https://gswiki.play.net/api.php?action=feedcontributions&user=TARLEQUIN&feedformat=atomGemStone IV Wiki - User contributions [en]2024-03-28T12:43:17ZUser contributionsMediaWiki 1.39.5https://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=174087Glimmin (prime)2022-08-13T16:42:22Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=Halfling<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|instance= Prime<br />
|town= Solhaven<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 5, holds 200 lbs. with 25% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:8x T5 somewhat critical padded (7 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (15 CER) 40% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 exceptionally critical weighted (15 CER) dispel3 flares,<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:6x heavily critical weighted (10 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=174049Glimmin (prime)2022-08-13T02:53:09Z<p>TARLEQUIN: /* Dagger Collection */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=Halfling<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|instance= Prime<br />
|town= Solhaven<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 5, holds 200 lbs. with 25% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:8x T5 somewhat critical padded (6 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (15 CER) 40% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 exceptionally critical weighted (15 CER) dispel3 flares,<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:6x heavily critical weighted (10 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=152756Glimmin (prime)2021-08-22T15:01:41Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=Halfling<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|instance= Prime<br />
|town= Solhaven<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 5, holds 200 lbs. with 25% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:8x T5 somewhat critical padded (6 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (15 CER) 40% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 exceptionally critical weighted (14 CER) dispel2 flares,<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:6x heavily critical weighted (9 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=141509Glimmin (prime)2020-12-05T16:59:12Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
|instance= Prime<br />
|town= Solhaven<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 3, holds 200 lbs. with 25% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:7x T5 somewhat critical padded (5 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (15 CER) 30% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 exceptionally critical weighted (14 CER) dispel2 flares,<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:6x heavily critical weighted (9 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=136639Glimmin (prime)2020-09-02T04:02:22Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 3, holds 200 lbs. with 25% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:7x T4 fairly critical padded (4 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (15 CER) 30% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily critical weighted (13 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x decently critical weighted (8 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=136585Glimmin (prime)2020-08-31T20:43:03Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 3, holds 200 lbs. with 25% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:7x T4 fairly critical padded (3 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (14 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily critical weighted (13 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x decently critical weighted (7 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=135673Glimmin (prime)2020-08-16T09:27:53Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 25% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:7x T4 fairly critical padded (3 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (14 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily critical weighted (13 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x decently critical weighted (7 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=133407Glimmin (prime)2020-06-30T20:21:56Z<p>TARLEQUIN: /* Appearance */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:6x T4 lightly critical padded (2 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (14 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily critical weighted (12.666 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x somewhat critical weighted (6 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=131846Glimmin (prime)2020-05-24T23:44:01Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
He has an enruned gold-inked band on his finger.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:6x T4 lightly critical padded (2 CER) self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (14 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily critical weighted (12.666 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x somewhat critical weighted (6 CER), impure [[coraesine]] with air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=131644Glimmin (prime)2020-05-16T19:17:49Z<p>TARLEQUIN: /* Appearance */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
He has an enruned gold-inked band on his finger.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a suit of oiled black leather armor, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:6x T4 self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (13.666 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily critical weighted (12.333 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat critical weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=130962Glimmin (prime)2020-04-19T15:12:11Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:6x T4 self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally critical padded (13.666 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily critical weighted (12.333 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat critical weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Cold_guardian&diff=130445Cold guardian2020-04-05T00:20:11Z<p>TARLEQUIN: </p>
<hr />
<div>{{Creature start2 <!-- See Help:Creatures for full instructions on editing creature pages and copy/paste code. Copy/pasting code from an existing creature page may result in missing fields --><br />
| picture = Cold_Guardian_Colored.jpg<br />
| level = 34<!-- This will also be used at the end of the page in the Near level creature template --><br />
| family = Guardian<!-- Add creature to family page list, which will be linked on preview/save --><br />
| type = Elemental<!-- Creature body type --><br />
| otherclass = <!-- Other classification limited to corporeal undead, non-corporeal undead, elemental, extra planar, magical; insert otherclass2= for 2nd classification (up to 3) --><br />
| otherclass2 = <br />
| area = Frozen Battlefield<!-- For multiple areas, add area2, area3, area4 (through 8) fields if needed --><br />
| area2 = Glatoph<br />
| area3 = <br />
| area4 = <br />
| bcs = Yes <!-- All new creatures are BCS --><br />
| hitpoints = 240<br />
| roundtime = <!-- Creature speed --><br />
}}<br />
{{Creature attack attributes2 <!-- ALL WEAPONS, SPELLS AND COMBAT MANEUVERS WILL LINK AUTOMATICALLY. --><br />
| PA1 = Closed Fist<!-- Physical attacks insert up to PA10 and corresponding value/range up to PAJ --><br />
| PAA = 240<br />
| PA2 = Charge<br />
| PAB = 220<br />
| PA3 = <br />
| PAC = <br />
| BT1 = Major Cold (907)<!-- Bolt spells insert up to BT10 and corresponding value/range up to BTJ --><br />
| BTA = 193<br />
| WD1 = <!-- Warding spells insert up to WD10 and corresponding value/range up to WDJ --><br />
| WDA = -<br />
| WD2 = <br />
| WDB = -<br />
| WD3 = <br />
| WDC = -<br />
| OS1 = <!-- Miscellaneous offensive spells (non-bolt and non-warding) insert up to OS10 --><br />
| MN1 = <!-- Combat Maneuvers insert up to MN10 --><br />
| MN2 = <br />
| AB1 = <!-- Special abilities insert up to AB10, include creature maneuvers here, manually link if appropriate --><br />
| ABA = <!-- Special abilities right column, use respective corresponding right column as needed for misc info --><br />
}}<br />
{{Creature defense attributes2 <!-- Replace ? with value or range, but do not include when the creature is under the effects of disabling statuses (stun/knockdown/interference/curse/etc.) --><br />
| asg = 7<!-- Insert asg # and template will automatically convert to include type of armor --><br />
| IMM1 = <!-- add IMM2 (up to 15) for additional immunities --><br />
| Melee = 170<br />
| Ranged = <br />
| Bolt = 163<br />
| UDF = <br />
| BarTD = <br />
| CleTD = <br />
| EmpTD = <br />
| PalTD = <br />
| RanTD = <br />
| SorTD = 123<br />
| WizTD = <br />
| MjETD = 129<br />
| MnETD = <br />
| MjSTD = <br />
| MnSTD = <br />
| MnMTD = <br />
| DSP1 = <!-- Defensive spells insert up to DSP15, they will automatically link --><br />
| DSP2 = <br />
| DSP3 = <br />
| DSP4 = <br />
| DSP5 = <br />
| SDA1 = <!-- Special defensive abilities list insert up to SDA10, these will not link automatically --><br />
}}<br />
{{Creature treasure<br />
| coins = Yes<br />
| magic items = Yes<br />
| gems = Yes<br />
| boxes = Yes<br />
| other = Alchemy components, Lockpicks<br />
| skin = <br />
}}<br />
{{Creature end}}<br />
<br />
A swirling column of ice that is somehow animate faces you. A biting cold mist flows around it to chill you and to sink a numbing dampness deep into your bones. Moisture condenses from the very air onto the guardian and pale frost collects on its surface only to grow heavy and break free with a cold, brittle sound that echoes like faint mocking laughter.<br />
<br />
==Hunting strategies==<br />
*Cold guardians can sniff out [[character]]s from hiding very easily.<br />
<br />
*Cold guardians do not have any aimable "body parts" (e.g. legs, head), but are often knocked down by normal attacks, making them easy opponents once they are stunned.<br />
<br />
*Cold guardians can only take [[hitpoint]] damage; they cannot be killed by a critical prematurely.<br />
<br />
==Other information==<br />
{{addmetext}}<br />
<br />
== References ==<br />
* [http://www.play.net/gs4/info/bestiary/creature.asp?creature=1488 Cold guardian on Play.net bestiary]<br />
{{Nearlevel<br />
|levelm2 = 32<br />
|levelm1 = 33<br />
|level = 34<br />
|levelp1 = 35<br />
|levelp2 = 36<br />
}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=129775Glimmin (prime)2020-03-20T01:29:52Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:6x T4 self-mana 608 ([[Camouflage]]) 8 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally crit padded (13.333 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily crit weighted (12 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Subdue&diff=129696Subdue2020-03-19T18:48:40Z<p>TARLEQUIN: </p>
<hr />
<div>{{combat maneuver<br />
|cost=20<br />
|mnemonic=SUBDUE<br />
|roundtime=3<br />
|available=[[Rogue]]s<br />
|prereqs=None<br />
|requirements=Hidden, weapon in hand<br>No weapon required<br>for [[Unarmed Specialist|unarmed specialists]]<br />
| sq1 = 2<br />
| sq2 = 3<br />
| sq3 = 4<br />
| sq4 = 5<br />
| sq5 = 6<br />
| se1 = -<br />
| pu1 = -}}<br />
<br />
'''Subdue''' is a [[Rogue Guild]] skill and a [[Combat Maneuvers|Combat Maneuver]] that allows a rogue to take a weapon, preferably a small blunt weapon, and beat someone over the back of the head with it, possibly [[stunned|stunning]] or [[Frozen|paralyzing]] the target with a chance of driving them to their knees. Subdue costs a large amount of [[stamina]] and creatures that wear armor that covers the head have a high chance of avoiding the attack, therefore limiting the usefulness of this maneuver. There is no weapon requirement for characters that have trained to be [[Unarmed Specialist|unarmed specialists]]. <br />
<br />
Smaller weapons increase the chances of success while the enemy wearing head protection reduce the chances of success. If a character is wearing double leathers, the head is considered to be covered by soft leather armor, while a character wearing metal breastplate is considered to have chainmail armor on their head. The higher the level of protection, the harder the target is to subdue. Also, training in [[Ambush]] and [[Combat Maneuvers]] increases the attacker's chance of success.<br />
__NOTOC__<br />
== Stamina Cost ==<br />
Rank 1: 14 <br><br />
Rank 2: 16 <br><br />
Rank 3: 18 <br><br />
Rank 4: 20 <br><br />
Rank 5: 20<br />
<br />
==Silent Strike==<br />
If the Rogue has learned at least rank 3 of [[Silent Strike]], he or she will attempt to remain hidden when performing the [[Cutthroat]] or Subdue maneuvers.<br />
<br />
<pre{{log2}}><br />
[Roll result: 150 (open d100: 78)]<br />
You hear a rustle of motion behind you and you are quickly delivered a blow to your head!<br />
You feel paralyzed and are driven to your knees!<br />
</pre><br />
<br />
== Tasks ==<br />
Gaining ranks in all of the Rogue Guild skills requires the completion of numerous tasks. In some skills, the tasks are always in a certain order or always give the same amount of points to gain a rank. However, tasks given for Subdue are not in any particular order.<br />
<br />
;Smashing Garlic<br />
:Likely the easiest of the tasks, next to the mannequins. There is a series of steps that must be done before you can subdue the garlic, such as cleaning the block and placing a new clove on it. Once succeeding in smashing the garlic properly, one must place the garlic in the pot.<br />
<br />
;Subdue Mannequins<br />
:Put a melon on the mannequin's spike to give it a head then hit the melon without breaking it. The goal of this task is to put a dent in the melon without cracking or breaking it, and initially, doing so may require a number of attempts. As a character gains more skill, this task becomes easier and easier.<br />
<br />
;Critter Repetitions<br />
:This task usually takes a rather long time to complete due to the large amount of stamina that Subdue requires. Choosing a critter that does not wear armor is advised, as any head protection will reduce the chances of succeeding significantly.<br />
<br />
;Cleaning the Windows<br />
:Just grab a rag from the store room and wipe the windows in the guild. Ta'Illistim has 7 windows, all other guilds have 5. If one has more than 5-10 repetitions, try going between guilds, as you have to wait about eight to ten minutes between repetitions within the same guild. If one is in [[Ta'Illistim]], [[Ta'Vaalor]], [[Kharam Dzu]], or [[River's Rest]], it would be better to wait within the guild or briefly finding something else to do due to the time required to travel to another town. It is advised to perform these tasks in [[Solhaven]], [[Icemule Trace]], or [[Wehnimer's Landing]] because of this.<br />
<br />
==Resources==<br />
*[[Combat maneuvers (saved posts)#Unarmed_Specialist_Maneuver|Combat maneuvers saved posts]]<br />
*[[List of combat maneuvers by profession]]<br />
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net<br />
*[http://www.angelfire.com/rpg/midgarzolom/critter1.html Guild Skills vs. Critter Charts], on Midgar's Rogue Guild Erudition<br />
*[http://www.jerrec.com/subdue.htm Subdue] on Lord Jerrec's Official Rogue Guild Information<br />
{{top}}<br />
[[Category:Guild Skills]]<br />
[[Category:Rogue Guild Skills]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Paradis&diff=129111Paradis2020-03-10T00:11:04Z<p>TARLEQUIN: </p>
<hr />
<div>The '''Paradis''' are a [[halfling]] culture that emerged after the [[Undead War]]. <br />
<br />
The Paradis were formed from warriors from all three original cultures, the [[Mhoragian]], [[Brughan]] and [[Malghava]], who could not bear to return home from the war with the knowledge they had been allied with [[House of Faendryl|Faendryl]] elves. That is, the association with those who had brought [[demon|demons]] into the world. <br />
<br />
As a result, they wandered away from their homelands. Eventually, the Paradis established a city in the frozen north known as [[Icemule Trace]].<br />
<br />
==In-Game References==<br />
<br />
While in the Honeybeer Inn, Tap Room, occasionally, you can sometimes witness...<br />
<br />
The Paradis crowd in the bar takes up a traditional lament:<br />
<br />
"Winds blow the deep snow,<br />
While far from home I roam.<br />
Blue ice brings dark night<br />
To all I know and love."<br />
<br />
"Will Spring bring a rose dawn<br />
to thaw my frozen heart?<br />
Come black gate, I'm full of hate<br />
For winter, whilst I mourn."<br />
<br />
==References==<br />
*[http://www.play.net/gs4/info/races/halfling.asp Races: Halfling], on Play.net<br />
<br />
[[Category:Icemule Trace]]<br />
[[Category:Halfling]]<br />
{{Halflings}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=129082Glimmin (prime)2020-03-09T03:13:29Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy providing for increased camouflage. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets, and greaves are textured and dark to avoid reflections.<br />
:6x T4 self-mana 608 ([[Camouflage]]) 16 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally crit padded (13.333 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily crit weighted (12 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=129081Glimmin (prime)2020-03-09T00:45:40Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a suit of oiled black leather armor ([[AsG]] 8)<br />
:Articulated panels of supple black leather glisten faintly with oily varnish. The finish falls just short of glossy, to better camouflage a wearer skulking in the shadows. Similarly, the buckles that fasten the many straps that secure the armor's layered pauldrons, vambraces, tassets and greaves are textured and dark to avoid unwanted reflections.<br />
:6x T4 self-mana 608 ([[Camouflage]]) 16 lbs.<br />
:Originally released at the [[Premium_Auction_item_list_for_year_2000 | Premium Great Auction]] as "some glistening black stalking leathers embossed with blood red mithril in the image of a rampant dragon."<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally crit padded (13.333 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily crit weighted (12 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glaesen_Star&diff=129025Glaesen Star2020-03-07T22:50:04Z<p>TARLEQUIN: </p>
<hr />
<div>The '''Glaesen Star''' is a ship that sails between [[Teras Isle]] and [[Wehnimer's Landing]]. Experienced adventurers could purchase passage aboard the ship ([[level]] 20 required). Tickets to [[Teras Isle]] are 10,000 silvers, while return trips to [[Wehnimer's Landing]] are free. <section begin=schedule />The Glaesen Star departs every hour from each port: at the top of the hour from the South Wharf of the Landing, and on the half hour from Teras. The trip takes approximately ten minutes.<section end=schedule /><br />
<br />
Officers of any [[CHE]] are granted free passage twice per month, and all trips for [[Kharam Dzu]] [[citizenship|citizens]] are free. Tickets are sold at an office located on the South Wharf of the Landing.<br />
<br />
Nearly a hundred years old as of 5106, the ''Glaesen Star'' was purchased from [[human]] merchants by the [[Borthuum Mining Company]] not long after the establishment of the town of [[Kharam Dzu]] on [[Teras Isle]]. In 5103, the ''Glaesen Star'' was attacked underway with Prince [[Eregrek Borthuum]] on board in a fierce naval battle by [[Krolvin|Krolvins]], as part of a general invasion of Teras Isle.<br />
<br />
==Schedule==<br />
<br />
The Star's trips take 10 minutes at sea. The Star leaves the Landing every hour, on the hour and leaves Teras every hour, on the half-hour.<br />
<br />
==[[Travel guide]] tidbit==<br />
The guide says, "There's a ship called the Glaesen Star that transports people and goods between the Landing and Teras Isle. Did you know, the Glaesen Star used to ferry between [[Solhaven]] and Teras instead?"<br />
<br />
==Citizen-only lounge==<br />
In 5108 the ''Glaesen'' Star underwent renovations, including the addition of a private lounge for citizens of Kharam Dzu. The lounge is a node.<br />
<pre{{log2}}><br />
[Glaesen Star, Beneath the Waves]<br />
Huge, bevelled panes of colorless glaes replace the hull timbers to either side of the keel. From the deck planking to the deck beams above, the ship's bow is a giant window opening on the world beneath the waves. Several small driftwood tables are scattered about the room. Atop each is a green glaes-shaded oil lamp which casts a dim light, giving the room the illusion of being an extension of the realm beyond the panel. Set in the wall near the driftwood bar is a glaes-topped driftwood bar. You also see a driftwood framed archway and a burly [[Dwarf|dwarven]] tapman.<br />
Obvious exits: none<br />
<br />
The tapman says, "There's some fine grog on the bar. If ye want more, there be lots of food an' drink through that door, but only if yer a citizen of the Isle!"<br />
<br />
>look panel<br />
This huge panel of flawless glaes has been ground and polished to perfection.<br />
<br />
>look bar<br />
Set against the aft bulkhead, the bar is built of driftwood and topped with a sheet of jade green glaes.<br />
<br />
>go door<br />
[Glaesen Star, Citizens' Lounge]<br />
Rich mahogany paneling covers the walls of this plush room. A long leather couch stands against the far wall near a brass and glass serving cart. Overhead, a huge chandelier of wrought iron holds thick, red pillar candles. In the center of the room stands a marble-topped table covered with a lush buffet of tantalizing foods. Music wafts up a set of three steps from the ballroom. You also see a thick mahogany door.<br />
Obvious exits: none<br />
<br />
You walk over to the couch and with a satisfying sigh, throw yourself down upon its soft cushions.<br />
<br />
>look on cart<br />
On the glass serving cart you see a jug of lemony [[Greymist]] Beetlefizz, a pot of piping hot drakefern tea and a pitcher of Gulroten stock ale.<br />
<br />
>look on table<br />
On the marble-topped table you see a dish of wild Fhorian strawberries, some mushroom kabobs, some chocolate volcano candy, some zesty Terasian lava bisque and a platter of fried shrimp.<br />
<br />
>go steps<br />
[Glaesen Star, Ballroom]<br />
This dramatic room is shaped like a spacious half moon. On the straight side, a set of three steps leads up toward the lounge area. The remainder of wall space is a massive, curved window, looking out at the depths of the sea. A huge wrought iron chandelier hangs from the dark, hardwood ceiling, casting light over the highly polished parquet floor. At the exact center of the windowed wall stands a multi-tiered bubbling fountain. A young dwarven harpist sits on a stool in the corner, with an ornate harp situated between her knees.<br />
Obvious exits: none<br />
<br />
>get wine<br />
You pour yourself some effervescent golden-bronze wine.<br />
</pre><br />
<br />
[[Category:Teras Isle]]<br />
[[category:Transport]]<br />
[[category:Ships of Elanthia]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Zelnorn&diff=128659Zelnorn2020-02-22T15:06:52Z<p>TARLEQUIN: /* Enhancements */</p>
<hr />
<div>{{material<br />
| off = +10<br />
| def = +10<br />
| str = ?<br />
| dur = ?<br />
| weight = Unknown<br />
| use = Armor, Weaponry, Shields<br />
| rarity = Extremely Rare<br />
| special = Bonus to AS and DS<br />
| color = Golden<br />
| dye = Yes<br />
}}<br />
<br />
'''Zelnorn''' has the unique property of enhancing [[attack strength]] as well as [[defensive strength]].<br />
<br />
The metal appears to be identical to [[steel]], as far as weight, strength, and durability are concerned. The makeup of the material is unknown, and the metal cannot be [[enchant]]ed by normal means. The natural color of the metal is a golden hue, but it can also be dyed any color.<br />
<br />
Zelnorn cannot be used by characters incapable of taking on a [[massive troll king]], which is about [[level]] 63. The innate abilities are significantly more powerful than standard materials, which is why a higher than normal level restriction applies.<br />
<br />
==Items==<br />
Zelnorn was released during [[Ebon Gate 2006|Ebon Gate]], in the year 5106. <br />
<br />
Two sets of zelnorn armor were released at Ebon Gate 5107.<br />
<br />
Two sets of zelnorn longswords were released at [[Ebon Gate 2008|Ebon Gate 5108]].<br />
<br />
==Enhancements==<br />
The enchant of the metal in its base state is +10/+10. This natural bonus can be enhanced, but the AS/DS bonuses should always be within one point of one another. It can be enchanted through the [[premium point]]s system, and when enchanted through this system both the attack strength and defensive strength bonus provided by the item will be increased, each one alternating between +3 and +2 such that the bonus to both AS and DS remains relatively equal. For example, a zelnorn item that was originally +15/+15 and is enchanted once will provide a +18 bonus to AS and a +17 bonus to DS. Enchanted twice, the item will provide a +20 bonus to both AS and DS.<br />
<br />
Zelnorn takes the [[Item properties|primary enhancement slot]], so it is not compatible with flares. Zelnorn weapons are effectively [[defender weapon]]s (up to +25/+25). Zelnorn shields and armor provide their bonus AS to all attacks, including bolt spells.<br />
<br />
Zelnorn is considered 10x when it is +25 AS / +25 DS.<br />
<br />
==See Also==<br />
*[[Material/saved_posts#Adamantine_.28And_Other_Metals.29|Material saved posts]]<br />
<br />
== External Links ==<br />
*[https://web.archive.org/web/20111016074639/http://www.nilandia.com/merchants/ebongate06auction.htm Ebon Gate 2006: Auction Information], on www.nilandia.com (archived)</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Category:Woods&diff=128639Category:Woods2020-02-20T22:37:05Z<p>TARLEQUIN: </p>
<hr />
<div>There are a wide variety of '''woods''' found in [[Elanthia]] - some mundane, some not. Wood-types like hemlock, pine, etc., are classified as mundane in this instance (see link below for more information on common trees.) Many types of wood are well-suited as [[Ranged Weapons|ranged weapons]], [[Shield|shields]], [[Runestaff|runestaves]], or [[Quarterstaff|quarterstaves]] - however, the non-magical woods on the list below are the only ones of that type that can be used as ''bows''.<br />
<br />
{|class="wikitable sortable" {{prettytable}}<br />
!Wood<br />
!Bonus<br />
!Characteristic<br />
!Rarity<br />
!Special<br />
!Ranged<br />
!Arrows<br />
!Shields<br />
!Staves<br />
|-<br />
|Mundane<br />
|align=center| 0<br />
|Varied colors<br />
|<br />
|<br />
|<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|Ash<br />
|align=center| 0<br />
|Varied colors<br />
|<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|Elm<br />
|align=center| 0<br />
|Varied colors, pores visible amid grain<br />
|<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|Fel<br />
|align=center| 0<br />
|Near-black, fine-grained hardwood<br />
|<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Haon]]<br />
|align=center| 0<br />
|Purplish-smoky grey bark, pale blue-grey heartwood<br />
|<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|Hazelwood<br />
|align=center| 0<br />
|Varied colors<br />
|<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Ironwood]]<br />
|align=center| 0<br />
|Very dense wood, also suitable for weapons<br />
|Infrequent<br />
|<br />
|align=center|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|<br />
|-<br />
|[[Klysmar]]<br />
|align=center| 0<br />
|Dark silvery green wood with darker grain from Ta'Loenthra<br />
|<br />
|For instruments; only Loenthra elven merchants can use<br />
|align=center|<br />
|align=center|<br />
|align=center|<br />
|align=center|<br />
|-<br />
|[[Ko'nag]]<br />
|align=center| 0<br />
|Very pale wood with rough grain<br />
|Extremely rare<br />
|<br />
|align=center|?<br />
|align=center|?<br />
|align=center|?<br />
|align=center|X<br />
|-<br />
|[[Lasimor]]<br />
|align=center| 0<br />
|Fine grained with narrow striations in varying shades, ranging from grey to yellow to reddish brown from Ta'Vaalor<br />
|Rare<br />
|Only specific elven merchants may use this<br />
|align=center|?<br />
|align=center|?<br />
|align=center|?<br />
|align=center|?<br />
|-<br />
|[[Maoral]]<br />
|align=center| 0<br />
|Strikingly grained reddish wood<br />
|<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|Maple<br />
|align=center| 0<br />
|Varied colors<br />
|<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Mistwood]]<br />
|align=center| 0<br />
|Pale blond hue, decorative usage<br />
|<br />
|<br />
|align=center|<br />
|align=center|<br />
|align=center|<br />
|align=center|<br />
|-<br />
|[[Modwir]]<br />
|align=center| 0<br />
|Scaly grey bark with irregular grooves, suitable for weapons. Pale silvery heartwood.<br />
|Common<br />
|<br />
|align=center|<br />
|align=center|<br />
|align=center|X<br />
|align=center|<br />
|-<br />
|Oak<br />
|align=center| 0<br />
|Varied colors<br />
|<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Widowwood]]<br />
|align=center| 0<br />
|Blue-black wood with reddish sheen<br />
|Extremely rare<br />
|<br />
|align=center|?<br />
|align=center|?<br />
|align=center|?<br />
|align=center|?<br />
|-<br />
|[[Wrotwood]]<br />
|align=center| 0<br />
|Red wood with flaky black bark from Feywrot Mire<br />
|<br />
|<br />
|align=center|<br />
|align=center|<br />
|align=center|<br />
|align=center|<br />
|-<br />
|[[Zydris]]<br />
|align=center| 0<br />
|Silvered purple wood with silvery gold bark transplanted from Bre'Naere<br />
|<br />
|<br />
|align=center|<br />
|align=center|<br />
|align=center|<br />
|align=center|<br />
|-<br />
|[[Yew]]<br />
|align=center|2<br />
|Varied colors<br />
|Uncommon<br />
|[[The_Art_of_the_Bow_(guide)#Sighting|Sighted]]<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Rowan]]<br />
|align=center|5<br />
|<br />
|Uncommon<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Carmiln]]<br />
|align=center|6<br />
|<br />
|Uncommon<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Deringo]]<br />
|align=center|8<br />
|<br />
|Uncommon<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Kakore]]<br />
|align=center|10<br />
|Dense, deep reddish-brown wood<br />
|Uncommon<br />
|<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Hoarbeam]]<br />
|align=center|12<br />
|Silver-grey wood with irregular grain<br />
|Infrequent<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Mesille]]<br />
|align=center|15<br />
|Dense, golden brown wood<br />
|Infrequent<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Mossbark]]<br />
|align=center|15<br />
|Light-hued wood, similar to pine<br />
|Uncommon<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Surita]]<br />
|align=center| 15<br />
|Storm cloud grey, white, and ebon<br />
|Extremely rare<br />
|Changes d100 to d110 or d125<br />
|<br />
|<br />
|<br />
|align=center|X<br />
|-<br />
|[[Ipantor]]<br />
|align=center|17<br />
|<br />
|Very rare<br />
|Sighted<br />
|align=center|X<br />
|<br />
|<br />
|<br />
|-<br />
|[[Witchwood]]<br />
|align=center|17<br />
|Twisted and ridged tree, dark grey-grown bark<br />
|Very rare<br />
|<br />
|<br />
|<br />
|<br />
|align=center|X<br />
|-<br />
|[[Villswood]]<br />
|align=center|18<br />
|Saw-blade grain<br />
|Infrequent<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Faewood]]<br />
|align=center|20<br />
|Smooth brown to grey bark<br />
|Infrequent<br />
|[[Imaera]] favored<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Orase]]<br />
|align=center|20<br />
|Dense wood with highly defined grain<br />
|Uncommon<br />
|<br />
|<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Ruic]]<br />
|align=center|20<br />
|Reddish-gold wood<br />
|Uncommon<br />
|<br />
|align=center|X<br />
|<br />
|<br />
|<br />
|-<br />
|[[Fireleaf]]<br />
|align=center|22<br />
|Ridged, grey-green bark<br />
|Very rare<br />
|<br />
|<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Glowbark]]<br />
|align=center|22<br />
|Bears phosphorescent organisms in bark<br />
|Very rare<br />
|<br />
|align=center|X<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Wyrwood]]<br />
|align=center|24<br />
|<br />
|Very rare<br />
|<br />
|align=center|X<br />
|<br />
|<br />
|<br />
|-<br />
|[[Illthorn]]<br />
|align=center|25<br />
|Scaled and ridged grey bark<br />
|Extremely rare<br />
|<br />
|<br />
|<br />
|align=center|X<br />
|align=center|X<br />
|-<br />
|[[Lor]]<br />
|align=center|25<br />
|<br />
|Very rare<br />
|<br />
|<br />
|<br />
|<br />
|align=center|X<br />
|-<br />
|[[Sephwir]]<br />
|align=center|25<br />
|Silver-hued wood<br />
|Extremely rare<br />
|Sighted<br />
|align=center|X<br />
|<br />
|<br />
|<br />
|}<small>''(click on [[File:Sort none.gif]] symbol at top to sort.)''</small><br />
<br />
==See Also==<br />
*[[ICE_age#SHIFT_WOODS|Ice Age woods]]<br />
*[[Decorative Woods]]<br />
<br />
==External Links==<br />
*[http://www.play.net/gs4/info/flora/trees.asp Common trees], on Play.net<br />
*[http://www.play.net/gs4/info/armory/materials.asp Materials], on Play.net<br />
<br />
[[Category: Materials| ]]<br />
[[Category:Lists]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Surita&diff=128638Surita2020-02-20T22:33:44Z<p>TARLEQUIN: </p>
<hr />
<div>{{material<br />
| image = <br />
| bonus = +15<br />
| str = 10<br />
