />
| navigation = {{wizard base navigation}}<br />
}}<br />
__TOC__<br />
<section begin=description /><noinclude>'''Minor Water''' is an</noinclude><includeonly>An</includeonly> elemental [[bolt]] spell that enables the caster to send a bolt of highly compressed water from the palm of the hand toward a designated target.<section end=description /> Successful attacks will cause the target to sustain [[hitpoint]] damage and possibly [[Impact critical table|impact]] based [[critical]] injuries.<br />
<br />
This spell can also typically be found in [[aquamarine wand]]s dropped as treasure items from creatures or available for purchase from certain shops within each town. It can be imbedded into appropriate items by skilled wizards who have knowledge of the [[Magic Item Creation (420)]] spell. Properly trained [[Alchemy|alchemists]] can create [[iridescent opal wand]]s which contain the Minor Water (903) spell.<br />
<br />
When a target is [[rooted]] by [[Cold Snap (512)]], if Minor Water is cast at the target it will be converted to [[Minor Cold (1709)]]. This requires training in [[Elemental Lore, Water]]. With 20 ranks in [[Elemental Lore, Fire]], this spell can be [[EVOKE]]d to cast [[Minor Steam (1707)]] for 5 mana.<br />
<br />
== Soaking ==<br />
Minor Water has a 20% chance to soak a target for 20 seconds, making it more susceptible to [[901|Minor]] and [[910|Major Shock]] spells by granting a flat +30% chance and +3 second duration to [[stun shock|Stun Shock]]. The chance to soak may be increased with training in [[Elemental Lore, Water]].<br />
<br />
Soaking is indicated by the message: '''''The water completely drenches a {target}!'''''<br />
<br />
Soaked targets will receive a -25 penalty to target defense (TD) when also affected by [[Cold Snap (512)]].<br />
<br />
{{Usage-channel-evoke|s=903|2=[[Minor Steam (1707)]] (requires a 20 ranks of [[Elemental Lore, Fire]] and costs 4 mana)}}<br><br><br />
*Use {{boldmono|CAST}} or {{boldmono|CHANNEL}} as described above to cast [[Minor Cold (1709)]] at a target in conjunction with [[Cold Snap (512)]] (requires [[Elemental Lore, Water]])<br />
*Cast can also be used to extinguish burning objects, [[creature]]s or [[character]]s (may be subject to a skill check). Casting at oneself or other characters from defensive or guarded [[stance]] simply drenches them with water (no mechanical effect).<br />
<br />
==Lore Benefits==<br />
===Elemental Lore, Water===<br />
Training in [[Elemental Lore, Water]] provides two direct benefits:<br />
<br />
*It increases the chance to soak a target based on skill: <br />
<div {{prettydiv|margin-right=600px}}><center><tt>'''20 + Elemental Lore, Water [[skill bonus]] &divide; 2</tt></center></div><br />
<section begin=Water Lore Bonus/><br />
:{| {{prettytable}} align="center"<br />
!align="right"|Elemental Lore, Water ranks||0||1||6||8||13||18||24||30||40||60<br />
|-<br />
|align="right"|Chance for soaking||20%||22%||30%||40%||50%||60%||70%||80%||90%||100%<br />
|}<br />
<section end=Water Lore Bonus/><br />
::''Not all thresholds shown''<br />
<br />
*It increases the spell's [[damage factor]] by .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.<br />
<br />
:{| {{prettytable}}<br />
|- style= "text-align:center; background: #DDD;"<br />
|'''Water Lore Ranks'''||'''<center>DF Increase</center>'''<br />
|-<br />
|<center>1 to 50</center>||0.001 per rank<br />
|-<br />
|<center>51 to 100</center>||0.001 per two ranks<br />
|-<br />
|<center>101 to 200</center>||0.001 per four ranks<br />
|}<br />
::The total DF increase with 200 ranks EL, Water lore is 0.100.<br />
<br />
[[Cone of Elements (518)]] can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell.<br />
<br />
====Interaction with [[Cold Snap (512)]]====<br />
In addition to the direct benefits, a minimum of 10 ranks of Water Lore allows Minor Water to be cast at targets already [[rooted]] by Cold Snap, and each cast will be converted to [[Minor Cold (1709)]]. The number of casts this is applicable is equivalent to the bonus level of a seed 10 [[summation]] of ranks.<br />
<section begin=Water Lore Conversion Bonus/><br />
:{| {{prettytable|text-align:center;}} <br />
!align="right"|Elemental Lore, Water ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231<br />
|-<br />
|align="right"|Casts of Minor Water converted to Minor Cold||1||2||3||4||5||6||7||8||9||10||11||12||13||14<br />
|}<br />
<section end=Water Lore Conversion Bonus/><br />
<br />
===Elemental Lore, Fire===<br />
20 ranks in [[Elemental Lore, Fire]] unlocks the ability to convert Minor Water to [[Minor Steam (1707)]]. This option will only activate with the [[EVOKE]] command, has a cost of 5 mana per cast. This version of the spell uses both the Minor Steam damage and [[Steam critical table|critical]] tables.<br />
<br />
==Damage Factor Tables==<br />
;Normal Casting<br />
{{Boltspell table start}}<br />
{{Boltspell table entry|spell = Minor Water|DFcloth = .455|DFleather = .345|DFscale = .283|DFchain = .242|DFplate = .173<br />
|AvD1=30<br />
|AvD5=30|AvD6=29|AvD7=28|AvD8=27<br />
|AvD9=29|AvD10=27|AvD11=25|AvD12=23<br />
|AvD13=31|AvD14=27|AvD15=23|AvD16=19<br />
|AvD17=25|AvD18=19|AvD19=13|AvD20=7}}<br />
{{Boltspell table end}}<noinclude><br />
<br />
;Evoke <br />
{{boltspell table start}}<br />
</noinclude>|- align=center<br />
|rowspan=2 bgcolor=#eeeeee|'''Minor Steam'''||bgcolor=#cccccc|DF<br />
| {{{DFcloth|.600}}} || colspan=4| {{{DFleather|.550}}} || colspan=4| {{{DFscale|.385}}} || colspan=4| {{{DFchain|.333}}} || colspan=4| {{{DFplate|.267}}}<br />
|- align=center<br />
|bgcolor=#cccccc|AvD<br />
<!-- Robes --><br />
|{{{AvD1|70}}}<br />
<!-- Leather --><br />
|{{{AvD5|60}}}||{{{AvD6|59}}}||{{{AvD7|58}}}||{{{AvD8|57}}}<br />
<!-- Scale --><br />
|{{{AvD9|50}}}||{{{AvD10|48}}}||{{{AvD11|46}}}||{{{AvD12|44}}}<br />
<!-- Chain --><br />
|{{{AvD13|45}}}||{{{AvD14|41}}}||{{{AvD15|37}}}||{{{AvD16|33}}}<br />
<!-- Plate --><br />
|{{{AvD17|40}}}||{{{AvD18|34}}}||{{{AvD19|28}}}||{{{AvD20|22}}}<noinclude><br />
{{boltspell table end}}<br />
<br />
;Cast with Cold Snap rooted condition in effect<br />
{{Boltspell table start}}<br />
</noinclude>{{Boltspell table entry|spell = Minor Cold|DFcloth = .667|DFleather = .460|DFscale = .385|DFchain = .375|DFplate = .355<br />
|AvD1=45<br />
|AvD5=40|AvD6=39|AvD7=38|AvD8=37<br />
|AvD9=35|AvD10=33|AvD11=31|AvD12=29<br />
|AvD13=40|AvD14=36|AvD15=32|AvD16=28<br />
|AvD17=30|AvD18=24|AvD19=18|AvD20=12}}<noinclude><br />
{{Boltspell table end}}</noinclude><br />
<br />
==Channel Damage==<br />
{{bolt-channel}}<br />
<br />
==Spell Messaging==<br />
;Standard cast<br />
<pre{{log2}}><br />
>prep 903<br />
Your hands glow with power as you invoke the phrase for Minor Water...<br />
Your spell is ready.<br />
>cast nymph<br />
You gesture at a sea nymph.<br />
You hurl a stream of water at a sea nymph!<br />
AS: +156 vs DS: +7 with AvD: +30 + d100 roll: +77 = +256<br />
... and hit for 111 points of damage!<br />
Massive blow to left eye sending bone back into the brain!<br />
The sea nymph falls to the ground and dies.<br />
Cast Roundtime 3 Seconds.<br />
</pre><br />
<br />
;Standard cast with soaking effect<br />
<br />
<pre{{log2}}><br />
>Incant 903Your hands glow with power as you invoke the phrase for Minor Water...<br />
Your spell is ready.<br />
You gesture at a hill troll.<br />
You hurl a stream of water at a hill troll!<br />
AS: +191 vs DS: +133 with AvD: +29 + d100 roll: +79 = +166<br />
... and hit for 31 points of damage!<br />
Nice blow to left arm!<br />
The hill troll is stunned!<br />
'''The water completely drenches a hill troll!'''<br />
</pre><br />
<br />
;Soaking effect wearing off<br />
<pre{{log2}}><br />
'''The majority of the water drenching a hill troll appears to have dried.'''<br />
</pre><br />
<br />
;Minor Steam Version<br />
<pre{{log2}}><br />
>pre 903 evoke wraithYour hands glow with power as you invoke the phrase for Minor Water...<br />
Your spell is ready.<br />
>You gesture at a wraith.<br />
You hurl a seething blast of steam at a wraith!<br />
AS: +206 vs DS: +75 with AvD: +70 + d100 roll: +43 = +244<br />
... and hit for 116 points of damage!<br />
Smash to the cheek deforms left eye socket.<br />
Vapor swirls as the ethereal bones reform.<br />
Cast Roundtime 3 Seconds.<br />
</pre><br />
<br />
{{AR}}<br />
{{:iridescent opal wand}}<br />
== Resources ==<br />
*[[Elemental_lore_review_(saved_posts)#Minor_Water_(903)|Elemental lore review (saved posts)]]</div>RAGZhttps://gswiki.play.net/index.php?title=Minor_Water_(903)&diff=211026Minor Water (903)2023-12-05T19:05:49Z<p>RAGZ: /* Elemental Lore, Fire */ mana cost</p>
<hr />
<div>{{spell <br />
| mnemonic = MINORWATER <br />
| duration = Instantaneous<br />
| type = Attack<br />
| subtype = [[bolt]]<br />
| target = Single<br />
| dtype = [[Hitpoint]]<br />
| interval = One-shot<br />
| status = None<br />
| ctype = [[Impact critical table|Impact]]<br />
| navigation = {{wizard base navigation}}<br />
}}<br />
__TOC__<br />
<section begin=description /><noinclude>'''Minor Water''' is an</noinclude><includeonly>An</includeonly> elemental [[bolt]] spell that enables the caster to send a bolt of highly compressed water from the palm of the hand toward a designated target.<section end=description /> Successful attacks will cause the target to sustain [[hitpoint]] damage and possibly [[Impact critical table|impact]] based [[critical]] injuries.<br />
<br />
This spell can also typically be found in [[aquamarine wand]]s dropped as treasure items from creatures or available for purchase from certain shops within each town. It can be imbedded into appropriate items by skilled wizards who have knowledge of the [[Magic Item Creation (420)]] spell. Properly trained [[Alchemy|alchemists]] can create [[iridescent opal wand]]s which contain the Minor Water (903) spell.<br />
<br />
When a target is [[rooted]] by [[Cold Snap (512)]], if Minor Water is cast at the target it will be converted to [[Minor Cold (1709)]]. This requires training in [[Elemental Lore, Water]]. With 20 ranks in [[Elemental Lore, Fire]], this spell can be [[EVOKE]]d to cast [[Minor Steam (1707)]].<br />
<br />
== Soaking ==<br />
Minor Water has a 20% chance to soak a target for 20 seconds, making it more susceptible to [[901|Minor]] and [[910|Major Shock]] spells by granting a flat +30% chance and +3 second duration to [[stun shock|Stun Shock]]. The chance to soak may be increased with training in [[Elemental Lore, Water]].<br />
<br />
Soaking is indicated by the message: '''''The water completely drenches a {target}!'''''<br />
<br />
Soaked targets will receive a -25 penalty to target defense (TD) when also affected by [[Cold Snap (512)]].<br />
<br />
{{Usage-channel-evoke|s=903|2=[[Minor Steam (1707)]] (requires a 20 ranks of [[Elemental Lore, Fire]] and costs 4 mana)}}<br><br><br />
*Use {{boldmono|CAST}} or {{boldmono|CHANNEL}} as described above to cast [[Minor Cold (1709)]] at a target in conjunction with [[Cold Snap (512)]] (requires [[Elemental Lore, Water]])<br />
*Cast can also be used to extinguish burning objects, [[creature]]s or [[character]]s (may be subject to a skill check). Casting at oneself or other characters from defensive or guarded [[stance]] simply drenches them with water (no mechanical effect).<br />
<br />
==Lore Benefits==<br />
===Elemental Lore, Water===<br />
Training in [[Elemental Lore, Water]] provides two direct benefits:<br />
<br />
*It increases the chance to soak a target based on skill: <br />
<div {{prettydiv|margin-right=600px}}><center><tt>'''20 + Elemental Lore, Water [[skill bonus]] &divide; 2</tt></center></div><br />
<section begin=Water Lore Bonus/><br />
:{| {{prettytable}} align="center"<br />
!align="right"|Elemental Lore, Water ranks||0||1||6||8||13||18||24||30||40||60<br />
|-<br />
|align="right"|Chance for soaking||20%||22%||30%||40%||50%||60%||70%||80%||90%||100%<br />
|}<br />
<section end=Water Lore Bonus/><br />
::''Not all thresholds shown''<br />
<br />
*It increases the spell's [[damage factor]] by .001 per rank for the first 50 ranks, .001 per two ranks for ranks 51 - 100 and .001 per four ranks for ranks greater than 100.<br />
<br />
:{| {{prettytable}}<br />
|- style= "text-align:center; background: #DDD;"<br />
|'''Water Lore Ranks'''||'''<center>DF Increase</center>'''<br />
|-<br />
|<center>1 to 50</center>||0.001 per rank<br />
|-<br />
|<center>51 to 100</center>||0.001 per two ranks<br />
|-<br />
|<center>101 to 200</center>||0.001 per four ranks<br />
|}<br />
::The total DF increase with 200 ranks EL, Water lore is 0.100.<br />
<br />
[[Cone of Elements (518)]] can cast a multi-fire version of this spell with 20 ranks of Water Lore and all Water Lore benefits will carry over to the other spell.<br />
<br />
====Interaction with [[Cold Snap (512)]]====<br />
In addition to the direct benefits, a minimum of 10 ranks of Water Lore allows Minor Water to be cast at targets already [[rooted]] by Cold Snap, and each cast will be converted to [[Minor Cold (1709)]]. The number of casts this is applicable is equivalent to the bonus level of a seed 10 [[summation]] of ranks.<br />
<section begin=Water Lore Conversion Bonus/><br />
:{| {{prettytable|text-align:center;}} <br />
!align="right"|Elemental Lore, Water ranks||10||21||33||46||60||75||91||108||126||145||165||186||208||231<br />
|-<br />
|align="right"|Casts of Minor Water converted to Minor Cold||1||2||3||4||5||6||7||8||9||10||11||12||13||14<br />
|}<br />
<section end=Water Lore Conversion Bonus/><br />
<br />
===Elemental Lore, Fire===<br />
20 ranks in [[Elemental Lore, Fire]] unlocks the ability to convert Minor Water to [[Minor Steam (1707)]]. This option will only activate with the [[EVOKE]] command, has a cost of 5 mana per cast. This version of the spell uses both the Minor Steam damage and [[Steam critical table|critical]] tables.<br />
<br />
==Damage Factor Tables==<br />
;Normal Casting<br />
{{Boltspell table start}}<br />
{{Boltspell table entry|spell = Minor Water|DFcloth = .455|DFleather = .345|DFscale = .283|DFchain = .242|DFplate = .173<br />
|AvD1=30<br />
|AvD5=30|AvD6=29|AvD7=28|AvD8=27<br />
|AvD9=29|AvD10=27|AvD11=25|AvD12=23<br />
|AvD13=31|AvD14=27|AvD15=23|AvD16=19<br />
|AvD17=25|AvD18=19|AvD19=13|AvD20=7}}<br />
{{Boltspell table end}}<noinclude><br />
<br />
;Evoke <br />
{{boltspell table start}}<br />
</noinclude>|- align=center<br />
|rowspan=2 bgcolor=#eeeeee|'''Minor Steam'''||bgcolor=#cccccc|DF<br />
| {{{DFcloth|.600}}} || colspan=4| {{{DFleather|.550}}} || colspan=4| {{{DFscale|.385}}} || colspan=4| {{{DFchain|.333}}} || colspan=4| {{{DFplate|.267}}}<br />
|- align=center<br />
|bgcolor=#cccccc|AvD<br />
<!-- Robes --><br />
|{{{AvD1|70}}}<br />
<!-- Leather --><br />
|{{{AvD5|60}}}||{{{AvD6|59}}}||{{{AvD7|58}}}||{{{AvD8|57}}}<br />
<!-- Scale --><br />
|{{{AvD9|50}}}||{{{AvD10|48}}}||{{{AvD11|46}}}||{{{AvD12|44}}}<br />
<!-- Chain --><br />
|{{{AvD13|45}}}||{{{AvD14|41}}}||{{{AvD15|37}}}||{{{AvD16|33}}}<br />
<!-- Plate --><br />
|{{{AvD17|40}}}||{{{AvD18|34}}}||{{{AvD19|28}}}||{{{AvD20|22}}}<noinclude><br />
{{boltspell table end}}<br />
<br />
;Cast with Cold Snap rooted condition in effect<br />
{{Boltspell table start}}<br />
</noinclude>{{Boltspell table entry|spell = Minor Cold|DFcloth = .667|DFleather = .460|DFscale = .385|DFchain = .375|DFplate = .355<br />
|AvD1=45<br />
|AvD5=40|AvD6=39|AvD7=38|AvD8=37<br />
|AvD9=35|AvD10=33|AvD11=31|AvD12=29<br />
|AvD13=40|AvD14=36|AvD15=32|AvD16=28<br />
|AvD17=30|AvD18=24|AvD19=18|AvD20=12}}<noinclude><br />
{{Boltspell table end}}</noinclude><br />
<br />
==Channel Damage==<br />
{{bolt-channel}}<br />
<br />
==Spell Messaging==<br />
;Standard cast<br />
<pre{{log2}}><br />
>prep 903<br />
Your hands glow with power as you invoke the phrase for Minor Water...<br />
Your spell is ready.<br />
>cast nymph<br />
You gesture at a sea nymph.<br />
You hurl a stream of water at a sea nymph!<br />
AS: +156 vs DS: +7 with AvD: +30 + d100 roll: +77 = +256<br />
... and hit for 111 points of damage!<br />
Massive blow to left eye sending bone back into the brain!<br />
The sea nymph falls to the ground and dies.<br />
Cast Roundtime 3 Seconds.<br />
</pre><br />
<br />
;Standard cast with soaking effect<br />
<br />
<pre{{log2}}><br />
>Incant 903Your hands glow with power as you invoke the phrase for Minor Water...<br />
Your spell is ready.<br />
You gesture at a hill troll.<br />
You hurl a stream of water at a hill troll!<br />
AS: +191 vs DS: +133 with AvD: +29 + d100 roll: +79 = +166<br />
... and hit for 31 points of damage!<br />
Nice blow to left arm!<br />
The hill troll is stunned!<br />
'''The water completely drenches a hill troll!'''<br />
</pre><br />
<br />
;Soaking effect wearing off<br />
<pre{{log2}}><br />
'''The majority of the water drenching a hill troll appears to have dried.'''<br />
</pre><br />
<br />
;Minor Steam Version<br />
<pre{{log2}}><br />
>pre 903 evoke wraithYour hands glow with power as you invoke the phrase for Minor Water...<br />
Your spell is ready.<br />
>You gesture at a wraith.<br />
You hurl a seething blast of steam at a wraith!<br />
AS: +206 vs DS: +75 with AvD: +70 + d100 roll: +43 = +244<br />
... and hit for 116 points of damage!<br />
Smash to the cheek deforms left eye socket.<br />
Vapor swirls as the ethereal bones reform.<br />
Cast Roundtime 3 Seconds.<br />
</pre><br />
<br />
{{AR}}<br />
{{:iridescent opal wand}}<br />
== Resources ==<br />
*[[Elemental_lore_review_(saved_posts)#Minor_Water_(903)|Elemental lore review (saved posts)]]</div>RAGZhttps://gswiki.play.net/index.php?title=Minor_Steam_(1707)&diff=211025Minor Steam (1707)2023-12-05T19:04:46Z<p>RAGZ: mana cost</p>
<hr />
<div>{{spell<br />
| mnemonic = MINORSTEAM<br />
| duration = Immediate<br />
| type = Attack<br />
| subtype = Bolt<br />
| target = Single<br />
| dtype = Hitpoint<br />
| ctype = [[Steam critical table|Steam]]<br />
| interval = None<br />
| status = None<br />
| navigation = {{Arcane navigation}}<br />
}}<br />
__TOC__<br />
<section begin=description /><noinclude>'''Minor [[Steam critical table|Steam]]''', which results from the combined effects of the elements water and fire, is a</noinclude><includeonly>A</includeonly> bolt spell that sends a seething blast of steam from the palm of the caster or tip of a wand. This is an elemental attack spell and uses the [[Spell Aiming]] skill.<section end=description /> <br />
<br />
This spell is native to the [[Wizard Base|Wizard circle]], and can be cast when [[Minor Water (903)]] is [[EVOKE]]d by a [[wizard]] with 20 ranks of [[Elemental Lore, Fire]] for 5 mana.<br />
<br />
This spell can commonly be found in [[green coral wand]]s available through the [[treasure system]].<br />
<br />
==Lore Benefits==<br />
<br />
Training in [[Elemental Lore, Fire]] and/or [[Elemental Lore, Water]] will increase the spell's [[damage factor]]. The increase is .001 per two ranks for the first 100 ranks and .001 per four ranks for ranks 101 to 200. There is no requirement to train in both lores to increase the damage factors for this spell. Total DF bonus with 200 lore ranks is .075.<br />
<br />
{| {{prettytable}}<br />
|- style= "text-align:center; background: #DDD;" <br />
|'''Fire + Water<br>Lore Ranks'''||'''<center>Damage Factor<br>Increase</center>'''<br />
|-<br />
|<center>1 to 100</center>||.001 per two ranks<br />
|-<br />
|<center>101 to 200</center>||.001 per four ranks<br />
|-<br />
|}<br />
<br />
*Note: Damage factor truncates at three decimal places.<br />
<br />
[[Cone of Elements (518)]] can cast a multi-fire version of this spell with 10 ranks each of Fire Lore and Water Lore and all damage factor increases will carry over to the other spell.<br />
<br />
== Bolt Spell Table ==<br />
<noinclude>{{boltspell table start}}<br />
</noinclude>|- align=center<br />
|rowspan=2 bgcolor=#eeeeee|'''Minor Steam'''||bgcolor=#cccccc|DF<br />
| {{{DFcloth|.600}}} || colspan=4| {{{DFleather|.550}}} || colspan=4| {{{DFscale|.385}}} || colspan=4| {{{DFchain|.333}}} || colspan=4| {{{DFplate|.267}}}<br />
|- align=center<br />
|bgcolor=#cccccc|AvD<br />
<!-- Robes --><br />
|{{{AvD1|70}}}<br />
<!-- Leather --><br />
|{{{AvD5|60}}}||{{{AvD6|59}}}||{{{AvD7|58}}}||{{{AvD8|57}}}<br />
<!-- Scale --><br />
|{{{AvD9|50}}}||{{{AvD10|48}}}||{{{AvD11|46}}}||{{{AvD12|44}}}<br />
<!-- Chain --><br />
|{{{AvD13|45}}}||{{{AvD14|41}}}||{{{AvD15|37}}}||{{{AvD16|33}}}<br />
<!-- Plate --><br />
|{{{AvD17|40}}}||{{{AvD18|34}}}||{{{AvD19|28}}}||{{{AvD20|22}}}<noinclude><br />
{{boltspell table end}}</noinclude><br />
<br />
==Channel Damage==<br />
{{bolt-channel}} This applies when the spell is channeled by a qualified wizard evoking Minor Water.<br />
<br />
==Messaging==<br />
<pre{{log2|margin-right=400px}}><br />
You hurl a seething blast of steam at a human robber!<br />
AS: +427 vs DS: +262 with AvD: +40 + d100 roll: +96 = +301<br />
... and hit for 74 points of damage!<br />
The human robber cringes from a scalding blast to right arm!<br />
The human robber is stunned!<br />
</pre><br />
<br />
== Resources ==<br />
*[[Elemental_lore_review_(saved_posts)#Bolt_DF|Elemental lore review (saved posts)]]<br />
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=14#1707 Arcane Spell Circle: Minor Steam], on Play.net</div>RAGZhttps://gswiki.play.net/index.php?title=MCP&diff=207304MCP2023-09-19T23:20:48Z<p>RAGZ: Redirected page to Private property</p>
<hr />
<div>#redirect [[Private_property]]</div>RAGZhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=207105Enchant (925)2023-09-16T19:51:09Z<p>RAGZ: /* Pre-enchanting Potions */ cleaned up table to align with current mechanics</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of essence by a wizard and expending it to increase the enchantment of an item. You can {{boldmono|[[SENSE (verb)|SENSE]]}} how much essence you have accumulated and how strong of an enchantment you can complete. <br />
<br />
For every point of experience a wizard earns, they will obtain an equal point of essence. Free to play accounts cannot collect essence.<br />
<br />
You can now also see your resources via the {{boldmono|[[RESOURCE (verb)|RESOURCE]]}} verb which shows how much essence you've fully absorbed toward your 50,000 weekly cap and how close you are to the 200,000 maximum cap.<br />
<br />
<pre{{log2}}>Health: 100/100 Mana: 200/200 Stamina: 50/50 Spirit: 10/10<br />
Essence: 50,000/50,000 (Weekly) 200,000/200,000 (Total)<br />
</pre><br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is TRUNC(100 * 3.125) essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 7500 essence plus 7500 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 7500 essence; from +49 to +50 costs 195,000 essence; from +0 to +1 costs zero essence. <br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||312<br />
|-<br />
| +2 to +3||625<br />
|-<br />
| +3 to +4||937<br />
|-<br />
| +4 to +5||1250<br />
|-<br />
| +5 to +6||1562<br />
|-<br />
| +6 to +7||1875<br />
|-<br />
| +7 to +8||2187<br />
|-<br />
| +8 to +9||2500<br />
|-<br />
| +9 to +10||2812<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||3125<br />
|-<br />
| +11 to +12||3437<br />
|-<br />
| +12 to +13||3750<br />
|-<br />
| +13 to +14||4062<br />
|-<br />
| +14 to +15||4375<br />
|-<br />
| +15 to +16||4687<br />
|-<br />
| +16 to +17||5000<br />
|-<br />
| +17 to +18||5312<br />
|-<br />
| +18 to +19||5625<br />
|-<br />
| +19 to +20||5937<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||6250<br />
|-<br />
| +21 to +22||6562<br />
|-<br />
| +22 to +23||6875<br />
|-<br />
| +23 to +24||7187<br />
|-<br />
| +24 to +25||7500<br />
|-<br />
| +25 to +26||15000<br />
|-<br />
| +26 to +27||22500<br />
|-<br />
| +27 to +28||30000<br />
|-<br />
| +28 to +29||37500<br />
|-<br />
| +29 to +30||45000<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||52500<br />
|-<br />
| +31 to +32||60000<br />
|-<br />
| +32 to +33||67500<br />
|-<br />
| +33 to +34||75000<br />
|-<br />
| +34 to +35||82500<br />
|-<br />
| +35 to +36||90000<br />
|-<br />
| +36 to +37||97500<br />
|-<br />
| +37 to +38||105000<br />
|-<br />
| +38 to +39||112500<br />
|-<br />
| +39 to +40||120000<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||127500<br />
|-<br />
| +41 to +42||135000<br />
|-<br />
| +42 to +43||142500<br />
|-<br />
| +43 to +44||150000<br />
|-<br />
| +44 to +45||157500<br />
|-<br />
| +45 to +46||165000<br />
|-<br />
| +46 to +47||172500<br />
|-<br />
| +47 to +48||180000<br />
|-<br />
| +48 to +49||187500<br />
|-<br />
| +49 to +50||195000<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 3124 || < 1<br />
|-<br />
| 1x to 2x || 10937|| < 1<br />
|-<br />
| 2x to 3x || 18750|| < 1<br />
|-<br />
| 3x to 4x || 26562|| < 1<br />
|-<br />
| 4x to 5x || 34375|| < 1<br />
|-<br />
| 5x to 6x || 150000|| 3<br />
|-<br />
| 6x to 7x || 337500|| 6.75<br />
|-<br />
| 7x to 8x || 525000|| 10.5<br />
|-<br />
| 8x to 9x || 712500|| 14.25<br />
|-<br />
| 9x to 10x || 900000|| 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 3124 || < 1<br />
|-<br />
| 0x to 2x || 14062|| < 1<br />
|-<br />
| 0x to 3x || 32812|| < 1<br />
|-<br />
| 0x to 4x || 59375|| 1.1875<br />
|-<br />
| 0x to 5x || 93750|| 1.875<br />
|-<br />
| 0x to 6x || 243750 || 4.875<br />
|-<br />
| 0x to 7x || 581250|| 11.625<br />
|-<br />
| 0x to 8x || 1106250|| 22.125<br />
|-<br />
| 0x to 9x || 1818750 || 36.375<br />
|-<br />
| 0x to 10x || 2718750|| 54.375<br />
|}<br />
|}<br />
<br />
===Using Essence to Enchant===<br />
<br />
'''Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!'''<br />
<br />
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item. This is done via the various color ayan'eth potions now available at the various wizard guild shops. The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.<br />
<br />
Unlock potions must be used in order, starting with green. Green ayan'eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20. So, if enchanting a steel weapon, the green ayan'eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour. After that, a single pour of the blue ayan'eth potion will unlock its maximum enchant further to +25.<br />
<br />
The current maximum enchant unlock can be checked by a wizard via 405:<br />
<br />
<pre{{Log2|margin-right=35%}}>You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...<br />
><br />
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.<br />
Cast Roundtime 3 Seconds.</pre><br />
<br />
A wizard can cast also use 405 to determine the precise current enchant.<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-<br />
!Color intensity<br />
!Enchant value<br />
|-<br />
| faint<br />
| color value -4<br />
|-<br />
| muted<br />
| color value -3<br />
|-<br />
| hazy<br />
| color value -2<br />
|-<br />
| soft<br />
| color value -1<br />
|-<br />
| vibrant<br />
| full color value<br />
|}<br />
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15. Once it reaches +16, the item then has a faint green aura.<br />
<br />
There is no tempering time associated with maximum enchant potential unlocks. As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it. The maximum unlock is permanent and never fades. The item can be used in combat at any point during new style enchanting process. The item cannot be "locked" as with old style enchants, and it cannot be destroyed in a catastrophic failure. The item is not associated with any individual wizard's project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.<br />
<br />
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using {{boldmono|[[CHANNEL (verb)|CHANNEL]]}} on the item. Each enchant channel increases the item's enchant by +1. Each channel enchant also reduces the wizard's available essence by that individual step amount, referenced in the above essence charts. If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an astoundingly good attempt!||100+ ([[Open roll]])<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
<br />
=== Difficulty Penalty Modifier Formula ===<br />
<br />
*Your current skill will be evaluated against the base difficulty provided by a Bard Loresong '''plus''' the difficulty penalty modifier.<br />
*Each +1 of enchant has a difficulty penalty modifier based upon the current enchant and the desired enchant.<br />
<br />
*When attempting to increase the enchant of an item from +X to +Y, the +Y number of the item will used to determine the difficulty penalty modifier.<br><br />
*The formula for the difficulty penalty modifier uses +X to +Y.<br />
*((+Y - 2)^2)/9 (truncate)<br />
<br />
*Example:<br />
<br />
*Current Enchant: +25<br />
**((25-2)^2)/9 = 58<br />
<br />
*Desired Enchant: +26<br />
**((26-2)^2)/9 = 64<br />
<br />
*Difference in values = 6<br />
**(6 would be the difficulty penalty modifier added to the base difficulty provided by Bard Loresong.)<br />
<br />
{| {{Prettytable|text-align:center; font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! +Y Enchant Value|| Difficulty Penalty Modifier (Estimates - exact values below)<br />
|- <br />
| 20-22 || 4<br />
|-<br />
| 23-27 || 5<br />
|-<br />
| 28-33 || 6<br />
|-<br />
| 34-36 || 7<br />
|-<br />
| 37-42 || 8<br />
|-<br />
| 43-45 || 9<br />
|-<br />
| 46-49 || 10<br />
|-<br />
| 50 || 11<br />
|}<br />
<br />
{| {{Prettytable|text-align:center; font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Enchant Target||Total Difficulty||Incremental Difficulty<br />
|-<br />
|1||0||0<br />
|-<br />
|2||0||0<br />
|-<br />
|3||0||0<br />
|-<br />
|4||0||0<br />
|-<br />
|5||1||1<br />
|-<br />
|6||1||0<br />
|-<br />
|7||2||1<br />
|-<br />
|8||4||2<br />
|-<br />
|9||5||1<br />
|-<br />
|10||7||2<br />
|-<br />
|11||9||2<br />
|-<br />
|12||11||2<br />
|-<br />
|13||13||2<br />
|-<br />
|14||16||3<br />
|-<br />
|15||18||2<br />
|-<br />
|16||21||3<br />
|-<br />
|17||25||4<br />
|-<br />
|18||28||3<br />
|-<br />
|19||32||4<br />
|-<br />
|20||36||4<br />
|-<br />
|21||40||4<br />
|-<br />
|22||44||4<br />
|-<br />
|23||49||5<br />
|-<br />
|24||53||4<br />
|-<br />
|25||58||5<br />
|-<br />
|26||64||6<br />
|-<br />
|27||69||5<br />
|-<br />
|28||75||6<br />
|-<br />
|29||81||6<br />
|-<br />
|30||87||6<br />
|-<br />
|31||93||6<br />
|-<br />
|32||100||7<br />
|-<br />
|33||106||6<br />
|-<br />
|34||113||7<br />
|-<br />
|35||121||8<br />
|-<br />
|36||128||7<br />
|-<br />
|37||136||8<br />
|-<br />
|38||144||8<br />
|-<br />
|39||152||8<br />
|-<br />
|40||160||8<br />
|-<br />
|41||169||9<br />
|-<br />
|42||177||8<br />
|-<br />
|43||186||9<br />
|-<br />
|44||196||10<br />
|-<br />
|45||205||9<br />
|-<br />
|46||215||10<br />
|-<br />
|47||225||10<br />
|-<br />
|48||235||10<br />
|-<br />
|49||245||10<br />
|-<br />
|50||256||11<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following tables lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
|Positive Factors<br />
|Bonus<br />
|-<br />
|[[Wizard Base]] ranks<br />
| style="white-space:nowrap;"| +2 per rank, up to 1x (level + 1)<br>+1 per rank, above 1x<br />
|-<br />
| [[Level]] of enchanter<br />
| style="white-space:nowrap;"| +1 per level<br />
|-<br />
|[[Magic Item Use]] ranks<br />
| style="white-space:nowrap;"|+1 per 10 ranks<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
| style="white-space:nowrap;"| +1 per 10 ranks<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
| style="white-space:nowrap;"| +1 per stat bonus<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
| style="white-space:nowrap;"| +1 per 2 ranks<br />
|-<br />
|[[Magical workshop|Workshop]]<br />
| style="white-space:nowrap;"| +25 Public<br>+50 MHO/CHE/Guild<br>+75 Private<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
| style="white-space:nowrap;"| +25<br />
|}<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
|Negative Factors<br />
|-<br />
|Existing enchant bonus<br />
|-<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Material]] of the item<br />
|-<br />
|[[Resistance]]s (Penalty = sum of all resist/2)<br />
|-<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|Holy<br />
|-<br />
|[[WPS|Weighting, Padding, and/or Sighting]] (Penalty = CER*CER)<br />
|-<br />
|Health or Spirit Loss, Injuries<br />
|-<br />
|[[Flares]], [[TD bonus]], AS/DS bonus (Flare Penalty = Nearly all -100) , (TD Penalty = TD*TD)<br />
|-<br />
|[[Enhancive item]], [[Fusion]], Scripted item<br />
|}<br />
<br />
===Gear Difficulty Modifiers===<br />
{{Material_Gear_Difficulty_Modifier}}<br />
{{Script_Gear_Difficulty_Modifier}}<br />
{{Other_Gear_Difficulty_Modifier}}<br />
<br />
<br />
====Weighting/Padding Difficulty====<br />
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)]<br />
<br />
====Permanent Resist Penalty Difficulty====<br />
<br />
[Total Resist % / 2]<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-enchanting Potions==<br />
Pre-enchanting potions are used by wizards in the enchanting process to unlock the item for enchantment or reduce difficulty. '''Under the updated enchanting system, enchanting projects do not require tempering potions or tempering times.''' The process is as follows:<br />
<br />
# A wizard first pours an unlock potion (aya'neth) on the item to unlock it for enchant. Undiluted aya'neth potions unlock a full +5 with one pour. Diluted aya'neth potions only unlock +1 for each pour. See the chart below to see which potion is needed to unlock the item to be enchanted.<br />
# Next, if the project is fusion, holy, or enhancive gear, it will also require a glowing urven'eth potion before a cast can be successful. You'll know urven'eth is required if the item shows a power that must be overcome on the test cast. <br />
# Items with some flares also have '''OPTIONAL''' ilvan'eth flare potions that can reduce the enchant difficulty for the item by 100. '''It is no longer REQUIRED to use pre-enchant potions to enchant flaring items; it's an optional tool to remove 100 difficulty from the item.'''<br />
# All of these potions are poured prior to [[channel]]ing the Enchant spell.<br />
<br />
For urven'eth & ilvan'eth Potions, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.<br />
<br />
<section begin=unlock potions1 /><section begin=table header /><br />
{| {{Prettytable|1=text-align:center;font-size:95%;}}<section end=unlock potions1 /><br />
<section begin=unlock potions2 /><includeonly> |+ '''New Style Enchanting Unlock Potions'''</includeonly><section begin=unlock potions2 /><br />
|-bgcolor=lightblue<br />
!Starting<br>Bonus (+)<br />
!width=80|Starting<br>Unlock (X)<br />
!width=80|Aura<br>Color<br />
!Destination<br>Bonus (+)<br />
!width=80|Destination<br>Unlock (X)<br />
!width=80|Unlock Potion<br />
!width=65|Potion<br>Cost<br />
|-<section end=table header /><br />
| 0 to +4<br />
| 0x<br />
| Red<br />
| +5<br />
| 1x<br />
| style="white-space:nowrap;"| an undiluted green ayan'eth potion<br />
| style="white-space:nowrap;"| 10,000<br />
|-<br />
| +5 to +9<br />
| 1x<br />
| Orange<br />
| +10<br />
| 2x<br />
| style="white-space:nowrap;"| an undiluted green ayan'eth potion<br />
| style="white-space:nowrap;"| 10,000<br />
|-<br />
| +10 to +14<br />
| 2x<br />
| Yellow<br />
| +15<br />
| 3x<br />
| style="white-space:nowrap;"| an undiluted green ayan'eth potion<br />
| style="white-space:nowrap;"| 10,000<br />
|-<br />
| +15 to +19<br />
| 3x<br />
| Green<br />
| +20<br />
| 4x<br />
| style="white-space:nowrap;"| an undiluted green ayan'eth potion<br />
| style="white-space:nowrap;"| 10,000<br />
|-<br />
| +20 to +24<br />
| 4x<br />
| Blue<br />
| +25<br />
| 5x<br />
| style="white-space:nowrap;"| an undiluted blue ayan'eth potion<br />
| style="white-space:nowrap;"| 25,000<br />
|-<br />
| +25 to +29<br />
| 5x<br />
| Indigo<br />
| +30<br />
| 6x<br />
| style="white-space:nowrap;"| an undiluted indigo ayan'eth potion<br />
| style="white-space:nowrap;"| 50,000<br />
|-<br />
| +30 to +34<br />
| 6x<br />
| Violet<br />
| +35<br />
| 7x<br />
| style="white-space:nowrap;"| an undiluted violet ayan'eth potion<br />
| style="white-space:nowrap;"| 75,000<section end=unlock potions2 /><br />
<includeonly> |}</includeonly> <br />
<noinclude> |-</noinclude><section end=base /><section begin=unlock potions3 /><br />
<includeonly>|-</includeonly><br />
| +35 to +39<br />
| 7x<br />
| Copper<br />
| +36 to +40<br />
| 8x<br />
| style="white-space:nowrap;"| a diluted copper ayan'eth potion**<br />
| 20,000 Bloodscrip***<br />
|-<br />
| +40 to +44<br />
| 8x<br />
| Silver<br />
| +41 to +45<br />
| 9x<br />
| style="white-space:nowrap;"| a diluted silver ayan'eth potion**<br />
| 25,000 Bloodscrip***<br />
|-<br />
| +45 to +49<br />
| 9x<br />
| Golden<br />
| +46 to 50<br />
| 10x<br />
| style="white-space:nowrap;"| a diluted golden ayan'eth potion**<br />
| 30,000 Bloodscrip***<br />
|}<section end=unlock potions3 /><br />
<br />
<section begin=unlocknotes />''<nowiki>**</nowiki> Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36.These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.''</noinclude><br />
<br />
''<nowiki>***</nowiki> These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.<section end=unlocknotes /><br />
<br />
<br />
<section begin=pre-temper potions /><br />
{| {{Prettytable|text-align:center; font-size:95%;}}<br />
<includeonly>|+'''Pre-tempering Potions'''</includeonly><br />
|-bgcolor=lightblue<br />
!colspan=2|Item Property<br />
!Potion <br />
!Project<br>Difficulty<br>Offset<br />
|-<br />
|colspan=2|[[Enhancive]]<br />
|rowspan=2|[[Urven'eth potion|Glowing Urven'eth]]<br />
|rowspan=2|Required<br />
|-<br />
|colspan=2|[[Holy armament]]<br />
|-<br />
|rowspan=7|[[flare|Flaring]]<br />
|[[impact critical table|Earth]]<br />
|[[Earthy Ilvan'eth potion|Earthy Ilvan'eth]]<br />
|rowspan=7| -100<br>(Optional)<br />
|-<br />
|[[fire critical table|Fire]]<br />
|[[Fiery Ilvan'eth potion|Fiery Ilvan'eth]]<br />
|-<br />
|[[Cold critical table|Ice]]<br />
|[[Icy Ilvan'eth potion|Icy Ilvan'eth]]<br />
|-<br />
|[[vacuum critical table|Vacuum]]<br />
|[[Cloudy Ilvan'eth potion|Cloudy Ilvan'eth]]<br />
|-<br />
|[[acid critical table|Acid]]<br />
|[[Earthy Ilvan'eth potion|Earthy Ilvan'eth]]<br>OR<br>[[Icy Ilvan'eth potion|Icy Ilvan'eth]]<br />
|-<br />
|[[lightning critical table|Lightning]]<br />
|[[Cloudy Ilvan'eth potion|Cloudy Ilvan'eth]]<br>OR<br>[[Icy Ilvan'eth potion|Icy Ilvan'eth]]<br />
|-<br />
|[[steam critical table|Steam]]<br />
|[[Fiery Ilvan'eth potion|Fiery Ilvan'eth]]<br>OR<br>[[Icy Ilvan'eth potion|Icy Ilvan'eth]]<br />
|} <section end=pre-temper potions /><br />
<br />
Other types of flares do not have a corresponding pre-temper potion.<br />
<br />
[[Permabless]]ed items can similarly be further enchanted, with a difficulty modifier, through the use of the [[urven'eth potion]].<br />
<br />
Special Note: Unlike ayveneh and eoveneh potions, urven'eth potions are not restricted to 35 and lower enchants.<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn the wizard experience, and while the enchantment process does not directly reward the enchanter in [[silver]], many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.<br />
<br />
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Ethereal weapon]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Black ora weapon|Pure/Greater black ora weapons]] - must be uncursed<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Realm_flare|Realm flares]]<br />
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Nebular Weapon]]s<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|unlock potions1}}<br />
{{#section:Enchanting potions|unlock potions2}}<br />
{{#section:Enchanting potions|unlock potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
*[[User:ZHEPHEN|Zhephen's Enchant (925) Research Notes]]<br />
{{top}}<br />
{{wizard}}</div>RAGZhttps://gswiki.play.net/index.php?title=Urven%27eth_potion&diff=207032Urven'eth potion2023-09-16T00:59:23Z<p>RAGZ: sanctified -> holy armament</p>
<hr />
<div>An '''urven'eth potion''' is a [[pre-tempering potion]] for [[Holy armament]] or [[enhancive]] gear. This potion is intended for usage with the [[Enchant (925)]] system released during [[Spring Spectacular]] 2019 updates. For versions related to the older [[Enchant Item (925)]] system, refer to [[Eoveneh potion]] and [[Ayveneh potion]] for sanctified and enhancive, respectively. This potion is also needed to [[Sanctify (330) | sanctify]] enhanced gear.<br />
<br />
{{Recipe info<br />
|Profession = Wizard<br />
|Discipline = Potions<br />
|Spell = 925<br />
|Uses = 5<br />
|Rank taught = 63<br />
|Rank end = 63<br />
|Location = West}}<br />
{{AR}}<br />
{{RC<br />
|Quantifier = An<br />
|Product = urven'eth potion}}<br />
#Add water<br />
#Add powdered uncut diamond<br />
#Add 2 doses of [[essence of water]]<br />
#Simmer<br />
#Add 2 doses of [[faintly radiant dust]]<br />
#Add [[radiant white soulstone]]<br />
#Add [[minor holy oil]]<br />
#Channel<br />
#Add 5 doses of ayana leaf<br />
#Add [[essence of water]]<br />
#Add 3 doses of [[faintly shimmering dust]]<br />
#Infuse mana<br />
#Chant Enchant Item (925)<br />
{{RE}}<br />
{{FRD}}<br />
<br /><br />
{{FSD}}<br />
<br />
====Related recipes (can only be made by clerics)====<br />
<table><br />
<tr valign="top"><td>{{:minor holy oil}}</td><br />
<td>{{:radiant white soulstone}}</td></tr></table><br />
<br />
[[Category: Enchanting potions]]</div>RAGZhttps://gswiki.play.net/index.php?title=Enchanting_potion&diff=207031Enchanting potion2023-09-16T00:56:06Z<p>RAGZ: /* Pre-tempering Potions */ cleaned up table to align with current mechanics</p>
<hr />
<div><!-- Much of this page feeds into the Enchant Item page. Please be aware of the LST tags, and also about repeating information that is already on the spell page. The purpose of this separate page is to have a potion reference page, not repeat everything about the Enchant Item spell --><br />
'''Enchanting potions''' are used by [[wizard]]s in the [[enchant]]ing process. Enchanting projects no longer require [[#Tempering Potions|tempering potions]] or tempering times. In the current system, A wizard first pours an [[#Unlock Potions|unlock potion]] on the item to unlock it for enchant. Next, if the project is fusion, sanctified, or enhancive gear, it will also require glowing urven'eth potion before a cast can be successful. Items with some flares also have optional Ilvan'eth flare potions that can reduce the enchant difficulty for the item.<br />
{{TOC limit|2}}<br />
<br />
==Formula==<br />
Enchant Potions no longer require a roll - you simply pour the item on the object and the potion will take effect.<br />
<br />
== Potion Order ==<br />
<section begin=order />When enchanting items with multiple special properties requiring multiple pre-temper potions, the potions must be applied in the following order:<br />
<br />
# Ayan'eth Potion - Color depends on enchant - up to +35, 1 pour unlocks +5, after +35, 1 pour unlocks +1<br />
# Urven'eth Potion (fusion/holy/enhancive) - 1 Pour IMMEDIATELY BEFORE each cast - wears off<br />
# Ilven'eth Potion - Fiery, Icy, Cloudy, Earthy (flaring) - 1 Pour IMMEDIATELY BEFORE each cast - wears off<br />
<includeonly> (step 2 [[#Enchanting Process for Plain Items|above]])</includeonly><section end=order /><br />
<br />
==Tempering Potions==<br />
'''TEMPERING POTIONS ARE NO LONGER REQUIRED FOR ANY ENCHANTING PROJECTS! ENCHANTING PROJECTS NO LONGER REQUIRE TEMPERING TIMES!'''<br />
<br />
To convert an existing bromin, aleteh, or grenshol potion, {{boldmono|ASK}} the apprentice NPC in a Wizard Guild's enchanting chamber about {{boldmono|EXCHANGE}}. The apprentice will convert a bromin potion into a copper ayan'eth potion, an aleteth potion into a silver ayan'eth potion, or a grenshol potion into a gold ayan'eth potion, all with the identical number of pours.<br />
<br />
All information below is for historical purposes only: <br />
<section begin=temper potions1 /><section begin=table header /><br />
{| {{Prettytable|1=text-align:center;font-size:95%;}}<section end=temper potions1 /><br />
<includeonly> |+ '''Base Enchanting Temper Potions'''</includeonly><section begin=temper potions2 /><br />
|-bgcolor=lightblue<br />
!Starting<br>Bonus (+)<br />
!width=80|Starting<br>Enchant (X)<br />
!width=80|Aura<br>Color<br />
!Destination<br>Bonus (+)<br />
!width=80|Destination<br>Enchant (X)<br />
!width=65|Pour/<br>Channel<br>Cycles<br />
!width=90|Average Time Per Cycle*<br />
!width=80|Tempering Potion<br />
!width=65|Potion Pour Bonus<br />
!width=65|Potion<br>Cost<sup>&dagger;</sup><br />
|-<section end=table header /><br />
| +0 to +25<br />
| 0x-5x<br />
| Varies<br />
| +5 to +30<br />
| 1x-6x<br />
| Varies<br />
| <br />
| [[Sisfu potion|Sisfu]]<br />
|<br />
| <br />
|-<br />
| < 0<br />
| None<br />
| <includeonly>[[#Negative Bonus Items|</includeonly>Special<includeonly>]]</includeonly><br />
| Varies<br />
| Varies<br />
| 1<br />
| Varies<br />
| Varies<br />
| Varies<br />
| Varies<br />
|- <section begin=base /><br />
| 0<br />
| 0x<br />
| None<br />
| +1 to +5<br />
| 1x<br />
| 1<br />
| 1 day<br />
| rowspan=2| [[Rohnuru potion|Rohnuru]]<br />
| rowspan=2| 0<br />
| rowspan=2| 3500<br />
|-<br />
| +1 to +5<br />
| 1x<br />
| Red<br />
| +5 to +10<br />
| 2x<br />
| 2<br />
| 2 days<br />
|-<br />
| +6 to +10<br />
| 2x<br />
| Orange<br />
| +11 to +15<br />
| 3x<br />
| 3<br />
| 3 days<br />
| rowspan=2| [[Duqnuru potion|Duqnuru]]<br />
| rowspan=2| +15<br />
| rowspan=2| 5500<br />
|-<br />
| +11 to +15<br />
| 3x<br />
| Yellow<br />
| +16 to +20<br />
| 4x<br />
| 4<br />
| 4 to 5 days<br />
|-<br />
| +16 to +20<br />
| 4x<br />
| Green<br />
| +21 to +25<br />
| 5x<br />
| 5<br />
| 5 to 7 days<br />
| rowspan=2| [[Dirtokh potion|Dirtokh]]<br />
| rowspan=2| +25<br />
| rowspan=2| 10,000<br />
|-<br />
| +21 to +25<br />
| 5x<br />
| Blue<br />
| +26 to +30<br />
| 6x<br />
| 6<br />
| style="white-space:nowrap;"| 6 to 9 days<br />
|-<br />
| style="white-space:nowrap;"| +26 to +30<br />
| 6x<br />
| Indigo<br />
| style="white-space:nowrap;"| +31 to +35<br />
| 7x<br />
| 7<br />
| 11 to 17 days<br />
| [[Mirtokh potion|Mirtokh]]<sup>Δ</sup><br />
| +30<br />
| 35,000 <section end=temper potions2 /><br />
<includeonly> |}</includeonly> <br />
<noinclude> |-</noinclude><section end=base /><section begin=temper potions3 /><br />
<includeonly>|-</includeonly><br />
| +31 to +35<br />
| 7x<br />
| Violet<br />
| +36 to +40<br />
| 8x<br />
| 8<br />
| 9 days<br />
| [[Bromin potion|Bromin]]<br />
|<br />
| Special**<br />
|-<br />
| +36 to +40<br />
| 8x<br />
| Copper<br />
| +41 to +45<br />
| 9x<br />
| 9<br />
| 9 to 12 days<br />
| [[Aleteh potion|Aleteh]]<br />
|<br />
| Special**<br />
|-<br />
| +41 to +45<br />
| 9x<br />
| Silver<br />
| +46 to +50<br />
| 10x<br />
| 10<br />
| 11 to 13 days<br />
| [[Grenshol potion|Grenshol]]<br />
|<br />
| Special**<br />
|-<br />
| +46 to +50<br />
| 10x<br />
| Gold<br />
|<br />
| colspan=6| Not Further Enchantable<br />
|}<section end=temper potions3 /><br />
<br />
<section begin=notes /><nowiki>*</nowiki> ''Average time per pour. May vary depending upon number of current enchanting projects and skill of wizard.''<br />
<br />
&dagger; ''Base prices shown. Enchanting potions are generally sold in units of 4 doses, so the price per cycle is 1/4 of the price shown here. See [[Trading]] for more information on variations in price. Some enchant potions can also be produced via [[Alchemy]].''<br />
<br />
<sup>Δ</sup> ''Mirtokh potion has a modifier that makes the enchant more difficult.''<noinclude><br />
<br />
''<nowiki>**</nowiki> These potions are not publicly available on a regular basis, and have been distributed only by special event merchants.''</noinclude><br />
<br />
Higher level potions may always be used for lower level enchanting projects; however this is generally not cost effective, and is usually done only when the wizard has a stockpile of high level potions.<section end=notes /><br />
===Messaging===<br />
<pre{{log2}}><br />
>pour my pot on my lea<br />
You pour your potion on the leather.<br />
1d100: 67 + Modifiers: 326 == 393<br />
<br />
The faint glow fades from some black and tan full leather.<br />
As the liquid coats the surface of the tan full leather, a misty aura fills the air surrounding it, dancing around your fingers as you gesture over it with a soft incantation spilling from your lips. Small runic symbols flare to life at various points along the surface of the leather, their blurry edges wavering in response to the cadence of your voice and the liquid in these areas absorbing quickly beneath the surface. When the last of the liquid has vanished, the symbols dissipate and the leather appears faded. You scrutinize the tan full leather, notice nothing amiss, and conclude that the tempering seems to have been successful. You estimate that the tan full leather should be ready to enchant in about 13 to 14 days.<br />
Roundtime: 20 sec.<br />
You have 3 doses left.<br />
</pre><br />
<br />
==Unlock Potions==<br />
'''IN THE CURRENT SYSTEM, A WIZARD MUST FIRST POUR AN UNLOCK POTION ON THE ITEM BEFORE THEY CAN CAST'''<br />
<section begin=unlock potions1 /><section begin=table header /><br />
{| {{Prettytable|1=text-align:center;font-size:95%;}}<section end=unlock potions1 /><br />
<section begin=unlock potions2 /><includeonly> |+ '''New Style Enchanting Unlock Potions'''</includeonly><section begin=unlock potions2 /><br />
|-bgcolor=lightblue<br />
!Starting<br>Bonus (+)<br />
!width=80|Starting<br>Unlock (X)<br />
!width=80|Aura<br>Color<br />
!Destination<br>Bonus (+)<br />
!width=80|Destination<br>Unlock (X)<br />
!width=80|Unlock Potion<br />
!width=110|Potion<br>Cost<br />
|-<section end=table header /><br />
| 0 to +4<br />
| 0x<br />
| Red<br />
| +5<br />
| 1x<br />
| style="white-space:nowrap;"| an undiluted green ayan'eth potion<br />
| style="white-space:nowrap;"| 10,000<br />
|-<br />
| +5 to +9<br />
| 1x<br />
| Orange<br />
| +10<br />
| 2x<br />
| style="white-space:nowrap;"| an undiluted green ayan'eth potion<br />
| style="white-space:nowrap;"| 10,000<br />
|-<br />
| +10 to +14<br />
| 2x<br />
| Yellow<br />
| +15<br />
| 3x<br />
| style="white-space:nowrap;"| an undiluted green ayan'eth potion<br />
| style="white-space:nowrap;"| 10,000<br />
|-<br />
| +15 to +19<br />
| 3x<br />
| Green<br />
| +20<br />
| 4x<br />
| style="white-space:nowrap;"| an undiluted green ayan'eth potion<br />
| style="white-space:nowrap;"| 10,000<br />
|-<br />
| +20 to +24<br />
| 4x<br />
| Blue<br />
| +25<br />
| 5x<br />
| style="white-space:nowrap;"| an undiluted blue ayan'eth potion<br />
| style="white-space:nowrap;"| 25,000<br />
|-<br />
| +25 to +29<br />
| 5x<br />
| Indigo<br />
| +30<br />
| 6x<br />
| style="white-space:nowrap;"| an undiluted indigo ayan'eth potion<br />
| style="white-space:nowrap;"| 50,000<br />
|-<br />
| +30 to +34<br />
| 6x<br />
| Violet<br />
| +35<br />
| 7x<br />
| style="white-space:nowrap;"| an undiluted violet ayan'eth potion<br />
| style="white-space:nowrap;"| 75,000<section end=unlock potions2 /><br />
<includeonly> |}</includeonly> <br />
<noinclude> |-</noinclude><section end=base /><section begin=unlock potions3 /><br />
<includeonly>|-</includeonly><br />
| +35 to +39<br />
| 7x<br />
| Copper<br />
| +36 to +40<br />
| 8x<br />
| style="white-space:nowrap;"| a dilute copper ayan'eth potion**<br />
| 20k Bloodscrip***<br />
|-<br />
| +40 to +44<br />
| 8x<br />
| Silver<br />
| +41 to +45<br />
| 9x<br />
| style="white-space:nowrap;"| a dilute silver ayan'eth potion**<br />
| 25k Bloodscrip***<br />
|-<br />
| +45 to +49<br />
| 9x<br />
| Golden<br />
| +46 to 50<br />
| 10x<br />
| style="white-space:nowrap;"| a dilute golden ayan'eth potion**<br />
| 30k Bloodscrip***<br />
|}<section end=unlock potions3 /><br />
<br />
<section begin=unlocknotes />''<nowiki>**</nowiki> Dilute potions only provide +1 enchant level unlock, so if the item is unlocked to +35 one pour would raise the unlock level to +36. These potions are not publicly available on a regular basis, and have been distributed only by special event merchants, typically during [[Duskruin]] in the shop [[BVShop:Spellbound|Spellbound]].''</noinclude><br />
<br />
''<nowiki>***</nowiki> These prices are per potion at [[Duskruin]] and contain 5 pours. <section end=unlocknotes /><br />
===Messaging===<br />
<pre{{log2}}><br />
>pour pot on my mace<br />
You pour some of your green ayan'eth potion onto a bone-hafted iron flanged mace. The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.<br />
<br />
[The iron flanged mace may now be enchanted up to +5 by a skilled wizard.]<br />
<br />
Roundtime: 3 sec.<br />
R>pour pot on my mace<br />
You pour some of your green ayan'eth potion onto a bone-hafted iron flanged mace. The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.<br />
<br />
[The iron flanged mace may now be enchanted up to +10 by a skilled wizard.]<br />
<br />
Roundtime: 3 sec.<br />
R>pour pot on my mace<br />
You pour some of your green ayan'eth potion onto a bone-hafted iron flanged mace. The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.<br />
<br />
[The iron flanged mace may now be enchanted up to +15 by a skilled wizard.]<br />
<br />
Roundtime: 3 sec.<br />
R>pour pot on my mace<br />
You pour some of your green ayan'eth potion onto a bone-hafted iron flanged mace. The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.<br />
<br />
[The iron flanged mace may now be enchanted up to +20 by a skilled wizard.]<br />
<br />
Roundtime: 3 sec.<br />
>pour pot on my mace<br />
You pour some of your blue ayan'eth potion onto a bone-hafted iron flanged mace. The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.<br />
<br />
[The iron flanged mace may now be enchanted up to +25 by a skilled wizard.]<br />
<br />
Roundtime: 3 sec.<br />
>pour pot on my mace<br />
You pour some of your indigo ayan'eth potion onto a bone-hafted iron flanged mace. The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.<br />
<br />
[The iron flanged mace may now be enchanted up to +30 by a skilled wizard.]<br />
<br />
Roundtime: 3 sec.<br />
>pour pot on my mace<br />
You pour some of your violet ayan'eth potion onto a bone-hafted iron flanged mace. The liquid quickly and easily coats the entire surface of the mace before seeping into it leaving no trace.<br />
<br />
[The iron flanged mace may now be enchanted up to +35 by a skilled wizard.]<br />
<br />
Roundtime: 3 sec<br />
</pre><br />
<br />
==Pre-tempering Potions==<br />
'''PRE-TEMPERING POTIONS ARE NOW CALLED POTIONS - TEMPERING ONLY APPLIED TO ENCHANTING, AND IS NO LONGER APPLICABLE WITH THE MOST RECENT ENCHANTING UPDATES'''<br />
<br />
<section begin=intro />'''Pre-tempering potions''' are special potions for enchanting items with special properties. Urven'eth Potion '''MUST''' be poured on [[enhancive]] (including socketed fusion) or [[Holy armament]] gear before any enchant cast. A test cast will tell you there is a power that must be overcome before you can cast; if you get that message, you MUST use glowing urven'eth potion. The other type of pre-enchant potion is Ilvan'eth potion for elemental [[flare|flaring]] items. Ilvan'eth potions remove the -100 enchant penalty from a flaring item for one cast. For both types of potion, a bottle starts with 5 pours, and each pour works for one +1 cast. These potions will wear off after a short time, so they should only be poured immediately before the wizard casts.<br />
<br />
<section begin=pre-temper potions /><br />
{| {{Prettytable|text-align:center; font-size:95%;}}<br />
<includeonly>|+'''Pre-tempering Potions'''</includeonly><br />
|-bgcolor=lightblue<br />
!colspan=2|Item Property<br />
!Potion <br />
!Project<br>Difficulty<br>Offset<br />
|-<br />
|colspan=2|[[Enhancive]]<br />
|rowspan=2|[[Urven'eth potion|Glowing Urven'eth]]<br />
|rowspan=2|Required<br />
|-<br />
|colspan=2|[[Holy armament]]<br />
|-<br />
|rowspan=7|[[flare|Flaring]]<br />
|[[impact critical table|Earth]]<br />
|[[Earthy Ilvan'eth potion|Earthy Ilvan'eth]]<br />
|rowspan=7| -100<br>(Optional)<br />
|-<br />
|[[fire critical table|Fire]]<br />
|[[Fiery Ilvan'eth potion|Fiery Ilvan'eth]]<br />
|-<br />
|[[Cold critical table|Ice]]<br />
|[[Icy Ilvan'eth potion|Icy Ilvan'eth]]<br />
|-<br />
|[[vacuum critical table|Vacuum]]<br />
|[[Cloudy Ilvan'eth potion|Cloudy Ilvan'eth]]<br />
|-<br />
|[[acid critical table|Acid]]<br />
|[[Earthy Ilvan'eth potion|Earthy Ilvan'eth]]<br>OR<br>[[Icy Ilvan'eth potion|Icy Ilvan'eth]]<br />
|-<br />
|[[lightning critical table|Lightning]]<br />
|[[Cloudy Ilvan'eth potion|Cloudy Ilvan'eth]]<br>OR<br>[[Icy Ilvan'eth potion|Icy Ilvan'eth]]<br />
|-<br />
|[[steam critical table|Steam]]<br />
|[[Fiery Ilvan'eth potion|Fiery Ilvan'eth]]<br>OR<br>[[Icy Ilvan'eth potion|Icy Ilvan'eth]]<br />
|} <section end=pre-temper potions /><br />
<br />
Other types of flares do not have a corresponding pre-temper potion.<br />
<br />
=== Messaging ===<br />
<br />
The messaging for a pre-temper potion follows a standard form, with each type of pre-temper having a different glow description: <br />
<br />
'''Success:<br />
<pre{{log2}}><br />
>pour my pot on my lea<br />
You pour your potion on the leather.<br />
As the liquid coats the surface of the tan full leather, you murmur a few words of power while gesturing over the leather. The liquid quickly seeps into the tan full leather and leaves nothing behind but a faint glow. You examine the leather closely and, though the faint glow appears to be fading rapidly, are satisfied that it is ready to take a standard tempering potion.<br />
Roundtime: 20 sec.<br />
You have 4 doses left.<br />
</pre><br />
<br />
'''Failure:<br />
<pre{{log2}}><br />
You pour your potion on the chain.<br />
<br />
The liquid absorbs into the green imflass chain too quickly as you fumble to begin your chant and gestures, and the chain is dry in a moment's notice leaving no noticable change.<br />
Roundtime: 20 sec.<br />
You have 3 doses left.<br />
</pre><br />
<br />
After 5 minutes the pre-temper effect will fade and must be re-poured. This messaging also takes a standard form with the same glow description as the pre-temper message:<br />
<br />
'''Fade:<br />
<pre{{log2}}><br />
The faint glow fades from the green imflass chain.<br />
</pre><br />
<br />
[[Category: Enchanting potions| ]]</div>RAGZhttps://gswiki.play.net/index.php?title=Enhancive_item&diff=206992Enhancive item2023-09-13T21:18:14Z<p>RAGZ: /* Charges */ clarified current player understanding of the enhancive charge drain mechanics</p>
<hr />
