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	<id>http://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Moredo</id>
	<title>Avlis Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.avlis.org/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Moredo"/>
	<link rel="alternate" type="text/html" href="http://wiki.avlis.org/Special:Contributions/Moredo"/>
	<updated>2026-05-12T04:50:28Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.0</generator>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic:Legend_Lore&amp;diff=55396</id>
		<title>Magic:Legend Lore</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic:Legend_Lore&amp;diff=55396"/>
		<updated>2025-08-22T11:11:47Z</updated>

		<summary type="html">&lt;p&gt;Moredo: fixed the description to be more clear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell|Name= Legend Lore&lt;br /&gt;
|Status= Hooked&lt;br /&gt;
|Writers= [[User:IAkrai|IAkrai]]&lt;br /&gt;
|Scripters= [[User:IAkrai|IAkrai]]&lt;br /&gt;
|Testers=&lt;br /&gt;
|School= Divination&lt;br /&gt;
|Subschool=&lt;br /&gt;
|Descriptors=&lt;br /&gt;
|Level= Brd 4, Sor/Wiz 6&lt;br /&gt;
|Innate Level= 6&lt;br /&gt;
|Components= V, S&lt;br /&gt;
|Casting Time= 1 action&lt;br /&gt;
|Range= Touch&lt;br /&gt;
|Target= Caster&lt;br /&gt;
|Duration= 1 Minute/Level&lt;br /&gt;
|Counters=--&lt;br /&gt;
|Saving Throw= Harmless&lt;br /&gt;
|Spell Resistance= Yes&lt;br /&gt;
|Metamagic= Quicken, Silent, Still&lt;br /&gt;
|Energy Substitution= No&lt;br /&gt;
|Description= This spell grants the caster a 10 + 1 per 2 caster level bonus to Lore checks.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=55219</id>
		<title>Barbarian Rage</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=55219"/>
		<updated>2025-02-01T11:26:46Z</updated>

		<summary type="html">&lt;p&gt;Moredo: updated stonewall with the right penalties&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Avlis has made some changes to some of the [[barbarian]] rage feats in NWN.  In addition, we have added a Barbarian Rage System (BRS) that allows barbarians to customize their rages.&lt;br /&gt;
&lt;br /&gt;
==Changes to Rage Feats==&lt;br /&gt;
===[[NWN:Barbarian_rage | Rage/Greater Rage]]===&lt;br /&gt;
&lt;br /&gt;
When using this feat you receive a rage bonus equal to the number of your barbarian levels divided by ten (rounded down), plus two.  This rage bonus increases some of your stats:&lt;br /&gt;
* Attack Bonus: rage bonus * 1&lt;br /&gt;
* Fort Save: rage bonus * 1&lt;br /&gt;
* Weapon Damage: rage bonus * 1 &lt;br /&gt;
* Discipline: rage bonus * 3&lt;br /&gt;
* Concentration: rage bonus * 3&lt;br /&gt;
* Temporary Hit Points: rage bonus * total character levels&lt;br /&gt;
&lt;br /&gt;
You also receive a -2 AC penalty while raging.&lt;br /&gt;
&lt;br /&gt;
The duration of this rage, as well as all of the rages outlined below, is a number of rounds equal to the sum of 7, your PC's CON [[NWN:Ability_modifier | modifier]], and your BRS level (see below for more information on BRS).  You gain an additional 2 rounds for greater rage (gained with 15 barbarian levels).&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of [[Ra-Ghul]] is a 5th level barbarian with 12 CON who has 5 levels in BRS.  His rage bonus is 2 + 5/10 = 2.  When he rages, he receives a -2 AC, +2 AB, +2 fort save, +2 weapon damage, +6 discipline, and +6 concentration.  He receives 2 * 5 = 10 bonus hit points.  His rage lasts for 7 + 1 (modifier for 12 CON) + 5 = 13 rounds.&lt;br /&gt;
* Example: Ruk the Ripper is a 20/20 barbarian/fighter with 18 CON who does not use BRS.  His rage bonus is 2 + 20/10 = 4.  When he rages, he receives a -2 AC, +4 AB, +4 fort save, +4 weapon damage, +12 discipline, and +12 concentration.  He receives 4 * 40 = 160 bonus hit points.  His rage lasts for 7 + 4 (modifier for 18 CON) + 0 + 2 (greater rage) = 13 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Mighty_rage | Mighty Rage]]===&lt;br /&gt;
&lt;br /&gt;
Mighty Rage is the same as Rage and Greater Rage, with the following exceptions:&lt;br /&gt;
* Your rage bonus is increased by 1&lt;br /&gt;
* You no longer incur an AC penalty&lt;br /&gt;
&lt;br /&gt;