| dur = 30<br />
| weight = 100%?<br />
| use = Runestaves<br />
| rarity = Extremely Rare<br />
| special = d125 or d110<br />
| color = Storm cloud grey, white, or ebon<br />
| dye = No<br />
}}<br />
<br />
Grown in alpine climates, the surita is a magically produced combination of an enchanted agate and a sumac species known only to [[Atan Irith]]. Completely leafless during its life cycle, the surita's bark curls into thin strips once a month to reveal new growth beneath. The tree reaches its maturity when its spindled limbs begin to produce crystalline tears called [[Agita]], which can be harvested and polished to create decorative ornamentation. The wood garnered from harvesting has bands of crystalline structures within its growth rings.<br />
<br />
Due to the "Three Calamities" of its creation, both growing and harvesting of surita is closely guarded and monitored. Since the tree produces no seedlings, flowers, or leaves, it is impossible to say how the [[Erithi]] continue to produce new specimens.<br />
<br />
In color, the bark of the surita is typically the grey of storm clouds. The curling bark is, by contrast, pure white on its underside. The wood grain varies into six distinct hues:<br />
<br />
* '''Storm:''' grey wood grain striated with intense turquoise augmented by varying shades of light blue<br />
* '''Aura:''' grey wood grain striated with niveous veins accented by pink, lilac, and saffron hues<br />
* '''Dusk:''' ebon wood grain striated with lavender veins accented by rose and carnelian hues<br />
* '''Dawn:''' ebon wood grain striated with crimson veins accented by goldenrod and pumpkin hues<br />
* '''Ocean:''' white wood grain striated by moss agate and indigo hues<br />
* '''Summit:''' white wood grain striated by plum and chocolate brown hues<br />
<br />
The above hue descriptions can be used when referencing the "color" of the wood since its magical properties prohibit dyeing. For instance, a runestaff could be: a slender dawn surita runestaff. Hue variants do not need to be referenced in the item's description.<br />
<br />
This material was originally released at [[Rumor Woods]] in the shop [[RWShop:Gifts_of_Atan_Irith | Gifts of Atan Irith]] in June 2019.<br />
<br />
==Properties==<br />
<br />
Surita is a type of wood that inherently provides a bonus to all casters, utilizing either a d110 or a d125 instead of a [[Combat_system#D100 | d100]] in the combat system.<br />
<br />
==Related Articles==<br />
<br />
* [[Material/saved_posts | Material saved posts]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Surita&diff=128637Surita2020-02-20T22:31:35Z<p>TARLEQUIN: </p>
<hr />
<div>{{material<br />
| image = <br />
| bonus = +15<br />
| str = 10<br />
| dur = 30<br />
| weight =<br />
| use = Runestaves<br />
| rarity = <br />
| special = d125 or d110<br />
| color = Storm cloud grey, white, or ebon<br />
| dye = No<br />
}}<br />
<br />
Grown in alpine climates, the surita is a magically produced combination of an enchanted agate and a sumac species known only to [[Atan Irith]]. Completely leafless during its life cycle, the surita's bark curls into thin strips once a month to reveal new growth beneath. The tree reaches its maturity when its spindled limbs begin to produce crystalline tears called [[Agita]], which can be harvested and polished to create decorative ornamentation. The wood garnered from harvesting has bands of crystalline structures within its growth rings.<br />
<br />
Due to the "Three Calamities" of its creation, both growing and harvesting of surita is closely guarded and monitored. Since the tree produces no seedlings, flowers, or leaves, it is impossible to say how the [[Erithi]] continue to produce new specimens.<br />
<br />
In color, the bark of the surita is typically the grey of storm clouds. The curling bark is, by contrast, pure white on its underside. The wood grain varies into six distinct hues:<br />
<br />
* '''Storm:''' grey wood grain striated with intense turquoise augmented by varying shades of light blue<br />
* '''Aura:''' grey wood grain striated with niveous veins accented by pink, lilac, and saffron hues<br />
* '''Dusk:''' ebon wood grain striated with lavender veins accented by rose and carnelian hues<br />
* '''Dawn:''' ebon wood grain striated with crimson veins accented by goldenrod and pumpkin hues<br />
* '''Ocean:''' white wood grain striated by moss agate and indigo hues<br />
* '''Summit:''' white wood grain striated by plum and chocolate brown hues<br />
<br />
The above hue descriptions can be used when referencing the "color" of the wood since its magical properties prohibit dyeing. For instance, a runestaff could be: a slender dawn surita runestaff. Hue variants do not need to be referenced in the item's description.<br />
<br />
This material was originally released at [[Rumor Woods]] in the shop [[RWShop:Gifts_of_Atan_Irith | Gifts of Atan Irith]] in June 2019.<br />
<br />
==Properties==<br />
<br />
Surita is a type of wood that inherently provides a bonus to all casters, utilizing either a d110 or a d125 instead of a [[Combat_system#D100 | d100]] in the combat system.<br />
<br />
==Related Articles==<br />
<br />
* [[Material/saved_posts | Material saved posts]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Surita&diff=128635Surita2020-02-20T22:23:48Z<p>TARLEQUIN: </p>
<hr />
<div>{{material<br />
| image = <br />
| bonus = +15<br />
| str = <br />
| dur = <br />
| weight =<br />
| use = Runestaves<br />
| rarity = <br />
| special = d125 or d110<br />
| color = Storm cloud grey, white, or ebon<br />
| dye = No<br />
}}<br />
<br />
Grown in alpine climates, the surita is a magically produced combination of an enchanted agate and a sumac species known only to [[Atan Irith]]. Completely leafless during its life cycle, the surita's bark curls into thin strips once a month to reveal new growth beneath. The tree reaches its maturity when its spindled limbs begin to produce crystalline tears called [[Agita]], which can be harvested and polished to create decorative ornamentation. The wood garnered from harvesting has bands of crystalline structures within its growth rings.<br />
<br />
Due to the "Three Calamities" of its creation, both growing and harvesting of surita is closely guarded and monitored. Since the tree produces no seedlings, flowers, or leaves, it is impossible to say how the [[Erithi]] continue to produce new specimens.<br />
<br />
In color, the bark of the surita is typically the grey of storm clouds. The curling bark is, by contrast, pure white on its underside. The wood grain varies into six distinct hues:<br />
<br />
* '''Storm:''' grey wood grain striated with intense turquoise augmented by varying shades of light blue<br />
* '''Aura:''' grey wood grain striated with niveous veins accented by pink, lilac, and saffron hues<br />
* '''Dusk:''' ebon wood grain striated with lavender veins accented by rose and carnelian hues<br />
* '''Dawn:''' ebon wood grain striated with crimson veins accented by goldenrod and pumpkin hues<br />
* '''Ocean:''' white wood grain striated by moss agate and indigo hues<br />
* '''Summit:''' white wood grain striated by plum and chocolate brown hues<br />
<br />
The above hue descriptions can be used when referencing the "color" of the wood since its magical properties prohibit dyeing. For instance, a runestaff could be: a slender dawn surita runestaff. Hue variants do not need to be referenced in the item's description.<br />
<br />
This material was originally released at [[Rumor Woods]] in the shop [[RWShop:Gifts_of_Atan_Irith | Gifts of Atan Irith]] in June 2019.<br />
<br />
==Properties==<br />
<br />
Surita is a type of wood that inherently provides a bonus to all casters, utilizing either a d110 or a d125 instead of a [[Combat_system#D100 | d100]] in the combat system.<br />
<br />
==Related Articles==<br />
<br />
* [[Material/saved_posts | Material saved posts]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Material&diff=128582Material2020-02-18T18:26:55Z<p>TARLEQUIN: /* Woods */</p>
<hr />
<div>A '''material''' is the substance or substances out of which a thing is or can be made. In [[GemStone IV]], there are numerous materials that weapons, armor, shields, and other useful objects can be crafted of that may or may not have real life counterparts.<br />
<br />
== Functional Materials ==<br />
<br />
'''Functional materials''' are those which can serve as the base material for weapons and armor.<br />
<br />
The standard material for all [[weapon]]s (except ranged weapons and staves) and metal [[armor]] is [[steel]]. The standard material for ranged weapons and staves is [[wood]]. The primary material for shields may be either metal or wood. However, if the primary material for a shield is wood, it is assumed the shield is banded with steel. If the primary material for a shield is metal, then it is assumed the shield is ALSO made of wood.<br />
<br />
Clothing and robe armors (ASG 1-2) are made of cloth, and leather armors (ASG 5-12) are made of [[leather]]. Cloth and leather are considered functional materials, but there are no mechanical distinctions between different types of cloth and leather. Armors from the "hard" leather group (ASG 9-12) may sometimes have a metal as a base material, where it is assumed the armor is mainly made of leather and the metal is used for reinforcements.<br />
<br />
The base material of an item can be determined by [[INSPECT]].<br />
<br />
=== Properties ===<br />
<br />
Each functional material has the following mechanical properties:<br />
*Attack Strength bonus when used in weapons<br />
*Defensive Strength bonus when used in armor or shields<br />
*[[Material weight modifier]] which determines how heavy an item made out of the material is<br />
*Modifier to enchantment/ensorcell difficulty<br />
*Strength/Durability (not yet implemented, part of the [[breakage]] system)<br />
<br />
=== Metals ===<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
!colspan="3" | Known Metals<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[adamantine]]<br />
*[[alexandrite]]<br />
*[[bronze]]<br />
*[[coraesine]]<br />
*[[drakar]]<br />
*[[eahnor]]<br />
*[[eonake]]<br />
*[[faenor]]<br />
*[[ghezyte]]<br />
*[[glaes]] (mein)<br />
*[[golvern]]<br />
*[[gornar]]<br />
*[[imflass]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[invar]]<br />
*[[iron]]<br />
*[[kelyn]]<br />
*[[krodera]]<br />
*[[kroderine]]<br />
*[[mithglin]]<br />
*[[mithril]]<br />
*[[ora]]<br />
*[[black ora]]<br />
*[[white ora]]<br />
*[[razern]]<br />
*[[rhimar]] <br />
*[[rolaren]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[steel]]<br />
*[[high steel]]<br />
*[[low steel]]<br />
*[[urglaes]]<br />
*[[urnon]]<br />
*[[vaalorn]]<br />
*[[veil iron]]<br />
*[[veniom]]<br />
*[[vultite]]<br />
*[[zelnorn]]<br />
*[[zorchar]]<br />
|}<br />
<br />
=== Woods ===<br />
<br />
See [[list of woods]] for more information on functional woods.<br />
<br />
Most mundane types of wood simply [[INSPECT]] as "wood" and have no additional properties.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
! colspan="2" | Mundane Wood Types<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*ash<br />
*elm<br />
*fel<br />
*[[haon]]<br />
*hazelwood<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[ko'nag]]<br />
*[[maoral]]<br />
*oak<br />
*[[tanik]]<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
! colspan="2" | Woods that are considered distinct materials<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[ironwood]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[modwir]]<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
! colspan="2" | These woods have magical or special properties<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[carmiln]]<br />
*[[deringo]]<br />
*[[faewood]]<br />
*[[fireleaf]]<br />
*[[glowbark]]<br />
*[[hoarbeam]]<br />
*[[illthorn]]<br />
*[[ipantor]]<br />
*[[kakore]]<br />
*[[lor]]<br />
*[[mesille]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[mossbark]]<br />
*[[orase]]<br />
*[[rowan]]<br />
*[[ruic]]<br />
*[[sephwir]]<br />
*[[surita]]<br />
*[[villswood]]<br />
*[[witchwood]]<br />
*[[wyrwood]]<br />
*[[yew]]<br />
|}<br />
<br />
=== Lockpicks ===<br />
<br />
Some materials used for [[lockpick]]s are not technically considered functional materials, but have known properties specifically for locksmithing.<br />
<br />
Materials in this category include [[alum]], [[laje]], and [[vaalin]].<br />
<br />
=== Other ===<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
! colspan="2" | Misc Material Types<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[bone]]<br />
*cloth<br />
*glass<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[leather]]<br />
*[[ruby]]<br />
*[[obsidian]]<br />
|}<br />
<br />
<br />
=== Level Restrictions ===<br />
<br />
Characters cannot hold items made of a specific material until they have reached a required training level. For example, an adventurer must be at least level {{green|10}} to wield a {{blue|+20}} vultite weapon.<br />
<br />
An inexperienced adventurer attempting to pickup such an item will quickly drop it:<br />
<pre{{log2}}><br />
>get vultite longsword<br />
As you reach for it, you feel a pulse, like an intensity of essence surrounding the vultite longsword. It might be difficult to hold onto it for very long.<br />
</pre><br />
<br />
The following formula, which is based on the item’s inherent bonus, can be used to calculate the level required to wield it: <br />
<br />
{{Equation box|'''{{green|Character's Required Level}} &ge; {{blue|Item's Enchantment Bonus}} / 2'''}}<br />
<br />
The result must always be rounded up. With vultite, the {{blue|+20}} bonus clearly shows a level {{green|10}} requirement. With glaes, ({{blue|15}} / 2 = {{green|7.5}}), the {{blue|+15}} bonus yields {{green|7.5}} which rounds up to a level {{green|8}} requirement.<br />
<br />
Since there are so many materials in Elanthia, the bonus of combat gear is most commonly referred to in multiples of 5. Thus a +5 mithril item is referred to as 1x, a +15 glaes item as 3x, and a +30 item as 6x. Simply take the bonus and divide by 5 (vultite: +20 / 5 = 4x).<br />
<br />
Also, objects can have a different bonus than might seem evident. For example, a wizard can increase an item's bonus by [[Enchant Item (925)|enchanting]] it. The highest possible enchantment bonus is +50, which can only be used by characters of level 25 and above.<br />
<br />
Some rarer materials such as [[kroderine]] may have additional special restrictions. See the individual articles for more details.<br />
<br />
=== Base Enchantment Bonuses ===<br />
<br />
{| class="wikitable" <!-- This table should update automatically based on properties from the individual material articles. --><br />
|-<br />
! Enchant Level<br />
! Bonus<br />
! Materials<br />
|-<br />
! rowspan=2|0x<br />
! <0<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::<<0]] | format=list | template=lowercase}}<br />
|-<br />
! +0<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::0]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=2|1x<br />
! +2<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::2]] | format=list | template=lowercase}}<br />
|-<br />
! +5<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::5]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=4|2x<br />
! +6<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::6]] | format=list | template=lowercase}}<br />
|-<br />
! +7<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::7]] | format=list | template=lowercase}}<br />
|-<br />
! +8<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::8]] | format=list | template=lowercase}}<br />
|-<br />
! +10<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::10]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=2|3x<br />
! +12<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::12]] | format=list | template=lowercase}}<br />
|-<br />
! +15<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::15]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=3|4x<br />
! +17<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::17]] | format=list | template=lowercase}}<br />
|-<br />
! +18<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::18]] | format=list | template=lowercase}}<br />
|-<br />
! +20<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::20]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=3|5x<br />
! +22<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::22]] | format=list | template=lowercase}}<br />
|-<br />
! +24<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::24]] | format=list | template=lowercase}}<br />
|-<br />
! +25<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::25]] | format=list | template=lowercase}}<br />
|-<br />
! 6x<br />
! +30<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::30]] | format=list | template=lowercase}}<br />
|}<br />
<br />
== Decorative Materials ==<br />
<br />
'''Decorative materials''' have no distinct functional properties, either because they are not suitable as weapons or armor, or because they fall within one of the existing broader material categories ("mundane wood" or "leather"). They may be used as jewelry or embellishments.<br />
<br />
Many real-world materials can be used as decorative materials as long as they are suitably "in-genre". However, be aware that just because something exists on Earth does not mean it is on [[Elanthia]]. For some of the materials exclusive to the world of Elanthia, see [[:Category:Materials]] and the [[alteration noun list]].<br />
<br />
''Note: When you hand an item to a [[GameMaster]] or a [[merchant]], they are required to check that the decorative materials on it are approved and will be forced to change its description if the materials are not. If you are not sure about the existing materials on an item but would not like the item to be changed without your permission, verify before you hand it over.''<br />
<br />
== Enchant/Ensorcell Difficulty ==<br />
<br />
The following table shares the modifications each material can cause when attempting to [[Enchant Item (925)|enchant]] or [[Ensorcell (735)|ensorcell]] an item primarily made of such material. This list is subject to revision as materials are added or modified.<br />
<section begin=material chart /><br />
:{| class="wikitable sortable" style="text-align:center; font-size:95%;"<br />
!Material || Weapons || Shields || Armor || Bows || Runestaves<br />
|-<br />
|align=left|adamantine || -500 || -500 || -500 || || <br />
|-<br />
|align=left|alexandrite || -500 || 0 || || || <br />
|-<br />
|align=left|black-alloy || 0 || -50 || 0 || || <br />
|-<br />
|align=left|bone || -250 || 10 || -250 || || <br />
|-<br />
|align=left|bronze || -50 || || -50 || || <br />
|-<br />
|align=left|carmiln || || || || 10 || 10<br />
|-<br />
|align=left|cloth || || || 0 || || <br />
|-<br />
|align=left|copper || -50 || || -50 || || <br />
|-<br />
|align=left|coraesine || -999 || || || || <br />
|-<br />
|align=left|deringo || || -20 || || -20 || -20<br />
|-<br />
|align=left|drakar || -50 || -50 || -50 || || <br />
|-<br />
|align=left|drake || 0 || || || || <br />
|-<br />
|align=left|eahnor || 15 || 15 || 15 || || <br />
|-<br />
|align=left|eonake || -60 || || || || <br />
|-<br />
|align=left|faenor || 15 || || || || <br />
|-<br />
|align=left|faewood || || 10 || || || 0<br />
|-<br />
|align=left|feras || 0 || || || || <br />
|-<br />
|align=left|fireleaf || || 15 || || || 15<br />
|-<br />
|align=left|glaes || -10 || -10 || -10 || ||<br />
|-<br />
|align=left|glass || 0 || || || || <br />
|-<br />
|align=left|glowbark || || -10 || || -10 || -10<br />
|-<br />
|align=left|golvern || -10 || -10 || -10 || || <br />
|-<br />
|align=left|gornar || -50 || -50 || -50 || ||<br />
|-<br />
|align=left|hoarbeam || || 5 || || 5 || 5 <br />
|-<br />
|align=left|illthorn || || 0 || || || 0<br />
|-<br />
|align=left|imflass || -30 || -30 || -30 || || <br />
|-<br />
|align=left|invar || 0 || 0 || 0 || || <br />
|-<br />
|align=left|ipantor || || || || -40 ||<br />
|-<br />
|align=left|iron || -30 || -30 || -30 || || <br />
|-<br />
|align=left|ironwood || || 0 || || || 0<br />
|-<br />
|align=left|kakore || || 0 || || || 0<br />
|-<br />
|align=left|kelyn || 0 || || || || <br />
|-<br />
|align=left|krodera || -999 || || || || <br />
|-<br />
|align=left|kroderine || -999 || -999 || -999 || || <br />
|-<br />
|align=left|leather || || || -10 || || <br />
|-<br />
|align=left|lor || || || || || -25<br />
|-<br />
|align=left|mein || -10 || -10 || -10 || || <br />
|-<br />
|align=left|mesille || || 0 || || 0 || 0<br />
|-<br />
|align=left|mithglin || 15 || 15 || 15 || || <br />
|-<br />
|align=left|mithril || 20 || 20 || 20 || || <br />
|-<br />
|align=left|modwir || 0 || || || || <br />
|-<br />
|align=left|mossbark || || 0 || || 0 || 0<br />
|-<br />
|align=left|obsidian || -500 || || || || <br />
|-<br />
|align=left|ora || 0 || 0 || 0 || || <br />
|-<br />
|align=left|ora-black || -75 || || || || <br />
|-<br />
|align=left|ora-white || -40 || || || || <br />
|-<br />
|align=left|orase || || 0 || || || 0<br />
|-<br />
|align=left|razern || -20 || || || || <br />
|-<br />
|align=left|rhimar || -50 || -50 || -50 || || <br />
|-<br />
|align=left|rolaren || -40 || -40 || -40 || || <br />
|-<br />
|align=left|rowan || || || || || 20<br />
|-<br />
|align=left|ruby || -500 || || || || <br />
|-<br />
|align=left|ruic || || || || -60 ||<br />
|-<br />
|align=left|sephwir || || || || -25 ||<br />
|-<br />
|align=left|steel || -10 || -10 || -10 || || <br />
|-<br />
|align=left|stone||-500|| || || ||<br />
|-<br />
|align=left|surita || || || || || -150<br />
|-<br />
|align=left|urglaes || -999 || -999 || -999 || || <br />
|-<br />
|align=left|urnon || -999 || || || || <br />
|-<br />
|align=left|vaalorn || 10 || 10 || 10 || || <br />
|-<br />
|align=left|veil-iron || -50 || -50 || -50 || || <br />
|-<br />
|align=left|villswood || || 0 || || 0 || 0<br />
|-<br />
|align=left|vultite || 0 || 0 || 0 || || <br />
|-<br />
|align=left|white-alloy || || 0 || 0 || ||<br />
|-<br />
|align=left|witchwood || || || || || -75<br />
|-<br />
|align=left|wood || -100 || -10 || -100 || -10 || -10<br />
|-<br />
|align=left|wyrwood || || || || -60 || <br />
|-<br />
|align=left|yew || || || || -20 || <br />
|-<br />
|align=left|zelnorn || -999 || -999 || -999 || || <br />
|-<br />
|align=left|zorchar || -50 || -50 || -50 || ||<br />
|-<br />
|align=left|metal<sup>1</sup> || -500 || -500 || -500 || ||<br />
|}<br />
<sup>1</sup> If the item inspects as "metal" (rather than a specific type of metal) something is wrong.{{boldmono| [[ASSIST]] }}to get it fixed.<section end=material chart /><br />
<br />
== Behind the Scenes: History of Materials in GemStone ==<br />
{{main|ICE materials}}<br />
GemStone III had at least as many different types of materials in it as exist on Earth because everything from iron and steel to oak and yew can be found there. Where it gets more interesting is in the different magical materials that exist. Originally, these materials had names taken directly from [[ICE age|Iron Crown Enterprises]]' "RoleMaster" gaming products.<br />
<br />
Until 1998, ICE had the worldwide gaming rights to the Middle-Earth world-setting created by J.R.R. Tolkien. The names that he created--mithril, eog, galvorn, and others--are therefore found throughout ICE's gaming products.<br />
<br />
When GemStone III was written, the ''names'' of these materials were used but the ''properties'' of them were not necessarily copied over as well. For example, in "RoleMaster" the material '''eog''' has a +30 magical bonus; in GemStone III, '''eog''' was only +10.<br />
<br />
At the end of 1995 when the [[ICE age]] came to an end, Simutronics was legally required to change all references to materials with "RoleMaster" names. Items actually in the possession of characters were allowed to retain their old material names, with the stipulation that should the item ever be handled by a [[GameMaster]], the material would be converted to whatever the corresponding new material was called. (For example, an old "galvorn" item that a GameMaster needed to work on for some reason would be returned to the player as a "[[golvern]]" item.)<br />
<br />
== Resources ==<br />
*[[/saved posts|Saved posts]]<br />
*[[Item weights (saved posts)]]<br />
<br />
[[Category:Materials| ]]<br />
[[Category:Item Mechanics]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Acuity_flare&diff=128577Acuity flare2020-02-18T01:16:18Z<p>TARLEQUIN: </p>
<hr />
<div>'''Acuity [[flare]]s''' trigger a bonus to AS (+5) or CS (+3) or [[Standard_maneuver_roll#SMR_v2|SMRv2]] offense (+3) per tier for a single attack, be it magic or physical. Acuity flares on [[weapon]]s can be obtained via [[Ensorcell (735)]], which are available up to Tier 5, or +25 AS/+18 CS (or Tier 6 for [[sorcerer]]s). Acuity flares as a [[merchant]] service are only performed on [[runestaves]], but are available up to Tier 10, or +50 AS/+30 CS. Runestaves may have acuity flares obtained from both Ensorcell and merchant services, and the flares may occur separately or together. [[Bane weapon|Banes]] can also come in the form of acuity flares, which are independent from ordinary merchant service acuity.<br />
<br />
The bonuses of the different types of acuity flares will stack when simultaneous. When this happens with two separate forms of merchant acuity, it will appear to flare twice in the same cast.<br />
<br />
The bonus from acuity flares obtained from Ensorcell applies to the next attack, while the bonus from a merchant applies to the same attack the flare occurs. <br />
<br />
The level of acuity can be determined by [[loresinging]] to an item.<br />
<br />
Acuity as a merchant service can be categorized as common, uncommon, and special. <br />
{| {{prettytable}}<br />
!Common<br />
!Uncommon<br />
!Special<br />
|- align="center"<br />
|1x-4x<br />
|5x-6x<br />
|7x-10x<br />
|}<br />
<br />
Special flares are unlikely to be seen outside of [[pay event]]s such as [[RTCF]].<br />
<br />
==Messaging==<br />
{| class="wikitable"<br />
!style="white-space:nowrap"|Activation (in flare slot)<br />
|<pre{{log-inline}}>You gesture at a burly grahnk.<br />
Your ki-lin horn-set staff glows intensely with a verdant light!</pre><br />
|-<br />
!Activation<br>([[Ensorcell (735)]])<br />
|<pre{{log-inline}}> ** Necrotic energy from your ki-lin horn-set staff overflows into you! **<br />
<br />
You feel energized!</pre><br />
|-<br />
!Loresong<br />
|<pre{{log-inline}}>The harmonics generated tell you that the runestaff allows a caster to occasionally focus their magical prowess for a single cast, temporarily granting +15 bolt Attack Strength or +9 Casting Strength.<br />
You feel that you have reached the end of the runestaff's song.</pre><br />
|}<br />
==See Also==<br />
*[[Runestaff/saved posts#Acuity and Mana Flares|Runestaff saved posts]]<br />
<br />
[[Category:Weapon Enhancements]]<br />
[[category:Merchant Services]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Shadow_Mastery&diff=128576Shadow Mastery2020-02-18T00:48:33Z<p>TARLEQUIN: </p>
<hr />
<div>{{Cman <br />
| cost = 20 (60 if used during cooldown period)<br />
| mnemonic = SMASTERY<br />
| roundtime = 0<br />
| available = [[Rogue]]s, [[Ranger]]s<br />
| requirements = None<br />
| prereqs = None<br />
| sq1 = 2<br />
| sq2 = 4<br />
| sq3 = 6<br />
| sq4 = 8<br />
| sq5 = 10<br />
| se1 = 3<br />
| se2 = 6<br />
| se3 = 9<br />
| se4 = 12<br />
| se5 = 15<br />
| pu1 = -<br />
}}<br />
'''Shadow Mastery''' is a [[Combat Maneuver]] that provides bonuses to hiding and sneaking for 3 minutes. At later ranks, it provides cumulative [[roundtime]] bonuses to [[HIDE (verb)|HIDE]] and [[SNEAK (verb)|SNEAK]] when active, as shown below:<br />
*Rank 3: -1 Roundtime to Sneak<br />
*Rank 4: -1 Roundtime to Hide<br />
*Rank 5: -1 RT to Hide and Sneak (Unlike the other bonuses, this benefit is always present, regardless of whether Shadow Mastery is activated or not)<br />
<br />
Shadow mastery has a fixed [[stamina]] cost of 20 and lasts for 3 minutes, but this cost triples to 60 if it is used during the effect's "cooldown" period, which lasts for 5 minutes after activation. Note that if the maneuver is active on a character with 5 ranks, the effects of the third, fourth, and fifth ranks are cumulative, nominally reducing hiding and sneaking from the standard 3 seconds down to 1 second while activated. With Rank 1 of [[Shadow Dance]], a rogue will have Shadow Mastery permanently active with no stamina cost.<br />
<br />
Rank 4 of Shadow Mastery is also a prerequisite for rogues to learn [[Vanish]]. Rank 5 of Shadow Mastery is also a prerequisite for rogues to learn [[Shadow Dance]].<br />
<br />
== Resources ==<br />
*[[List of combat maneuvers by profession]]<br />
*[http://www.play.net/gs4/info/maneuvers/list.asp#shadowmastery Combat Maneuvers List: Shadow Mastery], on Play.net<br />
<br />
[[Category: Combat Maneuvers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Combat_Maneuvers&diff=128575Combat Maneuvers2020-02-18T00:40:59Z<p>TARLEQUIN: /* List of available Combat Maneuvers */</p>
<hr />
<div><br />
[[Combat Maneuvers]] is a skill with multiple facets and applications, include attack, defense and utility. Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.<br />
<br />
{{skill|<br />
| Bardranks = 2 || Bardcost = 8/4<br />
| Clericranks = 1 || Clericcost = 10/6<br />
| Empathranks = 1 || Empathcost = 12/8<br />
| Monkranks = 2 || Monkcost = 5/3<br />
| Rangerranks = 2 || Rangercost = 6/4<br />
| Rogueranks = 2 || Roguecost = 4/4<br />
| Sorcererranks = 1 || Sorcerercost = 12/8<br />
| Warriorranks = 2 || Warriorcost = 4/3<br />
| Paladinranks = 2 || Paladincost = 5/4<br />
| Wizardranks = 1 || Wizardcost = 12/8<br />
|}}<br />
<br />
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.<br />
<br />
Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training. Therefore, a character that masters a skill via the CMAN system is treated as if they have 50 ranks, while a character that mastered the skill via their guild will be treated as if they have 63 ranks in the skill. There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (i.e., [[Precision]] or Specialization).<br />
<br />
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points and a character may not devote more than 1 CMAN point per level to a single skill. For [[semi]]s, CMAN skills require 50% more points to train in, while pures have to spend 100% more than a square.<br />
<br />
== Combat Maneuver Factors ==<br />
<br />
* The biggest factor is the attacker's and defender's bonus in Combat Maneuvers.<br />
* Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.<br />
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.<br />
* Encumbrance provides a penalty to any combat maneuver attempt.<br />
* Almost every maneuver takes the attacker's stance into account, and most also take the defender's stance into account.<br />
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.<br />
* Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.<br />
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.<br />
<br />
===[[Encumbrance]] Penalty Formula===<br />
There is a one point penalty per one percent encumbered body weight.<br />
<br />
<div {{prettydiv|margin-right=400px}}><center><tt>'''Penalty = round up(encumbrance weight &divide; Body weight) &times; 100</tt></center></div><br />
<br />
====Example====<br />
<br />
Character body weight = 200 lbs<br><br />
Encumbrance weight = 23 lbs<br><br />
<br />
Penalty: round up (23 &divide; 200) &times; 100 = 12<br />
<br />
===[[Armor]] Penalty===<br />
Heavier armor will negatively impact your ability to perform and dodge CMANs. The effects are highlighted in the following table based on Armor Sub Group (ASG)<br />
{|{{prettytable}}<br />
!ASG!!1!!2!!5!!6!!7!!8!!9!!10!!11!!12!!13!!14!!15!!16!!17!!18!!19!!20<br />
|-<br />
|CMAN Penalty||0||0||0||0||2||2||3||3||3||4||4||4||5||5||6||7||8||10<br />
|}<br />
<br />
Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.<br />
<br />
== List of available Combat Maneuvers ==<br />
<big>'''Hold cursor over CM name to see what it does. Click on arrows to sort by profession/category. +=Passive, Yes*=Exclusive'''</big><br />
{|class="wikitable sortable" {{prettytable}}<br />
![[Combat Maneuver]]<br />
![[Warrior]]<br />
![[Rogue]]<br />
![[Monk]]<br />
![[Ranger]]<br />
![[Bard]]<br />
![[Paladin]]<br />
![[Wizard]]<br />
![[Sorcerer]]<br />
![[Empath]]<br />
![[Cleric]]<br />
![[Savant]]<br />
!ALL<br />
![[Martial Stance]]<br />
![[Flare#Armor_Flares|Armor Flares]]<br />
|- style="text-align:center; background: #CCC;"<br />