<div><!--<div class="alert alert-info"><center>'''Adventurer's Guild [[#Recharging_Enhancive_Items|recharging for silvers]] will take place from 12/23-1/1'''</center></div>--><br />
'''Enhancive items''' are items which increase various [[stat]]istics or [[skill]]s of a character when the item is held or worn. Almost all enhancive items have charges and are not indefinite, but can be recharged through the [[Adventurer's Guild]] (in 10 charge increments). Enhancive items can even grant knowledge of a spell, but these are very rare and generally only found in auctions or special raffles. An item can also be made enhancive via the [[Premium point]]s system.<br />
<br />
Mana, stamina, and spirit enhancing potions/trinkets, as well as potions/trinkets for boosting some statistics, may be made by pure professions via [[Alchemy]] (see list below).<br />
<br />
Enhancive weapons and armor can be [[Enchant (925)|enchanted]] with the use of an ayveneh [[pre-tempering potion]] made by a [[wizard]] skilled in [[Alchemy]]. The type and bonus of the enhancive item will determine the difficulty of the enchant.<br />
<br />
== Benefits & Levels ==<br />
<br />
Enhancive item benefits can be seen through the {{boldmono|[[SKILLS (verb)|SKILLS]]}} or {{boldmono|[[INFO (verb)|INFO]]}} commands. There are 4 levels of enhancive items.<br />
*Level 1 - Gives a statistic bonus or increases max mana, health, or stamina<br />
*Level 2 - Increases a skill's bonus<br />
*Level 3 - Increases stat recovery for [[mana]], [[spirit]], [[stamina]], or [[Hitpoint|health]]<br />
*Level 4 - Increases a character's ranks in a given skill<br />
<br />
== Stacking ==<br />
<br />
Though there are items that will increase base [[stat]] and [[stat]] bonus, or [[skill]] ranks and [[skill]] bonus, the items will stack and obey the base/bonus [[stat]] and the [[skill]] rank/bonus relationship. That is, if a base [[stat]] increases by +2, the [[stat]] bonus will increase by +1 (whether by [[statistic_growth_rate|stat growth]], enhancive items, or [[combat maneuvers]] such as [[surge of strength]]).<br />
<br />
The behavior is identical for [[skill]] ranks and bonus, though the relationship between the two is non-linear. That is, the first 10 ranks of a [[skill]] each provide a [[skill]] bonus of 5, the following 10 provide 4 each, and so on (a character with 10, 20, 30, 40, or 50 ranks in a particular [[skill]] will have a [[skill]] bonus of 50, 90, 120, 140, or 150, respectively). All following ranks increase the [[skill]] bonus by 1. Consider the following character examples:<br />
* 0 ranks in [[climbing]]; 2 enhancives: +2 to [[climbing]] ranks, +10 to [[climbing]] bonus - Results in bonus/ranks of 20/4 in [[climbing]]<br />
* 0 ranks in [[swimming]]; 1 enhancive: +4 to [[swimming]] bonus - Results in bonus/ranks of 4/0 in [[swimming]]<br />
* 25 ranks in [[MOC|multi-opponent combat]]; 1 enhancive: +15 to [[MOC|multi-opponent combat]] bonus - Results in bonus/ranks of 120/30 in [[MOC|multi-opponent combat]]<br />
* [[Aura]] base (bonus) of 90 (15); 1 enhancive: +1 to [[aura]] bonus - Results in an [[aura]] base (bonus) of 92 (16)<br />
* [[Strength]] base (bonus) of 100 (10); 2 enhancives; +5 to base [[strength]], +3 to [[strength]] bonus - Results in a [[Strength]] base (bonus) of 111 (15)<br />
<br />
This non-linearity of the benefits granted by [[skill]] rank enhancives is the reason that rank enhancives are more expensive to charge, though with sufficiently high training (40 ranks) in a particular skill, the [[skill]] rank and bonus enhancive items provide identical benefits.<br />
<br />
== Enhancive Limits ==<br />
Enhancive items can not be used to increase quantities indefinitely, there are hard limits to the bonuses which can be provided by the enhancive system:<br />
*Base [[Stat]]: +40<br />
*[[Stat]] Bonus : +20<br />
*[[Skill]] Rank: +50<br />
*[[Skill]] Bonus: +50<br />
*Max [[Health]]/[[Mana]]/[[Stamina]]: +50<br />
*[[hit_point|Health]]/[[mana_point_regeneration|Mana]]/[[Stamina]] Regen: +50<br />
*Max [[Spirit]]/[[spirit regeneration|Spirit Regen]]: +3<br />
<br />
'''It is important to note that these limits do not stack.'''<br />
<br />
[[Skill]] bonus and rank items will stack until a combined enhancement of +50 is reached. Similarly, base/bonus [[stat]] enhancers will stack until there is a total of +40 to the base statistic. Items which enhance maximum [[health]], [[stamina]], [[mana]], and [[spirit]] also stack with the relevant [[skills]] and [[stats]] towards their enhanced limit. For example, a character with an enhanced [[constitution]] score will have increased [[stamina]] and [[health]] and this contributes towards their limit of +50 to each. The case is similar for [[harness power]] and [[aura]] for [[mana]] and [[spirit]], respectively (note that a character's [[stats]] at level 0 contribute towards their [[mana]] total rather than their current [[stats]]). This is of special interest to those seeking to enhance their max [[spirit]], as it may affect low-spirit penalty thresholds.<br />
<br />
In addition, abilities which show an enhanced [[stat]], such as the [[combat maneuver]] [[surge of strength]] count towards this limit (a character with a base [[strength]] enhanced by +40 will see no benefit when using the [[surge of strength]] combat maneuver).<br />
<br />
== Charges ==<br />
Charges have a chance to be drained from unpaused enhancive items when worn (jewelry/containers/armor) or wielded (weapons/shields). Items which are 'crumbly' will disintegrate when the last charge is used from the item. Persistent items will simply stop providing the enhancive bonus until recharged.<br />
<br />
Enhancive charge drain is based on the outcome of a hidden "degradation roll" that occurs on an unknown frequency. Every active (equipped and unpaused) enhancive item is checked 30-60 times per hour, and a degradation roll is made if enough time has passed since the last degradation roll (effectively a real-time cooldown for the degradation roll). The act of equipping (or unpausing) an enhancive item does not itself have a chance to immediately drain a charge, but a degradation roll will take place (potentially resulting in a charge drain) if the degradation roll cooldown has expired.<br />
<br />
Removing/pausing enhancive items are functionally equivalent.<br />
Wearing/unpausing enhancive items are functionally equivalent.<br />
<br />
Bards can determine approximately how many charges are left in a device via [[loresinging]]. Pawnshops now reveal this information when an enhancive item is inspected. There are nine levels that can be detected. The levels, per GM Estild, are:<br />
{| {{prettytable|text-align:left;}}<br />
|-bgcolor="lightblue"<br />
!Description||Charges||Messaging<br />
|-<br />
!one charge<br />
|1<br />
|The <item> looks to have one charges remaining.<br />
|-<br />
!a few charges<br />
|2<br />
|The <item> looks to have a few charges remaining.<br />
|-<br />
!several charges<br />
|3-5<br />
|The <item> looks to have several charges remaining.<br />
|-<br />
!a fair amount of charges<br />
|6-9<br />
|The <item> looks to have a fair amount of charges remaining.<br />
|-<br />
!quite a few charges<br />
|10-14<br />
|The <item> looks to have quite a few charges remaining.<br />
|-<br />
!a lot of charges<br />
|15-24<br />
|The <item> looks to have a lot of charges remaining.<br />
|-<br />
!more than your average dwarf could count charges<br />
|25-39<br />
|The <item> looks to have more than your average dwarf could count charges remaining.<br />
|-<br />
!more than your average giantman could count charges<br />
|25-39<br />
|The <item> looks to have more than your average giantman could count charges remaining.<br />
|-<br />
!a huge number of charges<br />
|40-74<br />
|The <item> looks to have a huge number of charges remaining.<br />
|-<br />
!almost innumerable charges<br />
|75+<br />
|The <item> looks to have almost innumerable charges remaining.<br />
|}<br />
When an enhancive first reaches 1 charge left, you will receive a bolded message. You may also use {{boldmono|[[INVENTORY]] ENHANCIVE}} to list any held or worn enhancives with only 1 charge left. In both cases, if the item is visible, you'll sense the exact description of it. Otherwise, just a message denoting some hidden enhancive has reached that point. The exact messages for the former is listed below:<br />
<br />
Visible:<br />
<pre{{log2}}><br />
Your <adjective noun> faintly pulses with light and you sense its enhancive magic will be depleted soon.<br />
</pre><br />
<br />
Hidden:<br />
<pre{{log2}}><br />
You sense that the enhancive magic of some unknown hidden item on your person is reaching its end soon.<br />
</pre><br />
<br />
{{boldmono|INVENTORY ENHANCIVE}}:<br />
<pre{{log2}}><br />
You are currently accepting the benefits of any and all enhancive items in your inventory. Their enhancive charges will degrade normally.<br />
<br />
You currently have 4 enhancive pauses available.<br />
<br />
You sense the following items' enhancive magic will be depleted soon:<br />
a chipped pestle strung from a leather cord<br />
You also sense that the enhancive magic of some unknown hidden item on your person is reaching its end.<br />
</pre><br />
<br />
== Recharging Enhancive Items ==<br />
Enhancive items can be recharged at the [[Adventurer's Guild]] through the Rewards system. The rules governing the cost of recharging items with various enhancement capabilities are very complex. However, the Treasure Master will provide the cost before recharging any item, and the service must be confirmed before [[bounty point]]s are spent. The Treasure Master will only quote a price for items missing at least one charge, and the quoted price may not recharge an item fully, only refill a set amount of charges.<br />
<br />
There is also a tradition to recharge enhancives for silvers at some point around the New Year (could be before or after). As a general rule, the cost of recharging an item in silvers is approximately 17x the cost in bounty points. So an item costing 3,600 bounty points to recharge will cost 60,000 silver to recharge. Notes are accepted by the Treasure Masters.<br />
<br />
Enhancives may also be charged with '''Enhancive Potions''' from the [[SimuCoin store]]. There are four types of potions: short-term (30 minutes) and long-term (30 days) versions for both normal enhancives and ones that grant [[spell knowledge item|spell knowledge]]. When a potion is poured on an enhancive item, the item will be powered by the potion for the specified amount of time. This means uncharged items will be reactivated, and charged items will not lose charges, until the potion timer expires. Crumbly enhancives still won't crumble until they lose their last charge, which can only happen after the potion timer expires (due to no charges being lost until then).<br />
<br />
Items that have been charged in this manner can be {{boldmono|[[ANALYZE]]d}} to see when they will expire.<br />
<br />
==Enhancive Pauses==<br />
Players finding their characters to be using many enhancive items and not wanting to remove/wear them on a regular basis may buy '''enhancive pause passes''' from the [[SimuCoin store]]. Enhancive pauses are accessed through the {{boldmono|[[INVENTORY]] ENHANCIVE}} verb. It comes in a 60-use version and 30-day unlimited use version. Individual uses might also be found in the [[treasure system]] but cannot be transferred between characters. Enhancive pauses are also granted through [[enhancive boost]]s earned via [[Login Rewards]].<br />
<br />
'''60-use version<br />
*Comes in the form of a flexing arm token <br />
*Costs 50 SimuCoins<br />
<pre{{log2}}><br />
>l my tok<br />
This delightfully colorful token is very eye-catching.<br />
<br />
[This is an Enhancive Pause Pass. By redeeming this, you will be able to pause the beneficial effects of your enhancive items and prevent charge loss for 60 uses. To redeem this, please enter REDEEM token.]<br />
>redeem tok<br />
[You have activated an Enhancive Pause Pass! You will be able to pause the beneficial effects of your enhancive items and prevent charge loss 60 times.]<br />
<br />
>inven enhanc off<br />
You are no longer accepting the benefits of your enhancive inventory items. They will not lose enhancive charges until reactivated via the INVENTORY ENHANCIVE ON command.<br />
<br />
You have 59 enhancive pauses remaining.<br />
</pre><br />
* The command to turn enhancives on and off is {{boldmono|INVENTORY ENHANCIVE ON/OFF}}.<br />
<br />
==Spell Rank Boost==<br />
<br />
Spell Rank Boosts are considered enhancive items that offer an enhancive of spell ranks for a given spell circle. [[Duskruin]]'s [[High_End_Scrip_Shop|High End Scrip Shop]] offers the ability to add +5 Spell Ranks to the spell circle of your choosing. When creating a new item via this method, it is possible to choose its worn location. It is possible to add +5 Spell Ranks to an existing item, up to a total of +50 Spell Ranks.<br />
<pre{{log2}}><br />
A leather spellbook grants the ability to add +5 spell ranks to an existing spell rank enhancive (purchased from a previous run) OR a new item will be created (with 75 charges) for one spell circle of your choice (except Arcane). This cannot be added to existing items that do not already have the spell rank enhancive. This enhancive will only work for characters who have at least 30 spell ranks in the selected circle, and the trinket is restricted to professions that can natively cast from the chosen circle.<br />
</pre><br />
<br />
==Enhancive Alchemy Recipes==<br />
Each recipe has two or three strengths (minor, lesser, greater). See individual recipe pages for which respective profession(s) can make each recipe and at what rank, as well as level restrictions for using each item.<br />
*[[Aura crystal]]<br />
*[[Constitution crystal]]<br />
*[[Health-well potion]]<br />
*[[Intuition crystal]]<br />
*[[Logic potion]]<br />
*[[Mana regeneration potion]]<br />
*[[Mana-well potion]]<br />
*[[Spirit regeneration crystal]]<br />
*[[Spirit-well potion]]<br />
*[[Stamina regeneration crystal]]<br />
*[[Strength crystal]]<br />
*[[Wisdom potion]]<br />
<br />
== Resources ==<br />
*[[Enhancive item level requirements]]<br />
*[[/saved posts|Saved posts]]<br />
*[[Enhancive services]]<br />
*[[Fusion]]<br />
*[[Stylized golden griffin pin]]<br />
*[[Long-term_Benefits#Enhancive_Items|Premium enhancives]]<br />
*[[Spell Knowledge (saved post)]]<br />
<br />
[[Category:Enhancives| ]]<br />
[[Category:Item Mechanics]]</div>RAGZhttps://gswiki.play.net/index.php?title=Flaming_Aura_(1706)&diff=206223Flaming Aura (1706)2023-08-29T20:55:24Z<p>RAGZ: /* Messaging */</p>
<hr />
<div>{{spell<br />
| mnemonic = FLAMINGAURA<br />
| duration = 180 seconds<br />
| type = Attack<br />
| subtype = Buff<br />
| target = Ungrouped<br />
| dtype = [[Hitpoint]]<br />
| ctype = [[Fire_critical_table|Fire]]<br />
| interval = None<br />
| status = None<br />
| navigation = {{Arcane navigation}}<br />
}}<br />
<section begin=description /><noinclude>'''Flaming Aura''' will generate</noinclude><includeonly>Generates</includeonly> an aura of flames which surrounds the caster and periodically lashes out at random creature targets.<section end=description /> When used by creatures it will only attack player character targets. The spell fires every 10 seconds for 3 minutes. The random target has an SMR roll to determine whether or not they are damaged. On a failed roll, they will take a standard flare of heat damage. This spell has been reclassified as a buff rather than as a war spell, so it can be dispelled. The spell can also be cast in sanctuaries, but it will only deal damage if you are in a non-sanctuary room where magic is allowed.<br />
<br />
This spell will show up under SPELL ACTIVE and become dormant while in town if the [[justice]] system is active.<br />
<br />
This spell can commonly be found in [[granite triangle]]s available through the [[treasure system]]. It is also available via [[scroll]]s found in the treasure system.<br />
<br />
==Messaging==<br />
'''Activation<br />
<pre{{log2|margin-right=27em}}>Thin wisps of blue flame suddenly surround your body!</pre><br />
;Ending<br />
<pre{{log2|margin-right=27em}}>The licks of blue flame surrounding you flare up one last time before vanishing with a staticky crackle.</pre><br />
'''Attack<br />
<pre{{log2|margin-right=27em}}><br />
The flaming aura surrounding a smouldering skeletal dreadsteed lashes out at you!<br />
[SMR result: 103 (Open d100: 97)]<br />
... 25 points of damage!<br />
Flames incinerate left leg to the bone. Not a pleasant sight.<br />
You are knocked to the ground!<br />
You are stunned for 5 rounds!<br />
</pre><br />
<br />
== Resources ==<br />
*[[/Saved_posts|Saved posts]]<br />
*[[Arcane/saved_posts#Flaming_Aura_.281706.29|Arcane updates 2016]]</div>RAGZhttps://gswiki.play.net/index.php?title=Whale_Mart&diff=206186Whale Mart2023-08-29T13:57:37Z<p>RAGZ: Redirected page to BVShop:A Moon-painted Wheelbarrow/August 2023</p>
<hr />
<div>#redirect [[BVShop:A_Moon-painted_Wheelbarrow/August_2023]]</div>RAGZhttps://gswiki.play.net/index.php?title=Warding&diff=202708Warding2023-07-07T03:59:16Z<p>RAGZ: /* Warding Margin */ cited from https://gswiki.play.net/Cleric_Base/saved_posts#Smite.2FBane_.28302.29</p>
<hr />
<div>'''Warding''' is the part of the [[combat system]] that handles spells that strike at the target through nonphysical means, attempting to breach the target's magical defenses to generate a damaging effect. Many disease and poison effects also use this system.<br />
<br />
== Factors ==<br />
<br />
The four factors that are added up in a warding roll are [[Casting Strength]] (CS), [[Target Defense]] (TD), [[Cast versus Armor]] (CvA), and a random dice roll (d100). If these factors add up to a result (an "[[end roll]]") greater than 100, then the spell successfully strikes the target. Otherwise, it is "warded off" and has no effect.<br />
<br />
{| class="wikitable" width=80%<br />
|-<br />
! Success<br />
! Failure<br />
|-<br />
| style="width: 50%; align: left; vertical-align: text-top;" |<br />
<pre style="background: none; border: none; margin: 0px;"><br />
You gesture at a ghostly pooka.<br />
CS: +146 - TD: +123 + CvA: +25 + d100: +97 == +145<br />
Warding failed!<br />
... 30 points of damage!<br />
Strike swipes cleanly through the abdomen, but seals up a moment later!<br />
Cast Roundtime 3 Seconds.<br />
</pre><br />
| style="width: 50%; align: left; vertical-align: text-top;" |<br />
<pre style="background: none; border: none; margin: 0px;"><br />
You gesture at a ghostly pooka.<br />
CS: +141 - TD: +128 + CvA: +25 + d100: +60 == +98<br />
Warded off!<br />
Cast Roundtime 3 Seconds.<br />
</pre><br />
|}<br />
<br />
=== <span id="CS"></span> Casting Strength (CS) ===<br />
<br />
[[Casting Strength]] expresses how difficult a warding spell is to resist, and comes into play when determining if or how hard that spell will hit. A character earns 3 points of CS per level, and the appropriate stat bonus is added depending on the nature of the spell (the aura bonus is counted for elemental spells, while the wisdom bonus is counted for spiritual spells). The number of spell ranks known, certain spells being active, and other factors also increases CS.<br />
<br />
=== <span id="TD"></span> Target Defense (TD) ===<br />
<br />
[[Target Defense]] is a reflection of a character's ability to resist or mitigate the damage of a warding spell. A character earns 3 points of TD per level, and the appropriate stat bonus is added depending on the nature of the spell (the aura bonus is counted for elemental spells, while the wisdom bonus is counted for spiritual spells). TD is also increased by certain spells being active, as well as other factors.<br />
<br />
=== <span id="CvA"></span> Cast vs. Armor (CvA) ===<br />
<section begin=CvA /><br />
'''Cast versus Armor''' (CvA) is a factor in [[warding]] attack spells that reflects how well [[armor]] protects against magic. Lower CvA means the armor is more protective. Heavier armor types are harder to penetrate. Magical or [[Enchant (925)|enchanted]] armors protect the wearer better than non-magical or non-enchanted armors, and this differential also increases with the heavier types of armor. In practice, wearing heavier and magical armor is equivalent to having a higher [[target defense]] for any target.<br />
<br />
Like [[AvD]], CvA is added directly to the combat roll to determine a warding spell's success. Positive values represent a greater vulnerability to attack, and negative values represent less.<br />
<br />
Per GM Cyper's post introducing CvA, use of a non-magical shield will provide -5 CvA, and a magical shield -10 CvA, which is not cumulative with armor. Functionally, this means that shields only provide a CvA benefit when Armor Group 1/clothing is worn.<br />
<br />
CvA can be modified by [[Shield Focus]] and [[Ensorcell]].<br />
<br />
{| class="wikitable"<br />
|- style = "text-align:center;" <br />
! style = "width: 2em; background: #ddd;" | AG<br />
! colspan=2 style="background: #ddd;" | Cloth<br />
! colspan=4 style="background: #ddd;" | Leather<br />
! colspan=4 style="background: #ddd;" | Scale<br />
! colspan=4 style="background: #ddd;" | Chain<br />
! colspan=4 style="background: #ddd;" | Plate<br />
|- style = "text-align: center; background: #f2f2f2;"<br />
! style="background: #ddd;" | AsG<br />
| style = "width: 1.5em; " | 1<br />
| style = "width: 1.5em;" | 2<br />
| style = "width: 1.5em;" | 5<br />
| style = "width: 1.5em;" | 6<br />
| style = "width: 1.5em;" | 7<br />
| style = "width: 1.5em;" | 8<br />
| style = "width: 1.5em;" | 9<br />
| style = "width: 1.5em;" | 10<br />
| style = "width: 1.5em;" | 11<br />
| style = "width: 1.5em;" | 12<br />
| style = "width: 1.5em;" | 13<br />
| style = "width: 1.5em;" | 14<br />
| style = "width: 1.5em;" | 15<br />
| style = "width: 1.5em;" | 16<br />
| style = "width: 1.5em;" | 17<br />
| style = "width: 1.5em;" | 18<br />
| style = "width: 1.5em;" | 19<br />
| style = "width: 1.5em;" | 20<br />
|- style = "text-align: center;"<br />
! style="background: #ddd;" | CvA (normal)<br />
| style = "width: 1.5em;" | 25<br />
| style = "width: 1.5em;" | 25<br />
| style = "width: 1.5em;" | 20<br />
| style = "width: 1.5em;" | 19<br />
| style = "width: 1.5em;" | 18<br />
| style = "width: 1.5em;" | 17<br />
| style = "width: 1.5em;" | 11<br />
| style = "width: 1.5em;" | 10<br />
| style = "width: 1.5em;" | 9<br />
| style = "width: 1.5em;" | 8<br />
| style = "width: 1.5em;" | 1<br />
| style = "width: 1.5em;" | 0<br />
| style = "width: 1.5em;" | -1<br />
| style = "width: 1.5em;" | -2<br />
| style = "width: 1.5em;" | -10<br />
| style = "width: 1.5em;" | -11<br />
| style = "width: 1.5em;" | -12<br />
| style = "width: 1.5em;" | -13<br />
|- style = "text-align: center;"<br />
! style="background: #ddd;" | CvA (magical)<br />
| style = "width: 1.5em;" | 20<br />
| style = "width: 1.5em;" | 15<br />
| style = "width: 1.5em;" | 15<br />
| style = "width: 1.5em;" | 14<br />
| style = "width: 1.5em;" | 13<br />
| style = "width: 1.5em;" | 12<br />
| style = "width: 1.5em;" | 5<br />
| style = "width: 1.5em;" | 4<br />
| style = "width: 1.5em;" | 3<br />
| style = "width: 1.5em;" | 2<br />
| style = "width: 1.5em;" | -6<br />
| style = "width: 1.5em;" | -7<br />
| style = "width: 1.5em;" | -8<br />
| style = "width: 1.5em;" | -9<br />
| style = "width: 1.5em;" | -18<br />
| style = "width: 1.5em;" | -19<br />
| style = "width: 1.5em;" | -20<br />
| style = "width: 1.5em;" | -21<br />
|}<section end=CvA /><br />
<br />
=== Dice Roll (d100) ===<br />
<br />
A visible random dice roll from 1 to 100 is used in determining the outcome of most combat situations. When attacking, a high dice roll increases the chances of success, and the opposite is true when attempting to defend against an attack.<br />
<br />
== Resolution ==<br />
<br />
=== Warding Margin ===<br />
<br />
When the spell is successful (end roll greater than 100), the '''warding margin''' is defined as{{math| ([End Roll] - 100)}}.<br />
<br />
Additional hidden bonuses to the warding margin may be applied before calculating the final effect. These bonuses only apply on successful casts; they will not, for example, make an endroll of +98 actually hit the target. All of these bonuses are additive.<br />
<br />
*{{mono|[[CHANNEL]]}} adds to the effective warding margin based on the caster's stance and number of open hands. For example, a channeled attack in guarded stance and one open hand adds +5 to the warding margin, so if the endroll is +145, it would instead use +150 to calculate damage. Channeling in offensive stance and two open hands adds +40 to the warding margin, so the same endroll would use +185 to calculate damage.<br />
*Many spells like [[Smite/Bane|Smite/Bane (302)]], [[Fervent Reproach|Fervent Reproach (312)]], [[Divine Fury|Divine Fury (317)]], and [[Bone Shatter|Bone Shatter (1106)]] receive a bonus (+15?) to effective warding margin when the target is [[stunned]].<br />
*Certain spells like [[Fervent Reproach|Fervent Reproach (312)]] have special mechanics that can give more bonuses; more details are in the spell articles.<br />
<br />
=== Damage Cycles ===<br />
<br />
Warding attacks that deal direct damage may have '''concussion''' damage cycles and/or '''critical''' damage cycles.<br />
<br />
Concussion cycles deal [[HP]] damage based directly on the warding margin. The base damage is the warding margin multiplied by the spell's [[damage factor]] (DF), and is then modified by other factors specific to the spell, such as fixed additional damage, skill bonuses, or some random variation. Some spells have a hard cap on the amount of concussion damage dealt by a single cast.<br />
<br />
Critical cycles use [[critical table]]s, with the critical rank determined in some way by the warding margin, the target's [[critical padding]], and possibly other factors depending on the spell.<br />
<br />
An example of a spell with one cycle of each type is [[Elemental Strike (415)]]:<br />
<br />
<pre{{log2|background=none}}><br />
You trace a simple rune while intoning the mystical phrase for Elemental Strike...<br />
Your spell is ready.<br />
You gesture at a hill troll.<br />
CS: +118 - TD: +55 + CvA: +11 + d100: +85 == +159 <span style="color:red">&lt;-- warding margin = 59</span><br />
Warding failed!<br />
You blast a hill troll for 23 points of damage. <span style="color:red">&lt;-- concussion cycle</span><br />
... 40 points of damage! <span style="color:red">&lt;-- critical cycle (electrical)</span><br />
Right eye socket explodes in a dazzling array of multi-colored sparks. Shocking death.<br />
</pre><br />
<br />
== Additional Notes ==<br />
<br />
Certain spells use a warding roll to resolve success, but the exact numbers are not shown to players. Examples include:<br />
*[[Soul Ward (319)]]<br />
*[[Mass Calm (619)]]<br />
*[[Pestilence (716)]] (reactive effect)<br />
<br />
[[Category:Combat Mechanics]]<br />
[[Category:Magic]]</div>RAGZhttps://gswiki.play.net/index.php?title=BVShop:Spellbound/February_2023&diff=190509BVShop:Spellbound/February 20232023-02-28T17:07:45Z<p>RAGZ: /* Spellbound */ added links</p>
<hr />
<div><noinclude>__NoTOC__</noinclude><br />
{{Festshop2<br />
|look=a narrow space between two buildings<br />
|location=[Map Room 16], Room# 8214516, Lich# L26877, go narrow space}}<br />
===Spellbound===<br />
{{RoomDescription|<br />
|roomname=Spellbound - 8212545<br />
|desc=With barely enough room to move around, this cramped space between the two buildings seems more like a trap than anything else. A small pile of crumbled cement has gathered on the floor beneath a brick that protrudes slightly from the wall. Trails of fresh rat droppings lead between a sigil-incised display case and a rune-covered wooden crate. You also see a dilapidated wooden shelf, a dust-covered note, a small round table haphazardly draped with square cloths and a wave-painted brick door.<br />
|rnum= <br />
|exits= south, out}}<br />
<blockquote><br />
{{sign|margin-right=40%|sign='''a dust-covered note'''<br />
<nowiki><br />
In the Common language, it reads:<br />
<br />
Items in the case are magical trinkets which automatically recharge daily. INSPECT each one to learn which spell they cast and how many charges are available per day.<br />
</nowiki>}}<br />
</blockquote><br />
<blockquote><br />
{{Container2||container=In the display case you see:||contents= an ear-shaped clasp, a black starry cube, a spiral crystal wand, a dark cloud symbol, a red cloud symbol, a soft faewood rod, a golden muffin clasp, a gleaming white eonake cross, a large turquoise gemstone, a grasping arms stickpin, a small iron shard pin, and a gleaming disk clasp.}}<br />
</blockquote><br />
<blockquote><br />
{| class="wikitable col-3-right" {{prettytable}} style="width: 80%;" aria-label="In a sigil-incised display case"<br />
|-<br />
! scope="col" style="max-width: 25%;" | Item <br />
! scope="col" style="max-width: 15%;" | Type <br />
! scope="col" | Info <br />
! scope="col" style="width: 40%;" | Details <br />
! scope="col" | Price <br />
! scope="col" | Attuned<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | an ear-shaped clasp ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Comprehend Languages ([[1315]]) spell.<br><nowiki>Charges Remaining: 1</nowiki><br><nowiki>Activator: Raise</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 10,000<br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a black starry cube ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Astral Vault ([[1417]]) spell.<br><nowiki>Charges Remaining: 2</nowiki><br><nowiki>Activator: Raise</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 15,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 11,250<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a spiral crystal wand ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Telekinesis ([[1206]]) spell.<br><nowiki>Charges Remaining: 40</nowiki><br><nowiki>Activator: Wave</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 10,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a dark cloud symbol ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Death Cloud ([[1713]]) spell.<br><nowiki>Charges Remaining: 40</nowiki><br><nowiki>Activator: Raise</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 10,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a red cloud symbol ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Firestorm ([[1715]]) spell.<br><nowiki>Charges Remaining: 40</nowiki><br><nowiki>Activator: Raise</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 10,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a soft faewood rod ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Well of Life ([[308]]) spell.<br><nowiki>Charges Remaining: 1</nowiki><br><nowiki>Activator: Wave</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 10,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a golden muffin clasp ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Manna ([[203]]) spell.<br><nowiki>Charges Remaining: 2</nowiki><br><nowiki>Activator: Raise</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 5625<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a gleaming white eonake cross ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Remove Curse ([[315]]) spell.<br><nowiki>Charges Remaining: 3</nowiki><br><nowiki>Activator: Rub</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 15,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 11,250<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a large turquoise gemstone ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Shroud of Deception ([[1212]]) spell.<br><nowiki>Charges Remaining: 1</nowiki><br><nowiki>Activator: Raise</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 10,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a grasping arms stickpin ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Grasp of the Grave ([[709]]) spell.<br><nowiki>Charges Remaining: 20</nowiki><br><nowiki>Activator: Rub</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 15,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 11,250<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a small iron shard pin ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Iron Skin ([[1202]]) spell.<br><nowiki>Charges Remaining: 1</nowiki><br><nowiki>Activator: Raise</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 10,000 <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a gleaming disk clasp ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Magic_Items|magic item]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn (functional)</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| <br />
It is currently imbedded with the Floating Disk ([[511]]) spell.<br><nowiki>Charges Remaining: 1</nowiki><br><nowiki>Activator: Rub</nowiki><br><nowiki><br />
It will persist after its last charge is depleted.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 7,500<br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 5,625<br />
|-<br />
|}<br />
</blockquote><br />
<blockquote><br />
{{Container2||container=On the wooden shelf you see:||contents= a shimmering trinket, a sparkling white elixir, a moss green mixture, a pearlescent purple philter, an absinthe green tincture, a pale blue-violet infusion, a dilute copper ayan'eth potion, a dilute silver ayan'eth potion, a dilute golden ayan'eth potion, a glittering ticket, a shimmering certificate, a black-eyed skull-shaped jar, a gold-leafed shimmering pink bottle, a twine-wrapped smoky grey jar, a translucent gold and teal bottle, an ivory suede-spined gold puma fur-covered ledger, and a smooth turquoise leather journal embossed with a peacock feather.}}<br />
</blockquote><br />
<blockquote><br />
{| class="wikitable col-3-right" {{prettytable}} style="width: 80%;" aria-label="On a dilapidated wooden shelf"<br />
|-<br />
! scope="col" style="max-width: 25%;" | Item <br />
! scope="col" style="max-width: 15%;" | Type <br />
! scope="col" | Info <br />
! scope="col" style="width: 40%;" | Details <br />
! scope="col" | Price <br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a shimmering trinket ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Shimmer Trinket]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169033814" role="link" style="text-decoration: underline">Show / Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169033814"><br />
'''Show:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
A soft shimmer resonates through the the trinket, making it appear to be every color and yet no color at all.</nowiki></pre>'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Charges: 3 / 3<br />
Available Sets: 1<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 5,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a sparkling white elixir ||style="vertical-align: top; white-space: nowrap;"| [[Food_and_drink|liquid]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Profession Service Potion]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Temporarily enhances sanctifying skill by 500<br />
</nowiki></pre><br />
<nowiki><br />
Quaffs Remaining: 1</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 50,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a moss green mixture ||style="vertical-align: top; white-space: nowrap;"| [[Food_and_drink|liquid]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Profession Service Potion]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Temporarily enhances nature resistance skill by 250<br />
</nowiki></pre><br />
<nowiki><br />
Quaffs Remaining: 1</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 25,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a pearlescent purple philter ||style="vertical-align: top; white-space: nowrap;"| [[Food_and_drink|liquid]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Profession Service Potion]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Temporarily enhances ensorcelling skill by 500<br />
</nowiki></pre><br />
<nowiki><br />
Quaffs Remaining: 1</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 50,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | an absinthe green tincture ||style="vertical-align: top; white-space: nowrap;"| [[Food_and_drink|liquid]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Profession Service Potion]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Temporarily enhances enchanting skill by 500<br />
</nowiki></pre><br />
<nowiki><br />
Quaffs Remaining: 5</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 50,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a pale blue-violet infusion ||style="vertical-align: top; white-space: nowrap;"| [[Food_and_drink|liquid]]<br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Profession Service Potion]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Temporarily enhances loresong unlocking skill by 500<br />
</nowiki></pre><br />
<nowiki><br />
Quaffs Remaining: 1</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 10,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a dilute copper ayan'eth potion ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| 2 lbs<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Enchanting_potion|Enchanting Potion]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 20,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a dilute silver ayan'eth potion ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| 2 lbs<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Enchanting_potion|Enchanting Potion]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 25,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a dilute golden ayan'eth potion ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| 2 lbs<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Enchanting_potion|Enchanting Potion]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 30,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a glittering ticket ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]<br />
|style="vertical-align: top; text-align: left;"| <br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Shimmer Trinket]]<br><nowiki><br />
The glittering ticket will add 1 appearance set to an existing Shimmer Trinket. No matter the number of total appearance sets, a trinket can only store the appearance of a set number of items, determined by the number of items in your largest set times the number of sets, up to 100. i.e. you can have 5 sets with 20 items each, but if one set has 21 items, you can then only have 4 sets (since 5 x 21 = 105, which is greater than 100, so not possible). <br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 3,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a shimmering certificate ||style="vertical-align: top; white-space: nowrap;"| [[:Category:Automated_Unlocking_Certificates|unlock certificate]]<br />
|style="vertical-align: top; text-align: left;"| <br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Shimmer Trinket]]<br><nowiki><br />
The shimmering certificate will add 1 current and maximum charge to an existing Shimmer Trinket.<br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 1,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a black-eyed skull-shaped jar ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br>Pocketed: A very small amount (one item) (in)<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Alchemy jar]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Capacity: 100 items<br />
</nowiki></pre><br />
<br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 250<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a gold-leafed shimmering pink bottle ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br>Pocketed: A very small amount (one item) (in)<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Alchemy jar]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Capacity: 100 items<br />
</nowiki></pre><br />
<br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 250<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a twine-wrapped smoky grey jar ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br>Pocketed: A very small amount (one item) (in)<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Alchemy jar]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Capacity: 50 items<br />
</nowiki></pre><br />
<br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 100<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a translucent gold and teal bottle ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br>Pocketed: A very small amount (one item) (in)<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Alchemy jar]]<br><pre style="border: none; font-family: sans-serif; padding: 0; margin: 0;"><nowiki><br />
Capacity: 50 items<br />
</nowiki></pre><br />
<br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 100<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | an ivory suede-spined gold puma fur-covered ledger ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br>Pocketed: A very small amount (one item) (in)<br> ||style="width: 40%; vertical-align: top; text-align: left;"| <nowiki><br />
</nowiki> <div class="mw-customtoggle-169033799" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169033799"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
This fur-covered ledger is a heavily scripted fluff book. It can be altered freely so long as it remains a book.<br />
Traps: CLEAN, CLENCH, SHUFFLE, FLIP, GAZE, HUG, WAVE, KISS, LICK, PLUCK, POKE, SHAKE<br />
TURN, SCRATCH, RAISE, KNOCK, NOD, SLAP, TAP, and PUNCH.<br />
<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 2,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a smooth turquoise leather journal embossed with a peacock feather ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br>Pocketed: A very small amount (one item) (in)<br> ||style="width: 40%; vertical-align: top; text-align: left;"| <nowiki><br />
</nowiki> <div class="mw-customtoggle-169033798" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169033798"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
This leather journal is a heavily scripted fluff book. It can be altered freely so long as it remains a book.<br />
Traps: CLEAN, CLENCH, SHUFFLE, FLIP, GAZE, HUG, WAVE, KISS, LICK, PLUCK, POKE, SHAKE<br />
TURN, SCRATCH, RAISE, KNOCK, NOD, SLAP, TAP, and PUNCH.<br />
<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 2,000<br />
|-<br />
|}<br />
</blockquote><br />
<blockquote><br />
{{Container2||container=On the round table you see:||contents= a filigreed gold-tinted monocle, a silver squiggly-framed monocle, a rose-tinged bronze monocle, and a smoke-tinted rolaren monocle.}}<br />
</blockquote><br />
<blockquote><br />
{| class="wikitable col-3-right" {{prettytable}} style="width: 80%;" aria-label="On a small round table haphazardly draped with square cloths"<br />
|-<br />
! scope="col" style="max-width: 25%;" | Item <br />
! scope="col" style="max-width: 15%;" | Type <br />
! scope="col" | Info <br />
! scope="col" style="width: 40%;" | Details <br />
! scope="col" | Price <br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a filigreed gold-tinted monocle ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Deity_Detect_monocle|Deity Detect monocle]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 1,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a silver squiggly-framed monocle ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Deity_Detect_monocle|Deity Detect monocle]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 1,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a rose-tinged bronze monocle ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Deity_Detect_monocle|Deity Detect monocle]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 1,500<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a smoke-tinted rolaren monocle ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>pin-worn</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| [[Deity_Detect_monocle|Deity Detect monocle]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 1,500<br />
|-<br />
|}<br />
</blockquote><br />
<blockquote><br />
{{Container2||container=In the wooden crate you see:||contents= a twisted rose gold necklace accented with dark aquamarine rosettes, a diamond-linked silver necklace dangling tiny sapphires, and a heavy invar necklace set with square-cut rubies.}}<br />
</blockquote><br />
<blockquote><br />
{| class="wikitable col-3-right" {{prettytable}} style="width: 80%;" aria-label="In a rune-covered wooden crate"<br />
|-<br />
! scope="col" style="max-width: 25%;" | Item <br />
! scope="col" style="max-width: 15%;" | Type <br />
! scope="col" | Info <br />
! scope="col" style="width: 40%;" | Details <br />
! scope="col" | Price <br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a twisted rose gold necklace accented with dark aquamarine rosettes ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>neck-worn</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| [[MoonPhase_Necklace|MoonPhase Necklace - Lornon]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 5,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a diamond-linked silver necklace dangling tiny sapphires ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>neck-worn</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| [[MoonPhase_Necklace|MoonPhase Necklace - Tilaok]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 5,000<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a heavy invar necklace set with square-cut rubies ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br><nowiki>neck-worn</nowiki> ||style="width: 40%; vertical-align: top; text-align: left;"| [[MoonPhase_Necklace|MoonPhase Necklace - Liabo]]<br><br />
<nowiki><br />
</nowiki> <br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 5,000<br />
|-<br />
|}<br />
</blockquote><br />
<br />
===Spellbound, Crevice===<br />
{{RoomDescription|<br />
|roomname=Spellbound, Crevice - 8212615<br />
|desc=Collapsing cement blocks are surrounded by cascading dirt and debris that integrate into a filthy rubble at the base of the side wall. Imposing upon most of the space, a dilapidated birch shelf and a decaying oaken slab are haphazardly lodged in the cramped, dingy crevice. <br />
|rnum= <br />
|exits= north}}<br />
<blockquote><br />
{{Container2||container=On the birch shelf you see:||contents= a thin shadowy black parchment, an inky black palimpsest, a small scale-shaped parchment, a silvery lightning-motif vellum, a translucent cream-hued vellum, and a smooth off-white vellum.}}<br />
</blockquote><br />
<blockquote><br />
{| class="wikitable col-3-right" {{prettytable}} style="width: 80%;" aria-label="On a dilapidated birch shelf"<br />
|-<br />
! scope="col" style="max-width: 25%;" | Item <br />
! scope="col" style="max-width: 15%;" | Type <br />
! scope="col" | Info <br />
! scope="col" style="width: 40%;" | Details <br />
! scope="col" | Price <br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a thin shadowy black parchment ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034839" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034839"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this shadowy black parchment will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Tenebrous shadows slip across your cadaverous white skin as you demand divinity to heed your prayers. As if in answer, a darkness falls across your vision and you release your [Spell Name]...<br />
Third Person: Tenebrous shadows slip across Xeraphina's cadaverous white skin as she demands divinity to heed her prayers. As if in answer, her tempest grey eyes briefly blacken as she releases her fury.<br />
Hidden or Invisible: <br />
Specific Spell Restriction: 317<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | an inky black palimpsest ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034838" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034838"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this black palimpsest will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Flexing your fingers slightly, you summon the very essence of your spirit to the surface of your form and feel inky shadows within you respond. Slowly, darkness seeps from your tempest grey eyes and transforms into a [Spell Name] before you...<br />
Third Person: Flexing her fingers slightly, Xeraphina's form begins to darken and shadows seep from her tempest grey eyes. Xeraphina releases her spell by transforming that darkness around her into a spiritual shield.<br />
Hidden or Invisible: Darkness briefly pools about the area.<br />
Specific Spell Restriction: 202<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a small scale-shaped parchment ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034837" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034837"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this scale-shaped parchment will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Sibilantly forming the simple words of your [Spell Name], you implore shadows and darkness to protect you...<br />
Third Person: Sibilantly forming the simple words of her prayer, Xeraphina implores shadows and darkness to protect her.<br />
Hidden or Invisible: Sibilant prayers issue from the darkness.<br />
Specific Spell Restriction: 303<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a silvery lightning-motif vellum ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034836" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034836"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this lightning-motif vellum will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Curling your fingers into claws, you forcefully confront the spirits and demand that they mold to your will. Zorchar energy crackles across the surface of your cadaverous white skin as you release the stored energy of the [Spell Name] spell...<br />
Third Person: Curling her fingers into claws, Xeraphina forcefully confronts the spirits and demands that they mold themselves to her will. Zorchar energy crackles across the surface of her cadaverous white skin as she releases the stored energy of her spell.<br />
Hidden or Invisible: Zorchar energy crackles through the air.<br />
Specific Spell Restriction: 125<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a translucent cream-hued vellum ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034835" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034835"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this cream-hued vellum will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Closing your eyes tightly, you concentrate on an image within your mind's eye and murmur a soft prayer to the spirits. As the last syllable falls from your lips, your tempest grey eyes fly wide open and you flick your fingers, releasing the [Spell Name] spell...<br />
Third Person: Closing her eyes tightly, Xeraphina appears to be concentrating for several seconds as she murmurs a soft prayer to the spirits. As the last syllable falls from her lips, her tempest grey eyes fly wide open and she flicks her fingers, releasing her spell.<br />
Hidden or Invisible: Tempest grey light suddenly flashes in the air.<br />
Specific Spell Restriction: 116<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a smooth off-white vellum ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034834" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034834"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this off-white vellum will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Cajoling the lesser spirits, you utter a lyrical prayer that is accompanied by simple gestures. Your tempest grey eyes flash with a holy light as you release the [Spell Name] spell...<br />
Third Person: Cajoling the lesser spirits, Xeraphina utters a lyrical prayer that is accompanied by simple gestures. Her tempest grey eyes flash with a holy light as she releases her spell.<br />
Hidden or Invisible: From somewhere nearby, the sound of someone cajoling the spirits with a lyrical voice can be heard.<br />
Specific Spell Restriction: 103<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
|}<br />
</blockquote><br />
<blockquote><br />
{{Container2||container=On the oaken slab you see:||contents= a whorl-edged cloud white note, a soft sigil-etched sheet, a violet cotton sheet, a sheet of watermarked music, and a coin-edged piece of sheet music.}}<br />
</blockquote><br />
<blockquote><br />
{| class="wikitable col-3-right" {{prettytable}} style="width: 80%;" aria-label="On a decaying oaken slab"<br />
|-<br />
! scope="col" style="max-width: 25%;" | Item <br />
! scope="col" style="max-width: 15%;" | Type <br />
! scope="col" | Info <br />
! scope="col" style="width: 40%;" | Details <br />
! scope="col" | Price <br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a whorl-edged cloud white note ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034832" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034832"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this cloud white note will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Drawing arcane energy about you, you trace your fingers through the elemental mana of the world, and it feels as if you are pulling your fingers through mud. Gradually, the world around you becomes sluggish as you complete the somatic components of the [Spell Name] spell...<br />
Third Person: Drawing her fingers through the air, Xeraphina's movements gradually become sluggish as she finishes the somatic components of her spell.<br />
Hidden or Invisible: <br />
Specific Spell Restriction: 504<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a soft sigil-etched sheet ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034831" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034831"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this sigil-etched sheet will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Tracing sigils in the air, each illuminating in various brilliant hues, you invoke the elements to provide [Spell Name] around you...<br />
Third Person: Tracing sigils in the air, each briefly illuminating in various brilliant hues, Xeraphina invokes the elements as she casts her spell.<br />
Hidden or Invisible: <br />
Specific Spell Restriction: 419<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a violet cotton sheet ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034830" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034830"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this cotton sheet will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Tracing simple lines upon your cadaverous white brow, you invoke the elements and implore them to give you deeper insight. Within seconds, a third tempest grey eye opens in your forehead as you cast the [Spell Name] spell. The eye fades in a matter of moments...<br />
Third Person: Tracing simple lines upon her cadaverous white brow, Xeraphina invokes the elements and almost instantly a third tempest grey eye opens in her forehead. Seconds after she releases the spell, the eye fades away.<br />
Hidden or Invisible: <br />
Specific Spell Restriction: 416<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a sheet of watermarked music ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034829" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034829"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this watermarked music will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Lifting your voice in song, you spin a quick tale involving a small child trying to discover the mysteries of water elementals. As you sing, you weave your fingers in a complicated pattern that mimics the cadence of your tune and cast [Spell Name] in the process...<br />
Third Person: Lifting her voice in song, Xeraphina spins a quick tale involving a small child trying to discover the mysteries of water elementals. As she sings, she weaves her fingers in a complicated pattern that mimics the cadence of her tune and in the process, casts a spell.<br />
Hidden or Invisible: A simple song about a small child trying to discover the mysteries of water elementals rises on the air.<br />
Specific Spell Restriction: 405<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
| style="vertical-align: top; white-space: nowrap;" | a coin-edged piece of sheet music ||style="vertical-align: top; white-space: nowrap;"| <br />
|style="vertical-align: top; text-align: left;"| < 1 lb<br> ||style="width: 40%; vertical-align: top; text-align: left;"| [[PREPARE_(verb)#Custom_Spell_Prep|Custom Spell Prep Potion/Certificate]]<br><nowiki><br />
</nowiki> <div class="mw-customtoggle-169034828" role="link" style="text-decoration: underline">Analyze</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-169034828"><br />
'''Analyze:'''<pre style="border: none; font-family: sans-serif; padding: .5em; margin: .25em 0;"><nowiki><br />
Invoking this piece of sheet music will grant you permanent access to a special method of preparing your spells.<br />
It will provide the following phrase:<br />
<br />
First Person: Humming a familiar ditty about a knave found on the wrong side of a door, you weave the simple somatic components of [Spell Name] into the air...<br />
Third Person: Humming a familiar ditty about a knave found on the wrong side of a door, Xeraphina weaves the simple somatic components of a spell into the air.<br />
Hidden or Invisible: Rising on the air is a familiar ditty.<br />
Specific Spell Restriction: 403<br />
</nowiki></pre><br />
</div><br />
|style="white-space:nowrap; vertical-align: top; text-align: right;"| 750<br />
|-<br />
|}<br />
</blockquote><br />
<noinclude>[[Category:Bloodriven Village February 2023 shops|V]]</noinclude></div>RAGZhttps://gswiki.play.net/index.php?title=Somnis&diff=190410Somnis2023-02-27T20:42:59Z<p>RAGZ: SMR -> SSR</p>
<hr />
<div>{{Material<br />
|bonus = +15<br />
|str = 15<br />
|dur = 40<br />
|weight = 100%<br />
|use = Weapons<br />
|rarity = Very Rare<br />
|special = N/A<br />
|color = Pearlescent Deep Purple<br />
|dye = No}}<br />
<br />