Also, if you have the Mighty Rage feat, all of your Rages or Greater Rages count as Mighty Rages.  In other words, if you take the Mighty Rage feat, you will no longer incur an AC penalty when raging.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 21st level barbarian with 21 CON and 10 levels in BRS.  His rage bonus now is 2 + 21/10 + 1 = 5.  When he rages, he receives +5 AB, +5 fort save, +5 weapon damage, +15 discipline, and +15 concentration.  He receives 5 * 21 = 105 bonus hit points.  His rage lasts for 7 + 5 (modifier for 21 CON) + 10 + 2 = 24 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Thundering_rage | Thundering Rage]]===&lt;br /&gt;
&lt;br /&gt;
In Avlis, the [[Magic:Greater_Magic_Weapon | Greater Magic Weapon]] spell can grant temporary massive criticals to a weapon. These will stack with the additional 2d6 points of damage on a critical hit which [[nwn:Thundering Rage|Thundering Rage]] produces. There is also the 25% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Terrifying_rage | Terrifying Rage]]===&lt;br /&gt;
&lt;br /&gt;
The DC for Terrifying Rage is the sum of your [[nwn:Intimidate|Intimidate]] ranks and your BRS levels.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 30th level barbarian with 20 BRS levels.  He has 25 ranks in Intimidate.  When he uses Terrifying Rage the DC for his fear aura is 25 + 20 = 45.&lt;br /&gt;
&lt;br /&gt;
==Barbarian Rage Specializations (BRS)==&lt;br /&gt;
===Rage Items and Accruing Rage Experience===&lt;br /&gt;
[[Image:Barbarian_pic.png|thumb| A barbarian learning the ways of the Flamedancer.]]&lt;br /&gt;
The rage specializations must be learned.  To learn a BRS, a barbarian must use what is called a rage item before going into a rage.  There are different rage items for each BRS rage type.  If you use a rage item corresponding to a certain rage type, the next time you go into a rage, you will get the bonuses and penalties of that rage type, as well as gain BRS experience for that rage type for every creature you kill while raging.&lt;br /&gt;
&lt;br /&gt;
Rage items will sometimes be dropped by slain foes.  They can also be purchased from several player-owned [[Economy | p-merchants]], as well as in the shop in the [[Guild:FuryofRa-Ghul |Fury of Ra-Ghul]] guildhouse in [[M'Chek]]. Rest assured the Temple of Ra-Ghul near [[Visimontium]] offers them also, as well as NPC merchants in Deglos and the Underdark.&lt;br /&gt;
&lt;br /&gt;
===BRS Levels===&lt;br /&gt;
&lt;br /&gt;
BRS rage types follow the same [[NWN:Level_progression | level progression]] as character classes.  When you gain 1000 BRS xp and reach 2nd level for that rage type, it becomes your active rage type.  This means that you no longer need to use a rage item before raging to get the bonuses and penalties of that rage type.  In other words, every time you go into a rage, you will automatically use that BRS rage type, and you will continue to gain experience and levels in that rage type as you damage enemies while raging.&lt;br /&gt;
&lt;br /&gt;
You can gain BRS experience infinitely.  However, your '''effective BRS level''' is either your BRS Levels or your barbarian levels, whichever is lower. Your effective BRS level is what is used when calculating the strength and duration of rages.  In other words, your BRS abilities are capped by your barbarian levels.&lt;br /&gt;
&lt;br /&gt;
Your current active BRS rage type and your BRS xp and level for all rage types can be checked at any time by typing ''/check brs'' into the chat window in-game.&lt;br /&gt;
&lt;br /&gt;
===BRS Rage Types===&lt;br /&gt;
&lt;br /&gt;
Similar to the rage bonus used to calculate bonuses for standard rage, the bonuses associated with the BRS rages are tied to BRS Bonuses.  These are related to your BRS level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! BRS Level&lt;br /&gt;
! BRS Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4-6&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|7-9&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10-12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|16+&lt;br /&gt;
|6&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
The BRS rage types, the items used to learn them, and their bonuses and penalties are outlined below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rage Type&lt;br /&gt;
! Item&lt;br /&gt;
! Bonuses&lt;br /&gt;
! Penalties&lt;br /&gt;
|-&lt;br /&gt;
|Windwalker&lt;br /&gt;
|Dust of the Windwalker&lt;br /&gt;
|movement speed increase (BRS bonus * 5%)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&lt;br /&gt;
