https://gswiki.play.net/api.php?action=feedcontributions&user=SHYLOCK&feedformat=atomGemStone IV Wiki - User contributions [en]2024-03-28T13:47:29ZUser contributionsMediaWiki 1.39.5https://gswiki.play.net/index.php?title=Talk:Minor_Shock_(901)&diff=73636Talk:Minor Shock (901)2016-01-24T09:57:36Z<p>SHYLOCK: Created page with "the table provided for shock %'s does not match up with a seed 5 summation-based chance."</p>
<hr />
<div>the table provided for shock %'s does not match up with a seed 5 summation-based chance.</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Sandstorm_(914)&diff=63038Sandstorm (914)2015-05-07T18:40:23Z<p>SHYLOCK: </p>
<hr />
<div>{{spell | name = Sandstorm | number = 914<br />
| mnemonic = SANDSTORM<br />
| duration = Special<br />
| type = Attack<br />
| subtype = [[Maneuver]]<br />
| target = Single target per cast<br />
| dtype = [[Hitpoint]]<br />
| status = None<br />
| ctype = [[Impact critical table|Impact]] and [[Unbalance critical table|Unbalance]]<br />
| navigation = {{Wizard base navigation}}<br />
}}<br />
Summoning a focused whirlwind around the target, the caster will create a sandstorm that may directly damage the target until it dissipates or the target has died. <br />
<br />
Training in Elemental Lore, Air will increase the duration of the storm and the rate at which the target is damaged. <br />
<br />
Stack for boosted effects.<br />
{{stub}}<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=5#914 Wizard Base Spell Circle: Sandstorm], on Play.net<br />
<br />
[[Category: Wizard Base Spells]]</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Smite/Bane_(302)&diff=62437Smite/Bane (302)2015-04-25T16:20:58Z<p>SHYLOCK: </p>
<hr />
<div>{{spell<br />
|mnemonic = SMITE<br />
|duration = [[Instantaneous]]<br />
|type = Attack<br />
|subtype = [[Warding]]<br />
|target = Single<br />
|interval = None<br />
|dtype = [[Hitpoint]]<br />
|ctype = [[Plasma Critical Table|Plasma]]<br />
|status = None<br />
|navigation = {{Cleric base navigation}}<br />
}}<br />
<br />
The nature of this spell is dependent upon the deity the caster worships. Generally speaking [[Cleric]]s [[CONVERT_(verb)|converted]] to a [[Liabo]] [[Arkati]] (except [[Charl]]) receive '''Smite''', and Clerics converted to a [[Lornon]] deity (except [[Fash'lo'nae]]) will receive '''Bane'''. Both are [[warding]] spells which have a base [[mana]] cost of 2.<br />
<br />
Smite/Bane does [[damage]] to the target in two [[damage cycle|cycles]]. This cycle's damage has a maximum of 45 for a non-infused cast. The second cycle induces a [[Plasma Critical Table|plasma]] [[flare]], which at higher successes can be fatal.<br />
<br />
This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.<br />
<br />
Training in [[Spiritual Lore, Religion]] increases the damage done. This skill also increases the chance of infusion. Infusing slightly increases the damage during the first cycle. Currently infusion costs no mana. Increased training in Spiritual Lore, Religion will add to the chance of infusing (roughly Spiritual Lore, Religion skill divided by 10).<br />
<br />
There is also a small (5%) chance of instantly killing the target when this spell is used. Channeling need not be used to gain this benefit.<br />
<br />
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies. If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana) with no chance of infusion. In addition, the first cycle's damage will be halved, and the second cycle's flare will be weaker. However, the chance to instantly kill the target remains regardless.<br />
<br />
==[[Endroll]] Bonuses with [[CHANNEL (verb)|Channel]] Command==<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''STANCE'''<br />
!'''<center>OFF</center>'''<br />
!'''<center>ADV</center>'''<br />
!'''<center>FOR</center>'''<br />
!'''<center>NEU</center>'''<br />
!'''<center>GUA</center>'''<br />
|-<br />
!One Open Hand<br />
|<center>+20</center><br />
|<center>+16</center><br />
|<center>+12</center><br />
|<center>+8</center><br />
|<center>+5</center><br />
|-<br />
!Two Open Hands<br />
|<center>+40</center><br />
|<center>+32</center><br />
|<center>+24</center><br />
|<center>+16</center><br />
|<center>+10</center><br />
|}<br />
<br />
==Smite/Bane Messaging==<br />
<br />
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from 'Tiny filaments of blue-white energy' to 'A scintilla of blue-white energy'.<br />
<br />
===Smite Damage Messaging===<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''Endroll'''<br />
|'''Message'''<br />
|-<br />
!<center>101 - 105</center><br />
|Tiny filaments of blue-white energy pierce a <target>, lightly agitating a <target>'s skin.<br />
|-<br />
!<center>106 - 110</center><br />
|A scintilla of blue-white energy slightly agitates a <target>.<br />
|-<br />
!<center>111 - 115</center><br />
|Small globes of blue-white energy crash into a <target>, causing small bruises to form.<br />
|-<br />
!<center>116 - 130</center><br />
|Prismatic shards of blue-white energy shatter against a <target>, inflicting moderate wounds.<br />
|-<br />
!<center>131 - 145</center><br />
|A pinpoint of blue-white energy traces its way along a <target>'s skin, leaving a blackened line in its wake.<br />
|-<br />
!<center>146 - 160</center><br />
|A cascade of blue-white energy waves buffets a <target>.<br />
|-<br />
!<center>161 - 175</center><br />
|An explosion of blue-white energy near a <target> consumes the surrounding area with a blinding light.<br />
|-<br />
!<center>175 - 190</center><br />
|Multiple rays of blue-white energy ignite several patches of a <target>'s skin in a blaze of energy.<br />
|-<br />
!<center>191 - 210</center><br />
|Large wisps of blue-white energy lash out at a <target>, cauterizing the impact marks on the skin in an instant.<br />
|-<br />
!<center>211+</center><br />
|A massive beam of blue-white energy engulfs a <target> in a luminous column of light!<br />
|}<br />
<br />
===Smite Instant Death Messaging===<br />
<br />
<div {{log}}>A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka's skin. Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light. Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.</div><br />
<br />
===Smite Infusion Messaging===<br />
<br />
<div {{log}}>With a sudden burst of divine insight, you're able to amplify the power of your Smite spell!</div><br />
<br />
===Bane Damage Messaging===<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''Endroll'''<br />
|'''Message'''<br />
|-<br />
!<center>101 - 105</center><br />
|The violet haze lightly swirls around the <target>, inducing light wounds upon a <target>'s skin.<br />
|-<br />
!<center>106 - 110</center><br />
|The violet haze softly swirls around the <target>, causing tiny abrasions upon a <target>'s skin.<br />
|-<br />
!<center>111 - 115</center><br />
|The violet haze slowly swirls around the <target>, inducing temperate wounds upon a <target>'s skin.<br />
|-<br />
!<center>116 - 130</center><br />
|The violet haze steadily swirls around the <target>, discoloring patches on a <target>'s skin that came in direct contact with the haze.<br />
|-<br />
!<center>131 - 145</center><br />
|The violet haze eddies and swirls around the <target>, lashing out at a <target>'s skin with ethereal tendrils.<br />
|-<br />
!<center>146 - 160</center><br />
|The violet haze quickly swirls around the <target>, and the velocity causes large pieces of a <target>'s skin to peel off.<br />
|-<br />
!<center>161 - 175</center><br />
|The violet haze rapidly swirls around the <target>, sparking with pockets of chaotic, plasma energy.<br />
|-<br />
!<center>176 - 190</center><br />
|The violet haze furiously swirls around the <target>, striking at a <target> with small flashes of plasma.<br />
|-<br />
!<center>191 - 210</center><br />
|The violet haze violently swirls around the <target>, scorching the skin of a <target>.<br />
|-<br />
!<center>211+</center><br />
|The violet haze chaotically swirls around the <target>, the tremendous force causing the victim to crumple inward upon itself!<br />
|}<br />
<br />
===Bane Instant Death Messaging===<br />
<br />
<div {{log}}>A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere. The pulsating orbs take up a position directly in front of the <target>, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature. Encasing the <target> within this framework, the triangle begins to rotate with tremendous speed, binding the <target> with a cocoon of energy ribbons. A blur of violet and black obscures a <target> from view and as mysteriously as the orbs appeared, they fade away.<br> <br />
All that remains of the <target> is a charred ashen figure of its former self lying upon the floor.</div><br />
<br />
===Bane Infusion Messaging===<br />
<br />
<div {{log}}>With a sudden burst of divine insight, you're able to amplify the power of your Bane spell!</div><br />
<br />
===Combat Resolution===<br />
Successful cast:<br />
<div {{log}}><br />
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br><br />
>You channel at a wraith.<br><br />
A scintillating, blue-white aura encompasses a wraith.<br><br />
&nbsp;&nbsp;&nbsp;CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227<br />
&nbsp;&nbsp;&nbsp;Warding failed!<br />
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!<br><br />
The wraith is hit for 45 points of damage!<br><br />
&nbsp;&nbsp;&nbsp;... 35 points of damage!<br><br />
&nbsp;&nbsp;&nbsp;Left arm ripped in half at the elbow!<br><br />
&nbsp;&nbsp;&nbsp;The fallen arm evaporates as a new one materializes.<br><br />
Cast Roundtime 3 Seconds.<br />
</div><br />
<br />
'''''The wraith is hit for 45 points of damage!''''' is the messaging for the first damage cycle. Additional damage, '''''... 35 points of damage!''''' is the second (critical damage) cycle with injury location messaging. Even though no bodily injuries result from the attack, there is flavor messaging indicating the physical location of the damage '''''Left arm ripped in half at the elbow!'''''. The critical messaging may also include messaging indicating an instant healing, '''''The fallen arm evaporates as a new one materializes.'''''<br />
<br />
== [[Non-corporeal]] [[Undead]] == <br />
When cast upon non-corporeal type creatures the second cycle is plasma critical [[Hitpoint|hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[Noncorporeal critical table|non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].<br />
<br />
== See Also ==<br />
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#302 Cleric Base Spell Circle: Smite/Bane], on Play.net</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Smite/Bane_(302)&diff=62436Smite/Bane (302)2015-04-25T16:20:42Z<p>SHYLOCK: </p>
<hr />
<div>{{spell<br />
|mnemonic = SMITE<br />
|duration = [[Instantaneous]]<br />
|type = Attack<br />
|subtype = [[Warding]]<br />
|target = Single<br />
|interval = None<br />
|dtype = [[Hitpoint]]<br />
|ctype = [[Plasma Critical Table|Plasma]]<br />
|status = None<br />
|navigation = {{Cleric base navigation}}<br />
}}<br />
<br />
The nature of this spell is dependent upon the deity the caster worships. Generally speaking [[Cleric]]s [[CONVERT_(verb)|converted]] to a [[Liabo]] [[Arkati]] (except [[Charl]]) receive '''Smite''', and Clerics converted to a [[Lornon]] deity (except [[Fash'lo'nae]])will receive '''Bane'''. Both are [[warding]] spells which have a base [[mana]] cost of 2.<br />
<br />
Smite/Bane does [[damage]] to the target in two [[damage cycle|cycles]]. This cycle's damage has a maximum of 45 for a non-infused cast. The second cycle induces a [[Plasma Critical Table|plasma]] [[flare]], which at higher successes can be fatal.<br />
<br />
This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.<br />
<br />
Training in [[Spiritual Lore, Religion]] increases the damage done. This skill also increases the chance of infusion. Infusing slightly increases the damage during the first cycle. Currently infusion costs no mana. Increased training in Spiritual Lore, Religion will add to the chance of infusing (roughly Spiritual Lore, Religion skill divided by 10).<br />
<br />
There is also a small (5%) chance of instantly killing the target when this spell is used. Channeling need not be used to gain this benefit.<br />
<br />
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies. If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana) with no chance of infusion. In addition, the first cycle's damage will be halved, and the second cycle's flare will be weaker. However, the chance to instantly kill the target remains regardless.<br />
<br />
==[[Endroll]] Bonuses with [[CHANNEL (verb)|Channel]] Command==<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''STANCE'''<br />
!'''<center>OFF</center>'''<br />
!'''<center>ADV</center>'''<br />
!'''<center>FOR</center>'''<br />
!'''<center>NEU</center>'''<br />
!'''<center>GUA</center>'''<br />
|-<br />
!One Open Hand<br />
|<center>+20</center><br />
|<center>+16</center><br />
|<center>+12</center><br />
|<center>+8</center><br />
|<center>+5</center><br />
|-<br />
!Two Open Hands<br />
|<center>+40</center><br />
|<center>+32</center><br />
|<center>+24</center><br />
|<center>+16</center><br />
|<center>+10</center><br />
|}<br />
<br />
==Smite/Bane Messaging==<br />
<br />
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from 'Tiny filaments of blue-white energy' to 'A scintilla of blue-white energy'.<br />
<br />
===Smite Damage Messaging===<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''Endroll'''<br />
|'''Message'''<br />
|-<br />
!<center>101 - 105</center><br />
|Tiny filaments of blue-white energy pierce a <target>, lightly agitating a <target>'s skin.<br />
|-<br />
!<center>106 - 110</center><br />
|A scintilla of blue-white energy slightly agitates a <target>.<br />
|-<br />
!<center>111 - 115</center><br />
|Small globes of blue-white energy crash into a <target>, causing small bruises to form.<br />
|-<br />
!<center>116 - 130</center><br />
|Prismatic shards of blue-white energy shatter against a <target>, inflicting moderate wounds.<br />
|-<br />
!<center>131 - 145</center><br />
|A pinpoint of blue-white energy traces its way along a <target>'s skin, leaving a blackened line in its wake.<br />
|-<br />
!<center>146 - 160</center><br />
|A cascade of blue-white energy waves buffets a <target>.<br />
|-<br />
!<center>161 - 175</center><br />
|An explosion of blue-white energy near a <target> consumes the surrounding area with a blinding light.<br />
|-<br />
!<center>175 - 190</center><br />
|Multiple rays of blue-white energy ignite several patches of a <target>'s skin in a blaze of energy.<br />
|-<br />
!<center>191 - 210</center><br />
|Large wisps of blue-white energy lash out at a <target>, cauterizing the impact marks on the skin in an instant.<br />
|-<br />
!<center>211+</center><br />
|A massive beam of blue-white energy engulfs a <target> in a luminous column of light!<br />
|}<br />
<br />