The '''somnis''' alloy is more contemporary in the annals of Elanthia, arriving for sale at Bloodriven Village in the year 5123. The alloy itself is a deep, rich purple in color, with pearlescent striations throughout that carry a slightly iridescent property, causing items forged from it to naturally shimmer or glisten when the light catches them just right. The metal itself appears to be a seamless integration of iron, carbon, and some unidentifiable substance, resulting in a steel-based alloy of surprising elegance. The alloy will not accept dyes, as the surface appears to be entirely impermeable, but is easy enough to alter for those with some small talent in metalsmithing. The material itself carries with it the ability to occasionally render the target of a strike with a somnis armament comatose, plunged deeply into a sudden slumber, though it remains unclear what, exactly, about the alloy renders this effect possible.<br />
<br />
====Properties====<br />
'''Lesser''' somnis armaments have a material-based flare that will use a rather forgiving [[Standard_success_resolution_system|SSR]] roll to attempt to put the target to sleep when the flare processes.<br><br />
'''Greater''' somnis armaments exist will process the same flare as '''lesser''' somnis, but will process the flare before any strike lands.<br />
<br />
====Alteration Notes====<br />
Alterations to somnis materials are able to be done as part of any GALD service, with the notable exception that the word 'greater' is not allowed to be added to any weapon which is not unlocked to allow it. Also, as noted above, somnis cannot be dyed, and should always remain a deep purple with pearlescent striations in hue (alternate wording is fine, so long as no objectively different colors are implied.) To further clarify, there is no requirement that the color (or any color) be in the description, but if any colors are used, they must remain true to the original hues.<br />
<br />
== See Also ==<br />
[[Category:Materials]]<br />
[[Category:Metals]]</div>RAGZhttps://gswiki.play.net/index.php?title=Hand_of_the_Arkati&diff=188595Hand of the Arkati2023-02-07T16:11:46Z<p>RAGZ: /* Current Officers */ removed Nodyre, alphabetized list</p>
<hr />
<div>{{Template:MHO<br />
|image=<br />
|caption=<br />
|town = Kraken's Fall <!--What town are you based out of? This should be the meeting hall town you access --><br />
|tier = Renowned<!--What tier is your organization? Current options are PROMINENT or RENOWNED. This may be listed differently with the meeting hall guard--><br />
|founded = 2016<!--What year was your organization founded?--><br />
|dues = <br />
|insignia = <br />
|affiliation = <!--Do you have a special affiliation with another group?--><br />
|restrictions = Grand Lord or Lady<br />
|purpose = <br />
}}<br />
==Statement of Purpose==<br />
The Hand of the Arkati fills the widely identified gap of a capped presence across Elanthia. We offer an organization specifically dedicated to hunting the strongest foes available in a quick, efficient, effective manner and provide a venue for capped individuals to hunt collaboratively. The hometown for the organization is Kraken's Fall, where our structure resides on Middle Arm Avenue.<br />
<br />
==Membership==<br />
===Requisites===<br />
In order to be eligible for membership, an individual must be at or approaching Grand Lord or Lady status, demonstrate a general aptitude in abilities, and be in good social standing with the community. The reputation of the members of this organization is paramount to its success. Attendance at three official organizational event is required before being eligible for induction. All members agree to abide by the behavior and rules section of the bylaws.<br />
===Membership Levels===<br />
====Member====<br />
This is the membership tier that is eligible to every member of the Hand of the Arkati. Basic requirement of being at or approaching Grand Lord or Lady status.<br />
<br>Benefits Include:<br />
* Access to permanent structure<br />
* Ability to vote, weighted as 1 point<br />
<br />
====Veteran==== <br />
Veteran status is available to be bestowed upon any member no sooner than six months after attaining membership. Promotion will be subject to officer approval and review of the member’s standing.<br />
<br>Benefits Include:<br />
* Access to permanent structure<br />
* Voting weighted as 3 points<br />
<br />
====Officer====<br />
Officers are voted into position by a majority vote (weighted by rank) when a position opens. Any new member that joins in the middle of an officer vote will not be eligible for voting participation. An officer must not be an officer of any other meeting hall organization. Officers have authority over events and meetings when present. There will at all times be a minimum of five officers and a maximum of seven. The officer selection pool is drawn from current Veterans. If an eligible Veteran does not exist, refuses nomination, or fails to achieve a majority membership vote, the pool of candidates will be drawn from all members.<br />
<br>Benefits Include:<br />
* Distribute prize closet items in accordance with meeting hall organization rules and guidelines<br />
* Access to permanent structure<br />
* Voting weighted as 5 points<br />
Officers will consist of seven differing positions. Each position will have a primary focus, but those duties may still be performed by other officers if need arises. Members and others are recommended to seek out the officer of the position they are needing assistance in first, if none available they may request assistance from another. While these positions do allow a separation of duties, there are some general shared duties among all officers outlined below.<br />
<br>Primary Duties & Responsibilities:<br />
* Member inductions when needed<br />
* Primary leaders of hunting events<br />
* Host or lead an attendance-qualifying event at least once every two months<br />
* Maintain the list of official calendar events, announcements, and runners <br />
* Maintain the endowment and general funds<br />
* Organize item donations for various causes/events<br />
* Help maintain records of prize-closet item distribution<br />
* Be a contact to other meeting hall organizations or cooperative houses of Elanthia<br />
* Help to coordinate new events and quest runs for public or private member attendance<br />
* Maintain the official attendance records<br />
* Availability to be approached for new member inquiry as well as for any issue or conflict resolution<br />
<br />
===Expulsion & Removal===<br />
Although membership within the organization is life-long with no upkeep requirement, there are exceptions that could cause removal of membership. There are also requirements that must be kept in order to maintain the position of officer. These expulsion and requirements are listed as follows.<br />
* A Hand of the Arkati officer that decides to start or join another meeting hall organization as an officer will be removed as a Hand of the Arkati officer immediately upon recognition of such action<br />
* Officers will be requested to step down or removed if they leave the game for longer than 60 days. Upon return, a prior officer can request to be voted back into office if current officers stand at five or fewer<br />
* An officer may be removed due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a unanimous decision of the other acting officers. Upon removal, the officer will be demoted to veteran status unless extreme circumstances require expulsion from organization<br />
* A veteran may be demoted to member due to actions in contrast to the best interests of the organization or in violation of game policy. This removal must be approved by a simple majority of the officers<br />
* Any member or veteran may be expelled from the organization due to extreme circumstances. These may include violation of game policy, excessive abuse of bylaws’ behavior and rules, or other extreme instances<br />
* Officers reserve right to remove a member from the organization after sale or transfer of an account and/or character<br />
<br />
==Events & Meetings==<br />
Level Restrictions: Although membership is restricted to characters at, or approaching, Grand Lord or Lady status, lower-level characters may attend events as outlined per each event. In the absence of an officer, a veteran or member may lead and take charge of the event. In order for an event to be considered for attendance credit, the event must either be an official event or attended by at least five attendees. Attendance must be posted via an approved communication method so that it can be tallied.<br />
<br />
Hand of the Arkati typically runs an unofficial event every night of the week at 8:30 p.m. EST. Regularly-scheduled events may be disrupted due to festivals or other special activities.<br />
<br />
<br />
----<br />
<br />
<br />
===Open House Spa Night===<br />
'''When:''' Thursday, July 21 at 11:00 pm eastern.<br />
<br />
'''Where:''' Kraken's Fall, Hand of the Arkati Structure, Ladies' Patio (#29630)<br />
<br />
Hand of the Arkati is opening our doors wide to welcome guests! Come pamper yourself in lavish luxury upon our Ladies` Patio. We'll help you get gussied and looking your best with cosmetics, oils, and more. Libations and decadent chocolate delights will be available to enhance your pampering. Both masculine and feminine stylings will be provided.<br />
<br />
Are you interested in learning more about our MHO and potential membership opportunities? During this event we will answer all of your questions about our group and discuss the membership process! <br />
<br />
'''Transportation:''' Need help getting to and from Kraken's Fall? We'll reimburse your roundtrip chronomage orb or premium portal expenses. Just whisper to [[Maylan]] during the event.<br />
<br />
====~ ~ Spa Menu ~ ~====<br />
<br />
All services are free and come with a complimentary chocolate treat, hand-crafted by Chef Sabotage<br />
<br />
=====Spa Staff=====<br />
* Coiffurist Maylan: Custom Knitted Hairties<br />
* Stylist Deza: Custom braiding<br />
* Beautician Treeva: Cosmetics and makeup artistry<br />
* Chirugeon Desorceri: Facial modifications<br />
* Chef Sabotage: Chocolatier<br />
<br />
=====Custom Order [[Darning_awl/Zests#Knitted_Hairtie|Knitted Hairties]]=====<br />
<br />
* Material options (select one): silk, cotton, linen, angora, wool, alpaca, pashmina<br />
<br />
* Knitting style options (select one): knitted, crocheted, course knitted, frayed knitted, fuzzy knitted, lustrous knitted, shiny knitted, soft knitted, thick knitted, thin knitted, winterweight knitted, wispy knitted, lumpy knitted, velvety knitted, chunky knitted, threadbare knitted, downy knitted, frizzy knitted<br />
<br />
* Color options: Guests may choose the color of their choice by presenting dye Coiffurist Maylan. If guests do not have their own dye, they can choose from the default color of the yarn, moonlight silver, or black cherry. Dye can be obtained from any [[Dyer's tent]] location. Only a single dose of dye is required, and leftover dye will be returned to the customer.<br />
<br />
* How to order: Hand your dye selection to Coiffurist Maylan (if applicable), and whisper your material and knitted style selection to her.<br />
<br />
=====[[Hair-Braiding Tool]] Custom Hairstyles=====<br />
<br />
How to order: Consult the wiki list in the link above and whisper the following selections to Stylist Deza<br />
* Quantity<br />
* Adjective<br />
* Style<br />
* Connection<br />
* Color<br />
* Material<br />
* Adornment<br />
<br />
=====Cosmetics and Beauty Products=====<br />
<br />
How to order: These products will be available for self-service usage, with our expert Beautician Treeva on-hand to provide instructions and selection consultation to help you achieve your perfect look! Please be sure to place each product back in its container after each use.<br />
<br />
* '''Dapper Hair/Beard Pomade''': A tiny ceramic pot of wax, a square sea blue metal jar of pomade, a thin faceted glass vial of oil<br />
* '''Eyeliner''': a flora-encased pale silver vial (a slender trace of pale silver ink precisely brushed above lashes); a thorn-caged blackthorn vial (a curvilinear stroke of smoke black lined across lashes, the ink tapering towards his/her brow); a flora-encased blackened gold vial (a gradient wing of blackened gold traced across lashes, the metallic ink tapering towards his/her brow)<br />
* '''Eyeshadow''': an oval grey cloisonne compact (a sweep of pearl grey shadowing eyelids, blending into darker tones along the outer edges); a rectangular obsidian glass compact (smudged obsidian powder roughly encircling his/her eyes); an oval copper cloisonne compact (a metallic sweep of copper and bronze blended across eyelids in a seamless gradient)<br />
* '''Cheeks''': a filigree-inset ghostly white glass compact (a faint ghostly white shimmer skimming across cheekbones); a filigree-inset iridescent glass compact (constellations of iridescent shimmer traced along right cheekbone); a filigree-inset wine red enamel compact (a light dusting of wine red powder brushed across cheeks)<br />
* '''Lips''': a gilt-dipped jade glass vial (a metallic-sheened jade cream traced across lips); a gilt-dipped milky brown glass vial (a stain of milky brown gloss enhancing the curvature of lips); a gilt-dipped black glass vial (an opaque night black cream carefully brushed onto lips); a cylindrical sanguine glass vial (a stain of sanguine red gloss gracing lips); a gilt-dipped amethyst glass vial (a shimmer-infused amethyst gloss covering the natural color of his/her lips)<br />
* '''Nail Polish''': a smoky plum glass bottle (smoky dark plum lacquer brushed onto smoothly filed fingernails); a pale-webbed ebony glass bottle (pale-webbed ebony polish brushed onto faintly squared fingernails); a gold-suffused glass bottle (gold-suffused incarnadine glaze brushed onto delicately squared fingernails); a rose-blushed eburnean glass bottle (rose-blushed eburnean lacquer brushed onto well-manicured fingernails); an opalescent indigo glass bottle (opalescent indigo gloss brushed onto subtly rounded fingernails)<br />
<br />
=====[[Scarring Razor]] Facial Modifications=====<br />
<br />
How to order: <br />
* Step 1: Remove any clothing or items covering the intended scar location, including all feature altering items.<br />
* Step 2: Join Chirugeon Desorceri's group.<br />
* Step 3: Consult the wiki list in the link above and whisper the following selections to Chirugeon Desorceri<br />
** Descriptor<br />
** Scar Type<br />
** Preposition<br />
** Location<br />
<br />
'''Note:''' Scars become/replace your distinguishing mark!<br />
<br />
----<br />
<br />
===Reim Quest Hunting===<br />
The settlement of Reim offers various event options, listed below. Loot-sharing guidelines for Reim events follow the loot-sharing guidelines outlined in that section of the bylaws.<br />
* Farm Run - Consists of staying within the village of Reim inside the “plaza.” Typically, farm runs will provide a constant presence in Reim for the entirety of the event and allow attendees to use Reim orbs to reset progression and gather additional ethereal scrip.<br>Level Restrictions: Generally open to level 81+, but safety is not guaranteed. Group size is capped at 20 - if more people arrive, a new group must be formed or the group disbanded.<br />
* Progression Run - This is your typical Reim quest run. The event usually gathers within the village of Reim inside the plaza. At the designated time of progression, the group will make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.<br>Level Restrictions: Level 91+<br />
** Time of Progression - Will begin promptly at time stated at the beginning of event. (e.g., Reim progression will begin at 9 p.m. (NO reorbing after 8:55)<br />
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of two rare waves to gain clearance for next area. If still not clear, leader of event will request attendee stay behind to allow the group to progress in timely manner.<br />
** AFK or non-responsive participants who are not clear will be given only one wave to clear and then left in a non-combat zone<br />
* Speed Run - This is NOT your typical Reim quest run. The event gathers within the village of Reim inside the plaza. The group will promptly make its way towards the throne room to kill the emperor and empress. Individual loot searched from the emperor and empress will belong to person who initiated the spawning of such.<br>Level Restrictions: Level 91+<br />
** Time of Progression - Will begin promptly at 8:30 p.m. on Friday evening and begin progression at 8:45 p.m.<br />
** Moving forward: Once progression has begun, group leadership will give attendees a maximum of one rare wave to gain clearance for next area. If not clear, attendee will be left where they stand to fend for themsleves.<br />
** AFK or non-responsive participants who are not clear will be left where they stand to fend for themselves.<br />
* Fortress Defense - A fast-paced, 30-minute event based on “defend the flag,” which gives one the chance to fight sequential waves of undead enemies. This version of Reim is best suited for casters or extremely fast physical classes.<br>Level Restrictions: Level 91+<br />
<br />
===Regular Capped Hunting Grounds===<br />
These hunting events consist of group parties that gather to do adventurer-guild bandit runs, excursions to Old Ta’Faendryl, Sanctum of Scales, the Rift, the Elemental Confluence, or Nelemar as well as any future released hunting grounds designed towards capped players. These events or typically done as impromptu events by organization members (see above for attendance credit requirements). Many times officers or veterans may announce that they are gathering a group to head to one of these areas. Please feel free to join with them. These events will typically be led by the leader requesting the event. The loot for this event should be determined by those in attendance among themselves.<br />
<br>Level Restrictions: Level 91+<br />
<br />
===Guardians of Sunfist Warcamping===<br />
The leader of this event will generally be a member of the Guardians of Sunfist as one is needed to access entry to the camp. Usually a group will RAZE a warcamp, which consists of defeating an entire camp to extinction and then burning it to the ground. Raze tasks can be shared amongst society members at the beginning of the event. Loot-sharing guidelines for warcamping events follow the loot-sharing section of the bylaws.<br />
* Please be prepared to dedicate a sufficient amount of time for the camp to be cleared. Generally a raze task can take between 30 minutes to 1 hour depending on camp and group size.<br />
* It is recommended you come fully prepared with as much magical protection as you can garner. Also note that area of effect spells are not advised inside of the camp due to the shroud surrounding it.<br />
<br>Level Restrictions: Level 91+ (restriction important due to Grimswarm spawning to the highest-level attendee).<br />
<br />
===Quests===<br />
From time to time, paid quests may be led via the box office or SimuCoin quest system. These events will have limited space and loot distribution will be determined by the event leader. These paid quests are subject to attendance credit as long as they meet the minimum impromptu requirement of 5 attendees and are led by an officer or veteran.<br />
<br>Level Restrictions: Varies based on event leader organizing<br />
<br />
===Event Loot Sharing===<br />
For Reim-based events, there should always be at least one designated looter responsible for clearing corpses and gathering silver and gems. There will also be at least one leader responsible for safely grouping attendees and, where applicable, navigating the group through the quest.<br />
* All corpses will be looted by the designated looter running a major loot boost for maximum possible looting benefit. The looter will coordinate with those in attendance to carry full containers when overburdened. It’s the looter’s responsibility to track to whom these containers were given<br />
* At the end of the event, all containers will be given to a seller, preferably the attendee that has the highest trading and influence bonus, to take and sell. Coins will then be given to the leader to share among the attendees.<br />
** Each leader of the group is entitled to one additional full share of the collected coins<br />
** Each looter of the group is entitled to one additional full share of the collected coins<br />
* Any attendee who wishes to receive a share of the silver split must choose from one of two options:<br />
** Immediately move to Gardenia Commons in Mist Harbor and join the appointed group leader<br />
** Communicate to the group before the event finishes that you will be unable to join the group in Gardenia Commons and:<br />
*** Coordinate with another premium attendee to have your split delivered<br />
***If unable to coordinate with anyone, alert an Officer and wait patiently in the Reim Base Camp for your split to be delivered to you<br />
We encourage all attendees to learn and be comfortable with leading and looting tasks, so if you’re unclear about how to execute any of the tasks listed above please do not hesitate to contact an officer. We will be happy to provide you with guidance, instruction, and advice on how to get more involved with our events.<br />
<br />
===Other Events & Meetings===<br />
From time to time, the officers and members may take part in various other events and meetings done throughout the world of Elanthia. These can range from festival participation to general organization meetings to discuss whatever topics are needed. These other events will typically be led by an officer or an officer-appointed event leader.<br />
<br />
==Behavior, Rules, & 3rd Party Resources==<br />
Although the Hand of the Arkati is mostly an out of character community designed around capped group activity, we do ask that members and those that join us for our events abide by some simple behavior and rules. Those include the following:<br />
* Drama, excessive complaining, etc is not appreciated, warranted, nor wanted<br />
* Although our membership base is mostly adults, please keep our various forms of communication to a modest level. (e.g., no NC-17 rated content). Please take those discussions to a more private medium. If excessive violations occur, we will bar you from our communication methods<br />
<br />
Officers will manage and distribute invitations to 3rd party communication and resource tools. These include, but not limited too, external voice & text chat software as well as attendance records. Invitations to our existing voice & text chat software will be restricted to the following:<br />
* Current members of the organization<br />
* Individuals that have shown an interest in our organization by attending an event<br />
* Individuals with special circumstances deemed so by the inviting officer<br />
When an officer holding ownership over one of these tools and or resources steps down or is removed from the organization, that officer is required to relinquish ownership rights to another active officer.<br />
<br />
==Bylaws Ratification and Revisions==<br />
If and when changes to the above bylaws need to be made, the following guidelines will be used to coordinate updates and approval.<br />
<br />
A bylaw change, update, removal, and additions may be proposed by the current officers. A majority vote of the officers will be used to decide if approved or denied.<br />
<br />
==Current Officers==<br />
{|{{prettytable}}<br />
|Kragdruk<br />
|-<br />
|[[Maylan (prime)|Maylan]]<br />
|-<br />
|Melivn<br />
|-<br />
|Nuadjha<br />
|-<br />
|Ragz<br />
|-<br />
|Treeva<br />
|}<br />
<br />
==Insignias==<br />
* a marbled ora hand insignia clenched around a small gemstone globe - 20k<br />
* a clenched veil iron hand insignia - Member Insignia (purchasable by any member) - 25k<br>Dark blue-flecked veil iron fingers envelop a gemstone globe that has been cut with a fractal lightning arc. Light blue vaalorn veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light. Across the wrist is inscribed in runic block letters: "We are thy hand. Our will be done, on Elanthia as on the moons above."<br />
* a clenched rolaren hand insignia - Veteran Insignia (purchasable only by officers) - 30k<br>Dark rolaren fingers envelop a gemstone globe that has been cut with a fractal lightning arc. Brilliant silver eonake veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light. Across the wrist is inscribed in runic block letters: "We are thy hand. Our will be done, on Elanthia as on the moons above."<br />
* a clenched veniom hand insignia - Officer Insignia (purchasable only by officers) - 30k<br>Dusky blue veniom-plated fingers envelop a gemstone globe that has been cut with a fractal lightning arc. Ruddy eahnor veins writhe outward from the globe across the clenched fist, and the combination of the cut of the stone and the metallic inlay create the illusion of crimson sparks when the piece is caught by the light. Across the wrist is inscribed in runic block letters: "We are thy hand. Our will be done, on Elanthia as on the moons above."<br />
<br />
[[Category:Meeting Hall Organizations]]</div>RAGZhttps://gswiki.play.net/index.php?title=Adventurer%27s_Guild&diff=186734Adventurer's Guild2023-01-11T17:41:27Z<p>RAGZ: /* Rewards */ clarified mechanics - removed "moderately saturated" terminology</p>
<hr />
<div>:''{{Redirect|AG}}''<br />
{{TOCright}}<br />
The '''Adventurer's Guild''' is the in-genre name for the Bounty System. This organization is comprised by the assignment of certain heroic or adventurous tasks that [[character]]s within [[Elanthia]] can participate in. There are no [[level]], [[race]], or [[profession]] requirements to participate in this guild. Adventurers successfully completing tasks will be rewarded with [[experience]], [[silver]], and [[bounty point]]s.<br />
<br />
== Obtaining A Task ==<br />
<br />
Receiving a bounty task is as simple as going to the local town's bounty office and asking the Taskmaster there for an assignment. Based on the type of task assigned, you may also need to go to the local [[jeweler]], [[furrier]], [[herbalist]], or [[town's guard]] to receive the details of your task. Once assigned a task, you cannot be assigned another for 15 minutes (real time not game time). The waiting period can be skipped with a [[#Bounty Boost|bounty boost]] or [[#Bounty Task Vouchers|bounty task voucher]].<br />
<br />
*{{boldmono|ASK TASKMASTER ABOUT BOUNTY}} : to receive a bounty task or turn in a completed one<br />
*{{boldmono|ASK TASKMASTER ABOUT REMOVAL}} : to turn in an incomplete task<br />
*{{boldmono|ASK TASKMASTER ABOUT EASIER}} : adjusts the level range of tasks you can be assigned (only available after level 15)<br />
*{{boldmono|ASK TASKMASTER ABOUT HARDER}} : adjusts the level range of tasks you can be assigned (only available after level 15)<br />
*{{boldmono|ASK TASKMASTER ABOUT ADD <person>}} : to add up to four other characters within 10 levels below your level to 5 levels above your level to your current task<br />
<br />
Each time you ask for harder or easier it adjusts the level range of tasks assigned by one level. Initially this is +5 to -5. If you ask for easier, it then will assign you tasks from -6 to +5. You will then get a 15% penalty to your AdG rewards. If you ask again for it to be easier, it will be from -7 to +5. You will then get a 30% penalty. This pattern remains consistent for the third time and then the fourth time you get an assignment from +5 to -9. You will get a 60% penalty at this point and it is the lowest level range you can have assigned.<br />
<br />
If you ask for harder from that point it will reverse the sequence of easier until you get to where you started from - at which point if you ask for harder you will get an assignment in the -5 to +6 range with no modification of your AdG rewards. Each time you ask increases the upper level until you get to the hardest level range which is -5 to +10.<br />
<br />
* {{boldmono|[[BOUNTY (verb)|BOUNTY]]}} is used to check the status of assigned bounties, as well as accrued bounty points and a record of completed tasks<br />
<br />
== Available Tasks ==<br />
<br />
There are 8 types of task that the Taskmaster will randomly assign. Assignments will be based on your character's level and the location of that particular office. You can get assignments for creatures within five levels of your character, but the system will prioritize location as opposed to level. (For example, if there are more hunting areas nearby that are below your level, you will be assigned more underhunting tasks than overhunting ones.) You can share tasks with up to four other adventurers that are 5 levels higher or 10 levels lower by first leading the group and then asking the local taskmaster to {{boldmono|ADD}} the other person. You cannot share gem, skin, herb, or escort bounties.<br />
<br />
===Gem Collecting===<br />
:This [[Adventurer's Guild]] task requires you to obtain a number of a specific gem, and sell them to the town's [[jeweler]]. Assignments appear to be somewhat based upon your character's [[level]]. For example, a level 2 character would be asked to find something on the order of '6 pink spinels,' though as early as 15 trains one can be assigned to look for rarities such as [[ruby|Sylvarraend rubies]]. Rewards are based on specific gem type and quantity. Adventurers are more likely to find the gem that they are tasked to retrieve until they have received enough to complete the bounty. The multiplier only works on creatures that the hunter can learn from and that already drop that gem, and only if they were going to drop a gem of that value; shells will not drop in Icemule just because the multiplier is active, and zircons will not turn into diamonds.<br />
<br />
:[[Alchemy jar]]s are useful for people who hoard gems in anticipation of these gem tasks. The jars hold 20 (or 50 or more, if a merchant-sold large jar is obtained) of one type of object, reducing the inventory quantity from 21 (including the jar) to 1. To get that jar back out, {{boldmono|[[RUMMAGE (verb)|RUMMAGE]] IN MY CONTAINER INGREDIENT YELLOW ZIRCON}} will grab the correct jar.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>The dealer says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received several orders from customers interested in purchasing a yellow zircon. Unfortunately, I do not have quite enough inventory on hand to meet this demand. I'd like for you to go round up 8 of them for me. You can SELL them to me as you find them."</pre><br />
<br />
''See also: [[Gem collecting#Rewards|Gem collecting rewards]]''<br />
<br />
===Skinning===<br />
:This task requires you to gather skins of a specific type and of at least a certain quality for the town furrier. Skinning tasks will only be assigned to characters with at least 0.5x combined training in [[Survival]] and [[First Aid]] (a [[level]] 100 character, for example, will not receive skinning tasks if they have 49 ranks or below). Rewards for this are based on the value of the skin.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rheteger says, "Hmm, I've got a task here from the town of Wehnimer's Landing. The local furrier Dakris has an order to fill and wants our help. Head over there and see what you can do. Be sure to ASK about BOUNTIES."<br />
<br />
Dakris says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received an order for 8 [[cobra]] skins. I'll need them all to be of at least fine quality. I'd like you to go out and collect enough of these to fill my order. You can SKIN them off the corpse of a cobra or purchase them from another adventurer. You can SELL the skins to me as you collect them."</pre><br />
<br />
===Foraging===<br />
:This task requires you to [[forage]] for a specific item in a specific area. The items foraged need to be fresh (not [[bundle]]d or eaten). Rewards for this are based only on the difficulty of the item to forage.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rheteger says, "Hmm, I've got a task here from the town of Wehnimer's Landing. The local herbalist, Surtey Akrash, has asked for our aid. Head over there and see what you can do. Be sure to ASK about BOUNTIES."<br />
<br />
Surtey Akrash says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've been working on a concoction that requires some sprigs of larkspur. Unfortunately, I need a specific variety that only grows in the old Mine Road near Wehnimer's Landing. If you could retrieve 9 samples for me, I would be most grateful. Keep in mind that I need these samples to be in pristine condition. That means no eating, bundling, or otherwise damaging the samples. You can GIVE them to me as you FORAGE them."</pre><br />
<br />
''See also: [[Foraging locations]]''<br />
<br />
===Heirloom (loot)===<br />
:This task is assigned by a town guard, and is one in which an item is said to have been lost to a specific [[creature]] in a certain area. To complete it, kill the creatures and {{boldmono|[[LOOT]]}} them. {{boldmono|[[SEARCH]]}}ing the corpse also works, although it may take longer if you search instead of loot. You should eventually find one that was carrying the item in question. This can necessitate the killing of more than 30 of the creatures. The assignment of creature type and area is level-based. Rewards are based on the level of creature you are assigned to {{boldmono|LOOT}}.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rheteger says, "Hmm, I've got a task here from the town of Wehnimer's Landing. It appears they need your help in tracking down some kind of lost heirloom. Go report to Quin Telaren to find out more. He's the Landing's West Gate guard, though you might want to check Helga's Tavern if he's not at his post. Be sure to ASK about BOUNTIES."<br />
<br />
The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. One of our citizens was attacked by a [[death dirge]] in the Graveyard near Wehnimer's Landing. He barely escaped with his life. Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him. He has put up a reward for its safe return. The heirloom is a twisted bronze brooch and you'll be able to identify it by the initials XL engraved upon it. Hunt down the creature that attacked him, retrieve the heirloom, and report back to me."</pre><br />
<br />
===Heirloom (search)===<br />
:This task is assigned by a town guard and is one in which an item is lost in a specific area. To complete it, one must kneel with empty hands and [[search]] in a specific area. The item is not in a specific room before you start searching, so any room you start to search in will do. However, staying in a single room is ineffective. Furthermore, any rooms searched back-to-back do not count, thus a minimum of 3 total rooms are required for a loop (although it is possible to find an heirloom on the first attempt in a new room). However, it has been explicitly stated by a GM that searching several rooms over and over again (even if they 'count') is not a good strategy; the best strategy is to search as many rooms as possible without repeating. Training in [[Perception]] helps a lot for this task, and it is likely that the spell [[Presence]] does as well. Rewards are based on the level of creature that caused the item to be lost.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. One of our citizens was attacked by a [[giant marmot]] in the smuggling tunnels near Wehnimer's Landing. He barely escaped with his life. Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him. He has put up a reward for its safe return. The heirloom is an entwined silver and gold necklace and you'll be able to identify it by the initials OP engraved upon it. Hunting down the creature that attacked him won't do you much good, as I don't think they take a liking to treasure. You'll probably find the item wedged into some nook or cranny in the area if you do a thorough SEARCH. Report back to me once you have retrieved it."</pre><br />
<br />
===Culling===<br />
:This task is assigned by a town guard, and is a very simple task that just requires you to kill a number (between 10 and 30) of a specific [[creature]] in specific area due to their overpopulation. Note that this does not actually mean that the creatures in question are present in above-normal levels, so it may be necessary to bring a group along to increase the [[spawn rate]]. If you do damage to a creatures in question and it is later killed, you will get credit for the kill as long as you are still in the room. The number of creatures assigned is based on your comparative level, starting low when you're underleveled, and going higher as you outlevel the target. Rewards are based on the level of creature you are assigned to cull.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rheteger says, "Hmm, I've got a task here from the town of Wehnimer's Landing. It appears they have a creature problem they'd like you to solve. Go report to Quin Telaren to find out more. He's the Landing's West Gate guard, though you might want to check Helga's Tavern if he's not at his post. Be sure to ASK about BOUNTIES."<br />
<br />
The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. We've noted a troubling increase in [[leaper]] activity on the Coastal Cliffs near Wehnimer's Landing. We'd like you to cull their numbers a bit for us. Killing 24 of them should do nicely. Report back to me when you are done."<br />
</pre><br />
<br />
===Boss creature===<br />
:This task is assigned by a town guard, and is based on the report of a particularly (mean sounding adjective) creature running about. To complete it, you have to go kill some number of the regular creatures until the particularly mean one comes out. This one is of a higher level than the base creatures, and may have different abilities. The appearance of the boss creature is random, and may take killing more than 30 of the base creatures to get the boss to emerge. The assignment of creature type and area is level-based. Rewards are based on the level of creature you are assigned to kill.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. A particularly dangerous [[great boar]] has been attacking hunters based out of this town. It has racked up quite a few kills and is beginning to worry us. Most of the attacks have occurred on the Locksmehr Trail between Wehnimer's Landing and Zul Logoth, which it probably considers its territory. Hunt it down, kill it, and report back to me. It doesn't always attack hunters, but you can probably get its attention by killing other creatures of the same type in its territory."</pre><br />
<br />
===Escort===<br />
:This task requires you to escort an [[NPC]] from one town to the other. You pick up the NPC in the location specified by the taskmaster by using the {{boldmono|WAIT}} verb. The NPC is very timid, and will not enter a room unless the room is either clear of [[creature]]s or they are stunned. You are also likely to be set upon by bandits - special creatures that are generated based on your level - during the course of the trip who will attack you and your escortee. The escortee is quite frail and needs to be protected in order for successful completion of the task. You can {{boldmono|TELL <the escortee> TO WAIT}} while you make sure the road ahead is clear, which could save an untimely arrival. Upon entry into the destination town, the NPC will leave and you can go to any adventurer's guild to receive your reward. Escort task assignments are random and independent of your difficulty modifier (since you are not being assigned a hunting area as part of the task), except for high-level characters. If the adventurer has already been rewarded for a successful escort task in the past hour, the Taskmaster will make a telltale remark ("You've done a fine job of keeping our paying customers alive. Perhaps I can find something more difficult for you to take on.") to indicate a more difficult task is being contemplated. Otherwise, a shorter task is more likely to be assigned as normal. If you kill the NPC you have been assigned to escort, you will be suspended from further Adventurer's Guild tasks for 3 days per infraction with the following messaging:<br />
<br />
<pre{{log2}}>"When word reaches the Adventurer's Guild that the traveler has gone missing and you are implicated in her possible demise, you will find that you are suspended from receiving new tasks for 3 days pending the investigation. They cannot afford to be associated with you during this time."</pre><br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>Rheteger says, "I've got a special mission for you. A certain client has hired us to provide a protective escort on his upcoming journey. Go to the area just inside the North Gate and WAIT for him to meet you there. You must guarantee his safety to Ta'Vaalor as soon as you can, being ready for any dangers that the two of you may face. Good luck!"</pre><br />
<br />
===Rescue===<br />
:This task is assigned by the town guard and requires you to go and find an [[NPC]] and rescue it from a place of danger. It is usually necessary to kill several of the [[creature]]s in order to entice the NPC to come out. Once out, the NPC will follow you, but only one room at a time. You simply advance one room, then wait for the NPC to follow, going more than one room at a time will cause the NPC to wait in its location. The NPC can be attacked by creatures or other [[character]]s, so the use of disabling spells and abilities on any hostile entities is highly advised. Rewards are based on the level of creature you are asked to rescue the NPC from.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rhetegher says, "Hmm, I've got a task here from the town of Wehnimer's Landing. It appears that a local resident urgently needs our help in some matter. Go report to Quin Telaren to find out more. He's the Landing's West Gate guard, though you might want to check Helga's Tavern if he's not at his post. Be sure to ASK about BOUNTIES."<br />
<br />
The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. One of our citizens is in quite the predicament. His young son ran away from home recently. A local divinest has discerned glimpses of the child fleeing from a [[lesser burrow orc]] in Melgorehn's Valley near Wehnimer's Landing. The child is still alive, though is in constant danger and is probably cowering where ever he can find somewhere to hide."<br />
<br />
The guard continues, "Go out the area where the child was last seen, find him, and bring him back safetly to me. You will probably need to kill some of the creatures that he was last seen fleeing from in order to build up his confidence in you and reveal himself."</pre><br />
<br />
===Kill Bandits===<br />
This task is assigned by a town guard, and requires you to patrol the specified area for [[bandit]]s. This task is similar to the warparty task given to [[Guardians of Sunfist]] members. Bandits will spring a trap when spawned that may bind, stun, or otherwise incapacitate the adventurer. Rewards are based on your level.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>Dayle says, "Hmm, I've got a task here from the town of Kharam-Dzu. It appears they have a bandit problem they'd like you to solve. Go report to the dwarven militia sergeant near the Kharam-Dzu town gates to find out more. Be sure to ASK about BOUNTIES."<br />
<br />
The sergeant says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. We've noted a troubling increase in bandit activity recently. We'd like for you to patrol the old Logging Road near Kharam-Dzu and take out any bandits you encounter. Killing 17 of them should do nicely. Report back to me when you are done."</pre><br />
<br />
==Rewards==<br />
For each task you are awarded some amount of [[silver]], [[experience]], and [[bounty point]]s. Experience is only gained when Field Exp is in normal limits (not saturated). There is a warning when you try to turn in a finished bounty before you can absorb it. The experience given by the reward is applied to Field Exp up until 1250 experience. Any reward in excess of that amount will have half applied to your Field Exp and half will be absorbed instantly. <br />
<br />
Bounty points are awarded and can be exchanged for items in the bounty point treasure system. Points are awarded based on the difficulty of the task. For example, retrieving 5 brown zircons (value ~10 silvers) may give 50 bounty points, while retrieving 10 uncut diamonds (value ~5000 silvers) may award 1250 bounty points.<br />
<br />
::{| {{prettytable}}<br />
|-bgcolor=lightblue<br />
!Task Type<br />
!Shareable<br />
![[Bounty point]]s Received<br />
![[Experience]] Received<br />
![[Silver]] Received<br />
|-<br />
|'''[[#Gem Collecting|Gem collecting]]'''<br />
|No<br />
|[[Gem collecting#Rewards|Varies]]<br />
|1000<br />
|[[Gem collecting#Rewards|Varies]]<br />
|-<br />
|'''[[#Skinning|Skinning]]'''<br />
|No<br />
|Varies<br />
|600 - 700<br />
|Varies<br />
|-<br />
|'''[[#Foraging|Foraging]]'''<br />
|No<br />
|Varies<br />
|800<br />
|5 &times; [[Bounty point]]s<br />
|-<br />
|'''[[#Heirloom (loot)|Heirloom]]'''<br />
|Yes<br />
|15 + 7 &times; [[creature]] [[level]]<br />
|800<br />
|150 + 70 &times; [[creature]] [[level]]<br />
|-<br />
|'''[[#Culling|Culling]]'''<br />
|Yes<br />
|25 + 9 &times; [[creature]] [[level]]<br />
|1000<br />
|250 + 90 &times; [[creature]] [[level]]<br />
|-<br />
|'''[[#Boss creature|Boss creature]]'''<br />
|Yes<br />
|25 + 9 &times; [[creature]] [[level]]<br />
|800<br />
|250 + 90 &times; [[creature]] [[level]]<br />
|-<br />
|'''[[#Escort|Escort]]'''<br />
|No<br />
|(250-500) + (2-14) &times; your level<br />
|500 - 2500<br />
|10 &times; [[Bounty point]]s<br />
|-<br />
|'''[[#Rescue|Rescue]]'''<br />
|Yes<br />
|25 + 9 &times; [[creature]] [[level]]<br />
|1000<br />
|250 + 90 &times; [[creature]] [[level]]<br />
|-<br />
|'''[[#Kill Bandits|Bandits]]'''<br />
|Yes<br />
|25 + 9 &times; your [[level]]<br />
|1000<br />
|250 + 90 &times; your [[level]]<br />
|}<br />
<br />
=== Escort Rewards ===<br />
Bounty points and silver for Escort tasks are determined by level and distance between towns; silvers earned is just 10x bounty points. Experience is based solely on the distance between towns.<br />
<br />
Bounty point formula per trip (L is your level):<br />
::{| {{prettytable|1=text-align:center}}<br />
|-bgcolor=lightblue<br />
!From<br />
!Landing || Solhaven || Icemule || Zul Logoth || Ta'Illistim || Ta'Vaalor<br />
|-<br />
| [[Wehnimer's Landing]] || - || 250 + 2&times;L || ? || 350 + 6&times;L || 450 + 10&times;L || ?<br />
|-<br />
| [[Solhaven]] || 250 + 2&times;L || - || 400 + 8&times;L || 400 + 8&times;L || 500 + 12&times;L || 550 + 14&times;L<br />
|-<br />
| [[Icemule Trace]] || ? || 400 + 8&times;L || - || 600 + 16&times;L || 600 + 16&times;L? || 650 + 18&times;L<br />
|-<br />
| [[Zul Logoth]] || 350 + 6&times;L || 400 + 8&times;L || ? || - || 300 + 4&times;L || 350 + 6&times;L<br />
|-<br />
| [[Ta'Illistim]] || 450 + 10&times;L || 500 + 12&times;L || 600 + 16&times;L || 300 + 4&times;L || - || 250 + 2&times;L<br />
|-<br />
| [[Ta'Vaalor]] || ? || 550 + 14&times;L|| 650 + 18&times;L || 350 + 6&times;L || 250 + 2&times;L || -<br />
|}<br />
<br />
Experience per trip:<br />
::{| {{prettytable|1=text-align: center;}}<br />
|-bgcolor=lightblue<br />
!From<br />
!Landing || Solhaven || Icemule || Zul Logoth || Ta'Illistim || Ta'Vaalor<br />
|-<br />
| [[Wehnimer's Landing]] || - || 500 || 1000 || 1000 || 1500 || 1750<br />
|-<br />
| [[Solhaven]] || 500 || - || 1250 || 1250 || 1750 || 2000<br />
|-<br />
| [[Icemule Trace]] || 1000 || 1250 || - || 1750 || 2250 || 2450<br />
|-<br />
| [[Zul Logoth]] || 1000 || 1250 || 1750 || - || 750 || 1000<br />
|-<br />
| [[Ta'Illistim]] || 1500 || 1750 || 2250 || 750 || - || 500<br />
|-<br />
| [[Ta'Vaalor]] || 1750 || 2000 || 2450 || 1000 || 500 || -<br />
|}<br />
<br />
And a guess:<br />
:BP = 200 + 50&times;D + 2&times;D&times;L<br />
:exp = 250 + 250&times;D<br />
:silver = 2000 + 500&times;D + 20&times;D&times;L<br />
Where D is the distance modifier as below:<br />
::{| {{prettytable|1=text-align: center;}}<br />
|-bgcolor=lightblue<br />
!From<br />
!Landing || Solhaven || Icemule || Zul Logoth || Illistim || Vaalor<br />
|-<br />
| [[Wehnimer's Landing]] || - || 1 || 3 || 3 || 5 || 6<br />
|-<br />
| [[Solhaven]] || 1 || - || 4 || 4 || 6 || 7<br />
|-<br />
| [[Icemule Trace]] || 3 || 4 || - || 6 || 8 || 9<br />
|-<br />
| [[Zul Logoth]] || 3 || 4 || 6 || - || 2 || 3<br />
|-<br />
| [[Ta'Illistim]] || 5 || 6 || 8 || 2 || - || 1<br />
|-<br />
| [[Ta'Vaalor]] || 6 || 7 || 9 || 3 || 1 || -<br />
|}<br />
<br />
==Treasure System==<br />
{|{{prettytable}}<br />
|1<br />
|a [[crystal amulet]] <br />
| 100 <br />
| A standard ESP amulet <br />
|-<br />
| 2<br />
|a [[black crystal]] <br />
| 500 <br />
| Two charges of [[Floating Disk (511)|Floating Disk]]<br />
|-<br />
| 3<br />
|a treasure chest <br />
| 250 x tier <br />
|An unopened treasure chest. Chests are graded in tiers (1-10), with 1 being the poorest, on average. Comes locked and potentially trapped.<br />
|-<br />
| 4<br />
|a magic item <br />
| 1,000 <br />
| An item charged with a random unidentified spell <br />
|-<br />
| 5<br />
|recharge an [[Enhancive item|enhancive]] item <br />
| * <br />
| Have the item ready in your hand for a cost quote <br />
|-<br />
| 6<br />
|[[CMAN_Fix_Potion|a weak potion of accelerated unlearning]] <br />
|100,000 <br />
| Instantly migrates all Armor, Combat Maneuver List, and Shield training points when drunk <br />
|-<br />
| 7<br />
|[[fixskill|a strong potion of accelerated unlearning (fixskill potion)]] <br />
|250,000 <br />
| Instantly migrates all skills to match skill goals when drunk<br />
|- <br />
| 8<br />
|[[fixstat|a potion of body and mind (fixstat potion)]]<br />
|1,000,000<br />
| Grants the ability to reallocate your stats when drunk<br />
|-<br />
| 9<br />
|a sword-crossed treasure chest tattoo <br />
|40,000 <br />
| Specify a body location when ordering a tattoo!<br />
|-<br />
| 10<br />
|a multihued compass rose tattoo<br />
|40,000<br />
| A multihued compass rose tattoo encircling a map<br />
|-<br />
| 11<br />
|a drooling green gremlin tattoo<br />
|40,000<br />
| A green gremlin tattoo drooling over piles of gems<br />
|-<br />
|12<br />
|a feather charm<br />
|1,000<br />
|Reduces your encumbrance level by 40 lbs for 5 minutes. Rub activation with 1 charge.<br />
|-<br />
|13<br />
|a mandis charm<br />
|1,000<br />
|Dispels <b>ALL</b> [[spell]]s currently affecting you. Rub activation with 1 charge.<br />
|-<br />
|14<br />
|Chronomage-approved [[gold ring|Gold Ring]] of Teleportation<br />
|1,000<br />
|A standard teleportation ring, licensed for 20 successful teleports.<br />
|-<br />
|15<br />
|throat balm<br />
|1,500<br />
|Eliminates all current vocal chord stress and excessive thirstiness. Rub activation with 1 charge.<br />
|-<br />
|16<br />
|temporary [[damage padding]]<br />
|*<br />
|Add damage padding to your armor for 50 hits. Somewhat and heavy padding levels are available.<br />
|-<br />
|17<br />
|temporary elemental [[flares]]<br />
|*<br />
|Add fire, cold, or electricity flares to your weapon for 30 flare activations.<br />
|-<br />
|18<br />
|[[Magical armoire]]<br />
|25,000<br />
|Quickly dress and undress your character.<br />
|-<br />
|19<br />
|[[Magical armoire]]<br />
|75,000<br />
|Quickly dress and undress your character with max lightened version.<br />
|-<br />
|<br />
|Society Reset<br />
|500,000<br />
|acquired via puzzle (see below)<br />
|}<br />
{{spoiler}}<br />
<div class="mw-collapsible mw-collapsed" style="border: none; text-align:left; color: red; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;"><br />
<b>Spoiler alert! This section contains the puzzle solution for the society reset!</b><br />
<div class="mw-collapsible-content" style="color: black;">{{boldmono|ask HEADMASTER about society}} and {{boldmono|ask HEADMASTER about society reset}}<br />
<br />
Zanic lowers his voice and says, "Yes, we do have a working relationship with the societies and it seems that you've managed to get at least one of them quite annoyed with you. You've served our guild well and someday we might be able to intervene on your behalf, Obelin. Once you accumulate 500,000 bounty reward points, come talk to me again and we'll see about getting you back into their good graces."<br />
</div></div><br />
<br />
==Titles==<br />
Adventurer's Guild participants can earn profession titles by completing a set amount of tasks or earning a set amount of bounty points. <br />
<br />
''A list of the titles can be [[Title_system#Adventurer.27s_Guild_Titles|found here.]]''<br />
==Badges==<br />
{{main|Adventurer's Guild Badge}}<br />
These badges are awarded to anyone who is a member of the '''Adventurer's Guild''' (have completed an AdG task). Their function is as both a status symbol (as the more points you accumulate, the fancier your badge can be) and as an [[enhancive]] item. They are awarded by the Treasure Master and the look of the badge is awarded based on the number of points you have accumulated. Further upgrades of the badge can also be accomplished based on the number of bounty points you have accumulated. <br />
<i>Note: if enough time has passed since acquiring a badge, a replacement badge can be acquired for free; replacement badges when not enough time has passed cost 10,000 bounty points.</i><br />
<br />
Upgrading badges is accomplished with points from an unseen badge pool which increments every time your earn a bounty point. In particular, upgrading a badge will not reduce your current bounty point pool nor does it cost silvers. A badge can be upgraded in five different areas, and each area can be upgraded ten times, giving a total of 11 possible upgrade tiers. When you first receive your badge each area is in upgrade tier 0. It costs 10,000*(n+1) to upgrade a badge area from tier n to tier n + 1. <br />
<br />
''Example 1:'' Suppose we have earned 30,000 BP total and never upgraded our badge. Currently our badge pool has 30,000 points in it. If we upgrade the binding to tier 1, it costs 10,000*1 badge points, leaving us with 20,000 badge points. We could then choose to upgrade the binding again to tier 2, which would cost 10,000*2=20,000 points and leave us with 0 badge points. Alternatively, we could decide instead to upgrade both the material and gem to tier 1, costing a total of 20,000 badge points and again leaving us with 0 badge points.<br />
<br />
''Example 2:'' Let's figure out how much it costs to completely upgrade an area. The cost would be 10,000*(1 + 2 + ... + 10)=10,000*(10*11/2)=550,000. In other words, if we have earned 550,000 total bounty points and never upgraded the badge, we could completely upgrade one area of the badge.<br />
<br />
''Example 3:'' Generalizing the previous example, let's compute how much it costs to upgrade the entire badge completely. Obviously this is simply 5*(cost to upgrade a single area)=5*550,000=2,750,000. Thus, once we have earned 2,750,000 total bounty points we could complete upgrade the badge.<br />
<br />
The more upgrades you get, the bigger its enhancive capacity will be. On top of that, the two or three highest-ranking upgrades on your badge have the potential to unlock its ability to hold more than one enhancement.<br />
<br />
You can set up your badge to enhance any skill or stat or other attribute that is available on the menu. If you want to know how much of a particular enhancement your badge can hold, just ask the treasure master NPC without specifying the bonus amount. Be aware that the treasure master has to drain your badge of all its charges before he can make any change to the enhancements it holds!<br />
<br />
Once you've upgraded your badge and set it up with the enhancements you want, you'll have to place an order from the regular rewards menu to have it charged up, just like you can have any enhancive charged up. Recharging badges costs less than recharging other equivalent enhancive items, though.<br />
<br />
Other tips:<br />
<br />
* The badges are permanently attuned to the owner.<br />
* If by some weird calamitous chance you manage to lose your badge, you can ask for a new one, but you'll have to set it up all over again. If you get a new badge, the old badge will become a useless paperweight and lose its attunement to you (or anyone).<br />
* The strength of the enhancements you can get is limited by the overall value of your badge, but it is also limited by your level. The level limits aren't too restrictive, however -- a capped player could have a +10 stat enhancer, for example.<br />
<br />
==Locations==<br />
[[Image:AdG_maps.png|300px|right]]<br />
<br />
* [[Icemule Trace]]: East Road<br />
* [[Kharam Dzu]]: Glaes Street<br />
* [[Kraken's Fall]]: In Prime, in the center of Wandering Eye Market; in Platinum, one west of Wandering Eye Market's center<br />
* [[Mist Harbor]]: Northeast Cobblestone Path in a bamboo lyceum<br />
* [[River's Rest]]: Sandy Path<br />
* [[Solhaven]]: Latirus Lane<br />
* [[Ta'Illistim]]: Fraendel Var<br />
* [[Ta'Vaalor]]: Glimaerstone Var<br />
* [[Wehnimer's Landing]]: North Ring Road<br />
* [[Zul Logoth]]: Ruby Tunnel<br />
<br />
==SimuCoin/Login Reward Items==<br />
There are three different types of [[SimuCoin]]/[[Login Reward]] Items: a Bounty Boost, a Bounty Task Voucher, and a Bounty Task Waiver.<br />
<br />
===Bounty Boost===<br />
A '''bounty boost''' reduces all bounty wait times to 5 seconds until the character shares a task or successfully completes one. The boost lasts for a maximum of one hour. It is rewarded directly on the 5th and 15th days of [[Login Rewards]]. In addition, [[guild boost]]s may be converted to bounty boosts, and those are rewarded on 9th and 19th days of Login Rewards.<br />
<br />
===Bounty Task Vouchers===<br />
'''an Adventurer's Guild voucher pack'''<br />
<br />
Bounty Task Vouchers are applied to a single character and allow that character to switch tasks without waiting 15 minutes. They are sold in the SimuCoin store under the heading "Bounty Task Vouchers" in packs of 10 or 100, for 75 or 700 [[SimuCoin]]s, respectively. Sometimes they appear as prizes or in giftboxes in other quantities such as 50 per pack. Regardless of the quantity, the item is named: an Adventurer's Guild voucher pack.<br />
<br />
Info from the SimuCoin store:<br />
<br />
Bounty Task Vouchers - Are you not in the mood for the Task you've been given? Want to move on immediately, without having to wait for a new task? Just redeem one of these handy, dandy Bounty Task Vouchers to get a fresh task.<br />
*Reset your task and try another<br />
*Cancels current Task<br />
*Allows player to request a new Task<br />
*This is a pack of {##} Vouchers<br />