|damage decrease (BRS bonus/2)&lt;br /&gt;
|-&lt;br /&gt;
|Flamedancer&lt;br /&gt;
|Oil of the Flamedancer&lt;br /&gt;
|fire damage (BRS bonus * 2)&amp;lt;br/&amp;gt;fire damage shield (BRS bonus * 3 + random)&lt;br /&gt;
|slashing/piercing/bludgeoning damage vulnerability(BRS bonus * 3%)&lt;br /&gt;
|-&lt;br /&gt;
|Waverider&lt;br /&gt;
|Water of the Deep Well&lt;br /&gt;
|concealment (BRS bonus * 5%)&lt;br /&gt;
|miss chance (BRS bonus * 2%)&lt;br /&gt;
|-&lt;br /&gt;
|Stonewall&lt;br /&gt;
|Stonewall's Brew&lt;br /&gt;
|slashing/piercing/bludgeoning immunity (BRS bonus * 5 %)&amp;lt;br/&amp;gt;temporary hit points (BRS bonus * d10)&lt;br /&gt;
|movement speed decrease (BRS bonus * 5%)&lt;br /&gt;
dex decrease (BRS bonus * 2)&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirster&lt;br /&gt;
|Vial of Anointed Blood&lt;br /&gt;
|vampiric regeneration on equipped melee weapons (BRS bonus * 2)&lt;br /&gt;
|none&lt;br /&gt;
|-&lt;br /&gt;
|Whirling Frenzy&lt;br /&gt;
|Draught of the Dervish&lt;br /&gt;
|AC increase (BRS bonus)&amp;lt;br/&amp;gt;reflex save bonus (1 + BRS bonus/2)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&amp;lt;br/&amp;gt;improved evasion&lt;br /&gt;
|AB decrease (BRS bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Demonkin&lt;br /&gt;
|Tanar'ri Essence&lt;br /&gt;
|electric damage resistance (2 + BRS bonus * 8)&amp;lt;br/&amp;gt;fire/acid/cold damage resistance (2 + BRS bonus * 3)&amp;lt;br/&amp;gt;damage reduction (+3/soak BRS bonus * 5)&amp;lt;br/&amp;gt;spell resistance (8 + BRS bonus * 7)&amp;lt;br/&amp;gt;poison immunity&lt;br /&gt;
|divine damage vulnerability (BRS level * 15%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Randy of Ra-Ghul has 17 Windwalker levels, granting him a BRS bonus of 6.  When he rages, in addition to standard rage bonuses he gets a 6 * 5 = 30% movement speed increase, 6 - 1 = 5 extra attacks, and a 6/2 = 3 damage decrease to all attacks.&lt;br /&gt;
* Ruk the Ripper has 1 Whirling Frenzy level.  When he rages he gets a +1 AC bonus, 1 + 1/2 = +1 reflex save bonus, 1 - 1 = 0 extra attacks, improved evasion, and a -1 attack penalty.&lt;br /&gt;
&lt;br /&gt;
===Changing Rage Types===&lt;br /&gt;
&lt;br /&gt;
Barbarians can change their BRS rage type.  If you have an active rage type, you can use a different rage type simply by using one of that type's rage items before raging.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Gnome decides to quit being a merchant and joins a Tyeduan tribe, living as a savage.  He starts off using Tanar'ri Essence, and rages enough under its influence to gain 500 Demonkin xp.  Then he changes his mind and starts to use Oil of the Flamedancer.  The next time he rages he gains Flamedancer xp.&lt;br /&gt;
* Ruk the Ripper has 15 Whirling Frenzy levels.  Since it is his active rage type, whenever he rages he automatically gets the Whirling Frenzy bonuses and penalties.  Before battling some druids of [[Verossa]], he decides to take some Tanar'ri Essence for the first time.  When he rages he goes into a Demonkin rage; the electric damage resistance helps him to shrug off their called lightning.  He gains 50 Demonkin xp as a result of the battle.  The next time Ruk rages he decides not to use any items, and thus he goes into a Whirling Frenzy, since it is still his active rage type.&lt;br /&gt;
&lt;br /&gt;
You can only have one active rage type at a time.  If you have 1000xp or more of a rage type, when you use an item of that type and then gain more BRS experience while using that type of rage, that BRS will become your active rage type.  In other words, if you have 2 or more levels in more than one rage type, you can switch back and forth between having those rages as your active type by using rage items.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Barbarian has been dabbling in all of the BRS types, and has reached 2nd level in all of them.  His current active rage type is Windwalker.  He enters a battle against orcs and goes into a Windwalker rage.  After that rage wears off, he sees some giants approaching.  He quaffs a Stonewall's Brew, goes into a Stonewall rage, and slays the giants, cackling as he shrugs off blows from their clubs.  Since he already has 2 Stonewall levels, that rage becomes his active type.  The next time he rages, if he doesn't use any items, it will be a Stonewall rage.&lt;br /&gt;