===Smite Instant Death Messaging===<br />
<br />
<div {{log}}>A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka's skin. Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light. Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.</div><br />
<br />
===Smite Infusion Messaging===<br />
<br />
<div {{log}}>With a sudden burst of divine insight, you're able to amplify the power of your Smite spell!</div><br />
<br />
===Bane Damage Messaging===<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''Endroll'''<br />
|'''Message'''<br />
|-<br />
!<center>101 - 105</center><br />
|The violet haze lightly swirls around the <target>, inducing light wounds upon a <target>'s skin.<br />
|-<br />
!<center>106 - 110</center><br />
|The violet haze softly swirls around the <target>, causing tiny abrasions upon a <target>'s skin.<br />
|-<br />
!<center>111 - 115</center><br />
|The violet haze slowly swirls around the <target>, inducing temperate wounds upon a <target>'s skin.<br />
|-<br />
!<center>116 - 130</center><br />
|The violet haze steadily swirls around the <target>, discoloring patches on a <target>'s skin that came in direct contact with the haze.<br />
|-<br />
!<center>131 - 145</center><br />
|The violet haze eddies and swirls around the <target>, lashing out at a <target>'s skin with ethereal tendrils.<br />
|-<br />
!<center>146 - 160</center><br />
|The violet haze quickly swirls around the <target>, and the velocity causes large pieces of a <target>'s skin to peel off.<br />
|-<br />
!<center>161 - 175</center><br />
|The violet haze rapidly swirls around the <target>, sparking with pockets of chaotic, plasma energy.<br />
|-<br />
!<center>176 - 190</center><br />
|The violet haze furiously swirls around the <target>, striking at a <target> with small flashes of plasma.<br />
|-<br />
!<center>191 - 210</center><br />
|The violet haze violently swirls around the <target>, scorching the skin of a <target>.<br />
|-<br />
!<center>211+</center><br />
|The violet haze chaotically swirls around the <target>, the tremendous force causing the victim to crumple inward upon itself!<br />
|}<br />
<br />
===Bane Instant Death Messaging===<br />
<br />
<div {{log}}>A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere. The pulsating orbs take up a position directly in front of the <target>, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature. Encasing the <target> within this framework, the triangle begins to rotate with tremendous speed, binding the <target> with a cocoon of energy ribbons. A blur of violet and black obscures a <target> from view and as mysteriously as the orbs appeared, they fade away.<br> <br />
All that remains of the <target> is a charred ashen figure of its former self lying upon the floor.</div><br />
<br />
===Bane Infusion Messaging===<br />
<br />
<div {{log}}>With a sudden burst of divine insight, you're able to amplify the power of your Bane spell!</div><br />
<br />
===Combat Resolution===<br />
Successful cast:<br />
<div {{log}}><br />
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br><br />
>You channel at a wraith.<br><br />
A scintillating, blue-white aura encompasses a wraith.<br><br />
&nbsp;&nbsp;&nbsp;CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227<br />
&nbsp;&nbsp;&nbsp;Warding failed!<br />
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!<br><br />
The wraith is hit for 45 points of damage!<br><br />
&nbsp;&nbsp;&nbsp;... 35 points of damage!<br><br />
&nbsp;&nbsp;&nbsp;Left arm ripped in half at the elbow!<br><br />
&nbsp;&nbsp;&nbsp;The fallen arm evaporates as a new one materializes.<br><br />
Cast Roundtime 3 Seconds.<br />
</div><br />
<br />
'''''The wraith is hit for 45 points of damage!''''' is the messaging for the first damage cycle. Additional damage, '''''... 35 points of damage!''''' is the second (critical damage) cycle with injury location messaging. Even though no bodily injuries result from the attack, there is flavor messaging indicating the physical location of the damage '''''Left arm ripped in half at the elbow!'''''. The critical messaging may also include messaging indicating an instant healing, '''''The fallen arm evaporates as a new one materializes.'''''<br />
<br />
== [[Non-corporeal]] [[Undead]] == <br />
When cast upon non-corporeal type creatures the second cycle is plasma critical [[Hitpoint|hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[Noncorporeal critical table|non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].<br />
<br />
== See Also ==<br />
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#302 Cleric Base Spell Circle: Smite/Bane], on Play.net</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Smite/Bane_(302)&diff=62435Smite/Bane (302)2015-04-25T16:20:27Z<p>SHYLOCK: updated for accuracy</p>
<hr />
<div>{{spell<br />
|mnemonic = SMITE<br />
|duration = [[Instantaneous]]<br />
|type = Attack<br />
|subtype = [[Warding]]<br />
|target = Single<br />
|interval = None<br />
|dtype = [[Hitpoint]]<br />
|ctype = [[Plasma Critical Table|Plasma]]<br />
|status = None<br />
|navigation = {{Cleric base navigation}}<br />
}}<br />
<br />
The nature of this spell is dependent upon the deity the caster worships. Generally speaking [[Cleric]]s [[CONVERT_(verb)|converted]] to a [[Liabo]] [[Arkati]] (except [[Charl]] receive '''Smite''', and Clerics converted to a [[Lornon]] deity (except [[Fash'lo'nae]])will receive '''Bane'''. Both are [[warding]] spells which have a base [[mana]] cost of 2.<br />
<br />
Smite/Bane does [[damage]] to the target in two [[damage cycle|cycles]]. This cycle's damage has a maximum of 45 for a non-infused cast. The second cycle induces a [[Plasma Critical Table|plasma]] [[flare]], which at higher successes can be fatal.<br />
<br />
This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.<br />
<br />
Training in [[Spiritual Lore, Religion]] increases the damage done. This skill also increases the chance of infusion. Infusing slightly increases the damage during the first cycle. Currently infusion costs no mana. Increased training in Spiritual Lore, Religion will add to the chance of infusing (roughly Spiritual Lore, Religion skill divided by 10).<br />
<br />
There is also a small (5%) chance of instantly killing the target when this spell is used. Channeling need not be used to gain this benefit.<br />
<br />
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies. If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana) with no chance of infusion. In addition, the first cycle's damage will be halved, and the second cycle's flare will be weaker. However, the chance to instantly kill the target remains regardless.<br />
<br />
==[[Endroll]] Bonuses with [[CHANNEL (verb)|Channel]] Command==<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''STANCE'''<br />
!'''<center>OFF</center>'''<br />
!'''<center>ADV</center>'''<br />
!'''<center>FOR</center>'''<br />
!'''<center>NEU</center>'''<br />
!'''<center>GUA</center>'''<br />
|-<br />
!One Open Hand<br />
|<center>+20</center><br />
|<center>+16</center><br />
|<center>+12</center><br />
|<center>+8</center><br />
|<center>+5</center><br />
|-<br />
!Two Open Hands<br />
|<center>+40</center><br />
|<center>+32</center><br />
|<center>+24</center><br />
|<center>+16</center><br />
|<center>+10</center><br />
|}<br />
<br />
==Smite/Bane Messaging==<br />
<br />
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from 'Tiny filaments of blue-white energy' to 'A scintilla of blue-white energy'.<br />
<br />
===Smite Damage Messaging===<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''Endroll'''<br />
|'''Message'''<br />
|-<br />
!<center>101 - 105</center><br />
|Tiny filaments of blue-white energy pierce a <target>, lightly agitating a <target>'s skin.<br />
|-<br />
!<center>106 - 110</center><br />
|A scintilla of blue-white energy slightly agitates a <target>.<br />
|-<br />
!<center>111 - 115</center><br />
|Small globes of blue-white energy crash into a <target>, causing small bruises to form.<br />
|-<br />
!<center>116 - 130</center><br />
|Prismatic shards of blue-white energy shatter against a <target>, inflicting moderate wounds.<br />
|-<br />
!<center>131 - 145</center><br />
|A pinpoint of blue-white energy traces its way along a <target>'s skin, leaving a blackened line in its wake.<br />
|-<br />
!<center>146 - 160</center><br />
|A cascade of blue-white energy waves buffets a <target>.<br />
|-<br />
!<center>161 - 175</center><br />
|An explosion of blue-white energy near a <target> consumes the surrounding area with a blinding light.<br />
|-<br />
!<center>175 - 190</center><br />
|Multiple rays of blue-white energy ignite several patches of a <target>'s skin in a blaze of energy.<br />
|-<br />
!<center>191 - 210</center><br />
|Large wisps of blue-white energy lash out at a <target>, cauterizing the impact marks on the skin in an instant.<br />
|-<br />
!<center>211+</center><br />
|A massive beam of blue-white energy engulfs a <target> in a luminous column of light!<br />
|}<br />
<br />
===Smite Instant Death Messaging===<br />
<br />
<div {{log}}>A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka's skin. Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light. Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.</div><br />
<br />
===Smite Infusion Messaging===<br />
<br />
<div {{log}}>With a sudden burst of divine insight, you're able to amplify the power of your Smite spell!</div><br />
<br />
===Bane Damage Messaging===<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''Endroll'''<br />
|'''Message'''<br />
|-<br />
!<center>101 - 105</center><br />
|The violet haze lightly swirls around the <target>, inducing light wounds upon a <target>'s skin.<br />
|-<br />
!<center>106 - 110</center><br />
|The violet haze softly swirls around the <target>, causing tiny abrasions upon a <target>'s skin.<br />
|-<br />
!<center>111 - 115</center><br />
|The violet haze slowly swirls around the <target>, inducing temperate wounds upon a <target>'s skin.<br />
|-<br />
!<center>116 - 130</center><br />
|The violet haze steadily swirls around the <target>, discoloring patches on a <target>'s skin that came in direct contact with the haze.<br />
|-<br />
!<center>131 - 145</center><br />
|The violet haze eddies and swirls around the <target>, lashing out at a <target>'s skin with ethereal tendrils.<br />
|-<br />
!<center>146 - 160</center><br />
|The violet haze quickly swirls around the <target>, and the velocity causes large pieces of a <target>'s skin to peel off.<br />
|-<br />
!<center>161 - 175</center><br />
|The violet haze rapidly swirls around the <target>, sparking with pockets of chaotic, plasma energy.<br />
|-<br />
!<center>176 - 190</center><br />
|The violet haze furiously swirls around the <target>, striking at a <target> with small flashes of plasma.<br />
|-<br />
!<center>191 - 210</center><br />
|The violet haze violently swirls around the <target>, scorching the skin of a <target>.<br />
|-<br />
!<center>211+</center><br />
|The violet haze chaotically swirls around the <target>, the tremendous force causing the victim to crumple inward upon itself!<br />
|}<br />
<br />
===Bane Instant Death Messaging===<br />
<br />
<div {{log}}>A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere. The pulsating orbs take up a position directly in front of the <target>, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature. Encasing the <target> within this framework, the triangle begins to rotate with tremendous speed, binding the <target> with a cocoon of energy ribbons. A blur of violet and black obscures a <target> from view and as mysteriously as the orbs appeared, they fade away.<br> <br />
All that remains of the <target> is a charred ashen figure of its former self lying upon the floor.</div><br />
<br />
===Bane Infusion Messaging===<br />
<br />
<div {{log}}>With a sudden burst of divine insight, you're able to amplify the power of your Bane spell!</div><br />
<br />
===Combat Resolution===<br />
Successful cast:<br />
<div {{log}}><br />
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br><br />
>You channel at a wraith.<br><br />
A scintillating, blue-white aura encompasses a wraith.<br><br />
&nbsp;&nbsp;&nbsp;CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227<br />
&nbsp;&nbsp;&nbsp;Warding failed!<br />
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!<br><br />
The wraith is hit for 45 points of damage!<br><br />
&nbsp;&nbsp;&nbsp;... 35 points of damage!<br><br />
&nbsp;&nbsp;&nbsp;Left arm ripped in half at the elbow!<br><br />
&nbsp;&nbsp;&nbsp;The fallen arm evaporates as a new one materializes.<br><br />
Cast Roundtime 3 Seconds.<br />
</div><br />
<br />
'''''The wraith is hit for 45 points of damage!''''' is the messaging for the first damage cycle. Additional damage, '''''... 35 points of damage!''''' is the second (critical damage) cycle with injury location messaging. Even though no bodily injuries result from the attack, there is flavor messaging indicating the physical location of the damage '''''Left arm ripped in half at the elbow!'''''. The critical messaging may also include messaging indicating an instant healing, '''''The fallen arm evaporates as a new one materializes.'''''<br />
<br />
== [[Non-corporeal]] [[Undead]] == <br />
When cast upon non-corporeal type creatures the second cycle is plasma critical [[Hitpoint|hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[Noncorporeal critical table|non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].<br />
<br />
== See Also ==<br />
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#302 Cleric Base Spell Circle: Smite/Bane], on Play.net</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Smite/Bane_(302)&diff=62434Smite/Bane (302)2015-04-25T16:18:05Z<p>SHYLOCK: "as well as increasing the amount of mana infused" makes no sense in context to previous statement: "Currently infusion costs no mana."</p>
<hr />
<div>{{spell<br />
|mnemonic = SMITE<br />
|duration = [[Instantaneous]]<br />
|type = Attack<br />
|subtype = [[Warding]]<br />
|target = Single<br />
|interval = None<br />
|dtype = [[Hitpoint]]<br />
|ctype = [[Plasma Critical Table|Plasma]]<br />
|status = None<br />
|navigation = {{Cleric base navigation}}<br />
}}<br />
<br />
The nature of this spell is dependent upon the deity the caster worships. Generally speaking [[Cleric]]s [[CONVERT_(verb)|converted]] to a [[Liabo]] [[Arkati]] receive '''Smite''', and Clerics converted to a [[Lornon]] deity will receive '''Bane'''. Both are [[warding]] spells which have a base [[mana]] cost of 2.<br />
<br />
Smite/Bane does [[damage]] to the target in two [[damage cycle|cycles]]. This cycle's damage has a maximum of 45 for a non-infused cast. The second cycle induces a [[Plasma Critical Table|plasma]] [[flare]], which at higher successes can be fatal.<br />
<br />
This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness. A higher, more offensive stance will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.<br />