*Appearance: "An Adventurer's Guild Voucher Pack"<br />
<br />
<pre{{log2}}><br />
an Adventurer's Guild voucher pack<br />
<br />
>give my pack to Reyanna<br />
Reyanna takes your Guild voucher pack and says, "I'll let my taskmasters know of these redeemed vouchers immediately, {PlayerName}. You may use them by ASKing any of my taskmasters about EXPEDITING your task reassignment."<br />
<br />
[You now have a total of {##} expedited task reassignment vouchers available for use.]<br />
<br />
>read my pack<br />
In neat caligraphy, it reads:<br />
This voucher pack entitles the presenter to {##} expedited task reassignments, courtesy of the Adventurer's Guild. Valid only on tasks voluntarily removed from.<br />
To reedem this voucher pack, please GIVE it to headmaster of any Adventurer's Guild location.<br />
<br />
>inspect my pack<br />
Inspecting that may not be a sound idea.<br />
<br />
>analyze my pack<br />
You analyze your Guild voucher pack and sense that there is no recorded information on that item. It may or may not be able to be worked on by a merchant alterer.<br />
<br />
You get no sense of whether or not the pack may be further lightened.<br />
<br />
>loresing (verse 1)<br />
This is a small item, under a pound. In your best estimation, it's worth about 5,000 silvers.<br />
>loresing (verse 2)<br />
From the pitch of the vibration you determine that the purpose of the pack is unusual, but the exact use escapes you.<br />
>loresing (verse 3)<br />
You feel as though you have reached the end of the pack's song.<br />
>loresing (verse 4)<br />
You feel as though you have reached the end of the pack's song.<br />
</pre><br />
<br />
===Bounty Task Waiver===<br />
A '''Bounty Task Waiver''' costs 400 SimuCoins and will exempt a character from a specified type of task for 30 days. Four 1-hour versions are earned by a character on the 11th day of [[Login Rewards]], and eight 1-hour versions are earned on the 22nd day ([[F2P]] characters get two 1-hour waivers both days).<br />
<pre{{log2|margin-right=33%}}><br />
>l waiver<br />
In neat calligraphy, it reads:<br />
This waiver entitles the presenter to be granted an exemption period of 30 days whereby the presenter may choose one type of task to not be assigned to him or her.<br />
<br />
To redeem this waiver, please {{boldmono|GIVE}} it to the headmaster of any Adventurer's Guild location.<br />
<br />
>give waiver to Raelir<br />
Raelir takes your Guild task waiver and says, "Very well <name>, you may now specify one type of task that you wish be exempt from. To do so, simply ASK me to EXEMPT you from any of the following tasks: Kill Creatures, Retrieve Heirloom, Procure Skins, Procure Gems, Protect Traveller, Procure Herbs, Kill Dangerous Creature, Rescue Child, Kill Bandits."<br />
<br />
>Kill Bandits<br />
Raelir says, "Very well, <name>. You are now exempt from being assigned the Kill Bandits task."<br />
</pre>{{Side box|Waivers prevent further tasks of the specified type from being assigned while they are in effect, they do not remove already assigned tasks from when they were not in effect. -GM Coase}}<br />
Once a task is selected, it will be remembered until another task or NOTHING is selected. A task waiver must be in effect '''before''' getting a task from the taskmaster to work.<br />
<br />
== Registered Lost Item Retrieval ==<br />
Some registered lost items can be recovered at the Adventurer's Guild by ASKing the Headmaster about LOST.<br />
<br />
==Behind the Scenes==<br />
The Bounty System went live in [[Prime]] on August 9, 2006.<br />
<br />
==Resources==<br />
* [[/saved posts|Saved posts]]<br />
* [[Adventurer's Guild Badge]]<br />
* [[Illistim adventurer's guild (script)]]<br />
* [[Solhaven bounty (script)]]<br />
* [[SERVICE (verb)]]<br />
* [http://forums.play.net/forums/GemStone%20IV/Organizations%20and%20Societies/Adventurers%20Guild/view Officials folder]<br />
[[Category:Adventurer's Guild| ]] [[Category:New Player]]</div>RAGZhttps://gswiki.play.net/index.php?title=Adventurer%27s_Guild&diff=186731Adventurer's Guild2023-01-11T16:18:23Z<p>RAGZ: /* Rewards */ updated verbiage to be consistent with in-game verbiage</p>
<hr />
<div>:''{{Redirect|AG}}''<br />
{{TOCright}}<br />
The '''Adventurer's Guild''' is the in-genre name for the Bounty System. This organization is comprised by the assignment of certain heroic or adventurous tasks that [[character]]s within [[Elanthia]] can participate in. There are no [[level]], [[race]], or [[profession]] requirements to participate in this guild. Adventurers successfully completing tasks will be rewarded with [[experience]], [[silver]], and [[bounty point]]s.<br />
<br />
== Obtaining A Task ==<br />
<br />
Receiving a bounty task is as simple as going to the local town's bounty office and asking the Taskmaster there for an assignment. Based on the type of task assigned, you may also need to go to the local [[jeweler]], [[furrier]], [[herbalist]], or [[town's guard]] to receive the details of your task. Once assigned a task, you cannot be assigned another for 15 minutes (real time not game time). The waiting period can be skipped with a [[#Bounty Boost|bounty boost]] or [[#Bounty Task Vouchers|bounty task voucher]].<br />
<br />
*{{boldmono|ASK TASKMASTER ABOUT BOUNTY}} : to receive a bounty task or turn in a completed one<br />
*{{boldmono|ASK TASKMASTER ABOUT REMOVAL}} : to turn in an incomplete task<br />
*{{boldmono|ASK TASKMASTER ABOUT EASIER}} : adjusts the level range of tasks you can be assigned (only available after level 15)<br />
*{{boldmono|ASK TASKMASTER ABOUT HARDER}} : adjusts the level range of tasks you can be assigned (only available after level 15)<br />
*{{boldmono|ASK TASKMASTER ABOUT ADD <person>}} : to add up to four other characters within 10 levels below your level to 5 levels above your level to your current task<br />
<br />
Each time you ask for harder or easier it adjusts the level range of tasks assigned by one level. Initially this is +5 to -5. If you ask for easier, it then will assign you tasks from -6 to +5. You will then get a 15% penalty to your AdG rewards. If you ask again for it to be easier, it will be from -7 to +5. You will then get a 30% penalty. This pattern remains consistent for the third time and then the fourth time you get an assignment from +5 to -9. You will get a 60% penalty at this point and it is the lowest level range you can have assigned.<br />
<br />
If you ask for harder from that point it will reverse the sequence of easier until you get to where you started from - at which point if you ask for harder you will get an assignment in the -5 to +6 range with no modification of your AdG rewards. Each time you ask increases the upper level until you get to the hardest level range which is -5 to +10.<br />
<br />
* {{boldmono|[[BOUNTY (verb)|BOUNTY]]}} is used to check the status of assigned bounties, as well as accrued bounty points and a record of completed tasks<br />
<br />
== Available Tasks ==<br />
<br />
There are 8 types of task that the Taskmaster will randomly assign. Assignments will be based on your character's level and the location of that particular office. You can get assignments for creatures within five levels of your character, but the system will prioritize location as opposed to level. (For example, if there are more hunting areas nearby that are below your level, you will be assigned more underhunting tasks than overhunting ones.) You can share tasks with up to four other adventurers that are 5 levels higher or 10 levels lower by first leading the group and then asking the local taskmaster to {{boldmono|ADD}} the other person. You cannot share gem, skin, herb, or escort bounties.<br />
<br />
===Gem Collecting===<br />
:This [[Adventurer's Guild]] task requires you to obtain a number of a specific gem, and sell them to the town's [[jeweler]]. Assignments appear to be somewhat based upon your character's [[level]]. For example, a level 2 character would be asked to find something on the order of '6 pink spinels,' though as early as 15 trains one can be assigned to look for rarities such as [[ruby|Sylvarraend rubies]]. Rewards are based on specific gem type and quantity. Adventurers are more likely to find the gem that they are tasked to retrieve until they have received enough to complete the bounty. The multiplier only works on creatures that the hunter can learn from and that already drop that gem, and only if they were going to drop a gem of that value; shells will not drop in Icemule just because the multiplier is active, and zircons will not turn into diamonds.<br />
<br />
:[[Alchemy jar]]s are useful for people who hoard gems in anticipation of these gem tasks. The jars hold 20 (or 50 or more, if a merchant-sold large jar is obtained) of one type of object, reducing the inventory quantity from 21 (including the jar) to 1. To get that jar back out, {{boldmono|[[RUMMAGE (verb)|RUMMAGE]] IN MY CONTAINER INGREDIENT YELLOW ZIRCON}} will grab the correct jar.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>The dealer says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received several orders from customers interested in purchasing a yellow zircon. Unfortunately, I do not have quite enough inventory on hand to meet this demand. I'd like for you to go round up 8 of them for me. You can SELL them to me as you find them."</pre><br />
<br />
''See also: [[Gem collecting#Rewards|Gem collecting rewards]]''<br />
<br />
===Skinning===<br />
:This task requires you to gather skins of a specific type and of at least a certain quality for the town furrier. Skinning tasks will only be assigned to characters with at least 0.5x combined training in [[Survival]] and [[First Aid]] (a [[level]] 100 character, for example, will not receive skinning tasks if they have 49 ranks or below). Rewards for this are based on the value of the skin.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rheteger says, "Hmm, I've got a task here from the town of Wehnimer's Landing. The local furrier Dakris has an order to fill and wants our help. Head over there and see what you can do. Be sure to ASK about BOUNTIES."<br />
<br />
Dakris says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've recently received an order for 8 [[cobra]] skins. I'll need them all to be of at least fine quality. I'd like you to go out and collect enough of these to fill my order. You can SKIN them off the corpse of a cobra or purchase them from another adventurer. You can SELL the skins to me as you collect them."</pre><br />
<br />
===Foraging===<br />
:This task requires you to [[forage]] for a specific item in a specific area. The items foraged need to be fresh (not [[bundle]]d or eaten). Rewards for this are based only on the difficulty of the item to forage.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rheteger says, "Hmm, I've got a task here from the town of Wehnimer's Landing. The local herbalist, Surtey Akrash, has asked for our aid. Head over there and see what you can do. Be sure to ASK about BOUNTIES."<br />
<br />
Surtey Akrash says, "Ah, so you're from the Adventurer's Guild? Yes, I do have a task for you. I've been working on a concoction that requires some sprigs of larkspur. Unfortunately, I need a specific variety that only grows in the old Mine Road near Wehnimer's Landing. If you could retrieve 9 samples for me, I would be most grateful. Keep in mind that I need these samples to be in pristine condition. That means no eating, bundling, or otherwise damaging the samples. You can GIVE them to me as you FORAGE them."</pre><br />
<br />
''See also: [[Foraging locations]]''<br />
<br />
===Heirloom (loot)===<br />
:This task is assigned by a town guard, and is one in which an item is said to have been lost to a specific [[creature]] in a certain area. To complete it, kill the creatures and {{boldmono|[[LOOT]]}} them. {{boldmono|[[SEARCH]]}}ing the corpse also works, although it may take longer if you search instead of loot. You should eventually find one that was carrying the item in question. This can necessitate the killing of more than 30 of the creatures. The assignment of creature type and area is level-based. Rewards are based on the level of creature you are assigned to {{boldmono|LOOT}}.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rheteger says, "Hmm, I've got a task here from the town of Wehnimer's Landing. It appears they need your help in tracking down some kind of lost heirloom. Go report to Quin Telaren to find out more. He's the Landing's West Gate guard, though you might want to check Helga's Tavern if he's not at his post. Be sure to ASK about BOUNTIES."<br />
<br />
The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. One of our citizens was attacked by a [[death dirge]] in the Graveyard near Wehnimer's Landing. He barely escaped with his life. Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him. He has put up a reward for its safe return. The heirloom is a twisted bronze brooch and you'll be able to identify it by the initials XL engraved upon it. Hunt down the creature that attacked him, retrieve the heirloom, and report back to me."</pre><br />
<br />
===Heirloom (search)===<br />
:This task is assigned by a town guard and is one in which an item is lost in a specific area. To complete it, one must kneel with empty hands and [[search]] in a specific area. The item is not in a specific room before you start searching, so any room you start to search in will do. However, staying in a single room is ineffective. Furthermore, any rooms searched back-to-back do not count, thus a minimum of 3 total rooms are required for a loop (although it is possible to find an heirloom on the first attempt in a new room). However, it has been explicitly stated by a GM that searching several rooms over and over again (even if they 'count') is not a good strategy; the best strategy is to search as many rooms as possible without repeating. Training in [[Perception]] helps a lot for this task, and it is likely that the spell [[Presence]] does as well. Rewards are based on the level of creature that caused the item to be lost.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. One of our citizens was attacked by a [[giant marmot]] in the smuggling tunnels near Wehnimer's Landing. He barely escaped with his life. Unfortunately, in his haste to escape, he dropped a family heirloom of great sentimental value to him. He has put up a reward for its safe return. The heirloom is an entwined silver and gold necklace and you'll be able to identify it by the initials OP engraved upon it. Hunting down the creature that attacked him won't do you much good, as I don't think they take a liking to treasure. You'll probably find the item wedged into some nook or cranny in the area if you do a thorough SEARCH. Report back to me once you have retrieved it."</pre><br />
<br />
===Culling===<br />
:This task is assigned by a town guard, and is a very simple task that just requires you to kill a number (between 10 and 30) of a specific [[creature]] in specific area due to their overpopulation. Note that this does not actually mean that the creatures in question are present in above-normal levels, so it may be necessary to bring a group along to increase the [[spawn rate]]. If you do damage to a creatures in question and it is later killed, you will get credit for the kill as long as you are still in the room. The number of creatures assigned is based on your comparative level, starting low when you're underleveled, and going higher as you outlevel the target. Rewards are based on the level of creature you are assigned to cull.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rheteger says, "Hmm, I've got a task here from the town of Wehnimer's Landing. It appears they have a creature problem they'd like you to solve. Go report to Quin Telaren to find out more. He's the Landing's West Gate guard, though you might want to check Helga's Tavern if he's not at his post. Be sure to ASK about BOUNTIES."<br />
<br />
The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. We've noted a troubling increase in [[leaper]] activity on the Coastal Cliffs near Wehnimer's Landing. We'd like you to cull their numbers a bit for us. Killing 24 of them should do nicely. Report back to me when you are done."<br />
</pre><br />
<br />
===Boss creature===<br />
:This task is assigned by a town guard, and is based on the report of a particularly (mean sounding adjective) creature running about. To complete it, you have to go kill some number of the regular creatures until the particularly mean one comes out. This one is of a higher level than the base creatures, and may have different abilities. The appearance of the boss creature is random, and may take killing more than 30 of the base creatures to get the boss to emerge. The assignment of creature type and area is level-based. Rewards are based on the level of creature you are assigned to kill.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. A particularly dangerous [[great boar]] has been attacking hunters based out of this town. It has racked up quite a few kills and is beginning to worry us. Most of the attacks have occurred on the Locksmehr Trail between Wehnimer's Landing and Zul Logoth, which it probably considers its territory. Hunt it down, kill it, and report back to me. It doesn't always attack hunters, but you can probably get its attention by killing other creatures of the same type in its territory."</pre><br />
<br />
===Escort===<br />
:This task requires you to escort an [[NPC]] from one town to the other. You pick up the NPC in the location specified by the taskmaster by using the {{boldmono|WAIT}} verb. The NPC is very timid, and will not enter a room unless the room is either clear of [[creature]]s or they are stunned. You are also likely to be set upon by bandits - special creatures that are generated based on your level - during the course of the trip who will attack you and your escortee. The escortee is quite frail and needs to be protected in order for successful completion of the task. You can {{boldmono|TELL <the escortee> TO WAIT}} while you make sure the road ahead is clear, which could save an untimely arrival. Upon entry into the destination town, the NPC will leave and you can go to any adventurer's guild to receive your reward. Escort task assignments are random and independent of your difficulty modifier (since you are not being assigned a hunting area as part of the task), except for high-level characters. If the adventurer has already been rewarded for a successful escort task in the past hour, the Taskmaster will make a telltale remark ("You've done a fine job of keeping our paying customers alive. Perhaps I can find something more difficult for you to take on.") to indicate a more difficult task is being contemplated. Otherwise, a shorter task is more likely to be assigned as normal. If you kill the NPC you have been assigned to escort, you will be suspended from further Adventurer's Guild tasks for 3 days per infraction with the following messaging:<br />
<br />
<pre{{log2}}>"When word reaches the Adventurer's Guild that the traveler has gone missing and you are implicated in her possible demise, you will find that you are suspended from receiving new tasks for 3 days pending the investigation. They cannot afford to be associated with you during this time."</pre><br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>Rheteger says, "I've got a special mission for you. A certain client has hired us to provide a protective escort on his upcoming journey. Go to the area just inside the North Gate and WAIT for him to meet you there. You must guarantee his safety to Ta'Vaalor as soon as you can, being ready for any dangers that the two of you may face. Good luck!"</pre><br />
<br />
===Rescue===<br />
:This task is assigned by the town guard and requires you to go and find an [[NPC]] and rescue it from a place of danger. It is usually necessary to kill several of the [[creature]]s in order to entice the NPC to come out. Once out, the NPC will follow you, but only one room at a time. You simply advance one room, then wait for the NPC to follow, going more than one room at a time will cause the NPC to wait in its location. The NPC can be attacked by creatures or other [[character]]s, so the use of disabling spells and abilities on any hostile entities is highly advised. Rewards are based on the level of creature you are asked to rescue the NPC from.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}><br />
Rhetegher says, "Hmm, I've got a task here from the town of Wehnimer's Landing. It appears that a local resident urgently needs our help in some matter. Go report to Quin Telaren to find out more. He's the Landing's West Gate guard, though you might want to check Helga's Tavern if he's not at his post. Be sure to ASK about BOUNTIES."<br />
<br />
The guard says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. One of our citizens is in quite the predicament. His young son ran away from home recently. A local divinest has discerned glimpses of the child fleeing from a [[lesser burrow orc]] in Melgorehn's Valley near Wehnimer's Landing. The child is still alive, though is in constant danger and is probably cowering where ever he can find somewhere to hide."<br />
<br />
The guard continues, "Go out the area where the child was last seen, find him, and bring him back safetly to me. You will probably need to kill some of the creatures that he was last seen fleeing from in order to build up his confidence in you and reveal himself."</pre><br />
<br />
===Kill Bandits===<br />
This task is assigned by a town guard, and requires you to patrol the specified area for [[bandit]]s. This task is similar to the warparty task given to [[Guardians of Sunfist]] members. Bandits will spring a trap when spawned that may bind, stun, or otherwise incapacitate the adventurer. Rewards are based on your level.<br />
<br />
:'''Example Task:'''<br />
<pre{{log2}}>Dayle says, "Hmm, I've got a task here from the town of Kharam-Dzu. It appears they have a bandit problem they'd like you to solve. Go report to the dwarven militia sergeant near the Kharam-Dzu town gates to find out more. Be sure to ASK about BOUNTIES."<br />
<br />
The sergeant says, "Ah, so you're from the Adventurer's Guild? Yes, we do have a task for you. We've noted a troubling increase in bandit activity recently. We'd like for you to patrol the old Logging Road near Kharam-Dzu and take out any bandits you encounter. Killing 17 of them should do nicely. Report back to me when you are done."</pre><br />
<br />
==Rewards==<br />
For each task you are awarded some amount of [[silver]], [[experience]], and [[bounty point]]s. Experience is only gained when Field Exp is in normal limits (not saturated). There is a warning when you try to turn in a finished bounty before you can absorb it. The experience given by the reward is applied to Field Exp up until you become moderately saturated at 1250 experience. Any reward in excess of that amount will have half applied to your Field Exp and half will be absorbed instantly. <br />
<br />
Bounty points are awarded and can be exchanged for items in the bounty point treasure system. Points are awarded based on the difficulty of the task. For example, retrieving 5 brown zircons (value ~10 silvers) may give 50 bounty points, while retrieving 10 uncut diamonds (value ~5000 silvers) may award 1250 bounty points.<br />
<br />
::{| {{prettytable}}<br />
|-bgcolor=lightblue<br />
!Task Type<br />
!Shareable<br />
![[Bounty point]]s Received<br />
![[Experience]] Received<br />
![[Silver]] Received<br />
|-<br />
|'''[[#Gem Collecting|Gem collecting]]'''<br />
|No<br />
|[[Gem collecting#Rewards|Varies]]<br />
|1000<br />
|[[Gem collecting#Rewards|Varies]]<br />
|-<br />
|'''[[#Skinning|Skinning]]'''<br />
|No<br />
|Varies<br />
|600 - 700<br />
|Varies<br />
|-<br />
|'''[[#Foraging|Foraging]]'''<br />
|No<br />
|Varies<br />
|800<br />
|5 &times; [[Bounty point]]s<br />
|-<br />
|'''[[#Heirloom (loot)|Heirloom]]'''<br />
|Yes<br />
|15 + 7 &times; [[creature]] [[level]]<br />
|800<br />
|150 + 70 &times; [[creature]] [[level]]<br />
|-<br />
|'''[[#Culling|Culling]]'''<br />
|Yes<br />
|25 + 9 &times; [[creature]] [[level]]<br />
|1000<br />
|250 + 90 &times; [[creature]] [[level]]<br />
|-<br />
|'''[[#Boss creature|Boss creature]]'''<br />
|Yes<br />
|25 + 9 &times; [[creature]] [[level]]<br />
|800<br />
|250 + 90 &times; [[creature]] [[level]]<br />
|-<br />
|'''[[#Escort|Escort]]'''<br />
|No<br />
|(250-500) + (2-14) &times; your level<br />
|500 - 2500<br />
|10 &times; [[Bounty point]]s<br />
|-<br />
|'''[[#Rescue|Rescue]]'''<br />
|Yes<br />
|25 + 9 &times; [[creature]] [[level]]<br />
|1000<br />
|250 + 90 &times; [[creature]] [[level]]<br />
|-<br />
|'''[[#Kill Bandits|Bandits]]'''<br />
|Yes<br />
|25 + 9 &times; your [[level]]<br />
|1000<br />
|250 + 90 &times; your [[level]]<br />
|}<br />
<br />
=== Escort Rewards ===<br />
Bounty points and silver for Escort tasks are determined by level and distance between towns; silvers earned is just 10x bounty points. Experience is based solely on the distance between towns.<br />
<br />
Bounty point formula per trip (L is your level):<br />
::{| {{prettytable|1=text-align:center}}<br />
|-bgcolor=lightblue<br />
!From<br />
!Landing || Solhaven || Icemule || Zul Logoth || Ta'Illistim || Ta'Vaalor<br />
|-<br />
| [[Wehnimer's Landing]] || - || 250 + 2&times;L || ? || 350 + 6&times;L || 450 + 10&times;L || ?<br />
|-<br />
| [[Solhaven]] || 250 + 2&times;L || - || 400 + 8&times;L || 400 + 8&times;L || 500 + 12&times;L || 550 + 14&times;L<br />
|-<br />
| [[Icemule Trace]] || ? || 400 + 8&times;L || - || 600 + 16&times;L || 600 + 16&times;L? || 650 + 18&times;L<br />
|-<br />
| [[Zul Logoth]] || 350 + 6&times;L || 400 + 8&times;L || ? || - || 300 + 4&times;L || 350 + 6&times;L<br />
|-<br />
| [[Ta'Illistim]] || 450 + 10&times;L || 500 + 12&times;L || 600 + 16&times;L || 300 + 4&times;L || - || 250 + 2&times;L<br />
|-<br />
| [[Ta'Vaalor]] || ? || 550 + 14&times;L|| 650 + 18&times;L || 350 + 6&times;L || 250 + 2&times;L || -<br />
|}<br />
<br />
Experience per trip:<br />
::{| {{prettytable|1=text-align: center;}}<br />
|-bgcolor=lightblue<br />
!From<br />
!Landing || Solhaven || Icemule || Zul Logoth || Ta'Illistim || Ta'Vaalor<br />
|-<br />
| [[Wehnimer's Landing]] || - || 500 || 1000 || 1000 || 1500 || 1750<br />
|-<br />
| [[Solhaven]] || 500 || - || 1250 || 1250 || 1750 || 2000<br />
|-<br />
| [[Icemule Trace]] || 1000 || 1250 || - || 1750 || 2250 || 2450<br />
|-<br />
| [[Zul Logoth]] || 1000 || 1250 || 1750 || - || 750 || 1000<br />
|-<br />
| [[Ta'Illistim]] || 1500 || 1750 || 2250 || 750 || - || 500<br />
|-<br />
| [[Ta'Vaalor]] || 1750 || 2000 || 2450 || 1000 || 500 || -<br />
|}<br />
<br />
And a guess:<br />
:BP = 200 + 50&times;D + 2&times;D&times;L<br />
:exp = 250 + 250&times;D<br />
:silver = 2000 + 500&times;D + 20&times;D&times;L<br />
Where D is the distance modifier as below:<br />
::{| {{prettytable|1=text-align: center;}}<br />
|-bgcolor=lightblue<br />
!From<br />
!Landing || Solhaven || Icemule || Zul Logoth || Illistim || Vaalor<br />
|-<br />
| [[Wehnimer's Landing]] || - || 1 || 3 || 3 || 5 || 6<br />
|-<br />
| [[Solhaven]] || 1 || - || 4 || 4 || 6 || 7<br />
|-<br />
| [[Icemule Trace]] || 3 || 4 || - || 6 || 8 || 9<br />
|-<br />
| [[Zul Logoth]] || 3 || 4 || 6 || - || 2 || 3<br />
|-<br />
| [[Ta'Illistim]] || 5 || 6 || 8 || 2 || - || 1<br />
|-<br />
| [[Ta'Vaalor]] || 6 || 7 || 9 || 3 || 1 || -<br />
|}<br />
<br />
==Treasure System==<br />
{|{{prettytable}}<br />
|1<br />
|a [[crystal amulet]] <br />
| 100 <br />
| A standard ESP amulet <br />
|-<br />
| 2<br />
|a [[black crystal]] <br />
| 500 <br />
| Two charges of [[Floating Disk (511)|Floating Disk]]<br />
|-<br />
| 3<br />
|a treasure chest <br />
| 250 x tier <br />
|An unopened treasure chest. Chests are graded in tiers (1-10), with 1 being the poorest, on average. Comes locked and potentially trapped.<br />
|-<br />
| 4<br />
|a magic item <br />
| 1,000 <br />
| An item charged with a random unidentified spell <br />
|-<br />
| 5<br />
|recharge an [[Enhancive item|enhancive]] item <br />
| * <br />
| Have the item ready in your hand for a cost quote <br />
|-<br />
| 6<br />
|[[CMAN_Fix_Potion|a weak potion of accelerated unlearning]] <br />
|100,000 <br />
| Instantly migrates all Armor, Combat Maneuver List, and Shield training points when drunk <br />
|-<br />
| 7<br />
|[[fixskill|a strong potion of accelerated unlearning (fixskill potion)]] <br />
|250,000 <br />
| Instantly migrates all skills to match skill goals when drunk<br />
|- <br />
| 8<br />
|[[fixstat|a potion of body and mind (fixstat potion)]]<br />
|1,000,000<br />
| Grants the ability to reallocate your stats when drunk<br />
|-<br />
| 9<br />
|a sword-crossed treasure chest tattoo <br />
|40,000 <br />
| Specify a body location when ordering a tattoo!<br />
|-<br />
| 10<br />
|a multihued compass rose tattoo<br />
|40,000<br />
| A multihued compass rose tattoo encircling a map<br />
|-<br />
| 11<br />
|a drooling green gremlin tattoo<br />
|40,000<br />
| A green gremlin tattoo drooling over piles of gems<br />
|-<br />
|12<br />
|a feather charm<br />
|1,000<br />
|Reduces your encumbrance level by 40 lbs for 5 minutes. Rub activation with 1 charge.<br />
|-<br />
|13<br />
|a mandis charm<br />
|1,000<br />
|Dispels <b>ALL</b> [[spell]]s currently affecting you. Rub activation with 1 charge.<br />
|-<br />
|14<br />
|Chronomage-approved [[gold ring|Gold Ring]] of Teleportation<br />
|1,000<br />
|A standard teleportation ring, licensed for 20 successful teleports.<br />
|-<br />
|15<br />
|throat balm<br />
|1,500<br />
|Eliminates all current vocal chord stress and excessive thirstiness. Rub activation with 1 charge.<br />
|-<br />
|16<br />
|temporary [[damage padding]]<br />
|*<br />
|Add damage padding to your armor for 50 hits. Somewhat and heavy padding levels are available.<br />
|-<br />
|17<br />
|temporary elemental [[flares]]<br />
|*<br />
|Add fire, cold, or electricity flares to your weapon for 30 flare activations.<br />
|-<br />
|18<br />
|[[Magical armoire]]<br />
|25,000<br />
|Quickly dress and undress your character.<br />
|-<br />
|19<br />
|[[Magical armoire]]<br />
|75,000<br />
|Quickly dress and undress your character with max lightened version.<br />
|-<br />
|<br />
|Society Reset<br />
|500,000<br />
|acquired via puzzle (see below)<br />
|}<br />
{{spoiler}}<br />
<div class="mw-collapsible mw-collapsed" style="border: none; text-align:left; color: red; background: #FFF; padding: 0px 10px; margin: 0px 5px; background: #FFF;"><br />
<b>Spoiler alert! This section contains the puzzle solution for the society reset!</b><br />
<div class="mw-collapsible-content" style="color: black;">{{boldmono|ask HEADMASTER about society}} and {{boldmono|ask HEADMASTER about society reset}}<br />
<br />
Zanic lowers his voice and says, "Yes, we do have a working relationship with the societies and it seems that you've managed to get at least one of them quite annoyed with you. You've served our guild well and someday we might be able to intervene on your behalf, Obelin. Once you accumulate 500,000 bounty reward points, come talk to me again and we'll see about getting you back into their good graces."<br />
</div></div><br />
<br />
==Titles==<br />
Adventurer's Guild participants can earn profession titles by completing a set amount of tasks or earning a set amount of bounty points. <br />
<br />
''A list of the titles can be [[Title_system#Adventurer.27s_Guild_Titles|found here.]]''<br />
==Badges==<br />
{{main|Adventurer's Guild Badge}}<br />
These badges are awarded to anyone who is a member of the '''Adventurer's Guild''' (have completed an AdG task). Their function is as both a status symbol (as the more points you accumulate, the fancier your badge can be) and as an [[enhancive]] item. They are awarded by the Treasure Master and the look of the badge is awarded based on the number of points you have accumulated. Further upgrades of the badge can also be accomplished based on the number of bounty points you have accumulated. <br />
<i>Note: if enough time has passed since acquiring a badge, a replacement badge can be acquired for free; replacement badges when not enough time has passed cost 10,000 bounty points.</i><br />
<br />
Upgrading badges is accomplished with points from an unseen badge pool which increments every time your earn a bounty point. In particular, upgrading a badge will not reduce your current bounty point pool nor does it cost silvers. A badge can be upgraded in five different areas, and each area can be upgraded ten times, giving a total of 11 possible upgrade tiers. When you first receive your badge each area is in upgrade tier 0. It costs 10,000*(n+1) to upgrade a badge area from tier n to tier n + 1. <br />
<br />
''Example 1:'' Suppose we have earned 30,000 BP total and never upgraded our badge. Currently our badge pool has 30,000 points in it. If we upgrade the binding to tier 1, it costs 10,000*1 badge points, leaving us with 20,000 badge points. We could then choose to upgrade the binding again to tier 2, which would cost 10,000*2=20,000 points and leave us with 0 badge points. Alternatively, we could decide instead to upgrade both the material and gem to tier 1, costing a total of 20,000 badge points and again leaving us with 0 badge points.<br />
<br />
''Example 2:'' Let's figure out how much it costs to completely upgrade an area. The cost would be 10,000*(1 + 2 + ... + 10)=10,000*(10*11/2)=550,000. In other words, if we have earned 550,000 total bounty points and never upgraded the badge, we could completely upgrade one area of the badge.<br />
<br />
''Example 3:'' Generalizing the previous example, let's compute how much it costs to upgrade the entire badge completely. Obviously this is simply 5*(cost to upgrade a single area)=5*550,000=2,750,000. Thus, once we have earned 2,750,000 total bounty points we could complete upgrade the badge.<br />
<br />
The more upgrades you get, the bigger its enhancive capacity will be. On top of that, the two or three highest-ranking upgrades on your badge have the potential to unlock its ability to hold more than one enhancement.<br />
<br />
You can set up your badge to enhance any skill or stat or other attribute that is available on the menu. If you want to know how much of a particular enhancement your badge can hold, just ask the treasure master NPC without specifying the bonus amount. Be aware that the treasure master has to drain your badge of all its charges before he can make any change to the enhancements it holds!<br />
<br />
Once you've upgraded your badge and set it up with the enhancements you want, you'll have to place an order from the regular rewards menu to have it charged up, just like you can have any enhancive charged up. Recharging badges costs less than recharging other equivalent enhancive items, though.<br />
<br />
Other tips:<br />
<br />
* The badges are permanently attuned to the owner.<br />
* If by some weird calamitous chance you manage to lose your badge, you can ask for a new one, but you'll have to set it up all over again. If you get a new badge, the old badge will become a useless paperweight and lose its attunement to you (or anyone).<br />
* The strength of the enhancements you can get is limited by the overall value of your badge, but it is also limited by your level. The level limits aren't too restrictive, however -- a capped player could have a +10 stat enhancer, for example.<br />
<br />
==Locations==<br />
[[Image:AdG_maps.png|300px|right]]<br />
<br />
* [[Icemule Trace]]: East Road<br />
* [[Kharam Dzu]]: Glaes Street<br />
* [[Kraken's Fall]]: In Prime, in the center of Wandering Eye Market; in Platinum, one west of Wandering Eye Market's center<br />
* [[Mist Harbor]]: Northeast Cobblestone Path in a bamboo lyceum<br />
* [[River's Rest]]: Sandy Path<br />
* [[Solhaven]]: Latirus Lane<br />
* [[Ta'Illistim]]: Fraendel Var<br />
* [[Ta'Vaalor]]: Glimaerstone Var<br />
* [[Wehnimer's Landing]]: North Ring Road<br />
* [[Zul Logoth]]: Ruby Tunnel<br />
<br />
==SimuCoin/Login Reward Items==<br />
There are three different types of [[SimuCoin]]/[[Login Reward]] Items: a Bounty Boost, a Bounty Task Voucher, and a Bounty Task Waiver.<br />
<br />
===Bounty Boost===<br />
A '''bounty boost''' reduces all bounty wait times to 5 seconds until the character shares a task or successfully completes one. The boost lasts for a maximum of one hour. It is rewarded directly on the 5th and 15th days of [[Login Rewards]]. In addition, [[guild boost]]s may be converted to bounty boosts, and those are rewarded on 9th and 19th days of Login Rewards.<br />
<br />
===Bounty Task Vouchers===<br />
'''an Adventurer's Guild voucher pack'''<br />
<br />
Bounty Task Vouchers are applied to a single character and allow that character to switch tasks without waiting 15 minutes. They are sold in the SimuCoin store under the heading "Bounty Task Vouchers" in packs of 10 or 100, for 75 or 700 [[SimuCoin]]s, respectively. Sometimes they appear as prizes or in giftboxes in other quantities such as 50 per pack. Regardless of the quantity, the item is named: an Adventurer's Guild voucher pack.<br />
<br />
Info from the SimuCoin store:<br />
<br />
Bounty Task Vouchers - Are you not in the mood for the Task you've been given? Want to move on immediately, without having to wait for a new task? Just redeem one of these handy, dandy Bounty Task Vouchers to get a fresh task.<br />
*Reset your task and try another<br />
*Cancels current Task<br />
*Allows player to request a new Task<br />
*This is a pack of {##} Vouchers<br />
*Appearance: "An Adventurer's Guild Voucher Pack"<br />
<br />
<pre{{log2}}><br />
an Adventurer's Guild voucher pack<br />
<br />
>give my pack to Reyanna<br />
Reyanna takes your Guild voucher pack and says, "I'll let my taskmasters know of these redeemed vouchers immediately, {PlayerName}. You may use them by ASKing any of my taskmasters about EXPEDITING your task reassignment."<br />
<br />
[You now have a total of {##} expedited task reassignment vouchers available for use.]<br />
<br />
>read my pack<br />
In neat caligraphy, it reads:<br />
This voucher pack entitles the presenter to {##} expedited task reassignments, courtesy of the Adventurer's Guild. Valid only on tasks voluntarily removed from.<br />
To reedem this voucher pack, please GIVE it to headmaster of any Adventurer's Guild location.<br />
<br />
>inspect my pack<br />
Inspecting that may not be a sound idea.<br />
<br />
>analyze my pack<br />
You analyze your Guild voucher pack and sense that there is no recorded information on that item. It may or may not be able to be worked on by a merchant alterer.<br />
<br />
You get no sense of whether or not the pack may be further lightened.<br />
<br />
>loresing (verse 1)<br />
This is a small item, under a pound. In your best estimation, it's worth about 5,000 silvers.<br />
>loresing (verse 2)<br />
From the pitch of the vibration you determine that the purpose of the pack is unusual, but the exact use escapes you.<br />
>loresing (verse 3)<br />
You feel as though you have reached the end of the pack's song.<br />
>loresing (verse 4)<br />
You feel as though you have reached the end of the pack's song.<br />
</pre><br />
<br />
===Bounty Task Waiver===<br />
A '''Bounty Task Waiver''' costs 400 SimuCoins and will exempt a character from a specified type of task for 30 days. Four 1-hour versions are earned by a character on the 11th day of [[Login Rewards]], and eight 1-hour versions are earned on the 22nd day ([[F2P]] characters get two 1-hour waivers both days).<br />
<pre{{log2|margin-right=33%}}><br />
>l waiver<br />
In neat calligraphy, it reads:<br />
This waiver entitles the presenter to be granted an exemption period of 30 days whereby the presenter may choose one type of task to not be assigned to him or her.<br />
<br />
To redeem this waiver, please {{boldmono|GIVE}} it to the headmaster of any Adventurer's Guild location.<br />
<br />
>give waiver to Raelir<br />
Raelir takes your Guild task waiver and says, "Very well <name>, you may now specify one type of task that you wish be exempt from. To do so, simply ASK me to EXEMPT you from any of the following tasks: Kill Creatures, Retrieve Heirloom, Procure Skins, Procure Gems, Protect Traveller, Procure Herbs, Kill Dangerous Creature, Rescue Child, Kill Bandits."<br />
<br />
>Kill Bandits<br />
Raelir says, "Very well, <name>. You are now exempt from being assigned the Kill Bandits task."<br />
</pre>{{Side box|Waivers prevent further tasks of the specified type from being assigned while they are in effect, they do not remove already assigned tasks from when they were not in effect. -GM Coase}}<br />
Once a task is selected, it will be remembered until another task or NOTHING is selected. A task waiver must be in effect '''before''' getting a task from the taskmaster to work.<br />
<br />
== Registered Lost Item Retrieval ==<br />
Some registered lost items can be recovered at the Adventurer's Guild by ASKing the Headmaster about LOST.<br />
<br />
==Behind the Scenes==<br />
The Bounty System went live in [[Prime]] on August 9, 2006.<br />
<br />
==Resources==<br />
* [[/saved posts|Saved posts]]<br />
* [[Adventurer's Guild Badge]]<br />
* [[Illistim adventurer's guild (script)]]<br />
* [[Solhaven bounty (script)]]<br />
* [[SERVICE (verb)]]<br />
* [http://forums.play.net/forums/GemStone%20IV/Organizations%20and%20Societies/Adventurers%20Guild/view Officials folder]<br />
[[Category:Adventurer's Guild| ]] [[Category:New Player]]</div>RAGZhttps://gswiki.play.net/index.php?title=Wound&diff=186205Wound2023-01-04T04:24:02Z<p>RAGZ: /* Wound Penalties */ R2 head blocks casting</p>
<hr />
<div>'''Wounds''' are fresh injuries to one of the fourteen separate body locations, commonly received as part of combat. Each wound has a severity level between 1 and 3. Minor wounds (level 1) have minimal effects aside from [[combat maneuver]] penalties. More severe wounds will typically [[bleeding|bleed]] and carry substantial mechanical penalties, and may prevent characters from performing certain actions.<br />
<br />
The severity of a inflicted wound depends on the [[critical]] portion of the combat system, and may be reduced by wearing more protective armor.<br />
<br />
[[Empath]]s can heal another's character's wounds directly by transferring the wound onto themselves. Otherwise, wounds can be healed by using [[herb]]s, which will leave a possibly debilitating scar until subsequently mended with scar-removal herbs.<br />
<br />
{{TOC limit|2}}<br />
== Wounds ==<br />
<br />
{| class="wikitable"<br />
|-<br />
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3<br />
|-<br />
|head || minor bruises about the head || minor lacerations about the head and a possible mild concussion || severe head trauma and bleeding from the ears<br />
|-<br />
|neck || minor bruises on your neck || moderate bleeding from your neck || snapped bones and serious bleeding from the neck<br />
|-<br />
|abdomen || minor cuts and bruises on your abdominal area || deep lacerations across your abdominal area || deep gashes and serious bleeding from your abdominal area<br />
|-<br />
|back || minor cuts and bruises on your back || deep lacerations across your back || deep gashes and serious bleeding from your back<br />
|-<br />
|right eye || a bruised right eye || a swollen right eye || a blinded right eye<br />
|-<br />
|left eye || a bruised left eye || a swollen left eye || a blinded left eye<br />
|-<br />
|right leg || some minor cuts and bruises on your right leg || a fractured and bleeding right leg || a completely severed right leg<br />
|-<br />
|left leg || some minor cuts and bruises on your left leg || a fractured and bleeding left leg || a completely severed left leg<br />
|-<br />
|right arm || some minor cuts and bruises on your right arm || a fractured and bleeding right arm || a completely severed right arm<br />
|-<br />
|left arm || some minor cuts and bruises on your left arm || a fractured and bleeding left arm || a completely severed left arm<br />
|-<br />
|right hand || some minor cuts and bruises on your right hand || a fractured and bleeding right hand || a completely severed right hand<br />
|-<br />
|left hand || some minor cuts and bruises on your left hand || a fractured and bleeding left hand || a completely severed left hand<br />
|-<br />
|nervous system || a strange case of muscle twitching || a case of sporadic convulsions || a case of uncontrollable convulsions<br />
|}<br />
<br />
== Scars ==<br />
<br />
Scars are the remnants of old wounds that have been partially healed through herbs or empathic self-healing. Scars can be healed by using specific scar-removal herbs or empath spells, but if there is both a scar and a fresh wound on the same location then the wound must be healed first. A character who is healed by an empath will not have a scar.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Location !! Lvl. 1 !! Lvl. 2 !! Lvl. 3<br />
|-<br />
|head || a scar across your face || several facial scars || old mutilation wounds about your head<br />
|-<br />
|neck || a scar across your neck || some old neck wounds || terrible scars from some serious neck injury<br />
|-<br />
|chest || an old battle scar across your chest || several painful-looking scars across your chest || terrible, permanent mutilation of your chest muscles<br />
|-<br />
|abdomen || an old battle scar across your abdominal area || several painful-looking scars across your abdominal area || terrible, permanent mutilation of your abdominal muscles<br />
|-<br />
|back || an old battle scar across your back || several painful-looking scars across your back || terrible, permanent mutilation of your back muscles<br />
|-<br />
|right eye || a black-and-blue right eye || severe bruises and swelling around your right eye || a missing right eye<br />
|-<br />
|left eye || a black-and-blue left eye || severe bruises and swelling around your left eye || a missing left eye<br />
|-<br />
|right leg || old battle scars on your right leg || a mangled right leg || a missing right leg<br />
|-<br />
|left leg || old battle scars on your left leg || a mangled left leg || a missing left leg<br />
|-<br />
|right arm || old battle scars on your right arm || a mangled right arm || a missing right arm<br />
|-<br />
|left arm || old battle scars on your left arm || a mangled left arm || a missing left arm<br />
|-<br />
|right hand || old battle scars on your right hand || a mangled right hand || a missing right hand<br />
|-<br />
|left hand || old battle scars on your left hand || a mangled left hand || a missing left hand<br />
|-<br />
|nervous system || developed slurred speech || constant muscle spasms || a very difficult time with muscle control<br />
|}<br />
<br />
<br />
== Wound Penalties ==<br />
<br />
Any active wounds will penalize [[maneuver]]s and [[player service]]s, as will any rank 2 scars.<br />
<br />
Rank 2 wounds usually [[bleeding|bleed]].<br />
<br />
Rank 1 scars never have any mechanical penalties. More significant scars have penalties similar to wounds of the same level.<br />
<br />
Wounds and scars on specific parts of the body may completely restrict certain activities. In certain cases, having wounds on both sides of the body also restricts activities.<br />
<br />
[[Sigil of Determination]] allows you to ignore penalties from rank 2 and lower wounds, including combined penalties from multiple wounds. It does not allow you to ignore penalties from rank 3 wounds.<br />
<br />
{| class="wikitable"<br />
|-<br />
!Wound Location !! Rank 2 !! Rank 3 !! Rank 2 + Rank 1 !! Rank 2 + Rank 2<br />
|-<br />
|head || prevents searching, spellcasting || prevents searching, spellcasting<br />
|-<br />
|neck || ||<br />
|-<br />
|abdomen || ||<br />
|-<br />
|back || ||<br />
|-<br />
|nervous system || prevents spellcasting || prevents spellcasting<br />
|-<br />
|eye || || prevents searching, spellcasting || ||<br />
|-<br />
| leg || || || ||<br />
|-<br />
| arm and/or hand || prevents ranged attacks || prevents spellcasting, ranged attacks || prevents spellcasting, ranged attacks ||<br />
|}<br />
<br />
==Resources==<br />
*[[/saved posts|Saved posts]]<br />
<br />
[[Category:Character Mechanics]]</div>RAGZhttps://gswiki.play.net/index.php?title=Multi-target_spell&diff=186139Multi-target spell2023-01-03T19:05:05Z<p>RAGZ: corrected ewave's current behavior</p>
<hr />
<div><section begin=target /><br />
[[Multi-target spell]]s and abilities choose targets based on the following criteria, unless specified otherwise:<br />
<br />
*Multi-target spells activated by players via {{boldmono|[[CAST]]}} and {{boldmono|[[CHANNEL]]}} will not target other players. This includes both grouped and ungrouped players.<br />
*All multi-target spells offer an option to {{boldmono|[[EVOKE]]}} the spell, which will possibly hit other players. This version still prioritizes creatures unless directly targeting another player.<br />
*All multi-target spells have a starting maximum targets of 3. This is increased by 1 additional target for every 50 [[Mana Control]] Skill Bonus associated with the spell circle.<section end=target /><br />
<br />
For example, [[Elemental Wave (410)]] uses Elemental Mana Control Skill bonus.<br />
<br />
Many spells will be reasonably intelligent when choosing targets. Disabler spells like Elemental Wave can choose targets that are already prone but will not choose prone targets already affected by Elemental Wave.<br />
<br />
== Spells ==<br />
<br />
The following spells are subject to the standard multi-target criteria. In some cases the spells also have a single-target ("closed") version, in which case the targeting only applies to the "open" cast version of the spell.<br />
<br />
*[[Searing Light (135)]]<br />
*[[Silence (210)]]<br />
*[[Mass Interference (217)]]<br />
*[[Censure (316)]]<br />
*[[Divine Wrath (335)]]<br />
*[[Elemental Wave (410)]]<br />
*[[Major Elemental Wave (435)]]<br />
*[[Cold Snap (512)]]<br />
*[[Cone of Elements (518)]]<br />
*[[Meteor Swarm (525)]]<br />
*[[Mass Calm (619)]]<br />
*[[Nature's Fury (635)]]<br />
*[[Corrupt Essence (703)]]<br />
*[[Grasp of the Grave (709)]] - uses its own maximum target count mechanics<br />
*[[Energy Maelstrom (710)]]<br />
*[[Evil Eye (717)]]<br />
*[[Implosion (720)]]<br />
*[[Tremors (909)]]<br />
*[[Call Wind (912)]]<br />
*[[Core Tap (950)]]<br />
*[[Holding Song (1001)]]<br />
*[[Song of Depression (1015)]]<br />
*[[Song of Sonic Disruption (1030)]]<br />
*[[Empathic Link (1117)]]<br />
*[[Sympathy (1120)]]<br />
*[[Powersink (1203)]]<br />
*[[Vertigo (1219)]]<br />
*[[Mindwipe (1225)]]<br />
*[[Pious Trial (1602)]]<br />
*[[Aura of the Arkati (1614)]]<br />
*[[Judgment (1630)]]<br />
*[[Divine Incarnation (1650)]] (Onslaught)<br />
<br />
==See Also==<br />
* [[Area of effect]]<br />
* [[Damage over time]]<br />
<br />
==Resources==<br />
* [[Area of effect/saved posts|Area of effect saved posts]]<br />
* [[Multi-target spell/saved posts|Multi-target spell saved posts]]<br />
<br />
[[Category: Magic]]<br />
[[Category: Area Mechanics]]<br />
[[Category: Combat Mechanics]]</div>RAGZhttps://gswiki.play.net/index.php?title=Magic&diff=186138Magic2023-01-03T18:58:21Z<p>RAGZ: /* Types of Spells */ removed DoT from a list categorizing spells by their targeting mechanics</p>
<hr />
<div>'''Magic''' is the manipulation of forces in the universe through rituals, incantations, or sheer willpower. From the sorcerer transporting across realms to the warrior wielding enchanted weapons, there are a variety of ways that magic manifests itself.<br />
{{TOC limit|3}}<br />
== Organization of Magic ==<br />
[[File:Ringsstyler.jpg|thumb|right|Spheres and Spell Circles]] Magic can be defined and organized in multiple ways. One way is by looking at the source of the power. The three major [[sphere]]s of magic, or sources, are [[Elemental]], [[Spiritual]], and [[Mental]]. Each sphere draws its power from a different source: the unceasing conflict between the elements that shapes the natural world, the powers shared by the spirits and deities of Elanthia with their followers, and the innate psychic energies of the mind.<br />
<br />
Another way to think about magic is through [[Overview_of_Elanthian_Magic#Rote_Magic_versus_Flow_Magic|categorization as either flow magic or rote magic]]. The most powerful applications of magical power are known as ''flow magic'', requiring very rare skill and knowledge. By comparison, ''rote magic'' that has been repeatedly practiced and codified is much more commonly seen and used. This rote magic is represented by the [[spell circle]]s available to [[adventurer]]s ([[player character]]s). These collections of rote incantations, known as [[spell]]s, are designed to evoke specific changes in the world. Each spell circle belongs to at least one of the spheres, and there are hybrid circles that mix two of the spheres.<br />
<br />
Through the lens of game mechanics, spells are organized by a '''spell number''' which consists of a reference to the circle it belongs to and the rank of the spell within that circle. For example, the spell [[Minor Shock]] has the spell number '''901''', because it is the 1st spell of the [[Wizard Base|Wizard]] spell circle and all Wizard spells have a '9' prefix. (For this reason, the Wizard spell circle is commonly referred to as the '900s'.) Each spell also has a '''mnemonic''' phrase that may optionally aid in casting it: for example, for the aforementioned Minor Shock spell, the mnemonic is 'MINORSHOCK'.<br />
<br />
{{top}}<br />
<br />
== Spell Research ==<br />
Every adventurer can [[Spell Research|research spells]], but they are limited by their [[profession]] as to which spell circles they may access.<br />
<br />
To learn a spell, one must train in one of that profession's available spell circles. Each skill [[rank]] in a spell circle gives access to additional spells, up to the character's level. For example, a level 6 Wizard with 5 ranks in Minor Elemental (400s) and 7 ranks in Wizard Base (900s) will be able to cast spells 401 through 405, as well as 901 through 906, but not 406 (because rank is not high enough) or 907 (because level is not high enough).<br />
<br />
In addition, all pure spellcasting professions ([[Cleric]], [[Empath]], [[Sorcerer]], [[Wizard]]) innately know the spell [[Arcane Blast (1700)]].<br />
<br />
{| class="wikitable" style="font-size: x-small;"<br />
|+ style="text-align: left;" | Table: Spell Research By Profession<br />
|-<br />
!<br />
![[Bard]]<br />
![[Cleric]]<br />
![[Empath]]<br />
![[Monk]]<br />
![[Paladin]]<br />
![[Ranger]]<br />
![[Rogue]]<br />
![[Savant]]<br />
![[Sorcerer]]<br />
![[Warrior]]<br />
![[Wizard]]<br />
|-align=center<br />
![[Minor Spiritual]]<br />
|<br />
|X<br />
|X<br />
|X<br />
|X<br />
|X<br />
|X<br />
|<br />
|X<br />
|X<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Major Spiritual]]<br />
|<br />
|X<br />
|X<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Cleric Base]]<br />
|<br />
|X<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Minor Elemental]]<br />
|X<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|X<br />
|<br />
|X<br />
|X<br />
|X<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Major Elemental]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|X<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Ranger Base]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|X<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Sorcerer Base]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|X<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Wizard Base]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|X<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Bard Base]]<br />
|X<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Empath Base]]<br />
|<br />
|<br />
|X<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Savant Base]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|X<br />
|<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Minor Mental]]<br />
|<br />
|<br />
|<br />
|X<br />
|<br />
|<br />
|<br />
|X<br />
|<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Major Mental]]<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|X<br />
|<br />
|<br />
|<br />
|-align=center<br />
!align=left bgcolor=#cccccc|[[Paladin Base]]<br />
|<br />
|<br />
|<br />
|<br />
|X<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|<br />
|-align=center bgcolor=#FFFF99<br />
!Total Circles Available<br />
|2<br />
|3<br />
|3<br />
|2<br />
|2<br />
|2<br />
|2<br />
|3<br />
|3<br />
|2<br />
|3<br />
|-align=center bgcolor=#99ff99<br />
!Max Ranks Per Level<br />
|2<br />
|3<br />
|3<br />
|1<br />
|2<br />
|2<br />
|1<br />
|3<br />
|3<br />
|1<br />
|3<br />
|-align=center bgcolor=#99ffff<br />
!Training Cost<br />
|0/17<br />
|0/8<br />
|0/8<br />
|0/38<br />
|0/27<br />
|0/17<br />
|0/67<br />
|<br />
|0/8<br />
|0/120<br />
|0/8<br />
|}<br />
<br />
{{top}}<br />
<br />
== Spell Activation ==<br />
<br />
To activate a spell, one must first have learned it by training in the appropriate spell circle and must be of the appropriate level. The list of known spells can be viewed with {{boldmono|[[SPELL (verb)|SPELL ALL]]}}.<br />
<br />
One must also be able to harness enough magical energy, known as [[mana]]. The more powerful a spell, the more mana that must be harnessed to use it. Increasing one's mana is achieved by training in [[Harness Power]]. Attempting to activate a spell without sufficient mana can cause injury or death.<br />
<br />
There are two ways to activate a spell: either through the use of {{boldmono|PREPARE}} followed by an activation verb such as {{boldmono|[[CAST]]}}, {{boldmono|[[CHANNEL]]}}, {{boldmono|[[SUMMON]]}}, or {{boldmono|[[EVOKE]]}}, or through the use of {{boldmono|[[INCANT]]}} which prepares and activates in one command.<br />
<br />
==={{boldmono|PREPARE}} and Activation===<br />
Use the {{boldmono|[[PREPARE (verb)|PREPARE]]}} verb with the spell number, mnemonic, or full spell name to ready the spell. For example, a wizard can {{boldmono|PREPARE 901}}, {{boldmono|PREPARE MINORSHOCK}}, or {{boldmono|PREPARE MINOR SHOCK}} to ready the [[Minor Shock (901)]] spell. The spell will stay prepared for 30 seconds or until using an activation verb on a viable target, for example: {{boldmono|CAST RODENT}}. Using an activation verb without a specified {{boldmono|[[TARGET]]}} may activate the spell with the caster as the target. Be careful not to do this with attack spells. To cancel a readied spell without activating it, use the {{boldmono|[[RELEASE (verb)|RELEASE]]}} verb. <br />