* Later that evening, some frost giants accost Grazby at his camp.  Hearing their approach, he rises from between two buxom gnome maidens, puts on his loincloth, and rubs his body with Oil of the Flamedancer.  Charging from the tent, he enters Flamedancer rage, searing the giants' flesh with both his flaming weapon and his fire-shielded body.  Since he already has 2 Flamedancer levels, this becomes his active BRS.  The next time he rages, if he doesn't use any items, it will be a Flamedancer rage.&lt;br /&gt;
&lt;br /&gt;
You do not lose any rage experience or levels when changing rage types.  As mentioned above, typing ''/check brs'' will give you a report that informs you of your current active BRS as well as your xp and levels in all rage types.&lt;br /&gt;
&lt;br /&gt;
===Ice Bear Rage===&lt;br /&gt;
&lt;br /&gt;
It is rumored that the Ice Bear Clan of [[Tyedu]], the clan of the famous barbarian hero [[PCs:Tor Varson|Tor Varson]], has its own rage specialty.  No rage items associated with this &amp;quot;Ice Bear Rage&amp;quot; have been found.  It is thought that those who wish to learn the ways of this rage type would have to find Tor and submit themselves to his mercy.&lt;br /&gt;
&lt;br /&gt;
==Custom Rage Shouts==&lt;br /&gt;
&lt;br /&gt;
You can store and manage custom rage shouts to use when your PC enters rage. Refer to the [[ACP#Barbarian_Rage_Specializations|Avlis Command Prompt]] for a how-to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class Abilities|Barbarian Rage]]&lt;br /&gt;
[[Category:Systems|Barbarian Rage System]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=54981</id>
		<title>Barbarian Rage</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Barbarian_Rage&amp;diff=54981"/>
		<updated>2024-12-03T07:16:40Z</updated>

		<summary type="html">&lt;p&gt;Moredo: Updated the calculations for duration to fit with what is implemented&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
Avlis has made some changes to some of the [[barbarian]] rage feats in NWN.  In addition, we have added a Barbarian Rage System (BRS) that allows barbarians to customize their rages.&lt;br /&gt;
&lt;br /&gt;
==Changes to Rage Feats==&lt;br /&gt;
===[[NWN:Barbarian_rage | Rage/Greater Rage]]===&lt;br /&gt;
&lt;br /&gt;
When using this feat you receive a rage bonus equal to the number of your barbarian levels divided by ten (rounded down), plus two.  This rage bonus increases some of your stats:&lt;br /&gt;
* Attack Bonus: rage bonus * 1&lt;br /&gt;
* Fort Save: rage bonus * 1&lt;br /&gt;
* Weapon Damage: rage bonus * 1 &lt;br /&gt;
* Discipline: rage bonus * 3&lt;br /&gt;
* Concentration: rage bonus * 3&lt;br /&gt;
* Temporary Hit Points: rage bonus * total character levels&lt;br /&gt;
&lt;br /&gt;
You also receive a -2 AC penalty while raging.&lt;br /&gt;
&lt;br /&gt;
The duration of this rage, as well as all of the rages outlined below, is a number of rounds equal to the sum of 7, your PC's CON [[NWN:Ability_modifier | modifier]], and your BRS level (see below for more information on BRS).  You gain an additional 2 rounds for greater rage (gained with 15 barbarian levels).&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of [[Ra-Ghul]] is a 5th level barbarian with 12 CON who has 5 levels in BRS.  His rage bonus is 2 + 5/10 = 2.  When he rages, he receives a -2 AC, +2 AB, +2 fort save, +2 weapon damage, +6 discipline, and +6 concentration.  He receives 2 * 5 = 10 bonus hit points.  His rage lasts for 7 + 1 (modifier for 12 CON) + 5 = 13 rounds.&lt;br /&gt;
* Example: Ruk the Ripper is a 20/20 barbarian/fighter with 18 CON who does not use BRS.  His rage bonus is 2 + 20/10 = 4.  When he rages, he receives a -2 AC, +4 AB, +4 fort save, +4 weapon damage, +12 discipline, and +12 concentration.  He receives 4 * 40 = 160 bonus hit points.  His rage lasts for 7 + 4 (modifier for 18 CON) + 0 + 2 (greater rage) = 13 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Mighty_rage | Mighty Rage]]===&lt;br /&gt;
&lt;br /&gt;
Mighty Rage is the same as Rage and Greater Rage, with the following exceptions:&lt;br /&gt;
* Your rage bonus is increased by 1&lt;br /&gt;
* You no longer incur an AC penalty&lt;br /&gt;
&lt;br /&gt;