<br />
Training in [[Spiritual Lore, Religion]] increases the damage done. This skill also increases the chance of infusion. Infusing slightly increases the damage during the first cycle. Currently infusion costs no mana. Increased training in Spiritual Lore, Religion will add to the chance of infusing (roughly Spiritual Lore, Religion skill divided by 10).<br />
<br />
There is also a small (5%) chance of instantly killing the target when this spell is used. Channeling need not be used to gain this benefit.<br />
<br />
Smite is more effective against [[undead]] targets, while Bane is suited better towards living enemies. If Bane is used against an undead target, or Smite is used against a living target, the spell will cost double (4 mana) with no chance of infusion. In addition, the first cycle's damage will be halved, and the second cycle's flare will be weaker. However, the chance to instantly kill the target remains regardless.<br />
<br />
==[[Endroll]] Bonuses with [[CHANNEL (verb)|Channel]] Command==<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''STANCE'''<br />
!'''<center>OFF</center>'''<br />
!'''<center>ADV</center>'''<br />
!'''<center>FOR</center>'''<br />
!'''<center>NEU</center>'''<br />
!'''<center>GUA</center>'''<br />
|-<br />
!One Open Hand<br />
|<center>+20</center><br />
|<center>+16</center><br />
|<center>+12</center><br />
|<center>+8</center><br />
|<center>+5</center><br />
|-<br />
!Two Open Hands<br />
|<center>+40</center><br />
|<center>+32</center><br />
|<center>+24</center><br />
|<center>+16</center><br />
|<center>+10</center><br />
|}<br />
<br />
==Smite/Bane Messaging==<br />
<br />
The following messaging with corresponding endrolls is based on CASTing or CHANNELing with no open hand. The endroll/messaging relationship changes when phantom endrolls are added to the attack. For example, channeling from guarded adds five phantom endrolls. These additional endrolls will change the endroll/messaging relationship. The smite messaging corresponding to a +101 endroll will shift from 'Tiny filaments of blue-white energy' to 'A scintilla of blue-white energy'.<br />
<br />
===Smite Damage Messaging===<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''Endroll'''<br />
|'''Message'''<br />
|-<br />
!<center>101 - 105</center><br />
|Tiny filaments of blue-white energy pierce a <target>, lightly agitating a <target>'s skin.<br />
|-<br />
!<center>106 - 110</center><br />
|A scintilla of blue-white energy slightly agitates a <target>.<br />
|-<br />
!<center>111 - 115</center><br />
|Small globes of blue-white energy crash into a <target>, causing small bruises to form.<br />
|-<br />
!<center>116 - 130</center><br />
|Prismatic shards of blue-white energy shatter against a <target>, inflicting moderate wounds.<br />
|-<br />
!<center>131 - 145</center><br />
|A pinpoint of blue-white energy traces its way along a <target>'s skin, leaving a blackened line in its wake.<br />
|-<br />
!<center>146 - 160</center><br />
|A cascade of blue-white energy waves buffets a <target>.<br />
|-<br />
!<center>161 - 175</center><br />
|An explosion of blue-white energy near a <target> consumes the surrounding area with a blinding light.<br />
|-<br />
!<center>175 - 190</center><br />
|Multiple rays of blue-white energy ignite several patches of a <target>'s skin in a blaze of energy.<br />
|-<br />
!<center>191 - 210</center><br />
|Large wisps of blue-white energy lash out at a <target>, cauterizing the impact marks on the skin in an instant.<br />
|-<br />
!<center>211+</center><br />
|A massive beam of blue-white energy engulfs a <target> in a luminous column of light!<br />
|}<br />
<br />
===Smite Instant Death Messaging===<br />
<br />
<div {{log}}>A minuscule blue-white star slowly ascends from the floor directly under the ghostly pooka, blinking in and out of existence as it passes through the pooka's skin. Upon reaching its apex just above the pooka, the star explodes in a brilliant display of sound and light. Tiny sparks of energy shower down upon a ghostly pooka, causing the pooka to writhe in agony as her entire being is covered in a brilliant white glow.</div><br />
<br />
===Smite Infusion Messaging===<br />
<br />
<div {{log}}>With a sudden burst of divine insight, you're able to amplify the power of your Smite spell!</div><br />
<br />
===Bane Damage Messaging===<br />
<br />
{| {{prettytable}}<br />
|-style = "background:#DDD; color: blue"<br />
!'''Endroll'''<br />
|'''Message'''<br />
|-<br />
!<center>101 - 105</center><br />
|The violet haze lightly swirls around the <target>, inducing light wounds upon a <target>'s skin.<br />
|-<br />
!<center>106 - 110</center><br />
|The violet haze softly swirls around the <target>, causing tiny abrasions upon a <target>'s skin.<br />
|-<br />
!<center>111 - 115</center><br />
|The violet haze slowly swirls around the <target>, inducing temperate wounds upon a <target>'s skin.<br />
|-<br />
!<center>116 - 130</center><br />
|The violet haze steadily swirls around the <target>, discoloring patches on a <target>'s skin that came in direct contact with the haze.<br />
|-<br />
!<center>131 - 145</center><br />
|The violet haze eddies and swirls around the <target>, lashing out at a <target>'s skin with ethereal tendrils.<br />
|-<br />
!<center>146 - 160</center><br />
|The violet haze quickly swirls around the <target>, and the velocity causes large pieces of a <target>'s skin to peel off.<br />
|-<br />
!<center>161 - 175</center><br />
|The violet haze rapidly swirls around the <target>, sparking with pockets of chaotic, plasma energy.<br />
|-<br />
!<center>176 - 190</center><br />
|The violet haze furiously swirls around the <target>, striking at a <target> with small flashes of plasma.<br />
|-<br />
!<center>191 - 210</center><br />
|The violet haze violently swirls around the <target>, scorching the skin of a <target>.<br />
|-<br />
!<center>211+</center><br />
|The violet haze chaotically swirls around the <target>, the tremendous force causing the victim to crumple inward upon itself!<br />
|}<br />
<br />
===Bane Instant Death Messaging===<br />
<br />
<div {{log}}>A triad of ebony orbs conjoined by crackling ribbons of violet energy suddenly appear out of nowhere. The pulsating orbs take up a position directly in front of the <target>, and slowly begin to move apart, stopping when they form a triangular shape of equal height to the creature. Encasing the <target> within this framework, the triangle begins to rotate with tremendous speed, binding the <target> with a cocoon of energy ribbons. A blur of violet and black obscures a <target> from view and as mysteriously as the orbs appeared, they fade away.<br> <br />
All that remains of the <target> is a charred ashen figure of its former self lying upon the floor.</div><br />
<br />
===Bane Infusion Messaging===<br />
<br />
<div {{log}}>With a sudden burst of divine insight, you're able to amplify the power of your Bane spell!</div><br />
<br />
===Combat Resolution===<br />
Successful cast:<br />
<div {{log}}><br />
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...<br />
Your spell is ready.<br><br />
>You channel at a wraith.<br><br />
A scintillating, blue-white aura encompasses a wraith.<br><br />
&nbsp;&nbsp;&nbsp;CS: +179 - TD: +45 + CvA: +25 + d100: +68 == +227<br />
&nbsp;&nbsp;&nbsp;Warding failed!<br />
A massive beam of blue-white energy engulfs a wraith in a luminous column of light!<br><br />
The wraith is hit for 45 points of damage!<br><br />
&nbsp;&nbsp;&nbsp;... 35 points of damage!<br><br />
&nbsp;&nbsp;&nbsp;Left arm ripped in half at the elbow!<br><br />
&nbsp;&nbsp;&nbsp;The fallen arm evaporates as a new one materializes.<br><br />
Cast Roundtime 3 Seconds.<br />
</div><br />
<br />
'''''The wraith is hit for 45 points of damage!''''' is the messaging for the first damage cycle. Additional damage, '''''... 35 points of damage!''''' is the second (critical damage) cycle with injury location messaging. Even though no bodily injuries result from the attack, there is flavor messaging indicating the physical location of the damage '''''Left arm ripped in half at the elbow!'''''. The critical messaging may also include messaging indicating an instant healing, '''''The fallen arm evaporates as a new one materializes.'''''<br />
<br />
== [[Non-corporeal]] [[Undead]] == <br />
When cast upon non-corporeal type creatures the second cycle is plasma critical [[Hitpoint|hitpoint]] damage only. There are no critical injuries. The messaging for this attack cycle is found in the [[Noncorporeal critical table|non-corporeal critical table]] which is a generic messaging critical table for all non-corporeal creatures regardless of the [[:Category:Damage Types|damage type]].<br />
<br />
== See Also ==<br />
*[[Cleric Base (saved posts)#Smite/Bane (302)|Saved Posts]]<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#302 Cleric Base Spell Circle: Smite/Bane], on Play.net</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Soul_golem&diff=60931Soul golem2015-04-02T17:05:25Z<p>SHYLOCK: /* Hunting strategies */</p>
<hr />
<div>{{Creature start<br />
| level = 63<br />
| type = Biped<br />
| family = golem<br />
| attacks = Ensnares and Pounds.<br />
| area = [[Temple of Luukos]]<br><br />
| undead = Yes<br />
| bcs = Yes<br />
}}<br />
{{Creature attack attributes<br />
|physical=<br />
{{creature ability|Glaes-gauntleted fist|+337 [[Attack strength|AS]]}}<br />
}}<br />
{{Creature defense attributes<br />
| defense =<br />
{{creature ability|[[Melee]] |+176 [[Defensive strength|DS]]}}<br />
{{creature ability|[[Ranged]] |<N/A> [[Defensive strength|DS]]}}<br />
{{creature ability|[[Bolt]] |<N/A> [[Defensive strength|DS]]}}<br />
{{creature ability|[[Bard Base]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Ranger Base]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Sorcerer Base]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Wizard Base]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Cleric Base]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Empath Base]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Paladin Base]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Major Elemental]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Minor Elemental]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Major Spiritual]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Minor Spiritual]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Major Mental]] |<N/A> [[Target defense|TD]]}}<br />
{{creature ability|[[Minor Mental]] |<N/A> [[Target defense|TD]]}}<br />
| noability = <br />
}}<br />
{{Creature treasure<br />
| coins = ?<br />
| magic items = ?<br />
| gems = ?<br />
| boxes = ?<br />
| other = ?<br />
| skin = None<br />
| nobox =<br />
| noskinvalue =<br />
}}<br />
{{Creature end}}<br />
<br />
The '''soul golem''' is a rough statue of a man made entirely from glaes. It is a massive construct, with broad powerful shoulders towering above you. An elongated, serpentine head sits atop a thick, tree trunk-like neck. Its two glowing eyes stare into space with the unfocused malice of the dead.<br />
<br />
==Hunting strategies==<br />
These creatures appear to be immune to all forms of normal damage from sorcery, health-damaging spells (like Harm and Pain), all elemental sources of damage, and all curses. Holy spells and holy effects (such as holy water flares, voln-based holy damage abilities, and various cleric secondary effects) still damage them.<br />
<br />
==Other information==<br />
* Puncture resistant<br />
<br />
Soul golems have the ability to remove [[Preservation (305)|Lifekeep]] from a corpse. An example of that:<br />
<div {{log|margin-right=350px}}><br />
A soul golem extends its glaes hand into your chest. After a brief pause, the chest piece of the golem glows slightly brighter. Your senses tingle slightly, and you almost think you hear a faint, sinister laugh.<br><br />
You feel the preservation on your spirit fade.<br />
</div><br />
<br />
Creature maneuver that can be blocked by a shield:<br />
<div {{log|margin-right=350px}}><br />
A soul golem suddenly charges you and tries to push you into a steam column!<br><br />
You are unable to get out of the way as the golem's massive hands slam into you!<br><br />
You fall into a steam column!<br><br />
&nbsp;... 53 points of damage!<br><br />
&nbsp;Steaming ocular fluid cooks eyeball evenly. Hors d'oeuvres anyone?<br />
</div><br />
<br />
== References ==<br />
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1413 Soul golem on Play.net bestiary]<br />
<br />
{{Nearlevel<br />
|levelm2 = 61<br />
|levelm1 = 62<br />
|level = 63<br />
|levelp1 = 64<br />
|levelp2 = 65<br />
}}<br />
<br />
[[Category:Temple of Luukos creatures]]</div>SHYLOCKhttps://gswiki.play.net/index.php?title=A_beginner%27s_guide_to_playing_a_bard&diff=59966A beginner's guide to playing a bard2015-03-25T15:27:32Z<p>SHYLOCK: /* How to spell songs work? */</p>
<hr />
<div>{{Work-in-progress}}<br />
<br />
Are you interested in traveling the lands making merry and singing your way through your adventures? A life as a [[Bard|bard]] may be the life you want. <br />
<br />
=Overview=<br />
<br />
'''Bards''' are one of the three [[Semi|semi]] professions in [[Elanthia]], this means that they hunt using a combination of physical and magical attacks. They are also a [[Hybrid profession|hybrid]] class, using magic from both elemental and mental spheres. The exclusive [[Bard Base|bard spells]] are sung, which is unique among all the professions. Instead of [[CAST (verb)|casting]] and [[Stackable|stacking]] spells for a long time at once, bards sing their spells continually, periodically renewing them.<br />
<br />
In general, bards have a number of very interesting spells and abilities. For instance, they are able to sing [[1009|shields]], [[Sonic Weapon Song (1012)|weapons]] or [[Sonic Armor (1014)|armor]] into existence. They are also capable of [[1004|purifying gems]] to improve their value or create orbs and they also possess the unique ability to learn about objects by [[Loresinging|singing to them]].<br />
<br />
=Character Creation and Skills=<br />
<br />
==[[Race|Racial]] Selection==<br />
<br />
While each race may have particular mechanical advantages or disadvantages when it comes to particular hunting styles as a bard ([[Guides_by_Whirlin:_Two_Hander,_One_Hander,_Archer,_Pure,_Two_Weapon_Bard_Guide#Race_and_Stat_Considerations|which are covered in detail elsewhere]]), one of the most important reasons to select a particular race is role play. If you like, you can be a [[Dwarf|Dwarven]] poet who writes long epics about ale; an [[Aelotoi]] loremaster who preserves the story of her people through song; a [[Forest gnome]] who just wants to share some limericks with the world; a [[Halfling]] who busks for tarts; or even something less stereotypical, you can do it. So choose the race you want to play and go from there.<br />