| <span title="Reduces the penalty when using spiked armor in conjunction with a combat maneuver attack by -5 per rank.">Armor Spike Focus+</span> ([[Armor Spike Focus|SPIKEFOCUS]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.">Bearhug</span> ([[Bearhug|BEARHUG]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.">Berserk</span> ([[Berserk|BERSERK]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increase the chance of blocking with a shield by 5% per rank (15% at mastery).">Block Mastery+</span> ([[Block Mastery|BMASTERY]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Charge an opponent in an attempt to knock them to the ground.">Bull Rush</span> ([[Bull Rush|BULLRUSH]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases Agility and Dexterity bonuses.">Burst of Swiftness</span> ([[Burst of Swiftness|BURST]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Setting a polearm and charge with it at an opponent.">Charge</span> ([[Cman charge|CHARGE]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Employs various cheap tactics, such as a nosetweak, eyepoke, etc.">Cheapshots</span> ([[Cheapshots|CHEAPSHOTS]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Add +2 generic TD (+10 at mastery).">Combat Focus+</span> ([[Combat Focus|FOCUS]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Normally, you're limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.">Combat Mastery</span> ([[Combat Mastery|CMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="If prone, instantly stand when attacked, unless you're immobilized.">Combat Mobility</span> ([[Combat Mobility|MOBILITY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increase DS by +2 per rank (+10 at mastery).">Combat Movement+</span> ([[Combat Movement|CMOVEMENT]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increase your HP by 5 + 10 per rank (+35 total, at mastery).">Combat Toughness+</span> ([[Combat Toughness|TOUGHNESS]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Instantly kills a disabled and weakened victim and gives a slight AS bonus.">Coup de Grace </span> ([[Coup de Grace|COUPDEGRACE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.">Crowd Press</span> ([[Crowd Press|CPRESS]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.">Cunning Defense+</span> ([[Cunning Defense|CDEFENSE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Silences the victim until the throat wound is cured. Does not cause instant death.">Cutthroat</span> ([[Cutthroat|CUTTHROAT]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Kick a clump of dirt in an opponent's face. Reduces their perception.">Dirtkick</span> ([[Dirtkick|DIRTKICK]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Remove a weapon from an opponent's grasp.">Disarm Weapon</span> ([[Disarm Weapon|DISARM]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="From hiding, you attempt to divert your foe's attention, luring them to an adjacent room.">Divert</span> ([[Divert|DIVERT]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="A 30 second boost to evade chance.">Duck and Weave</span> ([[Duck and Weave|WEAVE]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Kick up a cloud of dust to aid in hiding.">Dust Shroud</span> ([[Dust Shroud|SHROUD]])<br />
| style="background:#DDD;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Passive skill that adds a percentage to evasion.">Evade Mastery+</span> ([[Evade Mastery|EMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="If a creature is killed with a two-handed weapon attack while in this stance, the wielder has a chance to maintain his momentum and continue the attack onto another creature foe in the room. This chance is 5% + 15% per rank. The secondary attack will have an AS penalty of -25 and cannot occur more than once per attack.">Executioner's Stance</span> ([[Executioner's Stance|EXECUTIONER]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Reduces an opponent's stance with a faked attack.">Feint</span> ([[Feint|FEINT]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Martial Stance. JAB multiple foes in area with no additional RT.">Flurry of Blows</span> ([[Flurry of Blows|FLURRY]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Choke a victim with a wire, will cause death after a period of time.">Garrote</span> ([[Garrote|GARROTE]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases proficiency with unarmed combat grapple attacks.">Grapple Mastery+</span> ([[Grapple Mastery|GMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Gain greater control over your warcries. A rank 1, the vocal stress of each warcry is reduced by a third. A rank 2, you will be able to affect the undead with your warcries. At rank 3, the vocal stress of each warcry is instead reduced by half.">Griffin's Voice</span> ([[Griffin's Voice|GRIFFIN]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Causes a caster to forget a readied spell. Causes a good deal of pain in men.">Groin Kick</span> ([[Groin Kick|GKICK]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Leg)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Cut the back of the leg, knocking a victim prone.">Hamstring</span> ([[Hamstring|HAMSTRING]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Daze an opponent with a punch to the head.">Haymaker</span> ([[Haymaker|HAYMAKER]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Arm)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Stun an opponent by putting your head into theirs.">Headbutt</span> ([[Headbutt|HEADBUTT]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Head)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="This is a martial stance that provides the ability to shake off negative spell effects.">Inner Harmony</span> ([[Inner Harmony|IHARMONY]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Each use of this maneuver will heal up to (15 + (5 * Rank)) Health Points (HP).">Internal Power</span> ([[Internal Power|IPOWER]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25), rank 3 (+35).">Ki Focus</span> ([[Ki Focus|KIFOCUS]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases proficiency with unarmed combat kick attacks.">Kick Mastery+</span> ([[Kick Mastery|KMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Reduces the opponent's stance with this single attack. Extra roundtime for the attacker.">Mighty Blow</span> ([[Mighty Blow|MBLOW]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="String multiple arrows on a single pull and fire.">Multi-Fire</span> ([[Multi-Fire|MFIRE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Invoked before making a melee or unarmed combat attack. If the subsequent attack connects, the target takes a penalty to their Target Defense (TD) for ten seconds. The penalty is 2 per rank, plus 1 per 10 points in the endroll success margin of the attack. The latter portion is capped at 20.">Mystic Strike</span> ([[Mystic Strike|MYSTICSTRIKE]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Parry an attack more often. An extra 5% chance per rank (15% at mastery).">Parry Mastery+</span> ([[Parry Mastery|PMASTERY]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Permanently enhances all ten stats by 2 per rank. Requires Surge of Strength (Rank 3) and Burst of Swiftness (Rank 3).">Perfect Self+</span> ([[Perfect Self|PERFECTSELF]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.">Precision+</span> ([[Precision|PRECISION]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Martial Stance, increase aim success chance.">Predator's Eye</span> ([[Predator's Eye|PREDATOR]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases proficiency with unarmed combat punch attacks.">Punch Mastery+</span> ([[Punch Mastery|PUNCHMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.">Quickstrike</span> ([[Quickstrike|QSTRIKE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Martial Stance. Momentum from an unarmed strike against one foe to your next.">Rolling Krynch Stance</span> ([[Rolling Krynch Stance|KRYNCH]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Makes Shadow Mastery passive and temporarily allows 0 stamina uses of Cutthroat, Silent Strike, and Subdue, and 0 RT sneaking.">Shadow Dance</span> ([[Shadow Dance|SDANCE]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Temporarily increases effective training in Stalking and Hiding and reduces the roundtime associated with this skill.">Shadow Mastery</span> ([[Shadow Mastery|SMASTERY]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent">Shield Bash</span> ([[Shield Bash|SBASH]]) <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Similar to Shield Bash, but can be much more devastating -- for the attacker and the defender.">Shield Charge</span> ([[Shield Charge|SCHARGE]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="A passive skill that increases AS and DS when grouped with others that have the same skill.">Side by Side+</span> ([[Side by Side|SIDEBYSIDE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attack an opponent from hiding without revealing your position -- or identity.">Silent Strike</span> ([[Silent Strike|SILENTSTRIKE]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Martial Stance. Chance to outright avoid mind and soul warding spells.">Slippery Mind</span> ([[Slippery Mind|SLIPPERYMIND]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.">Specialization I+</span> ([[Specialization|WSPEC1]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effective use of a second specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.">Specialization II+</span> ([[Specialization|WSPEC2]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effective use of a third weapon type. +10 to AS at mastery, and works with skills that use your weapon.">Specialization III+</span> ([[Specialization|WSPEC3]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to cleave away a spell from your target.">Spell Cleave</span> ([[Spell Cleaving|SCLEAVE]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Allows the parrying of magical ball/bolt spells at 25% per rank of your normal parry chance, provided that you are using an ensorcelled or anti-magical weapon to do so.">Spell Parry+</span> ([[Spell Parry|SPARRY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to sever a spell away from your target.">Spell Thieve</span> ([[Spell Thieve|THIEVE]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases attack strength and dodge skill for a single attack.">Spin Attack</span> ([[Spin Attack|SATTACK]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attack an opponent, and place them in roundtime. May knock opponents into an adjacent room.">Staggering Blow</span> ([[Staggering Blow|SBLOW]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Instead of a parry, automatically counter with a jab.">Stance of the Mongoose</span> ([[Stance of the Mongoose|MONGOOSE]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Perform discounted cost QUICKSTRIKE attacks.">Striking Asp Stance</span> ([[Striking Asp Stance|ASP]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Perform certain actions while stunned.">Stun Maneuvers</span> ([[Stun Maneuvers|STUNMAN]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Similar to Subdue, except you don't hide first.">Subdual Strike</span> ([[Subdual Strike|SSTRIKE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attack a foe from hiding, with the intention of knocking them out.">Subdue</span> ([[Subdue|SUBDUE]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Disables, reduces stance, and does a small amount of damage to a target.">Sucker Punch</span> ([[Sucker Punch|SPUNCH]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Arm)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attempt to break or disarm an opponent's shield.">Sunder Shield</span> ([[Sunder Shield|SUNDER]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Temporarily increases one's strength bonus. Adds +8 at rank 1, +16 at rank 5.">Surge of Strength</span> ([[Surge of Strength|SURGE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Using your legs, drop to the ground and knock the feet out from under an opponent.">Sweep</span> ([[Sweep|SWEEP]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.">Tackle</span> ([[Tackle|TACKLE]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Warriors and Paladins using permanently ensorcelled and fully bonded weapon in combat will gain one extra attack before expending the periodic attack boost from the ensorcelled necrotic infusions.">Tainted Bond</span> ([[Tainted Bond|TAINTED]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.">Trip</span> ([[Trip|TRIP]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effective die roll of an attack. IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces E/B/P by the opponent">Truehand</span> ([[Truehand|TRUEHAND]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Using both fists, smash an opponent. May knockdown and/or stun an opponent.">Twin Hammerfists</span> ([[Twin Hammerfists|TWINHAMM]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Arm)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Grants the ability to use some combat maneuvers without requiring a weapon in hand. The following maneuvers are affected by unarmed specialist; disarm, feint, subdue, subdual strike, and cheapshots. Monks know this maneuver without having to train in it.">Unarmed Specialist+</span> ([[Unarmed Specialist|UNARMEDSPEC]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.">Vanish</span> ([[Vanish|VANISH]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any warrior.">Weapon Bonding+</span> ([[Weapon Bonding|BOND]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="This is a Martial Stance. The combatant gains the ability to switch with relative ease between targets when making multiple melee attacks.">Whirling Dervish</span> ([[Whirling Dervish|DERVISH]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|}<br />
{{top}}<br />
===The Old-Formatted List===<br />
<small>Legend: '''B'''=[[Bard]], '''M'''=[[Monk]], '''P'''=[[Paladin]], '''Ra'''=[[Ranger]], '''Ro'''=[[Rogue]], '''W'''=[[Warrior]], '''All'''=Available to all [[profession]]s.</small><br />
<br />
*'''P/Ro/W''' [[Armor Spike Focus]]<br />
*'''M/W''' [[Bearhug]] - Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.<br />
*'''W''' [[Berserk]] - Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.<br />
*'''W''' [[Block Mastery]] - Increase the chance of blocking with a shield by 5% per rank (15% at mastery).<br />
*'''P/W''' [[Bull Rush]] - Charge an opponent in an attempt to knock them to the ground.<br />
*'''M''' [[Burst of Swiftness]] - Increases [[Agility]] and [[Dexterity]] bonuses.<br />
*'''B/M/P/W''' [[Cman charge|Charge]] - Setting a polearm and charge with it at an opponent.<br />
*'''B/M/Ro''' [[Cheapshots]] - Employs various "cheap" tactics, such as a nosetweak, eyepoke, etc.<br />
*'''B/M/P/Ra/Ro/W''' [[Combat Focus]] - Add +2 generic TD (+10 at mastery).<br />
*'''All''' [[Combat Mastery]] - Normally, you're limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.<br />
*'''M/Ro/W''' [[Combat Mobility]] - If prone, instantly stand when attacked, unless you're immobilized.<br />
*'''All''' [[Combat Movement]] - Increase DS by +2 per rank (+10 at mastery).<br />
*'''M/P/Ro/W''' [[Combat Toughness]] - Increase your HP by 5 + 10 per rank (+35 total, at mastery).<br />
*'''M/Ro/W''' [[Coup de Grace]] - Instantly kills a disabled and weakened victim and gives a slight AS bonus.<br />
*'''M/P/Ro/W''' [[Crowd Press]] - Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.<br />
*'''All''' [[Cunning Defense]] - Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.<br />
*'''Ro''' [[Cutthroat]] - Silences the victim until the throat wound is cured. Does not cause instant death.<br />
*'''All''' [[Dirtkick]] - Kick a clump of dirt in an opponent's face. Reduces their perception.<br />
*'''All''' [[Disarm Weapon]] - Remove a weapon from an opponent's grasp.<br />
*'''Ro''' [[Divert]] - From hiding, you attempt to divert your foe's attention, luring them to an adjacent room.<br />
*'''M/Ro''' [[Duck and Weave]] - A 30 second boost to evade chance<br />
*'''Ro''' [[Dust Shroud]] - Kick up a cloud of dust to aid in hiding.<br />
*'''M/Ro/W''' [[Evade Mastery]] - Passive skill that adds a percentage to evasion.<br />
*'''W''' [[Executioner's Stance]]<br />
*'''All''' [[Feint]] - Reduces an opponent's stance with a faked attack.<br />
*'''M''' [[Flurry of Blows]] - [[Martial Stance]]. JAB multiple foes in area with no additional [[RT]].<br />
*'''B/M/Ra/Ro''' [[Garrote]] - Choke a victim with a wire, will cause death after a period of time.<br />
*'''M/R/W''' [[Grapple Mastery]] - Increases proficiency with unarmed combat grapple attacks. <br />
*'''W''' [[Griffin's Voice]]<br />
*'''Ro''' [[Groin Kick]] - Causes a caster to forget a readied spell. Causes a good deal of pain in men.<br />
*'''B/Ra/Ro/W''' [[Hamstring]] - Cut the back of the leg, knocking a victim prone.<br />
*'''W''' [[Haymaker]] - Daze an opponent with a punch to the head.<br />
*'''M/W''' [[Headbutt]] - Stun an opponent by putting your head into theirs.<br />
*'''M''' [[Inner Harmony]] - This is a martial stance that provides the ability to shake off negative spell effects.<br />
*'''M''' [[Internal Power]] - Each use of this maneuver will heal up to (15 + (5 * Rank)) [[Hitpoint|Health Points]] (HP).<br />
*'''M''' [[Ki Focus]] - Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25, rank 3 (+35).<br />
*'''M/R/W''' [[Kick Mastery]] - Increases proficiency with unarmed combat kick attacks.<br />
*'''W''' [[Mighty Blow]] - Reduces the opponent's stance with this single attack. Extra [[roundtime]] for the attacker.<br />
*'''All''' [[Multi-Fire]] - String multiple arrows on a single pull and fire.<br />
*'''M''' [[Mystic Strike]] - ?<br />
*'''W''' [[Parry Mastery]] - Parry an attack more often. An extra 5% chance per rank (15% at mastery).<br />
*'''All''' [[Precision]] - Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.<br />
*'''M''' [[Perfect Self]] - Permanently enhances all ten [[statistic|stats]] by 2 per rank. Requires [[Surge of Strength]] (Rank 3) and [[Burst of Swiftness]] (Rank 3).<br />
*'''Ro''' [[Predator's Eye]] - [[Martial Stance]], increase aim success chance <br />
*'''M/R/W''' [[Punch Mastery]] - Increases proficiency with unarmed combat punch attacks. <br />
*'''M/Ro/W''' [[Quickstrike]] - Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.<br />
*'''M''' [[Rolling Krynch Stance]] - [[Martial Stance]]. Momentum from an unarmed strike against one foe to your next.<br />
*'''Ra/Ro''' [[Shadow Mastery]] - Temporarily increases effective training in [[Stalking and Hiding]] and reduces the roundtime associated with this skill.<br />
*'''B/Ra/Ro/P/W''' [[Shield Bash]] - Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent<br />
*'''P/W''' [[Shield Charge]] - Similar to above, but can be much more devastating -- for the attacker and the defender.<br />
*'''All''' [[Side by Side]] - A passive skill that increases AS and DS when grouped with others that have the same skill.<br />
*'''Ro''' [[Silent Strike]] - Attack an opponent from hiding without revealing your position -- or identity.<br />
*'''M/Ro''' [[Slippery Mind]] - [[Martial Stance]]. Chance to outright avoid mind and soul warding spells.<br />
*'''P/Ro/W''' [[Specialization]] I - Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.<br />
*'''P/Ro/W''' [[Specialization]] II - See above, but for a different weapon type.<br />
*'''P/Ro/W''' [[Specialization]] III - See above, but for yet another weapon type.<br />
*'''M/W''' [[Spell Cleaving]]<br />
*'''M/Ro/W''' [[Spell Parry]]<br />
*'''Ro''' [[Spell Thieve]]<br />
*'''B/M/Ro/W''' [[Spin Attack]] - Increases [[attack strength]] and [[dodge]] skill for a single attack.<br />
*'''W''' [[Staggering Blow]] - Attack an opponent, and place them in [[roundtime]]. May knock opponents into an adjacent room.<br />
*'''M/W''' [[Stance of the Mongoose]] - Instead of a parry, automatically counter with a jab.<br />
*'''M/Ro/W''' [[Striking Asp Stance]] - Perform discounted cost QUICKSTRIKE attacks.<br />
*'''M/Ro/W''' [[Stun Maneuvers]] - Perform certain actions while stunned.<br />
*'''All''' [[Subdual Strike]] - Similar to Subdue, except you don't hide first.<br />
*'''Ro''' [[Subdue]] - Attack a foe from hiding, with the intention of knocking them out.<br />
*'''Ro''' [[Sucker Punch]] - Disables, reduces stance, and does a small amount of damage to a target.<br />
*'''W''' [[Sunder Shield]] - Attempt to break or disarm an opponent's shield.<br />
*'''M/P/Ro/W''' [[Surge of Strength]] - Temporarily increases one's [[strength]] bonus. Adds +8 at rank 1, +16 at rank 5.<br />
*'''B/M/Ra/Ro''' [[Sweep]] - Using your legs, drop to the ground and knock the feet out from under an opponent.<br />
*'''W''' [[Tackle]] - Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.<br />
*'''P/W''' [[Tainted Bond]]<br />
*'''All''' [[Trip]] - Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.<br />
*'''P/Ro/W''' [[Truehand]] - Increases the effective die roll of an attack. IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces [[Evade|E]]/[[Block|B]]/[[Parry|P]] by the opponent,<br />
*'''W''' [[Twin Hammerfists]] - Using both fists, smash an opponent. May knockdown and/or stun an opponent.<br />
*'''All''' [[Unarmed Specialist]]<br />
*'''W''' [[Weapon Bonding]] - Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any [[warrior]].<br />
*'''Ro/W''' [[Whirling Dervish]]<br />
*'''Ro''' [[Vanish]] - Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.<br />
<br />
<small>Legend: '''B'''=Bard, '''M'''=Monk, '''P'''=Paladin, '''Ra'''=Ranger, '''Ro'''=Rogue, '''W'''=Warrior, '''All'''=Available to all [[profession]]s.</small><br />
{{top}}<br />
<br />
==Resources==<br />
*[[Combat maneuvers (saved posts)]]<br />
*[[Cman charge testing (saved post)]]: Player testing circa 2008<br />
*http://www.play.net/gs4/info/maneuvers/<br />
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Combat%20Maneuvers%20Discussion/view Officials folder]<br />
<br />
[[Category:Combat Mechanics]]<br />
[[Category:Combat Maneuvers| ]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Combat_Maneuvers&diff=128574Combat Maneuvers2020-02-18T00:35:38Z<p>TARLEQUIN: </p>
<hr />
<div><br />
[[Combat Maneuvers]] is a skill with multiple facets and applications, include attack, defense and utility. Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.<br />
<br />
{{skill|<br />
| Bardranks = 2 || Bardcost = 8/4<br />
| Clericranks = 1 || Clericcost = 10/6<br />
| Empathranks = 1 || Empathcost = 12/8<br />
| Monkranks = 2 || Monkcost = 5/3<br />
| Rangerranks = 2 || Rangercost = 6/4<br />
| Rogueranks = 2 || Roguecost = 4/4<br />
| Sorcererranks = 1 || Sorcerercost = 12/8<br />
| Warriorranks = 2 || Warriorcost = 4/3<br />
| Paladinranks = 2 || Paladincost = 5/4<br />
| Wizardranks = 1 || Wizardcost = 12/8<br />
|}}<br />
<br />
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.<br />
<br />
Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training. Therefore, a character that masters a skill via the CMAN system is treated as if they have 50 ranks, while a character that mastered the skill via their guild will be treated as if they have 63 ranks in the skill. There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (i.e., [[Precision]] or Specialization).<br />
<br />
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points and a character may not devote more than 1 CMAN point per level to a single skill. For [[semi]]s, CMAN skills require 50% more points to train in, while pures have to spend 100% more than a square.<br />
<br />
== Combat Maneuver Factors ==<br />
<br />
* The biggest factor is the attacker's and defender's bonus in Combat Maneuvers.<br />
* Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.<br />
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.<br />
* Encumbrance provides a penalty to any combat maneuver attempt.<br />
* Almost every maneuver takes the attacker's stance into account, and most also take the defender's stance into account.<br />
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.<br />
* Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.<br />
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.<br />
<br />
===[[Encumbrance]] Penalty Formula===<br />
There is a one point penalty per one percent encumbered body weight.<br />
<br />
<div {{prettydiv|margin-right=400px}}><center><tt>'''Penalty = round up(encumbrance weight &divide; Body weight) &times; 100</tt></center></div><br />
<br />
====Example====<br />
<br />
Character body weight = 200 lbs<br><br />
Encumbrance weight = 23 lbs<br><br />
<br />
Penalty: round up (23 &divide; 200) &times; 100 = 12<br />
<br />
===[[Armor]] Penalty===<br />
Heavier armor will negatively impact your ability to perform and dodge CMANs. The effects are highlighted in the following table based on Armor Sub Group (ASG)<br />
{|{{prettytable}}<br />
!ASG!!1!!2!!5!!6!!7!!8!!9!!10!!11!!12!!13!!14!!15!!16!!17!!18!!19!!20<br />
|-<br />
|CMAN Penalty||0||0||0||0||2||2||3||3||3||4||4||4||5||5||6||7||8||10<br />
|}<br />
<br />
Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.<br />
<br />
== List of available Combat Maneuvers ==<br />
<big>'''Hold cursor over CM name to see what it does. Click on arrows to sort by profession/category. +=Passive, Yes*=Exclusive'''</big><br />
{|class="wikitable sortable" {{prettytable}}<br />
![[Combat Maneuver]]<br />
![[Warrior]]<br />
![[Rogue]]<br />
![[Monk]]<br />
![[Ranger]]<br />
![[Bard]]<br />
![[Paladin]]<br />
![[Wizard]]<br />
![[Sorcerer]]<br />
![[Empath]]<br />
![[Cleric]]<br />
![[Savant]]<br />
!ALL<br />
![[Martial Stance]]<br />
![[Flare#Armor_Flares|Armor Flares]]<br />
|- style="text-align:center; background: #CCC;"<br />
| <span title="Reduces the penalty when using spiked armor in conjunction with a combat maneuver attack by -5 per rank.">Armor Spike Focus+</span> ([[Armor Spike Focus|SPIKEFOCUS]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.">Bearhug</span> ([[Bearhug|BEARHUG]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.">Berserk</span> ([[Berserk|BERSERK]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increase the chance of blocking with a shield by 5% per rank (15% at mastery).">Block Mastery+</span> ([[Block Mastery|BMASTERY]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Charge an opponent in an attempt to knock them to the ground.">Bull Rush</span> ([[Bull Rush|BULLRUSH]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases Agility and Dexterity bonuses.">Burst of Swiftness</span> ([[Burst of Swiftness|BURST]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Setting a polearm and charge with it at an opponent.">Charge</span> ([[Cman charge|CHARGE]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Employs various cheap tactics, such as a nosetweak, eyepoke, etc.">Cheapshots</span> ([[Cheapshots|CHEAPSHOTS]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Add +2 generic TD (+10 at mastery).">Combat Focus+</span> ([[Combat Focus|FOCUS]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Normally, you're limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.">Combat Mastery</span> ([[Combat Mastery|CMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="If prone, instantly stand when attacked, unless you're immobilized.">Combat Mobility</span> ([[Combat Mobility|MOBILITY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increase DS by +2 per rank (+10 at mastery).">Combat Movement+</span> ([[Combat Movement|CMOVEMENT]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increase your HP by 5 + 10 per rank (+35 total, at mastery).">Combat Toughness+</span> ([[Combat Toughness|TOUGHNESS]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Instantly kills a disabled and weakened victim and gives a slight AS bonus.">Coup de Grace </span> ([[Coup de Grace|COUPDEGRACE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.">Crowd Press</span> ([[Crowd Press|CPRESS]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.">Cunning Defense+</span> ([[Cunning Defense|CDEFENSE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Silences the victim until the throat wound is cured. Does not cause instant death.">Cutthroat</span> ([[Cutthroat|CUTTHROAT]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Kick a clump of dirt in an opponent's face. Reduces their perception.">Dirtkick</span> ([[Dirtkick|DIRTKICK]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Remove a weapon from an opponent's grasp.">Disarm Weapon</span> ([[Disarm Weapon|DISARM]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="From hiding, you attempt to divert your foe's attention, luring them to an adjacent room.">Divert</span> ([[Divert|DIVERT]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="A 30 second boost to evade chance.">Duck and Weave</span> ([[Duck and Weave|WEAVE]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Kick up a cloud of dust to aid in hiding.">Dust Shroud</span> ([[Dust Shroud|SHROUD]])<br />
| style="background:#DDD;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Passive skill that adds a percentage to evasion.">Evade Mastery+</span> ([[Evade Mastery|EMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="If a creature is killed with a two-handed weapon attack while in this stance, the wielder has a chance to maintain his momentum and continue the attack onto another creature foe in the room. This chance is 5% + 15% per rank. The secondary attack will have an AS penalty of -25 and cannot occur more than once per attack.">Executioner's Stance</span> ([[Executioner's Stance|EXECUTIONER]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Reduces an opponent's stance with a faked attack.">Feint</span> ([[Feint|FEINT]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Martial Stance. JAB multiple foes in area with no additional RT.">Flurry of Blows</span> ([[Flurry of Blows|FLURRY]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Choke a victim with a wire, will cause death after a period of time.">Garrote</span> ([[Garrote|GARROTE]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases proficiency with unarmed combat grapple attacks.">Grapple Mastery+</span> ([[Grapple Mastery|GMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Gain greater control over your warcries. A rank 1, the vocal stress of each warcry is reduced by a third. A rank 2, you will be able to affect the undead with your warcries. At rank 3, the vocal stress of each warcry is instead reduced by half.">Griffin's Voice</span> ([[Griffin's Voice|GRIFFIN]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Causes a caster to forget a readied spell. Causes a good deal of pain in men.">Groin Kick</span> ([[Groin Kick|GKICK]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Leg)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Cut the back of the leg, knocking a victim prone.">Hamstring</span> ([[Hamstring|HAMSTRING]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Daze an opponent with a punch to the head.">Haymaker</span> ([[Haymaker|HAYMAKER]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Arm)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Stun an opponent by putting your head into theirs.">Headbutt</span> ([[Headbutt|HEADBUTT]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Head)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="This is a martial stance that provides the ability to shake off negative spell effects.">Inner Harmony</span> ([[Inner Harmony|IHARMONY]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Each use of this maneuver will heal up to (15 + (5 * Rank)) Health Points (HP).">Internal Power</span> ([[Internal Power|IPOWER]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25), rank 3 (+35).">Ki Focus</span> ([[Ki Focus|KIFOCUS]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases proficiency with unarmed combat kick attacks.">Kick Mastery+</span> ([[Kick Mastery|KMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Reduces the opponent's stance with this single attack. Extra roundtime for the attacker.">Mighty Blow</span> ([[Mighty Blow|MBLOW]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="String multiple arrows on a single pull and fire.">Multi-Fire</span> ([[Multi-Fire|MFIRE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Invoked before making a melee or unarmed combat attack. If the subsequent attack connects, the target takes a penalty to their Target Defense (TD) for ten seconds. The penalty is 2 per rank, plus 1 per 10 points in the endroll success margin of the attack. The latter portion is capped at 20.">Mystic Strike</span> ([[Mystic Strike|MYSTICSTRIKE]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Parry an attack more often. An extra 5% chance per rank (15% at mastery).">Parry Mastery+</span> ([[Parry Mastery|PMASTERY]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Permanently enhances all ten stats by 2 per rank. Requires Surge of Strength (Rank 3) and Burst of Swiftness (Rank 3).">Perfect Self+</span> ([[Perfect Self|PERFECTSELF]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.">Precision+</span> ([[Precision|PRECISION]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Martial Stance, increase aim success chance.">Predator's Eye</span> ([[Predator's Eye|PREDATOR]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases proficiency with unarmed combat punch attacks.">Punch Mastery+</span> ([[Punch Mastery|PUNCHMASTERY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.">Quickstrike</span> ([[Quickstrike|QSTRIKE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Martial Stance. Momentum from an unarmed strike against one foe to your next.">Rolling Krynch Stance</span> ([[Rolling Krynch Stance|KRYNCH]])<br />
| style="background:#ddd;"|-<br />
| -<br />