<br />
* {{boldmono|CAST}} - This is the default activation verb.<br />
* {{boldmono|CHANNEL}} - Some offensive spells use this activation verb to deal additional damage or may have other effects.<br />
* {{boldmono|EVOKE}} - Some spells have an additional use that may be accessed using this activation verb. With [[multi-target spell]]s, {{boldmono|EVOKE}} will cast a player-unfriendly version of the spell.<br />
* {{boldmono|SUMMON}} - This activation verb is typically used in order to choose a specific object, item, or animal.<br />
<br />
=== {{boldmono|INCANT}} ===<br />
{{boldmono|[[INCANT]]}} prepares and activates a spell with a single command. For example, {{boldmono|INCANT 901}} or {{boldmono|INCANT MINORSHOCK}} to prepare and cast Minor Shock. {{boldmono|INCANT}} automatically selects a target, unless the target has been set with the {{boldmono|[[TARGET]]}} verb. It is possible set up {{boldmono|INCANT}} to always use one of the relevant activation verbs (such as: {{boldmono|INCANT SET CHANNEL 1115}}) or to change the verb for one activation only (such as: {{boldmono|INCANT 1700 EVOKE}}). See the {{boldmono|[[INCANT]]}} article for more details.<br />
<br />
{{top}}<br />
<br />
==Types of Spells ==<br />
Spell types can be categorized in different ways. One way to categorize them is by looking at how they change the world. Attack spells are used to harm or disable a target or targets. Enhancement spells (or "buff spells") are used to enhance defensive or offensive combat ability, weapons, or stats. Healing spells mitigate or remove health loss, injuries, or scars. Utility skills enhance non-combat skills or change the environment. Another way to think about them is by categorizing them as single target, [[multi-target spell|multi-target]], or [[area of effect]].<br />
<br />
===Attack Spells===<br />
{{main|:Category:Attack Spells}}<br />
Combat spells additionally have various effects based on several different combat resolution systems.<br />
==== Bolt Spells ====<br />
<br />
[[Bolt]] spells produce magical projectiles, such as a fireball or a bolt of lightning. An '''attack roll''' is made to determine whether a bolt spell hits or misses.<br />
<br />
An example of a bolt spell:<br />
<pre{{log2}}><br />
You hurl a powerful lightning bolt at a shadow mare!<br />
AS: +297 vs DS: +116 with AvD: +37 + d100 roll: +97 = +315<br />
... and hit for 134 points of damage!<br />
</pre><br />
<br />
Attack roll factors:<br />
*[[Attack strength]] (AS) is primarily determined by the caster's [[stance]] and [[Spell Aiming]] skill.<br />
*[[Defense strength]] (DS) is primarily determined by the target's stance and general ability to dodge or block ranged attacks.<br />
*[[AvD|Attack-vs-Defense]] (AvD) is determined by how well the target's [[armor]] protects from the specific type of bolt.<br />
*[[d100]] is a random number from 1 to 100.<br />
<br />
If these factors add up to a number greater than 100, then the attack hits.<br />
====Maneuver Spells====<br />
{{addmetext}}<br />
<br />
==== Warding Spells ====<br />
<br />
[[Warding]] spells directly focus on the target, attempting to breach its magical defenses. A '''warding roll''' is made to determine whether a warding spell successfully affects the target.<br />
<br />
An example of a warding spell:<br />
<pre{{log2}}><br />
You gesture at a krolvin warfarer.<br />
CS: +204 - TD: +88 + CvA: +19 + d100: +88 == +223<br />
Warding failed!<br />
A dull grey beam snakes out toward the krolvin warfarer!<br />
... 80 points of damage!<br />
... 30 points of damage!<br />
</pre><br />
<br />
Warding roll factors:<br />
*[[Casting strength]] (CS) is primarily determined by the caster's [[level]] and [[Spell Research]].<br />
*[[Target defense]] (TD) is primarily determined by the target's level and defensive magics.<br />
*[[CvA|Cast-vs-Armor]] (CvA) is determined by how well the target's armor generally protects against spells.<br />
*[[d100]] is a random number from 1 to 100.<br />
<br />
If these factors add up to a number greater than 100, then the spell will affect the target.<br />
<br />
Warding spells that do not cause damage but instead hinder the target in some way are considered [[Combat_system#Disabling_Spells|disabling spells]].<br />
<br />
==== Fumbling ====<br />
<br />
There is a 1% chance when casting any attack spell that the caster will fumble and fail to cast it properly.<br />
<pre{{log2}}><br />
You gesture at a raving lunatic.<br />
d100 == 1 FUMBLE!<br />
</pre><br />
<br />
===Enhancement Spells===<br />
{{addmetext}}<br />
====Defensive Spells====<br />
{{main|:Category:Defensive Spells}}<br />
<br />
Defensive spells are useful for adding to [[character]]'s defensive abilities, including [[DS]], [[TD]], or simply reducing the [[damage]] sustained by a blow.<br />
====Offensive Spells====<br />
{{main|:Category:Offensive Spells}}<br />
<br />
Offensive spells are those which enhance some aspect of a character's attacking capability, such as [[attack strength]], [[casting strength]], or [[unarmed attack factor]].<br />
===Healing===<br />
{{main|:Category:Healing Spells}}<br />
<br />
Healing spells are activated by [[empath]]s and additionally found in some items such as [[herb]]s and [[potion]]s.<br />
===Utility===<br />
{{main|:Category:Utility Spells}}<br />
<br />
{{addmetext}}<br />
<br />
{{top}}<br />
<br />
== Spell Hindrance ==<br />
<br />
{{main|Spell hindrance}}<br />
<br />
Wearing heavier armors can interfere with casting and cause spells to fail. The chance can be reduced with training in [[Armor Use]].<br />
<br />
{{top}}<br />
<br />
== Magic Items ==<br />
{{main|Magic item}}<br />
Spells and other enchantments are often embedded into various items that can be found as [[treasure system|treasure]] or created by skilled artificers.<br />
<br />
;Common magic items<br />
:Common magic items include a number of types of wands, as well as the commonly found items in the treasure system such as [[small statue]]s, [[white crystal]]s, [[black crystal]]s and [[ruby amulet]]s.<br />
<br />
;Uncommon magic items<br />
:Occasionally one finds items in the [[treasure system]] that are magic items. Brooches, statues, rings, and buckles are examples of some that may be found. These may contain spells already, or may be able to have a spell imbedded into them using [[Magic Item Creation (420)]]. Additionally, some of these may be able to be recharged by a wizard using the [[Charge Item (517)]] spell. The spells found in these items generally will not exceed 20th level spells, and certain spells (such as [[Call Familiar (920)]]) will not be found in such items.<br />
<br />
;Created magic items<br />
:Some professions create magic items. Rangers can create rods, amulets, and wands which may be imbedded by any other profession capable of learning the [[Magic Item Creation (420)]] spell. Wizards can [[Enchant_Item|enchant]] weapons and armor to make them more effective in combat, and sorcerers are capable of creating [[crimson salt crystals]] that can be used to animate dead [[creature]]s or [[character]]s.<br />
<br />
;[[Gems]]<br />
:Gems that have been properly purified, or are simply previously [[orb gem]]s are magic items, and may have spells imbedded them using [[Magic Item Creation (420)]] if treated with a [[grot t'kel potion]]; additionally, they may be turned into orbs for use with the [[Charge Item (517)]] spell or treated with the [[Holy Receptacle (325)]] spell that can bless deity powers into gems.<br />
<br />
;[[Scroll]]s<br />
:Scrolls are printed materials with the magic of one or more spells written upon them. Success with scrolls is increased with training in [[Arcane Symbols]].<br />
<br />
{{top}}<br />
<br />
== Resources ==<br />
<br />
*[[An Overview of Elanthian Magic]]<br />
*[http://www.play.net/gs4/info/magic-guide.asp Magic Guide] on play.net<br />
<br />
[[Category:Magic| ]]<br />
[[Category:New Player]]</div>RAGZhttps://gswiki.play.net/index.php?title=Scroll&diff=185401Scroll2022-12-17T05:29:58Z<p>RAGZ: /* Spell knowledge scroll */ corrected SK reference</p>
<hr />
<div>'''Scrolls''' are printed materials with the [[magic]] of one or more [[spell]]s written upon them. '''Vellum''', '''paper''', '''papyrus''', '''parchment''', and '''palimpsest''' are also common nouns for a scroll. <br />
<br />
* To prepare a spell from a scroll, [[INVOKE (verb)|invoke]] it. <br />
* To determine which spells are on the scroll, [[READ (verb)|read]] it. <br />
* Both of these actions are subject to [[Arcane Symbols]] skill checks.<br />
<br />
== Possible Spells ==<br />
<br />
Scrolls may contain most spells up to level 19 in each [[spell circle]], as well as the high-level Arcane spells [[Arcane Barrier (1720)]] and [[Fash'lo'nae's Gift (1750)]].<br />
<br />
The treasure system will '''not''' generate the following spells on scrolls:<br />
<br />
{|<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[Spirit Servant (218)]]<br />
*[[Raise Dead (318)]]<br />
*[[Rapid Fire (515)]]<br />
*[[Charge Item (517)]]<br />
*[[Imbue (614)]]<br />
*[[Scroll Infusion (714)]]<br />
*[[Empathic Focus (1109)]]<br />
*[[Empathic Link (1117)]]<br />
*[[Mind Over Body (1213)]]<br />
*[[Focus Barrier (1216)]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[Dauntless (1606)]]<br />
*[[Divine Shield (1609)]]<br />
*[[Higher Vision (1610)]]<br />
*[[Patron's Blessing (1611)]]<br />
*[[Champion's Might (1612)]]<br />
*[[Guard the Meek (1613)]]<br />
*[[Zealot (1617)]]<br />
*[[Whispering Willow (1905)]]<br />
*[[Zealot (1917)]]<br />
|}<br />
<br />
The above spells may occasionally be available from special merchants, from very old scrolls that predate the treasure system changes, or may appear on [[#Self-knowledge scroll|self-knowledge scrolls]].<br />
<br />
== Scroll Infusion ==<br />
<br />
[[Sorcerer]]s with knowledge of [[Scroll Infusion]] may unlock fresh (never invoked) scrolls, allowing more mana to be infused into them, thus increasing the charges. Each spell as well as the entire scroll itself will possess a finite mana capacity, which is tied to the value of the scroll. <br />
<br />
* To determine the number of [[charges]] remaining, [[wave]] an [[odeir'cos (rune)|odeir'cos]] runestone at the scroll. Only sorcerers may detect charges in this manner.<br />
* [[Phase (704)]] can be used to detect if a scroll can be unlocked. Locked scrolls resist attempts at phasing.<br />
<br />
== Spell knowledge scroll ==<br />
{{side box|The intent of this enhancement is to add some diversity in the scroll system. It's our intent that players will be able to use these to mix in some options into their hunting regimes - example having ewave an entire hunt, in addition we anticipate being able to allow more powerful options on these versions of scrolls than are traditionally allowed on their more permanent cousins. -GM Viduus}}<br />
<section begin=SK /><noinclude>[[Spell knowledge item|</noinclude>Spell knowledge<noinclude>]] (SK)</noinclude> scrolls debuted in April 2018 and are identifiable by the vibrant ink the spells are written in. Each spell on a scroll can only be invoked once, and spells not typically appearing on standard scrolls may appear on SK scrolls.<br />
<br />
When a spell is invoked from such a scroll, it will grant the user temporary knowledge of the spell. The duration lasts a base of 5 minutes for buffs, and 10 minutes for offensive spells. Any spells cast off these spells can be cast infinitely in those windows, but buffs will fade when the window closes - meaning they will only last a base of 5 minutes. This base window can be increased to around a max of 60 minutes for buffs, and 120 minutes for offensive spells via Scroll Infusion. These spells will be treated as native cast for [[spell burst]] and [[The Rift|Rift]] dispel. <br />
<br />
Buffs from these scrolls are self-cast only. Offensive spells will benefit from the [[Casting_strength#Magic_Items_and_Scrolls|generic CS/spell rank system]].<br />
<br />
Scrolls may not be used with [[Magic Item Creation (420)]].<br />
<br />
'''Example'''<br />
<pre{{log2}}><br />
It takes you a moment to focus on the glittering palimpsest.<br />
On the glittering palimpsest you see<br />
(214) Bind in vibrant ink<br />
(115) Fasthr's Reward in vibrant ink<br />
(212) Interference in vibrant ink<br />
(105) Poison Resistance in vibrant ink<br />
(114) UnPoison in vibrant ink<br />
(1712) Spirit Guard in vibrant ink</pre><br />
<br />
Knowledge of spells will be shown in {{mono|[[SPELL (verb)|SPELL ACTIVE]]}}<br />
<pre{{log2}}><br />
>spell active<br />
You currently have the following active spells:<br />
Knowledge - Bind ................... 0:09:58<br />
Knowledge - Spirit Guard ........... 0:04:17</pre><section end=SK /><br />
<br />
==Messaging==<br />
The messaging of a successful invocation is as follows:<br />
<pre{{log2}}><br />
>invoke 205<br />
1d100: 24 + Modifiers: 151 == 175<br />
You raise the ancient scroll and gesture to invoke the Light spell.<br />
Sparks begin to fly between the ancient scroll and your fingers. With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.<br />
</pre><br />
<br />
When the last charge of a particular spell is invoked, the spell name fades from the scroll. An example of this messaging is as follows:<br />
<pre{{log2}}><br />
>invoke 205<br />
1d100: 94 + Modifiers: 151 == 245<br />
You raise the ancient scroll and gesture to invoke the Light spell.<br />
Sparks begin to fly between the ancient scroll and your fingers. With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.<br />
<b>As your voice fades, so too does the ink on the scroll, leaving a blank space where the Light spell had previously been written.</b><br />
</pre><br />
<br />
== Related Articles ==<br />
* [[/saved posts|Saved posts]]<br />
* [[Scroll Infusion (714)]]<br />
* [[Spell Collection Guide (scroll infusion)]]<br />
<br />
[[Category:Items]]<br />
[[Category:Magic]]<br />
[[Category:Magic Items|*]]</div>RAGZhttps://gswiki.play.net/index.php?title=Spell_knowledge_item&diff=185400Spell knowledge item2022-12-17T05:27:05Z<p>RAGZ: /* Self-knowledge scroll */ corrected SK reference</p>
<hr />
<div>{{TOCright|limit=2}}A '''spell knowledge item''' (also commonly referred to as '''self-knowledge''' or just '''SK''') grants the wearer (jewelry, armor and clothing), or wielder (weapons and shields), inherent knowledge of a spell without training in [[Spell Research]] of any circle. The user will be able to{{boldmono| [[PREPARE]] }}and{{boldmono| [[CAST]]}}, or{{boldmono| [[INCANT]]}}, and even{{boldmono| [[EVOKE]] }} and/or{{boldmono| [[CHANNEL]] }}the spell, as applicable. Any form of casting the spell will use the caster's [[mana]]. Spell knowledge item spells may be of any spell circle and usable by any [[profession]] regardless of that profession's native spell circles, unless there are specific restrictions built into the item by its creator.<br />
<br />
Unlike casting from scrolls or using imbedded magical items, a spell cast using a spell knowledge item will receive the full benefit for all applicable Lore ranks.<includeonly><br />
<section begin=lore />A spell cast using a [[spell knowledge item]] will receive the full benefit for all applicable Lore ranks regardless of the type of spell circle.<section end=lore /></includeonly><br />
==Spell Knowledge Enhancives==<br />
'''Spell knowledge enhancives''' (SKEs) are items in which the spell knowledge is granted via an [[enhancive]] ability, and charges drain as the item is worn/wielded just like stat and skill enhancives. A SKE may have up to two spells on it, but no other enhancive abilities. They must also be charged via [[bounty point]]s or [[#SimuCoin Items|spell knowledge enhancive charging potion]]s.<br />
<br />
While item upkeep is required for SKEs, unlike the older items, they provide the benefit of the spell(s) not counting towards [[spellburst]] if it is a defensive/worn utility spell.<br />
<br />
Original spell knowledge items were released long before the [[enhancive]] system was created, and some of them are still in use.<br />
<br />
===SimuCoin Items===<br />
Short-term and long-term '''spell knowledge enhancive charging potions''' are available in the [[SimuCoin]] store as a '''[https://store.play.net/store/purchaseitem/147?gameCode=GS potent blue-green potion]''' and a '''[https://store.play.net/store/purchaseitem/148?gameCode=GS potent yellow-green potion]''', respectively. A SKE item will not drain any charges while under the effect of either of these potions<br />
<br />
==Spell Duration==<br />
{{addmetext}} [The duration (if applicable) of a spell knowledge item is determined by...]<br />
<br />
==Imbedding==<br />
Users of spell knowledge items can use [[Magic Item Creation (420)]] to imbed the spell into appropriate imbeddable items, and [[cleric]]s can use [[Holy Receptacle (325)]], if the spell is able to be imbedded. When a spell knowledge enhancive item is used to{{boldmono| [[IMBED]]}}, it will drain a charge from an item.<br />
<br />
<span class="mw-customtoggle-1" style="color:#0000ff">'''Click to expand imbeddable spells chart from Magic Item Creation (420) page</span><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-1">{{#section:Magic Item Creation (420)|imbeddable spells}}</div><br />
<br />
==Spell knowledge scroll==<br />
{{#section:Scroll|SK}}<br />
<br />
==Resources==<br />
*[[/saved posts|Saved posts]]<br />
<br />
[[Category: Item Mechanics]]<br />
[[Category: Enhancives]]<br />
[[Category: Magic]]<br />
<br />
==List of Items==<br />
<small>The following list is not complete.</small><br />
<br />
<span class="mw-customtoggle-2" style="color:#0000ff">'''Collapse table</span><br />
<div class="mw-collapsible" id="mw-customcollapsible-2"><br />
{|class="wikitable sortable" {{Prettytable||text-align:center;}}<br />
|-<br />
! width = 150px | Spell Name || width = 85px | Number || width = 500px | Description || width = 300px | Miscellaneous Information <br />
|-<br />
|[[Web]] || 118 || a carved witchwood runestaff ||<br />
|-<br />
|[[Unpresence]] || 204 || a hooded black suede longcoat with veins of mithril trailing down the sleeves ||<br />
|-<br />
|[[Unpresence]] || 204 || a long black leather cloak with a grey silk-lined hood ||<br />
|-<br />
| [[Light]] || 205 || a pale golden hazelwood bracer ||<br />
|-<br />
|[[Darkness]] || 206 || a glossy black fel bracer ||<br />
|-<br />
|[[Bravery]] || 211 || arm greaves (Unknown Desc.) || Released at [[CCF]]<br />
|-<br />
|[[Bravery]] || 211 || a pair of brushed steel leg guards || Released at [[CCF]], 121,800 BP to recharge<br />
|-<br />
|[[Bravery]] || 211 || Cloak (Unknown Desc.) || 2x DB Item, released at [[CCF]]<br />
|-<br />
|[[Minor Sanctuary]] || 213 || an ancient driftwood scepter capped with a glowing aquamarine orb || <br />
|-<br />
|[[Heroism]] || 215 || a coiled copper wire ring set with a mercury-filled glass bead ||<br />
|-<br />
|[[Preservation]] || 305 || [[an oblong red-orange sard medallion]] ||<br />
|-<br />
|[[Holy Bolt]] || 306 || a carved faewood runestaff ||<br />
|-<br />
|[[Presence]] || 402 || a small white velvet pouch embroidered with silvery sigils ||<br />
|-<br />
|[[Thurfel's Ward]] || 503 || a rich burgundy cloak ||<br />
|-<br />
|[[Skinning (604)|Skinning]] || 604 || a keratin-edged skinning knife ||<br />
|-<br />
|[[Whispering Willow]] || 605 || a collar of curling bronze leaves separated by oval-cut green peridots || From First Ebon Gate Auction<br />
|-<br />
|[[Phoen's Strength]] || 606 || an elegant haon-hilted golvern dagger || Released at [[CCF]]<br />
|-<br />
|[[Phoen's Strength]] || 606 || a stout dwarven-crafted skinning knife with a razor sharp invar blade || Released at [[CCF]]<br />
|-<br />
|[[Phoen's Strength]] || 606 || weapon (Unknown Desc.) || Released at [[CCF]]<br />
|-<br />
|[[Sneaking]] || 617 || a persimmon silk cloak with a hood of laced plum ribbons ||<br />
|-<br />
|[[Sneaking]] || 617 || a heavy wyrwood crossbow embedded with chiseled emeralds ||<br />
|-<br />
|[[Mass Calm]] || 619 || an elven-crafted hoarbeam longbow ||<br />
|-<br />
|[[Mass Calm]] || 619 || a platinum-bound fireleaf composite bow with a faceted dragonmist crystal riser ||<br />
|-<br />
|[[Minor Acid]] || 904 || a carved glowbark runestaff ||<br />
|-<br />
|[[Minor Fire]] || 906 || some incarnadine leather hunts embossed with stylized flames ||From First Ebon Gate Auction<br />
|-<br />
|[[Tremors]] || 909 || an ancient yellow rolaren lance capped with a fist-shaped green eostone ||<br />
|-<br />
|[[Invisibility]] || 916 || A carved rowan runestaff ||<br />
|-<br />
|[[Purification Song]] || 1004 || a colorful gem-encrusted mask ||From Second Ebon Gate Auction<br />
|-<br />
|[[Heal]] || 1101 || a slender fireleaf staff capped with a brilliant ruby orb ||<br />
|-<br />
|[[Adrenal Surge]] || 1107 || a gold-set pale amber brooch ||<br />
|-<br />
|[[Glamour]] || 1205 || a razor-edged rolaren chisel || From 2020 Briarmoon Cove<br />
|-<br />
|[[Purify]] || 1604 || a rose gold and white ora key symbol ||<br />
|-<br />
|[[Dauntless]] || 1606 || an oak-shafted rainbow glaes Hammer of Kai||<br />
|-<br />
|[[Divine Shield]] || 1609 || a blue-veined pale vultite heater ||From Ebon Gate Auction<br />
|-<br />
|[[Divine Shield]] || 1609 || shield (Unknown Desc.) ||Released at [[CCF]]<br />
|-<br />
|[[Divine Shield]] || 1609 || shield (Unknown Desc.) ||Released at [[CCF]]<br />
|-<br />
|[[Divine Shield]] || 1609 || shield (Unknown Desc.) ||Released at [[CCF]]<br />
|-<br />
|[[Champion's Might]] || 1612 || a slender yellow lor runestaff capped with a fist-shaped green eostone ||<br />
|-<br />
|[[Faith Shield]] || 1619 || a frosty white hoarbeam staff crowned with a ring of silver-webbed black horn ||<br />
|-<br />
|[[Mystic Focus]] || 1711 || a twisted illthorn runestaff capped by a misty quartz orb ||<br />
|-<br />
|[[Death Cloud]] || 1713 || a storm grey witchwood crook ||<br />
|-<br />
|[[Firestorm]] || 1715 || a brilliant firestone bangle ||<br />
|}</div></div>RAGZhttps://gswiki.play.net/index.php?title=Kroderine_Soul_Primer&diff=185399Kroderine Soul Primer2022-12-17T05:25:37Z<p>RAGZ: /* Drawbacks */ corrected SK reference</p>
<hr />
<div>[[Kroderine Soul]] (also referred to as "KS") is a [[feat]] available to [[warrior]]s, [[rogue]]s, and [[monks]] and may be learned at any level. A character that chooses to learn this feat loses the ability to benefit from most defensive and utility spells, but gains damage reduction and abilities to help them deal with magical attacks.<br />
<br />
==Benefits of Kroderine Soul==<br />
<br />
*Increased Physical [[Redux]]<br />
*Redux will also apply to damage from magical sources<br />
**Magical Damage Reduction will be slightly lower than Physical Damage Reduction<br />
*Duration of hostile spell effects is capped at 20 sec.<br />
*Access to the [[Absorb Magic]] feat, which allows a character to absorb spells cast at them to gain a 2 minute enhancive boost to [[STR]] (+10), Max Health (+5-25), and Max Stamina (+5-25). Can be activated while in RT.<br />
*Access to the [[Dispel Magic]] feat, which allows a character to instantly remove most negative magical effects on them<br />
<br />
==Drawbacks==<br />
<br />
Those who learn KS may not have knowledge of spells, whether learned via [[Spell Research]] or [[Spell knowledge item|spell knowledge]] items, if they do learn one or more spells the benefits of Kroderine Soul will be lost.<br />
<br />
Kroderine Soul characters also cannot receive the benefits of most beneficial magic, whether cast on them by others or from activating magical items. The spells will simply fizzle if someone attempts to cast them on a KS character. Monks above level 30 are the exception to this, as they may learn the [[Mental Acuity]] feat which allows them to cast [[Minor Mental]] spells of level 20 or below for stamina while retaining KS.<br />
<br />
It should be noted that KS characters may still benefit from the following, as they are not considered "beneficial magic" for the purposes of Kroderine Soul:<br />
<br />
*[[Floating Disk (511)]]<br />
*Society abilities ([[Order of Voln]], [[Council of Light]], and [[Guardians of Sunfist]])<br />
*healing herbs, tarts, teas, etc<br />
*[[Preservation (305)]]<br />
*[[Raise Dead (318)]]<br />
*[[Locate Person (116)]] may be used to locate KS characters, but only when they're dead<br />
*[[Empath]]s may still transfer the wounds of KS characters. They may also transfer "exertion" from a character who has popped their nerves due to exhausting their stamina since [[Adrenal Surge (1107)]] will not work on KS characters<br />
*[[Lichbane talisman]]s<br />
<br />
==Is Kroderine Soul Worth It?==<br />
<br />
While Kroderine Soul can be learned by any warrior, rogue, or monk, whether or not it's right for any particular character is going to depend on their playing style. Those that rarely or never hunt with defensive spells on them will experience few, if any, drawbacks. However, those that rely heavily on spell-ups for hunting may have a significant adjustment period and will be the most likely to regret learning Kroderine Soul. Anyone thinking about learning this feat would be well advised to make sure they still have their annual [[Fixskills|fixskills]] available to them unless they want to be stuck with it until May 20 rolls around again.<br />
<br />
Aside from the broad advice above, each of the three professions that can learn Kroderine Soul also have their own considerations, as do some races.<br />
<br />
===Warriors===<br />
<br />
Warriors are the least reliant on magic of the three professions and can easily learn Kroderine Soul straight out of character creation. For new characters, this may even be desirable since they won't develop habits that rely on having a spell-up they'll need to unlearn if they pick up KS later in their career. KS remains viable through-out a warrior's career, though those that achieve ten million or more experience post-cap may find more benefit learning spells if they're looking to min/max.<br />
<br />
Of particular interest to warriors, the Absorb Spell feat gained upon learning KS can make hunting areas with magical creatures much easier. If activated when one sees the spell prep messaging for a creature, they will be immune to the next spell targeted at them and gain a significant boost to their STR stat (which translates to a boost in [[AS]])).<br />
<br />
===Rogues===<br />
<br />
Coming soon<br />
<br />
<br />
===Monks===<br />
<br />
Coming Soon<br />
<br />
<br />
===Smaller Races===<br />
<br />
[[Burghal gnome]]s, [[Forest gnome]]s, and [[Halfling]]s should note that they will lose access to [[Strength (509)]]. Since many squares of these races rely heavily on this spell to help with encumbrance issues, they should carefully consider how much losing its benefits will impact them. The [[CMAN]] [[Surge of Strength]] can be used to mitigate this loss, but some may not find this an acceptable substitute due to its cooldown period.<br />
<br />
==Resources==<br />
* [[Kroderine Soul]]<br />
* [[Kroderine Soul/saved_posts|Saved posts]]<br />
* [[Player System Manager/Saved posts|Player System Manager saved posts]]<br />
<br />
[[Category:Feats]]</div>RAGZhttps://gswiki.play.net/index.php?title=Sheer_fear&diff=172148Sheer fear2022-08-01T20:16:36Z<p>RAGZ: added SMR to the list of penalties from horrify</p>
<hr />
<div>'''Sheer fear''' is a mechanical event that may occur when a character encounters a higher level [[undead]] creature. This debuff inflicts offensive and defensive penalties, [[staggered]] roundtime, and dropping to [[kneel]]ing. The severity of the induced fear is primarily dependent on the [[level]] difference between the character and the undead creature in question. The [[attack strength]] (AS), [[defensive strength]] (DS), [[casting strength]] (CS), [[target defense]] (TD), and [[Standard_maneuver_roll#SMR_v2|standard maneuver roll]] (SMRv2) penalties are applied via the [[horrify]] effect. The AS/DS penalties are (creature level / 2.85), the CS/TD penalties are (creature level / 4.75), and the SMR penalty is (creature level / 4). Against a level 100 creature, this results in -35 AS/DS, -21 CS/TD, and a 25 SMR penalty.<br />
<br />
==Types==<br />
Both types of fear will apply [[staggered]] and [[horrify]] effects to the character.<br />
<br />
* '''Lesser sheer fear''': Characters between ten and fifteen levels lower than a particular creature will experience a lesser sheer fear. <br />
* '''Greater sheer fear''': Characters more than fifteen levels below a creature will experience greater sheer fear, which causes one to drop to one's knees, go into offensive stance, and suffer a longer [[staggered]] effect. Major fear will result in a cycle of warding attempts every 12 seconds to fight off the fear; failure to do so will refresh the [[Horrify|horrified]] effect, force you back to your knees, and apply another set of [[staggered]] roundtime.<br />
<br />
==Formula==<br />
The following is the formula used to ward major fear additional cycles.<br />
<br />
<pre{{log2}}>>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): 72 = 205 <br />
Warding failed! <br />
You are racked by convulsive shivers!</pre><br />
<br />
* Fear Strength (FS) of Attacker: {{mono|attacker level * 3}}<br />
* Fear Defense (FD) of Defender: {{mono|defender level * 3}}<br />
* FvP: Various things such as [[stat]]s and adding to defense can add to this.<br />
<br />
==Initial Sheer Fear Bonuses==<br />
The following spells, abilities, and items help prevent sheer fear from taking hold.<br />
<br />
{| class="wikitable sortable mw-collapsible"<br />
|+ Protective Effects<br />
|-<br />
!scope="col"|Spell/Item<br />
!scope="col" class="unsortable"|Specifics<br />
|-<br />
!scope="row" role="rowheader"|[[Bravery (211)]]<br />
| +3 effective levels<br />
|-<br />
!scope="row" role="rowheader"|[[Heroism (215)]]<br />
| +3 effective levels<br />
|-<br />
!scope="row" role="rowheader"|[[Dauntless (1606)]]<br />
| +3 effective levels<br />
|-<br />
!scope="row" role="rowheader"|[[Symbol of Courage]]<br />
| +3 effective levels<br />
|-<br />
!scope="row" role="rowheader"|[[Minor lichbane talisman|Lichbane talisman, minor]]<br />
| +10 effective levels<br />
|-<br />
!scope="row" role="rowheader"|[[Lesser lichbane talisman|Lichbane talisman, lesser]]<br />
| +20 effective levels<br />
|-<br />
!scope="row" role="rowheader"|[[Greater lichbane talisman|Lichbane talisman, greater]]<br />
| Provides ''immunity'' to fear-based attacks.<br />
|-<br />
!scope="row" role="rowheader"|[[Sanctify (330)|Sanctified armor]]<br />
| +1 effective level per tier<br />
|-<br />
!scope="row" role="rowheader"|[[Sanctify (330)|Sanctified shield]]<br />
| +1 effective level per tier<br />
|-<br />
!scope="row" role="rowheader"|[[Sanctify (330)|Sanctified runestaff]]<br />
| +1/2 effective level per tier, does not stack with shield<br />
|-<br />
!scope="row" role="rowheader"|[[Voln armor]] (Unlocked)<br />
| +3 at Tier 2 & 3; +6 at Tier 4.<br />
|-<br />
!scope="row" role="rowheader"|[[Ghezyte chelioboros jewelry]]<br />
| +1 effective level per tier<br />
|}<br />
<br />
==Major Fear Warding Bonuses==<br />
<br />
The following table displays additional bonuses (FvP) to help with warding additional cycles of major fear from taking effect. <br />
<br />
{| class="wikitable sortable mw-collapsible"<br />
|+ Protective Effects<br />
|-<br />
!scope="col"|Spell/Item/Other<br />
!scope="col" class="unsortable"|Specifics<br />
|-<br />
!scope="row" role="rowheader"|[[Discipline]]<br />
| +([Discipline Base - 40] / 5)<br />
|-<br />
!scope="row" role="rowheader"|[[Bravery (211)]]<br />
| +5<br />
|-<br />
!scope="row" role="rowheader"|[[Heroism (215)]]<br />
| +10<br />
|-<br />
!scope="row" role="rowheader"|[[Dauntless (1606)]]<br />
| +10<br />
|-<br />
!scope="row" role="rowheader"|[[Self Control (613)]]<br />
| +5<br />
|-<br />
!scope="row" role="rowheader"|[[Kai's Triumph Song (1007)]]<br />
| +3<br />
|-<br />
!scope="row" role="rowheader"|[[Song of Valor (1010)]]<br />
| +5<br />
|-<br />
!scope="row" role="rowheader"|[[Yertie's Yowlp]]<br />
| +2<br />
|-<br />
!scope="row" role="rowheader"|[[Order of Voln]]<br />
| +1/3 per rank being a member<br />
|-<br />
!scope="row" role="rowheader"|[[Symbol of Courage]]<br />
| +1/3 per rank in [[Order of Voln|Voln]]<br />
|-<br />
!scope="row" role="rowheader"|Creature disabled<br />
| +10<br />
|-<br />
!scope="row" role="rowheader"|Creature dead<br />
| +25<br />
|}<br />
<br />
==Messaging==<br />
<br />
;Lesser sheer fear (first person)<br />
<br />
<pre{{log2}}><br />
>Overcome by the waves of evil emanating from the necrotic snake, your arms fall slack at your side and you find yourself unable to move.<br />
<br />
>You regain control of your senses!<br />
</pre><br />
<br />
''Note:'' Level 34 character versus [[necrotic snake]]. Effect of fear lasted six seconds.<br />
<br />
;Greater sheer fear (first person)<br />
<br />
<pre{{log2}}><br />
>You drop to your knees in utter despair! Overcome by the foul stench of pure evil emanating from the Citadel herald, your arms fall slack at your sides and feel your limbs slipping away as an utter and complete fear seizes a suffocating control of your mind and body!<br />
<br />
>You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!<br />
<br />
>Selema gestures at you. <br />
You are no longer stunned.<br />
<br />
>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): 70 = 203 <br />
Warding failed! <br />
You gibber in fear! <br />
<br />
>Selema gestures at you. <br />
You are no longer stunned.<br />
<br />
>frown <br />
You don't seem to be able to move to do that.<br />
<br />
>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): 72 = 205 <br />
Warding failed! <br />
You are racked by convulsive shivers!<br />
<br />
>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): 36 = 169 <br />
Warding failed! <br />
You gibber in fear!<br />
<br />
>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): 33 = 166 <br />
Warding failed! <br />
Your eyes grow wider as the crushing terror increases, every bad dream and fear materializing vividly in your mind's eye!<br />
<br />
>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): -13 = 120 <br />
Warding failed! <br />
The crushing fear continues, and you remain huddled in a spastic, jittering heap!<br />
<br />
>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): 84 = 217 <br />
Warding failed! <br />
You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!<br />
<br />
>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): 18 = 151 <br />
Warding failed! <br />
You moan pitifully as you hold your head in your hands, unable to do anything but whimper with fear!<br />
<br />
>You struggle against your fear! <br />
FS: 180 - FD: 75 + FvP: 28 + d100(L): -64 = 69 <br />
Warded off! <br />
You slowly regain control of your senses, wiping the tears from your eyes and the drool from your mouth.<br />
</pre><br />
<br />
''Note:'' Level 25 character versus [[Putrefied Citadel herald]]. Effect of sheer fear lasted approximately two minutes.<br />
<br />
==See also==<br />
*[[/saved posts|Saved posts]]<br />
<br />
[[Category: Combat Mechanics]][[Category:Effects and Conditions]]</div>RAGZhttps://gswiki.play.net/index.php?title=Elemental_Bias_(508)&diff=167804Elemental Bias (508)2022-05-29T21:11:27Z<p>RAGZ: /* Messaging */ Activation messaging</p>
<hr />
<div>{{Spell<br />
| mnemonic = ELEMBIAS<br />
| base_dur = 1200 sec<br />
| add_dur = 60 sec per [[Major Elemental|rank]]<br />
| span = [[Stackable]]<br />
| type = Defensive<br />
| subtype = [[TD]]<br />
| ds = None<br />
| td = +20 TD ([[elemental]])<br />
| enhancement = None<br />
| availability = [[Self-cast]]<br />
| navigation = {{Major elemental navigation}}<br />
}}<br />
__TOC__<br />
'''Elemental Bias''' is a defensive enhancement spell.<br />
<br />
It provides:<br />
* a base bonus of +20 to [[elemental]] [[target defense]] (eTD)<br />
<br />
For each rank of [[Major Elemental]] spells known:<br />
* the duration of the spell is extended by 60 seconds from its base 1200 second duration.<br />
<br />
<br />
The spell can be imbedded using [[Magic Item Create (420)]]. <br />
<br />
<br />
== Lore Benefit ==<br />
25 ranks of [[Elemental Lore, Earth]] unlocks the ability to boost elemental TD by 20 '''or''' spiritual TD by 10 when warding against a spell attack. The base chance for the boost is 5%, and an additional 1% chance is gained for every 10 lore ranks.<br />
<br />
<div {{prettydiv|margin-right=35%}}><center>{{boldmono|% chance to activate <nowiki>=</nowiki> trunc[5 + ((Elemental Lore, Earth ranks - 25) &divide; 10)]}}</center></div><br />
<section begin=Earth Lore Bonus/><br />
:{| {{prettytable|text-align:center;}} <br />
!align="right"|Elemental Lore, Earth ranks||25||35||45||55||65||75||85||95||105||115||125||135<br />
|-<br />
|align="right"|Chance for elemental TD boost ||5%||6%||7%||8%||9%||10%||11%||12%||13%||14%||15%||16%<br />
|-<br />
|colspan="13"|<br />
|-<br />
!align="right" colspan="2"|Elemental Lore, Earth ranks||145||155||165||175||185||195||205||215||225||235||245<br />
|-<br />
|align="right" colspan="2"|Chance for elemental TD boost||17%||18%||19%||20%||21%||22%||23%||24%||25%||26%||27%<br />
|}<br />
<section end=Earth Lore Bonus/><br />
<br />
== Messaging ==<br />
;Initial cast:<br />
<pre{{Log2|margin-right=35%}}>You feel more magically aware.</pre><br />
<br />
;Activation:<br />
<pre{{Log2|margin-right=35%}}>Your magical awareness grows more acute for an instant!</pre><br />
<br />
;Wearing off:<br />
<pre{{Log2|margin-right=35%}}>You feel your extra magical awareness leave you.</pre><br />
{{AR2}}<br />
{{:gold-flecked clear potion}}<br />
<br />
== Resources ==<br />
*[[Elemental_lore_review_(saved_posts)#Elemental_Bias_.28508.29|Elemental lore review (saved posts)]]</div>RAGZhttps://gswiki.play.net/index.php?title=Category:Hinterwilds_creatures&diff=166638Category:Hinterwilds creatures2022-05-07T17:33:50Z<p>RAGZ: </p>
<hr />
<div>[[File:Hinterwild_Map_by_Alosaka.jpg|thumb|400px|Map of the unreleased hunting area The Hinterwilds. Cartography and map by Mnar Akurion.]]<br />
<br />
{{not-yet-implemented|hunting ground}} {{TOCright}}<br />
<br />
Hinterwilds is a [[Ascension Skill System|challenging]] and large hunting ground with creatures from base levels 96 to 115 located near [[Icemule Trace]], far north of the existing map of [[Elanith]] and located near to [[Elanthia]]'s northern pole. The [[Long Snow]] is a barrier between Icemule Trace and the Hinterwilds. It can be bypassed using the [[Temple of Hope]] caravan system. While the system is on test currently, there are multiple pieces of the hunting ground that are not implemented or are subject to change. '''Report bugs at [https://docs.google.com/forms/d/e/1FAIpQLSeNo9x5iyBtkR0Ty7wkgE1vxePJFxyVJhoqBjkbP1ZeGnh7jw/viewform this Google form].'''<br />
<br />
==Story==<br />
<br />
Hinterwilds came out of the [[:Category:Icemule Trace Storylines|storyline]] [[The Uncertain Times]]. More information will be put here at some point.<br />
<br />
The wendigo are halflings who have been transformed by [[Zeban]]'s dark magic.<br />
<br />
You can take a caravan to and from the [[Temple of Hope]] to the Hinterwilds.<br />
<br />
<pre{{log2}}>You are escorted to your seat by a weathered sylvankind, who hops up into the driver's seat and coaxes the vehicle into motion just in time to keep up with the rest of the caravan.<br />
<br />
[Hinterwilds Caravan, Sleigh]<br />
The capacious sleigh is one of several traveling swiftly toward Icemule Trace, driven by a weathered sylvankind. Drawn by a pair of ponderous yaks, the sleigh is piled high with supplies. There are also fur blankets that, if a bit musky, provide ample warmth to both driver and riders.<br />
Obvious paths: none</pre><br />
<br />
==Areas==<br />
<br />
There are four distinct hunting areas which also feature some different geographic locations such as the [[Issenflow River]].<br />
<br />
===Boreal Forest===<br />
<br />
The design intent was for the Boreal Forest to feel a little more spread out.<br />
<br />
* a stunted halfling bloodspeaker<br />
* a bloody halfling cannibal (~96)<br />
* an immense gold-bristled hinterboar (~98)<br />
* a behemothic gorefrost golem (~102)<br />
* a savage fork-tongued wendigo (~105)<br />
<br />
===Gigas Villages===<br />
<br />
The design intent was for the Gigas Villages to feel a little more swarmy. These include Eldurhaart, Fjallarhaart, and Ojandhaart.<br />
<br />
* a tattooed gigas berserker (~103)<br />
* a grim gigas skald (~105)<br />
* a brawny gigas shield-maiden (~106)<br />
* a heavily armored battle mastodon (~106)<br />
* a niveous giant warg (~109)<br />
<br />
===Angargreft Exterior===<br />
<br />
The design intent was for Angargreft to feel a little more spread out.<br />
<br />
====Berserker's End====<br />
<br />
* a quivering sanguine ooze<br />
* a flayed gigas disciple<br />
<br />
====Burrow====<br />
<br />
* a quivering sanguine ooze<br />
* a colossal boreal undansormr (~111)<br />
<br />
====Great Chamber====<br />
<br />
* a quivering sanguine ooze<br />
* a withered [[shadow-cloaked draugr]] (~106-108 undead)<br />
* a shining winged disir (~114 undead)<br />
* a flayed gigas disciple (~116-118)<br />
<br />
====Hanging Gardens====<br />
<br />
* a quivering sanguine ooze<br />
* a squamous reptilian mutant (~109-110)<br />
* an eyeless black valravn (~112 undead)<br />
* a flayed gigas disciple (~113)<br />
<br />
====Sanguine Grove====<br />
<br />
* a colossal boreal undansormr (~111)<br />
<br />
===Pits of the Dead===<br />
<br />
The Pits of the Dead are the disturbed ancestors and their psychopomps, which are being awakened by Zerroth's corrupted blood. This pit can be located from the Mead Hall in Fjallarhaart or after the pillars in the Great Chamber down the steps at the Maw. They converge at the Nexus within the Pits of the Dead.<br />
<br />
* a withered shadow-cloaked dragur (~106-108 corporeal undead)<br />
* an eyeless black valravn (~112 undead)<br />
* a roiling crimson angargeist (~114 non-corporeal undead)<br />
<br />
==Loot==<br />
<br />
Loot is not being tested at this time and is largely irrelevant on the test server.<br />
<br />
===Gems===<br />
<br />
Appraisal values shown below are from characters with 2x Trading, but the gems have not been purified.<br />
<br />
;a blue lace agate<br />
<br />
<pre{{log2}}>Bands of delicate violets, periwinkle, and blue sweep across the icy whiteness of the agate like twilight shadows on wind-driven dunes of snow.<br />
<br />
You peer intently at the blue lace agate as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the blue lace agate is of very poor quality and worth approximately 75 silvers.</pre><br />
<br />
;a piece of blood amber<br />
<br />
<pre{{log2}}>The bead of amber is infused with a swirl of deeper, redder hue, as if a single droplet of blood had fallen into a flow of fresh honey. A small mite is trapped within the gem, its delicate wings and spindly shape preserved by its enduring prison.<br />
<br />
You peer intently at the blood amber as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the blood amber is of above average quality and worth approximately 1900 silvers.</pre><br />
<br />
;a frosted pale violet amethyst<br />
<br />
<pre{{log2}}>Though predominantly a rich purple in hue, the cluster of amethyst's color fades toward the extremes of its crystalline structures. This makes it appear that it is dusted with the faintest coating of glistening frost.<br />
<br />
You peer intently at the pale violet amethyst as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the pale violet amethyst is of average quality and worth approximately 275 silvers.</pre><br />
<br />
;a dark ivory aranthium-bloom<br />
<br />
<pre{{log2}}>Threading through the surrounding chunk of marble, the blossoming of cream-colored aranthium is stark against the paler stone. Hints of other colors--golds and blues and greens--occasionally thrum through the untamed metal as it reacts with the surrounding air.<br />
<br />
You peer intently at the ivory aranthium-bloom as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the ivory aranthium-bloom is of average quality and worth approximately 5100 silvers.</pre><br />
<br />
;a cylindrical red beryl<br />
<br />
<pre{{log2}}>So light a red as to lean toward magenta in places, the uncut cylinder of beryl has rough edges and small fractures that thread through its surface like a network of arteries. The unfinished edges of the stone do little to conceal its natural beauty and distinctive hue.<br />
<br />
You peer intently at the red beryl as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the red beryl is of below average quality and worth approximately 2400 silvers.</pre><br />
<br />
;a twilight blue azurite crystal<br />
<br />
<pre{{log2}}>Peacock blue and sea green in places, the chunk of azurite crystal is dense and dark at its core. The uncut gem is possessed of a glassy luster, and its facets are rippled like the surface of a wind-blown pond.<br />
<br />
You peer intently at the azurite crystal as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the azurite crystal is of very cheap quality and worth approximately 1600 silvers.</pre><br />
<br />
;a misty grey deathstone<br />
<br />
<pre{{log2}}>The small, opaque stone seems to drink the ambient light, its polished surface evidencing only the dimmest of reflections. Through its predominant hue is the grey of a dense evening fog, there are streaks of black so deep that the stone looks otherworldly in nature.<br />
<br />
You peer intently at the grey deathstone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the grey deathstone is of average quality and worth approximately 3300 silvers.</pre><br />
<br />
;a teal chrome diopside<br />
<br />
<pre{{log2}}>Impurities within the chrome diopside tinge its natural green color a vibrant teal. Uncut, the gem is a solid cluster with multitudinous facets. The color of the crystal is so richly intense that it is nearly opaque in places.<br />
<br />
You peer intently at the chrome diopside as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the chrome diopside is of poor quality and worth approximately 50 silvers.</pre><br />
<br />
;a deep violet duskjewel<br />
<br />
<pre{{log2}}>The multifaceted gemstone's color is both darker and more complex than an amethyst's, resembling a night's sky touched by only the faintest memory of a fading sunset. Toward its core, it pales toward a purple-tinged grey like the petals of a mournbloom.<br />
<br />
You peer intently at the violet duskjewel as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the violet duskjewel is of very poor quality and worth approximately 4500 silvers.</pre><br />
<br />
;a fossilized undansormr egg<br />
<br />
<pre{{log2}}>Larger than a giantman's fist, the ancient egg bears an unusual pattern of interlocking hexagonal scales that have been little obscured by petrification. Though predominantly pale, a veritable rainbow of pale colors sparks and shimmers just beneath the shell's semitranslucent surface.<br />
<br />
You peer intently at the undandsormr egg as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the undandsormr egg is of below average quality and worth approximately 8300 silvers.</pre><br />
<br />
;a gold-green auroral emerald<br />
<br />
<pre{{log2}}>Impurities within the structure of the emerald have lent it a brighter hue, which manifests in greater concentrations of the intrusive mineral as bands of sunny gold. Square-cut, the emerald's brilliant facets lend it a haunting fire.<br />
<br />
You peer intently at the auroral emerald as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the auroral emerald is of very poor quality and worth approximately 4400 silvers.</pre><br />
<br />
;a petrified warg fang<br />
<br />
<pre{{log2}}>Large enough to fill the palm of a full-grown human, the canine is old enough to have become a simulacrum of hard stone. Scratches and nicks, preserved through petrification, hint at a predator whose tastes and ambitions sometimes exceeded its physical capabilities.<br />
<br />
You peer intently at the warg fang as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the warg fang is of average quality and worth approximately 25 silvers.</pre><br />
<br />
;a lustrous vermilion firedrop<br />
<br />
<pre{{log2}}>Naturally shaped in a way that resembles a trilliant cut, the firedrop's hue is bright vermilion that lightens toward a sunny yellow at its core. Devoid of cracks or imperfections, the jewel resembles a candleflame trapped in crystal.<br />
<br />
You peer intently at the vermilion firedrop as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the vermilion firedrop is of average quality and worth approximately 3900 silvers.</pre><br />
<br />
;a deep red-violet garnet<br />
<br />
<pre{{log2}}>Though small, the garnet is a striking display of vivid hue and shine. Though predominantly possessed of a lush incarnadine color, the gem shades toward a blushed violet at its core, the colors clashing in a way that is both beautiful and strange.<br />
<br />
You peer intently at the red-violet garnet as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the red-violet garnet is of average quality and worth approximately 750 silvers.</pre><br />
<br />
;a vibrant titian heliodor<br />
<br />
<pre{{log2}}>Deeper and more complex in hue than most heliodors, the gemstone is a scintillating red-orange that makes it look as if it were plucked from the heart of a raging inferno. Though uncut, the stone's shine is brilliant, ambient light winking from its natural facets in fiery hues.<br />
<br />
You peer intently at the titian heliodor as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the titian heliodor is of average quality and worth approximately 750 silvers.</pre><br />
<br />
;a piece of polished ivory<br />
<br />
<pre{{log2}}>Apparently a fragment of a large creature's tusk, this chunk of ivory has been polished to a high gloss; whether by nature or man, you cannot tell.<br />
<br />
You peer intently at the polished ivory as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the polished ivory is of average quality and worth approximately 850 silvers.</pre><br />
<br />
;a mottled green jasper<br />
<br />
<pre{{log2}}>The cabochon jasper is predominantly a hearty, verdant green, but strident oranges and sparking golds form whorls that complicate the darker color. Along one side, an especially large whorl resembles a large, unblinking eye.<br />
<br />
You peer intently at the green jasper as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the green jasper is of average quality and worth approximately 250 silvers.</pre><br />
<br />
;a blue-violet chunk of kornerupine<br />
<br />
<pre{{log2}}>Aurora-green and richly vibrant toward its edges, the jewel deepens in hue toward a sedate storm blue toward its core. Its glinting facets enhance its unusual luster, catching and magnifying the gem's multicolored fire.<br />
<br />
You peer intently at the chunk of kornerupine as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the chunk of kornerupine is of fair quality and worth approximately 1250 silvers.</pre><br />
<br />
;a chunk of pale marble<br />
<br />
<pre{{log2}}>Snowy cream in hue, the chunk of unpolished marble is rough to the touch. Faint, feathered veins of grey and gold entwine just under its surface, awaiting the skills of a gemcutter to bring them vibrantly to the fore.<br />
<br />
You peer intently at the pale marble as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the pale marble is of below average quality and worth approximately 200 silvers.</pre><br />
<br />
;a dull griseous mournstone<br />
<br />
<pre{{log2}}>Opaque and rounded, the cream-colored stone bears mottled marks like those on a robin's egg. It looks as if it has been worn smooth, though it is not clear whether the rounding is the result of the elements or the touch of many hands.<br />
<br />
You peer intently at the griseous mournstone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the griseous mournstone is of very cheap quality and worth approximately 35 silvers.</pre><br />
<br />
;an inky black nightstone<br />
<br />
<pre{{log2}}>Singularly black, the nightstone appears to absorb the ambient light, leaving it in a pall of permanent shadow. The gem's facets are difficult to discern, but here and there, the faintest glints of livid violet glisten from within its depths.<br />
<br />
You peer intently at the black nightstone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the black nightstone is of poor quality and worth approximately 4100 silvers.</pre><br />
<br />
;a silver-white palladium nugget<br />
<br />
<pre{{log2}}>Warped and twisted by the volcanic pressures that birthed it, the palladium nugget is composed of pale white-grey metal. Though small, the nugget is dense and looks to be mostly pure.<br />
<br />
You peer intently at the palladium nugget as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the palladium nugget is of poor quality and worth approximately 1200 silvers.</pre><br />
<br />
;a piece of clear oligoclase<br />
<br />
<pre{{log2}}>The piece of olgicoclase is pale and possessed of a faint green hue too bland to compete with even the lightest jades. Crystals cluster together to form the boxy chunk. One plane is flat enough to evidence faint, blue-green adularescence in the ambient light.<br />
<br />
You peer intently at the clear oligoclase as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the clear oligoclase is of average quality and worth approximately 20 silvers.</pre><br />
<br />
;a gold-banded onyx<br />
<br />
<pre{{log2}}>The onyx is smooth, sleek, and black save for a bright band of gold at the center. Thin and bright, the aureate streak is like a falling star's tail gleaming against the fabric of night.<br />
<br />
You peer intently at the gold-banded onyx as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the gold-banded onyx is of very poor quality and worth approximately 50 silvers.</pre><br />
<br />
;a silvery nimbus opal<br />
<br />
<pre{{log2}}>The small chunk of opal is a serene grey like morning mist. In place of typical opalescence, it flashes with monochromatic glints in the ambient light: stark whites, moonlit silvers, and lustrous greys.<br />
<br />
You peer intently at the nimbus opal as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the nimbus opal is of fair quality and worth approximately 1900 silvers.</pre><br />
<br />
;a pastel-hued winterbite pearl<br />
<br />
<pre{{log2}}>Tiny, gilded circles wildly stipple a textured pattern across the smooth curvatures of the oversized pearl like effervescent bubbles rising in freshly poured spirits. The creamy white surface is starkly pale, but quickened by subtle blushes of petal pink, clover green, and sky blue tints.<br />
<br />
You peer intently at the wintersbite pearl as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the wintersbite pearl is of above average quality and worth approximately 10100 silvers.</pre><br />
<br />
;a lambent gold warg's eye quartz<br />
<br />
<pre{{log2}}>Dark golden in hue, the spherule of quartz is possessed of a velveteen shine. Ambient light gathers on its surface, reflecting in a spindle shape reminiscent of a slitted pupil.<br />
<br />
You peer intently at the warg's eye quartz as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the warg's eye quartz is of above average quality and worth approximately 275 silvers.</pre><br />
<br />
;a bluish black razern-bloom<br />
<br />
<pre{{log2}}>Wickedly sharp at the edges, the inky black cluster sprouts into a fan of thin crystalline blades that are as perilous as they are fragile. Insidious threads of cerulean hue wind through the crystals' structures.<br />
<br />
You peer intently at the black razern-bloom as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the black razern-bloom is of fine quality and worth approximately 2500 silvers.</pre><br />
<br />
;a vinous gigasblood ruby<br />
<br />
<pre{{log2}}>Roughly the size of a giantman's fist, the ruby is a deep red of fine wine. Though its hue is surpassingly dark, the jewel is surprisingly clear, its facets collecting ambient light to suffuse its core with incarnadine fire.<br />
<br />
You peer intently at the gigasblood ruby as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the gigasblood ruby is of below average quality and worth approximately 4900 silvers.</pre><br />
<br />
;a faceted wyrm's-heart sapphire<br />
<br />
<pre{{log2}}>Brilliantly blue in the manner of a still lake reflecting a daylit sky, the large sapphire is roughly shaped like a heart. Within its depths, exotic minerals lend it flashes of violet and teal that bring complexity to its exquisite color.<br />
<br />
You peer intently at the wyrm's heart sapphire as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the wyrm's heart sapphire is of average quality and worth approximately 6600 silvers.</pre><br />
<br />
;a piece of dusky blue sapphire<br />
<br />
<pre{{log2}}>The shard of sapphire has a dusky color to it like the sky on a cloudy day. Pale impurities within the jewel swirl in a riotous constellation reminiscent of a driving snowstorm.<br />
<br />
You peer intently at the dusky blue sapphire as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the dusky blue sapphire is of poor quality and worth approximately 2700 silvers.</pre><br />
<br />
;a nival everfrost shard<br />
<br />
<pre{{log2}}>The shard is pale and clear, but fingers of frost clinging to its surface suggest that it is no mere diamond, but a chunk of crystallized rhimar. The jewel radiates intense cold, causing the air around it to puff into faint wisps of mist. A blizzard of frigid blue and glacial green glints wink across its jagged facets.<br />
<br />
You peer intently at the everfrost shard as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the everfrost shard is of above average quality and worth approximately 9800 silvers.</pre><br />
<br />
;a rainbowed ammolite shard<br />
<br />