<br />
==[[Statistics]]==<br />
<br />
New players should refer to the general guide on [[New_Players%27_Guide#Stats|statistics for new players]] for an overview of all the statistics available to them as well as general advice for setting their statistics if they have not already done so.<br />
<br />
The primary and [[Mana_point#Mana_Stats|mana statistics]] for bards are [[Influence|influence]] and [[Aura|aura]]. This means that when setting statistics, bards will receive a free +10 points to each of influence and aura and these statistics will have twice the effect on the number of [[Training point|training points]] (TP) a bard receives at each level compared to the other statistics. In addition, these statistics will both affect how many mana points they have.<br />
<br />
In general, there are two extreme cases for setting statistics. One extreme is to set statistics for maximum growth while the other involves setting statistics for maximum TPs and enjoyment or playability at lower levels. For bards, setting statistics for maximum TPs would mean setting aura and influence statistics high at the outset. This means that the character will generally have fewer total statistic points at high level, since these have the highest growth rate. Most players try to strike a balance between these two extremes (sometimes by optimizing their total number of statistics points for mid-level play, around levels 50-60).<br />
<br />
Determining the best way to set statistics for growth is very easy to do using a ''stat cruncher'', but it is not generally recommended to set statistics this way, since it makes a character very challenging to play early on (especially for new players). There is also not very much to discuss since there are generally few ways of doing it. <br />
<br />
When setting statistics for early level playability, it is helpful to consider the character's race (which changes statistic growth rates and bonuses) and intended hunting style for a particular character. All lower-level bards will primarily engage in some sort of physical combat, whether [[Melee|melee]] or [[Ranged Weapons|ranged]]. These are both affected by a character's [[strength]] statistic, albeit in different ways. For melee weapons users, strength affects their total [[Attack Strength|attack strength]] (or AS) and only indirectly affects their [[Roundtime|roundtime]] (RT), by changing how easily they become encumbered. Meanwhile, strength directly affects a ranged weapons user's RT and their [[dexterity]] statistic affects their AS. For melee weapons users, their [[agility]] and dexterity bonuses affect their RT. In general, all bards who use melee combat will want to set all three of these statistics relatively high at lower levels and those who use ranged will want to make sure their strength and dexterity are reasonable. <br />
<br />
Other statistics which can be useful to set high early on include [[discipline]] and [[logic]], which together help determine the size of one's [[Experience|experience pool]] and the latter also determines a character's rate of experience absorption. A reasonable setting for [[constitution]] is also advisable since this determines a character's total number of [[Health point|health points]].<br />
<br />
==[[Skill]]s==<br />
<br />
Here is a description of some of the skills you generally want to train during your life as a bard. This is intended to provide a broad overview since detailed guides for particular builds already exist (look [[Guides_by_Whirlin:_Two_Hander,_One_Hander,_Archer,_Pure,_Two_Weapon_Bard_Guide|here]] for details). <br />
<br />
The [[Training points|training point]] (TP) costs for each skill are listed in many places, including the main [[Bard|bard page]] and the cost of physical and mental TPs (PTP/MTP). The values listed in all these places are for a full single training, skills that are trained beyond a full single training are subject to a penalty (an additional training is double the TP cost) so if one is considering to double train in a skill, one will pay three times the listed number of training points to do so. <br />
<br />
Since all characters start at level zero, skills can be ''fully single trained'' (e.g. can have ranks in the skill equal to the character's level plus two) for the same cost as training a skill up to the character's level. Similarly, being ''fully double trained'' means that the character has ranks in a skill equal to twice their level plus four. However, there are some skills which should be kept equal to the character's level to reap the maximum benefit for the training points. This is referred to as being ''single trained'' as opposed to ''fully'' single trained here. <br />
<br />
===Core Skills===<br />
<br />
These are the skills that all bards should train every level. Since bards may choose a variety of different weapons (which necessitate learning different additional skills), this list is relatively short and the total cost is relatively low. In this and all training tables on this page ''Cost'' refers to the PTP/MTP cost to train a skill. <br />
<br />
{|{{prettytable}}<br />
|+'''Absolute Core Skills for all Bards'''<br />
|- bgcolor="Lightgrey"<br />
| '''#''' <br />
| '''Cost'''<br />
| '''Skill'''<br />
| '''Reasoning'''<br />
|-<br />
|1x<br />
|4/0<br />
|[[Physical Fitness]] <br />
|Necessary for full [[Hitpoint|hitpoints]], good as a cheap defense for [[Creature maneuver|maneuvers]] and for [[Redux|redux]].<br />
|-<br />
|2x<br />
|<br />
|Weapon Skill<br />
|Whatever the weapon choice, the training should be maxed out (fully doubled).<br />
|-<br />
|1x<br />
|0/17<br />
|[[Spell Research]]<br />
|Learning new spells, improving the effectiveness and duration of others. <br />
|-<br />
|1x<br />
|0/5<br />
|[[Harness Power]]<br />
|Should be exactly at the character's level (not ''fully 1x'') for 3 mana at each level.<br />
|-<br />
|Total<br />
|4/22<br />
|<br />
| <br />
|-<br />
|}<br />
<br />
'''Weapon Skill'''<br />
<br />
Bards can use a variety of different weapons successfully and whichever one you choose is entirely up to you. However, no matter the weapon choice, its corresponding skill should be fully double trained. The cost to double train in a weapon each level ranges between 9/3 for [[Edged Weapons|edged weapons]], [[Thrown Weapons|thrown weapons]] or [[brawling]] to 21/6 for [[Two Handed Weapons|two handed weapons]].<br />
<br />
Depending on weapon choice, bards should choose additional skills to learn. For example, an edged weapon user will probably fully single train in [[Shield Use|shield use]] for an additional 5/0 TPs to increase their [[Defensive Strength|DS]] or an [[Ranged Weapons|archer]] will fully double train in [[perception]] for 0/9 TPs to increase their [[Attack Strength|AS]]. <br />
<br />
'''Harness Power'''<br />
<br />
Training in harness power will increase your [[Mana|mana]] pool by three with single training. This is very useful to bards, even if they primarily hunt using physical weapons since it allows a bard to sing more [[Buff spells#Bard Base|buff songs]], increasing their attack and defensive capabilities.<br />
<br />
'''Spell Research'''<br />
<br />
Bards have access to both the [[Bard Base|bard base]] and [[Minor Elemental|minor elemental]] spell circles. Both of these circles contain useful spells and bards should fully single train in [[Spell Research]]. However, since it is not possible to use spells with a spell number higher than one's level, it is not recommended to train above one's level in either circle (training a little in the other circle, however, is recommended).<br />
<br />
Due to the large number of beneficial songs at low levels, focusing on the bard base until title (level 20) is generally a good idea. Many bards then switch to the minor elemental spell circle for a while until they have enough magical power to use some of the more mana-intensive bard songs in combat. <br />
<br />
====Defensive Core Skills====<br />
<br />
The following is a list of skills which will provide a bard with additional defensive capabilities. While it is possible to train ''all'' of these skills at each level, many bards will not do so. In general, all bards should pick at least two or three of these skills to train at every level and these choices will depend on a particular bard's hunting style. <br />
<br />
{|{{prettytable}}<br />
|- bgcolor="Lightgrey"<br />
|+'''Defensive Core Skills for Bards'''<br />
| '''#''' <br />
| '''Cost'''<br />
| '''Skill'''<br />
| '''Reasoning'''<br />
|-<br />
|1x<br />
|6/6<br />
|[[Dodging]]<br />
|Dodging helps one avoid incoming attacks entirely. <br />
|-<br />
|1x<br />
|8/4<br />
|[[Combat Maneuvers]]<br />
|Adds attack strength, defense or other special abilities. <br />
|-<br />
|1x<br />
|5/0<br />
|[[Shield Use]]<br />
|For bards who use a one handed weapon and are looking for something else to do with their other hand.<br />
|-<br />
|1x<br />
|0/3<br />
|[[Perception]]<br />
|It's relatively cheap, provides maneuver defense, helps spot traps. <br />
|-<br />
|}<br />
<br />
'''Dodging'''<br />
<br />
Since bards sing their spells and occasionally renew these songs, which brings them out of hiding, they necessarily hunt in the open. Thus, training in dodging is a good idea. Dodging increases [[Defensive Strength|DS]] and is a way to avoid being hit entirely. It is also not a very expensive skill to train for bards.<br />
<br />
Note that bards also gain 20 effective ranks of dodging skill from [[Song of Mirrors (1019)]] and this bonus increases by one for every two ranks in bard base beyond the first 19. While this does help a bard dodge, the rate of increase is insufficient to make up for skipping this skill. <br />
<br />
'''Combat Maneuvers'''<br />
<br />
There are combat maneuvers that directly add to [[Defensive Strength|defensive strength]] (DS), [[Target Defense|target defense]] (TD) or general maneuver defenses ([[Combat Movement]], [[Combat Focus]] and [[Cunning Defense]], respectively) and training in a particular offensive combat maneuver also provides defense against that maneuver when it's used by an attacker. <br />
<br />
In addition, while it is listed here as a defensive skill, single training in combat maneuvers is a must for melee weapons users since it adds +1 [[Attack Strength|AS]] for every two ranks. Bards who are users of ranged weapons may wish to skip this skill entirely except to train in the defensive combat maneuvers (ranged users should be aware that [[Multi-Fire]] sounds cool, it is not actually very good). <br />
<br />
'''Shield Use'''<br />
<br />
In order to be successful using the [[Sonic Shield Song (1009)]], a bard needs to train in shield use. However, not all weapon choices require shields (e.g. [[Polearm Weapons|Polearm]] and [[Two Weapon Combat]] users typically do not use shields), so it is not strictly necessary to train in this skill at all. However, if a bard chooses a hunting style that requires shield use, they should fully single train in this skill.<br />
<br />
'''Perception'''<br />
<br />
All characters, regardless of class, are required to train some perception. It is probably a good idea to get at least ten or twenty ranks of perception to effectively find hidden paths to new hunting grounds. Furthermore, bards are widely recognized as being among the best [[Picking Locks|pickers]] in the game (second only to [[rogue]]s) and if a bard wishes to pursue this skill, single training in perception would be to their advantage. <br />
<br />
Of course this skill is also useful for maneuver defense and it's relatively cheap to learn. As mentioned earlier, bards who wish to hunt with ranged weapons should fully double train this skill (for +0/6 TPs).<br />
<br />
===Threshold Skills===<br />
<br />
These are skills that a bard can learn once and then forget about training ever again. Once again, the costs listed here are the costs to single train a skill each level. <br />
<br />
{|{{prettytable}}<br />
|- bgcolor="Lightgrey"<br />
| '''#''' <br />
| '''Cost'''<br />
| '''Skill'''<br />
| '''Reasoning'''<br />
|-<br />
|60<br />
|5/0<br />
|[[Armor Use]] <br />
|60 ranks is required to use augmented chain with minimal spell and maneuver hindrance. <br />
|-<br />
|10+<br />
|3/0<br />
|[[Climbing]]<br />
|For low- to mid-level hunting grounds, somewhere around 10-15 should be enough to get around. You can add more ranks as necessary.<br />
|-<br />
|5+<br />
|3/0<br />
|[[Swimming]]<br />
|For low to mid-level hunting grounds, somewhere around 5-10 should be enough to get around. You can add more ranks as necessary.<br />
|-<br />
|25<br />
|0/6<br />
|[[Elemental Mana Control]] or [[Mental Mana Control]]<br />
|24 ranks for perfect sharing and an additional one for [[MANA (saved post)|double incanting ability]]. <br />
|-<br />
|25<br />
|0/8<br />
|[[Mental Lore, Telepathy]]<br />
|Each train adds +2 seconds to spell song duration, benefits to spells based on summation chart.<br />
|-<br />
|}<br />
<br />
'''Armor Use'''<br />
<br />
It is very common for bards to wear augmented chain eventually, so training once or twice per level up to 60 ranks is typically recommended. For this skill, you can train new ranks in spurts, training enough armor use ranks to wear armor in the next [[Armor|AsG]] up from the one they currently wear all at once and then stop training in armor use for a few levels or so. Note that bards have the ability to create their [[Sonic Armor (1014)|own armor]], so it is not necessary to continue buying new armor each time as long as the bard has sufficient mana to maintain their armor. <br />
<br />
'''Mana Control'''<br />
<br />
Since bards are [[Hybrid profession|hybrid]]s, they can benefit from training in both [[Elemental Mana Control]] and [[Mental Mana Control]]. While mental mana control benefits one [[1013|bard spell]], it is not strictly necessary to train in either of these skills. However, these skills are useful for sharing mana with other characters and training in one of them can be especially useful if the bard has a hunting partner who shares one of these spheres (e.g. a [[wizard]] or [[sorcerer]] for elemental or an [[empath]] for mental magic). <br />
<br />
If a bard would like to share mana with others, training in elemental mana control is generally recommended since more professions have access to the elemental sphere than the mental sphere. In this case, training in 24 ranks of elemental mana control will give the best sharing and adding an additional rank (bringing the total to 25) will allow the bard to [[MANA (saved post)|multicast]] minor elemental spells.<br />
<br />
'''Lore Training'''<br />
<br />
As a hybrid class, bards benefit from lore training in both elemental and mental spheres. As far as the elemental lores go, only [[Elemental Lore, Air]] is useful to bards. Training in this lore improves sonic gear ([[Sonic Weapon Song (1012)|weapons]], armor and shield) as well as providing benefits to a few other songs. This can be fully single trained, but depending on available training points at lower levels, one may prefer to forgo this in favour of the mental lores for a while. <br />