| style="background:#DDD;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Temporarily increases effective training in Stalking and Hiding and reduces the roundtime associated with this skill.">Shadow Mastery</span> ([[Shadow Mastery|SMASTERY]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent">Shield Bash</span> ([[Shield Bash|SBASH]]) <br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Similar to Shield Bash, but can be much more devastating -- for the attacker and the defender.">Shield Charge</span> ([[Shield Charge|SCHARGE]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="A passive skill that increases AS and DS when grouped with others that have the same skill.">Side by Side+</span> ([[Side by Side|SIDEBYSIDE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attack an opponent from hiding without revealing your position -- or identity.">Silent Strike</span> ([[Silent Strike|SILENTSTRIKE]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Martial Stance. Chance to outright avoid mind and soul warding spells.">Slippery Mind</span> ([[Slippery Mind|SLIPPERYMIND]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.">Specialization I+</span> ([[Specialization|WSPEC1]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effective use of a second specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.">Specialization II+</span> ([[Specialization|WSPEC2]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effective use of a third weapon type. +10 to AS at mastery, and works with skills that use your weapon.">Specialization III+</span> ([[Specialization|WSPEC3]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to cleave away a spell from your target.">Spell Cleave</span> ([[Spell Cleaving|SCLEAVE]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Allows the parrying of magical ball/bolt spells at 25% per rank of your normal parry chance, provided that you are using an ensorcelled or anti-magical weapon to do so.">Spell Parry+</span> ([[Spell Parry|SPARRY]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attempt to use the unnatural energy of your ensorcelled or anti-magical weapon to sever a spell away from your target.">Spell Thieve</span> ([[Spell Thieve|THIEVE]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases attack strength and dodge skill for a single attack.">Spin Attack</span> ([[Spin Attack|SATTACK]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attack an opponent, and place them in roundtime. May knock opponents into an adjacent room.">Staggering Blow</span> ([[Staggering Blow|SBLOW]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Instead of a parry, automatically counter with a jab.">Stance of the Mongoose</span> ([[Stance of the Mongoose|MONGOOSE]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Perform discounted cost QUICKSTRIKE attacks.">Striking Asp Stance</span> ([[Striking Asp Stance|ASP]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Perform certain actions while stunned.">Stun Maneuvers</span> ([[Stun Maneuvers|STUNMAN]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Similar to Subdue, except you don't hide first.">Subdual Strike</span> ([[Subdual Strike|SSTRIKE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attack a foe from hiding, with the intention of knocking them out.">Subdue</span> ([[Subdue|SUBDUE]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Disables, reduces stance, and does a small amount of damage to a target.">Sucker Punch</span> ([[Sucker Punch|SPUNCH]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Arm)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Attempt to break or disarm an opponent's shield.">Sunder Shield</span> ([[Sunder Shield|SUNDER]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Temporarily increases one's strength bonus. Adds +8 at rank 1, +16 at rank 5.">Surge of Strength</span> ([[Surge of Strength|SURGE]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Using your legs, drop to the ground and knock the feet out from under an opponent.">Sweep</span> ([[Sweep|SWEEP]])<br />
| style="background:#ddd;"|-<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.">Tackle</span> ([[Tackle|TACKLE]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Warriors and Paladins using permanently ensorcelled and fully bonded weapon in combat will gain one extra attack before expending the periodic attack boost from the ensorcelled necrotic infusions.">Tainted Bond</span> ([[Tainted Bond|TAINTED]])<br />
| style="background:#ddd;"|Yes<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.">Trip</span> ([[Trip|TRIP]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Increases the effective die roll of an attack. IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces E/B/P by the opponent">Truehand</span> ([[Truehand|TRUEHAND]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Using both fists, smash an opponent. May knockdown and/or stun an opponent.">Twin Hammerfists</span> ([[Twin Hammerfists|TWINHAMM]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| (Arm)<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Grants the ability to use some combat maneuvers without requiring a weapon in hand. The following maneuvers are affected by unarmed specialist; disarm, feint, subdue, subdual strike, and cheapshots. Monks know this maneuver without having to train in it.">Unarmed Specialist+</span> ([[Unarmed Specialist|UNARMEDSPEC]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.">Vanish</span> ([[Vanish|VANISH]])<br />
| style="background:#ddd;"|-<br />
| Yes*<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any warrior.">Weapon Bonding+</span> ([[Weapon Bonding|BOND]])<br />
| style="background:#ddd;"|Yes*<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
|- style = "text-align:center; background: #CCC;"<br />
| <span title="This is a Martial Stance. The combatant gains the ability to switch with relative ease between targets when making multiple melee attacks.">Whirling Dervish</span> ([[Whirling Dervish|DERVISH]])<br />
| style="background:#ddd;"|Yes<br />
| Yes<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|-<br />
| -<br />
| style="background:#DDD;"|Martial Stance<br />
| -<br />
|}<br />
{{top}}<br />
===The Old-Formatted List===<br />
<small>Legend: '''B'''=[[Bard]], '''M'''=[[Monk]], '''P'''=[[Paladin]], '''Ra'''=[[Ranger]], '''Ro'''=[[Rogue]], '''W'''=[[Warrior]], '''All'''=Available to all [[profession]]s.</small><br />
<br />
*'''P/Ro/W''' [[Armor Spike Focus]]<br />
*'''M/W''' [[Bearhug]] - Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.<br />
*'''W''' [[Berserk]] - Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.<br />
*'''W''' [[Block Mastery]] - Increase the chance of blocking with a shield by 5% per rank (15% at mastery).<br />
*'''P/W''' [[Bull Rush]] - Charge an opponent in an attempt to knock them to the ground.<br />
*'''M''' [[Burst of Swiftness]] - Increases [[Agility]] and [[Dexterity]] bonuses.<br />
*'''B/M/P/W''' [[Cman charge|Charge]] - Setting a polearm and charge with it at an opponent.<br />
*'''B/M/Ro''' [[Cheapshots]] - Employs various "cheap" tactics, such as a nosetweak, eyepoke, etc.<br />
*'''B/M/P/Ra/Ro/W''' [[Combat Focus]] - Add +2 generic TD (+10 at mastery).<br />
*'''All''' [[Combat Mastery]] - Normally, you're limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.<br />
*'''M/Ro/W''' [[Combat Mobility]] - If prone, instantly stand when attacked, unless you're immobilized.<br />
*'''All''' [[Combat Movement]] - Increase DS by +2 per rank (+10 at mastery).<br />
*'''M/P/Ro/W''' [[Combat Toughness]] - Increase your HP by 5 + 10 per rank (+35 total, at mastery).<br />
*'''M/Ro/W''' [[Coup de Grace]] - Instantly kills a disabled and weakened victim and gives a slight AS bonus.<br />
*'''M/P/Ro/W''' [[Crowd Press]] - Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.<br />
*'''All''' [[Cunning Defense]] - Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.<br />
*'''Ro''' [[Cutthroat]] - Silences the victim until the throat wound is cured. Does not cause instant death.<br />
*'''All''' [[Dirtkick]] - Kick a clump of dirt in an opponent's face. Reduces their perception.<br />
*'''All''' [[Disarm Weapon]] - Remove a weapon from an opponent's grasp.<br />
*'''Ro''' [[Divert]] - From hiding, you attempt to divert your foe's attention, luring them to an adjacent room.<br />
*'''M/Ro''' [[Duck and Weave]] - A 30 second boost to evade chance<br />
*'''Ro''' [[Dust Shroud]] - Kick up a cloud of dust to aid in hiding.<br />
*'''M/Ro/W''' [[Evade Mastery]] - Passive skill that adds a percentage to evasion.<br />
*'''W''' [[Executioner's Stance]]<br />
*'''All''' [[Feint]] - Reduces an opponent's stance with a faked attack.<br />
*'''M''' [[Flurry of Blows]] - [[Martial Stance]]. JAB multiple foes in area with no additional [[RT]].<br />
*'''B/M/Ra/Ro''' [[Garrote]] - Choke a victim with a wire, will cause death after a period of time.<br />
*'''M/R/W''' [[Grapple Mastery]] - Increases proficiency with unarmed combat grapple attacks. <br />
*'''W''' [[Griffin's Voice]]<br />
*'''Ro''' [[Groin Kick]] - Causes a caster to forget a readied spell. Causes a good deal of pain in men.<br />
*'''B/Ra/Ro/W''' [[Hamstring]] - Cut the back of the leg, knocking a victim prone.<br />
*'''W''' [[Haymaker]] - Daze an opponent with a punch to the head.<br />
*'''M/W''' [[Headbutt]] - Stun an opponent by putting your head into theirs.<br />
*'''M''' [[Inner Harmony]] - This is a martial stance that provides the ability to shake off negative spell effects.<br />
*'''M''' [[Internal Power]] - Each use of this maneuver will heal up to (15 + (5 * Rank)) [[Hitpoint|Health Points]] (HP).<br />
*'''M''' [[Ki Focus]] - Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25, rank 3 (+35).<br />
*'''M/R/W''' [[Kick Mastery]] - Increases proficiency with unarmed combat kick attacks.<br />
*'''W''' [[Mighty Blow]] - Reduces the opponent's stance with this single attack. Extra [[roundtime]] for the attacker.<br />
*'''All''' [[Multi-Fire]] - String multiple arrows on a single pull and fire.<br />
*'''M''' [[Mystic Strike]] - ?<br />
*'''W''' [[Parry Mastery]] - Parry an attack more often. An extra 5% chance per rank (15% at mastery).<br />
*'''All''' [[Precision]] - Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.<br />
*'''M''' [[Perfect Self]] - Permanently enhances all ten [[statistic|stats]] by 2 per rank. Requires [[Surge of Strength]] (Rank 3) and [[Burst of Swiftness]] (Rank 3).<br />
*'''Ro''' [[Predator's Eye]] - [[Martial Stance]], increase aim success chance <br />
*'''M/R/W''' [[Punch Mastery]] - Increases proficiency with unarmed combat punch attacks. <br />
*'''M/Ro/W''' [[Quickstrike]] - Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.<br />
*'''M''' [[Rolling Krynch Stance]] - [[Martial Stance]]. Momentum from an unarmed strike against one foe to your next.<br />
*'''Ra/Ro''' [[Shadow Mastery]] - Temporarily increases effective training in [[Stalking and Hiding]] and reduces the roundtime associated with this skill.<br />
*'''B/Ra/Ro/P/W''' [[Shield Bash]] - Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent<br />
*'''P/W''' [[Shield Charge]] - Similar to above, but can be much more devastating -- for the attacker and the defender.<br />
*'''All''' [[Side by Side]] - A passive skill that increases AS and DS when grouped with others that have the same skill.<br />
*'''Ro''' [[Silent Strike]] - Attack an opponent from hiding without revealing your position -- or identity.<br />
*'''M/Ro''' [[Slippery Mind]] - [[Martial Stance]]. Chance to outright avoid mind and soul warding spells.<br />
*'''P/Ro/W''' [[Specialization]] I - Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.<br />
*'''P/Ro/W''' [[Specialization]] II - See above, but for a different weapon type.<br />
*'''P/Ro/W''' [[Specialization]] III - See above, but for yet another weapon type.<br />
*'''M/W''' [[Spell Cleaving]]<br />
*'''M/Ro/W''' [[Spell Parry]]<br />
*'''Ro''' [[Spell Thieve]]<br />
*'''B/M/Ro/W''' [[Spin Attack]] - Increases [[attack strength]] and [[dodge]] skill for a single attack.<br />
*'''W''' [[Staggering Blow]] - Attack an opponent, and place them in [[roundtime]]. May knock opponents into an adjacent room.<br />
*'''M/W''' [[Stance of the Mongoose]] - Instead of a parry, automatically counter with a jab.<br />
*'''M/Ro/W''' [[Striking Asp Stance]] - Perform discounted cost QUICKSTRIKE attacks.<br />
*'''M/Ro/W''' [[Stun Maneuvers]] - Perform certain actions while stunned.<br />
*'''All''' [[Subdual Strike]] - Similar to Subdue, except you don't hide first.<br />
*'''Ro''' [[Subdue]] - Attack a foe from hiding, with the intention of knocking them out.<br />
*'''Ro''' [[Sucker Punch]] - Disables, reduces stance, and does a small amount of damage to a target.<br />
*'''W''' [[Sunder Shield]] - Attempt to break or disarm an opponent's shield.<br />
*'''M/P/Ro/W''' [[Surge of Strength]] - Temporarily increases one's [[strength]] bonus. Adds +8 at rank 1, +16 at rank 5.<br />
*'''B/M/Ra/Ro''' [[Sweep]] - Using your legs, drop to the ground and knock the feet out from under an opponent.<br />
*'''W''' [[Tackle]] - Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.<br />
*'''P/W''' [[Tainted Bond]]<br />
*'''All''' [[Trip]] - Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.<br />
*'''P/Ro/W''' [[Truehand]] - Increases the effective die roll of an attack. IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces [[Evade|E]]/[[Block|B]]/[[Parry|P]] by the opponent,<br />
*'''W''' [[Twin Hammerfists]] - Using both fists, smash an opponent. May knockdown and/or stun an opponent.<br />
*'''All''' [[Unarmed Specialist]]<br />
*'''W''' [[Weapon Bonding]] - Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any [[warrior]].<br />
*'''Ro/W''' [[Whirling Dervish]]<br />
*'''Ro''' [[Vanish]] - Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.<br />
<br />
<small>Legend: '''B'''=Bard, '''M'''=Monk, '''P'''=Paladin, '''Ra'''=Ranger, '''Ro'''=Rogue, '''W'''=Warrior, '''All'''=Available to all [[profession]]s.</small><br />
{{top}}<br />
<br />
==Resources==<br />
*[[Combat maneuvers (saved posts)]]<br />
*[[Cman charge testing (saved post)]]: Player testing circa 2008<br />
*http://www.play.net/gs4/info/maneuvers/<br />
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/Combat%20Maneuvers%20Discussion/view Officials folder]<br />
<br />
[[Category:Combat Mechanics]]<br />
[[Category:Combat Maneuvers| ]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Rogue&diff=128573Rogue2020-02-18T00:27:22Z<p>TARLEQUIN: /* Rogue Exclusive Combat Maneuvers */</p>
<hr />
<div>{{Profession<br />
| [[File:Small_teef.jpg]]<br />
| type = [[Square]]<br />
| circles = [[Minor Spiritual]]<br />[[Minor Elemental]]<br />
| prime = [[Dexterity]], [[Agility]]<br />
| mana = [[Aura]], [[Wisdom]]<br />
| TWCcost = 2/2 | TWCranks = 2<br />
| AUcost = 5/0 | AUranks = 2<br />
| SUcost = 4/0 | SUranks = 2<br />
| CMcost = 4/4 | CMranks = 2<br />
| OHEcost = 2/1 | OHEranks = 2<br />
| OHBcost = 3/1 | OHBranks = 2<br />
| THWcost = 6/2 | THWranks = 2<br />
| RWcost = 3/1 | RWranks = 2<br />
| TWcost = 2/1 | TWranks = 2<br />
| PWcost = 7/2 | PWranks = 2<br />
| BRLcost = 3/1 | BRLranks = 2<br />
| AMBcost = 2/1 | AMBranks = 2<br />
| MOCcost = 10/3 | MOCranks = 1<br />
| PFcost = 3/0 | PFranks = 2<br />
| DODcost = 2/1 | DODranks = 3<br />
| AScost = 0/7 | ASranks = 1<br />
| MIUcost = 0/8 | MIUranks = 1<br />
| SAcost = 4/22 | SAranks = 1<br />
| HPcost = 0/9 | HPranks = 1<br />
| EMCcost = 0/10 | EMCranks = 1<br />
| MMCcost = 0/15 | MMCranks = 1<br />
| SMCcost = 0/10 | SMCranks = 1<br />
| SRcost = 0/67 | SRranks = 1<br />
| ELcost = 0/15 | ELranks = 1<br />
| SpLcost = 0/15 | SpLranks = 1<br />
| SoLcost = 0/30 | SoLranks = 1<br />
| MLcost = 0/40 | MLranks = 1<br />
| SURcost = 2/2 | SURranks = 2<br />
| DTcost = 1/1 | DTranks = 3<br />
| PLcost = 1/1 | PLranks = 3<br />
| SHcost = 1/1 | SHranks = 3<br />
| PERcost = 0/1 | PERranks = 3<br />
| CLIcost = 1/0 | CLIranks = 2<br />
| SWIcost = 2/0 | SWIranks = 2<br />
| FAcost = 1/2 | FAranks = 2<br />
| TRAcost = 0/3 | TRAranks = 2<br />
| PPcost = 1/0 | PPranks = 2<br />
}}<br />
Striking from the shadows, '''Rogues''' are the masters of [[Ambush|stealth combat]]. With speed and agility, Rogues maneuver and dodge their way through the battlefield. This makes them most adept with lighter weapons and armor, though they are proficient with a wide variety of equipment. Outside of combat, the Rogue is more than capable of training any skill that may suit their needs. Their unparalleled abilities at [[Disarming Traps|bypassing]] traps, [[Picking Locks|opening]] locked doors or treasure chests, and spying out secret passages, make them valued members of any society. A Rogue is even capable of a modest amount of spellcasting, further increasing their versatility.<br />
<br />
== Training plans ==<br />
Rogues are expected to train in the following skills:<br />
*Twice per level in the following skills (Often called 2&times; training):<br />
:A one-handed weapon skill ([[Edged Weapons]], [[Blunt Weapons]] or [[Brawling]]), [[Dodging]], [[Ambushing]], [[Perception]], and [[Stalking and Hiding]]<br />
*Once, alternating twice every other level (or 1.5&times; training):<br />
:[[Shield Use]] and [[Combat Maneuvers]]<br />
*Once per level (or 1&times; training):<br />
:[[Physical Training]] and [[Armor Use]]<br />
<br />
A character that uses [[Two Weapon Combat]] or decides to train in [[Two-handed Weapons]] is suggested to train more in Dodging to make up for the loss of a shield. It is not recommended to train in [[Polearm Weapons]] as a two-handed polearm weapon cannot be used while ambushing. [[Ranged Weapons]] is a very viable training path for rogues, however, such a training path would be very different than the one listed above.<br />
<br />
== Rogue Profession Highlights ==<br />
The attractiveness of the rogue profession is in their ability to hide and ambush enemies, steal, pick locks, disarm traps, and cast minor spells. They're skilled at combat without magical aid and have a wide variety of [[Combat Maneuvers]] and [[Shield Use|Shield Specializations]] available. These specialty skills will increase their effectiveness in battle.<br />
<br />
In addition, due to their ability to hide, they can avoid most damage in combat by simply keeping unseen. When hunting, many rogues delight in the ability to strike first, [[stunned|stunning]], if not killing, their target, thus reducing the possibility of retaliation.<br />
<br />
=== Variety ===<br />
One of the biggest strengths of the rogue profession is the ability to vary their training paths widely. There are rogues that focus strongly on magical skills to aid them in combat or in their locksmithing endeavors, as well as rogues that focus on the aspects of combat or locksmithing, or some combination thereof. The low [[training point]] costs of many of their [[skill]]s allows for a minor focus in many of them, or a major focus in a few.<br />
<br />
Rogues can excel in the use of every weapon type, with the exception of [[Polearm Weapons]] due to the inability to [[Ambush|ambush]] when using a two-handed polearm. [[Ranged Weapons|Archery]] is common due to the low costs of training in [[Ambushing]] and [[Perception]], two skills that increase [[attack strength]] with ranged weapons, thus eliminating much the need to train in [[Combat Maneuvers]]. [[Two Weapon Combat]] is good for a rogue due to the increased damage potential and the possibility that if the first attack misses (due to low attack strength or the enemy dodges the attack) the second attack carries another chance to hit, and therefore stun, the target. [[Two-Handed Weapons]], while a costly skill, makes a rogue quite deadly in the ambush. A character's aim is diminished with larger weapons, but a hit will deal significantly more damage, almost always resulting in the enemy's death or dismemberment with a severe chunk of [[Hitpoint|health point]]s lost. [[Brawling]], [[Blunt Weapons]], [[Edged Weapons]], and [[Thrown Weapons]] can be combined with either Two Weapon Combat or [[Shield Use]], though the Thrown Weapons skill does not work too well with Two Weapon Combat, and usually requires another combat skill, such as Edged Weapons, to be effective, thus making it a less popular choice.<br />
<br />
== Rogue Exclusive Combat Maneuvers ==<br />
Rogues are the only profession that can train in the following [[combat maneuvers]]:<br />
*[[Cutthroat]]<br />
*[[Dust Shroud]]<br />
*[[Divert]]<br />
*[[Groin Kick]]<br />
*[[Predator's Eye]] - ([[Martial Stance]])<br />
*[[Shadow Dance]]<br />
*[[Silent strike]] - A popular choice among assassins.<br />
*[[Subdue]]<br />
*[[Sucker Punch]]<br />
*[[Vanish]]<br />
<br />
===Other Combat Maneuvers Available To Rogues===<br />
*[[Armor Spike Focus]]<br />
*[[Cheapshots]]<br />
*[[Combat Focus]]<br />
*[[Combat Mastery]]<br />
*[[Combat Movement]]<br />
*[[Combat Toughness]]<br />
*[[Coup de Grace]]<br />
*[[Crowd Press]]<br />
*[[Cunning Defense]]<br />
*[[Dirtkick]]<br />
*[[Disarm Weapon]]<br />
*[[Evade Mastery]]<br />
*[[Feint]]<br />
*[[Garrote]]<br />
*[[Grapple Mastery]]<br />
*[[Hamstring]]<br />
*[[Kick Mastery]]<br />
*[[Multi-Fire]]<br />
*[[Precision]]<br />
*[[Punch Mastery]]<br />
*[[Quickstrike]]<br />
*[[Shadow Mastery]]<br />
*[[Shield Bash]]<br />
*[[Side by Side]]<br />
*[[Slippery Mind]] - ([[Martial Stance]])<br />
*[[Spin Attack]]<br />
*[[Stun Maneuvers]]<br />
*[[Subdual Strike]]<br />
*[[Surge of Strength]]<br />
*[[Sweep]]<br />
*[[Trip]]<br />
*[[Truehand]]<br />
*[[Specialization|Wspec I]]<br />
*[[Specialization|Wspec II]]<br />
*[[Specialization|Wspec III]]<br />
*[[Spell Parry]]<br />
*[[Unarmed Specialist]]<br />
*[[Whirling Dervish]] - ([[Martial Stance]])<br />
<br />
==Shield Specializations==<br />
Rogues can further enhance their combat effectiveness by training in one or more of the following [[Shield Use|Shield Specializations]]. Each rank in the [[Shield Use]] skill will garner 1 point toward training in these specializations.<br />
<br />
*[[Deflect the Elements]]<br />
*[[Deflection Training]]<br />
*[[Deflection Mastery]]<br />
*[[Disarming Presence]] - ([[Martial Stance]])<br />
*[[Phalanx]]<br />
*[[Shield Bash]]<br />
*[[Shielded Brawler]]<br />
*[[Shield Focus]] (small)<br />
*[[Shield Focus]] (medium)<br />
*[[Shield Forward]]<br />
*[[Shield Mind]]<br />
*[[Shield Riposte]] - ([[Martial Stance]])<br />
*[[Shield Spike Focus]]<br />
*[[Shield Spike Mastery]]<br />
*[[Shield Strike]]<br />
*[[Shield Strike Mastery]]<br />
*[[Shield Swiftness]]<br />
*[[Spell Block]]<br />
*[[Steady Shield]]<br />
<br />
== Armor Specializations ==<br />
<br />
The following [[armor specialization]]s are available to rogues:<br />
<br />
*[[Light Armor Mastery]]<br />
*[[Armored evasion]]<br />
*[[Armored stealth]]<br />
<br />
==Rogue Statistic Growth Rates==<br />
<br />
For more information see the page on [[Statistic growth rate | statistic growth rates]].<br />
<br />
{| {{prettytable}}<br />
|+ '''Rogue Stat Growth Rates'''<br />
|-<br />
! width=80px | ''Profession''<br />
! width=80px | [[Strength]] || width=80px | [[Constitution]] || width=80px | [[Dexterity]] || width=80px | [[Agility]] || width=80px | [[Discipline]]<br />
! width=80px | [[Aura]] || width=80px | [[Logic]] || width=80px | [[Intuition]] || width=80px | [[Wisdom]] || width=80px | [[Influence]]<br />
|- align = center<br />
| '''Rogue''' ||25||20||25||30||20||15||20||25||10||15<br />
|}<br />
''Note: The table above is the baseline statistic growth rates. These values are actually modified for '''every''' race in GemStone IV, including [[human]]s.''<br />
<br />
==Resources==<br />
<br />
*[[Rogue Guild]]<br />
*[[Combat Maneuvers]]<br />
*[[Shield Use|Shield Specializations]]<br />
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net<br />
<br />
=====Officials Folders=====<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/view Main folder]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Announcements/view Announcements]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Developer's%20Corner%20-%20Rogues/view Developer's Corner]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Roguish%20Banter/view Banter]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Rogue%20Guild%20Discussions/view Guild Discussions]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Lock Mastery]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/So%20You%20Want%20to%20be%20a%20Rogue%3F/view So You Want to be a Rogue?]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Roleplaying%20a%20Rogue/view Roleplaying a Rogue]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Rogue%20General%20Discussion/view General Discussion]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Hunting%20Strategies/view Hunting Strategies]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Pickpocketing/view Pickpocketing]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Locksmithing%20and%20Traps/view Locksmithing and Traps]<br />
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Great%20Ambushes/view Great Ambushes]<br />
<br />
=====Guides=====<br />
*[[A beginner's guide to playing a rogue]] (work-in-progress)<br />
*[[Starchitin's rogue sniper guide]]<br />
{{Rogue}}<br />
{{Professions}}<br />
[[Category:Professions]][[Category:Rogue]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=128339Enchant (925)2020-02-11T16:48:45Z<p>TARLEQUIN: /* Script Difficulty Chart */</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.<br />
<br />
===Generation===<br />
<br />
====Gathering====<br />
<br />
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.<br />
<br />
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player's level. However, without 26 ranks in Elemental Mana Control, you will not be able to convert static essence into usable enchanting essence.<br />
<br />
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.<br />
<br />
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard's level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard's the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.<br />
<br />
As a wizard's static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.<br />
<br />
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.<br />
<br />
<pre{{log2}}>You feel a (AMOUNT) accumulation of static essence around you.</pre><br />
<br />
{| {{prettytable<includeonly>|1=font-size:95%;</includeonly>}}<br />
|-bgcolor=lightblue<br />
! Amount Description||% of Pool Accumulated<br />
|- <br />
| faint||1-9%<br />
|-<br />
| weak ||10-24%<br />
|-<br />
| growing ||25-49%<br />
|-<br />
| moderate ||50-74%<br />
|-<br />
| significant ||75-89%<br />
|-<br />
| strong ||90-94%<br />
|-<br />
| saturated ||95-100%<br />
|}<br />
<br />
====Converting====<br />
<br />
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.<br />
<br />
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.<br />
<br />
The wizard's Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)<br />
<br />
'''Bonus Static Essence Gained Per Mana Pulse'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29<br />
|}<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9<br />
|}<br />
<br />
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.<br />
<br />
'''% of Essence Pulse Absorbed When Not on a Natural Mana Node'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250<br />
|-<br />
|align="right"|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85<br />
|}<br />
<br />
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.<br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. <br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||100<br />
|-<br />
| +2 to +3||200<br />
|-<br />
| +3 to +4||300<br />
|-<br />
| +4 to +5||400<br />
|-<br />
| +5 to +6||500<br />
|-<br />
| +6 to +7||600<br />
|-<br />
| +7 to +8||700<br />
|-<br />
| +8 to +9||800<br />
|-<br />
| +9 to +10||900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||1000<br />
|-<br />
| +11 to +12||1100<br />
|-<br />
| +12 to +13||1200<br />
|-<br />
| +13 to +14||1300<br />
|-<br />
| +14 to +15||1400<br />
|-<br />
| +15 to +16||1500<br />
|-<br />
| +16 to +17||1600<br />
|-<br />
| +17 to +18||1700<br />
|-<br />
| +18 to +19||1800<br />
|-<br />
| +19 to +20||1900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||2000<br />
|-<br />
| +21 to +22||2100<br />
|-<br />
| +22 to +23||2200<br />
|-<br />
| +23 to +24||2300<br />
|-<br />
| +24 to +25||2400<br />
|-<br />
| +25 to +26||4800<br />
|-<br />
| +26 to +27||7200<br />
|-<br />
| +27 to +28||9600<br />
|-<br />
| +28 to +29||12000<br />
|-<br />
| +29 to +30||14400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||16800<br />
|-<br />
| +31 to +32||19200<br />
|-<br />
| +32 to +33||21600<br />
|-<br />
| +33 to +34||24000<br />
|-<br />
| +34 to +35||26400<br />
|-<br />
| +35 to +36||28800<br />
|-<br />
| +36 to +37||31200<br />
|-<br />
| +37 to +38||33600<br />
|-<br />
| +38 to +39||36000<br />
|-<br />
| +39 to +40||38400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||40800<br />
|-<br />
| +41 to +42||43200<br />
|-<br />
| +42 to +43||45600<br />
|-<br />
| +43 to +44||48000<br />
|-<br />
| +44 to +45||50400<br />
|-<br />
| +45 to +46||52800<br />
|-<br />
| +46 to +47||55200<br />
|-<br />
| +47 to +48||57600<br />
|-<br />
| +48 to +49||60000<br />
|-<br />
| +49 to +50||62400<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 1x to 2x || 3500 || < 1<br />
|-<br />
| 2x to 3x || 6000 || < 1<br />
|-<br />
| 3x to 4x || 8500 || < 1<br />
|-<br />
| 4x to 5x || 11000 || < 1<br />
|-<br />
| 5x to 6x || 48000 || 3<br />
|-<br />
| 6x to 7x || 108000 || 6.75<br />
|-<br />
| 7x to 8x || 168000 || 10.5<br />
|-<br />
| 8x to 9x || 228000 || 14.25<br />
|-<br />
| 9x to 10x || 288000 || 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 0x to 2x || 4500 || < 1<br />
|-<br />
| 0x to 3x || 10500 || < 1<br />
|-<br />
| 0x to 4x || 19000 || 1.1875<br />
|-<br />
| 0x to 5x || 30000 || 1.875<br />
|-<br />
| 0x to 6x || 78000 || 4.875<br />
|-<br />
| 0x to 7x || 186000 || 11.625<br />
|-<br />
| 0x to 8x || 354000 || 22.125<br />
|-<br />
| 0x to 9x || 582000 || 36.375<br />
|-<br />
| 0x to 10x || 870000 || 54.375<br />
|}<br />
|}<br />
<br />
===Using Essence to Enchant===<br />
<br />
'''Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!'''<br />
<br />
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item. This is done via the various color ayan'eth potions now available at the various wizard guild shops. The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.<br />
<br />
Unlock potions must be used in order, starting with green. Green ayan'eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20. So, if enchanting a steel weapon, the green ayan'eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour. After that, a single pour of the blue ayan'eth potion will unlock its maximum enchant further to +25.<br />
<br />
The current maximum enchant unlock can be checked by a wizard via 405:<br />
<br />
<pre{{Log2|margin-right=35%}}>You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...<br />
><br />
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.<br />
Cast Roundtime 3 Seconds.</pre><br />
<br />
A wizard can cast also use 405 to determine the precise current enchant.<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-<br />
!Color intensity<br />
!Enchant value<br />
|-<br />
| faint<br />
| color value -4<br />
|-<br />
| muted<br />
| color value -3<br />
|-<br />
| hazy<br />
| color value -2<br />
|-<br />
| soft<br />
| color value -1<br />
|-<br />
| vibrant<br />
| full color value<br />
|}<br />
Thus, an item that registers as yellow with the AI crystal (+11 to +15) would have a faint yellow aura if +11, a hazy yellow aura if +13, and a vibrant yellow aura if a full +15. Once it reaches +16, the item then has a faint green aura.<br />
<br />
There is no tempering time associated with maximum enchant potential unlocks. As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it. The maximum unlock is permanent and never fades. The item can be used in combat at any point during new style enchanting process. The item cannot be "locked" as with old style enchants, and it cannot be destroyed in a catastrophic failure. The item is not associated with any individual wizard's project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.<br />
<br />
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item. Each enchant channel increases the item's enchant by +1. Each channel enchant also reduces the wizard's available essence by that individual step amount, referenced in the above essence charts. If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an astoundingly good attempt!||100+ ([[Open roll]])<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
!Positive Factors<br />
!Negative Factors<br />
|-<br />
|[[Wizard Base]] ranks<br />
|Existing enchant bonus<br />
|-<br />
|[[Level]] of enchanter<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Magic Item Use]] ranks<br />
|[[Material]] of the item<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
|[[Resistance]]s<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
|Holy<br />
|-<br />
|[[Magical workshop|Public workshop]]<br />
|[[WPS|Weighting, Padding, and/or Sighting]]<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
|Health or Spirit Loss, Injuries<br />
|-<br />
|<br />
|[[Flares]], [[TD bonus]], AS/DS bonus<br />
|-<br />
|<br />
|[[Enhancive item]], [[Fusion]], Scripted item<br />
|}<br />
<br />
===Material Difficulty Chart===<br />
{{#section:Material|material chart}}<br />
{{clear}}<br />
{{top}}<br />
<br />
===Script Difficulty Chart===<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
! Script !! Penalty (based on unlock tier) || Owner<br />
|-<br />
|Energy Staff || -350 || Retser<br />
|-<br />
|Greater Elemental Flares|| -150 || Unknown<br />
|-<br />
|Sigil Staff || -270 || Estild<br />
|-<br />
|Sprite Weapon || -350 || Retser<br />
|-<br />
|Twin weapons || -65/135/200 || Retser<br />
|-<br />
|Voln Armor || -70/140/200/200 || Unknown<br />
|-<br />
|}<br />
<br />
===Weighting/Padding Difficulty===<br />
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)]<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-Temper Potions==<br />
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to [[Channel]]ing the Enchant spell.<br />