<pre{{log2}}>A rainbow plays along the surface of the ammolite shard, the surface of which is ridged in a pattern reminiscent of a great lizard's scales. Colors all along the spectrum, from vivid indigo to crisp red and with greens and yellows and oranges in between, scintillate over the fossil.<br />
<br />
You peer intently at the ammolite shard as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the ammolite shard is of below average quality and worth approximately 1250 silvers.</pre><br />
<br />
;a virescent nephrite shard<br />
<br />
<pre{{log2}}>Uneven in hue, the shard of nephrite transitions from a pallid lime to a richer forest green, with a snowstorm of white specks trapped just under the surface. The clash of hues is reminiscent of a forest lazing beneath a fall of snowflakes.<br />
<br />
You peer intently at the nephrite shard as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the nephrite shard is of very poor quality and worth approximately 175 silvers.</pre><br />
<br />
;a stark white snowstone<br />
<br />
<pre{{log2}}>Utterly devoid of color, the snowstone boasts a splendorous display of tiny facets, each of which winks and glitters in the ambient light. It is almost clear at its extremities, but its heart is a niveous white.<br />
<br />
You peer intently at the white snowstone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the white snowstone is of fair quality and worth approximately 3000 silvers.</pre><br />
<br />
;a shard of streaked blue spectrolite<br />
<br />
<pre{{log2}}>The spectrolite is a lump of dark stone with a smooth, glossy texture. Fluorescent blues and oranges shimmer under the surface of the smooth stone, a stark contrast to its overall dark hue.<br />
<br />
You peer intently at the streaked blue spectrolite as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the streaked blue spectrolite is of average quality and worth approximately 650 silvers.</pre><br />
<br />
;a vivid cobalt blue spinel<br />
<br />
<pre{{log2}}>Deep cobalt blue in color, the spinel is a spindle of unsullied crystal with darker depths. Although it has not been worked by a jeweler's hand, the spinel's natural facets flatter its shine.<br />
<br />
You peer intently at the cobalt blue spinel as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the cobalt blue spinel is of above average quality and worth approximately 5200 silvers.</pre><br />
<br />
;a green alexandrite stone<br />
<br />
<pre{{log2}}>At first glance, it would be easy to mistake this gemstone for a simple chrysoberyl, but a sudden shift in the light causes the stone to transform from green to an intense red.<br />
<br />
You peer intently at the alexandrite stone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the alexandrite stone is of average quality and worth approximately 2600 silvers.</pre><br />
<br />
;a grey-streaked malachite stone<br />
<br />
<pre{{log2}}>Swirls of darker grey ripple through the sedate green surface of the malachite, taking on more jagged forms here and there. In places, the occlusions resemble a storm of dark grey feathers spiraling across the semiprecious stone's surface.<br />
<br />
You peer intently at the malachite stone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the malachite stone is of average quality and worth approximately 600 silvers.</pre><br />
<br />
;a saffron-hued danburite stone<br />
<br />
<pre{{log2}}>The long, striated spar of danburite is imbued with a hue like fresh-plucked saffron. Chipped and cracked in places, the gemstone is nonetheless dazzling in its color and clarity.<br />
<br />
You peer intently at the danburite stone as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the danburite stone is of very poor quality and worth approximately 150 silvers.</pre><br />
<br />
;a carved basalt teardrop<br />
<br />
<pre{{log2}}>The teardrop is carved from dense black basalt by an unskilled hand, its shape blocky and coarse. Weathered by years of exposure to brutal elements, the outer columnar formations forming the rock have yielded to a perfectly smooth, mirror-like finish within their valleys.<br />
<br />
You peer intently at the basalt teardrop as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the basalt teardrop is of average quality and worth approximately 25 silvers.</pre><br />
<br />
;a piece of coppery titanite<br />
<br />
<pre{{log2}}>The wedge-shaped jewel is a rich yellow at its extremes, but favors a gleaming copper color throughout. Lustrous, smaller crystals sprout from its base in a fringe reminiscent of the froth atop a dark ale.<br />
<br />
You peer intently at the coppery titanite as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the coppery titanite is of above average quality and worth approximately 650 silvers.</pre><br />
<br />
;a royal blue boreal topaz<br />
<br />
<pre{{log2}}>The topaz's hue is the intense, dark blue of the night just before dawn. Its shine is cold fire, winking ceruleans and striking teals blazing like trapped starlight in the heart of the gem.<br />
<br />
You peer intently at the boreal topaz as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the boreal topaz is of very poor quality and worth approximately 500 silvers.</pre><br />
<br />
;a rutilated twilight tourmaline<br />
<br />
<pre{{log2}}>The tourmaline is a deep midnight blue in hue, with hints of bruise purple and sunset orange toward its core. Bright copper rutilations streak across the surface of the gem, the streaks like falling stars against a dying sky.<br />
<br />
You peer intently at the twilight tourmaline as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the twilight tourmaline is of average quality and worth approximately 750 silvers.</pre><br />
<br />
;a green and pink zoisite<br />
<br />
<pre{{log2}}>Darker specks freckle the smooth surface of the oblong, egg-shaped zoisite, which is predominantly green but shades abruptly toward a watermelon pink in places. The opaque stone is rounded, its edges worn smooth by the passage of years.<br />
<br />
You peer intently at the pink zoisite as you turn it in your fingers, meticulously inspecting for flaws. You estimate that the pink zoisite is of average quality and worth approximately 300 silvers.</pre><br />
<br />
==Mechanics==<br />
<br />
This hunting ground has Spell Sever which allows a character to cast spells they know as well as up to two outside spells. There is also a Divergence feature where certain spells behave differently. There is a cold environmental effect called Hypothermia, and there are ice patches you can slip on (whether in the open or [[sneak]]ing). Creatures have sheer fear and some variable damage immunity. There are no planned teleport restrictions [https://discord.com/channels/226045346399256576/892754010925305876/892788443808145489 APM Estild].<br />
<br />
===Divergence===<br />
{{:Divergence}}<br />
<br />
===Hypothermia===<br />
<br />
You can increase your Hypothermia tolerance with [[Physical Fitness]], [[Survival]], and Resist Elements. The baseline expectation to combat the wind is 1x Survival. The damage is increased by being wet and by the duration of time you stay outside. Swimming in the Issenflow River applies a Frigid Waters debuff that increases Hypothermia accrual to 2x. You can go into an "inside" room to reduce the environmental effect. Tip: Inside rooms will say "Obvious exits" instead of "Obvious paths." You can use [[campfire]]s to reduce the environmental effect or possibly go visit a [[fireplace]] such as in the Tavern. Eventually there may be an alchemy shop with a wind protection boost.<br />
<br />
Both Hypothermia and the Frigid Waters debuff from the Issenflow River will show up in the Debuff window and do show up under {{boldmono|SPELL ACTIVE}}.<br />
<br />
;Wind messaging<br />
<br />
<pre{{log2}}>Wind screeches through the area, cold as steel and sharp as a knife's edge. It gleefully slices at your exposed flesh!<br />
The howling wind drives you out of hiding.<br />
You shiver uncontrollably as the freezing air slices at your skin!<br />
... 15 points of damage!<br />
The icy blast tears into your stomach!<br />
You are stunned for 1 round!</pre><br />
<br />
<pre{{log2}}>Bitter polar winds whip around you with a hateful screech!<br />
You shiver uncontrollably as the freezing air slices at your skin!<br />
... 1 point of damage!<br />
My! You'll surely be stiff in the morning! Better ice down the bruises!</pre><br />
<br />
<pre{{log2}}>A brief lull in the cutting wind heralds a sudden, cruel gust that sends the temperature plummeting!<br />
You shiver uncontrollably as the freezing air slices at your skin!<br />
... 30 points of damage!<br />
Pain penetrates your being as your right ankle shatters from the icy blast.<br />
You are knocked to the ground!<br />
You are stunned for 6 rounds!</pre><br />
<br />
<pre{{log2}}>The freezing cold winds shriek all around you, numbing your extremities.<br />
You shiver uncontrollably as the freezing air slices at your skin!<br />
... 1 point of damage!<br />
My! You'll surely be stiff in the morning! Better ice down the bruises!</pre><br />
<br />
;Hypothermia recovery messaging<br />
<br />
<pre{{log2}}>A semblance of warmth returns to your body as the bitter cold of the Hinterwilds retreats.</pre><br />
<br />
==Behind the Scenes==<br />
Hinterwilds was released on the [[test server]] on September 29, 2021. It was originally announced at the OOC Icemule Trace meeting on March 17, 2021. <br />
<br />
===Credits===<br />
[[User:GS4-AUCHAND|GameMaster Auchand]] wrote and designed the Hinterwilds with help from the [[Staff list|Development Team]] including [[User:GS4-ESTILD|APM Estild]], [[User:GS4-NAIJIN|ASGM Naijin]], and [[User:GS4-MESTYS|GM Mestys]].<br />
<br />
==Resources==<br />
* [[Hinterwilds/saved_posts|Saved posts]]<br />
* [https://docs.google.com/forms/d/e/1FAIpQLSeNo9x5iyBtkR0Ty7wkgE1vxePJFxyVJhoqBjkbP1ZeGnh7jw/viewform Submit bug reports while on test here.]<br />
<br />
[[Category:Icemule Trace Hunting Areas]][[Category:The Uncertain Times]]</div>RAGZhttps://gswiki.play.net/index.php?title=Divergence&diff=166637Divergence2022-05-07T17:31:42Z<p>RAGZ: </p>
<hr />
<div>{{TOCright}}'''Divergence''' is a balancing mechanic for hunting areas to have spells behave differently in the affected areas. Those areas are the [[Hinterwilds]] and [[Atoll]]. <br />
<br />
{| {{prettytable}}<br />
|-bgcolor=lightblue <br />
!Spell||Change<br />
|-style="vertical-align:top;"<br />
| Bard Spellsong Hindrance || Drains mana and incurs CastRT<br />
|-<br />
| [[Song of Sonic Disruption (1030)]] || reduced damage (similar to Grimswarm)<br />
|-<br />
| [[Song of Tonis (1035)]] || Enforces a 2 second minimum RT. Does not affect groups.<br />
|-<br />
| [[Spirit Slayer (240)]] || "60" second cooldown<br>(shows up as 90 since it's applied when the spell is cast and runs concurrent with the base 30 second duration of the spell).<br />
|-<br />
| [[Rapid Fire (515)]] || When CAST, it lowers the caster's cast roundtime down to 2 seconds and has no cooldown.<br>When EVOKEd, it lowers the caster's cast roundtime down to 1 second, and applies a 2 minute cooldown to the base spell and a 10 minute cooldown to the evoked version. The evoked cooldown is lowered by -1 second per EMC rank, down to -300 (making it a 5 minute cooldown).<br />
|-<br />
| [[Core Tap (950)]] || 5 minute cooldown<br>Can still be activated multiple times during the cooldown with EL:E training.<br />
|-<br />
| [[Minor Steam (1707)]] || Increased mana cost to 5 mana.<br />
|}<br />
<br />
<noinclude><br />
==See Also==<br />
* [[Spell sever]]<br />
* [[Spellburst]]<br />
<br />
[[category:Magic]]<br />
[[category: Combat Mechanics]]<br />
</noinclude></div>RAGZhttps://gswiki.play.net/index.php?title=War_Cries&diff=155878War Cries2021-12-07T17:10:52Z<p>RAGZ: /* Bertrandt's Bellow */ added Staggered effect, updated verbiage</p>
<hr />
<div>{| {{prettytable|text-align: center;float:right;}}<br />
|-<br />
! War Cry || Rank<br />
|-<br />
| BELLOW || 1<br />
|-<br />
| YOWLP || 20<br />
|-<br />
| GROWL || 30<br />
|-<br />
| SHOUT || 40<br />
|-<br />
| CRY || 50<br />
|-<br />
| HOLLER || 60<br />
|}<br />
'''War Cries''' are the skill of projecting a [[Warrior|Warrior's]] voice to rally his party or cow his enemies. War Cries are one of the six skills that can be studied at the [[Warrior Guild]]. <br />
<br />
==Using War Cries==<br />
War cries are activated using [[WARCRY (verb)|WARCRY]]. Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin's Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.<br />
<br />
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.<br />
<br />
===Offensive War Cries===<br />
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin's Voice stance and has trained that stance to the second or third rank.<br />
<br />
====Single Target====<br />
Offensive war cries can be used on a single target via '''WARCRY [cry] [target]'''. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).<br />
<br />
====Open Crying====<br />
Offensive war cries can also be directed at all creatures in the room (player-friendly) with '''WARCRY [cry] ALL'''. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior's vocal cords than single-target cries.<br />
<br />
====Untargeted====<br />
If invoked without a target ('''WARCRY [cry]'''), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).<br />
<br />
===Supporting War Cries===<br />
All supporting war cries are invoked without a target ('''WARCRY [cry]'''), and most require a group to have any effect. Only the final cry, Horland's Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:<br />
<div {{prettydiv|margin-right=70%}}>2 &times; (War Cry Ranks + Level / 4) seconds</div><br />
<br />
===Vocal Cord Stress===<br />
Unlike most skills learned at the Warrior Guild, war cries do not use the warrior's [[Stamina]] as a power source. Instead, the war cries take a toll on the warrior's vocal cords. The later a war cry is learned, the more stress it places on the vocal cords. If a warrior uses war cries too often, her vocal cords will be strained, and she will be unable to use the skill for a few minutes. Assuming the Griffin's Voice stance decreases the strain on the warrior's vocal chords by a factor of 2 or 3.<br />
<br />
Over time, the vocal cords slowly recover; this process can be accelerated using items from special merchants, such as the throat balm available at the [[Adventurer's Guild]]. At any time, a warrior can check the level of stress on her vocal cords with WARCRY.<br />
<br />
==War Cries==<br />
<br />
===Bertrandt's Bellow=== <br />
Bertrandt's Bellow is the first war cry a warrior learns. It is an offensive war cry that can be targeted at a single foe for 10 stamina or used as [[AoE]] for 20 stamina. A successful use of bellow applies [[Staggered]].<br />
<br />
:Bertrant's Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.<br />
<br />
===Yertie's Yowlp===<br />
Yertie's Yowlp is a supporting war cry. Yowlp bolsters the warrior's party's defense against offensive war cries and similar attacks, such as a griffin's screech or a bear's roar, for 10 stamina.<br />
<br />
:Yertie's Yowlp is learned at Rank 20.<br />
<br />
::In the past, Yertie's Yowlp boosted a party's AS by 5, but its under-use lead to a redesign.<br />
<br />
===Gerrelle's Growl===<br />
Gerrelle's Growl is an offensive war cry that can be used against a single target for 7 stamina or [[AoE]] for 14 stamina. Foes affected by growl are forced into a more offensive stance and [[Demoralized]].<br />
<br />
:Gerrelle's Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.<br />
<br />
===Seanette's Shout===<br />
Seanette's Shout is a supporting war cry that invigorates the warrior's party and encourages them to strengthen their efforts for 20 stamina. All party members are [[Empowered]] for a bonus of 20 to all [[Attack strength|AS]] attacks.<br />
<br />
:Seanette's Shout is learned at Rank 40.<br />
<br />
===Carn's Cry===<br />
The final offensive war cry, Carn's Cry attempts to [[Terrified|terrify]] a single creature for 15 stamina or multiple targets ([[AoE]]) for 30 stamina. Mechanically, Carn's Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success. A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn's Cry cannot earn a "kill" by causing a target to drop its treasure and permanently flee the area.<br />
<br />
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn's Cry, making it occasionally useful to set up a [[Coup de Grace]].<br />
<br />
<pre{{log2}}><br />
>warcry cry all<br />
You let loose an eerie, modulating cry! <br />
A bandit is forced from hiding!<br />
A bandit looks at you in utter terror! <br />
The bandit convulses with terrified shivers!<br />
<br />
Roundtime: 3 sec.<br />
</pre><br />
<br />
:Carn's Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior's study of War Cries.<br />
<br />
===Horland's Holler===<br />
Horland's Holler is a room taunt that lasts for a duration based on [[Influence]] bonus. Any attacks made in the room have a chance to be redirected back to the warrior. Success of a redirect is based on [[Multi Opponent Combat]] training and the [[Influence]] bonus of the warrior. In addition, Holler provides the Warrior and Warrior’s party with a short term Boost Health (20). The success of the taunt is based on the [[Standard success resolution system]], and attackers gain a bonus for every attempt made.<br />
<br />
:Horland's Holler is learned at Rank 60.<br />
<br />
==Tasks Assigned==<br />
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin's Voice when working on the skill, especially for critter reps.<br />
<br />
===Teacher===<br />
Ask a fellow warrior to teach you. The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.<br />
To teach someone type '''WARCRY TEACH <person>'''<br />
:This task is worth 12 points.<br />
<br />
===Skilled Masters===<br />
Ask a skilled master to teach you.<br />
:This task is worth 8? points.<br />
<br />
===Critter===<br />
Use the most recent War Cry against a challenging critter. Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry. A critter task with Carn's Cry can be one of the more annoying guild tasks.<br />
:This task is worth 15 points.<br />
<br />
===Chores===<br />
====Rake leaves====<br />
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard. In areas with scattered leaves, PULL RAKE to gather the leaves into a pile and then GET PILE to gather the leaves into your bag. When the bag is full, return to the tool rack and EMPTY BAG IN BIN to complete the rep.<br />
:This task is worth 5 points.<br />
<br />
====Polish armor====<br />
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and RUB ARMOR to polish them. Return the rag when you are finished. Each suit of armor can only be polished once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Prune shrubs====<br />
:Again, go to the tool rack and retrieve pruning shears. Then, at each bush, hedge, or shrub, PRUNE it. Return the shears to the rack when finished. Each shrub can only be pruned once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Scrub floors====<br />
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, CLEAN the floor of inside rooms. Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.<br />
:This task is worth 5 points.<br />
<br />
==See Also==<br />
* [[Warrior Guild (saved posts)]]<br />
<br />
<br />
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=War_Cries&diff=155877War Cries2021-12-07T17:07:51Z<p>RAGZ: /* Horland's Holler */ updated verbiage</p>
<hr />
<div>{| {{prettytable|text-align: center;float:right;}}<br />
|-<br />
! War Cry || Rank<br />
|-<br />
| BELLOW || 1<br />
|-<br />
| YOWLP || 20<br />
|-<br />
| GROWL || 30<br />
|-<br />
| SHOUT || 40<br />
|-<br />
| CRY || 50<br />
|-<br />
| HOLLER || 60<br />
|}<br />
'''War Cries''' are the skill of projecting a [[Warrior|Warrior's]] voice to rally his party or cow his enemies. War Cries are one of the six skills that can be studied at the [[Warrior Guild]]. <br />
<br />
==Using War Cries==<br />
War cries are activated using [[WARCRY (verb)|WARCRY]]. Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin's Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.<br />
<br />
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.<br />
<br />
===Offensive War Cries===<br />
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin's Voice stance and has trained that stance to the second or third rank.<br />
<br />
====Single Target====<br />
Offensive war cries can be used on a single target via '''WARCRY [cry] [target]'''. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).<br />
<br />
====Open Crying====<br />
Offensive war cries can also be directed at all creatures in the room (player-friendly) with '''WARCRY [cry] ALL'''. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior's vocal cords than single-target cries.<br />
<br />
====Untargeted====<br />
If invoked without a target ('''WARCRY [cry]'''), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).<br />
<br />
===Supporting War Cries===<br />
All supporting war cries are invoked without a target ('''WARCRY [cry]'''), and most require a group to have any effect. Only the final cry, Horland's Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:<br />
<div {{prettydiv|margin-right=70%}}>2 &times; (War Cry Ranks + Level / 4) seconds</div><br />
<br />
===Vocal Cord Stress===<br />
Unlike most skills learned at the Warrior Guild, war cries do not use the warrior's [[Stamina]] as a power source. Instead, the war cries take a toll on the warrior's vocal cords. The later a war cry is learned, the more stress it places on the vocal cords. If a warrior uses war cries too often, her vocal cords will be strained, and she will be unable to use the skill for a few minutes. Assuming the Griffin's Voice stance decreases the strain on the warrior's vocal chords by a factor of 2 or 3.<br />
<br />
Over time, the vocal cords slowly recover; this process can be accelerated using items from special merchants, such as the throat balm available at the [[Adventurer's Guild]]. At any time, a warrior can check the level of stress on her vocal cords with WARCRY.<br />
<br />
==War Cries==<br />
<br />
===Bertrandt's Bellow=== <br />
Bertrandt's Bellow is the first war cry a warrior learns. It is an offensive war cry that can be targeted at a single foe for 10 stamina or [[AoE]] for 20 stamina. A successful use of bellow puts the target in up to 20 seconds of [[roundtime]].<br />
<br />
:Bertrant's Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.<br />
<br />
===Yertie's Yowlp===<br />
Yertie's Yowlp is a supporting war cry. Yowlp bolsters the warrior's party's defense against offensive war cries and similar attacks, such as a griffin's screech or a bear's roar, for 10 stamina.<br />
<br />
:Yertie's Yowlp is learned at Rank 20.<br />
<br />
::In the past, Yertie's Yowlp boosted a party's AS by 5, but its under-use lead to a redesign.<br />
<br />
===Gerrelle's Growl===<br />
Gerrelle's Growl is an offensive war cry that can be used against a single target for 7 stamina or [[AoE]] for 14 stamina. Foes affected by growl are forced into a more offensive stance and [[Demoralized]].<br />
<br />
:Gerrelle's Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.<br />
<br />
===Seanette's Shout===<br />
Seanette's Shout is a supporting war cry that invigorates the warrior's party and encourages them to strengthen their efforts for 20 stamina. All party members are [[Empowered]] for a bonus of 20 to all [[Attack strength|AS]] attacks.<br />
<br />
:Seanette's Shout is learned at Rank 40.<br />
<br />
===Carn's Cry===<br />
The final offensive war cry, Carn's Cry attempts to [[Terrified|terrify]] a single creature for 15 stamina or multiple targets ([[AoE]]) for 30 stamina. Mechanically, Carn's Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success. A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn's Cry cannot earn a "kill" by causing a target to drop its treasure and permanently flee the area.<br />
<br />
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn's Cry, making it occasionally useful to set up a [[Coup de Grace]].<br />
<br />
<pre{{log2}}><br />
>warcry cry all<br />
You let loose an eerie, modulating cry! <br />
A bandit is forced from hiding!<br />
A bandit looks at you in utter terror! <br />
The bandit convulses with terrified shivers!<br />
<br />
Roundtime: 3 sec.<br />
</pre><br />
<br />
:Carn's Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior's study of War Cries.<br />
<br />
===Horland's Holler===<br />
Horland's Holler is a room taunt that lasts for a duration based on [[Influence]] bonus. Any attacks made in the room have a chance to be redirected back to the warrior. Success of a redirect is based on [[Multi Opponent Combat]] training and the [[Influence]] bonus of the warrior. In addition, Holler provides the Warrior and Warrior’s party with a short term Boost Health (20). The success of the taunt is based on the [[Standard success resolution system]], and attackers gain a bonus for every attempt made.<br />
<br />
:Horland's Holler is learned at Rank 60.<br />
<br />
==Tasks Assigned==<br />
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin's Voice when working on the skill, especially for critter reps.<br />
<br />
===Teacher===<br />
Ask a fellow warrior to teach you. The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.<br />
To teach someone type '''WARCRY TEACH <person>'''<br />
:This task is worth 12 points.<br />
<br />
===Skilled Masters===<br />
Ask a skilled master to teach you.<br />
:This task is worth 8? points.<br />
<br />
===Critter===<br />
Use the most recent War Cry against a challenging critter. Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry. A critter task with Carn's Cry can be one of the more annoying guild tasks.<br />
:This task is worth 15 points.<br />
<br />
===Chores===<br />
====Rake leaves====<br />
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard. In areas with scattered leaves, PULL RAKE to gather the leaves into a pile and then GET PILE to gather the leaves into your bag. When the bag is full, return to the tool rack and EMPTY BAG IN BIN to complete the rep.<br />
:This task is worth 5 points.<br />
<br />
====Polish armor====<br />
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and RUB ARMOR to polish them. Return the rag when you are finished. Each suit of armor can only be polished once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Prune shrubs====<br />
:Again, go to the tool rack and retrieve pruning shears. Then, at each bush, hedge, or shrub, PRUNE it. Return the shears to the rack when finished. Each shrub can only be pruned once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Scrub floors====<br />
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, CLEAN the floor of inside rooms. Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.<br />
:This task is worth 5 points.<br />
<br />
==See Also==<br />
* [[Warrior Guild (saved posts)]]<br />
<br />
<br />
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=Standard_success_resolution_system&diff=155876Standard success resolution system2021-12-07T17:05:15Z<p>RAGZ: /* Success Factors */ added formulas sourced from the PSM3 document</p>
<hr />
<div>The '''Standard Success Resolution System (SSRS)''' is a combat system that determines whether certain [[Guardians of Sunfist]] sigils and [[Order of Voln]] symbols will be successfully employed against a target. This system replaces several arcane methods that previously served this purpose and applies to all enemy attack/debuff sigils and symbols. This system will also be implemented with [[Council of Light]] signs at some future date.<br />
<br />
==Success Factors==<br />
<br />
*[[Level]] vs level comparison<br />
* Member's [[society]] rank<br />
*[[Discipline]] [[stat]] bonus<br />
*[[Influence]] stat bonus<br />
<br />
[[War Cries]] attack power is (50 + [[War Cries|War Cry]] Ranks). <br />
<br />
[[Society]] attack power is (40 + ([[Society]] Ranks * 2)).<br />
<br />
The level difference penalty does not become significant until the target is > 5 levels over the member.<br />
<br />
==Sigils and Symbols Affected by SSRS==<br />
Sigils:<br><br />
<br />
*[[Sigil of Distraction]] (Rank 9)<br />
*[[Sigil of Intimidation]] (Rank 12)<br />
<br />
Symbols:<br><br />
*[[Symbol of Diminishment]] (Rank 4) <br />
*[[Symbol of Submission]] (Rank 7) <br />
*[[Symbol of Holiness]] (Rank 9) <br />
*[[Symbol of Sleep]] (Rank 11)<br />
*[[Symbol of Retribution]] (Rank 15)<br />
*[[Symbol of Turning]] (Rank 22)<br />
<br />
<br />
[[Category: Combat Mechanics]]<br />
[[Category:Order of Voln]]<br />
[[Category:Guardians of Sunfist Sigils]]<br />
[[Category:Societies]]</div>RAGZhttps://gswiki.play.net/index.php?title=War_Cries&diff=155875War Cries2021-12-07T16:47:39Z<p>RAGZ: /* Horland's Holler */ updated this war cry with verbiage from the PSM3 document</p>
<hr />
<div>{| {{prettytable|text-align: center;float:right;}}<br />
|-<br />
! War Cry || Rank<br />
|-<br />
| BELLOW || 1<br />
|-<br />
| YOWLP || 20<br />
|-<br />
| GROWL || 30<br />
|-<br />
| SHOUT || 40<br />
|-<br />
| CRY || 50<br />
|-<br />
| HOLLER || 60<br />
|}<br />
'''War Cries''' are the skill of projecting a [[Warrior|Warrior's]] voice to rally his party or cow his enemies. War Cries are one of the six skills that can be studied at the [[Warrior Guild]]. <br />
<br />
==Using War Cries==<br />
War cries are activated using [[WARCRY (verb)|WARCRY]]. Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin's Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.<br />
<br />
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.<br />
<br />
===Offensive War Cries===<br />
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin's Voice stance and has trained that stance to the second or third rank.<br />
<br />
====Single Target====<br />
Offensive war cries can be used on a single target via '''WARCRY [cry] [target]'''. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).<br />
<br />
====Open Crying====<br />
Offensive war cries can also be directed at all creatures in the room (player-friendly) with '''WARCRY [cry] ALL'''. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior's vocal cords than single-target cries.<br />
<br />
====Untargeted====<br />
If invoked without a target ('''WARCRY [cry]'''), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).<br />
<br />
===Supporting War Cries===<br />
All supporting war cries are invoked without a target ('''WARCRY [cry]'''), and most require a group to have any effect. Only the final cry, Horland's Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:<br />
<div {{prettydiv|margin-right=70%}}>2 &times; (War Cry Ranks + Level / 4) seconds</div><br />
<br />
===Vocal Cord Stress===<br />
Unlike most skills learned at the Warrior Guild, war cries do not use the warrior's [[Stamina]] as a power source. Instead, the war cries take a toll on the warrior's vocal cords. The later a war cry is learned, the more stress it places on the vocal cords. If a warrior uses war cries too often, her vocal cords will be strained, and she will be unable to use the skill for a few minutes. Assuming the Griffin's Voice stance decreases the strain on the warrior's vocal chords by a factor of 2 or 3.<br />
<br />
Over time, the vocal cords slowly recover; this process can be accelerated using items from special merchants, such as the throat balm available at the [[Adventurer's Guild]]. At any time, a warrior can check the level of stress on her vocal cords with WARCRY.<br />
<br />
==War Cries==<br />
<br />
===Bertrandt's Bellow=== <br />
Bertrandt's Bellow is the first war cry a warrior learns. It is an offensive war cry that can be targeted at a single foe for 10 stamina or [[AoE]] for 20 stamina. A successful use of bellow puts the target in up to 20 seconds of [[roundtime]].<br />
<br />
:Bertrant's Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.<br />
<br />
===Yertie's Yowlp===<br />
Yertie's Yowlp is a supporting war cry. Yowlp bolsters the warrior's party's defense against offensive war cries and similar attacks, such as a griffin's screech or a bear's roar, for 10 stamina.<br />
<br />
:Yertie's Yowlp is learned at Rank 20.<br />
<br />
::In the past, Yertie's Yowlp boosted a party's AS by 5, but its under-use lead to a redesign.<br />
<br />
===Gerrelle's Growl===<br />
Gerrelle's Growl is an offensive war cry that can be used against a single target for 7 stamina or [[AoE]] for 14 stamina. Foes affected by growl are forced into a more offensive stance and [[Demoralized]].<br />
<br />
:Gerrelle's Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.<br />
<br />
===Seanette's Shout===<br />
Seanette's Shout is a supporting war cry that invigorates the warrior's party and encourages them to strengthen their efforts for 20 stamina. All party members are [[Empowered]] for a bonus of 20 to all [[Attack strength|AS]] attacks.<br />
<br />
:Seanette's Shout is learned at Rank 40.<br />
<br />
===Carn's Cry===<br />
The final offensive war cry, Carn's Cry attempts to [[Terrified|terrify]] a single creature for 15 stamina or multiple targets ([[AoE]]) for 30 stamina. Mechanically, Carn's Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success. A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn's Cry cannot earn a "kill" by causing a target to drop its treasure and permanently flee the area.<br />
<br />
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn's Cry, making it occasionally useful to set up a [[Coup de Grace]].<br />
<br />
<pre{{log2}}><br />
>warcry cry all<br />
You let loose an eerie, modulating cry! <br />
A bandit is forced from hiding!<br />
A bandit looks at you in utter terror! <br />
The bandit convulses with terrified shivers!<br />
<br />
Roundtime: 3 sec.<br />
</pre><br />
<br />
:Carn's Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior's study of War Cries.<br />
<br />
===Horland's Holler===<br />
Horland's Holler is a room taunt that lasts based on [[Influence]] bonus. Any attacks made in the room have a chance to be redirected back to the warrior. Success of a redirect is based on [[Multi Opponent Combat]] training and the [[Influence]] bonus of the warrior. In addition, Holler provides the Warrior and Warrior’s party with a short term Boost Health (20). The success of the taunt is based on the [[Standard success resolution system]], and attackers gain a bonus for every attempt made.<br />
<br />
:Horland's Holler is learned at Rank 60.<br />
<br />
==Tasks Assigned==<br />
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin's Voice when working on the skill, especially for critter reps.<br />
<br />
===Teacher===<br />
Ask a fellow warrior to teach you. The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.<br />
To teach someone type '''WARCRY TEACH <person>'''<br />
:This task is worth 12 points.<br />
<br />
===Skilled Masters===<br />
Ask a skilled master to teach you.<br />
:This task is worth 8? points.<br />
<br />
===Critter===<br />
Use the most recent War Cry against a challenging critter. Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry. A critter task with Carn's Cry can be one of the more annoying guild tasks.<br />
:This task is worth 15 points.<br />
<br />
===Chores===<br />
====Rake leaves====<br />
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard. In areas with scattered leaves, PULL RAKE to gather the leaves into a pile and then GET PILE to gather the leaves into your bag. When the bag is full, return to the tool rack and EMPTY BAG IN BIN to complete the rep.<br />
:This task is worth 5 points.<br />
<br />
====Polish armor====<br />
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and RUB ARMOR to polish them. Return the rag when you are finished. Each suit of armor can only be polished once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Prune shrubs====<br />
:Again, go to the tool rack and retrieve pruning shears. Then, at each bush, hedge, or shrub, PRUNE it. Return the shears to the rack when finished. Each shrub can only be pruned once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Scrub floors====<br />
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, CLEAN the floor of inside rooms. Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.<br />
:This task is worth 5 points.<br />
<br />
==See Also==<br />
* [[Warrior Guild (saved posts)]]<br />
<br />
<br />
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=War_Cries&diff=155874War Cries2021-12-07T16:42:24Z<p>RAGZ: /* Carn's Cry */ added Terrify effect and stamina cost</p>
<hr />
<div>{| {{prettytable|text-align: center;float:right;}}<br />
|-<br />
! War Cry || Rank<br />
|-<br />
| BELLOW || 1<br />
|-<br />
| YOWLP || 20<br />
|-<br />
| GROWL || 30<br />
|-<br />
| SHOUT || 40<br />
|-<br />
| CRY || 50<br />
|-<br />
| HOLLER || 60<br />
|}<br />
'''War Cries''' are the skill of projecting a [[Warrior|Warrior's]] voice to rally his party or cow his enemies. War Cries are one of the six skills that can be studied at the [[Warrior Guild]]. <br />
<br />
==Using War Cries==<br />
War cries are activated using [[WARCRY (verb)|WARCRY]]. Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin's Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.<br />
<br />
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.<br />
<br />
===Offensive War Cries===<br />
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin's Voice stance and has trained that stance to the second or third rank.<br />
<br />
====Single Target====<br />
Offensive war cries can be used on a single target via '''WARCRY [cry] [target]'''. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).<br />
<br />
====Open Crying====<br />
Offensive war cries can also be directed at all creatures in the room (player-friendly) with '''WARCRY [cry] ALL'''. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior's vocal cords than single-target cries.<br />
<br />
====Untargeted====<br />
If invoked without a target ('''WARCRY [cry]'''), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).<br />
<br />
===Supporting War Cries===<br />
All supporting war cries are invoked without a target ('''WARCRY [cry]'''), and most require a group to have any effect. Only the final cry, Horland's Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:<br />
<div {{prettydiv|margin-right=70%}}>2 &times; (War Cry Ranks + Level / 4) seconds</div><br />
<br />
===Vocal Cord Stress===<br />
Unlike most skills learned at the Warrior Guild, war cries do not use the warrior's [[Stamina]] as a power source. Instead, the war cries take a toll on the warrior's vocal cords. The later a war cry is learned, the more stress it places on the vocal cords. If a warrior uses war cries too often, her vocal cords will be strained, and she will be unable to use the skill for a few minutes. Assuming the Griffin's Voice stance decreases the strain on the warrior's vocal chords by a factor of 2 or 3.<br />
<br />
Over time, the vocal cords slowly recover; this process can be accelerated using items from special merchants, such as the throat balm available at the [[Adventurer's Guild]]. At any time, a warrior can check the level of stress on her vocal cords with WARCRY.<br />
<br />
==War Cries==<br />
<br />
===Bertrandt's Bellow=== <br />
Bertrandt's Bellow is the first war cry a warrior learns. It is an offensive war cry that can be targeted at a single foe for 10 stamina or [[AoE]] for 20 stamina. A successful use of bellow puts the target in up to 20 seconds of [[roundtime]].<br />
<br />
:Bertrant's Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.<br />
<br />
===Yertie's Yowlp===<br />
Yertie's Yowlp is a supporting war cry. Yowlp bolsters the warrior's party's defense against offensive war cries and similar attacks, such as a griffin's screech or a bear's roar, for 10 stamina.<br />
<br />
:Yertie's Yowlp is learned at Rank 20.<br />
<br />
::In the past, Yertie's Yowlp boosted a party's AS by 5, but its under-use lead to a redesign.<br />
<br />
===Gerrelle's Growl===<br />
Gerrelle's Growl is an offensive war cry that can be used against a single target for 7 stamina or [[AoE]] for 14 stamina. Foes affected by growl are forced into a more offensive stance and [[Demoralized]].<br />
<br />
:Gerrelle's Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.<br />
<br />
===Seanette's Shout===<br />
Seanette's Shout is a supporting war cry that invigorates the warrior's party and encourages them to strengthen their efforts for 20 stamina. All party members are [[Empowered]] for a bonus of 20 to all [[Attack strength|AS]] attacks.<br />
<br />
:Seanette's Shout is learned at Rank 40.<br />
<br />
===Carn's Cry===<br />
The final offensive war cry, Carn's Cry attempts to [[Terrified|terrify]] a single creature for 15 stamina or multiple targets ([[AoE]]) for 30 stamina. Mechanically, Carn's Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success. A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn's Cry cannot earn a "kill" by causing a target to drop its treasure and permanently flee the area.<br />
<br />
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn's Cry, making it occasionally useful to set up a [[Coup de Grace]].<br />
<br />
<pre{{log2}}><br />
>warcry cry all<br />
You let loose an eerie, modulating cry! <br />
A bandit is forced from hiding!<br />
A bandit looks at you in utter terror! <br />
The bandit convulses with terrified shivers!<br />
<br />
Roundtime: 3 sec.<br />
</pre><br />
<br />
:Carn's Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior's study of War Cries.<br />
<br />
===Horland's Holler===<br />
Horland's Holler is a supporting war cry, and the final of six war cries learned. It instills a heroic fervor in the warrior and his party (if any), boosting their attack strength by 20. Holler is the only supporting war cry that will affect a groupless warrior. Even for a master, however, it can be a difficult war cry to perform successfully.<br />
<br />
:Horland's Holler is learned at Rank 60.<br />
<br />
==Tasks Assigned==<br />
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin's Voice when working on the skill, especially for critter reps.<br />
<br />
===Teacher===<br />
Ask a fellow warrior to teach you. The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.<br />
To teach someone type '''WARCRY TEACH <person>'''<br />
:This task is worth 12 points.<br />
<br />
===Skilled Masters===<br />
Ask a skilled master to teach you.<br />
:This task is worth 8? points.<br />
<br />
===Critter===<br />
Use the most recent War Cry against a challenging critter. Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry. A critter task with Carn's Cry can be one of the more annoying guild tasks.<br />
:This task is worth 15 points.<br />
<br />
===Chores===<br />
====Rake leaves====<br />
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard. In areas with scattered leaves, PULL RAKE to gather the leaves into a pile and then GET PILE to gather the leaves into your bag. When the bag is full, return to the tool rack and EMPTY BAG IN BIN to complete the rep.<br />
:This task is worth 5 points.<br />
<br />
====Polish armor====<br />
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and RUB ARMOR to polish them. Return the rag when you are finished. Each suit of armor can only be polished once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Prune shrubs====<br />
:Again, go to the tool rack and retrieve pruning shears. Then, at each bush, hedge, or shrub, PRUNE it. Return the shears to the rack when finished. Each shrub can only be pruned once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Scrub floors====<br />
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, CLEAN the floor of inside rooms. Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.<br />
:This task is worth 5 points.<br />
<br />
==See Also==<br />
* [[Warrior Guild (saved posts)]]<br />
<br />
<br />
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=War_Cries&diff=155873War Cries2021-12-07T16:36:34Z<p>RAGZ: /* Seanette's Shout */ added Empowered and stamina cost</p>
<hr />
<div>{| {{prettytable|text-align: center;float:right;}}<br />
|-<br />
! War Cry || Rank<br />
|-<br />
| BELLOW || 1<br />
|-<br />
| YOWLP || 20<br />
|-<br />
| GROWL || 30<br />
|-<br />
| SHOUT || 40<br />
|-<br />
| CRY || 50<br />
|-<br />
| HOLLER || 60<br />
|}<br />
'''War Cries''' are the skill of projecting a [[Warrior|Warrior's]] voice to rally his party or cow his enemies. War Cries are one of the six skills that can be studied at the [[Warrior Guild]]. <br />
<br />
==Using War Cries==<br />
War cries are activated using [[WARCRY (verb)|WARCRY]]. Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin's Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.<br />
<br />
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.<br />
<br />
===Offensive War Cries===<br />
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin's Voice stance and has trained that stance to the second or third rank.<br />
<br />
====Single Target====<br />
Offensive war cries can be used on a single target via '''WARCRY [cry] [target]'''. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).<br />
<br />
====Open Crying====<br />
Offensive war cries can also be directed at all creatures in the room (player-friendly) with '''WARCRY [cry] ALL'''. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior's vocal cords than single-target cries.<br />
<br />
====Untargeted====<br />
If invoked without a target ('''WARCRY [cry]'''), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).<br />
<br />
===Supporting War Cries===<br />
All supporting war cries are invoked without a target ('''WARCRY [cry]'''), and most require a group to have any effect. Only the final cry, Horland's Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:<br />
<div {{prettydiv|margin-right=70%}}>2 &times; (War Cry Ranks + Level / 4) seconds</div><br />
<br />
===Vocal Cord Stress===<br />
Unlike most skills learned at the Warrior Guild, war cries do not use the warrior's [[Stamina]] as a power source. Instead, the war cries take a toll on the warrior's vocal cords. The later a war cry is learned, the more stress it places on the vocal cords. If a warrior uses war cries too often, her vocal cords will be strained, and she will be unable to use the skill for a few minutes. Assuming the Griffin's Voice stance decreases the strain on the warrior's vocal chords by a factor of 2 or 3.<br />
<br />
Over time, the vocal cords slowly recover; this process can be accelerated using items from special merchants, such as the throat balm available at the [[Adventurer's Guild]]. At any time, a warrior can check the level of stress on her vocal cords with WARCRY.<br />
<br />
==War Cries==<br />
<br />
===Bertrandt's Bellow=== <br />
Bertrandt's Bellow is the first war cry a warrior learns. It is an offensive war cry that can be targeted at a single foe for 10 stamina or [[AoE]] for 20 stamina. A successful use of bellow puts the target in up to 20 seconds of [[roundtime]].<br />
<br />
:Bertrant's Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.<br />
<br />
===Yertie's Yowlp===<br />
Yertie's Yowlp is a supporting war cry. Yowlp bolsters the warrior's party's defense against offensive war cries and similar attacks, such as a griffin's screech or a bear's roar, for 10 stamina.<br />
<br />
:Yertie's Yowlp is learned at Rank 20.<br />
<br />
::In the past, Yertie's Yowlp boosted a party's AS by 5, but its under-use lead to a redesign.<br />
<br />
===Gerrelle's Growl===<br />
Gerrelle's Growl is an offensive war cry that can be used against a single target for 7 stamina or [[AoE]] for 14 stamina. Foes affected by growl are forced into a more offensive stance and [[Demoralized]].<br />
<br />
:Gerrelle's Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.<br />
<br />
===Seanette's Shout===<br />
Seanette's Shout is a supporting war cry that invigorates the warrior's party and encourages them to strengthen their efforts for 20 stamina. All party members are [[Empowered]] for a bonus of 20 to all [[Attack strength|AS]] attacks.<br />
<br />
:Seanette's Shout is learned at Rank 40.<br />
<br />
===Carn's Cry===<br />
The final offensive war cry, Carn's Cry attempts to terrify a creature into inaction. Mechanically, Carn's Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success. A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn's Cry cannot earn a "kill" by causing a target to drop its treasure and permanently flee the area.<br />
<br />
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn's Cry, making it occasionally useful to set up a [[Coup de Grace]].<br />
<br />
<pre{{log2}}><br />
>warcry cry all<br />
You let loose an eerie, modulating cry! <br />
A bandit is forced from hiding!<br />
A bandit looks at you in utter terror! <br />
The bandit convulses with terrified shivers!<br />
<br />
Roundtime: 3 sec.<br />
</pre><br />
<br />
:Carn's Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior's study of War Cries.<br />
<br />
===Horland's Holler===<br />
Horland's Holler is a supporting war cry, and the final of six war cries learned. It instills a heroic fervor in the warrior and his party (if any), boosting their attack strength by 20. Holler is the only supporting war cry that will affect a groupless warrior. Even for a master, however, it can be a difficult war cry to perform successfully.<br />
<br />
:Horland's Holler is learned at Rank 60.<br />
<br />
==Tasks Assigned==<br />
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin's Voice when working on the skill, especially for critter reps.<br />
<br />
===Teacher===<br />
Ask a fellow warrior to teach you. The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.<br />
To teach someone type '''WARCRY TEACH <person>'''<br />
:This task is worth 12 points.<br />
<br />
===Skilled Masters===<br />
Ask a skilled master to teach you.<br />
:This task is worth 8? points.<br />
<br />
===Critter===<br />
Use the most recent War Cry against a challenging critter. Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry. A critter task with Carn's Cry can be one of the more annoying guild tasks.<br />
:This task is worth 15 points.<br />
<br />
===Chores===<br />
====Rake leaves====<br />
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard. In areas with scattered leaves, PULL RAKE to gather the leaves into a pile and then GET PILE to gather the leaves into your bag. When the bag is full, return to the tool rack and EMPTY BAG IN BIN to complete the rep.<br />
:This task is worth 5 points.<br />
<br />
====Polish armor====<br />
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and RUB ARMOR to polish them. Return the rag when you are finished. Each suit of armor can only be polished once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Prune shrubs====<br />
:Again, go to the tool rack and retrieve pruning shears. Then, at each bush, hedge, or shrub, PRUNE it. Return the shears to the rack when finished. Each shrub can only be pruned once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Scrub floors====<br />
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, CLEAN the floor of inside rooms. Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.<br />
:This task is worth 5 points.<br />
<br />
==See Also==<br />
* [[Warrior Guild (saved posts)]]<br />
<br />
<br />
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=War_Cries&diff=155872War Cries2021-12-07T16:33:24Z<p>RAGZ: /* Gerrelle's Growl */ added Demoralized and stamina cost</p>
<hr />
<div>{| {{prettytable|text-align: center;float:right;}}<br />
|-<br />
! War Cry || Rank<br />
|-<br />
| BELLOW || 1<br />
|-<br />
| YOWLP || 20<br />
|-<br />
| GROWL || 30<br />
|-<br />
| SHOUT || 40<br />
|-<br />
| CRY || 50<br />
|-<br />
| HOLLER || 60<br />
|}<br />
'''War Cries''' are the skill of projecting a [[Warrior|Warrior's]] voice to rally his party or cow his enemies. War Cries are one of the six skills that can be studied at the [[Warrior Guild]]. <br />
<br />
==Using War Cries==<br />
War cries are activated using [[WARCRY (verb)|WARCRY]]. Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin's Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.<br />
<br />
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.<br />
<br />
===Offensive War Cries===<br />
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin's Voice stance and has trained that stance to the second or third rank.<br />
<br />
====Single Target====<br />
Offensive war cries can be used on a single target via '''WARCRY [cry] [target]'''. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).<br />
<br />
====Open Crying====<br />
Offensive war cries can also be directed at all creatures in the room (player-friendly) with '''WARCRY [cry] ALL'''. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior's vocal cords than single-target cries.<br />
<br />
====Untargeted====<br />
If invoked without a target ('''WARCRY [cry]'''), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).<br />
<br />
===Supporting War Cries===<br />
All supporting war cries are invoked without a target ('''WARCRY [cry]'''), and most require a group to have any effect. Only the final cry, Horland's Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:<br />
<div {{prettydiv|margin-right=70%}}>2 &times; (War Cry Ranks + Level / 4) seconds</div><br />
<br />
===Vocal Cord Stress===<br />
Unlike most skills learned at the Warrior Guild, war cries do not use the warrior's [[Stamina]] as a power source. Instead, the war cries take a toll on the warrior's vocal cords. The later a war cry is learned, the more stress it places on the vocal cords. If a warrior uses war cries too often, her vocal cords will be strained, and she will be unable to use the skill for a few minutes. Assuming the Griffin's Voice stance decreases the strain on the warrior's vocal chords by a factor of 2 or 3.<br />
<br />
Over time, the vocal cords slowly recover; this process can be accelerated using items from special merchants, such as the throat balm available at the [[Adventurer's Guild]]. At any time, a warrior can check the level of stress on her vocal cords with WARCRY.<br />
<br />
==War Cries==<br />
<br />
===Bertrandt's Bellow=== <br />
Bertrandt's Bellow is the first war cry a warrior learns. It is an offensive war cry that can be targeted at a single foe for 10 stamina or [[AoE]] for 20 stamina. A successful use of bellow puts the target in up to 20 seconds of [[roundtime]].<br />
<br />
:Bertrant's Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.<br />
<br />
===Yertie's Yowlp===<br />
Yertie's Yowlp is a supporting war cry. Yowlp bolsters the warrior's party's defense against offensive war cries and similar attacks, such as a griffin's screech or a bear's roar, for 10 stamina.<br />
<br />
:Yertie's Yowlp is learned at Rank 20.<br />
<br />
::In the past, Yertie's Yowlp boosted a party's AS by 5, but its under-use lead to a redesign.<br />
<br />
===Gerrelle's Growl===<br />
Gerrelle's Growl is an offensive war cry that can be used against a single target for 7 stamina or [[AoE]] for 14 stamina. Foes affected by growl are forced into a more offensive stance and [[Demoralized]].<br />
<br />
:Gerrelle's Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.<br />
<br />
===Seanette's Shout===<br />
Seanette's Shout is a supporting war cry that invigorates the warrior's party and encourages them to strengthen their efforts. All party members get a bonus of 15 to all AS attacks.<br />
<br />
For many group hunters, Seanette's Shout is the preferred war cry, balancing moderate vocal stress, moderate difficulty, and a significant [[Attack strength|AS]] boost.<br />
<br />
:Seanette's Shout is learned at Rank 40.<br />
<br />
===Carn's Cry===<br />
The final offensive war cry, Carn's Cry attempts to terrify a creature into inaction. Mechanically, Carn's Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success. A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn's Cry cannot earn a "kill" by causing a target to drop its treasure and permanently flee the area.<br />
<br />
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn's Cry, making it occasionally useful to set up a [[Coup de Grace]].<br />
<br />
<pre{{log2}}><br />
>warcry cry all<br />
You let loose an eerie, modulating cry! <br />
A bandit is forced from hiding!<br />
A bandit looks at you in utter terror! <br />
The bandit convulses with terrified shivers!<br />
<br />
Roundtime: 3 sec.<br />
</pre><br />
<br />
:Carn's Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior's study of War Cries.<br />
<br />
===Horland's Holler===<br />
Horland's Holler is a supporting war cry, and the final of six war cries learned. It instills a heroic fervor in the warrior and his party (if any), boosting their attack strength by 20. Holler is the only supporting war cry that will affect a groupless warrior. Even for a master, however, it can be a difficult war cry to perform successfully.<br />
<br />
:Horland's Holler is learned at Rank 60.<br />
<br />
==Tasks Assigned==<br />
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin's Voice when working on the skill, especially for critter reps.<br />
<br />
===Teacher===<br />
Ask a fellow warrior to teach you. The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.<br />
To teach someone type '''WARCRY TEACH <person>'''<br />
:This task is worth 12 points.<br />
<br />
===Skilled Masters===<br />
Ask a skilled master to teach you.<br />
:This task is worth 8? points.<br />
<br />
===Critter===<br />
Use the most recent War Cry against a challenging critter. Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry. A critter task with Carn's Cry can be one of the more annoying guild tasks.<br />
:This task is worth 15 points.<br />
<br />
===Chores===<br />
====Rake leaves====<br />
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard. In areas with scattered leaves, PULL RAKE to gather the leaves into a pile and then GET PILE to gather the leaves into your bag. When the bag is full, return to the tool rack and EMPTY BAG IN BIN to complete the rep.<br />
:This task is worth 5 points.<br />
<br />
====Polish armor====<br />
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and RUB ARMOR to polish them. Return the rag when you are finished. Each suit of armor can only be polished once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Prune shrubs====<br />
:Again, go to the tool rack and retrieve pruning shears. Then, at each bush, hedge, or shrub, PRUNE it. Return the shears to the rack when finished. Each shrub can only be pruned once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Scrub floors====<br />