<br />
Bards have two mental lores which can be useful. [[Mental Lore, Telepathy]] increases the duration of bard songs, which is especially beneficial for lower level bards with limited mana pools, as well as increasing the power of other spell songs. Training up to 25 ranks in this skill will give a bard an additional +5 AS from [[Kai's Triumph Song (1007)]], so this is often used as a stopping point. [[Mental Lore, Manipulation]] helps a bard [[1004|purify gems]] and eventually [[1030|make heads explode]] in addition to benefits for other spells which can be explored in more detail in the [[Lore chart|lore chart]].<br />
<br />
===Additional Training===<br />
<br />
Finally, these are additional skills that a bard should learn when they have TPs to spare (they should not sacrifice their core training for these skills). <br />
<br />
{|{{prettytable}}<br />
|- bgcolor="Lightgrey"<br />
| '''#''' <br />
| '''Cost'''<br />
| '''Skill'''<br />
| '''Reasoning'''<br />
|-<br />
| 5<br />
| 7/3<br />
| [[Multi-Opponent Combat]]<br />
| Enables [[MSTRIKE (verb)|mstrike]] for [[Melee|melee]] attacks on two opponents at once. <br />
|-<br />
|<br />
|0/4<br />
|[[Magic Item Use]] <br />
|This skill increases the odds of activating magic items, increases duration of spells. <br />
|-<br />
|<br />
|0/4<br />
|[[Arcane Symbols]] <br />
|Enables the use of [[scrolls]], increases duration of spells invoked. <br />
|-<br />
|<br />
|0/8<br />
|[[Mental Lore, Manipulation]]<br />
|Increases the benefits and abilities of spells. <br />
|-<br />
|1x<br />
|0/8<br />
|[[Elemental Lore, Air]]<br />
|Increases the benefits and abilities of spells, more flares for sonic gear.<br />
|-<br />
|0.5-1x<br />
|2/2<br />
|[[Survival]]<br />
|Helps skinning, helps foraging, helps move around in tricky places.<br />
|-<br />
|0.5-1x<br />
|2/1<br />
|[[First Aid]]<br />
|Helps skinning, decreases [[Roundtime|RT]] for eating [[Herb|herbs]], allows effective wound tending. <br />
|-<br />
|}<br />
<br />
'''Multi-Opponent Combat'''<br />
<br />
Some training in this skill provides additional protection against multiple foes, but more importantly, five ranks enables the melee weapons users to attack two opponents at once. Further training allows a bard to attack more opponents, but five ranks is generally sufficient (archers should basically not bother with this skill). <br />
<br />
'''Magic Item Use and Arcane Symbols'''<br />
<br />
Both of these skills allow a bard to access spells they otherwise cannot access through either magical items or scrolls. Training in one or the other (or both) likely depends more on a bard's friends than anything else (e.g. a bard who is friends with a [[sorcerer]] might find scolls are especially useful). <br />
<br />
'''First Aid and Survival'''<br />
<br />
Both of these skills are relatively cheap and are reasonable to fit into a bard's training. However, while they are beneficial these skills are not necessarily trained by all bards. Bards who wish to obtain skinning tasks through the [[Adventurer's Guild]] should train at least 0.5x in a combination of these skills. <br />
<br />
Otherwise, some training in first aid (maybe 10-20 ranks) is good for reducing the roundtime from eating herbs. This can be especially useful if a bard chooses to live in a town with a small population and therefore few [[empath]]s. Some survival training is helpful for bards who wish to hunt in marshy areas and wish to avoid being stuck or bards who wish to hunt in areas that cause weather-related damage.<br />
<br />
=Spells and Songs=<br />
<br />
Although bards are [[semi]]s, not [[pure]]s, they are often considered the most pure of the semis. They also have some fairly unique utility spells that are worth exploring and the spells from the [[Bard Base|bard base]] are cast in a relatively unusual way. As such, it is worthwhile to review the magic of bards in some detail.<br />
<br />
==What are spell songs?==<br />
<br />
Basically, all of the spells in the [[Bard Base|bard base]] spell circle actually ''spell songs'', which are ''sung'' for a period of time instead of being cast once and left alone. As a result, whether you are a new player or simply new to being a bard, spell songs are a bit odd at first. It might help to think about other spells as a brief phrase the caster says before flicking their wrist and making it happen, while a bard's spell song is something the bard continually hums as they go along through life. <br />
<br />
The primary difference between bard songs and other spells in [[Elanthia]] is that bard songs cannot be [[Stackable|stacked]] while resting until a maximum duration is reached. Instead, they are initiated and then renewed for some cost of [[Mana|magical power]] which is often less than the initial casting cost. Most of the songs a bard would like to sing constantly are renewed automatically, but the maintenance required for the spell songs make them at least slightly more complicated than the spells in any other spell circle in the game (and possibly more difficult for new bards to maintain all at once). However, it is very easy to get the hang of them and have your bard humming along in no time at all. <br />
<br />
===How do spell songs work?===<br />
<br />
To start singing a song a bard uses the [[INCANT (verb)|incant verb]] like they would for any other spell:<br />
<br />
<div {{log}}><br />
>incant 1003 <br><br />
You begin to sing of heroic deeds and bolster your confidence.<br />
</div><br />
<br />
To see the songs a bard is currently singing, use the [[SONG (verb)|song verb]] to check the status of the songs. Doing this will yield a list of all the songs the bard is singing, indicate approximately how long it will be before the songs renew and the renewal cost of these songs. For example,<br />
<br />
<div {{log}}><br />
>song status <br><br />
You are currently singing: Fortitude Song <br><br />
Your song magic remains strong. It will be a few minutes before your song renews. Your current renewal cost is 1 mana.<br />
</div><br />
<br />
Here we see that this particular bard is singing a single song that was either started only recently or was recently renewed (note that it is possible to use [[SPELL (verb)|spell active]] to check the exact time remaining on your song). In addition, note that although [[Fortitude Song (1003)]] costs three mana to cast initially, its renewal cost is only one mana. <br />
<br />
When a bard's songs renew, they will see this message:<br />
<br />
<div {{log}}><br />
Your song renews.<br />
</div><br />
<br />
And they will note that the appropriate amount of mana has been deducted from their total. Spell songs are thus relatively simple to keep running all the time since many of them are renewed automatically.<br />
<br />
===Managing Songs with a Small Mana Pool===<br />
<br />
However, lower level bards may encounter issues with their mana pool if they sing too many songs at once. This is both due to the multi-song penalty and due to increased maintenance costs for renewal with more ranks in bard base (this is a trade-off for other improvements to the spell songs). <br />
<br />
The multi-song penalty is an additional mana cost for renewal which applies whenever a bard is singing at least three songs (with an increasingly higher penalty for more songs). The exact mana cost from this penalty depends on the total number of songs being sung and the number of ranks a bard has in the [[Bard Base|bard base]] spell circle as well as the bard's [[discipline]] and [[logic]] statistics. <br />
<br />
To save mana while continuing to sing songs, a bard might find it useful to stop singing a spell song with a low upfront cost, such as [[Fortitude Song (1003)]] and resume singing it after their songs have renewed. To stop singing a spell song, a bard should use the [[STOP (verb)|stop verb]] just like they would for any other spell:<br />
<br />
<div {{log}}><br />
>stop 1003 <br><br />
You stop singing Fortitude Song.<br />
</div><br />
<br />
If a bard does this, the effects of the song will not stop immediately. Instead, they will stop a bit after renewal. Thus, it is possible to stop singing a song just before renewal and start singing it again once the other songs are renewed to save mana while still receiving the benefits of having their songs running all the time. Note that this is only beneficial if a bard's multi-song penalty is more than 2 mana points. <br />
<br />
A bard may also wish to refrain from singing all of their songs at once until they are much more experienced (both so their mana pools are bigger and their songs last longer). Additionally, if a bard finds that they do not have enough mana remaining to renew their songs and their songs are about to renew, the bard may wish to stop singing some songs with a high renewal cost (such as [[1007|Kai's Triumph]], which can be costly depending on the number of bard base ranks known) or, if resting, a bard can use '''stop singing''' to stop singing all of their songs at once. This may be preferable to suffering nervous system injuries caused by attempting renewal with insufficient mana.<br />
<br />
==Overview of Available Spells and Songs==<br />
<br />
''Add intro here''<br />
<br />
===Sonic Gear===<br />
<br />
''Add summary here''<br />
<br />
===Attack Spells and Songs===<br />
<br />
Here is a brief summary of the attack songs available to bards and some situations where they can be useful. Additional information on each spell can be found on the individual spell pages.<br />
<br />
'''Bard Base Attack Songs'''<br />
<br />
*[[Holding Song (1001)]]: Lowers a target's [[Defensive Strength|DS]] by 10%, can affect multiple creatures.<br />
*[[Vibration Chant (1002)]]: Can force a target to drop a weapon with the possibility of weapon destruction and injury (including possible stuns). Good against creatures that carry weapons.<br />
*[[Lullabye (1005)]]: Sing a target to sleep or into a restful state, making them easier to attack later on (or making them leave the bard alone, at least). Does not work on the undead.<br />
*[[Stunning Shout (1008)]]: Stuns or disorients a target as well as doing critical damage.<br />
*[[Song of Depression (1015)]]: All not joined to the caster suffer -20 [[Target Defense|TD]] and receive additional [[Roundtime|RT]] for their actions.<br />
*[[Song of Rage (1016)]]: Forces a target into offensive [[stance]], lowering their defenses. Also forces the target to engage the bard singing this song (possibly useful in group hunts when another group member is injured or performing some task that results in RT).<br />
*[[Song of Sonic Disruption (1030)]]: An extremely destructive song that can inflict [[Disruption critical table|disruption]] injuries on all who are not in the bard's group. This song is stronger while playing an instrument (especially a two handed one).<br />
<br />
[[Song of Noise (1017)]] is not quite an attack spell, however, it makes it difficult for everything in the room to cast spells. This song is therefore useful when hunting creatures that cast nasty spells. However, it also makes it difficult for members of a bard's group to cast spells, so bards should perhaps avoid singing this song while hunting with other casters, and it makes song renewal difficult as well, so bards should be sure to [[STOP (verb)|stop]] this song before renewal and resume singing it after renewal. <br />
<br />
'''Minor Elemental Attack Spells'''<br />
<br />
*[[Elemental Blast (409)]]: Blasts a target with elemental energy. <br />
*[[Elemental Wave (410)]]: Possible knockdown of all ungrouped targets. <br />
*[[Weapon Deflection (412)]]: A target suffers -25 [[Attack Strength|AS]]. While this spell is used by some creatures, bards can usually do better for a lower mana cost with Vibration Chant.<br />
*[[Elemental Saturation (413)]]: A target suffers -25 [[Target Defense|TD]]. <br />
*[[Elemental Strike (415)]]: Hits a target with elemental energy, possibly inflicts a [[critical]] injury.<br />
*[[Elemental Dispel (417)]]: Can cause a target to forget a prepared spell, make one of its spells fall or make it lose all of its mana. This is another spell that some creatures cast and is not so common for adventurers to use.<br />
*[[Major Elemental Wave (435)]]: Like elemental wave, except much better and with a possibility to critically injure ungrouped targets.<br />
<br />
Out of these spells, the elemental waves are probably the most popular for adventurers to use with the others being used much less, if at all. <br />
<br />
'''Magical Hunting Notes'''<br />
<br />
While bards are the most magical of the semi professions and have a lot of attack spells, they do not typically have sufficient mana pools to maintain their buff songs while also using a lot of magical attacks at low levels. As a result, lower level bards (prior to about level 30) may avoid magical attacks for the most part (possibly making exceptions for a bit of Vibration Chant or Lullabye) and rely primarily on physical attacks for their hunts.<br />
<br />
===Buff Spells===<br />
<br />
[[Buff spells]] are spells which enhance a character's [[Attack Strength|AS]], [[Casting strength|CS]], [[Defensive Strength|DS]] or [[Target Defense|TD]]. These are typically spells that an adventurer will cast on themselves before going out to hunt or in the case of bards, sing throughout a hunt. Here is a brief summary of the buff spells available to bards.<br />
<br />
====Bard Base====<br />
During the early levels, bards typically focus on the [[Bard Base]] spell circle, through which they can access a number of very useful buff songs. <br />
{{Bard Base buff spells}}<br />
<br />
====Minor Elemental====<br />
After learning [[Traveler's Song (1020)]], bards will sometimes shift to studying the [[Minor Elemental]] spell circle, which gives them access to even more buff spells.<br />
{{Minor Elemental buff spells}}<br />
<br />
Note that since many of these spells are not self-cast limited and this circle is shared by other professions (especially [[sorcerer]]s and [[wizard]]s), it is possible to ask other adventurers for assistance if you do not yet know these spells. Do not be shy about asking your friends for help with some ''silveries'', ''brights'' and ''guards'', even if these are spells that you will eventually learn yourself.<br />
<br />
=Society=<br />
<br />
There are three societies in Elanthia: the [[Order of Voln]], the [[Council of Light]] and the [[Guardians of Sunfist]]. These societies are mutually exclusive all impart members with some sorts of bonus to AS, DS and TD as well as other mechanical benefits and drawbacks which are briefly summarized in the [[New Players' Guide#Societies|New Players' Guide]]. It is worthwhile to note that since bards are able to [[1012|create weapons]] that don't need to be blessed and can easily [[1020|transport groups to town]], some of the major benefits of joining the Order of Voln are a bit redundant. <br />