<br />
===Flaring Items===<br />
{{main|Pre-tempering potions}}<br />
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.<br />
<br />
===Enhancive and Holy Items===<br />
{{main|Pre-tempering potions}}<br />
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required is the [[urven'eth potion]].<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is permanently unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn experience, and potentially large amounts of [[silver]]. <br />
<br />
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.<br />
<br />
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
*[[Realm_flare|Realm flares]]<br />
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Coraesine|Coraesine Weapons]]<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Nebular Weapon]]s<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|temper potions1}}<br />
{{#section:Enchanting potions|temper potions2}}<br />
{{#section:Enchanting potions|temper potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
*[[User:ZHEPHEN|Zhephen's Enchant (925) Research Notes]]<br />
{{top}}<br />
{{wizard}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=128289Glimmin (prime)2020-02-10T00:08:22Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 exceptionally crit padded (13.333 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily crit weighted (12 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=High_End_Scrip_Shop&diff=128264High End Scrip Shop2020-02-08T19:49:52Z<p>TARLEQUIN: Redirected page to Duskruin Arena/February 2020 prize list</p>
<hr />
<div>#REDIRECT [[Duskruin_Arena/February_2020_prize_list]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=High_End_Scrip_Shop/shop_list_December_2018&diff=128255High End Scrip Shop/shop list December 20182020-02-08T19:41:21Z<p>TARLEQUIN: Created page with "{{TOCright}} *[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view Duskruin Arena Officials folder] ==..."</p>
<hr />
<div>{{TOCright}}<br />
<br />
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view Duskruin Arena Officials folder]<br />
<br />
==Certificate Services==<br />
<br />
<div {{prettydiv}}>'''Message on non-automated certificates:<br>'''Some items may be ineligible due to existing properties. WHISPER availability details to the {item}; if applicable, hold the item you want us to work on in your left hand, and REDEEM this {item} to use, which will cause the {item} to crumble. You have until one week after the Duskruin event closes to redeem this {item} or it is forfeit! No exceptions!'''}}</div><br />
<br />
{| {{prettytable|font-size:95%;}} <br />
|- bgcolor="lightblue"<br />
! Item || Starting<br>Prime Price || Ending<br>Prime Price||||Notes<br />
|-<br />
! colspan=5| In a battered wooden treasure chest <br />
|-<br />
| [[Ithziri_armor| Ithzir Armor]] Unlock<br>an Ithzir Armor epistle||align=right| 75,000 ||align=right| ||align=right| || (automated) This epistle will unlock a single tree (your choice) on Ithzir Armor. Use TURN to select the desired tree for unlocking. <br />
|-<br />
| Fresh-slate [[mana flare|Mana Flare]] <br>a silvery flat mana deed ||align=right| 15,000 ||align=right| ||align=right| || The bearer of this deed is entitled to have mana flares (+3) added to a single non-flaring runestaff of their choice. Some items may be ineligible due to their current properties.<br>Apply Mana Flare to item, or bring up to +3. '''Scaling'''<br />
|-<br />
| Additional [[mana flare|Mana Flare]] <br>a golden open mana deed ||align=right| 15,000 ||align=right| ||align=right| || The bearer of this deed is entitled to receive an increased mana flare (+1) on a single already-flared (mana) runestaff. Some items may be ineligible due to their current properties.<br>+1 Mana Flare (up to +5). '''Scaling'''<br />
|-<br />
| [[Wandering tattoos|Wandering Tattoo]]<br>a wandering tattoo receipt ||align=right| 60,000 ||align=right| ||align=right| || The bearer of this receipt is entitled to receive a WANDERING TATTOO. Choose living or undead and a base tattoo design (just the 15/15/15). <br />
|-<br />
| [[Briar flare|Briar Flares]]<br>a thorny briar flares chit ||align=right| 500,000 ||align=right| ||align=right| || The bearer of this chit is entitled to have the BRIAR FLARES script at Tier 3 placed on a weapon of their choice. <br />
|-<br />
| Enhancive Charge (6 mos)<br>an enhancive charge card ||align=right| 7,500 ||align=right| ||align=right| || The bearer of this card is entitled to receive a 6-month charge on an enhancive item. Some enhancive items may be ineligible. <br />
|-<br />
| [[Resistance]] Adding<br>a scallop-edged resistance proclamation ||align=right| 25,000 ||align=right| ||align=right| || The bearer of this proclamation is entitled to have +5 resistance added to a piece of armor or shield of their choice. Single resistance total cannot exceed 40%. Limit to 2 of these services per item. <br />
|-<br />
| [[Rotflares]]<br>a yellowed rotflare contract||align=right| 400,000 ||align=right| ||align=right| || The bearer of this contract is entitled to have RotFlares added to a weapon of their choice.<br />
|-<br />
| [[Voln_armor|Voln Armor]]<br>a crosscrossed voln armor contract||align=right| 150,000 ||align=right| ||align=right| || The bearer of this contract is entitled to have their VolnArmor unlocked. Armor must already be at least tier 1 VolnArmor. <br />
|-<br />
| a ripped asg change note||align=right| 100,000 ||align=right| ||align=right| || The bearer of this note is entitled to have their armor changed to another armor subgroup within their armor group (ex. brigandine into studded leathers).<br />
|-<br />
| a black weight reducing stub||align=right| 100,000 ||align=right| ||align=right| || The bearer of this stub is entitled to have a 5% weight reduction added to a container of their choice. <br />
|-<br />
| Major Enhancive Booster<br>a major red enhancive poster ||align=right| 40,000 ||align=right| ||align=right| || The bearer of this poster is entitled to have a single enhancive SKILL BONUS increased by +1 up to +24. Limit to 2 of these services per item. <br />
|-<br />
| Minor Enhancive Booster<br>a minor blue enhancive poster||align=right| 25,000 ||align=right| ||align=right| || The bearer of this poster is entitled to have a single enhancive SKILL BONUS increased by +1 up to +10. Limit to 2 of these services per item. <br />
|-<br />
| Add '''dispel flare''' to item<br>a wavering dispel flare seal||align=right| 50,000 ||align=right| ||align=right| || '''Scaling'''<br />
|-<br />
| Add '''rare flare''' to item<br>a torn rare flare seal ||align=right| 30,000 ||align=right| ||align=right| || Choices: Unbalance, Grapple, Slash, Puncture, and Crush.<br />
|-<br />
| Add '''uncommon flare''' to item<br>a frayed uncommon flare seal ||align=right| 25,000 ||align=right| ||align=right| || Choices: Disintegrate, Disruption, Acid, Vacuum, Plasma, and Steam<br />
|-<br />
| Fresh-slate [[acuity flare|Acuity Flare]] <br>a puce flat acuity ticket ||align=right| 30,000 || align=right| ||align=right| || The bearer of this ticket is entitled to have acuity flares (6x) added to a single non-flaring runestaff of their choice. Some items may be ineligible due to their current properties.<br>Apply Acuity Flare to item, or bring up to 6x (+30 AS/+18 CS). '''Scaling'''<br />
|-<br />
| Additional [[acuity flare|Acuity Flare]] <br>a brown open acuity ticket || align=right| 40,000 ||align=right| ||align=right| || The bearer of this ticket is entitled to receive an increased acuity flare (+5) on their already-flared (acuity) runestaff. Some items may be ineligible due to their current properties. (+5 AS/+3 CS). '''Scaling'''<br />
|-<br />
| [[Vial flare|Vial Flares]] - stamina<br>a stamina vial flares certificate ||align=right| 25,000 ||align=right| ||align=right| || The bearer of this certificate is entitled to receive VIAL FLARES - STAMINA on a weapon of their choice. <br />
|-<br />
| [[Vial flare|Vial Flares]] - mana<br>a mana vial flares certificate ||align=right| 25,000 ||align=right| ||align=right| || (see stamina above for info)<br />
|-<br />
| [[Vial flare|Vial Flares]] - health<br>a health vial flares certificate ||align=right| 25,000 ||align=right| ||align=right| || (see stamina above for info)<br />
|-<br />
| [[Sanctified|Sanctification]]<br>a pristine sanctifying charter ||align=right| 15,000 ||align=right| ||align=right| || '''Scaling'''<br />
|-<br />
| [[Sanctified|Permabless]]<br>a white permabless charter ||align=right| 300,000 ||align=right| ||align=right| || '''Scaling'''<br />
|-<br />
| Additional [[TD]] <br>a grey target defense voucher ||align=right| 175,000 ||align=right| ||align=right| || The bearer of this voucher is entitled to have 5 points of target defense added to a shield or armor of their choice. Some items may be ineligible due to their current properties.<br />
|-<br />
| [[De-fusion]] <br>a dark de-fusion certificate ||align=right| 100,000 ||align=right| ||align=right| || The bearer of this certificate is entitled to receive a de-fusion service to permanently enhance an item and remove the fusion script.<br />
|-<br />
| Partial Enchant<br>a ripped partial enchant sheet ||align=right| 25,000 ||align=right| ||align=right| || a single uneven enchant brought to the closest 0/5 enchant (EG: +22 brought to +25). <br />
|-<br />
| [[Enchant]]<br>a shiny enchant document ||align=right| 100,000 ||align=right| ||align=right| || +5 enchant up to +50 <br />
|-<br />
|}<br />
<br />
<br />
==See Also==<br />
{{#section:Bloodriven Village|prize list links}}<br />
<br />
[[Category: Duskruin Arena]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&diff=128254Bloodriven Village - Historical2020-02-08T19:40:14Z<p>TARLEQUIN: /* High End Prize Lists */</p>
<hr />
<div><div class="alert alert-info"><center><big>'''Editors: Edit shops via the [[:Category: Bloodriven Village Shops]]. On each shop page one can edit both the current and archive inventory and it will show up in the appropriate page automatically. Please note the last revised/confirmed date as inventory MAY change between runs.'''</big></center></div><br />
{{TOCright|limit=2}}'''Bloodriven Village''' is where [[Duskruin Arena]] is located. All purchases are made with [[bloodscrip]].<br />
*[http://i.imgur.com/ZZWWOdj.png Bloodriven Village Map by Rozy]<br />
*[[Bloodriven Village archive]] lists removed items.<br />
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view Duskruin Arena Officials folder]<br />
===High End Prize Lists===<br />
<section begin=prize list links /><br />
*[[Duskruin Arena/August 2015 prize list|August 2015]]<br />
*[[Duskruin Arena/April 2016 prize list|April 2016]]<br />
*[[Duskruin Arena/August 2016 prize list|August/September 2016]]<br />
*[[Duskruin Arena/April 2017 prize list|April 2017]]<br />
*[[Duskruin Arena/August 2017 prize list|August 2017]]<br />
*[[Duskruin Arena/February 2018 prize list|February 2018]]<br />
*[[Duskruin Arena/June 2018 prize list|June 2018]]<br />
*[[Duskruin Arena/December 2018 prize list|December 2018]]<br />
*[[Duskruin Arena/August 2019 prize list|August 2019]]<br />
*[[Duskruin Arena/February 2020 prize list|February 2020]]<br />
<section end=prize list links /><br />
<br />
===Portals===<br />
{{#section:Duskruin Arena|portals}}<br />
{{#section:BVShop:A Mist Opportunity|current}}<br />
{{top}}<br />
{{#section:BVShop:A Moment in Time|current}}<br />
{{top}}<br />
{{#section:BVShop:Accessories of Crime|current}}<br />
{{top}}<br />
{{#section:BVShop:Art of Lore|current}}<br />
{{top}}<br />
{{#section:BVShop:Autumnal Den|current}}<br />
{{top}}<br />
{{#section:BVShop:Bare Aggression|current}}<br />
{{top}}<br />
{{#section:BVShop:Best Tressed|current}}<br />
{{top}}<br />
{{#section:BVShop:Be Warez|current}}<br />
{{top}}<br />
{{#section:BVShop:Blood Red Rose|current}}<br />
{{top}}<br />
{{#section:BVShop:Bloodriven Bowery|current}}<br />
{{top}}<br />
{{#section:BVShop:Bundle Up|current}}<br />
{{top}}<br />
{{#section:BVShop:Cacographic Critters|current}}<br />
{{top}}<br />
{{#section:BVShop:Covert Couriers|current}}<br />
{{top}}<br />
{{#section:BVShop:Crosswinds and Crosshairs|current}}<br />
{{top}}<br />
{{#section:BVShop:Cultural Cuts|current}}<br />
{{top}}<br />
{{#section:BVShop:Cut and Dried|current}}<br />
{{top}}<br />
{{#section:BVShop:Dark and Dangerous|current}}<br />
{{top}}<br />
{{#section:BVShop:Drawing the Line|current}}<br />
{{top}}<br />
{{#section:BVShop:Dunh's Lab|current}}<br />
{{top}}<br />
{{#section:BVShop:Gamac's Goods|current}}<br />
{{top}}<br />
{{#section:BVShop:Hand-N-Hand|current}}<br />
{{top}}<br />
{{#section:BVShop:High Spirits|current}}<br />
{{top}}<br />
{{#section:BVShop:Just For Kicks|current}}<br />
{{top}}<br />
{{#section:BVShop:Madder Hats Tea Room|current}}<br />
{{top}}<br />
{{#section:BVShop:Make Your Mark|current}}<br />
{{top}}<br />
{{#section:BVShop:Mar and Scar|current}}<br />
{{top}}<br />
{{#section:BVShop:Messy Alchemist|current}}<br />
{{top}}<br />
{{#section:BVShop:Ode to Resistance|current}}<br />
{{top}}<br />
{{#section:BVShop:Penitent Petitioner|current}}<br />
{{top}}<br />
{{#section:BVShop:Rock Solid|current}}<br />
{{top}}<br />
{{#section:BVShop:Shield Thyself|current}}<br />
{{top}}<br />
{{#section:BVShop:Sigil Shop|current}}<br />
{{top}}<br />
{{#section:BVShop:Smoke Screen|current}}<br />
{{top}}<br />
{{#section:BVShop:So Shifty|current}}<br />
{{top}}<br />
{{#section:BVShop:Spellbound|current}}<br />
{{top}}<br />
{{#section:BVShop:Sprite Club|current}}<br />
{{top}}<br />
{{#section:BVShop:Stay Awhile and Glisten|current}}<br />
{{top}}<br />
{{#section:BVShop:Temple of Tentacles|current}}<br />
{{top}}<br />
{{#section:BVShop:The Cover Up|current}}<br />
{{top}}<br />
{{#section:BVShop:The Librarium|current}}<br />
{{top}}<br />
{{#section:BVShop:The Sable Quietus|current}}<br />
{{top}}<br />
{{#section:BVShop:Under the Counter|current}}<br />
{{top}}<br />
{{#section:BVShop:Veiled Purpose|current}}<br />
{{top}}<br />
{{#section:BVShop:What Goes Around|current}}<br />
{{top}}<br />
{{#section:BVShop:Written Word|current}}<br />
{{top}}<br />
<br />
[[Category: Duskruin Arena]]<br />
[[Category: Bloodriven Village Shops| ]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&diff=128251Bloodriven Village - Historical2020-02-08T19:38:42Z<p>TARLEQUIN: /* High End Prize Lists */</p>
<hr />
<div><div class="alert alert-info"><center><big>'''Editors: Edit shops via the [[:Category: Bloodriven Village Shops]]. On each shop page one can edit both the current and archive inventory and it will show up in the appropriate page automatically. Please note the last revised/confirmed date as inventory MAY change between runs.'''</big></center></div><br />
{{TOCright|limit=2}}'''Bloodriven Village''' is where [[Duskruin Arena]] is located. All purchases are made with [[bloodscrip]].<br />
*[http://i.imgur.com/ZZWWOdj.png Bloodriven Village Map by Rozy]<br />
*[[Bloodriven Village archive]] lists removed items.<br />
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view Duskruin Arena Officials folder]<br />
===High End Prize Lists===<br />
<section begin=prize list links /><br />
*[[Duskruin Arena/August 2015 prize list|August 2015]]<br />
*[[Duskruin Arena/April 2016 prize list|April 2016]]<br />
*[[Duskruin Arena/August 2016 prize list|August/September 2016]]<br />
*[[Duskruin Arena/April 2017 prize list|April 2017]]<br />
*[[Duskruin Arena/August 2017 prize list|August 2017]]<br />
*[[Duskruin Arena/February 2018 prize list|February 2018]]<br />
*[[Duskruin Arena/June 2018 prize list|June 2018]]<br />
*[[Duskruin Arena/December 2019 prize list|December 2018]]<br />
*[[Duskruin Arena/August 2019 prize list|August 2019]]<br />
*[[Duskruin Arena/February 2020 prize list|February 2020]]<br />
<section end=prize list links /><br />
<br />
===Portals===<br />
{{#section:Duskruin Arena|portals}}<br />
{{#section:BVShop:A Mist Opportunity|current}}<br />
{{top}}<br />
{{#section:BVShop:A Moment in Time|current}}<br />
{{top}}<br />
{{#section:BVShop:Accessories of Crime|current}}<br />
{{top}}<br />
{{#section:BVShop:Art of Lore|current}}<br />
{{top}}<br />
{{#section:BVShop:Autumnal Den|current}}<br />
{{top}}<br />
{{#section:BVShop:Bare Aggression|current}}<br />
{{top}}<br />
{{#section:BVShop:Best Tressed|current}}<br />
{{top}}<br />
{{#section:BVShop:Be Warez|current}}<br />
{{top}}<br />
{{#section:BVShop:Blood Red Rose|current}}<br />
{{top}}<br />
{{#section:BVShop:Bloodriven Bowery|current}}<br />
{{top}}<br />
{{#section:BVShop:Bundle Up|current}}<br />
{{top}}<br />
{{#section:BVShop:Cacographic Critters|current}}<br />
{{top}}<br />
{{#section:BVShop:Covert Couriers|current}}<br />
{{top}}<br />
{{#section:BVShop:Crosswinds and Crosshairs|current}}<br />
{{top}}<br />
{{#section:BVShop:Cultural Cuts|current}}<br />
{{top}}<br />
{{#section:BVShop:Cut and Dried|current}}<br />
{{top}}<br />
{{#section:BVShop:Dark and Dangerous|current}}<br />
{{top}}<br />
{{#section:BVShop:Drawing the Line|current}}<br />
{{top}}<br />
{{#section:BVShop:Dunh's Lab|current}}<br />
{{top}}<br />
{{#section:BVShop:Gamac's Goods|current}}<br />
{{top}}<br />
{{#section:BVShop:Hand-N-Hand|current}}<br />
{{top}}<br />
{{#section:BVShop:High Spirits|current}}<br />
{{top}}<br />
{{#section:BVShop:Just For Kicks|current}}<br />
{{top}}<br />
{{#section:BVShop:Madder Hats Tea Room|current}}<br />
{{top}}<br />
{{#section:BVShop:Make Your Mark|current}}<br />
{{top}}<br />
{{#section:BVShop:Mar and Scar|current}}<br />
{{top}}<br />
{{#section:BVShop:Messy Alchemist|current}}<br />
{{top}}<br />
{{#section:BVShop:Ode to Resistance|current}}<br />
{{top}}<br />
{{#section:BVShop:Penitent Petitioner|current}}<br />
{{top}}<br />
{{#section:BVShop:Rock Solid|current}}<br />
{{top}}<br />
{{#section:BVShop:Shield Thyself|current}}<br />
{{top}}<br />
{{#section:BVShop:Sigil Shop|current}}<br />
{{top}}<br />
{{#section:BVShop:Smoke Screen|current}}<br />
{{top}}<br />
{{#section:BVShop:So Shifty|current}}<br />
{{top}}<br />
{{#section:BVShop:Spellbound|current}}<br />
{{top}}<br />
{{#section:BVShop:Sprite Club|current}}<br />
{{top}}<br />
{{#section:BVShop:Stay Awhile and Glisten|current}}<br />
{{top}}<br />
{{#section:BVShop:Temple of Tentacles|current}}<br />
{{top}}<br />
{{#section:BVShop:The Cover Up|current}}<br />
{{top}}<br />
{{#section:BVShop:The Librarium|current}}<br />
{{top}}<br />
{{#section:BVShop:The Sable Quietus|current}}<br />
{{top}}<br />
{{#section:BVShop:Under the Counter|current}}<br />
{{top}}<br />
{{#section:BVShop:Veiled Purpose|current}}<br />
{{top}}<br />
{{#section:BVShop:What Goes Around|current}}<br />
{{top}}<br />
{{#section:BVShop:Written Word|current}}<br />
{{top}}<br />
<br />
[[Category: Duskruin Arena]]<br />
[[Category: Bloodriven Village Shops| ]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Bloodriven_Village_-_Historical&diff=128248Bloodriven Village - Historical2020-02-08T19:28:14Z<p>TARLEQUIN: /* High End Prize Lists */</p>
<hr />
<div><div class="alert alert-info"><center><big>'''Editors: Edit shops via the [[:Category: Bloodriven Village Shops]]. On each shop page one can edit both the current and archive inventory and it will show up in the appropriate page automatically. Please note the last revised/confirmed date as inventory MAY change between runs.'''</big></center></div><br />
{{TOCright|limit=2}}'''Bloodriven Village''' is where [[Duskruin Arena]] is located. All purchases are made with [[bloodscrip]].<br />
*[http://i.imgur.com/ZZWWOdj.png Bloodriven Village Map by Rozy]<br />
*[[Bloodriven Village archive]] lists removed items.<br />
*[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view Duskruin Arena Officials folder]<br />
===High End Prize Lists===<br />
<section begin=prize list links /><br />
*[[Duskruin Arena/August 2015 prize list|August 2015]]<br />
*[[Duskruin Arena/April 2016 prize list|April 2016]]<br />
*[[Duskruin Arena/August 2016 prize list|August/September 2016]]<br />
*[[Duskruin Arena/April 2017 prize list|April 2017]]<br />
*[[Duskruin Arena/August 2017 prize list|August 2017]]<br />
*[[Duskruin Arena/February 2018 prize list|February 2018]]<br />
*[[Duskruin Arena/June 2018 prize list|June 2018]]<br />
*[[High_End_Scrip_Shop|December 2018]]<br />
*[[Duskruin Arena/August 2019_prize_list|August 2019]]<br />
*[[Duskruin Arena/February 2020 prize list|February 2020]]<br />
<section end=prize list links /><br />
<br />
===Portals===<br />
{{#section:Duskruin Arena|portals}}<br />
{{#section:BVShop:A Mist Opportunity|current}}<br />
{{top}}<br />
{{#section:BVShop:A Moment in Time|current}}<br />
{{top}}<br />
{{#section:BVShop:Accessories of Crime|current}}<br />
{{top}}<br />
{{#section:BVShop:Art of Lore|current}}<br />
{{top}}<br />
{{#section:BVShop:Autumnal Den|current}}<br />
{{top}}<br />
{{#section:BVShop:Bare Aggression|current}}<br />
{{top}}<br />
{{#section:BVShop:Best Tressed|current}}<br />
{{top}}<br />
{{#section:BVShop:Be Warez|current}}<br />
{{top}}<br />
{{#section:BVShop:Blood Red Rose|current}}<br />
{{top}}<br />
{{#section:BVShop:Bloodriven Bowery|current}}<br />
{{top}}<br />
{{#section:BVShop:Bundle Up|current}}<br />
{{top}}<br />
{{#section:BVShop:Cacographic Critters|current}}<br />
{{top}}<br />
{{#section:BVShop:Covert Couriers|current}}<br />
{{top}}<br />
{{#section:BVShop:Crosswinds and Crosshairs|current}}<br />
{{top}}<br />
{{#section:BVShop:Cultural Cuts|current}}<br />
{{top}}<br />
{{#section:BVShop:Cut and Dried|current}}<br />
{{top}}<br />
{{#section:BVShop:Dark and Dangerous|current}}<br />
{{top}}<br />
{{#section:BVShop:Drawing the Line|current}}<br />
{{top}}<br />
{{#section:BVShop:Dunh's Lab|current}}<br />
{{top}}<br />
{{#section:BVShop:Gamac's Goods|current}}<br />
{{top}}<br />
{{#section:BVShop:Hand-N-Hand|current}}<br />
{{top}}<br />
{{#section:BVShop:High Spirits|current}}<br />
{{top}}<br />
{{#section:BVShop:Just For Kicks|current}}<br />
{{top}}<br />
{{#section:BVShop:Madder Hats Tea Room|current}}<br />
{{top}}<br />
{{#section:BVShop:Make Your Mark|current}}<br />
{{top}}<br />
{{#section:BVShop:Mar and Scar|current}}<br />
{{top}}<br />
{{#section:BVShop:Messy Alchemist|current}}<br />
{{top}}<br />
{{#section:BVShop:Ode to Resistance|current}}<br />
{{top}}<br />
{{#section:BVShop:Penitent Petitioner|current}}<br />
{{top}}<br />
{{#section:BVShop:Rock Solid|current}}<br />
{{top}}<br />
{{#section:BVShop:Shield Thyself|current}}<br />
{{top}}<br />
{{#section:BVShop:Sigil Shop|current}}<br />
{{top}}<br />
{{#section:BVShop:Smoke Screen|current}}<br />
{{top}}<br />
{{#section:BVShop:So Shifty|current}}<br />
{{top}}<br />
{{#section:BVShop:Spellbound|current}}<br />
{{top}}<br />
{{#section:BVShop:Sprite Club|current}}<br />
{{top}}<br />
{{#section:BVShop:Stay Awhile and Glisten|current}}<br />
{{top}}<br />
{{#section:BVShop:Temple of Tentacles|current}}<br />
{{top}}<br />
{{#section:BVShop:The Cover Up|current}}<br />
{{top}}<br />
{{#section:BVShop:The Librarium|current}}<br />
{{top}}<br />
{{#section:BVShop:The Sable Quietus|current}}<br />
{{top}}<br />
{{#section:BVShop:Under the Counter|current}}<br />
{{top}}<br />
{{#section:BVShop:Veiled Purpose|current}}<br />
{{top}}<br />
{{#section:BVShop:What Goes Around|current}}<br />
{{top}}<br />
{{#section:BVShop:Written Word|current}}<br />
{{top}}<br />
<br />
[[Category: Duskruin Arena]]<br />
[[Category: Bloodriven Village Shops| ]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=124365Enchant (925)2019-11-19T19:20:38Z<p>TARLEQUIN: /* Essence */</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.<br />
<br />
===Generation===<br />
<br />
====Gathering====<br />
<br />
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.<br />
<br />
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player's level.<br />
<br />
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.<br />
<br />
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard's level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard's the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.<br />
<br />
As a wizard's static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.<br />
<br />
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.<br />
<br />
<pre{{log2}}>You feel a (AMOUNT) accumulation of static essence around you.</pre><br />
<br />
{| {{prettytable<includeonly>|1=font-size:95%;</includeonly>}}<br />
|-bgcolor=lightblue<br />
! Amount Description||% of Pool Accumulated<br />
|- <br />
| faint||1-9%<br />
|-<br />
| weak ||10-24%<br />
|-<br />
| growing ||25-49%<br />
|-<br />
| moderate ||50-74%<br />
|-<br />
| significant ||75-89%<br />
|-<br />
| strong ||90-94%<br />
|-<br />
| saturated ||95-100%<br />
|}<br />
<br />
====Converting====<br />
<br />
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.<br />
<br />
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.<br />
<br />
The wizard's Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)<br />
<br />
'''Bonus Static Essence Gained Per Mana Pulse'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29<br />
|}<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9<br />
|}<br />
<br />
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.<br />
<br />
'''% of Essence Pulse Absorbed When Not on a Natural Mana Node'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250<br />
|-<br />
|align="right"|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85<br />
|}<br />
<br />
The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.<br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. <br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||100<br />
|-<br />
| +2 to +3||200<br />
|-<br />
| +3 to +4||300<br />
|-<br />
| +4 to +5||400<br />
|-<br />
| +5 to +6||500<br />
|-<br />
| +6 to +7||600<br />
|-<br />
| +7 to +8||700<br />
|-<br />
| +8 to +9||800<br />
|-<br />
| +9 to +10||900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||1000<br />
|-<br />
| +11 to +12||1100<br />
|-<br />
| +12 to +13||1200<br />
|-<br />
| +13 to +14||1300<br />
|-<br />
| +14 to +15||1400<br />
|-<br />
| +15 to +16||1500<br />
|-<br />
| +16 to +17||1600<br />
|-<br />
| +17 to +18||1700<br />
|-<br />
| +18 to +19||1800<br />
|-<br />
| +19 to +20||1900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||2000<br />
|-<br />
| +21 to +22||2100<br />
|-<br />
| +22 to +23||2200<br />
|-<br />
| +23 to +24||2300<br />
|-<br />
| +24 to +25||2400<br />
|-<br />
| +25 to +26||4800<br />
|-<br />
| +26 to +27||7200<br />
|-<br />
| +27 to +28||9600<br />
|-<br />
| +28 to +29||12000<br />
|-<br />
| +29 to +30||14400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||16800<br />
|-<br />
| +31 to +32||19200<br />
|-<br />
| +32 to +33||21600<br />
|-<br />
| +33 to +34||24000<br />
|-<br />
| +34 to +35||26400<br />
|-<br />
| +35 to +36||28800<br />
|-<br />
| +36 to +37||31200<br />
|-<br />
| +37 to +38||33600<br />
|-<br />
| +38 to +39||36000<br />
|-<br />
| +39 to +40||38400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||40800<br />
|-<br />
| +41 to +42||43200<br />
|-<br />
| +42 to +43||45600<br />
|-<br />
| +43 to +44||48000<br />
|-<br />
| +44 to +45||50400<br />
|-<br />
| +45 to +46||52800<br />
|-<br />
| +46 to +47||55200<br />
|-<br />
| +47 to +48||57600<br />
|-<br />
| +48 to +49||60000<br />
|-<br />
| +49 to +50||62400<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 1x to 2x || 3500 || < 1<br />
|-<br />
| 2x to 3x || 6000 || < 1<br />
|-<br />
| 3x to 4x || 8500 || < 1<br />
|-<br />
| 4x to 5x || 11000 || < 1<br />
|-<br />
| 5x to 6x || 48000 || 3<br />
|-<br />
| 6x to 7x || 108000 || 6.75<br />
|-<br />
| 7x to 8x || 168000 || 10.5<br />
|-<br />
| 8x to 9x || 228000 || 14.25<br />
|-<br />
| 9x to 10x || 288000 || 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 0x to 2x || 4500 || < 1<br />
|-<br />
| 0x to 3x || 10500 || < 1<br />
|-<br />
| 0x to 4x || 19000 || 1.1875<br />
|-<br />
| 0x to 5x || 30000 || 1.875<br />
|-<br />
| 0x to 6x || 78000 || 4.875<br />
|-<br />
| 0x to 7x || 186000 || 11.625<br />
|-<br />
| 0x to 8x || 354000 || 22.125<br />
|-<br />
| 0x to 9x || 582000 || 36.375<br />
|-<br />
| 0x to 10x || 870000 || 54.375<br />
|}<br />
|}<br />
<br />
===Using Essence to Enchant===<br />
<br />
'''Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!'''<br />
<br />
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item. This is done via the various color ayan'eth potions now available at the various wizard guild shops. The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.<br />
<br />
Unlock potions must be used in order, starting with green. Green ayan'eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20. So, if enchanting a steel weapon, the green ayan'eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour. After that, a single pour of the blue ayan'eth potion will unlock its maximum enchant further to +25.<br />
<br />
The current maximum enchant unlock can be checked by a wizard via 405:<br />
<br />
<pre{{Log2|margin-right=35%}}>You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...<br />
><br />
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.<br />
Cast Roundtime 3 Seconds.</pre><br />
<br />
There is no tempering time associated with maximum enchant potential unlocks. As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it. The maximum unlock is permanent and never fades. The item can be used in combat at any point during new style enchanting process. The item cannot be "locked" as with old style enchants, and it cannot be destroyed in a catastrophic failure. The item is not associated with any individual wizard's project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.<br />
<br />
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item. Each enchant channel increases the item's enchant by +1. Each channel enchant also reduces the wizard's available essence by that individual step amount, referenced in the above essence charts. If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an astoundingly good attempt!||100+ ([[Open roll]])<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
!Positive Factors<br />
!Negative Factors<br />
|-<br />
|[[Wizard Base]] ranks<br />
|Existing enchant bonus<br />
|-<br />
|[[Level]] of enchanter<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Magic Item Use]] ranks<br />
|[[Material]] of the item<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
|[[Resistance]]s<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
|Holy<br />
|-<br />
|[[Magical workshop|Public workshop]]<br />
|[[WPS|Weighting, Padding, and/or Sighting]]<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
|Having a [[920|familiar]] elsewhere<br />
|-<br />
|<br />
|[[Flares]], [[TD bonus]], AS/DS bonus<br />
|-<br />
|<br />
|[[Enhancive item]], [[Fusion]], Scripted item<br />
|-<br />
|<br />
|Health or Spirit Loss, Injuries<br />
|}<br />
<br />
===Material Difficulty Chart===<br />
{{#section:Material|material chart}}<br />
{{clear}}<br />
{{top}}<br />
<br />
===Script Difficulty Chart===<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
! Script !! Penalty || Owner<br />
|-<br />
|Energy Staff || -350 || Retser<br />
|-<br />
|Sigil Staff || -270 || Estild<br />
|-<br />
|Sprite Weapon || -350 || Retser<br />
|-<br />
|}<br />
<br />
===Weighting/Padding Difficulty===<br />
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)]<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-Temper Potions==<br />
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.<br />
<br />
===Flaring Items===<br />
{{main|Pre-tempering potions}}<br />
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.<br />
<br />
===Enhancive and Holy Items===<br />
{{main|Pre-tempering potions}}<br />
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are [[urven'eth potion]].<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn experience, and potentially large amounts of [[silver]]. <br />
<br />
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.<br />
<br />
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Coraesine|Coraesine Weapons]]<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Nebular Weapon]]s<br />
*[[Realm_flare|Realm flares]]<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|temper potions1}}<br />
{{#section:Enchanting potions|temper potions2}}<br />
{{#section:Enchanting potions|temper potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
{{top}}<br />
{{wizard}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=124363Enchant (925)2019-11-19T19:13:29Z<p>TARLEQUIN: /* Essence */</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can [[SENSE]] how much essence you have accumulated and how strong of an enchantment you can complete.<br />
<br />
===Generation===<br />
<br />
====Gathering====<br />
<br />
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.<br />
<br />
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player's level.<br />
<br />
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.<br />
<br />
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard's level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard's the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.<br />
<br />
As a wizard's static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.<br />
<br />
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.<br />
<br />
<pre{{log2}}>You feel a (AMOUNT) accumulation of static essence around you.</pre><br />
<br />
{| {{prettytable<includeonly>|1=font-size:95%;</includeonly>}}<br />
|-bgcolor=lightblue<br />
! Amount Description||% of Pool Accumulated<br />
|- <br />
| faint||1-9%<br />
|-<br />
| weak ||10-24%<br />