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, CLEAN the floor of inside rooms. Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.<br />
:This task is worth 5 points.<br />
<br />
==See Also==<br />
* [[Warrior Guild (saved posts)]]<br />
<br />
<br />
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=War_Cries&diff=155871War Cries2021-12-07T16:27:19Z<p>RAGZ: /* Yertie's Yowlp */ added stamina cost</p>
<hr />
<div>{| {{prettytable|text-align: center;float:right;}}<br />
|-<br />
! War Cry || Rank<br />
|-<br />
| BELLOW || 1<br />
|-<br />
| YOWLP || 20<br />
|-<br />
| GROWL || 30<br />
|-<br />
| SHOUT || 40<br />
|-<br />
| CRY || 50<br />
|-<br />
| HOLLER || 60<br />
|}<br />
'''War Cries''' are the skill of projecting a [[Warrior|Warrior's]] voice to rally his party or cow his enemies. War Cries are one of the six skills that can be studied at the [[Warrior Guild]]. <br />
<br />
==Using War Cries==<br />
War cries are activated using [[WARCRY (verb)|WARCRY]]. Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin's Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.<br />
<br />
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.<br />
<br />
===Offensive War Cries===<br />
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin's Voice stance and has trained that stance to the second or third rank.<br />
<br />
====Single Target====<br />
Offensive war cries can be used on a single target via '''WARCRY [cry] [target]'''. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).<br />
<br />
====Open Crying====<br />
Offensive war cries can also be directed at all creatures in the room (player-friendly) with '''WARCRY [cry] ALL'''. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior's vocal cords than single-target cries.<br />
<br />
====Untargeted====<br />
If invoked without a target ('''WARCRY [cry]'''), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).<br />
<br />
===Supporting War Cries===<br />
All supporting war cries are invoked without a target ('''WARCRY [cry]'''), and most require a group to have any effect. Only the final cry, Horland's Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:<br />
<div {{prettydiv|margin-right=70%}}>2 &times; (War Cry Ranks + Level / 4) seconds</div><br />
<br />
===Vocal Cord Stress===<br />
Unlike most skills learned at the Warrior Guild, war cries do not use the warrior's [[Stamina]] as a power source. Instead, the war cries take a toll on the warrior's vocal cords. The later a war cry is learned, the more stress it places on the vocal cords. If a warrior uses war cries too often, her vocal cords will be strained, and she will be unable to use the skill for a few minutes. Assuming the Griffin's Voice stance decreases the strain on the warrior's vocal chords by a factor of 2 or 3.<br />
<br />
Over time, the vocal cords slowly recover; this process can be accelerated using items from special merchants, such as the throat balm available at the [[Adventurer's Guild]]. At any time, a warrior can check the level of stress on her vocal cords with WARCRY.<br />
<br />
==War Cries==<br />
<br />
===Bertrandt's Bellow=== <br />
Bertrandt's Bellow is the first war cry a warrior learns. It is an offensive war cry that can be targeted at a single foe for 10 stamina or [[AoE]] for 20 stamina. A successful use of bellow puts the target in up to 20 seconds of [[roundtime]].<br />
<br />
:Bertrant's Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.<br />
<br />
===Yertie's Yowlp===<br />
Yertie's Yowlp is a supporting war cry. Yowlp bolsters the warrior's party's defense against offensive war cries and similar attacks, such as a griffin's screech or a bear's roar, for 10 stamina.<br />
<br />
:Yertie's Yowlp is learned at Rank 20.<br />
<br />
::In the past, Yertie's Yowlp boosted a party's AS by 5, but its under-use lead to a redesign.<br />
<br />
===Gerrelle's Growl===<br />
Gerrelle's Growl is an offensive war cry that enrages a target. Foes affected by growl are forced into offensive stance similar to [[Frenzy (216)]].<br />
<br />
:Gerrelle's Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.<br />
<br />
===Seanette's Shout===<br />
Seanette's Shout is a supporting war cry that invigorates the warrior's party and encourages them to strengthen their efforts. All party members get a bonus of 15 to all AS attacks.<br />
<br />
For many group hunters, Seanette's Shout is the preferred war cry, balancing moderate vocal stress, moderate difficulty, and a significant [[Attack strength|AS]] boost.<br />
<br />
:Seanette's Shout is learned at Rank 40.<br />
<br />
===Carn's Cry===<br />
The final offensive war cry, Carn's Cry attempts to terrify a creature into inaction. Mechanically, Carn's Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success. A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn's Cry cannot earn a "kill" by causing a target to drop its treasure and permanently flee the area.<br />
<br />
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn's Cry, making it occasionally useful to set up a [[Coup de Grace]].<br />
<br />
<pre{{log2}}><br />
>warcry cry all<br />
You let loose an eerie, modulating cry! <br />
A bandit is forced from hiding!<br />
A bandit looks at you in utter terror! <br />
The bandit convulses with terrified shivers!<br />
<br />
Roundtime: 3 sec.<br />
</pre><br />
<br />
:Carn's Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior's study of War Cries.<br />
<br />
===Horland's Holler===<br />
Horland's Holler is a supporting war cry, and the final of six war cries learned. It instills a heroic fervor in the warrior and his party (if any), boosting their attack strength by 20. Holler is the only supporting war cry that will affect a groupless warrior. Even for a master, however, it can be a difficult war cry to perform successfully.<br />
<br />
:Horland's Holler is learned at Rank 60.<br />
<br />
==Tasks Assigned==<br />
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin's Voice when working on the skill, especially for critter reps.<br />
<br />
===Teacher===<br />
Ask a fellow warrior to teach you. The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.<br />
To teach someone type '''WARCRY TEACH <person>'''<br />
:This task is worth 12 points.<br />
<br />
===Skilled Masters===<br />
Ask a skilled master to teach you.<br />
:This task is worth 8? points.<br />
<br />
===Critter===<br />
Use the most recent War Cry against a challenging critter. Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry. A critter task with Carn's Cry can be one of the more annoying guild tasks.<br />
:This task is worth 15 points.<br />
<br />
===Chores===<br />
====Rake leaves====<br />
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard. In areas with scattered leaves, PULL RAKE to gather the leaves into a pile and then GET PILE to gather the leaves into your bag. When the bag is full, return to the tool rack and EMPTY BAG IN BIN to complete the rep.<br />
:This task is worth 5 points.<br />
<br />
====Polish armor====<br />
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and RUB ARMOR to polish them. Return the rag when you are finished. Each suit of armor can only be polished once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Prune shrubs====<br />
:Again, go to the tool rack and retrieve pruning shears. Then, at each bush, hedge, or shrub, PRUNE it. Return the shears to the rack when finished. Each shrub can only be pruned once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Scrub floors====<br />
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, CLEAN the floor of inside rooms. Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.<br />
:This task is worth 5 points.<br />
<br />
==See Also==<br />
* [[Warrior Guild (saved posts)]]<br />
<br />
<br />
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=War_Cries&diff=155870War Cries2021-12-07T16:25:56Z<p>RAGZ: /* Bertrandt's Bellow */ added stamina cost for single/aoe</p>
<hr />
<div>{| {{prettytable|text-align: center;float:right;}}<br />
|-<br />
! War Cry || Rank<br />
|-<br />
| BELLOW || 1<br />
|-<br />
| YOWLP || 20<br />
|-<br />
| GROWL || 30<br />
|-<br />
| SHOUT || 40<br />
|-<br />
| CRY || 50<br />
|-<br />
| HOLLER || 60<br />
|}<br />
'''War Cries''' are the skill of projecting a [[Warrior|Warrior's]] voice to rally his party or cow his enemies. War Cries are one of the six skills that can be studied at the [[Warrior Guild]]. <br />
<br />
==Using War Cries==<br />
War cries are activated using [[WARCRY (verb)|WARCRY]]. Abilities that prevent speaking and spell-casting, such as [[Silence (210)|Silence]], [[Cutthroat]], and [[Cheapshot#Throatchop|Throatchop]] also affect war cries. War cries fall into two categories: offensive war cries that inflict negative effects on a foe, and supporting war cries that strengthen the warrior and his party. The [[Griffin's Voice]] [[Martial Stance]] gives the user more endurance and versatility in their war cries.<br />
<br />
Performing a war cry takes 3 seconds of [[roundtime]] if the cry is performed successfully (regardless of whether it has any effect) and 5 seconds if the cry is performed incorrectly.<br />
<br />
===Offensive War Cries===<br />
An offensive war cry takes two skill rolls: the first decides if the warrior performed the cry successfully, and the second determines how strongly the cry affects the target (if at all). Offensive war cries inflict status effects, not damage. They do not affect the [[undead]] unless the warrior is in the Griffin's Voice stance and has trained that stance to the second or third rank.<br />
<br />
====Single Target====<br />
Offensive war cries can be used on a single target via '''WARCRY [cry] [target]'''. Creatures or players can be targeted, but bear in mind your [[Warrior Guild#Oath|guild oath]] before using them on player characters (or friendly NPCs).<br />
<br />
====Open Crying====<br />
Offensive war cries can also be directed at all creatures in the room (player-friendly) with '''WARCRY [cry] ALL'''. This will affect hiding creatures, for better and for worse. Open war cries are more stressful on a warrior's vocal cords than single-target cries.<br />
<br />
====Untargeted====<br />
If invoked without a target ('''WARCRY [cry]'''), the warrior will demonstrate the war cry, but no targets will be affected. This style is expected when training offensive war cries with another warrior (skilled master or player character).<br />
<br />
===Supporting War Cries===<br />
All supporting war cries are invoked without a target ('''WARCRY [cry]'''), and most require a group to have any effect. Only the final cry, Horland's Holler, will have an effect for a solo warrior. Supporting war cries require a hidden skill roll to ensure the cry is preformed successfully. Like offensive war cries, the group-only supporting war cries can be used without a group, but will have no effect. The duration for these war cries appears to be:<br />
<div {{prettydiv|margin-right=70%}}>2 &times; (War Cry Ranks + Level / 4) seconds</div><br />
<br />
===Vocal Cord Stress===<br />
Unlike most skills learned at the Warrior Guild, war cries do not use the warrior's [[Stamina]] as a power source. Instead, the war cries take a toll on the warrior's vocal cords. The later a war cry is learned, the more stress it places on the vocal cords. If a warrior uses war cries too often, her vocal cords will be strained, and she will be unable to use the skill for a few minutes. Assuming the Griffin's Voice stance decreases the strain on the warrior's vocal chords by a factor of 2 or 3.<br />
<br />
Over time, the vocal cords slowly recover; this process can be accelerated using items from special merchants, such as the throat balm available at the [[Adventurer's Guild]]. At any time, a warrior can check the level of stress on her vocal cords with WARCRY.<br />
<br />
==War Cries==<br />
<br />
===Bertrandt's Bellow=== <br />
Bertrandt's Bellow is the first war cry a warrior learns. It is an offensive war cry that can be targeted at a single foe for 10 stamina or [[AoE]] for 20 stamina. A successful use of bellow puts the target in up to 20 seconds of [[roundtime]].<br />
<br />
:Bertrant's Bellow is learned at Rank 1, and becomes the cry used for field reps at Rank 10.<br />
<br />
===Yertie's Yowlp===<br />
Yertie's Yowlp is a supporting war cry. Yowlp bolsters the warrior's party's defense against offensive war cries and similar attacks, such as a griffin's screech or a bear's roar.<br />
<br />
:Yertie's Yowlp is learned at Rank 20.<br />
<br />
::In the past, Yertie's Yowlp boosted a party's AS by 5, but its under-use lead to a redesign.<br />
<br />
===Gerrelle's Growl===<br />
Gerrelle's Growl is an offensive war cry that enrages a target. Foes affected by growl are forced into offensive stance similar to [[Frenzy (216)]].<br />
<br />
:Gerrelle's Growl is learned at Rank 30 and becomes the cry used for field reps at Rank 35.<br />
<br />
===Seanette's Shout===<br />
Seanette's Shout is a supporting war cry that invigorates the warrior's party and encourages them to strengthen their efforts. All party members get a bonus of 15 to all AS attacks.<br />
<br />
For many group hunters, Seanette's Shout is the preferred war cry, balancing moderate vocal stress, moderate difficulty, and a significant [[Attack strength|AS]] boost.<br />
<br />
:Seanette's Shout is learned at Rank 40.<br />
<br />
===Carn's Cry===<br />
The final offensive war cry, Carn's Cry attempts to terrify a creature into inaction. Mechanically, Carn's Cry tries to immobilize the foe, and like much like [[Empathy (1108)]], it has multiple outcomes depending on the level of success. A mild success will cause the target to flee to another room and suffer a short period of immobilization, while a large success causes the enemy to become immobilized in place for a longer duration. Unlike Empathy, Carn's Cry cannot earn a "kill" by causing a target to drop its treasure and permanently flee the area.<br />
<br />
A successful open Cry will knock hidden creatures out of hiding. Many creatures that do not stun are vulnerable to Carn's Cry, making it occasionally useful to set up a [[Coup de Grace]].<br />
<br />
<pre{{log2}}><br />
>warcry cry all<br />
You let loose an eerie, modulating cry! <br />
A bandit is forced from hiding!<br />
A bandit looks at you in utter terror! <br />
The bandit convulses with terrified shivers!<br />
<br />
Roundtime: 3 sec.<br />
</pre><br />
<br />
:Carn's Cry is learned at Rank 50, becomes the cry used for field reps at Rank 55, and remains that way for the duration of the warrior's study of War Cries.<br />
<br />
===Horland's Holler===<br />
Horland's Holler is a supporting war cry, and the final of six war cries learned. It instills a heroic fervor in the warrior and his party (if any), boosting their attack strength by 20. Holler is the only supporting war cry that will affect a groupless warrior. Even for a master, however, it can be a difficult war cry to perform successfully.<br />
<br />
:Horland's Holler is learned at Rank 60.<br />
<br />
==Tasks Assigned==<br />
All tasks are assigned from Rank 1 except for critter tasks. It is recommended that a warrior learn and use at least the first rank of Griffin's Voice when working on the skill, especially for critter reps.<br />
<br />
===Teacher===<br />
Ask a fellow warrior to teach you. The teacher must either have more ranks than the student, or have an equal number of ranks but be a higher level.<br />
To teach someone type '''WARCRY TEACH <person>'''<br />
:This task is worth 12 points.<br />
<br />
===Skilled Masters===<br />
Ask a skilled master to teach you.<br />
:This task is worth 8? points.<br />
<br />
===Critter===<br />
Use the most recent War Cry against a challenging critter. Starts at rank 10, and the cry used changes 5 ranks after learning a new offensive cry. A critter task with Carn's Cry can be one of the more annoying guild tasks.<br />
:This task is worth 15 points.<br />
<br />
===Chores===<br />
====Rake leaves====<br />
:Simply proceed to the tool rack, retrieve a rake and bag, and return to the yard. In areas with scattered leaves, PULL RAKE to gather the leaves into a pile and then GET PILE to gather the leaves into your bag. When the bag is full, return to the tool rack and EMPTY BAG IN BIN to complete the rep.<br />
:This task is worth 5 points.<br />
<br />
====Polish armor====<br />
:Proceed to the tool rack, retrieve an oiled rag, and find the suits of armor scattered throughout the guild hall and RUB ARMOR to polish them. Return the rag when you are finished. Each suit of armor can only be polished once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Prune shrubs====<br />
:Again, go to the tool rack and retrieve pruning shears. Then, at each bush, hedge, or shrub, PRUNE it. Return the shears to the rack when finished. Each shrub can only be pruned once every 10 minutes.<br />
:This task is worth 5 points.<br />
<br />
====Scrub floors====<br />
:Go to the tool rack and retrieve a scrub brush, then on your hands and knees, CLEAN the floor of inside rooms. Like polishing armor and pruning scrubs, one cannot repeatedly scrub the same floor for reps.<br />
:This task is worth 5 points.<br />
<br />
==See Also==<br />
* [[Warrior Guild (saved posts)]]<br />
<br />
<br />
[[Category:Guild Skills]][[Category:Warrior Guild Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=Two_Weapon_Combat&diff=155624Two Weapon Combat2021-11-22T20:43:27Z<p>RAGZ: pronouns!</p>
<hr />
<div>Training in '''Two Weapon Combat''' (TWC or 2WC) allows a character to swing a weapon in their off-hand.<br />
<br />
== Ranks and Training Point Costs ==<br />
{{skill|<br />
| Bardranks = 2 || Bardcost = 3/2<br />
| Clericranks = 1 || Clericcost = 9/9<br />
| Empathranks = 1 || Empathcost = 12/12<br />
| Monkranks = 2 || Monkcost = 2/2<br />
| Paladinranks = 2 || Paladincost = 3/3<br />
| Rangerranks = 2 || Rangercost = 3/2<br />
| Rogueranks = 2 || Roguecost = 2/2<br />
| Sorcererranks = 1 || Sorcerercost = 12/12<br />
| Warriorranks = 2 || Warriorcost = 2/2<br />
| Wizardranks = 1 || Wizardcost = 12/12<br />
|}}<br />
==Pros and Cons==<br />
The biggest benefit of two weapon combat is the extra swing that the character gets.<br />
There are a few things that are different when a weapon is swung in the off-hand, such as [[roundtime]], [[attack strength]] (AS), and [[defensive strength]] (DS).<br />
<br />
===Roundtime===<br />
[[Roundtime]] is calculated based on the base roundtime of each weapon, the weight of the off-hand weapon, and the user's [[strength]]. Swinging two weapons at once is far faster than swinging each of the weapons individually, but only fast off-hand weapons add no penalty whatsoever to swing speed. For the lowest roundtime, the weapon in the off hand should be at least as fast as the weapon in the right hand and should not be very heavy. To use an off-hand weapon without penalty, you must have the following strength bonuses:<br />
<br />
{| {{Prettytable}}<br />
|-<br />
! Off-hand Weight !! Minimum Strength Bonus<br />
|-<br />
| 3 pounds || +5<br />
|-<br />
| 4 pounds || +20<br />
|-<br />
| 5 pounds || +35<br />
|}<br />
<br />
===Two-Weapon Combat===<br />
A character trained in [[Two Weapon Combat]] has the ability to attack with a weapon in each hand. These attacks happen simultaneously, and far faster than it would take to swing each weapon individually. When calculating the roundtime to swing two weapons at once, it is best to think of them as combining to make a single custom weapon base with its own base RT.<br />
<br />
Assuming the character's off-hand weapon is at least as fast and as light as their primary weapon:<br />
<br />
<div {{prettydiv|margin-right=30%}}>TWCBaseSpeed = RightBaseSpeed + max(LeftBaseSpeed - 2, 0) + max(WeightPenalty, 0)<br/><br/><br />
WeightPenalty = min(LeftWeight - 2 - STROffset, 3)<br/><br/><br />
STROffset = trunc((STRBonus + 10)/15)<br />
</div><br />
<br />
This means that most characters can use a 3-pound weapon with a base speed of 2 in their off hand as if it were not there. Characters with a 25 strength bonus can use a 4-pound weapon without penalty, and characters with significantly more strength can use further heavier weapons. Every additional second of base speed or pound of weight beyond that limit increases the base roundtime by 1 second.<br />
<br />
This TWC base speed is used in all roundtime calculations, including the calculation of minimum weapon speed.<br />
<br />
<br />
:''See the '''[[Melee Roundtime]]''' article for an in-depth discussion of the factors that go into the calculation.''<br />
<br />
===Attack Strength===<br />
The AS of a swing takes into account the character's skill with the weapon itself, and their skill in TWC. 3/5ths of one's skill in the weapon type accounts for the character's AS, while 2/5ths are the character's training in TWC itself. Also, if a character's strength bonus is higher than the character's dexterity bonus, the off-hand attack will be limited by the character's dexterity. More often than not, this comes into play when a character uses the combat maneuver, [[Surge of Strength]].<br />
<br />
Additionally, a character that trains in TWC twice per level has no chance of "not finding an opening for the off-hand strike" when swinging at a target up to five levels higher than themselves. Less training reduces the chances of the off-hand strike from occurring. Training in TWC 1.5 times per level reduces the level of the guaranteed strike to like-level with the swinger, and training only once per level reduces the chances to 80% when swinging at a target that is the same level as the swinger.<br />
<br />
===Defensive Strength===<br />
TWC [[parry]] DS is the sum of the primary hand DS + Off-hand DS. <br />
<br />
====Primary Hand DS====<br />
Primary (right) hand parry DS uses the standard one-hand [[parry]] DS formula. One rank in the appropriate weapon skill is required to activate parry DS. This formula is also used for open-hand [[Brawling|brawlers]]. <br />
<br />
<div {{prettydiv|margin-right=20%}}>Primary hand DS = [(Weapon ranks + STR/4 + DEX/4 + enchant bonus/2) &times; stance modifier] + stance bonus</div><br />
<br />
:{| {{prettytable|text-align:center;}} <br />
|-<br />
!align=right|'''Stance'''||OFF||ADV||FOR||NEU||GUA||DEF<br />
|-<br />
|align=right|'''Modifier'''||0.20||0.30||0.40||0.50||0.60||0.70<br />
|}<br />
<br />
:{| {{prettytable|text-align:center;}} <br />
|-<br />
!align=right|'''Stance'''||OFF||ADV||FOR||NEU||GUA||DEF<br />
|-<br />
|align=right|'''Bonus'''||0||10||20||30||40||50<br />
|}<br />
<br />
*The stance bonus is actually a part of the [[Evade]] formula but its inclusion with parry DS has been a long-standing practice.<br />
*Truncate all values <br />
====Off-Hand DS (with weapon)====<br />
Training a minimum of one rank TWC is required to activate off-hand parry DS.<br />
<br />
<div {{prettydiv|margin-right=20%}}>Off-hand DS = [(TWC ranks + STR/4 + DEX/4 + enchant bonus/2) &times; stance modifier] + (5 or 15 depending on weapon)</div><br />
<br />
:{| {{prettytable|text-align:center;}} <br />
|-<br />
!align=right|'''Stance'''||OFF||ADV||FOR||NEU||GUA||DEF<br />
|-<br />
|align=right|'''Modifier'''||0.10||0.15||0.20||0.25||0.30||0.35<br />
|}<br />
<br />
*There is +15 bonus if the off-hand weapon is either a [[main gauche]] or [[sai]]. For all other weapons the bonus is +5. <br />
*Truncate all values<br />
====Open Off-Hand DS====<br />
A character's DS with an open off-hand is calculated slightly differently than a weapon holder. Note that one rank in both brawling and TWC is required to activate open off-hand DS.<br />
<br />
<div {{prettydiv|margin-right=20%}}>Open off-hand DS = [(TWC ranks + STR/4 + DEX/4 + enchant bonus/2) &times; stance modifier] + (5 or 15 depending on TWC training)</div><br />
<br />
:{| {{prettytable|text-align:center;}} <br />
|-<br />
!align=right|[[Stance]]||OFF||ADV||FOR||NEU||GUA||DEF<br />
|-<br />
|align=right|Modifier||0.10||0.15||0.20||0.25||0.30||0.35<br />
|}<br />
<br />
*The +5 or +15 bonus at the end of the formula is determined by TWC training; a character with at least 0.5x TWC ranks per level receives the +15 bonus.<br />
*Use the enchant bonus of [[Unarmed combat system#Equipment (UCS Gloves and Boots etc)| UAC]] hand coverings when applicable.<br />
*Truncate all values<br />
<br />
== Weapons and TWC ==<br />
Weapons that require two hands to wield, such as the [[claidhmore]] and [[lance]], generally cannot even be swung with a weapon in the off-hand, let alone used in two-weapon combat. Almost all one-handed weapons can be used in the off-hand, but there are a few notable exceptions. The so-called "bastard" weapons that can be wielded one- or two-handed via the [[GRIP (verb)|{{boldmono|GRIP}}]] have various limitations or outright restrictions in two weapon combat.<br />
<br />
{| {{prettytable}} align="center"<br />
! Weapon !! Effect/Limitation<br />
|-<br />
|[[main gauche]]||Provides +10 DS when wielded in the off hand<br />
|-<br />
|[[sai]]||Provides +10 DS when wielded in the off hand<br />
|-<br />
|[[whip-blade]]||Cannot be used in TWC for lore reasons <!-- should not be used in any weapon combat --><br />
|-<br />
|[[pilum]]||Cannot be used in TWC<br />
|-<br />
|[[spear]]||Cannot be used in TWC, even when {{mono|GRIP}}ped one-handed.<br />
|-<br />
|[[bastard sword]]||Can be used only in the main hand, and only when {{mono|GRIP}}ped one-handed.<br />
|-<br />
|[[katana]]<sup>1</sup>||Can be used only in the main hand, and only when {{mono|GRIP}}ped one-handed.<br />
<br />
Katanas receive -10 AS when a weapon (or any other item) is held in the off-hand.<br />
|}<br />
<br />
:<small><sup>1</sup>A few katanas in the game were created before the actual katana weapon was coded. These "old-style" katanas were falchions (and possibly other weapon types) altered to be called a katana, and thus follow the rules of that weapon base</small><br />
<br />
== Resources ==<br />
*http://www.play.net/gs4/info/skills.asp#twoweaponcombat<br />
*http://www.play.net/gs4/info/combatguide.asp#factors<br />
*[http://forums.play.net/forums/GemStone%20IV/Old%20Forum%20Topics%20%5BRead%20Only%5D/Two%20Weapons%20Combat/view Two Weapons Combat Officials folder]<br />
*[https://web.archive.org/web/20120325032039/http://www.nilandia.com/combat/twc.htm Nilandia's guide on archive.org]<br />
<br />
[[Category:Skills]]</div>RAGZhttps://gswiki.play.net/index.php?title=Slippery_Mind&diff=153626Slippery Mind2021-09-26T19:26:49Z<p>RAGZ: clarified the chance to gain the TD boost</p>
<hr />
<div>{{Player System Manager<br />
|mnemonic = slipperymind<br />
|verb = [[CMAN]]<br />
|type = Martial Stance<br />
|stamina = 20<br />
|availableto = [[Rogue]]s, [[Monk]]s<br />
}}<br />
{{PSM3.0costs<br />
|rank1 = 3<br />
|rank2 = 6<br />
|rank3 = 9<br />
}}<br />
{{PSMinfo<br />
|description = Blank your mind to avoid warding spells.<br />
|mechanics = You have a chance based on your [[Armor|Armor Group]] to avoid [[warding]] spells. Warding spells that you avoid while in an aggressive [[stance]] have a {{mono|(15 + (20 * Rank))%}} chance of being redirected to another target in the room or back to the caster. If you fail to avoid a warding spell, you have a chance equivalent to your [[template:slipmindavoidance|avoidance %]] to add {{mono|(Level / 5)}} to Generic [[target defense|Target Defense (TD)]] for 15 seconds. Avoidance chance is 9% in Cloth, 7% in Leather, 5% in Scale, 3% in Chain, and 1% in Plate per rank.<br />
|additionalinfo =<br />
===Avoidance Chance===<br />
{{slipmindavoidance}}<br />
===Messaging===<br />
;Starting:<br />
<pre{{log2}}><br />
>cman slip<br />
You focus inward and prepare to blank your mind at a moment's notice.<br />
<br />
Monk appears to focus inward for a moment and her face takes on a curiously blank expression.<br />
</pre><br />
<br />
;Stopping:<br />
<pre{{log2}}><br />
!>stop stance<br />
You relax your mind and are no longer prepared to blank it at a moment's notice.<br />
<br />
Monk relaxes and no longer appears to be focusing inward.<br />
</pre><br />
<br />
;Saving:<br />
<pre{{log2}}><br />
Empath gestures at you.<br />
You quickly blank your mind and manage to avoid the effects of the magical attack!<br />
<br />
>prep 102<br />
You gesture while calling upon the lesser spirits to aid you with the Spirit Barrier spell...<br />
Your spell is ready.<br />
>cast monk<br />
You gesture at Monk.<br />
Monk's face goes blank for a moment before returning to normal, as she successfully avoids the effects of the magical attack!<br />
Cast Roundtime 3 Seconds.<br />
</pre><br />
}}<br />
==Resources==<br />
* [[/saved posts|Saved posts]]<br />
* [[Player System Manager/saved posts|Player System Manager saved posts]]<br />
[[Category:Combat Maneuvers]]</div>RAGZhttps://gswiki.play.net/index.php?title=Experience_pool&diff=147297Experience pool2021-04-20T15:57:33Z<p>RAGZ: adjusted Exceptions to populate into Experience page</p>
<hr />
<div><section begin=Exp page />'''Experience pools''' are the "buckets" where [[experience]] is stored to be absorbed incrementally or at a specific time. As experience is absorbed from the bucket(s), [[character]]s gain [[level]]s. Absorbed experience is for all intents and purposes permanent.<br />
<noinclude>{{TOC limit|3}}</noinclude><br />
<noinclude>==Field Experience==<br />
</noinclude><includeonly>===Field Experience===</includeonly><br />
When a character does something that awards experience, an amount of experience is placed into a '''field experience pool''' of unprocessed experience. This pool has a finite size that varies by character, and the amount of experience that goes into this pool is dependent not only on the task that one has just completed, but also the degree to which that pool is filled. <br />
<br />
Any unabsorbed field experience is lost during the process of [[death]] and [[Raise Dead (318)|resurrection]], unless a [[Chrism]] is used.<br />
<br />
The metaphor of short term vs. long term memory is fairly apt in describing the difference between the two types of experience (unabsorbed vs. absorbed).<br />
<noinclude>===Size of Pool===</noinclude><br />
<includeonly>====Size of Pool====</includeonly><br />
The size of a character's pool for unprocessed experience is determined by its [[DIS]] and [[LOG]] stats. The formula is:<br />
<br />
{{Equation box|'''Field Experience Pool {{=}} 800 + LOG + DIS'''}}<br />
<br />
So a character with a LOG and DIS stats of 100 would be able to hold 1000 (800 + 100 + 100) experience in their pool while one with LOG and DIS stats of 75 each would be able to hold 950 (800 + 75 + 75).<br />
<br />
<noinclude>===Mind Status===<br />
</noinclude><includeonly>====Mind Status====</includeonly><br />
Thresholds for mind-status changes are here as a proportion of (experience in field exp pool)/(pool capacity).<br />
<br />
:{|{{prettytable}}<br />
|- style="background:lightblue"<br />
!Phrase||Threshold<br />
|-<br />
|Completely saturated<br />
|style="text-align:center"|> 1.0<br />
|-<br />
|Must rest<br />
|style="text-align:center"|0.90<br />
|-<br />
|Numbed<br />
|style="text-align:center"|0.75<br />
|-<br />
|Becoming numbed<br />
|style="text-align:center"|0.62<br />
|-<br />
|Muddled<br />
|style="text-align:center"|0.5<br />
|-<br />
|Clear<br />
|style="text-align:center"|0.25<br />
|-<br />
|Fresh and clear<br />
|style="text-align:center"|> 0.0<br />
|-<br />
|Clear as a bell<br />
|style="text-align:center"|0.0<br />
|}<br />
<br />
Therefore, a character with a capacity of 1000 will hit "must rest" above 900 unabsorbed experience.<br />
<noinclude>===Gaining Field Experience===</noinclude><includeonly>====Gaining Field Experience====</includeonly><br />
There are a variety of ways to add to the field experience pool, <noinclude>many</noinclude><includeonly>only one</includeonly> of which will be mentioned here.<br />
<br />
<noinclude>====Hunting====</noinclude><includeonly>=====Hunting=====</includeonly><br />
The most common way of gaining experience is hunting. When hunting, experience is gained when a creature one has significantly participated in killing is {{boldmono|[[LOOT (verb)|LOOT]]}}ed, {{boldmono|SEARCH}}ed, or decays on its own. <br />
<br />
The amount of experience gained by a character is based on the differential between their own level and the level of the creature killed, as shown here:<br />
<br />
:{| {{prettytable}}<br />
|-style="background:lightblue"<br />
!Creature Level||Experience Gain<br />
|-<br />
|10 or more below character<br />
|no experience<br />
|-<br />
|1-9 below character<br />
|100 - 10x level difference<br />
|-<br />
|same as character<br />
|100 experience<br />
|-<br />
|1-4 above character<br />
|100 + 10x level difference<br />
|-<br />
|5 or more above character<br />
|150 experience<br />
|}<br />
<br />
A character continues to gain experience in this way until the pool is filled to its limit, which is determined as described above (800-1000). Continued experience-gaining activities will not add to this pool, though as experience is absorbed, it can obviously be replenished.<br />
<br />
Multiple characters can gain experience from killing the same creature, and they need not be present when the creature actually dies (though the character must still be logged in).<br />
<noinclude><br />
====Guilds====<br />
When a character is learning an Artisan's Guild skill, such as [[fletching]], [[forging]], or [[cobbling]], it earns experience each time a rank is gained in that skill. This rate is based on the number of ranks of the skill the character already has, as well as other skills known. More detailed information is available on the [[Artisan Guild]] page.<br />
<br />
The same is true for the [[profession guild]]s.<br />
<br />
Experience is also be awarded by completing [[Adventurer's Guild]] tasks.<br />
<br />
====Profession-Specific Methods====<br />
<br />
[[Empath]]s can gain experience by transferring wounds from others to themselves. There is no experience granted for transferring blood while the patient is still bleeding, transferring from another empath, or if the wounds are self-inflicted.<br />
<br />
[[Cleric]]s and [[paladin]]s can gain experience by raising others from the dead.<br />
<br />
[[Wizard]]s can gain experience when casting [[Enchant Item (925)]] successfully, with the amount being variable based on the item's status within the enchanting process, and the level of enchantment. They can also gain a nominal amount of experience via [[Charge Item (517)]].<br />
<br />
[[Bard]]s can gain experience when [[loresinging]], under certain circumstances.<br />
<br />
[[Sorcerer]]s can gain experience when casting [[Ensorcell (735)]] successfully, or [[Scroll Infusion (714)|infusing a scroll]].<br />
<br />
====Other Methods====<br />
All professions can gain experience when successfully disarming and unlocking treasure boxes (most easily trained by [[rogue]]s). A much smaller amount of experience is granted when successfully using [[Unlock (407)]] and [[Disarm (408)]] on a treasure system box.<br />
<br />
====Exceptions====</noinclude><includeonly>====Exceptions====</includeonly><br />
These rates that are described in the above sections are all ideal rates, and based on the character gaining the experience with a fairly empty unabsorbed pool. As the amount of experience in the unabsorbed pool increases, the efficiency of adding to it decreases. For example, if one were to kill 2 rats at level 1, one would expect to (and would gain) 200 experience. However, if one kills 8 rats, one would add less than 800 experience to the pool. The precise rate of accrual decline is:<br />
<br />
{{Equation box|'''Accrual Decline Rate {{=}} N * (1 - .05 * &lfloor;InBucket/100&rfloor;)'''}}<br />
::Where ''N'' = nominal amount, ''InBucket'' = amount in bucket, and the final number is truncated<br />
<br />
The [[Adventurer's Guild|bounty system]] is another exception in that one is able to greatly exceed a character's unabsorbed pool capacity. Also, the awards of experience from the bounty system are not subject to the diminishing returns effect described above. However, once the pool is filled, any excess amount added by bounty system reward is divided into two halves. Half is absorbed immediately (and is not subject to any multipliers) and the other half is added to the pool, even though this will be above the normal capacity.<br />
<br />
===Absorbing Field Experience===</noinclude><includeonly>====Absorbing Field Experience====</includeonly><br />
Experience absorption is affected by a number of factors, including one's physical location in the game, one's status with regard to a group, and even health. Experience is absorbed in small pulses over a period of time until the pool is empty. Being in a sanctuary, whether it is natural or created through [[Minor Sanctuary (213)]] / [[Major Sanctuary (220)]] / [[Song of Peace (1011)]], is the same as being "on-node" for the purposes of experience absorption. Contrary to popular belief, [[Mana Focus (418)]] does not create a node and does not give any experience absorption benefit.<br />
<br />
<noinclude>====On-node====</noinclude><includeonly>=====On-node=====</includeonly><br />
* Base Rate: 25<br />
* Logic Bonus: When on a [[node]] a character will absorb an additional (Logic Bonus/5) experience per [[pulse]].<br />
* [[Super Node]]: Being on a Super Node will add an additional 2 points per pulse.<br />
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse.<br />
* [[Group]]: Being joined to another non-[[F2P subscription|F2P]] character will add an additional point per pulse.<br />
<br />
<noinclude>====In Town Off-node====</noinclude><includeonly>=====In Town Off-node=====</includeonly><br />
* Base Rate: 22<br />
* Logic Bonus: When in town a character will absorb an additional (Logic Bonus/5) experience per pulse.<br />
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse.<br />
* Group: Being joined to another non-F2P character will add an additional point per pulse.<br />
<br />
<noinclude>====Other Areas====</noinclude><includeonly>=====Other Areas=====</includeonly><br />
* Base Rate: 19<br />
* Logic Bonus: When outside of town a character will absorb an additional (Logic Bonus/7) experience per pulse.<br />
* Pool Size: For every 200 unabsorbed experience in the experience pool add an additional point per pulse.<br />
* Group: Being joined to another non-F2P character will add an additional point per pulse.<br />
<br />
The "other" rooms are normally out of town, though strangely, some rooms (such as the courtyard of the [[Warrior Guild]] in [[Wehnimer's Landing]]) that are in towns count as if they were out of town.<br />
<noinclude>====Other Factors====</noinclude><includeonly>=====Other Factors=====</includeonly><br />
* Injuries - for major head injuries or nerve damage, the rate of experience absorption is severely diminished<br />
* Death's sting - if one has [[decay]]ed or suffered a [[spirit death]] recently, then only a fraction of the experience is absorbed from the field experience pool<br />
* There is no 40 experience per pulse hard cap (which was previously stated here). It is possible to gain 42 experience (or perhaps more) per pulse while saturated (before [[Gift of Lumnis]] or [[RPA|other experience multipliers]] are taken into consideration).<br />
<noinclude>==Long-term Experience==</noinclude><includeonly>===Long-term Experience===</includeonly><br />
The '''long-term experience pool''' was introduced in 2016. Experience absorbed from the long-term pool is not increased by roleplaying awards, Gift of Lumnis, or other similar boosts. Experience in the long-term pool is normally absorbed at a rate of 250 experience points per day, but has no cap on the number of points that it can hold. Every night at midnight, characters with long-term experience stored will get one 250 exp pulse (they do not have to be online to get it). <br />
<br />
Aside from the daily 250 experience point absorption, characters can also absorb long-term experience via continuing to absorb experience after the weekly Gift of Lumnis has expired. For every ten (10) points of field experience absorbed while outside of the Gift of Lumnis period, a character will also absorb one (1) point of long-term experience. That experience is deducted from the pool immediately.<br />
<br />
This pool can be added to through <includeonly>[[long-term experience boost|</includeonly>Long-Term Experience Boosts<includeonly>]]</includeonly>, when being [[TRANSFER (verb)|healed]] by an empath, being raised by a cleric, killing [[boss creatures]], or upon retrieving boxes from the [[locksmith pool]].<section end=Exp page /><br />
<br />
===Long-term Experience Boost===<br />
<section begin=LTE boost />'''Long-term Experience Boosts''' can be earned by characters <includeonly>[[</includeonly>level<includeonly>]]</includeonly> 20 and up on paid accounts only after they have killed an experience-granting [[creature]] (no more than nine levels lower than the character). Using this boost immediately deducts 500 experience points from the <includeonly>[[</includeonly>field experience pool<includeonly>]]</includeonly> and adds 250 experience points to the long-term experience pool. <br />
<br />
Qualifying characters can earn up to two (2) long-term experience boosts per day via random drops upon {{boldmono|[[LOOT]]}}ing creatures that they are eligible to earn experience from. These drops are weighted to occur within the first 50 {{boldmono|LOOT }}drops per character per day. <br />
<br />
Even if the character is not logged in every day to hunt, it can still earn a lesser number of long-term boosts. A free "away" boost is granted upon the next login once every three (3) days that the characters does not earn a long-term boost (the days need not be consecutive).<section end=LTE boost /><br />
<section begin=Ascension /><br />
<noinclude>==Ascension Experience==</noinclude><includeonly>===Ascension Experience===</includeonly><br />
{{main|Ascension Skill System}}<br />
Ascension is a system that allows a character to divert experience into an Ascension Training Point (ATP) pool, which can then be spent on Ascension Skills to further define the character. Ascension is focused on Post-Cap Development, but is not restricted to level 100 characters. Starting at level 20, characters can divert up to their level as a percentage of experience gain towards Ascension Experience (AEXP). Every 50,000 AEXP will net 1 ATP, which may then be spent on Common, Elite, or Legendary skills.<section end=Ascension /><br />
<br />
==Resources==<br />
*[[Experience boost]]<br />
*[[Experience (saved posts)]]<br />
{{top}}<br />
[[Category: Experience]]</div>RAGZhttps://gswiki.play.net/index.php?title=Experience&diff=147292Experience2021-04-20T15:17:09Z<p>RAGZ: Undo revision 147291 by RAGZ (talk)</p>
<hr />
<div>'''Experience''' is the way that progress toward advancement in [[level]]s is measured. A [[character]] gains experience, or "learns", in a variety of ways and based on a number of factors. In 2016 the experience system was updated to include a separate [[#Long-term Experience|long-term experience pool]], and [[#Offline Experience Absorption|offline absorption]]. This page is intended to be an overview of the experience system. Please see the main articles linked just below some sections for additional details.<br />
{{TOC limit|3}}<br />
==EXPERIENCE (verb)==<br />
The {{boldmono|EXPERIENCE}} verb (commonly abbreviated to 'EXP') is used to displays a character's accumulated experience, [[training point]]s, [[fame]], and other information.<br />
<br />
<pre{{log2}}><br />
>exp<br />
Level: 72 [[Fame]]: 27,473,062<br />
Experience: 4,638,062 [[Deed]]s: 8<br />
[[Ascension]] Exp: 0 Recent Deaths: 0<br />
Total Exp: 4,638,062 [[Death's Sting]]: None<br />
Long-Term Exp: 0<br />
Exp until lvl: 72,438<br />
[[Training point|PTPs/MTPs]]: 38/0<br />
<br />
[[#Mind Status|Your mind is as clear as a bell.]]<br />
<br />
You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding. ([[Gift of Lumnis]] active)<br />
<br />
Your recent adventures echo powerfully in your mind. ([[Roleplaying award]] active.)<br />
<br />
You feel the eyes of Lumnis upon you. ([[Lumnis contest]] active.)<br />
</pre><br />
<br />
==Experience Pools==<br />
{{Main|Experience pool}}<br />
{{#section:Experience pool|Exp page}}<br />
{{#section:Experience pool|Ascension}}<br />
{{top}}<br />
==Gift of Lumnis==<br />
{{main|Gift of Lumnis}}<br />
{{#section:Gift of Lumnis|Exp page}}<br />
==Offline Experience Absorption==<br />
Characters on paid subscription accounts will continue to absorb field experience at a reduced rate when not logged in. Point-based and global experience modifiers ([[Gift of Lumnis]], [[Roleplaying award]]s, [[Death's Sting]], [[F2P]], etc.) will apply to the offline absorption amounts, time-based experience modifiers ([[experience boost]]s) will not. The rate for offline absorption is a flat 15 exp per 10 minutes. <br />
<br />
This feature can be toggled on and off using {{boldmono|[[FLAG]] OFFLINEEXP ON/OFF}}.<br />
<br />
==Experience Per Level==<br />
<span class="mw-collapsible" id="mw-customcollapsible-1"> <br />
[<span class="mw-customtoggle-1 mw-customtoggle-2" style="color:#0000ff">Click to view GS3/GS4 level comparison table</span>]</span><span class="mw-collapsible mw-collapsed" id="mw-customcollapsible-2">[<span class="mw-customtoggle-1 mw-customtoggle-2" style="color:#0000ff">Click to view GS4 levels only</span>] <br />
<div class="mw-collapsible" id="mw-customcollapsible-1"><section begin=level chart /><br />
:{| class="wikitable"<br />
! colspan="3" style="text-align: center; font-weight:bold; background-color:lightblue;" | Levels by Experience<br />
|-<br />
| style="font-weight:bold;" | Experience<br />
| style="font-weight:bold;" | Level<br />
| style="font-weight:bold;" | Exp Required<br />
|-<br />
| 2500<br />
| 1<br />
| 2500<br />
|-<br />
| 5000<br />
| 2<br />
| 2500<br />
|-<br />
| 10000<br />
| 3<br />
| 5000<br />
|-<br />
| 17500<br />
| 4<br />
| 7500<br />
|-<br />
| 27500<br />
| 5<br />
| 10000<br />
|-<br />
| 40000<br />
| 6<br />
| 12500<br />
|-<br />
| 55000<br />
| 7<br />
| 15000<br />
|-<br />
| 72500<br />
| 8<br />
| 17500<br />
|-<br />
| 92500<br />
| 9<br />
| 20000<br />
|-<br />
| 115000<br />
| 10<br />
| 22500<br />
|-<br />
| 140000<br />
| 11<br />
| 25000<br />
|-<br />
| 167000<br />
| 12<br />
| 27500<br />
|-<br />
| 197500<br />
| 13<br />
| 30000<br />
|-<br />
| 230000<br />
| 14<br />
| 32500<br />
|-<br />
| 265000<br />
| 15<br />
| 35000<br />
|-<br />
| 302000<br />
| 16<br />
| 37000<br />
|-<br />
| 341000<br />
| 17<br />
| 39000<br />
|-<br />
| 382000<br />
| 18<br />
| 41000<br />
|-<br />
| 425000<br />
| 19<br />
| 43000<br />
|-<br />
| 470000<br />
| 20<br />
| 45000<br />
|-<br />
| 517000<br />
| 21<br />
| 47000<br />
|-<br />
| 566000<br />
| 22<br />
| 49000<br />
|-<br />
| 617000<br />
| 23<br />
| 51000<br />
|-<br />
| 670000<br />
| 24<br />
| 53000<br />
|-<br />
| 725000<br />
| 25<br />
| 55000<br />
|-<br />
| 781500<br />
| 26<br />
| 56500<br />
|-<br />
| 839500<br />
| 27<br />
| 58000<br />
|-<br />
| 899000<br />
| 28<br />
| 59500<br />
|-<br />
| 960000<br />
| 29<br />
| 61000<br />
|-<br />
| 1022500<br />
| 30<br />
| 62500<br />
|-<br />
| 1086500<br />
| 31<br />
| 64000<br />
|-<br />
| 1152000<br />
| 32<br />
| 65500<br />
|-<br />
| 1219000<br />
| 33<br />
| 67000<br />
|-<br />
| 1287500<br />
| 34<br />
| 68500<br />
|-<br />
| 1357500<br />
| 35<br />
| 70000<br />
|-<br />
| 1429000<br />
| 36<br />
| 71500<br />
|-<br />
| 1502000<br />
| 37<br />
| 73000<br />
|-<br />
| 1576500<br />
| 38<br />
| 74500<br />
|-<br />
| 1652500<br />
| 39<br />
| 76000<br />
|-<br />
| 1730000<br />
| 40<br />
| 77500<br />
|-<br />
| 1808500<br />
| 41<br />
| 78500<br />
|-<br />
| 1888000<br />
| 42<br />
| 79500<br />
|-<br />
| 1968500<br />
| 43<br />
| 80500<br />
|-<br />
| 2050000<br />
| 44<br />
| 81500<br />
|-<br />
| 2132500<br />
| 45<br />
| 82500<br />
|-<br />
| 2216000<br />
| 46<br />
| 83500<br />
|-<br />
| 2300500<br />
| 47<br />
| 84500<br />
|-<br />
| 2386000<br />
| 48<br />
| 85500<br />
|-<br />
| 2472500<br />
| 49<br />
| 86500<br />
|-<br />
| 2560000<br />
| 50<br />
| 87500<br />
|-<br />
| 2648000<br />
| 51<br />
| 88000<br />
|-<br />
| 2736500<br />
| 52<br />
| 88500<br />
|-<br />
| 2825500<br />
| 53<br />
| 89000<br />
|-<br />
| 2915000<br />
| 54<br />
| 89500<br />
|-<br />
| 3005000<br />
| 55<br />
| 90000<br />
|-<br />
| 3095500<br />
| 56<br />
| 90500<br />
|-<br />
| 3186500<br />
| 57<br />
| 91000<br />
|-<br />
| 3278000<br />
| 58<br />
| 91500<br />
|-<br />
| 3370000<br />
| 59<br />
| 92000<br />
|-<br />
| 3462500<br />
| 60<br />
| 92500<br />
|-<br />
| 3555500<br />
| 61<br />
| 93000<br />
|-<br />
| 3649000<br />
| 62<br />
| 93500<br />
|-<br />
| 3743000<br />
| 63<br />
| 94000<br />
|-<br />
| 3837500<br />
| 64<br />
| 94500<br />
|-<br />
| 3932500<br />
| 65<br />
| 95000<br />
|-<br />
| 4028000<br />
| 66<br />
| 95500<br />
|-<br />
| 4124000<br />
| 67<br />
| 96000<br />
|-<br />
| 4220500<br />
| 68<br />
| 96500<br />
|-<br />
| 4317500<br />
| 69<br />
| 97000<br />
|-<br />
| 4415000<br />
| 70<br />
| 97500<br />
|-<br />
| 4513000<br />
| 71<br />
| 98000<br />
|-<br />
| 4611500<br />
| 72<br />
| 98500<br />
|-<br />
| 4710500<br />
| 73<br />
| 99000<br />
|-<br />
| 4810000<br />
| 74<br />
| 99500<br />
|-<br />
| 4910000<br />
| 75<br />
| 100000<br />
|-<br />
| 5010500<br />
| 76<br />
| 100500<br />
|-<br />
| 5111500<br />
| 77<br />
| 101000<br />
|-<br />
| 5213000<br />
| 78<br />
| 101500<br />
|-<br />
| 5315000<br />
| 79<br />
| 102000<br />
|-<br />
| 5417500<br />
| 80<br />
| 102500<br />
|-<br />
| 5520500<br />
| 81<br />
| 103000<br />
|-<br />
| 5624000<br />
| 82<br />
| 103500<br />
|-<br />
| 5728000<br />
| 83<br />
| 104000<br />
|-<br />
| 5832500<br />
| 84<br />
| 104500<br />
|-<br />
| 5937500<br />
| 85<br />
| 105000<br />
|-<br />
| 6043000<br />
| 86<br />
| 105500<br />
|-<br />
| 6149000<br />
| 87<br />
| 106000<br />
|-<br />
| 6255500<br />
| 88<br />
| 106500<br />
|-<br />
| 6362500<br />
| 89<br />
| 107000<br />
|-<br />
| 6470000<br />
| 90<br />
| 107500<br />
|-<br />
| 6578000<br />
| 91<br />
| 108000<br />
|-<br />
| 6686500<br />
| 92<br />
| 108500<br />
|-<br />
| 6795500<br />
| 93<br />
| 109000<br />
|-<br />
| 6905000<br />
| 94<br />
| 109500<br />
|-<br />
| 7015000<br />
| 95<br />
| 110000<br />
|-<br />
| 7125500<br />
| 96<br />
| 110500<br />
|-<br />
| 7236500<br />
| 97<br />
| 111000<br />
|-<br />
| 7348000<br />
| 98<br />
| 111500<br />
|-<br />
| 7460000<br />
| 99<br />
| 112000<br />
|-<br />
| 7572500<br />
| 100<br />
| 112500<br />
|-<br />
| style="font-weight:bold;" | Total<br />
| style="font-weight:bold;" | 100<br />
| style="font-weight:bold;" | 7572500<br />
|} <section end=level chart /><br />
</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-2"><br />
{| style="vertical-align: text-top"<br />
|<br />
{| {{prettytable}}<br />
|- style="background:lightblue"<br />
| <br />
! colspan="3" | GemStone III<br />
! colspan="3" | GS4<br />
|-<br />
! Experience||Level||Exp Required||Avg. Hours||Level||Exp Required||Avg. Hours<br />
|-<br />
| 2500||||||||1||2500||2.5<br />
|-<br />
| 5000||||||||2||2500||2.5<br />
|-<br />
| 10000||1||10000||10||3||5000||5<br />
|-<br />
| 17500||||||||4||7500||7.5<br />
|-<br />
| 20000||2||10000||10||||||<br />
|-<br />
| 27500||||||||5||10000||10<br />
|-<br />
| 30000||3||10000||10||||||<br />
|-<br />
| 40000||4||10000||10||6||12500||12.5<br />
|-<br />
| 50000||5||10000||10||||||<br />
|-<br />
| 55000||||||||7||15000||15<br />
|-<br />
| 70000||6||20000||20||||||<br />
|-<br />
| 72500||||||||8||17500||17.5<br />
|-<br />
| 90000||7||20000||20||||||<br />
|-<br />
| 92500||||||||9||20000||20<br />
|-<br />
| 110000||8||20000||20||||||<br />
|-<br />
| 115000||||||||10||22500||22.5<br />
|-<br />
| 130000||9||20000||20||||||<br />
|-<br />
| 140000||||||||11||25000||25<br />
|-<br />
| 150000||10||20000||20||||||<br />
|-<br />
| 167000||||||||12||27500||27.5<br />
|-<br />
| 180000||11||30000||30||||||<br />
|-<br />
| 197500||||||||13||30000||30<br />
|-<br />
| 210000||12||30000||30||||||<br />
|-<br />
| 230000||||||||14||32500||32.5<br />
|-<br />
| 240000||13||30000||30||||||<br />
|-<br />
| 265000||||||||15||35000||35<br />
|-<br />
| 270000||14||30000||30||||||<br />
|-<br />
| 300000||15||30000||30||||||<br />
|-<br />
| 302000||||||||16||37000||37<br />
|-<br />
| 340000||16||40000||40||||||<br />
|-<br />
| 341000||||||||17||39000||39<br />
|-<br />
| 380000||17||40000||40||||||<br />
|-<br />
| 382000||||||||18||41000||41<br />
|-<br />
| 420000||18||40000||40||||||<br />
|-<br />
| 425000||||||||19||43000||43<br />
|-<br />
| 460000||19||40000||40||||||<br />
|-<br />
| 470000||||||||20||45000||45<br />
|-<br />
| 500000||20||40000||40||||||<br />
|-<br />
| 517000||||||||21||47000||47<br />
|-<br />
| 550000||21||50000||50||||||<br />
|-<br />
| 566000||||||||22||49000||49<br />
|-<br />
| 600000||22||50000||50||||||<br />
|-<br />
| 617000||||||||23||51000||51<br />
|-<br />
| 650000||23||50000||50||||||<br />
|-<br />
| 670000||||||||24||53000||53<br />
|-<br />
| 700000||24||50000||50||||||<br />
|-<br />
| 725000||||||||25||55000||55<br />
|-<br />
| 750000||25||50000||50||||||<br />
|-<br />
| 781500||||||||26||56500||56.5<br />
|-<br />
| 800000||26||50000||50||||||<br />
|-<br />
| 839500||||||||27||58000||58<br />
|-<br />
| 850000||27||50000||50||||||<br />
|-<br />
| 899000||||||||28||59500||59.5<br />
|-<br />
| 900000||28||50000||50||||||<br />
|-<br />
| 950000||29||50000||50||||||<br />
|-<br />
| 960000||||||||29||61000||61<br />
|-<br />
| 1000000||30||50000||50||||||<br />
|-<br />
| 1022500||||||||30||62500||62.5<br />
|-<br />
| 1050000||31||50000||50||||||<br />
|-<br />
| 1086500||||||||31||64000||64<br />
|-<br />
| 1100000||32||50000||50||||||<br />
|-<br />
| 1150000||33||50000||50||||||<br />
|-<br />
| 1152000||||||||32||65500||65.5<br />
|-<br />
| 1200000||34||50000||50||||||<br />
|-<br />
| 1219000||||||||33||67000||67<br />
|-<br />
| 1250000||35||50000||50||||||<br />
|-<br />
| 1287500||||||||34||68500||68.5<br />
|-<br />
| 1300000||36||50000||50||||||<br />
|-<br />
| 1350000||37||50000||50||||||<br />
|-<br />
| 1357500||||||||35||70000||70<br />
|-<br />
| 1400000||38||50000||50||||||<br />
|-<br />
| 1429000||||||||36||71500||71.5<br />
|-<br />
| 1450000||39||50000||50||||||<br />
|-<br />
| 1500000||40||50000||50||||||<br />
|-<br />
| 1502000||||||||37||73000||73<br />
|-<br />
| 1550000||41||50000||50||||||<br />
|-<br />
| 1576500||||||||38||74500||74.5<br />
|-<br />
| 1600000||42||50000||50||||||<br />
|-<br />
| 1650000||43||50000||50||||||<br />
|-<br />
| 1652500||||||||39||76000||76<br />
|-<br />
| 1700000||44||50000||50||||||<br />
|-<br />
| 1730000||||||||40||77500||77.5<br />
|-<br />
| 1750000||45||50000||50||||||<br />
|-<br />
| 1800000||46||50000||50||||||<br />
|-<br />
| 1808500||||||||41||78500||78.5<br />
|-<br />
| 1850000||47||50000||50||||||<br />
|-<br />
| 1888000||||||||42||79500||79.5<br />
|-<br />
| 1900000||48||50000||50||||||<br />
|-<br />
| 1950000||49||50000||50||||||<br />
|-<br />
| 1968500||||||||43||80500||80.5<br />
|-<br />
| 2000000||50||50000||50||||||<br />
|-<br />
| 2050000||51||50000||50||44||81500||81.5<br />
|-<br />
| 2100000||52||50000||50||||||<br />
|-<br />
| 2132500||||||||45||82500||82.5<br />
|-<br />
| 2150000||53||50000||50||||||<br />
|-<br />
| 2200000||54||50000||50||||||<br />
|-<br />
| 2216000||||||||46||83500||83.5<br />
|-<br />
| 2250000||55||50000||50||||||<br />
|-<br />
| 2300000||56||50000||50||||||<br />
|-<br />
| 2300500||||||||47||84500||84.5<br />
|-<br />
| 2350000||57||50000||50||||||<br />
|-<br />
| 2386000||||||||48||85500||85.5<br />
|-<br />
| 2400000||58||50000||50||||||<br />
|-<br />
| 2450000||59||50000||50||||||<br />
|-<br />
| 2472500||||||||49||86500||86.5<br />
|-<br />
| 2500000||60||50000||50||||||<br />
|-<br />
| 2550000||61||50000||50||||||<br />
|-<br />
| 2560000||||||||50||87500||87.5<br />
|-<br />
| 2600000||62||50000||50||||||<br />
|-<br />
| 2648000||||||||51||88000||88<br />
|-<br />
| 2650000||63||50000||50||||||<br />
|-<br />
| 2700000||64||50000||50||||||<br />
|-<br />
| 2736500||||||||52||88500||88.5<br />
|-<br />
| 2750000||65||50000||50||||||<br />
|-<br />
| 2800000||66||50000||50||||||<br />
|-<br />
| 2825500||||||||53||89000||89<br />
|-<br />
| 2850000||67||50000||50||||||<br />
|-<br />
| 2900000||68||50000||50||||||<br />
|-<br />
| 2915000||||||||54||89500||89.5<br />
|-<br />
| 2950000||69||50000||50||||||<br />
|-<br />
| 3000000||70||50000||50||||||<br />
|-<br />
| 3005000||||||||55||90000||90<br />
|-<br />
| 3050000||71||50000||50||||||<br />
|-<br />
| 3095500||||||||56||90500||90.5<br />
|-<br />
| 3100000||72||50000||50||||||<br />
|-<br />
| 3150000||73||50000||50||||||<br />
|-<br />
| 3186500||||||||57||91000||91<br />
|-<br />
| 3200000||74||50000||50||||||<br />
|-<br />
| 3250000||75||50000||50||||||<br />
|-<br />
| 3278000||||||||58||91500||91.5<br />
|-<br />
| 3300000||76||50000||50||||||<br />
|-<br />
| 3350000||77||50000||50||||||<br />
|-<br />
| 3370000||||||||59||92000||92<br />
|-<br />
| 3400000||78||50000||50||||||<br />
|-<br />
| 3450000||79||50000||50||||||<br />
|-<br />
| 3462500||||||||60||92500||92.5<br />
|-<br />
| 3500000||80||50000||50||||||<br />
|-<br />
| 3550000||81||50000||50||||||<br />
|-<br />
| 3555500||||||||61||93000||93<br />
|-<br />
| 3600000||82||50000||50||||||<br />
|-<br />
| 3649000||||||||62||93500||93.5<br />
|-<br />
| 3650000||83||50000||50||||||<br />
|-<br />
| 3700000||84||50000||50||||||<br />
|-<br />
| 3743000||||||||63||94000||94<br />
|-<br />
| 3750000||85||50000||50||||||<br />
|-<br />
| 3800000||86||50000||50||||||<br />
|}<br />
|style="vertical-align: text-top"|<br />
{| {{prettytable}}<br />
|- style="background:lightblue"<br />
| <br />
! colspan="3" | GemStone III<br />
! colspan="3" | GS4<br />
|-<br />
! Experience||Level||Exp Required||Avg. Hours||Level||Exp Required||Avg. Hours<br />
|-<br />
| 3837500||||||||64||94500||94.5<br />
|-<br />
| 3850000||87||50000||50||||||<br />
|-<br />
| 3900000||88||50000||50||||||<br />