<br />
However, there is not necessarily a single society which is best for all bards, so bards can and do join whichever society they find suits them the best. While it is always a good idea to join a society as soon as possible, it is a good idea to consider both the mechanical benefits and roleplay decisions when choosing a society (or a player can choose a society for the mechanical benefits and roleplay from there). Thus, if a bard decides that she would really enjoy liberating the souls of the [[undead]], joining Voln may be the way to go, even if another society might be better for her mechanically.<br />
<br />
=Instruments=<br />
With a lot of practice, bards can become master musicians. Instruments even benefit some bard spellsongs:<br />
*[[Holding Song (1001)]]<br />
*[[Traveler's Song (1020)]]<br />
*[[Song of Sonic Disruption (1030)]]<br />
<br />
=Roleplaying a Bard=<br />
<br />
''Stuff goes here.''<br />
<br />
=See Also=<br />
*[[Bard]] (main article)<br />
*[[New Players' Guide]] (a comprehensive beginner's guide for new players of any profession)<br />
*[[Loresinging]]<br />
*[[Guides by Whirlin: Two Hander, One Hander, Archer, Pure, Two Weapon Bard Guide|Whirlin's Bard Guide]]<br />
*[[The Art of Roleplaying in GemStone IV (guide)]]<br />
*[[Player Guide Contest]]<br />
*[[New Players' Guide/Archales' bard guide]]<br />
=References=<br />
*[http://www.play.net/gs4/info/professions/bards.asp Bard profession on Play.net]<br />
*[http://www.play.net/gs4/info/npg/home.asp GemStone IV New Player Guide on Play.net]<br />
<br />
[[Category:Guides]]<br />
[[Category:Bard]]<br />
[[Category:Professional Guides]]<br />
[[Category:New Player| ]]</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Cheatyface_Guide&diff=59796Cheatyface Guide2015-03-22T06:00:46Z<p>SHYLOCK: /* Statistics */</p>
<hr />
<div>{{Work-in-progress}}<br />
<br />
This is a classless guide to getting the most mechanical benefit out of a character's first thirty (30) days. It would make utopians, Marxists, and capitalists rejoice in equal grandeur. <br />
<br />
==The Cheatyface guide to the first 30 days==<br />
<br />
The purpose of this guide is to lay out in no uncertain terms how to make the most of a character's first thirty (30) days. In that time, [[skill]]s will immediately migrate, and [[statistic]]s can be changed up to five (5) times. These benefits come at no cost or penalty, the only investment being the player's time to plan, implement, and in some special cases await the results of the changes. This guide aims to be as relevant for new, returning, and experienced players.<br />
<br />
The guide's author has often jokingly referred to the methodology as the "cheatyface method" with some regularity. However, the terminology "cheat" here does '''not''' imply any violation of game policy. It does, however, attempt to maximize the most possible benefits from certain mechanical possibilities that are only offered to characters for the first thirty (30) days after their creation. Basically, the methods outlined in this guide certainly ''feel'' like cheating, hence the name. For a new player, these insights may illustrate how to try many different combinations of skill arrangements; for more experienced players, it will show how to get more personal [[buff spells]] than you may have ever realized was possible, or maximize your skill setup for specific tasks, like an individual [[Adventurer's Guild|bounty]]. If nothing else, be warned that you might cheat yourself out of a more traditional grind and unique experience by applying the tactics outlined in this guide. <br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;&mdash; [[USER:DAID|Kaldonis Harvest-Moon]], on behalf of groups who chose not to be named or associated.<br />
<br />
==Basic assumption and approach==<br />
Normally, changing a character's skills can be done once a year for free (the annual 'fixskill'); this can be done more often with a 'fixskill' potion, or, in unusual cases of class overhauls, an additional option is granted. Skill migration also exists, where by electing to lose a certain skill, a character can eventually gain a new skill, but this has fairly limited application and requires large amounts of in-game time. Changing a character's stats is normally only possible by a very expensive means, a 'fixstat' potion. <br />
<br />
The possibility to instantly change skills and statistics is limited for a reason&mdash;it is very powerful! In the first thirty (30) days, a character can change their skills an arbitrary number of times almost immediately, and change their stats five (5) times after the initial assignment (six in total). This guide aims to take the fullest advantage that these possibilities offer us.<br />
<br />
This is a guide which is largely without regard to [[Profession|class]]. You're going to acquire a [[claidhmore]] and smash creatures. You're going to cast [[buff spells]] at yourself, because even [[warrior]]s and [[rogue]]s can do this. <br />
<br />
You will, along the way, learn some extreme possibilities (usually called 'mutant') available to your class. You will also learn, as a result, the limitations of your specific class, as well as its strengths. However, you will not necessarily learn how to cope with canonical situations or standards for your class at the outset. However, over the first thirty (30) days, you will edge closer and closer to either a more archetypal design or your chosen path, having explored many options.<br />
<br />
==Warnings and Doctrine==<br />
<br />
The Cheatyface doctrine stipulates:<br />
*I do not expect the Cheatyface method gives me a reasonable introduction to my class under normal circumstances.<br />
*I will conveniently plow my way through some early levels, because they are boring.<br />
*Although I may learn and do many things, those things might not be very useful skills to learn in the 31<sup>st</sup> day for this particular character.<br />
*I will get lazier and lazier about min/maxing my character, and slowly hone in on a skill set that is probably more appropriate for my character.<br />
*I will remember to set aside my last fixstat and set my skills to my character's proper training path ''before the first thirty (30) days expire''.<br />
<br />
If you use this guide, you recognize and accept the above tenants of the method.<br />
<br />
==Statistics==<br />
Any player interested in [[statistic]]s in general, or the [[New_player_guide#Stats|New Player's Guide to Statistics]] is kindly directly to those pages. <br />
<br />
Although we have the option to change the statistics up to five (5) times, this is a rather generous number and we don't need to take too much advantage of it. Set the statistics below for this build, tune them once or twice to try out preliminary or approaching-normal stats, and finally use a fixstat to set the stats you'd like after the first thirty (30) days expire!<br />
<br />
Here's basically what you want to know:<br />
*[[Logic]] <span style = "font-variant: small-caps">stat</span> is set to 100, unless you are a [[Wizard]], set it to 90 and it will become 100. This is to maximize [[Experience|Experience Pool]] and [[Experience#Absorbing_experience|Experience Absorption]], which affects all characters.<br />
*[[Strength]] <span style = "font-variant: small-caps">stat</span> is set as high as possible, 90 or 100, depending on class; prioritize Logic first. This gives the character the best [[melee]] [[Attack strength|AS]] possible, used for the claidhmore.<br />
*[[Agility]] should be set relatively high, like above 70. This determines the physical [[Defense strength|DS]] which is most important at low levels compared to other kinds of defenses, like [[Target defense|TD]].<br />
*[[Dexterity]] should be set at a value to achieve an acceptable [[Roundtime|RT]] with the claidhmore, considering the racial bonus modifiers. Swinging at 5 or 6 seconds is preferred here, but the base RT of a claidhmore is 8 seconds, so a reduction of 2 or 3 seconds is the goal. Wizards especially should swap their settings for Agility and Dexterity here, as Dexterity affects the Attack Strength from [[Spell Aiming]].<br />
*[[Discipline]] is relevant for the size of the [[Experience|Experience Pool]] as well as being a statistic that affects both physical and mental training points. Don't set it below 50.<br />
*[[Aura]] is of interest to anyone using [[Elemental]] warding, specifically [[sorcerer]]s. This is also important for [[spirit]] depending on the society one chooses. Spirit is determined by rounding up, so set this at a number like 65, 75, or 85.<br />
*[[Wisdom]] is of interest to anyone using [[Spiritual]] warding, which not only includes [[sorcerer]]s but also [[cleric]]s and [[empath]]s.<br />
*[[Constitution]] is useful for [[encumbrance]] effects and starting [[Hitpoint]]s.<br />
*[[Intuition]] isn't very useful, except for training points for [[cleric]]s and [[ranger]]s.<br />
*[[Influence]] isn't very useful, except for training points and initial mana for [[bard]]s and [[empath]]s.<br />
<br />
Grab your Logic and Strength. Get yourself an acceptable DS and swinging RT with Agility and Dexterity. A solid Discipline and Constitution is always helpful. In the case of a magical character, your mana or CS stats (or Dexterity stat for Bolt casting) aren't bad places to put points. Tank everything else to 20 or 30.<br />
<br />
==Skills==<br />
Every guide and professional page you can find has recommendations for skill training. You can look those over, but mostly not heed their advice for the first thirty (30) days. Many things are just accumulating skills you'll want later in your career, or are assuming you're doing something normal which means you have the same skills resting as hunting. Here the skills are divided into skills that are most relevant for different cases, like hunting and resting, and it is assumed the player shifts their skills before and after each hunt as needed.<br />
<br />
===Skills you just keep===<br />
*[[Physical Training]]: You need health points. You can drop some of these to get mana or spell ranks when resting, but as you drop PT training, your [[Hitpoint]]s will also suffer and take time to regenerate. It's mostly simpler to keep this up to some standard (say, 50 HPs) and not bother with changing it. Keep this at about once per level.<br />
*[[Armor Use]]: Train for your armor. Go for full leathers or double leathers, get the training, and keep it for the first thirty (30) days. There's not a strong reason to go past training once per level here, so just work up to something. As you advance levels, you can buy higher enchant leathers for pretty cheap. Do that if you can, or borrow them from friends or other nice people.<br />
===Skills you need for killing===<br />
*[[Two-handed Weapons]]: This is how hard you swing your claidhmore, and how easily you hit a target. Never go hunting without having this skill at its maximum, whatever it is for your class.<br />
*[[Combat Maneuvers]]: This helps you to swing your claidhmore even harder and hit targets even easier. Not as much as the above, but it still helps. Put a lot of training points towards this before each hunt, being at least once per level (pures) and more than once per level approaching two times per level for semis and squares. There are CMANs you can play with, but it gets a little tedious if you want to keep swapping skills and the benefits aren't that wonderful<br />
===Skills you want for resting===<br />
*[[Harness Power]]: This gives you mana to cast spells. If you're a square, you should have dropped this skill before hunting. If you're a pure, when you come back from hunting, you may not have much mana left. Either way is the same story. Drop all your 'skills for killing' and increase your Harness Power as soon as your return from hunting, and wait for the mana!<br />
*[[Spell Research|Spell Training]]: This is where things get really fun. Find any [[buff spells]] and sacrifice ''anything'' to learn them up to your level. Stack these spells as much as you can when resting. It's not likely that you can do a full round of spellup for yourself each hunt, so just go after different spells or spheres each time you rest. Even [[warrior]]s and [[rogue]]s can get the simple spells like 401, 101 and 103. There is no disadvantage to doing this while resting! Just make sure if you traded Physical Training while resting (not recommended) you give yourself enough time to regenerate to full health when you swap the skills out!<br />
<br />
===Skills you might want for some other reason===<br />
*[[Spell Aiming]]: If you're a wizard. Even with swinging a claidhmore, tossing in the extra bolt spell is a good idea. Some creatures are easy to kill this way!<br />
<br />
I'll work on this section more later and fix redlinks!<br />
<br />
==Finding a Claidhmore==<br />
<br />
Using a claidhmore in the early levels is not rooted in this more modern Cheatyface system. In fact, many pure classes were known to use the tactic of killing rats with claidhmores in GSIII without any skill in Two-Handed Weapons. That's because claidhmores are savage weapons. When an endroll like +130 for many weapons does 15 damage, a claidhmore will rip the creature's head off, stun it, knock it over, and/or do some 70 points of damage. This is the weapon of choice here because extremely high endrolls are mostly impossible for low level characters, and claidhmores have ridiculous crit weighting, and they are pretty easy to get ahold of and have no level requirement.<br />
<br />
There are a few ways to get your hands on a claidhmore:<br />
*Ask some people or get one from a friend<br />
*Get backroom access in WL and buy one yourself. You need to buy about 100 daggers, then you can buy a claidhmore<br />
*Kill some creatures known to carry them. Hobgoblins past the ridge in WL or in Ocoma Vale are likely candidates. This may be non-trivial at the lowest levels.<br />
<br />
===Backroom Access===<br />
To get backroom access, you should make approximately one hundred (100) '''individual transactions''' (perhaps depending on racial bias, etc); do not buy the items in bulk through [[ORDER (verb)]]! As this means an iterative process, it is ideal for scripting. Below is a lich script to purchase Y times the catalog item numbered X. It assumes a bank note in the right hand, and that a default container is set for stow. It is invoked via ''>;order X Y''<br />
<div {{log}}><br />
orderTarget = script.vars[1]<br><br />
$orderNumber = script.vars[2].to_i<br><br />
$i=0<br><br />
while $i < $orderNumber do <br><br />
&nbsp;&nbsp;multifput("order #{orderTarget}","buy","stow l")<br><br />
&nbsp;&nbsp;$i +=1<br><br />
end<br />
</div><br />
<br />