|-<br />
| growing ||25-49%<br />
|-<br />
| moderate ||50-74%<br />
|-<br />
| significant ||75-89%<br />
|-<br />
| strong ||90-94%<br />
|-<br />
| saturated ||95-100%<br />
|}<br />
<br />
====Converting====<br />
<br />
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.<br />
<br />
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.<br />
<br />
The wizard's Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)<br />
<br />
'''Bonus Static Essence Gained Per Mana Pulse'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29<br />
|}<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9<br />
|}<br />
<br />
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.<br />
<br />
'''% of Essence Pulse Absorbed When Not on a Natural Mana Node'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250<br />
|-<br />
|align="right"|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85<br />
|}<br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||100<br />
|-<br />
| +2 to +3||200<br />
|-<br />
| +3 to +4||300<br />
|-<br />
| +4 to +5||400<br />
|-<br />
| +5 to +6||500<br />
|-<br />
| +6 to +7||600<br />
|-<br />
| +7 to +8||700<br />
|-<br />
| +8 to +9||800<br />
|-<br />
| +9 to +10||900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||1000<br />
|-<br />
| +11 to +12||1100<br />
|-<br />
| +12 to +13||1200<br />
|-<br />
| +13 to +14||1300<br />
|-<br />
| +14 to +15||1400<br />
|-<br />
| +15 to +16||1500<br />
|-<br />
| +16 to +17||1600<br />
|-<br />
| +17 to +18||1700<br />
|-<br />
| +18 to +19||1800<br />
|-<br />
| +19 to +20||1900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||2000<br />
|-<br />
| +21 to +22||2100<br />
|-<br />
| +22 to +23||2200<br />
|-<br />
| +23 to +24||2300<br />
|-<br />
| +24 to +25||2400<br />
|-<br />
| +25 to +26||4800<br />
|-<br />
| +26 to +27||7200<br />
|-<br />
| +27 to +28||9600<br />
|-<br />
| +28 to +29||12000<br />
|-<br />
| +29 to +30||14400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||16800<br />
|-<br />
| +31 to +32||19200<br />
|-<br />
| +32 to +33||21600<br />
|-<br />
| +33 to +34||24000<br />
|-<br />
| +34 to +35||26400<br />
|-<br />
| +35 to +36||28800<br />
|-<br />
| +36 to +37||31200<br />
|-<br />
| +37 to +38||33600<br />
|-<br />
| +38 to +39||36000<br />
|-<br />
| +39 to +40||38400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||40800<br />
|-<br />
| +41 to +42||43200<br />
|-<br />
| +42 to +43||45600<br />
|-<br />
| +43 to +44||48000<br />
|-<br />
| +44 to +45||50400<br />
|-<br />
| +45 to +46||52800<br />
|-<br />
| +46 to +47||55200<br />
|-<br />
| +47 to +48||57600<br />
|-<br />
| +48 to +49||60000<br />
|-<br />
| +49 to +50||62400<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 1x to 2x || 3500 || < 1<br />
|-<br />
| 2x to 3x || 6000 || < 1<br />
|-<br />
| 3x to 4x || 8500 || < 1<br />
|-<br />
| 4x to 5x || 11000 || < 1<br />
|-<br />
| 5x to 6x || 48000 || 3<br />
|-<br />
| 6x to 7x || 108000 || 6.75<br />
|-<br />
| 7x to 8x || 168000 || 10.5<br />
|-<br />
| 8x to 9x || 228000 || 14.25<br />
|-<br />
| 9x to 10x || 288000 || 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 0x to 2x || 4500 || < 1<br />
|-<br />
| 0x to 3x || 10500 || < 1<br />
|-<br />
| 0x to 4x || 19000 || 1.1875<br />
|-<br />
| 0x to 5x || 30000 || 1.875<br />
|-<br />
| 0x to 6x || 78000 || 4.875<br />
|-<br />
| 0x to 7x || 186000 || 11.625<br />
|-<br />
| 0x to 8x || 354000 || 22.125<br />
|-<br />
| 0x to 9x || 582000 || 36.375<br />
|-<br />
| 0x to 10x || 870000 || 54.375<br />
|}<br />
|}<br />
<br />
===Using Essence to Enchant===<br />
<br />
'''Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!'''<br />
<br />
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item. This is done via the various color ayan'eth potions now available at the various wizard guild shops. The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.<br />
<br />
Unlock potions must be used in order, starting with green. Green ayan'eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20. So, if enchanting a steel weapon, the green ayan'eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour. After that, a single pour of the blue ayan'eth potion will unlock its maximum enchant further to +25.<br />
<br />
The current maximum enchant unlock can be checked by a wizard via 405:<br />
<br />
<pre{{Log2|margin-right=35%}}>You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...<br />
><br />
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.<br />
Cast Roundtime 3 Seconds.</pre><br />
<br />
There is no tempering time associated with maximum enchant potential unlocks. As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it. The maximum unlock is permanent and never fades. The item can be used in combat at any point during new style enchanting process. The item cannot be "locked" as with old style enchants, and it cannot be destroyed in a catastrophic failure. The item is not associated with any individual wizard's project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.<br />
<br />
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item. Each enchant channel increases the item's enchant by +1. Each channel enchant also reduces the wizard's available essence by that individual step amount, referenced in the above essence charts. If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an astoundingly good attempt!||100+ ([[Open roll]])<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
!Positive Factors<br />
!Negative Factors<br />
|-<br />
|[[Wizard Base]] ranks<br />
|Existing enchant bonus<br />
|-<br />
|[[Level]] of enchanter<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Magic Item Use]] ranks<br />
|[[Material]] of the item<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
|[[Resistance]]s<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
|Holy<br />
|-<br />
|[[Magical workshop|Public workshop]]<br />
|[[WPS|Weighting, Padding, and/or Sighting]]<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
|Having a [[920|familiar]] elsewhere<br />
|-<br />
|<br />
|[[Flares]], [[TD bonus]], AS/DS bonus<br />
|-<br />
|<br />
|[[Enhancive item]], [[Fusion]], Scripted item<br />
|-<br />
|<br />
|Health or Spirit Loss, Injuries<br />
|}<br />
<br />
===Material Difficulty Chart===<br />
{{#section:Material|material chart}}<br />
{{clear}}<br />
{{top}}<br />
<br />
===Script Difficulty Chart===<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
! Script !! Penalty || Owner<br />
|-<br />
|Energy Staff || -350 || Retser<br />
|-<br />
|Sigil Staff || -270 || Estild<br />
|-<br />
|Sprite Weapon || -350 || Retser<br />
|-<br />
|}<br />
<br />
===Weighting/Padding Difficulty===<br />
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)]<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-Temper Potions==<br />
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.<br />
<br />
===Flaring Items===<br />
{{main|Pre-tempering potions}}<br />
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.<br />
<br />
===Enhancive and Holy Items===<br />
{{main|Pre-tempering potions}}<br />
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are [[urven'eth potion]].<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn experience, and potentially large amounts of [[silver]]. <br />
<br />
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.<br />
<br />
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Coraesine|Coraesine Weapons]]<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Nebular Weapon]]s<br />
*[[Realm_flare|Realm flares]]<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|temper potions1}}<br />
{{#section:Enchanting potions|temper potions2}}<br />
{{#section:Enchanting potions|temper potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
{{top}}<br />
{{wizard}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=124362Enchant (925)2019-11-19T19:10:13Z<p>TARLEQUIN: /* Generation */</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can SENSE how much essence you have accumulated and how strong of an enchantment you can complete.<br />
<br />
===Generation===<br />
<br />
====Gathering====<br />
<br />
A wizard character may earn static essence from killing creatures and will passively convert a portion of that static essence into usable enchanting essence on each mana pulse they receive.<br />
<br />
Gathering static essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and kill a creature of an appropriate level for the player's level.<br />
<br />
The maximum amount of static essence a player can have gathered is equal to 500 + their maximum mana.<br />
<br />
The amount of static essence earned when killing a creature will vary depending on the difference in level between the wizard and creature and how much mana was spent. The base amount of static essence earned per kill is 33 with a bonus of up to +12 from mana spent in the process of the kill (at a rate of 1 mana to 1 static essence); this total is then adjusted for wizard/creature level difference. For each creature level below the wizard's level the kill will yield 10% less static essence down to a minimum of 0%. For each level above the wizard's the kill will yield an additional +1 static essence up to a maximum of +10. The maximum amount of static essence that may be earned from a single kill is 55 (33 + 12 + 10) while the minimum is, of course, 0.<br />
<br />
As a wizard's static essence pool fills it become more difficult to add more to it. For every 20 points of static essence already in the wizard’s pool, 1% of the static essence that would be earned for that kill is instead lost. For example, you have been out hunting and have gathered 200 static essence in your pool. If your next kill would normally award you 55 static essence, it will be reduced by ((200 / 20) = 10)%, earning (90% of 55 = 49) static essence.<br />
<br />
The messaging from [[SENSE]] indicates what percentage of their maximum amount of static essence a wizard has accumulated.<br />
<br />
<pre{{log2}}>You feel a (AMOUNT) accumulation of static essence around you.</pre><br />
<br />
{| {{prettytable<includeonly>|1=font-size:95%;</includeonly>}}<br />
|-bgcolor=lightblue<br />
! Amount Description||% of Pool Accumulated<br />
|- <br />
| faint||1-9%<br />
|-<br />
| weak ||10-24%<br />
|-<br />
| growing ||25-49%<br />
|-<br />
| moderate ||50-74%<br />
|-<br />
| significant ||75-89%<br />
|-<br />
| strong ||90-94%<br />
|-<br />
| saturated ||95-100%<br />
|}<br />
<br />
====Converting====<br />
<br />
Converting static essence into usable enchanting essence requires a player to: be a wizard, be level 25 or higher, have 25 ranks in the Wizard Base spell circle, and have at least 26 ranks of Elemental Mana Control.<br />
<br />
The maximum amount of static essence that can be converted to enchanting essence per pulse is equal to 33 + (Effective EMC Bonus / 11) + (Elemental Lore: Fire Bonus / 37). No more than this amount of static essence will be converted on a mana pulse.<br />
<br />
The wizard's Effective EMC Bonus only considers ranks of Elemental Mana Control beyond the initial 26 required to convert essence. Calculate the effective EMC ranks by subtracting 26 and determine the skill bonus for that number of ranks (e.g. 27 ranks is 1 effective rank is 5 effective bonus, 76 ranks is 50 effective ranks is 150 effective bonus, beyond 50 effective ranks the bonus is equal to 100 + effective ranks.)<br />
<br />
'''Bonus Static Essence Gained Per Mana Pulse'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Mana Control Ranks||0||29||31||33||35||38||40||43||46||49||53||57||62||69||80||91||102||113||124||135||146||157||168||179||190||201||212||223||234||245<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20||21||22||23||24||25||26||27||28||29<br />
|}<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Fire Ranks||0||8||16||27||48||85||122||159||196||233<br />
|-<br />
|align="right"|Bonus Static to Essence Conversion||0||1||2||3||4||5||6||7||8||9<br />
|}<br />
<br />
If the wizard is not on a natural mana node when they receive a mana pulse, they can only a percentage of static essence that they normally would (the remainder stays in their pool). Only 50% + 1% per 10 Bonus of Elemental Lore: Water of the static essence will be absorbed outside of a natural mana node. Wizards can use the [[SENSE]] verb to determine if a natural mana node is present.<br />
<br />
'''% of Essence Pulse Absorbed When Not on a Natural Mana Node'''<br />
<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore: Water Ranks||0||2||4||6||8||10||13||15||18||20||24||27||30||35||40||50||60||70||80||90||100||110||120||130||140||150||160||170||180||190||200||210||220||230||240||250<br />
|-<br />
|align="right"|Percent of Absorb Rate||50||51||52||53||54||55||56||57||58||59||60||61||62||63||64||65||66||67||68||69||70||71||72||73||74||75||76||77||78||79||80||81||82||83||84||85<br />
|}<br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||100<br />
|-<br />
| +2 to +3||200<br />
|-<br />
| +3 to +4||300<br />
|-<br />
| +4 to +5||400<br />
|-<br />
| +5 to +6||500<br />
|-<br />
| +6 to +7||600<br />
|-<br />
| +7 to +8||700<br />
|-<br />
| +8 to +9||800<br />
|-<br />
| +9 to +10||900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||1000<br />
|-<br />
| +11 to +12||1100<br />
|-<br />
| +12 to +13||1200<br />
|-<br />
| +13 to +14||1300<br />
|-<br />
| +14 to +15||1400<br />
|-<br />
| +15 to +16||1500<br />
|-<br />
| +16 to +17||1600<br />
|-<br />
| +17 to +18||1700<br />
|-<br />
| +18 to +19||1800<br />
|-<br />
| +19 to +20||1900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||2000<br />
|-<br />
| +21 to +22||2100<br />
|-<br />
| +22 to +23||2200<br />
|-<br />
| +23 to +24||2300<br />
|-<br />
| +24 to +25||2400<br />
|-<br />
| +25 to +26||4800<br />
|-<br />
| +26 to +27||7200<br />
|-<br />
| +27 to +28||9600<br />
|-<br />
| +28 to +29||12000<br />
|-<br />
| +29 to +30||14400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||16800<br />
|-<br />
| +31 to +32||19200<br />
|-<br />
| +32 to +33||21600<br />
|-<br />
| +33 to +34||24000<br />
|-<br />
| +34 to +35||26400<br />
|-<br />
| +35 to +36||28800<br />
|-<br />
| +36 to +37||31200<br />
|-<br />
| +37 to +38||33600<br />
|-<br />
| +38 to +39||36000<br />
|-<br />
| +39 to +40||38400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||40800<br />
|-<br />
| +41 to +42||43200<br />
|-<br />
| +42 to +43||45600<br />
|-<br />
| +43 to +44||48000<br />
|-<br />
| +44 to +45||50400<br />
|-<br />
| +45 to +46||52800<br />
|-<br />
| +46 to +47||55200<br />
|-<br />
| +47 to +48||57600<br />
|-<br />
| +48 to +49||60000<br />
|-<br />
| +49 to +50||62400<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 1x to 2x || 3500 || < 1<br />
|-<br />
| 2x to 3x || 6000 || < 1<br />
|-<br />
| 3x to 4x || 8500 || < 1<br />
|-<br />
| 4x to 5x || 11000 || < 1<br />
|-<br />
| 5x to 6x || 48000 || 3<br />
|-<br />
| 6x to 7x || 108000 || 6.75<br />
|-<br />
| 7x to 8x || 168000 || 10.5<br />
|-<br />
| 8x to 9x || 228000 || 14.25<br />
|-<br />
| 9x to 10x || 288000 || 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 0x to 2x || 4500 || < 1<br />
|-<br />
| 0x to 3x || 10500 || < 1<br />
|-<br />
| 0x to 4x || 19000 || 1.1875<br />
|-<br />
| 0x to 5x || 30000 || 1.875<br />
|-<br />
| 0x to 6x || 78000 || 4.875<br />
|-<br />
| 0x to 7x || 186000 || 11.625<br />
|-<br />
| 0x to 8x || 354000 || 22.125<br />
|-<br />
| 0x to 9x || 582000 || 36.375<br />
|-<br />
| 0x to 10x || 870000 || 54.375<br />
|}<br />
|}<br />
<br />
===Using Essence to Enchant===<br />
<br />
'''Once you begin any project with the new style enchanting system, you will NOT be able to use the old style enchant system again!'''<br />
<br />
Using the new style enchant system via essence, you will first need to unlock the maximum enchant potential on your item. This is done via the various color ayan'eth potions now available at the various wizard guild shops. The color of each potion corresponds to the ROYGBIV colors associated with the [[AI crystal]], where green equates up to +20 and so on.<br />
<br />
Unlock potions must be used in order, starting with green. Green ayan'eth potions come with four pours by default, with each pour unlocking the item potential by +5 until it is unlocked to +20. So, if enchanting a steel weapon, the green ayan'eth potion must be poured on it four times to unlock its maximum enchant first to +5, then +10, +15, and finally +20 on the last pour. After that, a single pour of the blue ayan'eth potion will unlock its maximum enchant further to +25.<br />
<br />
The current maximum enchant unlock can be checked by a wizard via 405:<br />
<br />
<pre{{Log2|margin-right=35%}}>You focus your energy on the phrases and form of Elemental Detection as glowing orbs of power rise up and swirl about your body...<br />
><br />
The steel dagger seems to have been prepared for enchanting, and may be enchanted up to a bonus of 20.<br />
Cast Roundtime 3 Seconds.</pre><br />
<br />
There is no tempering time associated with maximum enchant potential unlocks. As soon as the unlock potion has been poured, the item can immediately be enchanted up to that maximum amount, provided the wizard(s) contributing have sufficient essence to enchant it. The maximum unlock is permanent and never fades. The item can be used in combat at any point during new style enchanting process. The item cannot be "locked" as with old style enchants, and it cannot be destroyed in a catastrophic failure. The item is not associated with any individual wizard's project and can be enchanted in whole or in part by any other wizard up to that maximum unlock amount.<br />
<br />
Once the item has had its maximum enchant potential unlocked, it can be enchanted simply by preparing 925 and using CHANNEL on the item. Each enchant channel increases the item's enchant by +1. Each channel enchant also reduces the wizard's available essence by that individual step amount, referenced in the above essence charts. If a wizard fails an enchant step, a small amount of essence will be lost, but otherwise nothing adverse happens to the wizard or to the item.<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an astoundingly good attempt!||100+ ([[Open roll]])<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
!Positive Factors<br />
!Negative Factors<br />
|-<br />
|[[Wizard Base]] ranks<br />
|Existing enchant bonus<br />
|-<br />
|[[Level]] of enchanter<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Magic Item Use]] ranks<br />
|[[Material]] of the item<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
|[[Resistance]]s<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
|Holy<br />
|-<br />
|[[Magical workshop|Public workshop]]<br />
|[[WPS|Weighting, Padding, and/or Sighting]]<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
|Having a [[920|familiar]] elsewhere<br />
|-<br />
|<br />
|[[Flares]], [[TD bonus]], AS/DS bonus<br />
|-<br />
|<br />
|[[Enhancive item]], [[Fusion]], Scripted item<br />
|-<br />
|<br />
|Health or Spirit Loss, Injuries<br />
|}<br />
<br />
===Material Difficulty Chart===<br />
{{#section:Material|material chart}}<br />
{{clear}}<br />
{{top}}<br />
<br />
===Script Difficulty Chart===<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
! Script !! Penalty || Owner<br />
|-<br />
|Energy Staff || -350 || Retser<br />
|-<br />
|Sigil Staff || -270 || Estild<br />
|-<br />
|Sprite Weapon || -350 || Retser<br />
|-<br />
|}<br />
<br />
===Weighting/Padding Difficulty===<br />
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty. Mixed types are the sum of each type's square - i.e. [crit trunc(CER²)] + [dmg trunc(CER²)]<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-Temper Potions==<br />
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.<br />
<br />
===Flaring Items===<br />
{{main|Pre-tempering potions}}<br />
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.<br />
<br />
===Enhancive and Holy Items===<br />
{{main|Pre-tempering potions}}<br />
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are [[urven'eth potion]].<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn experience, and potentially large amounts of [[silver]]. <br />
<br />
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.<br />
<br />
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
*Temporary Poison flares (Weapons from Dhu Gillywack that you pour poison vials on, weapon must be depleted of all charges and empty of poison)<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Coraesine|Coraesine Weapons]]<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Nebular Weapon]]s<br />
*[[Realm_flare|Realm flares]]<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|temper potions1}}<br />
{{#section:Enchanting potions|temper potions2}}<br />
{{#section:Enchanting potions|temper potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
{{top}}<br />
{{wizard}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=120298Enchant (925)2019-09-11T00:22:57Z<p>TARLEQUIN: /* Script Difficulty Chart */</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can SENSE how much essence you have accumulated and how strong of an enchantment you can complete.<br />
<br />
===Generation===<br />
Essence is gathered by spending mana when casting offensive spells at enemies of an appropriate level for the caster to earn experience by killing them. Offensive spells generally include anything you can't cast in a sanctuary. Each cast generates a sort of magical static which clings to the caster depending on the relative difficulty of the target compared to the caster. On a mana pulse, a portion of that static is absorbed as essence for enchanting; being well trained in Elemental Mana Control will increase the amount of static converted into essence and being well trained in Harness Power and Elemental Lore: Water increases the maximum amount of essence that can be absorbed this way per pulse. Any unabsorbed static is generally lost, but if the Wizard is trained in Elemental Lore: Air a portion will carry over to the next mana pulse. Wizards trained in Elemental Lore: Fire will find their spell casting yields additional essence on average.<br />
<br />
'''Max Absorbable Essence Per Mana Pulse'''<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore: Water & Harness Power Bonus||0||100||140||200||250||300||350||400<br />
|-<br />
|align="right"|Pool Size||?||?||?||?||?||?||?||?<br />
|}<br />
<br />
'''Amount of Static Convertible to Essence Per Mana Pulse'''<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Mana Control ranks||0||24||50||101||125||150||202||250<br />
|-<br />
|align="right"|% Static Converted to Essence||?||?||?||?||?||?||?||?<br />
|}<br />
<br />
'''Percentage of Static Not Converted due to reaching max absorbed allowed to rollover per mana pulse'''<br />
<br />
20 + (Elemental Lore:Air Seed 5 Summation Ranks) * 5<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Air Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200<br />
|-<br />
|align="right"|% Static Able to Roll Over||0||25||30||35||40||45||50||55||60||65||70||75||80||85||90||95||100<br />
|}<br />
<br />
'''Bonus Static Essence Percent Gained Per Mana Pulse'''<br />
<br />
(Elemental Lore: Fire Seed 5 Summation Ranks) + 4<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Fire Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200<br />
|-<br />
|align="right"|% Bonus Static to Essence Conversion||0||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20<br />
|}<br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||100<br />
|-<br />
| +2 to +3||200<br />
|-<br />
| +3 to +4||300<br />
|-<br />
| +4 to +5||400<br />
|-<br />
| +5 to +6||500<br />
|-<br />
| +6 to +7||600<br />
|-<br />
| +7 to +8||700<br />
|-<br />
| +8 to +9||800<br />
|-<br />
| +9 to +10||900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||1000<br />
|-<br />
| +11 to +12||1100<br />
|-<br />
| +12 to +13||1200<br />
|-<br />
| +13 to +14||1300<br />
|-<br />
| +14 to +15||1400<br />
|-<br />
| +15 to +16||1500<br />
|-<br />
| +16 to +17||1600<br />
|-<br />
| +17 to +18||1700<br />
|-<br />
| +18 to +19||1800<br />
|-<br />
| +19 to +20||1900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||2000<br />
|-<br />
| +21 to +22||2100<br />
|-<br />
| +22 to +23||2200<br />
|-<br />
| +23 to +24||2300<br />
|-<br />
| +24 to +25||2400<br />
|-<br />
| +25 to +26||4800<br />
|-<br />
| +26 to +27||7200<br />
|-<br />
| +27 to +28||9600<br />
|-<br />
| +28 to +29||12000<br />
|-<br />
| +29 to +30||14400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||16800<br />
|-<br />
| +31 to +32||19200<br />
|-<br />
| +32 to +33||21600<br />
|-<br />
| +33 to +34||24000<br />
|-<br />
| +34 to +35||26400<br />
|-<br />
| +35 to +36||28800<br />
|-<br />
| +36 to +37||31200<br />
|-<br />
| +37 to +38||33600<br />
|-<br />
| +38 to +39||36000<br />
|-<br />
| +39 to +40||38400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||40800<br />
|-<br />
| +41 to +42||43200<br />
|-<br />
| +42 to +43||45600<br />
|-<br />
| +43 to +44||48000<br />
|-<br />
| +44 to +45||50400<br />
|-<br />
| +45 to +46||52800<br />
|-<br />
| +46 to +47||55200<br />
|-<br />
| +47 to +48||57600<br />
|-<br />
| +48 to +49||60000<br />
|-<br />
| +49 to +50||62400<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 1x to 2x || 3500 || < 1<br />
|-<br />
| 2x to 3x || 6000 || < 1<br />
|-<br />
| 3x to 4x || 8500 || < 1<br />
|-<br />
| 4x to 5x || 11000 || < 1<br />
|-<br />
| 5x to 6x || 48000 || 3<br />
|-<br />
| 6x to 7x || 108000 || 6.75<br />
|-<br />
| 7x to 8x || 168000 || 10.5<br />
|-<br />
| 8x to 9x || 228000 || 14.25<br />
|-<br />
| 9x to 10x || 288000 || 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 0x to 2x || 4500 || < 1<br />
|-<br />
| 0x to 3x || 10500 || < 1<br />
|-<br />
| 0x to 4x || 19000 || 1.1875<br />
|-<br />
| 0x to 5x || 30000 || 1.875<br />
|-<br />
| 0x to 6x || 78000 || 4.875<br />
|-<br />
| 0x to 7x || 186000 || 11.625<br />
|-<br />
| 0x to 8x || 354000 || 22.125<br />
|-<br />
| 0x to 9x || 582000 || 36.375<br />
|-<br />
| 0x to 10x || 870000 || 54.375<br />
|}<br />
|}<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an astoundingly good attempt!||100+ ([[Open roll]])<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
!Positive Factors<br />
!Negative Factors<br />
|-<br />
|[[Wizard Base]] ranks<br />
|Existing enchant bonus<br />
|-<br />
|[[Level]] of enchanter<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Magic Item Use]] ranks<br />
|[[Material]] of the item<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
|[[Resistance]]s<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
|Holy<br />
|-<br />
|[[Magical workshop|Public workshop]]<br />
|[[WPS|Weighting, Padding, and/or Sighting]]<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
|Having a [[920|familiar]] elsewhere<br />
|-<br />
|<br />
|[[Flares]], [[TD bonus]], AS/DS bonus<br />
|-<br />
|<br />
|[[Enhancive item]], [[Fusion]], Scripted item<br />
|-<br />
|<br />
|Health or Spirit Loss, Injuries<br />
|}<br />
<br />
===Material Difficulty Chart===<br />
{{#section:Material|material chart}}<br />
{{clear}}<br />
{{top}}<br />
<br />
===Script Difficulty Chart===<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
! Script !! Penalty || Owner<br />
|-<br />
|Energy Staff || -350 || Retser<br />
|-<br />
|Sigil Staff || -270 || Estild<br />
|-<br />
|Sprite Weapon || -350 || Retser<br />
|-<br />
|}<br />
<br />
===Weighting/Padding Difficulty===<br />
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-Temper Potions==<br />
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.<br />
<br />
===Flaring Items===<br />
{{main|Pre-tempering potions}}<br />
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.<br />
<br />
===Enhancive and Holy Items===<br />
{{main|Pre-tempering potions}}<br />
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are [[urven'eth potion]].<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn experience, and potentially large amounts of [[silver]]. <br />
<br />
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.<br />
<br />
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Coraesine|Coraesine Weapons]]<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Nebular Weapon]]s<br />
*[[Realm_flare|Realm flares]]<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|temper potions1}}<br />
{{#section:Enchanting potions|temper potions2}}<br />
{{#section:Enchanting potions|temper potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
{{top}}<br />
{{wizard}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=120297Enchant (925)2019-09-11T00:20:39Z<p>TARLEQUIN: /* Weighting/Padding Difficulty */</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can SENSE how much essence you have accumulated and how strong of an enchantment you can complete.<br />
<br />
===Generation===<br />
Essence is gathered by spending mana when casting offensive spells at enemies of an appropriate level for the caster to earn experience by killing them. Offensive spells generally include anything you can't cast in a sanctuary. Each cast generates a sort of magical static which clings to the caster depending on the relative difficulty of the target compared to the caster. On a mana pulse, a portion of that static is absorbed as essence for enchanting; being well trained in Elemental Mana Control will increase the amount of static converted into essence and being well trained in Harness Power and Elemental Lore: Water increases the maximum amount of essence that can be absorbed this way per pulse. Any unabsorbed static is generally lost, but if the Wizard is trained in Elemental Lore: Air a portion will carry over to the next mana pulse. Wizards trained in Elemental Lore: Fire will find their spell casting yields additional essence on average.<br />
<br />
'''Max Absorbable Essence Per Mana Pulse'''<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore: Water & Harness Power Bonus||0||100||140||200||250||300||350||400<br />
|-<br />
|align="right"|Pool Size||?||?||?||?||?||?||?||?<br />
|}<br />
<br />
'''Amount of Static Convertible to Essence Per Mana Pulse'''<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Mana Control ranks||0||24||50||101||125||150||202||250<br />
|-<br />
|align="right"|% Static Converted to Essence||?||?||?||?||?||?||?||?<br />
|}<br />
<br />
'''Percentage of Static Not Converted due to reaching max absorbed allowed to rollover per mana pulse'''<br />
<br />
20 + (Elemental Lore:Air Seed 5 Summation Ranks) * 5<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Air Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200<br />
|-<br />
|align="right"|% Static Able to Roll Over||0||25||30||35||40||45||50||55||60||65||70||75||80||85||90||95||100<br />
|}<br />
<br />
'''Bonus Static Essence Percent Gained Per Mana Pulse'''<br />
<br />
(Elemental Lore: Fire Seed 5 Summation Ranks) + 4<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Fire Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200<br />
|-<br />
|align="right"|% Bonus Static to Essence Conversion||0||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20<br />
|}<br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||100<br />
|-<br />
| +2 to +3||200<br />
|-<br />
| +3 to +4||300<br />
|-<br />
| +4 to +5||400<br />
|-<br />
| +5 to +6||500<br />
|-<br />
| +6 to +7||600<br />
|-<br />
| +7 to +8||700<br />
|-<br />
| +8 to +9||800<br />
|-<br />
| +9 to +10||900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||1000<br />
|-<br />
| +11 to +12||1100<br />
|-<br />
| +12 to +13||1200<br />
|-<br />
| +13 to +14||1300<br />
|-<br />
| +14 to +15||1400<br />
|-<br />
| +15 to +16||1500<br />
|-<br />
| +16 to +17||1600<br />
|-<br />
| +17 to +18||1700<br />
|-<br />
| +18 to +19||1800<br />
|-<br />
| +19 to +20||1900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||2000<br />
|-<br />
| +21 to +22||2100<br />
|-<br />
| +22 to +23||2200<br />
|-<br />
| +23 to +24||2300<br />
|-<br />
| +24 to +25||2400<br />
|-<br />
| +25 to +26||4800<br />
|-<br />
| +26 to +27||7200<br />
|-<br />
| +27 to +28||9600<br />
|-<br />
| +28 to +29||12000<br />
|-<br />
| +29 to +30||14400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||16800<br />
|-<br />
| +31 to +32||19200<br />
|-<br />
| +32 to +33||21600<br />
|-<br />
| +33 to +34||24000<br />
|-<br />
| +34 to +35||26400<br />
|-<br />
| +35 to +36||28800<br />
|-<br />
| +36 to +37||31200<br />
|-<br />
| +37 to +38||33600<br />
|-<br />
| +38 to +39||36000<br />
|-<br />
| +39 to +40||38400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||40800<br />
|-<br />
| +41 to +42||43200<br />
|-<br />
| +42 to +43||45600<br />
|-<br />
| +43 to +44||48000<br />
|-<br />
| +44 to +45||50400<br />
|-<br />
| +45 to +46||52800<br />
|-<br />
| +46 to +47||55200<br />
|-<br />
| +47 to +48||57600<br />
|-<br />
| +48 to +49||60000<br />
|-<br />
| +49 to +50||62400<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 1x to 2x || 3500 || < 1<br />
|-<br />
| 2x to 3x || 6000 || < 1<br />
|-<br />
| 3x to 4x || 8500 || < 1<br />
|-<br />
| 4x to 5x || 11000 || < 1<br />
|-<br />
| 5x to 6x || 48000 || 3<br />
|-<br />
| 6x to 7x || 108000 || 6.75<br />
|-<br />
| 7x to 8x || 168000 || 10.5<br />
|-<br />
| 8x to 9x || 228000 || 14.25<br />
|-<br />
| 9x to 10x || 288000 || 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 0x to 2x || 4500 || < 1<br />
|-<br />
| 0x to 3x || 10500 || < 1<br />
|-<br />
| 0x to 4x || 19000 || 1.1875<br />
|-<br />
| 0x to 5x || 30000 || 1.875<br />