|-<br />
| 3932500||||||||65||95000||95<br />
|-<br />
| 3950000||89||50000||50||||||<br />
|-<br />
| 4000000||90||50000||50||||||<br />
|-<br />
| 4028000||||||||66||95500||95.5<br />
|-<br />
| 4050000||91||50000||50||||||<br />
|-<br />
| 4100000||92||50000||50||||||<br />
|-<br />
| 4124000||||||||67||96000||96<br />
|-<br />
| 4150000||93||50000||50||||||<br />
|-<br />
| 4200000||94||50000||50||||||<br />
|-<br />
| 4220500||||||||68||96500||96.5<br />
|-<br />
| 4250000||95||50000||50||||||<br />
|-<br />
| 4300000||96||50000||50||||||<br />
|-<br />
| 4317500||||||||69||97000||97<br />
|-<br />
| 4350000||97||50000||50||||||<br />
|-<br />
| 4400000||98||50000||50||||||<br />
|-<br />
| 4415000||||||||70||97500||97.5<br />
|-<br />
| 4450000||99||50000||50||||||<br />
|-<br />
| 4500000||100||50000||50||||||<br />
|-<br />
| 4513000||||||||71||98000||98<br />
|-<br />
| 4550000||101||50000||50||||||<br />
|-<br />
| 4600000||102||50000||50||||||<br />
|-<br />
| 4611500||||||||72||98500||98.5<br />
|-<br />
| 4650000||103||50000||50||||||<br />
|-<br />
| 4700000||104||50000||50||||||<br />
|-<br />
| 4710500||||||||73||99000||99<br />
|-<br />
| 4750000||105||50000||50||||||<br />
|-<br />
| 4800000||106||50000||50||||||<br />
|-<br />
| 4810000||||||||74||99500||99.5<br />
|-<br />
| 4850000||107||50000||50||||||<br />
|-<br />
| 4900000||108||50000||50||||||<br />
|-<br />
| 4910000||||||||75||100000||100<br />
|-<br />
| 4950000||109||50000||50||||||<br />
|-<br />
| 5000000||110||50000||50||||||<br />
|-<br />
| 5010500||||||||76||100500||100.5<br />
|-<br />
| 5050000||111||50000||50||||||<br />
|-<br />
| 5100000||112||50000||50||||||<br />
|-<br />
| 5111500||||||||77||101000||101<br />
|-<br />
| 5150000||113||50000||50||||||<br />
|-<br />
| 5200000||114||50000||50||||||<br />
|-<br />
| 5213000||||||||78||101500||101.5<br />
|-<br />
| 5250000||115||50000||50||||||<br />
|-<br />
| 5300000||116||50000||50||||||<br />
|-<br />
| 5315000||||||||79||102000||102<br />
|-<br />
| 5350000||117||50000||50||||||<br />
|-<br />
| 5400000||118||50000||50||||||<br />
|-<br />
| 5417500||||||||80||102500||102.5<br />
|-<br />
| 5450000||119||50000||50||||||<br />
|-<br />
| 5500000||120||50000||50||||||<br />
|-<br />
| 5520500||||||||81||103000||103<br />
|-<br />
| 5550000||121||50000||50||||||<br />
|-<br />
| 5600000||122||50000||50||||||<br />
|-<br />
| 5624000||||||||82||103500||103.5<br />
|-<br />
| 5650000||123||50000||50||||||<br />
|-<br />
| 5700000||124||50000||50||||||<br />
|-<br />
| 5728000||||||||83||104000||104<br />
|-<br />
| 5750000||125||50000||50||||||<br />
|-<br />
| 5800000||126||50000||50||||||<br />
|-<br />
| 5832500||||||||84||104500||104.5<br />
|-<br />
| 5850000||127||50000||50||||||<br />
|-<br />
| 5900000||128||50000||50||||||<br />
|-<br />
| 5937500||||||||85||105000||105<br />
|-<br />
| 5950000||129||50000||50||||||<br />
|-<br />
| 6000000||130||50000||50||||||<br />
|-<br />
| 6043000||||||||86||105500||105.5<br />
|-<br />
| 6050000||131||50000||50||||||<br />
|-<br />
| 6100000||132||50000||50||||||<br />
|-<br />
| 6149000||||||||87||106000||106<br />
|-<br />
| 6150000||133||50000||50||||||<br />
|-<br />
| 6200000||134||50000||50||||||<br />
|-<br />
| 6250000||135||50000||50||||||<br />
|-<br />
| 6255500||||||||88||106500||106.5<br />
|-<br />
| 6300000||136||50000||50||||||<br />
|-<br />
| 6350000||137||50000||50||||||<br />
|-<br />
| 6362500||||||||89||107000||107<br />
|-<br />
| 6400000||138||50000||50||||||<br />
|-<br />
| 6450000||139||50000||50||||||<br />
|-<br />
| 6470000||||||||90||107500||107.5<br />
|-<br />
| 6500000||140||50000||50||||||<br />
|-<br />
| 6550000||141||50000||50||||||<br />
|-<br />
| 6578000||||||||91||108000||108<br />
|-<br />
| 6600000||142||50000||50||||||<br />
|-<br />
| 6650000||143||50000||50||||||<br />
|-<br />
| 6686500||||||||92||108500||108.5<br />
|-<br />
| 6700000||144||50000||50||||||<br />
|-<br />
| 6750000||145||50000||50||||||<br />
|-<br />
| 6795500||||||||93||109000||109<br />
|-<br />
| 6800000||146||50000||50||||||<br />
|-<br />
| 6850000||147||50000||50||||||<br />
|-<br />
| 6900000||148||50000||50||||||<br />
|-<br />
| 6905000||||||||94||109500||109.5<br />
|-<br />
| 6950000||149||50000||50||||||<br />
|-<br />
| 7000000||150||50000||50||||||<br />
|-<br />
| 7015000||||||||95||110000||110<br />
|-<br />
| 7050000||151||50000||50||||||<br />
|-<br />
| 7100000||152||50000||50||||||<br />
|-<br />
| 7125500||||||||96||110500||110.5<br />
|-<br />
| 7150000||153||50000||50||||||<br />
|-<br />
| 7200000||154||50000||50||||||<br />
|-<br />
| 7236500||||||||97||111000||111<br />
|-<br />
| 7250000||155||50000||50||||||<br />
|-<br />
| 7300000||156||50000||50||||||<br />
|-<br />
| 7348000||||||||98||111500||111.5<br />
|-<br />
| 7350000||157||50000||50||||||<br />
|-<br />
| 7400000||158||50000||50||||||<br />
|-<br />
| 7450000||159||50000||50||||||<br />
|-<br />
| 7460000||||||||99||112000||112<br />
|-<br />
| 7500000||160||50000||50||||||<br />
|-<br />
| 7572500||||||||100||112500||112.5<br />
|-<br />
||||||||||||||<br />
|-<br />
| '''Total Avg||'''100||'''4500000||'''4500||'''100||'''7572500||'''7572.5<br />
|}<br />
|}<br />
:<small>Table adapted by Nilandia from the original Play.net chart</small> </div><br />
<br />
==Resources==<br />
* [[Experience boost]]<br />
* [[Instant mind clearer]]<br />
* [[/saved posts|Saved posts]]<br />
* [[/saved post archive|Saved post archive]]<br />
* [https://web.archive.org/web/20130127081421/http://www.nilandia.com/training/experience.htm Nilandia's site]<br />
<br />
[[Category:Character Mechanics]]<br />
[[Category: Experience| ]]</div>RAGZhttps://gswiki.play.net/index.php?title=Experience&diff=147291Experience2021-04-20T15:14:43Z<p>RAGZ: /* Experience Pools */ added Exceptions</p>
<hr />
<div>'''Experience''' is the way that progress toward advancement in [[level]]s is measured. A [[character]] gains experience, or "learns", in a variety of ways and based on a number of factors. In 2016 the experience system was updated to include a separate [[#Long-term Experience|long-term experience pool]], and [[#Offline Experience Absorption|offline absorption]]. This page is intended to be an overview of the experience system. Please see the main articles linked just below some sections for additional details.<br />
{{TOC limit|3}}<br />
==EXPERIENCE (verb)==<br />
The {{boldmono|EXPERIENCE}} verb (commonly abbreviated to 'EXP') is used to displays a character's accumulated experience, [[training point]]s, [[fame]], and other information.<br />
<br />
<pre{{log2}}><br />
>exp<br />
Level: 72 [[Fame]]: 27,473,062<br />
Experience: 4,638,062 [[Deed]]s: 8<br />
[[Ascension]] Exp: 0 Recent Deaths: 0<br />
Total Exp: 4,638,062 [[Death's Sting]]: None<br />
Long-Term Exp: 0<br />
Exp until lvl: 72,438<br />
[[Training point|PTPs/MTPs]]: 38/0<br />
<br />
[[#Mind Status|Your mind is as clear as a bell.]]<br />
<br />
You feel a strange sense of serenity and find that you are able to reflect on recent events with uncommon clarity and understanding. ([[Gift of Lumnis]] active)<br />
<br />
Your recent adventures echo powerfully in your mind. ([[Roleplaying award]] active.)<br />
<br />
You feel the eyes of Lumnis upon you. ([[Lumnis contest]] active.)<br />
</pre><br />
<br />
==Experience Pools==<br />
{{Main|Experience pool}}<br />
{{#section:Experience pool|Exp page}}<br />
{{#section:Experience pool|Ascension}}<br />
{{#section:Experience pool|Exceptions}}<br />
{{top}}<br />
<br />
==Gift of Lumnis==<br />
{{main|Gift of Lumnis}}<br />
{{#section:Gift of Lumnis|Exp page}}<br />
==Offline Experience Absorption==<br />
Characters on paid subscription accounts will continue to absorb field experience at a reduced rate when not logged in. Point-based and global experience modifiers ([[Gift of Lumnis]], [[Roleplaying award]]s, [[Death's Sting]], [[F2P]], etc.) will apply to the offline absorption amounts, time-based experience modifiers ([[experience boost]]s) will not. The rate for offline absorption is a flat 15 exp per 10 minutes. <br />
<br />
This feature can be toggled on and off using {{boldmono|[[FLAG]] OFFLINEEXP ON/OFF}}.<br />
<br />
==Experience Per Level==<br />
<span class="mw-collapsible" id="mw-customcollapsible-1"> <br />
[<span class="mw-customtoggle-1 mw-customtoggle-2" style="color:#0000ff">Click to view GS3/GS4 level comparison table</span>]</span><span class="mw-collapsible mw-collapsed" id="mw-customcollapsible-2">[<span class="mw-customtoggle-1 mw-customtoggle-2" style="color:#0000ff">Click to view GS4 levels only</span>] <br />
<div class="mw-collapsible" id="mw-customcollapsible-1"><section begin=level chart /><br />
:{| class="wikitable"<br />
! colspan="3" style="text-align: center; font-weight:bold; background-color:lightblue;" | Levels by Experience<br />
|-<br />
| style="font-weight:bold;" | Experience<br />
| style="font-weight:bold;" | Level<br />
| style="font-weight:bold;" | Exp Required<br />
|-<br />
| 2500<br />
| 1<br />
| 2500<br />
|-<br />
| 5000<br />
| 2<br />
| 2500<br />
|-<br />
| 10000<br />
| 3<br />
| 5000<br />
|-<br />
| 17500<br />
| 4<br />
| 7500<br />
|-<br />
| 27500<br />
| 5<br />
| 10000<br />
|-<br />
| 40000<br />
| 6<br />
| 12500<br />
|-<br />
| 55000<br />
| 7<br />
| 15000<br />
|-<br />
| 72500<br />
| 8<br />
| 17500<br />
|-<br />
| 92500<br />
| 9<br />
| 20000<br />
|-<br />
| 115000<br />
| 10<br />
| 22500<br />
|-<br />
| 140000<br />
| 11<br />
| 25000<br />
|-<br />
| 167000<br />
| 12<br />
| 27500<br />
|-<br />
| 197500<br />
| 13<br />
| 30000<br />
|-<br />
| 230000<br />
| 14<br />
| 32500<br />
|-<br />
| 265000<br />
| 15<br />
| 35000<br />
|-<br />
| 302000<br />
| 16<br />
| 37000<br />
|-<br />
| 341000<br />
| 17<br />
| 39000<br />
|-<br />
| 382000<br />
| 18<br />
| 41000<br />
|-<br />
| 425000<br />
| 19<br />
| 43000<br />
|-<br />
| 470000<br />
| 20<br />
| 45000<br />
|-<br />
| 517000<br />
| 21<br />
| 47000<br />
|-<br />
| 566000<br />
| 22<br />
| 49000<br />
|-<br />
| 617000<br />
| 23<br />
| 51000<br />
|-<br />
| 670000<br />
| 24<br />
| 53000<br />
|-<br />
| 725000<br />
| 25<br />
| 55000<br />
|-<br />
| 781500<br />
| 26<br />
| 56500<br />
|-<br />
| 839500<br />
| 27<br />
| 58000<br />
|-<br />
| 899000<br />
| 28<br />
| 59500<br />
|-<br />
| 960000<br />
| 29<br />
| 61000<br />
|-<br />
| 1022500<br />
| 30<br />
| 62500<br />
|-<br />
| 1086500<br />
| 31<br />
| 64000<br />
|-<br />
| 1152000<br />
| 32<br />
| 65500<br />
|-<br />
| 1219000<br />
| 33<br />
| 67000<br />
|-<br />
| 1287500<br />
| 34<br />
| 68500<br />
|-<br />
| 1357500<br />
| 35<br />
| 70000<br />
|-<br />
| 1429000<br />
| 36<br />
| 71500<br />
|-<br />
| 1502000<br />
| 37<br />
| 73000<br />
|-<br />
| 1576500<br />
| 38<br />
| 74500<br />
|-<br />
| 1652500<br />
| 39<br />
| 76000<br />
|-<br />
| 1730000<br />
| 40<br />
| 77500<br />
|-<br />
| 1808500<br />
| 41<br />
| 78500<br />
|-<br />
| 1888000<br />
| 42<br />
| 79500<br />
|-<br />
| 1968500<br />
| 43<br />
| 80500<br />
|-<br />
| 2050000<br />
| 44<br />
| 81500<br />
|-<br />
| 2132500<br />
| 45<br />
| 82500<br />
|-<br />
| 2216000<br />
| 46<br />
| 83500<br />
|-<br />
| 2300500<br />
| 47<br />
| 84500<br />
|-<br />
| 2386000<br />
| 48<br />
| 85500<br />
|-<br />
| 2472500<br />
| 49<br />
| 86500<br />
|-<br />
| 2560000<br />
| 50<br />
| 87500<br />
|-<br />
| 2648000<br />
| 51<br />
| 88000<br />
|-<br />
| 2736500<br />
| 52<br />
| 88500<br />
|-<br />
| 2825500<br />
| 53<br />
| 89000<br />
|-<br />
| 2915000<br />
| 54<br />
| 89500<br />
|-<br />
| 3005000<br />
| 55<br />
| 90000<br />
|-<br />
| 3095500<br />
| 56<br />
| 90500<br />
|-<br />
| 3186500<br />
| 57<br />
| 91000<br />
|-<br />
| 3278000<br />
| 58<br />
| 91500<br />
|-<br />
| 3370000<br />
| 59<br />
| 92000<br />
|-<br />
| 3462500<br />
| 60<br />
| 92500<br />
|-<br />
| 3555500<br />
| 61<br />
| 93000<br />
|-<br />
| 3649000<br />
| 62<br />
| 93500<br />
|-<br />
| 3743000<br />
| 63<br />
| 94000<br />
|-<br />
| 3837500<br />
| 64<br />
| 94500<br />
|-<br />
| 3932500<br />
| 65<br />
| 95000<br />
|-<br />
| 4028000<br />
| 66<br />
| 95500<br />
|-<br />
| 4124000<br />
| 67<br />
| 96000<br />
|-<br />
| 4220500<br />
| 68<br />
| 96500<br />
|-<br />
| 4317500<br />
| 69<br />
| 97000<br />
|-<br />
| 4415000<br />
| 70<br />
| 97500<br />
|-<br />
| 4513000<br />
| 71<br />
| 98000<br />
|-<br />
| 4611500<br />
| 72<br />
| 98500<br />
|-<br />
| 4710500<br />
| 73<br />
| 99000<br />
|-<br />
| 4810000<br />
| 74<br />
| 99500<br />
|-<br />
| 4910000<br />
| 75<br />
| 100000<br />
|-<br />
| 5010500<br />
| 76<br />
| 100500<br />
|-<br />
| 5111500<br />
| 77<br />
| 101000<br />
|-<br />
| 5213000<br />
| 78<br />
| 101500<br />
|-<br />
| 5315000<br />
| 79<br />
| 102000<br />
|-<br />
| 5417500<br />
| 80<br />
| 102500<br />
|-<br />
| 5520500<br />
| 81<br />
| 103000<br />
|-<br />
| 5624000<br />
| 82<br />
| 103500<br />
|-<br />
| 5728000<br />
| 83<br />
| 104000<br />
|-<br />
| 5832500<br />
| 84<br />
| 104500<br />
|-<br />
| 5937500<br />
| 85<br />
| 105000<br />
|-<br />
| 6043000<br />
| 86<br />
| 105500<br />
|-<br />
| 6149000<br />
| 87<br />
| 106000<br />
|-<br />
| 6255500<br />
| 88<br />
| 106500<br />
|-<br />
| 6362500<br />
| 89<br />
| 107000<br />
|-<br />
| 6470000<br />
| 90<br />
| 107500<br />
|-<br />
| 6578000<br />
| 91<br />
| 108000<br />
|-<br />
| 6686500<br />
| 92<br />
| 108500<br />
|-<br />
| 6795500<br />
| 93<br />
| 109000<br />
|-<br />
| 6905000<br />
| 94<br />
| 109500<br />
|-<br />
| 7015000<br />
| 95<br />
| 110000<br />
|-<br />
| 7125500<br />
| 96<br />
| 110500<br />
|-<br />
| 7236500<br />
| 97<br />
| 111000<br />
|-<br />
| 7348000<br />
| 98<br />
| 111500<br />
|-<br />
| 7460000<br />
| 99<br />
| 112000<br />
|-<br />
| 7572500<br />
| 100<br />
| 112500<br />
|-<br />
| style="font-weight:bold;" | Total<br />
| style="font-weight:bold;" | 100<br />
| style="font-weight:bold;" | 7572500<br />
|} <section end=level chart /><br />
</div><br />
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-2"><br />
{| style="vertical-align: text-top"<br />
|<br />
{| {{prettytable}}<br />
|- style="background:lightblue"<br />
| <br />
! colspan="3" | GemStone III<br />
! colspan="3" | GS4<br />
|-<br />
! Experience||Level||Exp Required||Avg. Hours||Level||Exp Required||Avg. Hours<br />
|-<br />
| 2500||||||||1||2500||2.5<br />
|-<br />
| 5000||||||||2||2500||2.5<br />
|-<br />
| 10000||1||10000||10||3||5000||5<br />
|-<br />
| 17500||||||||4||7500||7.5<br />
|-<br />
| 20000||2||10000||10||||||<br />
|-<br />
| 27500||||||||5||10000||10<br />
|-<br />
| 30000||3||10000||10||||||<br />
|-<br />
| 40000||4||10000||10||6||12500||12.5<br />
|-<br />
| 50000||5||10000||10||||||<br />
|-<br />
| 55000||||||||7||15000||15<br />
|-<br />
| 70000||6||20000||20||||||<br />
|-<br />
| 72500||||||||8||17500||17.5<br />
|-<br />
| 90000||7||20000||20||||||<br />
|-<br />
| 92500||||||||9||20000||20<br />
|-<br />
| 110000||8||20000||20||||||<br />
|-<br />
| 115000||||||||10||22500||22.5<br />
|-<br />
| 130000||9||20000||20||||||<br />
|-<br />
| 140000||||||||11||25000||25<br />
|-<br />
| 150000||10||20000||20||||||<br />
|-<br />
| 167000||||||||12||27500||27.5<br />
|-<br />
| 180000||11||30000||30||||||<br />
|-<br />
| 197500||||||||13||30000||30<br />
|-<br />
| 210000||12||30000||30||||||<br />
|-<br />
| 230000||||||||14||32500||32.5<br />
|-<br />
| 240000||13||30000||30||||||<br />
|-<br />
| 265000||||||||15||35000||35<br />
|-<br />
| 270000||14||30000||30||||||<br />
|-<br />
| 300000||15||30000||30||||||<br />
|-<br />
| 302000||||||||16||37000||37<br />
|-<br />
| 340000||16||40000||40||||||<br />
|-<br />
| 341000||||||||17||39000||39<br />
|-<br />
| 380000||17||40000||40||||||<br />
|-<br />
| 382000||||||||18||41000||41<br />
|-<br />
| 420000||18||40000||40||||||<br />
|-<br />
| 425000||||||||19||43000||43<br />
|-<br />
| 460000||19||40000||40||||||<br />
|-<br />
| 470000||||||||20||45000||45<br />
|-<br />
| 500000||20||40000||40||||||<br />
|-<br />
| 517000||||||||21||47000||47<br />
|-<br />
| 550000||21||50000||50||||||<br />
|-<br />
| 566000||||||||22||49000||49<br />
|-<br />
| 600000||22||50000||50||||||<br />
|-<br />
| 617000||||||||23||51000||51<br />
|-<br />
| 650000||23||50000||50||||||<br />
|-<br />
| 670000||||||||24||53000||53<br />
|-<br />
| 700000||24||50000||50||||||<br />
|-<br />
| 725000||||||||25||55000||55<br />
|-<br />
| 750000||25||50000||50||||||<br />
|-<br />
| 781500||||||||26||56500||56.5<br />
|-<br />
| 800000||26||50000||50||||||<br />
|-<br />
| 839500||||||||27||58000||58<br />
|-<br />
| 850000||27||50000||50||||||<br />
|-<br />
| 899000||||||||28||59500||59.5<br />
|-<br />
| 900000||28||50000||50||||||<br />
|-<br />
| 950000||29||50000||50||||||<br />
|-<br />
| 960000||||||||29||61000||61<br />
|-<br />
| 1000000||30||50000||50||||||<br />
|-<br />
| 1022500||||||||30||62500||62.5<br />
|-<br />
| 1050000||31||50000||50||||||<br />
|-<br />
| 1086500||||||||31||64000||64<br />
|-<br />
| 1100000||32||50000||50||||||<br />
|-<br />
| 1150000||33||50000||50||||||<br />
|-<br />
| 1152000||||||||32||65500||65.5<br />
|-<br />
| 1200000||34||50000||50||||||<br />
|-<br />
| 1219000||||||||33||67000||67<br />
|-<br />
| 1250000||35||50000||50||||||<br />
|-<br />
| 1287500||||||||34||68500||68.5<br />
|-<br />
| 1300000||36||50000||50||||||<br />
|-<br />
| 1350000||37||50000||50||||||<br />
|-<br />
| 1357500||||||||35||70000||70<br />
|-<br />
| 1400000||38||50000||50||||||<br />
|-<br />
| 1429000||||||||36||71500||71.5<br />
|-<br />
| 1450000||39||50000||50||||||<br />
|-<br />
| 1500000||40||50000||50||||||<br />
|-<br />
| 1502000||||||||37||73000||73<br />
|-<br />
| 1550000||41||50000||50||||||<br />
|-<br />
| 1576500||||||||38||74500||74.5<br />
|-<br />
| 1600000||42||50000||50||||||<br />
|-<br />
| 1650000||43||50000||50||||||<br />
|-<br />
| 1652500||||||||39||76000||76<br />
|-<br />
| 1700000||44||50000||50||||||<br />
|-<br />
| 1730000||||||||40||77500||77.5<br />
|-<br />
| 1750000||45||50000||50||||||<br />
|-<br />
| 1800000||46||50000||50||||||<br />
|-<br />
| 1808500||||||||41||78500||78.5<br />
|-<br />
| 1850000||47||50000||50||||||<br />
|-<br />
| 1888000||||||||42||79500||79.5<br />
|-<br />
| 1900000||48||50000||50||||||<br />
|-<br />
| 1950000||49||50000||50||||||<br />
|-<br />
| 1968500||||||||43||80500||80.5<br />
|-<br />
| 2000000||50||50000||50||||||<br />
|-<br />
| 2050000||51||50000||50||44||81500||81.5<br />
|-<br />
| 2100000||52||50000||50||||||<br />
|-<br />
| 2132500||||||||45||82500||82.5<br />
|-<br />
| 2150000||53||50000||50||||||<br />
|-<br />
| 2200000||54||50000||50||||||<br />
|-<br />
| 2216000||||||||46||83500||83.5<br />
|-<br />
| 2250000||55||50000||50||||||<br />
|-<br />
| 2300000||56||50000||50||||||<br />
|-<br />
| 2300500||||||||47||84500||84.5<br />
|-<br />
| 2350000||57||50000||50||||||<br />
|-<br />
| 2386000||||||||48||85500||85.5<br />
|-<br />
| 2400000||58||50000||50||||||<br />
|-<br />
| 2450000||59||50000||50||||||<br />
|-<br />
| 2472500||||||||49||86500||86.5<br />
|-<br />
| 2500000||60||50000||50||||||<br />
|-<br />
| 2550000||61||50000||50||||||<br />
|-<br />
| 2560000||||||||50||87500||87.5<br />
|-<br />
| 2600000||62||50000||50||||||<br />
|-<br />
| 2648000||||||||51||88000||88<br />
|-<br />
| 2650000||63||50000||50||||||<br />
|-<br />
| 2700000||64||50000||50||||||<br />
|-<br />
| 2736500||||||||52||88500||88.5<br />
|-<br />
| 2750000||65||50000||50||||||<br />
|-<br />
| 2800000||66||50000||50||||||<br />
|-<br />
| 2825500||||||||53||89000||89<br />
|-<br />
| 2850000||67||50000||50||||||<br />
|-<br />
| 2900000||68||50000||50||||||<br />
|-<br />
| 2915000||||||||54||89500||89.5<br />
|-<br />
| 2950000||69||50000||50||||||<br />
|-<br />
| 3000000||70||50000||50||||||<br />
|-<br />
| 3005000||||||||55||90000||90<br />
|-<br />
| 3050000||71||50000||50||||||<br />
|-<br />
| 3095500||||||||56||90500||90.5<br />
|-<br />
| 3100000||72||50000||50||||||<br />
|-<br />
| 3150000||73||50000||50||||||<br />
|-<br />
| 3186500||||||||57||91000||91<br />
|-<br />
| 3200000||74||50000||50||||||<br />
|-<br />
| 3250000||75||50000||50||||||<br />
|-<br />
| 3278000||||||||58||91500||91.5<br />
|-<br />
| 3300000||76||50000||50||||||<br />
|-<br />
| 3350000||77||50000||50||||||<br />
|-<br />
| 3370000||||||||59||92000||92<br />
|-<br />
| 3400000||78||50000||50||||||<br />
|-<br />
| 3450000||79||50000||50||||||<br />
|-<br />
| 3462500||||||||60||92500||92.5<br />
|-<br />
| 3500000||80||50000||50||||||<br />
|-<br />
| 3550000||81||50000||50||||||<br />
|-<br />
| 3555500||||||||61||93000||93<br />
|-<br />
| 3600000||82||50000||50||||||<br />
|-<br />
| 3649000||||||||62||93500||93.5<br />
|-<br />
| 3650000||83||50000||50||||||<br />
|-<br />
| 3700000||84||50000||50||||||<br />
|-<br />
| 3743000||||||||63||94000||94<br />
|-<br />
| 3750000||85||50000||50||||||<br />
|-<br />
| 3800000||86||50000||50||||||<br />
|}<br />
|style="vertical-align: text-top"|<br />
{| {{prettytable}}<br />
|- style="background:lightblue"<br />
| <br />
! colspan="3" | GemStone III<br />
! colspan="3" | GS4<br />
|-<br />
! Experience||Level||Exp Required||Avg. Hours||Level||Exp Required||Avg. Hours<br />
|-<br />
| 3837500||||||||64||94500||94.5<br />
|-<br />
| 3850000||87||50000||50||||||<br />
|-<br />
| 3900000||88||50000||50||||||<br />
|-<br />
| 3932500||||||||65||95000||95<br />
|-<br />
| 3950000||89||50000||50||||||<br />
|-<br />
| 4000000||90||50000||50||||||<br />
|-<br />
| 4028000||||||||66||95500||95.5<br />
|-<br />
| 4050000||91||50000||50||||||<br />
|-<br />
| 4100000||92||50000||50||||||<br />
|-<br />
| 4124000||||||||67||96000||96<br />
|-<br />
| 4150000||93||50000||50||||||<br />
|-<br />
| 4200000||94||50000||50||||||<br />
|-<br />
| 4220500||||||||68||96500||96.5<br />
|-<br />
| 4250000||95||50000||50||||||<br />
|-<br />
| 4300000||96||50000||50||||||<br />
|-<br />
| 4317500||||||||69||97000||97<br />
|-<br />
| 4350000||97||50000||50||||||<br />
|-<br />
| 4400000||98||50000||50||||||<br />
|-<br />
| 4415000||||||||70||97500||97.5<br />
|-<br />
| 4450000||99||50000||50||||||<br />
|-<br />
| 4500000||100||50000||50||||||<br />
|-<br />
| 4513000||||||||71||98000||98<br />
|-<br />
| 4550000||101||50000||50||||||<br />
|-<br />
| 4600000||102||50000||50||||||<br />
|-<br />
| 4611500||||||||72||98500||98.5<br />
|-<br />
| 4650000||103||50000||50||||||<br />
|-<br />
| 4700000||104||50000||50||||||<br />
|-<br />
| 4710500||||||||73||99000||99<br />
|-<br />
| 4750000||105||50000||50||||||<br />
|-<br />
| 4800000||106||50000||50||||||<br />
|-<br />
| 4810000||||||||74||99500||99.5<br />
|-<br />
| 4850000||107||50000||50||||||<br />
|-<br />
| 4900000||108||50000||50||||||<br />
|-<br />
| 4910000||||||||75||100000||100<br />
|-<br />
| 4950000||109||50000||50||||||<br />
|-<br />
| 5000000||110||50000||50||||||<br />
|-<br />
| 5010500||||||||76||100500||100.5<br />
|-<br />
| 5050000||111||50000||50||||||<br />
|-<br />
| 5100000||112||50000||50||||||<br />
|-<br />
| 5111500||||||||77||101000||101<br />
|-<br />
| 5150000||113||50000||50||||||<br />
|-<br />
| 5200000||114||50000||50||||||<br />
|-<br />
| 5213000||||||||78||101500||101.5<br />
|-<br />
| 5250000||115||50000||50||||||<br />
|-<br />
| 5300000||116||50000||50||||||<br />
|-<br />
| 5315000||||||||79||102000||102<br />
|-<br />
| 5350000||117||50000||50||||||<br />
|-<br />
| 5400000||118||50000||50||||||<br />
|-<br />
| 5417500||||||||80||102500||102.5<br />
|-<br />
| 5450000||119||50000||50||||||<br />
|-<br />
| 5500000||120||50000||50||||||<br />
|-<br />
| 5520500||||||||81||103000||103<br />
|-<br />
| 5550000||121||50000||50||||||<br />
|-<br />
| 5600000||122||50000||50||||||<br />
|-<br />
| 5624000||||||||82||103500||103.5<br />
|-<br />
| 5650000||123||50000||50||||||<br />
|-<br />
| 5700000||124||50000||50||||||<br />
|-<br />
| 5728000||||||||83||104000||104<br />
|-<br />
| 5750000||125||50000||50||||||<br />
|-<br />
| 5800000||126||50000||50||||||<br />
|-<br />
| 5832500||||||||84||104500||104.5<br />
|-<br />
| 5850000||127||50000||50||||||<br />
|-<br />
| 5900000||128||50000||50||||||<br />
|-<br />
| 5937500||||||||85||105000||105<br />
|-<br />
| 5950000||129||50000||50||||||<br />
|-<br />
| 6000000||130||50000||50||||||<br />
|-<br />
| 6043000||||||||86||105500||105.5<br />
|-<br />
| 6050000||131||50000||50||||||<br />
|-<br />
| 6100000||132||50000||50||||||<br />
|-<br />
| 6149000||||||||87||106000||106<br />
|-<br />
| 6150000||133||50000||50||||||<br />
|-<br />
| 6200000||134||50000||50||||||<br />
|-<br />
| 6250000||135||50000||50||||||<br />
|-<br />
| 6255500||||||||88||106500||106.5<br />
|-<br />
| 6300000||136||50000||50||||||<br />
|-<br />
| 6350000||137||50000||50||||||<br />
|-<br />
| 6362500||||||||89||107000||107<br />
|-<br />
| 6400000||138||50000||50||||||<br />
|-<br />
| 6450000||139||50000||50||||||<br />
|-<br />
| 6470000||||||||90||107500||107.5<br />
|-<br />
| 6500000||140||50000||50||||||<br />
|-<br />
| 6550000||141||50000||50||||||<br />
|-<br />
| 6578000||||||||91||108000||108<br />
|-<br />
| 6600000||142||50000||50||||||<br />
|-<br />
| 6650000||143||50000||50||||||<br />
|-<br />
| 6686500||||||||92||108500||108.5<br />
|-<br />
| 6700000||144||50000||50||||||<br />
|-<br />
| 6750000||145||50000||50||||||<br />
|-<br />
| 6795500||||||||93||109000||109<br />
|-<br />
| 6800000||146||50000||50||||||<br />
|-<br />
| 6850000||147||50000||50||||||<br />
|-<br />
| 6900000||148||50000||50||||||<br />
|-<br />
| 6905000||||||||94||109500||109.5<br />
|-<br />
| 6950000||149||50000||50||||||<br />
|-<br />
| 7000000||150||50000||50||||||<br />
|-<br />
| 7015000||||||||95||110000||110<br />
|-<br />
| 7050000||151||50000||50||||||<br />
|-<br />
| 7100000||152||50000||50||||||<br />
|-<br />
| 7125500||||||||96||110500||110.5<br />
|-<br />
| 7150000||153||50000||50||||||<br />
|-<br />
| 7200000||154||50000||50||||||<br />
|-<br />
| 7236500||||||||97||111000||111<br />
|-<br />
| 7250000||155||50000||50||||||<br />
|-<br />
| 7300000||156||50000||50||||||<br />
|-<br />
| 7348000||||||||98||111500||111.5<br />
|-<br />
| 7350000||157||50000||50||||||<br />
|-<br />
| 7400000||158||50000||50||||||<br />
|-<br />
| 7450000||159||50000||50||||||<br />
|-<br />
| 7460000||||||||99||112000||112<br />
|-<br />
| 7500000||160||50000||50||||||<br />
|-<br />
| 7572500||||||||100||112500||112.5<br />
|-<br />
||||||||||||||<br />
|-<br />
| '''Total Avg||'''100||'''4500000||'''4500||'''100||'''7572500||'''7572.5<br />
|}<br />
|}<br />
:<small>Table adapted by Nilandia from the original Play.net chart</small> </div><br />
<br />
==Resources==<br />
* [[Experience boost]]<br />
* [[Instant mind clearer]]<br />
* [[/saved posts|Saved posts]]<br />
* [[/saved post archive|Saved post archive]]<br />
* [https://web.archive.org/web/20130127081421/http://www.nilandia.com/training/experience.htm Nilandia's site]<br />
<br />
[[Category:Character Mechanics]]<br />
[[Category: Experience| ]]</div>RAGZhttps://gswiki.play.net/index.php?title=Casting_strength&diff=142829Casting strength2021-01-03T17:33:41Z<p>RAGZ: /* Sorcerer */ clarified the nuance of stacking fractional CS gains from spell effects</p>
<hr />
<div>[[Casting strength]] (CS) is the primary offensive measure involved in the resolution of [[warding]] magic.<br />
<br />
A player character's CS is determined by [[level]], [[Spell Research]], the relevant [[statistic]] bonus(es), and certain active [[#Items and spells to boost CS|spell effects]].<br />
{{TOCright}}<br />
== Formula ==<br />
<br />
<div {{prettydiv|margin-right=50%}}><tt>CS = (Level &times; 3)<br> + round([[#Primary Circle Bonus|Primary Circle bonus]])<br> + ceiling([[#Secondary Circle Bonus|Secondary Circle A bonus]])<br> + ceiling([[#Secondary Circle Bonus|Secondary Circle B bonus]])<br> + round([[#Stat Bonus|Stat bonus]])<br> + round([[#Items and spells to boost CS|Spell effects]])<br />
<br />
'''round''' = standard ≥ .5 round up, < .5 round down.<br><br />
'''ceiling''' = always round up</tt><br />
</div><br />
<br />
=== Primary Circle Bonus ===<br />
<br />
The Primary Circle is the spell circle being cast (round normally). For example, a sorcerer casting [[Mana Disruption (702)]] would use ranks known in the [[Sorcerer Base]] circle to calculate the primary circle CS bonus. If the spell being cast is from a circle that the caster cannot train, for example, a sorcerer casting a [[Cleric Base]] spell from a blessed gem, then there is no primary circle bonus. All three trainable circles (sorcerer base, [[MnE]] and [[MnS]]) become secondary circles.<br />
*Ranks up to level = 1<br />
*Ranks 1-20 above level = 0.75<br />
*Ranks 21-60 above level = 0.5<br />
*Ranks 61-100 above level = 0.25<br />
*Ranks 101-? above level = 0.125<br />
<br />
'''Primary Circle Bonus Example'''<br />
<br />
A level 60 sorcerer with 80 sorcerer base ranks would have a primary circle bonus of 75 (60 + 15) when casting sorcerer base spells. A bonus of 1 for each spell rank up to level and an additional bonus of 15 (20 * .75) for the 20 ranks above level.<br />
<br />
=== Secondary Circle Bonus ===<br />
<br />
Secondary spell circles are any other circles the character knows that do not include the cast spell. For example, a sorcerer casting [[Mana Disruption (702)]] would use spell ranks known in the [[Minor Elemental]] and [[Minor Spiritual]] circles to calculate the secondary spell circle bonuses. If the sorcerer is casting [[Elemental Strike (415)]] then the secondary circle bonus calculations would use ranks known in the [[Sorcerer Base]] and [[Minor Spiritual]] circles. For professions such as [[ranger]]s, [[bard]]s, [[paladin]]s, [[rogue]]s and [[warrior]]s that are limited to training in only two spell circles, there is just one secondary circle bonus. (Note: the 2/3 level calculation rounds down, so for example it would be 66 for a level 100 character.)<br />
<br />
:{| {{prettytable}}<br />
|- style= "text-align:center; background: #DDD;"<br />
|'''Ranks per Level'''||'''CS per Rank'''||'''Rank CS value'''<br />
|-<br />
|Ranks up to 2/3 level|| 1 CS per 3 spells || 0.333~<br />
|-<br />
|Ranks between 2/3 level and level|| 1 CS per 9 spells|| 0.111~<br />
|-<br />
|Ranks above level|| 1 CS per 20 spells|| 0.05<br />
|}<br />
<br />
'''Secondary Circle Bonus Example'''<br />
<br />
* A level 63 sorcerer with 60 MnE ranks, and 21 MnS ranks casting a Sorcerer base spell<br />
** MnE Secondary bonus <br />
*** Ranks up to 2/3 level, (lvl 63) * 2/3 = 42, 60 ranks > 42, so 42 ranks * 1/3 = 14 bonus<br />
*** Ranks up between 2/3 level and level, 60 < 63, 60 - 42 = 18, 18 ranks * 1/9 = 2 bonus<br />
*** total bonus of 14 + 2 = 16<br />
** MnS Secondary bonus<br />
*** Ranks up to 2/3 level, (lvl 63) * 2/3 = 42, 21 < 42, 21 ranks * 1/3 = 7 bonus<br />
*** total bonus of 7<br />
** Combined secondary bonus of 16 + 7 = 25<br />
<br />
=== Stat Bonus ===<br />
<br />
Stat bonus is the value appearing after the stat when the [[INFO]] command is entered.<br />
* Use the [[Aura]] stat bonus for the following spell circles: <br />
**[[Bard Base]] <br />
**[[Wizard Base]]<br />
**[[Minor Elemental]]<br />
**[[Major Elemental]]<br />
* Use the [[Wisdom]] stat bonus for the following spell circles: <br />
**[[Cleric Base]]<br />
**[[Empath Base]] <br />
**[[Ranger Base]]<br />
**[[Paladin Base]]<br />
**[[Minor Spiritual]]<br />
**[[Major Spiritual]]<br />
* Use the average of [[Aura]] and [[Wisdom]] stat bonuses (round up) for:<br />
**[[Sorcerer Base]]<br />
* Use the [[Logic]] stat bonus for the following spell circle:<br />
**[[Minor Mental]]<br />
* Use the average of [[Influence]] and [[Logic]] stat bonuses (round up) for the following spell circle:<br />
**[[Major Mental]] - <font color="red">Not yet implemented</font><br />
* Use the average of [[Discipline]] and [[Logic]] stat bonuses (round up) for the following spell circle:<br />
**[[Savant Base]] - <font color="red">Not yet implemented</font><br />
<br />
=== CS Calculation Example ===<br />
'Mentok' is a level 60 [[sorcerer]]. He has 80 Sorcerer Base ranks, 30 Minor Elemental ranks, and 20 Minor Spiritual ranks with a +30 Aura bonus and a +25 Wisdom bonus.<br />
<br />
*Level x 3 = 180<br />
*60 [[Sorcerer Base]] ranks @ 1.0 + 20 ranks @ 0.75 = 75<br />
*30 [[Minor Elemental]] ranks @ 0.333 = 10<br />
*20 [[Minor Spiritual]] ranks @ 0.333 = 7<br />
*(30 AUR bonus + 25 WIS bonus)/2 = 28<br />
<div {{prettydiv|margin-right=50%}}>180 + 75 + 10 + 7 + 28 = 300<br><br />
<br />
Mentok's sorcerer circle CS = 300</div><br />
<br />
If he casts [[Elemental Targeting (425)]], he would gain an additional +13.5 (14) CS to Sorcerer Base.<br />
<br />
== Items and spells to boost CS ==<br />
<br />
CS enhancements to a specific [[sphere]] of magic have half effect for spells from related circles, and none for spells from opposing spheres. For example, Elemental Targeting provides half of its bonus to Sorcerer spells and no benefit to Spiritual spells. CS benefits from spells are all combined, including fractional gains, before the sum is rounded to an integer value. <br />
<br />
{| {{Prettytable}}<br />
|- align=center<br />
! Active Effect || Bonus || Sphere || Notes<br />
|-<br />
| [[#Mystic Focus (1711) Bonus|Mystic Focus (1711)]] (see below) || +10 || All || available from [[heavy quartz orb]]s<br />
|-<br />
| [[Acuity flares]] || +3 per tier || All || stacks with [[Ensorcell (735)]]<br />
|-<br />
| [[Symbol of Supremacy]] || +1 per 2 ranks || All || only vs. undead; up to +13 for masters<br />
|-<br />
| [[Elemental Targeting (425)]] || +25 || Elemental || up to +50 based on [[MnE]] ranks<br />
|-<br />
| [[Elemental focus potion]] || +10 (minor)<br />+15 (lesser)<br />+25 (greater) || Elemental || on next cast<br />
|-<br />
| [[Champion's Might (1612)]] || +15 || Spiritual || up to +25 based on [[Paladin Base]] ranks<br />
|-<br />
| [[Spirit Slayer (240)]] || +25 || Spiritual || on recast; up to +45 based on [[Spiritual Mana Control]]<br />
|-<br />
| [[Symbol of the Proselyte (340)]] || +5 || Spiritual || on next cast; additional bonuses from [[Influence]] and [[Wisdom]]<br />
|-<br />
| [[Spiritual focus crystal]] || +10 (minor)<br />+15 (lesser)<br />+25 (greater) || Spiritual || on next cast<br />
|-<br />
| [[Mental focus crystal]] || +10 (minor)<br />+15 (lesser)<br />+25 (greater) || Mental || on next cast<br />
|}<br />
<br />
== Maximum CS ==<br />
<br />
This section lists the maximum CS that can be reached by a level 100 character, assuming statistic bonuses of +25 and Elemental Targeting in effect (actual CS may be different for races with stat modifiers). The listed spell ranks are not necessarily the only configuration that achieves each result.<br />
<br />
=== Bard ===<br />
<br />
Bards have 202 ranks total, and can reach '''517''' Bard Base CS with:<br />
*125 Bard Base, 77 Minor Elemental<br />
*127 Bard Base, 75 Minor Elemental<br />
<br />
=== Cleric ===<br />
<br />
Clerics have 303 ranks total, and can reach '''508''' Cleric Base CS with:<br />
*166 Cleric Base, 67 Minor Spiritual, 67 Major Spiritual<br />
leaving 3 ranks that can be placed anywhere with no CS gain or<br />
*170 Cleric Base, 67 Minor Spiritual, 66 Major Spiritual<br />
*170 Cleric Base, 66 Minor Spiritual, 67 Major Spiritual<br />
<br />
=== Empath ===<br />
<br />
Empaths have 303 ranks total, and can reach '''508''' Empath Base CS with:<br />
*166 Empath Base, 67 Minor Spiritual, 67 Major Spiritual<br />
leaving 3 ranks that can be placed anywhere with no CS gain or<br />
*170 Empath Base, 67 Minor Spiritual, 66 Major Spiritual<br />
*170 Empath Base, 66 Minor Spiritual, 67 Major Spiritual<br />
<br />
=== Sorcerer ===<br />
<br />
Sorcerers have 303 ranks total, and can reach '''532''' Sorcerer Base CS with:<br />
*162 Sorcerer Base, 73 Minor Elemental, 67 Minor Spiritual<br />
leaving 1 rank that can be placed anywhere with no CS gain<br />
or<br />
*159 Sorcerer Base, 77 Minor Elemental, 67 Minor Spiritual<br />
*162 Sorcerer Base, 77 Minor Elemental, 64 Minor Spiritual<br />
*166 Sorcerer Base, 73 Minor Elemental, 64 Minor Spiritual<br />
*170 Sorcerer Base, 69 Minor Elemental, 64 Minor Spiritual<br />
''Due to the nature of hybrid circles, a spell rank configuration that includes 74+ ranks of Minor Elemental will result in +0.25 CS over a configuration without. In practice, this will result in +1 CS in any situation where a sorcerer would receive an additional fractional CS gain from a [[#Items and spells to boost CS|spell effect]].<br />
<br />
=== Wizard ===<br />
<br />
Wizards have 303 ranks total, and can reach '''557''' Major Elemental CS with:<br />
*159 Major Elemental, 77 Minor Elemental, 67 Wizard<br />
*162 Major Elemental, 77 Minor Elemental, 64 Wizard<br />
<br />
(In practice these configurations are uncommon. Unlike other professions, wizards rarely train purely for CS in a single spell circle and have many non-warding attack options.)<br />
<br />
== Magic Items and Scrolls ==<br />
{{#section:Magic Item Use|castingstrength}}<br />
{{#section:Magic Item Use|semicirclebonus}}<br />
<br />
{{#section:Magic Item Use|mysticfocus}}<br />
<br />
== External Links ==<br />
To find the optimal spell rank training to maximize your CS in in a single circle you can use this calculator.<br />
*[http://gs4tools.appspot.com/cscalc/ Syphaer's CS Calculator] - Calculate CS with specified spell ranks<br />
*[http://gs4tools.appspot.com/csopt/ Syphaer's CS Optimizer] - Calculate optimized spell ranks for highest CS<br />
<br />
[[Category:Combat Mechanics]]<br />
[[Category:Magic]]</div>RAGZhttps://gswiki.play.net/index.php?title=Mage_Armor_(520)&diff=142048Mage Armor (520)2020-12-08T22:16:01Z<p>RAGZ: /* Water Aspect */ clarified 520 water's absorb chance based on comments from Viduus via Discord</p>
<hr />
<div>{{spellbox start}}<br />
{{defensive_spell<br />
|mnemonic = MAGEARMOR<br />
|base_dur = 1200 sec<br />
|add_dur = 60 sec per [[Major Elemental]] rank<br />
|span = [[Stackable]]}}<br />
{{defensive spell enhancement<br />
|type = Special<br />
|availability = [[Self-cast]]}}<br />
{{spellbox middle}}<br />
{{Major elemental navigation}}<br />
{{spellbox end}}<br />
__TOC__<br />
'''Mage Armor''' manipulates the elemental forces within a [[wizard]]'s body, forming a layer of elemental energy that shifts with their movements. This self-cast spell provides additional protection from physical attacks in the form of [[critical padding]].<br />
<br />
The base amount of padding for native casters is "somewhat" (5 effective combat points<sup><small>&dagger;</small></sup>) at 20 [[Major Elemental]] ranks, increasing every 15 [[Major Elemental]] ranks to a maximum of "heavy" (10 points) at 95 ranks. Non-native casters can only achieve light critical padding (2 points) with this spell, and elemental aspects are not available to non-native casters. (The padding table is available in the [[#Earth Aspect|Earth Aspect section]] below.)<br />
<br />
<sup><small>&dagger;</small></sup> In August 2017, the padding system changed to a system that ranged from 0-5000, but the old values remained valid as breakpoints for combat effectiveness. Thus, the old values are used throughout this article for readability.<br />
:{| {{prettytable|text-align:center;}}<br />
!align=right|Major Elemental ranks||20||35||50||65||80||95<br />
|-<br />
|align=right style="white-space:nowrap"|Critical padding<sup><small>&dagger;</small></sup> added (always available)||5||6||7||8||9||10<br />
|-<br />
|align=left colspan=7|<small><sup>&dagger;</sup> ''Combat effectiveness numbers used.</small><br />
|}<br />
<br />
The critical padding provided by this spell and its aspects stack with other forms of padding.<br />
<br />
==Aspects==<br />
The armor can be further enhanced by focusing on specific elements to further shore up defenses via{{boldmono| CAST <Element>}}. Focusing on an element will produce additional defenses based on lore training in the respective Elemental Lore.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="lightblue"<br />
! style="width:8em"|Aspect || Base Benefit <br />
|-<br />
![[#Fire Aspect|Fire]] <br />
|Physical or [[bolt]] attacks have a chance to add a fire flare <br />
|-<br />
![[#Water Aspect|Water]] <br />
|Boosts the mage's defenses against dispel attacks with a chance to negate one dispel every 30 seconds<br />
|-<br />
![[#Earth Aspect|Earth]]<br />
|When the mage is stunned: Provides an additional "somewhat" level of critical padding on top of base padding<br />
|-<br />
![[#Air Aspect|Air]] <br />
|Increases mage's carrying capacity by 10 pounds<br />
|-<br />
![[#Lightning Aspect|Lightning]] <br />
|When the mage becomes stunned: Provides a chance to stun all enemies in the room for 2 rounds, 30 second cooldown<br />
|}<br />
<br />
===Mana Cost===<br />
Wizards can access all aspects of the spell regardless of lore training, but if they are under-trained in a lore (under 20 ranks) and are not using an aspect that matches their attunement, there is a penalty of additional mana cost. Every rank below 20 that the wizard is trained in an aspect's corresponding Elemental Lore will result in the spell costing an additional 4 mana to cast when activating that aspect, capped at 99 mana. This penalty will only be assessed on the very first cast of Mage Armor and when switching aspects. Once an aspect is active, increasing the duration of the spell will not apply the penalty.<br />
{{top}}<br />
===Lore Benefits===<br />
====Fire Aspect====<br />
<br />
Focusing on fire allows the mage to add a standard fire flare to any attack. The base benefit of this aspect is a 5% chance for a flare per attack. The probability of flares can be increased through [[Elemental Lore, Fire]] training on a seed 6 [[summation]] of ranks. The maximum benefit of this aspect is a 22% chance for a flare at 238 ranks. Additionally, every 50 ranks of fire lore provides a flat 17% chance for a follow-up flare. It is therefore possible, through dedicated training and extraordinary luck, to have six flares on a single attack.<br />
<br />
<section begin=Fire Lore Bonus /><br />
:{| {{prettytable|text-align:center;}}<br />
|+'''Fire Flares'''<br />
|-<br />
!align=right style="white-space:nowrap"|Elemental Lore, Fire ranks||0||6||13||21||30||40||51||63||76<br />
|-<br />
|align=right|Probability for flare (in percentage points)||5||6||7||8||9||10||11||12||13<br />
|-<br />
| colspan=10|<br />
|-<br />
!align=right|Elemental Lore, Fire ranks||90||105||121||138||156||175||195||216||238<br />
|-<br />
|align=right|Probability for flare (in percentage points)||14||15||16||17||18||19||20||21||22<br />
|}<section end=Fire Lore Bonus /><br />
<br />
====Water Aspect====<br />
Focusing on water will allow a mage to attempt to negate dispelling attacks. The base benefit of this aspect is the negation of one dispel every 30 seconds and the attempt is subject to a hidden roll with success factors based on the mage's total spell ranks, favoring [[Major Elemental]].<br />
<br />
Training in [[Elemental Lore, Water]] will reduce the 30 second cooldown one additional second based on a seed 1 [[summation]] of ranks. The maximum benefit of this aspect is a 21 second reduction, to a minimum of 9 seconds, obtained at 231 Water Lore ranks.<br />
<section begin=Water Lore Bonus/><br />
:{| {{prettytable|text-align:center;}}<br />
|+'''Dispel Nullification Cooldown'''<br />
|-<br />
!align=right style="white-space:nowrap"|Elemental Lore, Water ranks||0||1||3||6||10||15||21||28||36||45||55<br />
|-<br />
|align=right|Dispel Cooldown (in seconds)||30||29||28||27||26||25||24||23||22||21||20<br />
|-<br />
|colspan=12|<br />
|-<br />
!align=right|Elemental Lore, Water ranks||66||78||91||105||120||136||153||171||190||210||231<br />
|-<br />
|align=right|Dispel Cooldown (in seconds)||19||18||17||16||15||14||13||12||11||10||9<br />
|}<br />
<section end=Water Lore Bonus/><br />
<br />
====Earth Aspect==== <br />
{| style="float:right;"<br />
| {{Padding weighting table|type=Padding}}<br />
|}<br />
Focusing on earth will allow the mage to be protected by a layer of stone when [[stunned]]. The base benefit of Earth Aspect starts at 5 additional points (somewhat), which is added to the base spell benefit (somewhat, also 5 points), for a total of 10 points (heavy padding). <br />
<br />
Training in [[Elemental Lore, Earth]] increases the critical padding provided based on a seed 3 [[summation]] of ranks. This benefit stacks with the base benefit of the spell, so a stunned mage with 95 Major Elemental ranks (10 base points) could potentially see phenomenal levels of critical padding (31) at 168 Earth Lore ranks. <br />
<section begin=Earth Lore Bonus/><br />
:{| {{prettytable|text-align:center;}}<br />
|+'''Critical Padding Benefit<br />
|-<br />
!align=right|Elemental Lore, Earth ranks||0||3||7||12||18||25||33||42||52||63||75<br />
|-<br />
|align=right style="white-space:nowrap"|Total padding<sup><small>&dagger;</small></sup> while stunned (20 MjE ranks)||10||11||12||13||14||15||16||17||18||19||20<br />
|-<br />
|align=right|Total padding while stunned (95 MjE ranks)||15||16||17||18||19||20||21||22||23||24||25<br />
|-<br />
|colspan=12|<br />
|-<br />
!align=right colspan=2|Elemental Lore, Earth ranks||88||102||117||133||150||168||187||207||228||250<br />
|-<br />
|align=right colspan=2|Total padding while stunned (20 MjE ranks)||21||22||23||24||25||26||27||28||29||30<br />
|-<br />
|align=right colspan=2|Total padding while stunned (95 MjE ranks)||26||27||28||29||30||31||32||33||34||35<br />
|-<br />
|align=left colspan=12|<small><sup>&dagger;</sup> ''Combat effectiveness numbers used.</small><br />
|}<br />
<section end=Earth Lore Bonus/><br />
<br />
====Air Aspect==== <br />
Focusing on air allows the mage to increase his carrying capacity (CC). The base benefit of this aspect is an extra 10 pounds of CC.<br />
<br />
Training in [[Elemental Lore, Air]] will increase the CC bonus based on a seed 1 [[summation]] of ranks. The maximum benefit of this aspect is 31 lbs at 231 Air Lore ranks.<br />
<br />
<section begin=Air Lore Bonus/><br />
:{| {{prettytable|text-align:center;}}<br />
|+'''Carrying Capacity Increase'''<br />
|-<br />
!align=right|Elemental Lore, Air ranks||0||1||3||6||10||15||21||28||36||45||55<br />
|-<br />
|align=right style="white-space:nowrap"|Carrying Capacity Increase (in lbs)||10||11||12||13||14||15||16||17||18||19||20<br />
|-<br />
|colspan=12|<br />
|-<br />
!align=right|Elemental Lore, Air ranks||66||78||91||105||120||136||153||171||190||210||231<br />
|-<br />
|align=right|Carrying Capacity Increase (in lbs)||21||22||23||24||25||26||27||28||29||30||31<br />
|}<section end=Air Lore Bonus/><br />
<br />
====Lightning Aspect====<br />
Focusing on lightning allows the mage to attempt to AoE stun all enemies in the room for two rounds every 30 seconds when the mage becomes stunned. This attempt is subject to a hidden roll with undisclosed success factors.<br />
<br />
Training in [[Elemental Lore, Air]] and [[Elemental Lore, Water]] will reduce the 30 second cooldown one additional second based on a seed 3 [[summation]] of combined ranks. The maximum benefit of this aspect is a 20 second reduction, or a 10 second cooldown at 250 ranks.<br />
<br />
:{| {{prettytable|text-align:center;}}<br />
|+'''AoE Stun Cooldown'''<br />
|-<br />
!align=right style="white-space:nowrap"|Combined Elemental Lore, Water/Air ranks||0||3||7||12||18||25||33||42||52||63||75<br />
|-<br />
|align=right|Stun Cooldown (in seconds)||30||29||28||27||26||25||24||23||22||21||20<br />
|-<br />
|colspan=12|<br />
|-<br />
!colspan=2 align=right|Combined Elemental Lore, Water/Air ranks||88||102||117||133||150||168||187||207||228||250<br />
|-<br />
|colspan=2 align=right|Stun Cooldown (in seconds)||19||18||17||16||15||14||13||12||11||10<br />
|}<br />
{{top}}<br />
<br />
==Messaging==<br />
<br />
{| class="wikitable"<br />
|-<br />
! colspan=2|Cast<br />
| <pre{{log-inline}}>A layer of raw elemental energy forms around you.</pre><br />
|-<br />
! colspan=2|Expiration<br />
| <pre{{log-inline}}>The layer of raw elemental energy surrounding you dissipates.</pre><br />
|-<br />
! colspan=2|Fire Aspect<br />
| <pre{{log-inline}}>As you shift the focus to fire, the energy surrounding you ignites and bursts into illusionary flames!</pre><br />
|-<br />
! rowspan=3|Water Aspect<br />
! Initiation<br />
| <pre{{log-inline}}>As you shift the focus to water, liquid pools around you as it begins to deliquesce from the surroundings.</pre><br />
|-<br />
! Success<br />
| <pre{{log-inline}}>The raw elemental energy surrounding you takes on a watery look as it absorbs the magic.</pre><br />
|-<br />
! Failure<br />
| <pre{{log-inline}}>The raw elemental energy surrounding you takes on a watery look as it attempts to absorb the magic.</pre><br />
|-<br />
! colspan=2|Earth Aspect<br />
| <pre{{log-inline}}>As you shift the focus to earth, hard matter siphons from the local environs overlaying your skin with a thin layer of stone.</pre><br />
|-<br />
! colspan=2|Air Aspect<br />
| <pre{{log-inline}}>As you shift the focus to air, the elemental energy channels into the space around you creating a spiraling gale that quickly tapers off into a stable vortex of wind.</pre><br />
|-<br />
! colspan=2|Lightning Aspect<br />
| <pre{{log-inline}}>As you shift the focus to lightning, water and air cascade into a field of mana creating an unstable discharge of electrical energy.</pre><br />
|}<br />
<br />
== Resources ==<br />
*[[/saved posts|Saved posts]]<br />
{{top}}</div>RAGZhttps://gswiki.play.net/index.php?title=Core_Tap_(950)&diff=141394Core Tap (950)2020-12-01T22:48:32Z<p>RAGZ: /* Usage */ clarified mana calculation explanation</p>
<hr />
<div>{{spell |<br />
| name = Core Tap<br />
| number = 950<br />
| mnemonic = CORETAP<br />
| duration = Immediate<br />
| type = Utility<br />
| subtype = Cast Multiple Spells<br />
| skill = None<br />
| weapon = None<br />
| components = None<br />
| availability = [[Self-cast]]<br />
| navigation = {{Wizard base navigation}}<br />
}}<br />
__TOC__<br />
'''Core Tap''' allows the caster to specify up to 6 spells to instantly cast at all creatures in the room, up to the wizard's target cap of 5 + ([[#Mana Control Benefit|Elemental Mana Control]] skill / 50). It has a base 1 minute cooldown. It can be used to cast any spell (including defensive spells, AoE spells, and single target spells). AoE spells are only cast once, not at each creature in the room. Due to the AoE nature of the spell, [[runestaff|runestaves]] will not flare when casting this spell. Single target attack spells will cost 2x their mana cost when used in conjunction with 950. No matter what spells are used Core Tap will always cost a minimum of 50 mana.<br />
<br />
==Usage==<br />
To cast the spell, the wizard simply specifies the list of spells they want to cast after CAST <target> or INCANT 950. e.g. 'INCANT 950 912 410 907 908 510 910', which would cast [[Call Wind (912)]] once, [[Elemental Wave (410)]] once, then [[Major Cold (907)]], [[Major Fire (908)]], [[Hurl Boulder (510)]], and [[Major Shock (910)]] at every creature in the room (up to the caster's target limit). All of these spells are cast instantly and in the specified order.<br />
<br />
The mana cost for the above example would be 12 + 10 + 14 + 16 + 20 + 20 - 50 (offset from 0 water lore) = 42 mana, plus 50 from 950 itself, so 92 mana total. It's a costly but powerful spell and wizards can customize it by using specific spells to lower the mana cost or achieve certain setups.<br />
<br />
Once 950 is cast once, it will remember what spells the caster used and subsequent casts can forego the list to just recast the same spells (e.g. after using 'INCANT 950 912 410 907 908 510 910' once, the caster can just 'INCANT 950' in the future to always recast the same spells again).<br />
<br />
==Mana Control Benefit==<br />
Training in [[Elemental Mana Control]] (EMC) increases the number of target creatures that the spell can affect. The maximum number of targets is 5 + (EMC [[skill bonus]]/ 50).<br />
<br />
{{Equation box|{{math|Total Targets <nowiki>=</nowiki> 5 + [EMC<sub><small>Skill</small></sub>/50]}}}}<br />
<br />
:{| class="wikitable" style="text-align:center;"<br />
|- <br />
!align=right|Mana Control ranks||0||10||24||50||100||150||200||250<br />
|- <br />
|align=right|# of targets||5||6||7||8||9||10||11||12<br />
|}<br />
<br />
==Lore Benefits==<br />
'''Unlike almost all other spells utilizing [[summation]] seeds, wizards training in the three lores that utilize seeds for Core Tap will receive benefits from each rank trained, rather than just at the seed thresholds.'''<br />
===[[Elemental Lore, Earth]]===<br />
Training in Earth Lore unlocks an additional use per minute at 60, 135, and 210 ranks. <br />
<section begin=Earth Lore Bonus/><br />
:{| class="wikitable" style="text-align:center;"<br />
|- <br />
!align="right"|Elemental Lore, Earth ranks||0||60||135||210<br />
|- <br />
|align="right"|# of uses per minute||1||2||3||4<br />
|}<br />
<section end=Earth Lore Bonus/><br />
<br />
===[[Elemental Lore, Air]]===<br />
Training in Air Lore allows for a chance to [[CHANNEL]] the spells cast (without having to be in offensive stance or receiving the RT) based on a 5 multiplier of a seed 1 summation, such that 50 ranks it's 47% chance, at 100 ranks, it's 68%, etc.<br />
<section begin=Air Lore Bonus/><br />
:{| class="wikitable" style="text-align:center;"<br />
|- <br />
!align="right"|Elemental Lore, Air ranks||1||3||6||10||15||21||28||36||45||50||55<br />
|- <br />
|align="right"|Chance to channel||5||10||15||20||25||30||35||40||45||47||50<br />
|-<br />
|colspan="13"|<br />
|- <br />
!align="right"|Elemental Lore, Air ranks||66||78||91||100||105||120||136||153||171||190||210<br />
|- <br />
|align="right"|Chance to channel||55||60||65||68||70||75||80||85||90||95||100<br />
|-<br />
|colspan="13"|<small>''Training benefits between standard thresholds''</small><br />
|}<br />
<section end=Air Lore Bonus/><br />
<br />
===[[Elemental Lore, Water]]===<br />
Training in Water Lore allows for more free mana to fuel spells based on a 6 multiplier of a seed 10 summation.<br />
<section begin=Water Lore Bonus/><br />
:{| class="wikitable" style="text-align:center;"<br />
|- <br />
!align="right"|Elemental Lore, Water ranks||0||10||21||33||46||60||75||91||108||126||145||165||186||208||231<br />
|- <br />
|align="right"|Free mana||50||56||62||68||74||80||86||92||98||104||110||116||122||128||134<br />
|-<br />
|colspan=18|<small>''Training benefits between standard thresholds''</small><br />
|}<br />
<section end=Water Lore Bonus/><br />
<br />
===[[Elemental Lore, Fire]]===<br />
Training in Fire Lore increases the caster's [[attack strength|bolt attack strength]] (AS) and [[casting strength]] (CS) for the subsequent spells that are cast from 950 based on a 6 multiplier of a seed 10 summation (e.g. 50 ranks is +25 AS, 100 ranks is +45 AS, etc. +CS value is 3/5 of the AS value).<br />
<section begin=Fire Lore Bonus/><br />
:{| class="wikitable" style="text-align:center;"<br />
|- <br />
!align="right"|Elemental Lore, Fire ranks||10||21||33||46||50||60||75||91||100||108||126||145||165||186||208||231<br />
|- <br />
|align="right"|AS bonus||6||12||18||24||25||30||36||42||45||48||54||60||66||72||78||84<br />
|- <br />
|align="right"|CS bonus||3||7||10||14||15||18||21||25||27||28||32||36||39||43||46||50<br />
|-<br />
|colspan=18|<small>''Training benefits between standard thresholds''</small><br />
|}<br />
<section end=Fire Lore Bonus/><br />
<br />
==Warcamps==<br />
<section begin=warcamp />Any spell cast with Core Tap is treated by the shroud as an [[area of effect]] (AoE) spell and will affect the shroud of a <noinclude>[[</noinclude>warcamp<noinclude>]]</noinclude>. The spells individually count much less than most other true AoE spells (even though their effect is just as pronounced).<section end=warcamp /><br />
<br />
==Messaging==<br />
{| class="wikitable"<br />
!Third Person<br />
|<pre{{log-inline}}>Swirling ribbons of fiery red, deep blue, earthen brown, and airy white energy rise up from the floor and surround Whirlin. They linger for a brief moment, then explode into a shower of sparks!</pre><br />
|-<br />
!style="white-space:nowrap;"|Warcamp shroud<br />
|<pre{{log-inline}}>A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc ranger.<br />
... 15 points of damage!<br />
Minor burns to back. Looks uncomfortable.<br />
<br />
Distorted ripples begin to appear across the mystical shroud surrounding this area!<br />
<br />
Your hands glow with power as you invoke the phrase for Major Fire...<br />
You gesture at a Grimswarm orc ranger.<br />
You hurl a roaring ball of fire at a Grimswarm orc ranger!<br />
AS: +517 vs DS: +355 with AvD: +44 + d100 roll: +55 = +261<br />
... and hit for 64 points of damage!<br />
Nasty burns to chest make you wish you never heard of heartburn.<br />
The orc ranger rolls over and dies.<br />
{Spells dropping}<br />
The roaring ball of fire strikes a Grimswarm orc ranger, blossoming into a much larger sphere of flame upon impact.<br />
<br />
The ripples in the mystical shroud surrounding the area become more prominent!<br />
<br />
The ripples in the mystical shroud surrounding the area become more prominent!<br />
<br />
The ripples in the mystical shroud surrounding the area become more prominent!<br />
Cast Roundtime 3 Seconds.</pre><br />
|}<br />
<br />
==Resources==<br />
*[[/saved posts|Saved posts]]</div>RAGZhttps://gswiki.play.net/index.php?title=Osa&diff=136080Osa2020-08-19T20:37:46Z<p>RAGZ: Redirected page to Open Sea Adventures</p>
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<div>#REDIRECT [[Open Sea Adventures]]</div>RAGZhttps://gswiki.play.net/index.php?title=Osa&diff=136079Osa2020-08-19T20:37:00Z<p>RAGZ: RAGZ moved page Osa to OSA</p>
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<div>#REDIRECT [[OSA]]</div>RAGZhttps://gswiki.play.net/index.php?title=OSA&diff=136078OSA2020-08-19T20:36:59Z<p>RAGZ: RAGZ moved page Osa to OSA</p>
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<div>#REDIRECT [[Open Sea Adventures]]</div>RAGZhttps://gswiki.play.net/index.php?title=OSA&diff=136077OSA2020-08-19T20:33:19Z<p>RAGZ: Redirected page to Open Sea Adventures</p>
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<div>#REDIRECT [[Open Sea Adventures]]</div>RAGZ