If one does not have lich and prefers a wiz script, paste, for example 10 copies of the following into order.cmd, and ''>.order X''<br />
<br />
<div {{log}}><br />
put order %0 <br><br />
put buy<br><br />
put stow l <br><br />
</div><br />
<br />
(More details on the cost to get backroom access, as well as other towns and the specific regions to find them are forthcoming.)<br />
<br />
==How to proceed==<br />
<br />
Get bounties and kill stuff. <br />
<br />
Moar later.<br />
<br />
[[Category:New Player]]<br />
[[Category:Guides]]</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Cheatyface_Guide&diff=59795Cheatyface Guide2015-03-22T05:59:46Z<p>SHYLOCK: /* Statistics */</p>
<hr />
<div>{{Work-in-progress}}<br />
<br />
This is a classless guide to getting the most mechanical benefit out of a character's first thirty (30) days. It would make utopians, Marxists, and capitalists rejoice in equal grandeur. <br />
<br />
==The Cheatyface guide to the first 30 days==<br />
<br />
The purpose of this guide is to lay out in no uncertain terms how to make the most of a character's first thirty (30) days. In that time, [[skill]]s will immediately migrate, and [[statistic]]s can be changed up to five (5) times. These benefits come at no cost or penalty, the only investment being the player's time to plan, implement, and in some special cases await the results of the changes. This guide aims to be as relevant for new, returning, and experienced players.<br />
<br />
The guide's author has often jokingly referred to the methodology as the "cheatyface method" with some regularity. However, the terminology "cheat" here does '''not''' imply any violation of game policy. It does, however, attempt to maximize the most possible benefits from certain mechanical possibilities that are only offered to characters for the first thirty (30) days after their creation. Basically, the methods outlined in this guide certainly ''feel'' like cheating, hence the name. For a new player, these insights may illustrate how to try many different combinations of skill arrangements; for more experienced players, it will show how to get more personal [[buff spells]] than you may have ever realized was possible, or maximize your skill setup for specific tasks, like an individual [[Adventurer's Guild|bounty]]. If nothing else, be warned that you might cheat yourself out of a more traditional grind and unique experience by applying the tactics outlined in this guide. <br />
<br />
&nbsp;&nbsp;&nbsp;&nbsp;&mdash; [[USER:DAID|Kaldonis Harvest-Moon]], on behalf of groups who chose not to be named or associated.<br />
<br />
==Basic assumption and approach==<br />
Normally, changing a character's skills can be done once a year for free (the annual 'fixskill'); this can be done more often with a 'fixskill' potion, or, in unusual cases of class overhauls, an additional option is granted. Skill migration also exists, where by electing to lose a certain skill, a character can eventually gain a new skill, but this has fairly limited application and requires large amounts of in-game time. Changing a character's stats is normally only possible by a very expensive means, a 'fixstat' potion. <br />
<br />
The possibility to instantly change skills and statistics is limited for a reason&mdash;it is very powerful! In the first thirty (30) days, a character can change their skills an arbitrary number of times almost immediately, and change their stats five (5) times after the initial assignment (six in total). This guide aims to take the fullest advantage that these possibilities offer us.<br />
<br />
This is a guide which is largely without regard to [[Profession|class]]. You're going to acquire a [[claidhmore]] and smash creatures. You're going to cast [[buff spells]] at yourself, because even [[warrior]]s and [[rogue]]s can do this. <br />
<br />
You will, along the way, learn some extreme possibilities (usually called 'mutant') available to your class. You will also learn, as a result, the limitations of your specific class, as well as its strengths. However, you will not necessarily learn how to cope with canonical situations or standards for your class at the outset. However, over the first thirty (30) days, you will edge closer and closer to either a more archetypal design or your chosen path, having explored many options.<br />
<br />
==Warnings and Doctrine==<br />
<br />
The Cheatyface doctrine stipulates:<br />
*I do not expect the Cheatyface method gives me a reasonable introduction to my class under normal circumstances.<br />
*I will conveniently plow my way through some early levels, because they are boring.<br />
*Although I may learn and do many things, those things might not be very useful skills to learn in the 31<sup>st</sup> day for this particular character.<br />
*I will get lazier and lazier about min/maxing my character, and slowly hone in on a skill set that is probably more appropriate for my character.<br />
*I will remember to set aside my last fixstat and set my skills to my character's proper training path ''before the first thirty (30) days expire''.<br />
<br />
If you use this guide, you recognize and accept the above tenants of the method.<br />
<br />
==Statistics==<br />
Any player interested in [[statistic]]s in general, or the [[New_player_guide#Stats|New Player's Guide to Statistics]] is kindly directly to those pages. <br />
<br />
Although we have the option to change the statistics up to five (5) times, this is a rather generous number and we don't need to take too much advantage of it. Set the statistics below for this build, tune them once or twice to try out preliminary or approaching-normal stats, and finally use a fixstat to set the stats you'd like after the first thirty (30) days expire!<br />
<br />
Here's basically what you want to know:<br />
*[[Logic]] <span style = "font-variant: small-caps">stat</span> is set to 100, unless you are a [[Wizard]], set it to 90 and it will become 100. This is to maximize [[Experience|Experience Pool]] and [[Experience#Absorbing_experience|Experience Absorption]], which affects all characters.<br />
*[[Strength]] <span style = "font-variant: small-caps">stat</span> is set as high as possible, 90 or 100, depending on class; prioritize Logic first. This gives the character the best [[melee]] [[Attack strength|AS]] possible, used for the claidhmore.<br />
*[[Agility]] should be set relatively high, like above 70. This determines the physical [[Defense strength|DS]] which is most important at low levels compared to other kinds of defenses, like [[Target defense|TD]].<br />
*[[Dexterity]] should be set at a value to achieve an acceptable [[Roundtime|RT]] with the claidhmore, considering the racial bonus modifiers. Swinging at 5 or 6 seconds is preferred here, but the base RT of a claidhmore is 8 seconds, so a reduction of 1 or 2 seconds is the goal. Wizards especially should swap their settings for Agility and Dexterity here, as Dexterity affects the Attack Strength from [[Spell Aiming]].<br />
*[[Discipline]] is relevant for the size of the [[Experience|Experience Pool]] as well as being a statistic that affects both physical and mental training points. Don't set it below 50.<br />
*[[Aura]] is of interest to anyone using [[Elemental]] warding, specifically [[sorcerer]]s. This is also important for [[spirit]] depending on the society one chooses. Spirit is determined by rounding up, so set this at a number like 65, 75, or 85.<br />
*[[Wisdom]] is of interest to anyone using [[Spiritual]] warding, which not only includes [[sorcerer]]s but also [[cleric]]s and [[empath]]s.<br />
*[[Constitution]] is useful for [[encumbrance]] effects and starting [[Hitpoint]]s.<br />
*[[Intuition]] isn't very useful, except for training points for [[cleric]]s and [[ranger]]s.<br />
*[[Influence]] isn't very useful, except for training points and initial mana for [[bard]]s and [[empath]]s.<br />
<br />
Grab your Logic and Strength. Get yourself an acceptable DS and swinging RT with Agility and Dexterity. A solid Discipline and Constitution is always helpful. In the case of a magical character, your mana or CS stats (or Dexterity stat for Bolt casting) aren't bad places to put points. Tank everything else to 20 or 30.<br />
<br />
==Skills==<br />
Every guide and professional page you can find has recommendations for skill training. You can look those over, but mostly not heed their advice for the first thirty (30) days. Many things are just accumulating skills you'll want later in your career, or are assuming you're doing something normal which means you have the same skills resting as hunting. Here the skills are divided into skills that are most relevant for different cases, like hunting and resting, and it is assumed the player shifts their skills before and after each hunt as needed.<br />
<br />
===Skills you just keep===<br />
*[[Physical Training]]: You need health points. You can drop some of these to get mana or spell ranks when resting, but as you drop PT training, your [[Hitpoint]]s will also suffer and take time to regenerate. It's mostly simpler to keep this up to some standard (say, 50 HPs) and not bother with changing it. Keep this at about once per level.<br />
*[[Armor Use]]: Train for your armor. Go for full leathers or double leathers, get the training, and keep it for the first thirty (30) days. There's not a strong reason to go past training once per level here, so just work up to something. As you advance levels, you can buy higher enchant leathers for pretty cheap. Do that if you can, or borrow them from friends or other nice people.<br />
===Skills you need for killing===<br />
*[[Two-handed Weapons]]: This is how hard you swing your claidhmore, and how easily you hit a target. Never go hunting without having this skill at its maximum, whatever it is for your class.<br />
*[[Combat Maneuvers]]: This helps you to swing your claidhmore even harder and hit targets even easier. Not as much as the above, but it still helps. Put a lot of training points towards this before each hunt, being at least once per level (pures) and more than once per level approaching two times per level for semis and squares. There are CMANs you can play with, but it gets a little tedious if you want to keep swapping skills and the benefits aren't that wonderful<br />
===Skills you want for resting===<br />
*[[Harness Power]]: This gives you mana to cast spells. If you're a square, you should have dropped this skill before hunting. If you're a pure, when you come back from hunting, you may not have much mana left. Either way is the same story. Drop all your 'skills for killing' and increase your Harness Power as soon as your return from hunting, and wait for the mana!<br />
*[[Spell Research|Spell Training]]: This is where things get really fun. Find any [[buff spells]] and sacrifice ''anything'' to learn them up to your level. Stack these spells as much as you can when resting. It's not likely that you can do a full round of spellup for yourself each hunt, so just go after different spells or spheres each time you rest. Even [[warrior]]s and [[rogue]]s can get the simple spells like 401, 101 and 103. There is no disadvantage to doing this while resting! Just make sure if you traded Physical Training while resting (not recommended) you give yourself enough time to regenerate to full health when you swap the skills out!<br />
<br />
===Skills you might want for some other reason===<br />
*[[Spell Aiming]]: If you're a wizard. Even with swinging a claidhmore, tossing in the extra bolt spell is a good idea. Some creatures are easy to kill this way!<br />
<br />
I'll work on this section more later and fix redlinks!<br />
<br />
==Finding a Claidhmore==<br />
<br />
Using a claidhmore in the early levels is not rooted in this more modern Cheatyface system. In fact, many pure classes were known to use the tactic of killing rats with claidhmores in GSIII without any skill in Two-Handed Weapons. That's because claidhmores are savage weapons. When an endroll like +130 for many weapons does 15 damage, a claidhmore will rip the creature's head off, stun it, knock it over, and/or do some 70 points of damage. This is the weapon of choice here because extremely high endrolls are mostly impossible for low level characters, and claidhmores have ridiculous crit weighting, and they are pretty easy to get ahold of and have no level requirement.<br />
<br />
There are a few ways to get your hands on a claidhmore:<br />
*Ask some people or get one from a friend<br />
*Get backroom access in WL and buy one yourself. You need to buy about 100 daggers, then you can buy a claidhmore<br />
*Kill some creatures known to carry them. Hobgoblins past the ridge in WL or in Ocoma Vale are likely candidates. This may be non-trivial at the lowest levels.<br />
<br />
===Backroom Access===<br />
To get backroom access, you should make approximately one hundred (100) '''individual transactions''' (perhaps depending on racial bias, etc); do not buy the items in bulk through [[ORDER (verb)]]! As this means an iterative process, it is ideal for scripting. Below is a lich script to purchase Y times the catalog item numbered X. It assumes a bank note in the right hand, and that a default container is set for stow. It is invoked via ''>;order X Y''<br />
<div {{log}}><br />
orderTarget = script.vars[1]<br><br />
$orderNumber = script.vars[2].to_i<br><br />
$i=0<br><br />
while $i < $orderNumber do <br><br />
&nbsp;&nbsp;multifput("order #{orderTarget}","buy","stow l")<br><br />
&nbsp;&nbsp;$i +=1<br><br />
end<br />
</div><br />
<br />
If one does not have lich and prefers a wiz script, paste, for example 10 copies of the following into order.cmd, and ''>.order X''<br />
<br />
<div {{log}}><br />
put order %0 <br><br />
put buy<br><br />
put stow l <br><br />
</div><br />
<br />
(More details on the cost to get backroom access, as well as other towns and the specific regions to find them are forthcoming.)<br />
<br />
==How to proceed==<br />
<br />
Get bounties and kill stuff. <br />
<br />
Moar later.<br />
<br />
[[Category:New Player]]<br />
[[Category:Guides]]</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Fervent_Reproach_(312)&diff=56148Fervent Reproach (312)2015-02-02T05:43:24Z<p>SHYLOCK: </p>
<hr />
<div>{{spell<br />
|mnemonic = FREPROACH<br />
|type = Attack<br />
|duration = [[Instantaneous]]<br />
|subtype = [[Warding]]<br />
|target = Single<br />
|interval = None<br />
|dtype = [[Hitpoint]]<br />
|ctype = None<br />
|span = None<br />
|status = None<br />
|navigation = {{cleric base navigation}}<br />
}}<br />
<br />
'''Fervent Reproach''' is a [[warding]] spell that does pure [[hitpoint]] damage, with no [[critical]]s of any type. Although it cannot [[stunned|stun]] or injure its targets, Fervent Reproach can deal great amounts of damage for a relatively low [[mana]] cost. A side benefit to this is that the value of skins gathered from the corpses of [[creature]]s killed by this spell is not effected by any injuries.<br />