|-<br />
| 0x to 6x || 78000 || 4.875<br />
|-<br />
| 0x to 7x || 186000 || 11.625<br />
|-<br />
| 0x to 8x || 354000 || 22.125<br />
|-<br />
| 0x to 9x || 582000 || 36.375<br />
|-<br />
| 0x to 10x || 870000 || 54.375<br />
|}<br />
|}<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an astoundingly good attempt!||100+ ([[Open roll]])<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
!Positive Factors<br />
!Negative Factors<br />
|-<br />
|[[Wizard Base]] ranks<br />
|Existing enchant bonus<br />
|-<br />
|[[Level]] of enchanter<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Magic Item Use]] ranks<br />
|[[Material]] of the item<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
|[[Resistance]]s<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
|Holy<br />
|-<br />
|[[Magical workshop|Public workshop]]<br />
|[[WPS|Weighting, Padding, and/or Sighting]]<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
|Having a [[920|familiar]] elsewhere<br />
|-<br />
|<br />
|[[Flares]], [[TD bonus]], AS/DS bonus<br />
|-<br />
|<br />
|[[Enhancive item]], [[Fusion]], Scripted item<br />
|-<br />
|<br />
|Health or Spirit Loss, Injuries<br />
|}<br />
<br />
===Material Difficulty Chart===<br />
{{#section:Material|material chart}}<br />
{{clear}}<br />
{{top}}<br />
<br />
===Script Difficulty Chart===<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
! Script !! Penalty || Owner<br />
|-<br />
|Sigil Staff || -270 || Estild<br />
|-<br />
|}<br />
<br />
===Weighting/Padding Difficulty===<br />
Difficulty is the square of CER, truncated, i.e. trunc(CER²). Whatever the percent to reach the next CER level is also used. Example, CER plus 10 % chance to get 6 CER would be trunc(5.1²), which is -26 difficulty.<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-Temper Potions==<br />
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.<br />
<br />
===Flaring Items===<br />
{{main|Pre-tempering potions}}<br />
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.<br />
<br />
===Enhancive and Holy Items===<br />
{{main|Pre-tempering potions}}<br />
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are [[urven'eth potion]].<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn experience, and potentially large amounts of [[silver]]. <br />
<br />
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Items with a negative “bonus” (perhaps more accurately a negative modifier, as the negative is no boon!) may be enchanted to a bonus of +1 with no essence. Any restrictions (such as needing pretemper potions) are still in place, however.<br />
<br />
For example, most wooden weapons begin with a modifier of -20. A wizard may enchant a wooden weapon (with use of an ayan'eth potion to unlock enchanting) to +1 with no essence. This would take 21 channels of enchant.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Coraesine|Coraesine Weapons]]<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Nebular Weapon]]s<br />
*[[Realm_flare|Realm flares]]<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|temper potions1}}<br />
{{#section:Enchanting potions|temper potions2}}<br />
{{#section:Enchanting potions|temper potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
{{top}}<br />
{{wizard}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Material&diff=119951Material2019-08-29T11:49:32Z<p>TARLEQUIN: /* Enchant/Ensorcell Difficulty */</p>
<hr />
<div>A '''material''' is the substance or substances out of which a thing is or can be made. In [[GemStone IV]], there are numerous materials that weapons, armor, shields, and other useful objects can be crafted of that may or may not have real life counterparts.<br />
<br />
== Functional Materials ==<br />
<br />
'''Functional materials''' are those which can serve as the base material for weapons and armor.<br />
<br />
The standard material for all [[weapon]]s (except ranged weapons and staves) and metal [[armor]] is [[steel]]. The standard material for ranged weapons and staves is [[wood]]. The primary material for shields may be either metal or wood. However, if the primary material for a shield is wood, it is assumed the shield is banded with steel. If the primary material for a shield is metal, then it is assumed the shield is ALSO made of wood.<br />
<br />
Clothing and robe armors (ASG 1-2) are made of cloth, and leather armors (ASG 5-12) are made of [[leather]]. Cloth and leather are considered functional materials, but there are no mechanical distinctions between different types of cloth and leather. Armors from the "hard" leather group (ASG 9-12) may sometimes have a metal as a base material, where it is assumed the armor is mainly made of leather and the metal is used for reinforcements.<br />
<br />
The base material of an item can be determined by [[INSPECT]].<br />
<br />
=== Properties ===<br />
<br />
Each functional material has the following mechanical properties:<br />
*Attack Strength bonus when used in weapons<br />
*Defensive Strength bonus when used in armor or shields<br />
*[[Material weight modifier]] which determines how heavy an item made out of the material is<br />
*Modifier to enchantment/ensorcell difficulty<br />
*Strength/Durability (not yet implemented, part of the [[breakage]] system)<br />
<br />
=== Metals ===<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
!colspan="3" | Known Metals<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[adamantine]]<br />
*[[alexandrite]]<br />
*[[bronze]]<br />
*[[coraesine]]<br />
*[[drakar]]<br />
*[[eahnor]]<br />
*[[eonake]]<br />
*[[faenor]]<br />
*[[ghezyte]]<br />
*[[glaes]] (mein)<br />
*[[golvern]]<br />
*[[gornar]]<br />
*[[imflass]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[invar]]<br />
*[[iron]]<br />
*[[kelyn]]<br />
*[[krodera]]<br />
*[[kroderine]]<br />
*[[mithglin]]<br />
*[[mithril]]<br />
*[[ora]]<br />
*[[black ora]]<br />
*[[white ora]]<br />
*[[razern]]<br />
*[[rhimar]] <br />
*[[rolaren]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[steel]]<br />
*[[high steel]]<br />
*[[low steel]]<br />
*[[urglaes]]<br />
*[[urnon]]<br />
*[[vaalorn]]<br />
*[[veil iron]]<br />
*[[veniom]]<br />
*[[vultite]]<br />
*[[zelnorn]]<br />
*[[zorchar]]<br />
|}<br />
<br />
=== Woods ===<br />
<br />
See [[list of woods]] for more information on functional woods.<br />
<br />
Most mundane types of wood simply [[INSPECT]] as "wood" and have no additional properties.<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
! colspan="2" | Mundane Wood Types<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*ash<br />
*elm<br />
*fel<br />
*[[haon]]<br />
*hazelwood<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[ko'nag]]<br />
*[[maoral]]<br />
*oak<br />
*[[tanik]]<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
! colspan="2" | Woods that are considered distinct materials<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[ironwood]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[modwir]]<br />
|}<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
! colspan="2" | These woods have magical or special properties<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[carmiln]]<br />
*[[deringo]]<br />
*[[faewood]]<br />
*[[fireleaf]]<br />
*[[glowbark]]<br />
*[[hoarbeam]]<br />
*[[illthorn]]<br />
*[[ipantor]]<br />
*[[kakore]]<br />
*[[lor]]<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[mesille]]<br />
*[[mossbark]]<br />
*[[orase]]<br />
*[[rowan]]<br />
*[[ruic]]<br />
*[[sephwir]]<br />
*[[villswood]]<br />
*[[witchwood]]<br />
*[[wyrwood]]<br />
*[[yew]]<br />
|}<br />
<br />
=== Lockpicks ===<br />
<br />
Some materials used for [[lockpick]]s are not technically considered functional materials, but have known properties specifically for locksmithing.<br />
<br />
Materials in this category include [[alum]], [[laje]], and [[vaalin]].<br />
<br />
=== Other ===<br />
<br />
{| role="presentation" class="wikitable mw-collapsible"<br />
! colspan="2" | Misc Material Types<br />
|-<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[bone]]<br />
*cloth<br />
*glass<br />
| style = "vertical-align:top; width: 20em;" |<br />
*[[leather]]<br />
*[[ruby]]<br />
*[[obsidian]]<br />
|}<br />
<br />
<br />
=== Level Restrictions ===<br />
<br />
Characters cannot hold items made of a specific material until they have reached a required training level. For example, an adventurer must be at least level {{green|10}} to wield a {{blue|+20}} vultite weapon.<br />
<br />
An inexperienced adventurer attempting to pickup such an item will quickly drop it:<br />
<pre{{log2}}><br />
>get vultite longsword<br />
As you reach for it, you feel a pulse, like an intensity of essence surrounding the vultite longsword. It might be difficult to hold onto it for very long.<br />
</pre><br />
<br />
The following formula, which is based on the item’s inherent bonus, can be used to calculate the level required to wield it: <br />
<br />
{{Equation box|'''{{green|Character's Required Level}} &ge; {{blue|Item's Enchantment Bonus}} / 2'''}}<br />
<br />
The result must always be rounded up. With vultite, the {{blue|+20}} bonus clearly shows a level {{green|10}} requirement. With glaes, ({{blue|15}} / 2 = {{green|7.5}}), the {{blue|+15}} bonus yields {{green|7.5}} which rounds up to a level {{green|8}} requirement.<br />
<br />
Since there are so many materials in Elanthia, the bonus of combat gear is most commonly referred to in multiples of 5. Thus a +5 mithril item is referred to as 1x, a +15 glaes item as 3x, and a +30 item as 6x. Simply take the bonus and divide by 5 (vultite: +20 / 5 = 4x).<br />
<br />
Also, objects can have a different bonus than might seem evident. For example, a wizard can increase an item's bonus by [[Enchant Item (925)|enchanting]] it. The highest possible enchantment bonus is +50, which can only be used by characters of level 25 and above.<br />
<br />
Some rarer materials such as [[kroderine]] may have additional special restrictions. See the individual articles for more details.<br />
<br />
=== Base Enchantment Bonuses ===<br />
<br />
{| class="wikitable" <!-- This table should update automatically based on properties from the individual material articles. --><br />
|-<br />
! Enchant Level<br />
! Bonus<br />
! Materials<br />
|-<br />
! rowspan=2|0x<br />
! <0<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::<<0]] | format=list | template=lowercase}}<br />
|-<br />
! +0<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::0]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=2|1x<br />
! +2<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::2]] | format=list | template=lowercase}}<br />
|-<br />
! +5<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::5]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=4|2x<br />
! +6<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::6]] | format=list | template=lowercase}}<br />
|-<br />
! +7<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::7]] | format=list | template=lowercase}}<br />
|-<br />
! +8<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::8]] | format=list | template=lowercase}}<br />
|-<br />
! +10<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::10]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=2|3x<br />
! +12<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::12]] | format=list | template=lowercase}}<br />
|-<br />
! +15<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::15]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=3|4x<br />
! +17<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::17]] | format=list | template=lowercase}}<br />
|-<br />
! +18<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::18]] | format=list | template=lowercase}}<br />
|-<br />
! +20<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::20]] | format=list | template=lowercase}}<br />
|-<br />
! rowspan=3|5x<br />
! +22<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::22]] | format=list | template=lowercase}}<br />
|-<br />
! +24<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::24]] | format=list | template=lowercase}}<br />
|-<br />
! +25<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::25]] | format=list | template=lowercase}}<br />
|-<br />
! 6x<br />
! +30<br />
| {{#ask: [[Category:Materials]] [[Has offensive bonus::30]] | format=list | template=lowercase}}<br />
|}<br />
<br />
== Decorative Materials ==<br />
<br />
'''Decorative materials''' have no distinct functional properties, either because they are not suitable as weapons or armor, or because they fall within one of the existing broader material categories ("mundane wood" or "leather"). They may be used as jewelry or embellishments.<br />
<br />
Many real-world materials can be used as decorative materials as long as they are suitably "in-genre". However, be aware that just because something exists on Earth does not mean it is on [[Elanthia]]. For some of the materials exclusive to the world of Elanthia, see [[:Category:Materials]] and the [[alteration noun list]].<br />
<br />
''Note: When you hand an item to a [[GameMaster]] or a [[merchant]], they are required to check that the decorative materials on it are approved and will be forced to change its description if the materials are not. If you are not sure about the existing materials on an item but would not like the item to be changed without your permission, verify before you hand it over.''<br />
<br />
== Enchant/Ensorcell Difficulty ==<br />
<br />
The following table shares the modifications each material can cause when attempting to [[Enchant Item (925)|enchant]] or [[Ensorcell (735)|ensorcell]] an item primarily made of such material. This list is subject to revision as materials are added or modified.<br />
<section begin=material chart /><br />
:{| class="wikitable sortable" style="text-align:center; font-size:95%;"<br />
!Material || Weapons || Shields || Armor || Bows || Runestaves<br />
|-<br />
|align=left|adamantine || -500 || -500 || -500 || || <br />
|-<br />
|align=left|alexandrite || -500 || 0 || || || <br />
|-<br />
|align=left|black-alloy || 0 || -50 || 0 || || <br />
|-<br />
|align=left|bone || -250 || 10 || -250 || || <br />
|-<br />
|align=left|bronze || -50 || || -50 || || <br />
|-<br />
|align=left|carmiln || || || || 10 || 10<br />
|-<br />
|align=left|cloth || || || 0 || || <br />
|-<br />
|align=left|copper || -50 || || -50 || || <br />
|-<br />
|align=left|coraesine || -999 || || || || <br />
|-<br />
|align=left|deringo || || -20 || || -20 || -20<br />
|-<br />
|align=left|drakar || -50 || -50 || -50 || || <br />
|-<br />
|align=left|drake || 0 || || || || <br />
|-<br />
|align=left|eahnor || 15 || 15 || 15 || || <br />
|-<br />
|align=left|eonake || -60 || || || || <br />
|-<br />
|align=left|faenor || 15 || || || || <br />
|-<br />
|align=left|faewood || || 10 || || || 0<br />
|-<br />
|align=left|feras || 0 || || || || <br />
|-<br />
|align=left|fireleaf || || 15 || || || 15<br />
|-<br />
|align=left|glaes || -10 || -10 || -10 || ||<br />
|-<br />
|align=left|glass || 0 || || || || <br />
|-<br />
|align=left|glowbark || || -10 || || -10 || -10<br />
|-<br />
|align=left|golvern || -10 || -10 || -10 || || <br />
|-<br />
|align=left|gornar || -50 || -50 || -50 || ||<br />
|-<br />
|align=left|hoarbeam || || 5 || || 5 || 5 <br />
|-<br />
|align=left|illthorn || || 0 || || || 0<br />
|-<br />
|align=left|imflass || -30 || -30 || -30 || || <br />
|-<br />
|align=left|invar || 0 || 0 || 0 || || <br />
|-<br />
|align=left|ipantor || || || || -40 ||<br />
|-<br />
|align=left|iron || -30 || -30 || -30 || || <br />
|-<br />
|align=left|ironwood || || 0 || || || 0<br />
|-<br />
|align=left|kakore || || 0 || || || 0<br />
|-<br />
|align=left|kelyn || 0 || || || || <br />
|-<br />
|align=left|krodera || -999 || || || || <br />
|-<br />
|align=left|kroderine || -999 || -999 || -999 || || <br />
|-<br />
|align=left|leather || || || -10 || || <br />
|-<br />
|align=left|lor || || || || || -25<br />
|-<br />
|align=left|mein || -10 || -10 || -10 || || <br />
|-<br />
|align=left|mesille || || 0 || || 0 || 0<br />
|-<br />
|align=left|mithglin || 15 || 15 || 15 || || <br />
|-<br />
|align=left|mithril || 20 || 20 || 20 || || <br />
|-<br />
|align=left|modwir || 0 || || || || <br />
|-<br />
|align=left|mossbark || || 0 || || 0 || 0<br />
|-<br />
|align=left|obsidian || -500 || || || || <br />
|-<br />
|align=left|ora || 0 || 0 || 0 || || <br />
|-<br />
|align=left|ora-black || -75 || || || || <br />
|-<br />
|align=left|ora-white || -40 || || || || <br />
|-<br />
|align=left|orase || || 0 || || || 0<br />
|-<br />
|align=left|razern || -20 || || || || <br />
|-<br />
|align=left|rhimar || -50 || -50 || -50 || || <br />
|-<br />
|align=left|rolaren || -40 || -40 || -40 || || <br />
|-<br />
|align=left|rowan || || || || || 20<br />
|-<br />
|align=left|ruby || -500 || || || || <br />
|-<br />
|align=left|ruic || || || || -60 ||<br />
|-<br />
|align=left|sephwir || || || || -25 ||<br />
|-<br />
|align=left|steel || -10 || -10 || -10 || || <br />
|-<br />
|align=left|stone||-500|| || || ||<br />
|-<br />
|align=left|surita || || || || || -150<br />
|-<br />
|align=left|urglaes || -999 || -999 || -999 || || <br />
|-<br />
|align=left|urnon || -999 || || || || <br />
|-<br />
|align=left|vaalorn || 10 || 10 || 10 || || <br />
|-<br />
|align=left|veil-iron || -50 || -50 || -50 || || <br />
|-<br />
|align=left|villswood || || 0 || || 0 || 0<br />
|-<br />
|align=left|vultite || 0 || 0 || 0 || || <br />
|-<br />
|align=left|white-alloy || || 0 || 0 || ||<br />
|-<br />
|align=left|witchwood || || || || || -75<br />
|-<br />
|align=left|wood || -100 || -10 || -100 || -10 || -10<br />
|-<br />
|align=left|wyrwood || || || || -60 || <br />
|-<br />
|align=left|yew || || || || -20 || <br />
|-<br />
|align=left|zelnorn || -999 || -999 || -999 || || <br />
|-<br />
|align=left|zorchar || -50 || -50 || -50 || ||<br />
|-<br />
|align=left|metal<sup>1</sup> || -500 || -500 || -500 || ||<br />
|}<br />
<sup>1</sup> If the item inspects as "metal" (rather than a specific type of metal) something is wrong.{{boldmono| [[ASSIST]] }}to get it fixed.<section end=material chart /><br />
<br />
== Behind the Scenes: History of Materials in GemStone ==<br />
{{main|ICE materials}}<br />
GemStone III had at least as many different types of materials in it as exist on Earth because everything from iron and steel to oak and yew can be found there. Where it gets more interesting is in the different magical materials that exist. Originally, these materials had names taken directly from [[ICE age|Iron Crown Enterprises]]' "RoleMaster" gaming products.<br />
<br />
Until 1998, ICE had the worldwide gaming rights to the Middle-Earth world-setting created by J.R.R. Tolkien. The names that he created--mithril, eog, galvorn, and others--are therefore found throughout ICE's gaming products.<br />
<br />
When GemStone III was written, the ''names'' of these materials were used but the ''properties'' of them were not necessarily copied over as well. For example, in "RoleMaster" the material '''eog''' has a +30 magical bonus; in GemStone III, '''eog''' was only +10.<br />
<br />
At the end of 1995 when the [[ICE age]] came to an end, Simutronics was legally required to change all references to materials with "RoleMaster" names. Items actually in the possession of characters were allowed to retain their old material names, with the stipulation that should the item ever be handled by a [[GameMaster]], the material would be converted to whatever the corresponding new material was called. (For example, an old "galvorn" item that a GameMaster needed to work on for some reason would be returned to the player as a "[[golvern]]" item.)<br />
<br />
== Resources ==<br />
*[[/saved posts|Saved posts]]<br />
*[[Item weights (saved posts)]]<br />
<br />
[[Category:Materials| ]]<br />
[[Category:Item Mechanics]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=119703Glimmin (prime)2019-08-25T22:19:55Z<p>TARLEQUIN: /* Dagger Collection */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 very heavily crit padded (13 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily crit weighted (11 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (impact) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire (heat) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=118949Glimmin (prime)2019-08-15T21:34:33Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 very heavily crit padded (13 CER) 20% puncture resistance 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily crit weighted (11 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (vibe) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=117909Glimmin (prime)2019-07-16T01:17:16Z<p>TARLEQUIN: /* Dagger Collection */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 very heavily crit padded (12 CER) 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T5 very heavily crit weighted (11 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (vibe) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=116828Glimmin (prime)2019-06-08T18:55:34Z<p>TARLEQUIN: /* Notable Treasures */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:Tier 2, holds 200 lbs. with 20% weight reduction.<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 very heavily crit padded (12 CER) 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T4 very heavily crit weighted (11 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (vibe) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Collectible&diff=116428Collectible2019-05-27T10:46:48Z<p>TARLEQUIN: /* Collection Rewards */</p>
<hr />
<div>A '''collectible''' is a special type of treasure that is only found in [[box (treasure)|locked boxes]] and can be redeemed for special rewards at the collectibles shop in each town. The collectibles shops will also store these collectible items, so you don't have to use up valuable inventory and/or locker space while working towards completing a set. The collectibles shops don't buy or sell anything (if you want to sell the collectibles for silver, take them to the pawn/gem shop instead). What you do is bring any found collectibles to the shop and then DEPOSIT them. The shop then holds on to them for you until you either WITHDRAW the collectible or REDEEM a completed set.<br />
<br />
==Collectibles Shop Locations==<br />
{| class="wikitable alternating sortable mw-collapsible"<br />
!Town||Location||Lich Room #<br />
|-<br />
|Wehnimer's Landing||North Ring Road||23806<br />
|-<br />
|Icemule Trace||Commerce Burrow||27351<br />
|-<br />
|Solhaven||South Market||23816<br />
|-<br />
|Teras Isle||Golvern Steet||27350<br />
|-<br />
|River's Rest||River Road||27348<br />
|-<br />
|Zul Logoth||Ruby Tunnel||27349<br />
|-<br />
|Ta'Illistim||Moonglae Var||23817<br />
|-<br />
|Ta'Vaalor||Rubicaene Wey||23818<br />
|-<br />
|Mist Harbor||Wisteria Crossing||23807<br />
|-<br />
|Cysaegir||Treetop Platform||23825<br />
|}<br />
'''*In any town: ;go collectibles'''<br />
==COLLECT (verb)==<br />
The{{mono| COLLECT }}verb can be used to keep track of what collectibles you have{{mono| DEPOSIT}}ed at a collectibles shop. <br />
<br />
You can view the currently released collectible sets with{{mono| COLLECT ALL }}(there are 35 at the time of release) and your progress towards a particular set with {{mono|COLLECT SET [#]}}. If you are not sure if an item that you have is a collectible, you may use{{mono| COLLECT EXAMINE }}to check if the item is collectible. Finally,{{mono| COLLECT ACHIEVEMENTS }}lists the currently collectible achievements and your progress towards earning them.<br />
<br />
<pre{{log2}}><br />
>collect<br />
<br />
Usage:<br />
COLLECTION [option]<br />
<br />
Options:<br />
INFO - Shows your current stored collections.<br />
ACHIEVEMENTS - Shows your current collectible achievements.<br />
SET [#] - Shows your progress towards filling the specified collection set.<br />
ALL - Shows all available collection sets.<br />
EXAMINE {item} - Examines an item to determine if it is a collectible.<br />
<br />
>INFO<br />
Your collection is as follows:<br />
<br />
No items collected.<br />
<br />
>ACHIEVEMENTS<br />
Displaying your collectibles achievements: (Obtained achievements are in bold)<br />
#1. Redeem a Common Set (0/1)<br />
#2. Redeem 5 Different Common Sets (0/5)<br />
#3. Redeem 10 Different Common Sets (0/10)<br />
#4. Redeem an Uncommon Set (0/1)<br />
#5. Redeem 5 Different Uncommon Sets (0/5)<br />
#6. Redeem 10 Different Uncommon Sets (0/10)<br />
#7. Redeem a Rare Set (0/1)<br />
#8. Redeem 5 Different Rare Sets (0/5)<br />
#9. Redeem an Ultra-Rare Set (0/1)<br />
#10. Redeem 10 of a Single Common Set (0/10)<br />
#11. Redeem 100 of a Single Common Set (0/100)<br />
#12. Redeem 1000 of a Single Common Set (0/1000)<br />
#13. Redeem 10 of Single Uncommon Set (0/10)<br />
#14. Redeem 100 of a Single Uncommon Set (0/100)<br />
#15. Redeem 1000 of a Single Uncommon Set (0/1000)<br />
#16. Redeem 10 of Single Rare Set (0/10)<br />
#17. Redeem 100 of a Single Rare Set (0/100)<br />
#18. Redeem 1000 of a Single Rare Set (0/1000)<br />
#19. Redeem 10 of a Single Ultra-Rare Set (0/10)<br />
#20. Redeem 100 of a Single Ultra-Rare Set (0/100)<br />
#21. Redeem 1000 of a Single Ultra-Rare Set (0/1000)<br />
#22. Redeem 1 Set of Each Rarity (0/4)<br />
#23. Redeem 30 Different Sets (0/30)<br />
#24. Redeem a Common Collectible (0/1)<br />
#25. Redeem an Uncommon Collectible (0/1)<br />
#26. Redeem a Rare Collectible (0/1)<br />
#27. Redeem an Ultra-Rare Collectible (0/1)<br />
#28. Redeem 100 Common Collectibles (0/100)<br />
#29. Redeem 1000 Common Collectibles (0/1000)<br />
#30. Redeem 10,000 Common Collectibles (0/10000)<br />
#31. Redeem 100 Uncommon Collectibles (0/100)<br />
#32. Redeem 1000 Uncommon Collectibles (0/1000)<br />
#33. Redeem 10,000 Uncommon Collectibles (0/10000)<br />
#34. Redeem 100 Rare Collectibles (0/100)<br />
#35. Redeem 1000 Rare Collectibles (0/1000)<br />
#36. Redeem 10,000 Rare Collectibles (0/10000)<br />
#37. Redeem 10 Ultra-Rare Collectibles (0/10)<br />
#38. Redeem 100 Ultra-Rare Collectibles (0/100)<br />
#39. Redeem 1000 Ultra-Rare Collectibles (0/1000)<br />
#40. Redeem 10,000 Ultra-Rare Collectibles (0/10000)<br />
#41. Redeem 100 Collectible Sets (0/100)<br />
#42. Redeem 1000 Collectible Sets (0/1000)<br />
#43. Redeem 10,000 Collectible Sets (0/10000)<br />
#44. Redeem 100 Collectible Pieces (0/100)<br />
#45. Redeem 1000 Collectible Pieces (0/1000)<br />
#46. Redeem 10,000 Collectible Pieces (0/10000)<br />
#47. Redeem 100,000 Collectible Pieces (0/100000)<br />
#48. Complete all the Diety Sets (0/7)<br />
<br />
>ALL<br />
Your sets available to be collected are as follows:<br />
<br />
#1. Profession Figurines<br />
#2. Polished Stones<br />
#3. Unusual Smooth Stones<br />
#4. Moonstone Cube Slivers<br />
#5. White Flask Pieces<br />
#6. Soulstone Shards<br />
#7. Silver Wand Shavings<br />
#8. Golden Wand Shavings<br />
#9. Blue Wand Shavings<br />
#10. Iron Wand Shavings<br />
#11. Coral Wand Shavings<br />
#12. Gold Coins<br />
#13. Ruby Amulet Shards<br />
#14. Pink Pearl Necklace<br />
#15. Grey Pearl Necklace<br />
#16. White Pearl Necklace<br />
#17. Black Pearl Necklace<br />
#18. Green Pearl Necklace<br />
#19. Grindstones<br />
#20. Rainbow Garments<br />
#21. Divine Absolution<br />
#22. Antique Lockpicks<br />
#23. Fossilized Shells<br />
#24. Meteorite Chippings<br />
#25. Pantheon of Liabo<br />
#26. Pantheon of Lornon<br />
#27. Pantheon of Neutrality<br />
#28. Spirits of Battle<br />
#29. Spirits of Life<br />
#30. Spirits of Power<br />
#31. Spirits of Companionship<br />
#32. Spell Pills<br />
#33. Bloody Bandanas<br />
#34. Guild Nights<br />
#35. Heirloom of Reim<br />
</pre><br />
<br />
==Collection Rewards==<br />
{| class="wikitable alternating sortable mw-collapsible"<br />
!Collection||Reward<br />
|-<br />
|#1. Profession Figurines|| 10000 silver <br />
|-<br />
|#2. Polished Stones||250 experience points<br />
|-<br />
|#3. Unusual Smooth Stones||5000 silver and 250 experience points<br />
|-<br />
|#4. Moonstone Cube Slivers|| a solid moonstone cube<br />
|-<br />
|#5. White Flask Pieces|| a white flask <br />
|-<br />
|#6. Soulstone Shards||a cracked white soulstone (TAP for 2 deeds)<br />
|-<br />
|#7. Silver Wand Shavings|| a silver wand <br />
|-<br />
|#8. Golden Wand Shavings||a golden wand<br />
|-<br />
|#9. Blue Wand Shavings||a slender blue wand<br />
|-<br />
|#10. Iron Wand Shavings|| an iron wand <br />
|-<br />
|#11. Coral Wand Shavings||green coral wand<br />
|-<br />
|#12. Gold Coins|| a dull gold coin<br />
|-<br />
|#13. Ruby Amulet Shards|| a ruby amulet (5 charges)<br />
|-<br />
|#14. Pink Pearl Necklace|| a pink pearl necklace (20k sing value jewelry) and 100 silver<br />
|-<br />
|#15. Grey Pearl Necklace|| a grey pearl necklace (20k sing value jewelry) and 250 silver<br />
|-<br />
|#16. White Pearl Necklace||<br />
|-<br />
|#17. Black Pearl Necklace||<br />
|-<br />
|#18. Green Pearl Necklace||<br />
|-<br />
|#19. Grindstones||a sparkling whetstone <br />
|-<br />
|#20. Rainbow Garments|| a glowing multicolored swathe (unlocks existing Rainbowear to T4. RUB to activate with eligible item in hand)<br />
|-<br />
|#21. Divine Absolution||a glowing sphere (deity attunement reset)<br />
|-<br />
|#22. Antique Lockpicks||a small folded note (This note is good for 1 box opening service at any locksmith shop for no charge.)<br />
|-<br />
|#23. Fossilized Shells||<br />
|-<br />
|#24. Meteorite Chippings||<br />
|-<br />
|#25. Pantheon of Liabo|| 1 Gift of the Gods<br />
|-<br />
|#26. Pantheon of Lornon|| 1 Instant Mind Clearer<br />
|-<br />
|#27. Pantheon of Neutrality|| 1 Luck Booster<br />
|-<br />
|#28. Spirits of Battle|| 1 Item Supercharger<br />
|-<br />
|#29. Spirits of Life||1 Luck Booster<br />
|-<br />
|#30. Spirits of Power||1 Enhancive Boost<br />
|-<br />
|#31. Spirits of Companionship||1 Guild Boost<br />
|-<br />
|#32. Spell Pills||a squat pale grey crystal bottle (10 pills)<br />
|-<br />
|#33. Bloody Bandanas||<br />
|-<br />
|#34. Guild Nights||A guild night form.<br />
|-<br />
|#35. Heirloom of Reim||1 use orb for the Settlement of Reim or Reim Fortress Defense<br />
|-<br />
|}<br />
<br />
==Achievement Awards==<br />
{| class="wikitable alternating sortable mw-collapsible"<br />
!Achievement||Reward<br />
|-<br />
|#1. Redeem a Common Set||1 Instant Mind Clearer<br />
|-<br />
|#2. Redeem 5 Different Common Sets||1 Instant Mind Clearer<br />
|-<br />
|#3. Redeem 10 Different Common Sets||1 Instant Mind Clearer<br />
|-<br />
|#4. Redeem an Uncommon Set||1 Instant Mind Clearer<br />
|-<br />
|#5. Redeem 5 Different Uncommon Sets||1 Instant Mind Clearer<br />
|-<br />
|#6. Redeem 10 Different Uncommon Sets||<br />
|-<br />
|#7. Redeem a Rare Set||1 Instant Mind Clearer<br />
|-<br />
|#8. Redeem 5 Different Rare Sets||<br />
|-<br />
|#9. Redeem an Ultra-Rare Set||1 Instant Mind Clearer<br />
|-<br />
|#10. Redeem 10 of a Single Common Set||1 Instant Mind Clearer<br />
|-<br />
|#11. Redeem 100 of a Single Common Set||<br />
|-<br />
|#12. Redeem 1000 of a Single Common Set||<br />
|-<br />
|#13. Redeem 10 of Single Uncommon Set||<br />
|-<br />
|#14. Redeem 100 of a Single Uncommon Set||<br />
|-<br />
|#15. Redeem 1000 of a Single Uncommon Set||<br />
|-<br />
|#16. Redeem 10 of Single Rare Set||<br />
|-<br />
|#17. Redeem 100 of a Single Rare Set||<br />
|-<br />
|#18. Redeem 1000 of a Single Rare Set||<br />
|-<br />
|#19. Redeem 10 of a Single Ultra-Rare Set||<br />
|-<br />
|#20. Redeem 100 of a Single Ultra-Rare Set||<br />
|-<br />
|#21. Redeem 1000 of a Single Ultra-Rare Set||<br />
|-<br />
|#22. Redeem 1 Set of Each Rarity||1 Instant Mind Clearer<br />
|-<br />
|#23. Redeem 30 Different Sets||<br />
|-<br />
|#24. Redeem a Common Collectible||1 Instant Mind Clearer<br />
|-<br />
|#25. Redeem an Uncommon Collectible||1 Instant Mind Clearer<br />
|-<br />
|#26. Redeem a Rare Collectible||1 Instant Mind Clearer<br />
|-<br />
|#27. Redeem an Ultra-Rare Collectible||1 Instant Mind Clearer<br />
|-<br />
|#28. Redeem 100 Common Collectibles||1 Instant Mind Clearer<br />
|-<br />
|#29. Redeem 1000 Common Collectibles||<br />
|-<br />
|#30. Redeem 10,000 Common Collectibles||<br />
|-<br />
|#31. Redeem 100 Uncommon Collectibles||1 Instant Mind Clearer<br />
|-<br />
|#32. Redeem 1000 Uncommon Collectibles||<br />
|-<br />
|#33. Redeem 10,000 Uncommon Collectibles||<br />
|-<br />
|#34. Redeem 100 Rare Collectibles||<br />
|-<br />
|#35. Redeem 1000 Rare Collectibles||<br />
|-<br />
|#36. Redeem 10,000 Rare Collectibles||<br />
|-<br />
|#37. Redeem 10 Ultra-Rare Collectibles||<br />
|-<br />
|#38. Redeem 100 Ultra-Rare Collectibles||<br />
|-<br />
|#39. Redeem 1000 Ultra-Rare Collectibles||<br />
|-<br />
|#40. Redeem 10,000 Ultra-Rare Collectibles||<br />
|-<br />
|#41. Redeem 100 Collectible Sets|| 1 Instant Mind Clearer<br />
|-<br />
|#42. Redeem 1000 Collectible Sets||<br />
|-<br />
|#43. Redeem 10,000 Collectible Sets||<br />
|-<br />
|#44. Redeem 100 Collectible Pieces||1 Instant Mind Clearer<br />
|-<br />
|#45. Redeem 1000 Collectible Pieces||1 Instant Mind Clearer<br />
|-<br />
|#46. Redeem 10,000 Collectible Pieces||<br />
|-<br />
|#47. Redeem 100,000 Collectible Pieces||<br />
|-<br />
|#48. Complete all the Deity Sets||1 Instant Mind Clearer<br />
|-<br />
|}<br />
<br />
==Resources==<br />
*[[/items|List of collectible items]]<br />
{{top}}<br />
[[Category: Treasure System]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Glimmin_(prime)&diff=116284Glimmin (prime)2019-05-22T02:29:04Z<p>TARLEQUIN: /* Dagger Collection */</p>
<hr />
<div>{{characterprofile <br />