<br />
There is a small chance of receiving a slight, temporary bonus to [[Wisdom]] and to the caster's current [[health]] and mana pools when casting this spell successfully. Once under the influence of this bonus, the [[Cleric]] cannot receive it again until it has subsided.<br />
<br />
== Lore Effects ==<br />
*Training in [[Spiritual Lore, Religion]] increases the damage of this spell. <br />
*Training in [[Spiritual Lore, Blessings]] increases the duration of the statistic bonus.<br />
<br />
== Fervent Reproach Buff ==<br />
<div {{log}}>Tiny scintillas of crystal blue light spiral up from the krag yeti to form a pulsing sphere of erratic energy. <br />
The crystal blue sphere blinks out of existance for a fraction of a heartbeat, reappearing directly above you. The crystal blue sphere begins to move in an ever-increasingly fast circle above your head until it shatters into a shower of brilliant energy, which then seeps into your skin!</div><br />
The wisdom effect appears to provide +5 to one's base wisdom.<br />
<br />
== Damage Modifiers ==<br />
This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness. A higher, more offensive [[stance]] will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.<br />
<br />
Unlike most similar spells, however, the actual spell attack messaging changes based upon the number of open hands the caster has.<br />
<br />
The damage of Fervent Reproach can be greatly increased by charging the spell.<br />
<br />
== Charging ==<br />
;Syntax - <span style="font-variant:small-caps">pray fervent reproach (x)</span><br />
Using this command will set the cleric's charge time to X seconds (X can be 0, 3, 4, 5, or 6 seconds). If set to 0 seconds, it will act as any other attack spell. If 3-6 are chosen, however, the cleric will be forced into hard [[roundtime]] upon preparing the spell each time for X seconds, but will find the damage done much increased, based upon the "charge time."<br />
<br />
This charge time can be changed at anytime without [[roundtime]], but each time will force the cleric into a kneeling stance.<br />
<br />
==Damage calculation==<br />
Damage done by fervent reproach is directly tied to the endroll. Damage boosts such as the channeling and charging work by adding to the effective endroll. Channeling adds up to 40, and charging up to 42 (6 seconds at 7 each), so that a 6s charge channelled in offensive with both hands empty and a 101 endroll will do the same damage as a cast, uncharged 183 endroll.<br />
<br />
In the log below the endroll of 175 gives a warding margin of 75, 42 is added for charging and 40 for channeling for a total of 157. Multiply by 0.7, add 1 and round up to get the damage of 111 for the first cycle. For the second cycle multiply by 0.7, the third by 0.6 and subsequent cycles by 0.5. Here 111*0.7 ==77, 77*0.6=46, 46*0.5 = 23. If the lion had the hits and the caster could generate another cycle it would have been 23*0.5 = 11.<br />
<br />
The cleric always gets 2 cycles. Additional cycles depend on religion lore and the endroll. Any cleric intending to make much use of 312 should train a minimum of 20 religion ranks for the extra cycles, which will almost always give 3, often 4 and sometimes 5 cycles. Once over 50 religion ranks the additional damage done by the extra cycles is small and it is always better to improve CS by spell training rather than cycles by lore training.<br />
<br />
==Messaging==<br />
<div {{log}}><br />
You chant a reverent litany, clasping your hands while focusing upon the Fervent Reproach spell...<br><br />
A burning heat builds behind your eyes.<br><br />
Roundtime: 6 sec.<br><br />
Your spell is ready.<br><br />
<br />
You channel at a grizzled plains lion.<br><br />
Two radiant, violet globes spring to life in your open hands. With a quick flick of your wrists, the orbs dance through the air toward a grizzled plains lion!<br><br />
&nbsp;&nbsp;CS: +128 - TD: +78 + CvA: +25 + d100: +100 == +175<br><br />
&nbsp;&nbsp;Warding failed!<br><br />
The orbs squarely impact a grizzled plains lion, discharging the violet energy over her entire being for 111 points of damage!<br><br />
&nbsp;&nbsp;The violet energy pulses for an additional 77 points of damage ...<br><br />
&nbsp;&nbsp;... 46 points of damage ...<br><br />
&nbsp;&nbsp;... dissipating with a final discharge of 23 points of damage!<br><br />
The plains lion crumples to the ground and dies.<br><br />
Cast Roundtime 3 Seconds.<br><br />
Roundtime: 3 sec. <br />
</div><br />
<br />
== See Also ==<br />
* [[Cleric Base (saved posts)#Fervent Reproach (312)|Saved Posts]]<br />
<br />
== External Links ==<br />
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#312 Cleric Base Spells: Fervent Reproach], on Play.net<br />
<br />
[[Category:Cleric Base Spells]]</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Talk:Fervent_Reproach_(312)&diff=56146Talk:Fervent Reproach (312)2015-02-01T23:53:22Z<p>SHYLOCK: Created page with "data provided for only double-open handed. Needs addt'l data for single vs double open handed bonuses. data provided for only maximum increased channeling time. Needs addt'..."</p>
<hr />
<div>data provided for only double-open handed. Needs addt'l data for single vs double open handed bonuses.<br />
<br />
data provided for only maximum increased channeling time. Needs addt'l data for each second increment the caster chooses.<br />
<br />
no data provided regarding magnitude and durations of the stat bonuses and how much/if lore effects them.<br />
<br />
df appears to be a flat 0.7 for the initial hit, but this may/may not be modified by religion lore? No information.</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Fervent_Reproach_(312)&diff=56145Fervent Reproach (312)2015-02-01T23:44:41Z<p>SHYLOCK: /* Damage calculation */</p>
<hr />
<div>{{spell<br />
|mnemonic = FREPROACH<br />
|type = Attack<br />
|duration = [[Instantaneous]]<br />
|subtype = [[Warding]]<br />
|target = Single<br />
|interval = None<br />
|dtype = [[Hitpoint]]<br />
|ctype = None<br />
|span = None<br />
|status = None<br />
|navigation = {{cleric base navigation}}<br />
}}<br />
<br />
'''Fervent Reproach''' is a [[warding]] spell that does pure [[hitpoint]] damage, with no [[critical]]s of any type. Although it cannot [[stunned|stun]] or injure its targets, Fervent Reproach can deal great amounts of damage for a relatively low [[mana]] cost. A side benefit to this is that the value of skins gathered from the corpses of [[creature]]s killed by this spell is not effected by any injuries.<br />
<br />
There is a small chance of receiving a slight, temporary bonus to [[Wisdom]] and to the caster's current [[health]] and mana pools when casting this spell successfully. Once under the influence of this bonus, the [[Cleric]] cannot receive it again until it has subsided.<br />
<br />
== Lore Effects ==<br />
*Training in [[Spiritual Lore, Religion]] increases the damage of this spell. <br />
*Training in [[Spiritual Lore, Blessings]] increases the duration of the statistic bonus.<br />
<br />
== Damage Modifiers ==<br />
This spell can also be [[CHANNEL_(verb)|channeled]] to increase its effectiveness. A higher, more offensive [[stance]] will increase the damage done. Having one hand empty will also increase the damage, with additional benefit coming from having two empty hands.<br />
<br />
Unlike most similar spells, however, the actual spell attack messaging changes based upon the number of open hands the caster has.<br />
<br />
The damage of Fervent Reproach can be greatly increased by charging the spell.<br />
<br />
== Charging ==<br />
;Syntax - <span style="font-variant:small-caps">pray fervent reproach (x)</span><br />
Using this command will set the cleric's charge time to X seconds (X can be 0, 3, 4, 5, or 6 seconds). If set to 0 seconds, it will act as any other attack spell. If 3-6 are chosen, however, the cleric will be forced into hard [[roundtime]] upon preparing the spell each time for X seconds, but will find the damage done much increased, based upon the "charge time."<br />
<br />
This charge time can be changed at anytime without [[roundtime]], but each time will force the cleric into a kneeling stance.<br />
<br />
==Damage calculation==<br />
Damage done by fervent reproach is directly tied to the endroll. Damage boosts such as the channeling and charging work by adding to the effective endroll. Channeling adds up to 40, and charging up to 42 (6 seconds at 7 each), so that a 6s charge channelled in offensive with both hands empty and a 101 endroll will do the same damage as a cast, uncharged 183 endroll.<br />
<br />
In the log below the endroll of 175 gives a warding margin of 75, 42 is added for charging and 40 for channeling for a total of 157. Multiply by 0.7, add 1 and round up to get the damage of 111 for the first cycle. For the second cycle multiply by 0.7, the third by 0.6 and subsequent cycles by 0.5. Here 111*0.7 ==77, 77*0.6=46, 46*0.5 = 23. If the lion had the hits and the caster could generate another cycle it would have been 23*0.5 = 11.<br />
<br />
The cleric always gets 2 cycles. Additional cycles depend on religion lore and the endroll. Any cleric intending to make much use of 312 should train a minimum of 20 religion ranks for the extra cycles, which will almost always give 3, often 4 and sometimes 5 cycles. Once over 50 religion ranks the additional damage done by the extra cycles is small and it is always better to improve CS by spell training rather than cycles by lore training.<br />
<br />
==Messaging==<br />
<div {{log}}><br />
You chant a reverent litany, clasping your hands while focusing upon the Fervent Reproach spell...<br><br />
A burning heat builds behind your eyes.<br><br />
Roundtime: 6 sec.<br><br />
Your spell is ready.<br><br />
<br />
You channel at a grizzled plains lion.<br><br />
Two radiant, violet globes spring to life in your open hands. With a quick flick of your wrists, the orbs dance through the air toward a grizzled plains lion!<br><br />
&nbsp;&nbsp;CS: +128 - TD: +78 + CvA: +25 + d100: +100 == +175<br><br />
&nbsp;&nbsp;Warding failed!<br><br />
The orbs squarely impact a grizzled plains lion, discharging the violet energy over her entire being for 111 points of damage!<br><br />
&nbsp;&nbsp;The violet energy pulses for an additional 77 points of damage ...<br><br />
&nbsp;&nbsp;... 46 points of damage ...<br><br />
&nbsp;&nbsp;... dissipating with a final discharge of 23 points of damage!<br><br />
The plains lion crumples to the ground and dies.<br><br />
Cast Roundtime 3 Seconds.<br><br />
Roundtime: 3 sec. <br />
</div><br />
<br />
== See Also ==<br />
* [[Cleric Base (saved posts)#Fervent Reproach (312)|Saved Posts]]<br />
<br />
== External Links ==<br />
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=7#312 Cleric Base Spells: Fervent Reproach], on Play.net<br />
<br />
[[Category:Cleric Base Spells]]</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Cold_Snap_(512)&diff=53332Cold Snap (512)2015-01-06T10:36:24Z<p>SHYLOCK: /* Spell Usage */</p>
<hr />
<div>{{spell<br />
| mnemonic = ICEPATCH<br />
| type = Attack<br />
| duration = Determined by warding failure<br />
| subtype = [[Warding]] & [[Maneuver]]<br />
| target = Room or Single-target<br />
| navigation = {{Major elemental navigation}}<br />
}}<br />
<br />
When this spell is cast untargetted, it allows a caster to create a large patch of slippery ice, covering much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. Training in Elemental Lore, Water increases both the duration of the patch and how effective it is at making the opponent slip and fall, with possible damage.<br />
<br />
If Ice Patch is directed at a specific target, it will root them in place, hindering combat. Then, with [[Elemental Lore, Water]] training, it is possible to cast [[Minor Water]] (903) at the target and it will convert to [[Minor Cold]] (1709) (the spell found in a [[slender blue wand]]). 10 ranks of [[Elemental Lore, Water]] will allow one cast of 903-converted [[Minor Cold]], increasing by 1 additional cast at 20, 31, 43, 56, 70, 85, 101, 118, 136, 155, 175, and 196 ranks.<br />
<br />
<br />
== Spell Usage ==<br />
<br />
* [[CAST]] at a target:<br />
[[CS]] Check, followed by:<br />
<div {{Log}}><br />
The mist leaves the entire lower half of Target's body encased in a thick block of ice.<br />
Cast Roundtime 3 Seconds.<br />
</div><br />
<br />
* [[CAST]] without a target:<br />
<div {{Log}}><br />
An airy mist gathers around you and quickly spreads to cover much of the surrounding area. When the mist dissipates, you notice a slippery ice patch has formed.<br />
</div><br />
<br />
{{AR2}}<br />
{{:translucent pale blue dust}}<br />
<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#512 Major Elemental Spell Circle: Ice Patch], on Play.net<br />
<br />
{{stub}}<br />
<br />
[[Category:Major Elemental Spells]]</div>SHYLOCKhttps://gswiki.play.net/index.php?title=Cold_Snap_(512)&diff=53331Cold Snap (512)2015-01-06T10:35:01Z<p>SHYLOCK: </p>
<hr />
<div>{{spell<br />
| mnemonic = ICEPATCH<br />
| type = Attack<br />
| duration = Determined by warding failure<br />
| subtype = [[Warding]] & [[Maneuver]]<br />
| target = Room or Single-target<br />
| navigation = {{Major elemental navigation}}<br />
}}<br />
<br />
When this spell is cast untargetted, it allows a caster to create a large patch of slippery ice, covering much of the surrounding area. Characters and creatures trying to engage in melee or thrown weapon combat on the ice patch will find that they may slip either before or after an attack is made. Training in Elemental Lore, Water increases both the duration of the patch and how effective it is at making the opponent slip and fall, with possible damage.<br />
<br />
If Ice Patch is directed at a specific target, it will root them in place, hindering combat. Then, with [[Elemental Lore, Water]] training, it is possible to cast [[Minor Water]] (903) at the target and it will convert to [[Minor Cold]] (1709) (the spell found in a [[slender blue wand]]). 10 ranks of [[Elemental Lore, Water]] will allow one cast of 903-converted [[Minor Cold]], increasing by 1 additional cast at 20, 31, 43, 56, 70, 85, 101, 118, 136, 155, 175, and 196 ranks.<br />
<br />
<br />
== Spell Usage ==<br />
<br />
* [[CAST]] at a target:<br />
[[CS]] Check, followed by:<br />
<br />
The mist leaves the entire lower half of Target's body encased in a thick block of ice.<br />
Cast Roundtime 3 Seconds.<br />
<br />
* [[CAST]] without a target:<br />
An airy mist gathers around you and quickly spreads to cover much of the surrounding area. When the mist dissipates, you notice a slippery ice patch has formed.<br />
<br />
<br />
{{AR2}}<br />
{{:translucent pale blue dust}}<br />
== External Links ==<br />
*[http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#512 Major Elemental Spell Circle: Ice Patch], on Play.net<br />
<br />
{{stub}}<br />
<br />
[[Category:Major Elemental Spells]]</div>SHYLOCK