|name=Glimmin Goodhand<br />
|image= [[File:Glimmin5big.jpg|400px|center]]<br />
|caption=Glimmin Goodhand, as rendered by [https://www.deviantart.com/brighnasa/ Brighnasa]<br />
|race=[[Halfling]]<br />
|culture=<br />
|class=[[Rogue]]<br />
|profession= Master Locksmith<br />
|religion=[[Oleani]]<br />
|affiliations=<br />
|word=<br />
|disposition=Chaotic Good<br />
|demeanor=grumpy<br />
|ptrait=<br />
|strait=<br />
|flaw=<br />
|strength=<br />
|weakness=<br />
|habits=grumbles<br />
|hobbies=treasure hunting, gambling, storytelling<br />
|soft=<br />
|likes=<br />
|dislikes=<br />
|fears=<br />
|loyalties=<br />
|friend=<br />
|spouse=<br />
|loved=<br />
}}<br />
<br />
'''Glimmin Goodhand''' was a [[halfling]] [[rogue]] and Premier Grandmaster of the [[Rogue Guild]], being among the first rogues to complete [[Lock Mastery]]. He was active in [[Solhaven]], especially during the [[Griffin Sword Saga]]. After many years of adventuring, he retired to [[Teras Isle]] for the pleasant climate and to help administer the [[Rogue Guild]].<br />
<br />
<br />
===Appearance===<br />
<br />
<pre{{log2|margin-right=45em}}><br />
You see Glimmin Goodhand the Master Locksmith.<br />
He appears to be a Halfling.<br />
He is short. He appears to be old. He has brooding, crow-footed brown eyes and tanned skin. He has balding, greasy black hair that has retreated to two small tufts above his ears. He has a shadow of stubble covering the lower half of his face, a flaring nose and large feet. He has a gold tooth in the upper right corner of his mouth.<br />
Dark shadows twist and swirl around him.<br />
He is in good shape.<br />
He is wearing a thin black cotton mask, an obscure black stalking cloak clasped with a tiny shadowglass orb, a black leather dagger bandolier, a small suit of silenced black chainmail, a pair of black lockpicking gloves, a pouch-laden utility belt, a black cotton loot bag, and some simple black cotton pants.<br />
</pre><br />
<br />
===Custom Actions===<br />
<br />
Glimmin won the Grand Prize of [https://www.play.net/gs4/news/2004_plans/roleplaying_month.asp Roleplaying Month in October 2004], which included the first [[signature verb]]:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
>signature grumble<br />
You open your mouth wide and begin a long, grumbling tirade.</pre><br />
<br />
3rd person:<br />
<br />
<pre{{log2|margin-right=45em}}><br />
A flash of gold glints in Glimmin's mouth as he opens it and begins a long, grumbling tirade.</pre><br />
<br />
===Notable Treasures===<br />
<br />
[[Night Shroud cloak|an obscure black stalking cloak clasped with a tiny shadowglass orb]]<br />
:unlocked to tier 2.<br />
<br />
a small suit of silenced black chainmail ([[AsG]] 13)<br />
:Tiny links, perfectly to scale with the diminutive size of the chainmail suit, loop through their neighbors in a tight weave. Thin strips of black leather wrap each individual ring to mute the telltale metallic clinking of the armor.<br />
:10x T5 very heavily crit padded (12 CER) 8 lbs.<br />
<br />
a golden sum emblem<br />
:A radiant sunburst of pure gold explodes outward from a circular turquoise disk. Set into the center of the symbol is a perfectly round yellow sunstone.<br />
:There appears to be something written on it.<br />
:In the Common language, it reads:<br />
:Light fuels the inner fire.<br />
:an infinite charge 606 ([[Phoen's Strength]]) item.<br />
<br />
[[coin hand|a tiny black hand]]<br />
<br />
====Dagger Collection====<br />
<br />
a shadowy black steel dagger<br />
:The darkened steel of the blade is sharp, but pitted in several places. The ebony hilt of the weapon bears carved bone animal skulls on either side, both adorned with faceted ruby eyes. Underneath one of the skulls is the word, "Shadow."<br />
:7x T4 very heavily crit weighted (11 CER),<br />
:won in Greame's story-telling contest at [[Elanthian Artisans' Faire]] 2003 (as 5x SWCW).<br />
<br />
a misty grey coraesine dagger<br />
:Veniom swoops and curls into a filigreed hilt whose seemingly wild arabesques spiral together to form a many-layered cross-guard. Sky blue at the pommel, the veniom pales into misty grey as it nears the blade before merging almost seamlessly into the coraesine that forms the dagger itself. Shards of opalescent thunderstone set into the cross-guard form a sweeping script that spell out the word "Zephyr."<br />
:5x impure [[coraesine]], air flares, double strike flares, morph ball, wind’s whisper, thorns of the wind, somewhat crit weighted (5 CER)<br />
:purchased at [[Commencement of Coraesine Forest]] 2018.<br />
<br />
a frosty white rhimar dagger<br />
:The gradual curve of the ivory-hued hilt hints at its origins as a sabre-tooth tiger's incisor. An oblong disc of platinum interrupts the tooth before it narrows to its natural razor-sharp point, protecting the wielder from harm. Set within the platinum pommel, a cabochon frost opal glitters with the same blue-white hue as the chilly rhimar blade. Etched in a flowing script at the base of the blade is the word, "Frostbite."<br />
:5x water (cold) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
an earthen brown gornar dagger<br />
:The small gornar weapon appears to have been carved straight from solid stone. Gradually shifting shades of brown and ochre slide along the blade as if scratched from eons of rock grinding against rock. Sitting un-mined in the earthen pommel is an uncut diamond. Chiseled beneath the cross-guard in rectangular letters is the word, "Tremor."<br />
:5x earth (vibe) flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a scorched red drakar dagger<br />
:The fireleaf hilt of the dagger has been carved into the shape of a red dragon whose wings fold outward to form the cross-guard and whose head reaches up to breathe out the crimson flames etched all along the scorched and blackened metal blade. Tiny reticulated black deathstones form the eyes of the drake and underneath one of its wings is the word, "Hellfire."<br />
:5x fire flares<br />
:won in a raffle at the [[Spitfire]].<br />
<br />
a corroded ochre rolaren dagger<br />
:Two grooves twist along the blade from cupped hilt to wicked point, following the jagged turns of the serrated edges. A faint liquid sheen clings to the inside of the grooves, suggesting that they have formed naturally from the constant caress of some corrosive fluid. Beneath the single nugget of waxy grey caederine that caps the pommel, the metal of the hilt has been eaten away to form the moniker, "Defiler."<br />
:5x acid flares<br />
:flares added from Premium Contest win.<br />
<br />
a sinuous green vultite dagger<br />
:The blade of this narrow dagger curves slightly, like a long fang from some vicious beast. Composed of green tinged vultite, the blade flows into a scale-textured cross-guard shaped like a coiling snake that grasps the ivory handle in its open mouth. The pale ivory widens at the pommel to encompass a deep green dragonfire emerald. Scratched into the opposite side of the hilt is the word, "Venom."<br />
:A small stud is imbedded into the base of the green vultite dagger. The green vultite dagger is covered in foul-smelling murky umber oil.<br />
:5x poison flares<br />
:won poison adding service on the [[Dhu Gillywack]] 2004.<br />
<br />
a dark serrated bone-hilted dagger<br />
:The long, curved handle of stark white bone contrasts sharply with the dark polished steel of the blade of this dagger. Worn smooth by years of use, faint runes are barely noticeable as rises in the bone now and are combined with the shard of onyx imbedded into where the pommel would be. The blade itself is marred by small blemishes along its length and constantly appears to be on the verge of condensation, causing a wavering effect. Carved faintly at the top of the hilt are the words, "Traitor's Death."<br />
:4x steam flares<br />
:won in a raffle at [[Ebon Gate]] 2004.<br />
<br />
[[Category:Solhaven Player Characters]]<br />
<br />
[[Category: Adventurers]]</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Enchant_(925)&diff=116226Enchant (925)2019-05-18T08:12:42Z<p>TARLEQUIN: /* Enchant Unlocking */</p>
<hr />
<div>{{spell<br />
| name = Enchant<br />
| number = 925<br />
| mnemonic = ENCHANT<br />
| duration = Permanent<br />
| type = Utility<br />
| subtype = Permanent Enchantment<br />
| skill = None<br />
| components = [[Enchanting potions]]<br />
| availability = Channel at held item<br />
| navigation = {{Wizard base navigation}}<br />
}} <br />
:''{{Redirect|Enchant}}''<br />
:''This article is for the new Enchant (925) released during the [[Spring Spectacular]] 2019 updates. For the prior version of the spell, please see [[Enchant Item (925)]].<br />
<br />
{{TOC limit|3}}<br />
The '''Enchant''' spell is the final step of Enchanting: the process of magically enhancing a properly prepared weapon, armor, or shield. Each successful [[enchantment]] provides a permanent +1 bonus to the item's [[attack strength]] (AS) or [[defensive strength]] (DS), as applicable. <br />
<br />
==Essence==<br />
Enchanting now requires the gathering of [[Essence]] by a wizard and expending it to increase the enchantment of an item. You can SENSE how much essence you have accumulated and how strong of an enchantment you can complete.<br />
<br />
===Generation===<br />
Essence is gathered by spending mana when casting offensive spells at enemies of an appropriate level for the caster to earn experience by killing them. Offensive spells generally include anything you can't cast in a sanctuary. Each cast generates a sort of magical static which clings to the caster depending on the relative difficulty of the target compared to the caster. On a mana pulse, a portion of that static is absorbed as essence for enchanting; being well trained in Elemental Mana Control will increase the amount of static converted into essence and being well trained in Harness Power and Elemental Lore: Water increases the maximum amount of essence that can be absorbed this way per pulse. Any unabsorbed static is generally lost, but if the Wizard is trained in Elemental Lore: Air a portion will carry over to the next mana pulse. Wizards trained in Elemental Lore: Fire will find their spell casting yields additional essence on average.<br />
<br />
'''Max Absorbable Essence Per Mana Pulse'''<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore: Water & Harness Power Bonus||0||100||140||200||250||300||350||400<br />
|-<br />
|align="right"|Pool Size||?||?||?||?||?||?||?||?<br />
|}<br />
<br />
'''Amount of Static Convertible to Essence Per Mana Pulse'''<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Mana Control ranks||0||24||50||101||125||150||202||250<br />
|-<br />
|align="right"|% Static Converted to Essence||?||?||?||?||?||?||?||?<br />
|}<br />
<br />
'''Percentage of Static Not Converted due to reaching max absorbed allowed to rollover per mana pulse'''<br />
<br />
20 + (Elemental Lore:Air Seed 5 Summation Ranks) * 5<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Air Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200<br />
|-<br />
|align="right"|% Static Able to Roll Over||0||25||30||35||40||45||50||55||60||65||70||75||80||85||90||95||100<br />
|}<br />
<br />
'''Bonus Static Essence Percent Gained Per Mana Pulse'''<br />
<br />
(Elemental Lore: Fire Seed 5 Summation Ranks) + 4<br />
{| {{prettytable|text-align:center;}}<br />
!align="right"|Elemental Lore:Fire Ranks||0||5||11||18||26||35||45||56||68||81||95||110||126||143||161||180||200<br />
|-<br />
|align="right"|% Bonus Static to Essence Conversion||0||5||6||7||8||9||10||11||12||13||14||15||16||17||18||19||20<br />
|}<br />
<br />
===Cost to Enchant===<br />
The essence costs for each cast follow a simple pattern. If the current bonus of the item is less than 25, the cost is 100 essence per point of bonus. If the current bonus of the item is 25 or higher, the cost is 2400 essence plus 2400 per point above 24. This is the cost to increase the bonus of the item by 1 point. e.g. from +24 to +25 costs 2400 essence; from +49 to +50 costs 62400 essence; from +0 to +1 costs zero essence. The amount of essence a Wizard can gather and store is capped weekly at 16000 and overall at 64000.<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! colspan=5 | Essence Cost to Enchant per Bonus<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +0 to +1||0<br />
|-<br />
| +1 to +2||100<br />
|-<br />
| +2 to +3||200<br />
|-<br />
| +3 to +4||300<br />
|-<br />
| +4 to +5||400<br />
|-<br />
| +5 to +6||500<br />
|-<br />
| +6 to +7||600<br />
|-<br />
| +7 to +8||700<br />
|-<br />
| +8 to +9||800<br />
|-<br />
| +9 to +10||900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +10 to +11||1000<br />
|-<br />
| +11 to +12||1100<br />
|-<br />
| +12 to +13||1200<br />
|-<br />
| +13 to +14||1300<br />
|-<br />
| +14 to +15||1400<br />
|-<br />
| +15 to +16||1500<br />
|-<br />
| +16 to +17||1600<br />
|-<br />
| +17 to +18||1700<br />
|-<br />
| +18 to +19||1800<br />
|-<br />
| +19 to +20||1900<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +20 to +21||2000<br />
|-<br />
| +21 to +22||2100<br />
|-<br />
| +22 to +23||2200<br />
|-<br />
| +23 to +24||2300<br />
|-<br />
| +24 to +25||2400<br />
|-<br />
| +25 to +26||4800<br />
|-<br />
| +26 to +27||7200<br />
|-<br />
| +27 to +28||9600<br />
|-<br />
| +28 to +29||12000<br />
|-<br />
| +29 to +30||14400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +30 to +31||16800<br />
|-<br />
| +31 to +32||19200<br />
|-<br />
| +32 to +33||21600<br />
|-<br />
| +33 to +34||24000<br />
|-<br />
| +34 to +35||26400<br />
|-<br />
| +35 to +36||28800<br />
|-<br />
| +36 to +37||31200<br />
|-<br />
| +37 to +38||33600<br />
|-<br />
| +38 to +39||36000<br />
|-<br />
| +39 to +40||38400<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence<br />
|-<br />
| +40 to +41||40800<br />
|-<br />
| +41 to +42||43200<br />
|-<br />
| +42 to +43||45600<br />
|-<br />
| +43 to +44||48000<br />
|-<br />
| +44 to +45||50400<br />
|-<br />
| +45 to +46||52800<br />
|-<br />
| +46 to +47||55200<br />
|-<br />
| +47 to +48||57600<br />
|-<br />
| +48 to +49||60000<br />
|-<br />
| +49 to +50||62400<br />
|}<br />
|}<br />
<br />
<br />
{| cellpadding=5 style="margin-left:1em; margin-top:0px; background:#F5FAFF; text-align:center; border: 1px solid #CEE0F2; font-size:95%;"<br />
|-<br />
! Total Essence & Weekly Cost for Full Enchant Tier<br />
|-<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 1x to 2x || 3500 || < 1<br />
|-<br />
| 2x to 3x || 6000 || < 1<br />
|-<br />
| 3x to 4x || 8500 || < 1<br />
|-<br />
| 4x to 5x || 11000 || < 1<br />
|-<br />
| 5x to 6x || 48000 || 3<br />
|-<br />
| 6x to 7x || 108000 || 6.75<br />
|-<br />
| 7x to 8x || 168000 || 10.5<br />
|-<br />
| 8x to 9x || 228000 || 14.25<br />
|-<br />
| 9x to 10x || 288000 || 18<br />
|}<br />
|<br />
{| class="wikitable alternating" style="text-align:center; font-size:95%;"<br />
|-<br />
! Bonus !! Essence !! Weeks Required<br />
|-<br />
| 0x to 1x || 1000 || < 1<br />
|-<br />
| 0x to 2x || 4500 || < 1<br />
|-<br />
| 0x to 3x || 10500 || < 1<br />
|-<br />
| 0x to 4x || 19000 || 1.1875<br />
|-<br />
| 0x to 5x || 30000 || 1.875<br />
|-<br />
| 0x to 6x || 78000 || 4.875<br />
|-<br />
| 0x to 7x || 186000 || 11.625<br />
|-<br />
| 0x to 8x || 354000 || 22.125<br />
|-<br />
| 0x to 9x || 582000 || 36.375<br />
|-<br />
| 0x to 10x || 870000 || 54.375<br />
|}<br />
|}<br />
<br />
==Difficulty Detection==<br />
A wizard's chance for success in enchanting an item can be determined by{{boldmono| [[CAST]]ing }}Enchant Item at an item. This can be done without first unlocking the item for enchantment.<br />
<br />
:{| <br />
|- style="vertical-align:top;"<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Needed Description||% Chance<br />
|- <br />
| you can only fail if you are horribly unlucky||97% (will only fail on a '''[[#Fumble|fumble]]''')<br />
|-<br />
| you should be able to enchant it easily enough, barring bad luck||90+%<br />
|-<br />
| the odds are on your side to successfully complete the enchantment||75+%<br />
|-<br />
| you are more likely than not to succeed on your cast, but you will need some luck||55+%<br />
|-<br />
| this enchantment will be difficult, but possible||35+%<br />
|-<br />
| this enchantment will be very difficult||15+%<br />
|-<br />
| that this enchantment will be nearly impossible||1+%<br />
|-<br />
| you will likely need a miracle to complete this enchantment||-100+%<br />
|-<br />
| this enchantment is completely beyond your abilities||less than -100%<br />
|}<br />
|style="white-space:nowrap"|<br />
{| {{prettytable|1=font-size:95%;}}<br />
|-bgcolor=lightblue<br />
! Roll Result Description||Result<br />
|-<br />
| You make an outstanding attempt!||90+<br />
|-<br />
| You make an excellent attempt!||80+<br />
|-<br />
| You make a good attempt!||70+<br />
|-<br />
| You make a decent attempt.||60+<br />
|-<br />
| You make an okay attempt.||50+<br />
|-<br />
| You make a passable attempt.||40+<br />
|-<br />
| You make a questionable attempt.||30+<br />
|-<br />
| You make a poor attempt!||20+<br />
|-<br />
| You make a very poor attempt!||10+<br />
|-<br />
| You make a horribly poor attempt!||2+<br />
|-<br />
| You make an astoundingly inept attempt!||1<br />
|-<br />
| Something doesn't seem right... ||Fumble<br />
|}<br />
|}<br />
<br />
==Success Factors==<br />
The precise formula to achieve a successful enchantment is not released. What is known is that the [[level]] and [[Wizard Base]] ranks of the [[enchanter]] are primary factors. The following table lists all known factors (positive or negative), in no particular order. '''At the very least, a wizard should be uninjured, and in a [[magical workshop]] with a [[familiar]] present.'''<br />
<br />
{| {{prettytable|font-size:95%;margin-left:2em;}}<br />
|-bgcolor=lightblue<br />
!Positive Factors<br />
!Negative Factors<br />
|-<br />
|[[Wizard Base]] ranks<br />
|Existing enchant bonus<br />
|-<br />
|[[Level]] of enchanter<br />
|[[Ensorcell (735)|Ensorcell]] tier<br />
|-<br />
|[[Magic Item Use]] ranks<br />
|[[Material]] of the item<br />
|-<br />
|[[Arcane Symbols]] ranks<br />
|[[Resistance]]s<br />
|-<br />
|[[Logic]], [[Intuition]]<br />
|[[Bane weapon|Creature bane]]<br />
|-<br />
|[[Elemental Mana Control]] ranks<br />
|Holy<br />
|-<br />
|[[Elemental Lore]] ranks<br />
|[[WPS|Weighting, Padding, and/or Sighting]]<br />
|-<br />
|Having a [[920|familiar]] in the room<br />
|Having a [[920|familiar]] elsewhere<br />
|-<br />
|[[Magical workshop|Public workshop]]<br />
|[[Flares]], [[TD bonus]], AS/DS bonus<br />
|-<br />
|<br />
|[[Enhancive item]], [[Fusion]]<br />
|-<br />
|<br />
|Health or Spirit Loss, Injuries<br />
|}<br />
<br />
===Material Difficulty Chart===<br />
{{#section:Material|material chart}}<br />
{{clear}}<br />
{{top}}<br />
<br />
==Failures==<br />
It is not possible to destroy an item during the enchanting process. Upon a failure to succeed, the wizard will lose 10% of the required essence to complete the +1 bonus cast.<br />
<br />
==Pre-Temper Potions==<br />
Pre-temper potions currently have a limited duration once successfully applied to an item. These potions are poured prior to using the normal enchant unlocking potion.<br />
<br />
===Flaring Items===<br />
{{main|Pre-tempering potions}}<br />
Elemental flared items can have their difficulty negated by using the appropriate pre-temper potion. No [[Elemental Lore]] skills are required to apply an appropriate pre-temper potion.<br />
<br />
===Enhancive and Holy Items===<br />
{{main|Pre-tempering potions}}<br />
No lore training is required to enchant either enhancive or holy items, but these items will be more difficult to enchant than plain items. The potion required are [[urven'eth potion]].<br />
<br />
{{#section:Fusion|nopry}}<br />
<br />
==Enchant Unlocking==<br />
To actually proceed with enchanting an item, you must first unlock its ability to be enchanted by pouring the appropriate enchant potion on the item. Once done, the item is unlocked to be enchanted up to the bonus given by the potion used and can be verified by casting [[Elemental Detection (405)]] on the item. The item will remain unlocked until a successful CHANNEL of Enchant (925) has been performed.<br />
<br />
==Rewards for Enchanting==<br />
Successful enchantments earn experience, and potentially large amounts of [[silver]]. <br />
<br />
While the enchantment process does not directly reward the wizard in silver, many items are enchanted with the intent of sale. By increasing the enchantment on an item, the wizard has increased its value, sometimes by immense amounts.<br />
<br />
==Negative Bonus Items==<br />
Data on negative bonus item enchanting is currently unknown.<br />
<br />
== Functional Item Scripts ==<br />
:''Please [[#Enchanting Process for Plain Items|see above]] for a full description of what can and cannot be enchanted. Please keep these lists to Category D item scripts that are not listed in the Official Information section of the [[item properties]] page.<br />
<br />
:''These are player-created lists and are not complete. [[:Category: Functional Scripts|See here]] for more functional scripts.<br />
<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CAN be wizard enchanted<br />
|-<br />
|<br />
*[[Bane weapon]]s (this is the only Category C property that cannot be enchanted)<br />
*[[Blink_weapon|Blink Weapons]]<br />
*[[Briar_flare|Briar Flaring Weapons]]<br />
*[[Ethereal_armor|Ethereal Armor (REIM Script)]]<br />
*[[Forest armor]]<br />
*[[Fusion]]<br />
*[[Greater elemental flare]]s (appropriate pre-temper potion required)<br />
*[[Ithziri_armor|Ithziri Armor]]<br />
*[[Shock_Weapon|Shock Weapons]]<br />
*[[Sprite_Weapon|Sprite Weapons]]<br />
*[[Stalwart Resilience]] (bubble flares)<br />
*[[Vial flare]]s<br />
*[[Voln armor]]<br />
|}<br />
<br />
'''Need to re-verify these since Spring Spectacular 2019 release'''<br />
{| class="wikitable mw-collapsible" width=75%<br />
!Scripts that CANNOT be wizard enchanted<br />
|-<br />
|<br />
*[[Coraesine|Coraesine Weapons]]<br />
*[[Gem-eating runestaff]]<br />
*[[Gem-eating weapon]]<br />
*[[Black_ora#Pure_black_ora|Greater Black Ora Weapons]]<br />
*[[Iasha_white_ora_weapon|Iasha Weapons]]<br />
*[[Ironwright|Ironwright Weapons]]<br />
*[[Nebular Weapon]]s<br />
*[[Realm_flare|Realm flares]]<br />
*[[ShadowDeath weapons]]<br />
*[[Snake flare]]s<br />
*[[Solar Weapon]]s<br />
|}<br />
{{top}}<br />
<br />
==Other Items Marked for No Enchanting==<br />
This list includes items that ARE NOT SCRIPTED (see above section for those), and that consist of properties that would otherwise be enchantable, but still cannot be enchanted because the creator has marked them as such (or has marked them to "not take any magic"[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9708]).<br />
<br />
{| class="wikitable mw-collapsible sortable" width=75%<br />
!Specific Items Marked for No Enchanting ||Origin<br />
|-<br />
|Black alloy items[http://forums.play.net/forums/GemStone%20IV/Paid%20Events:%20Adventures,%20Quests,%20and%20SimuCoins/Duskruin%20Arena/view/9711]||Sold near Pinefar decades ago<br />
|-<br />
|Versions of the fel-hafted waraxes||<br />
|-<br />
|Versions of the rolaren longsword (ruby, sapphire, and one other)||<br />
|-<br />
|Versions of the pryothag hide brigandine||<br />
|-<br />
|Versions of the white ora warmaces||<br />
|-<br />
|}<br />
<sup>&dagger;</sup>{{boldmono|[[ASSIST]] }}and ask for a referral to fix the item to be made enchantable.<br />
<br />
==Potion Tables==<br />
{{main|Enchanting potions}}<br />
<blockquote><br />
{{#section:Enchanting potions|temper potions1}}<br />
{{#section:Enchanting potions|temper potions2}}<br />
{{#section:Enchanting potions|temper potions3}}<br />
{{#section:Enchanting potions|pre-temper potions}}<br />
</blockquote><br />
<br />
==Resources==<br />
*[[Enchant Item (925)|Old Enchant Item (925)]]<br />
*[[/saved posts|Saved posts]]<br />
*[[/history|Spell history]]<br />
*[[Magical workshop/saved posts|Magical workshop saved posts]]<br />
*[http://forums.play.net/forums/GemStone%20IV/Wizards/Enchanting/view Officials folder]<br />
{{top}}<br />
{{wizard}}</div>TARLEQUINhttps://gswiki.play.net/index.php?title=Verb:SENSE&diff=116008Verb:SENSE2019-05-06T12:14:04Z<p>TARLEQUIN: /* Sorcerers */</p>
<hr />
<div>The '''SENSE''' verb allows characters of different [[profession]]s to determine information about their surrounding areas.<br />
<br />
== Clerics and Empaths ==<br />
[[Cleric]]s and [[empath]]s who are familiar with the [[Minor Sanctuary (213)]] spell can SENSE an area to see if it already has a minor sanctuary running.<br />
<br />
;Messaging:<br />
<i>Empath takes a deep breath and closes her eyes for a moment. A faint aura flickers around her.</i><br />
<br />
;Minor sanctuary present:<br />
<i>You open your soul to the lesser spirits in the area in an attempt to find a Minor Sanctuary. An obvious presence of peace saturates the area and a feeling of safety overwhelms you.<br></i><br />
<br />
;Minor sanctuary absent:<i><br />
You open your soul to the lesser spirits in the area in an attempt to find a Minor Sanctuary. Nothing stands out to you.<br><br />
Roundtime: 3 sec.</i><br />
<br />
== Clerics and Paladins ==<br />
For those that are close to the [[Arkati|Gods]], the SENSE verb allows the character to detect the presence of any deity's special presence. If detected, such a presence effects the outcome of a [[Prayer of Commune (330)|Prayer of Commune]] or allows the room to be set as an anchor for [[Aid The Fallen (1620)|Aid the Fallen]]. Such a location (called a "holy shrine") permits a Paladin to bond to a weapon via [[Sanctify (1625)|Sanctify]]ing it, or a [[Warrior]] to use the [[Weapon Bonding]] [[maneuver]]. <br />
<br />
Such a place is also the only location that a character can change their [[CONVERT (verb)|CONVERT]] status via an [[Intercession]] gem prepared using Tier 5 of the [[Cleric Base]] spell [[Holy Receptacle (325)|Holy Receptacle]].<br />
<br />
;Messaging<br />
Deity absent:<br><br />
<i>>sense<br><br />
Utilizing your familiarity with the divine, you sense no prevalent spiritual influence in the area.</i><br />
<br />
Deity present:<br><br />
<i>>sense<br><br />
Utilizing your familiarity with the divine, you sense the distinct presence of Lorminstra's influence in the area.</i><br />
<br />
Multiple deities present:<br><br />
<i>Utilizing your familiarity with the divine, you sense the distinct presence of Lumnis, Ronan, and Phoen's influence in the room.</i><br />
<br />
Unspecified deities present:<br><br />
<i>Utilizing your familiarity with the divine, you sense the influence of an indiscernible higher power in the area.</i><br />
<br />
Many of these [[holy places]] are tabulated.<br />
<br />
== Rangers ==<br />
Rangers are stewards and students of nature, and as such have the ability to glean more information about the world around them than do other classes. A ranger can SENSE the "nature" of their environs, providing the ranger with useful data about available [[Animal Companion (630)|Animal Companion]]s, climate, and terrain; the latter two are mostly of interest to those attempting to [[FORAGE (verb)|FORAGE]].<br />
<br />
Rangers can also sense non-obvious paths, or exits from a room, unless they are not supposed to be findable.<br />
<br />
;Messaging<br />
<br />
;Inside:<br />
<i>Ranger scans her surroundings with a puzzled look on her face.<br />
<br />
You carefully assess your surroundings, but find no new insight to the terrain and climate of the area.<br />
<br>Roundtime: 10 sec.</i><br />
<br />
;Outside:<br />
<i>Ranger scans her surroundings with the alertness of a seasoned scout.<br />
<br />
You scan your surroundings, considering the various flora and fauna found here (and noting those which are absent). The indications of the freshwater climate and the hard, flat terrain are clearly evident. You quickly note the signs of a blue-eyed mire yowler, a sleek golden brown curhound and a sleek dusky muzzlerat having recently been in the area. Circling overhead is a grey-winged light tan caracara. You also see a pair of painted glass doors.<br><br />
Roundtime: 6 sec.</i><br />
<br />
== Rogues ==<br />
[[Rogue]]s are able to get a sense of "crowd conditions." By attempting to SENSE their surroundings, they are able to get a feel of whether an attempt to [[STEAL (verb)]] would be successful, or noticed. The rogue's training in [[Pickpocketing]] will determine how well the rogue is at using the SENSE verb.<br />
<br />
This differs from [[Lfm#Sensing Room Conditions|Lock Mastery sensing]], which allows a skilled rogue to tell the conditions of a room and how they relate to the size of a lock and trap that the rogue would be able to successfully tackle.<br />
<br />
;Messaging<br />
>sense<br><br />
With a seasoned eye, you begin to scan the area...<br />
<br />
Without proper pickpocketing training:<br><br />
<i>You discover that you're not really skilled enough at this to be able to tell much.</i><br />
<br />
In the Small Park in [[Wehnimer's Landing]]:<br><br />
<i>While not exactly a walk in the park (well, okay..it actually WOULD be a walk in the park if you care to be technical about it), you could probably get away with it if you made careful choices.</i><br />
<br />
== Sorcerers ==<br />
When a [[sorcerer]] attempts to SENSE the PATTERN (Syntax: SENSE PATTERN), they will record into their tome a sequence of runes that can be used to [[Planar Shift (740)]] back to that room later. [[sorcerer|Sorcerers]] may also SENSE PATTERN without a tome to set a target for [[incant|incanting]] [[Planar Shift (740)|740]] without chalk or a tome.<br />
<br />
Sorcerers may SENSE to determine if a room is a [[workshop]] or [[summoning chamber]]. Sorcerers may also SENSE to check their current necrotic energy levels for [[Ensorcell (735)]].<br />
<br />
;Messaging<br />
Nothing:<br><i><br />
You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop.<br />
<br />
You attempt to discern any aspects of this area that could affect your ability to pierce the veil in any summoning exploits. Nothing stands out to you.</i><br />
<br />
Summoning Chamber:<br><i><br />
You attempt to discern any aspects of this room that could affect your ability to pierce the veil in any summoning exploits. An obvious connection to the valences saturates the room.</i><br />
<br />
== Wizards ==<br />
[[Wizard]]s may SENSE to determine if a room is an earthnode or a workshop, and retain the ability to detect mana pools.<br />
<br />
Previously, the SENSE verb informed a Wizard of the relative strengths of any mana pools in the area, which provided a good gauge for what sort of [[Enchant Item (925)|Enchanting]] project was possible, and if one was located in a Wizard's Workshop. <br />
<br />
The 4/26/2010 updated a Wizard's SENSE to determine if a room is an earthnode or a workshop, and retained the ability to detect mana pools.<br />
<br />
On 2/25/17, GM Contemplar wrote, "The SENSE verb has been updated to reveal more clues to the mana flows surrounding the wizard. Once a wizard has achieved level 25, learned the spell Enchant Item (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool."<br />
<br />
The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.<br />
<br />
;Messaging<br />
'''Mana Pool:'''<br><br />
<i>You sense a mana pool in the area that can be used for enchantments. If you were lucky you think you might be able to do a strong enchantment with the current mana available.</i><br />
<br />
'''Public Workshop:'''<br><br />
<i>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is a magical workshop.</i><br />
<br />
'''Guild or CHE Workshop:'''<br><br />
<i>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is a '''strong''' magical workshop.</i><br />
<br />
'''Non-workshop:'''<br><br />
<i>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop.</i><br />
<br />
'''Natural Earthnode:'''<br><br />
<i>You sense a convergence in the [[flows of essence]] and gather that this place must be a natural earthnode.</i><br />
<br />
'''No Mana Pool:'''<br><br />
<i>You do not detect the distinct harmonies of a mana pool.</i><br />
<br />
==Bards==<br />
[[Bard]]s may now SENSE to determine if a room contains any objects containing loresongs. Bards may also target their SENSE at specific objects. <br />
<br />
;Messaging<br />
Nothing:<br><i><br />
:You do not sense any particular histories resonating in the room.<br />
<br />
:Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.<br />
<br />
:You do not sense any particular histories resonating within the mistwood ayr.<br />
<br />
:Bard focuses his concentration, briefly studying the composition of a pale mistwood ayr.</i><br />
<br />
Loresong:<br><i><br />
:You sense the threads of history resonating within a falcon-headed cloak pin (on a wide oak shelf), some braided green cord (on a delicate maoral stand), and a sand timer (on a delicate maoral stand).<br />
<br />
:Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.<br />
<br />
:You sense a moment of history resonating within the very composition of the cloak pin. The pin may be able to reveal more to you with some lyrical coaxing.<br />
<br />
:Bard focuses his concentration, briefly studying the composition of a cloak pin.</i><br />
<br />
==Others==<br />
For all other professions, the verb merely gives one a basic, humorous message. "You sense you are not a wizard and thank your lucky stars."<br />
<br />
==Resources==<br />
*[[/saved posts|Saved posts]]<br />
[[Category:Verbs]]<br />
[[Category:Special Abilities]]</div>TARLEQUIN