Also, if you have the Mighty Rage feat, all of your Rages or Greater Rages count as Mighty Rages.  In other words, if you take the Mighty Rage feat, you will no longer incur an AC penalty when raging.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 21st level barbarian with 21 CON and 10 levels in BRS.  His rage bonus now is 2 + 21/10 + 1 = 5.  When he rages, he receives +5 AB, +5 fort save, +5 weapon damage, +15 discipline, and +15 concentration.  He receives 5 * 21 = 105 bonus hit points.  His rage lasts for 7 + 5 (modifier for 21 CON) + 10 + 2 = 24 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Thundering_rage | Thundering Rage]]===&lt;br /&gt;
&lt;br /&gt;
In Avlis, the [[Magic:Greater_Magic_Weapon | Greater Magic Weapon]] spell can grant temporary massive criticals to a weapon. These will stack with the additional 2d6 points of damage on a critical hit which [[nwn:Thundering Rage|Thundering Rage]] produces. There is also the 25% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.&lt;br /&gt;
&lt;br /&gt;
===[[NWN:Terrifying_rage | Terrifying Rage]]===&lt;br /&gt;
&lt;br /&gt;
The DC for Terrifying Rage is the sum of your [[nwn:Intimidate|Intimidate]] ranks and your BRS levels.&lt;br /&gt;
&lt;br /&gt;
* Example: Randy of Ra-Ghul is now a 30th level barbarian with 20 BRS levels.  He has 25 ranks in Intimidate.  When he uses Terrifying Rage the DC for his fear aura is 25 + 20 = 45.&lt;br /&gt;
&lt;br /&gt;
==Barbarian Rage Specializations (BRS)==&lt;br /&gt;
===Rage Items and Accruing Rage Experience===&lt;br /&gt;
[[Image:Barbarian_pic.png|thumb| A barbarian learning the ways of the Flamedancer.]]&lt;br /&gt;
The rage specializations must be learned.  To learn a BRS, a barbarian must use what is called a rage item before going into a rage.  There are different rage items for each BRS rage type.  If you use a rage item corresponding to a certain rage type, the next time you go into a rage, you will get the bonuses and penalties of that rage type, as well as gain BRS experience for that rage type for every creature you kill while raging.&lt;br /&gt;
&lt;br /&gt;
Rage items will sometimes be dropped by slain foes.  They can also be purchased from several player-owned [[Economy | p-merchants]], as well as in the shop in the [[Guild:FuryofRa-Ghul |Fury of Ra-Ghul]] guildhouse in [[M'Chek]]. Rest assured the Temple of Ra-Ghul near [[Visimontium]] offers them also, as well as NPC merchants in Deglos and the Underdark.&lt;br /&gt;
&lt;br /&gt;
===BRS Levels===&lt;br /&gt;
&lt;br /&gt;
BRS rage types follow the same [[NWN:Level_progression | level progression]] as character classes.  When you gain 1000 BRS xp and reach 2nd level for that rage type, it becomes your active rage type.  This means that you no longer need to use a rage item before raging to get the bonuses and penalties of that rage type.  In other words, every time you go into a rage, you will automatically use that BRS rage type, and you will continue to gain experience and levels in that rage type as you damage enemies while raging.&lt;br /&gt;
&lt;br /&gt;
You can gain BRS experience infinitely.  However, your '''effective BRS level''' is either your BRS Levels or your barbarian levels, whichever is lower. Your effective BRS level is what is used when calculating the strength and duration of rages.  In other words, your BRS abilities are capped by your barbarian levels.&lt;br /&gt;
&lt;br /&gt;
Your current active BRS rage type and your BRS xp and level for all rage types can be checked at any time by typing ''/check brs'' into the chat window in-game.&lt;br /&gt;
&lt;br /&gt;
===BRS Rage Types===&lt;br /&gt;
&lt;br /&gt;
Similar to the rage bonus used to calculate bonuses for standard rage, the bonuses associated with the BRS rages are tied to BRS Bonuses.  These are related to your BRS level as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! BRS Level&lt;br /&gt;
! BRS Bonus&lt;br /&gt;
|-&lt;br /&gt;
|1-3&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|4-6&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|7-9&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|10-12&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|13-15&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|16+&lt;br /&gt;
|6&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
The BRS rage types, the items used to learn them, and their bonuses and penalties are outlined below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Rage Type&lt;br /&gt;
! Item&lt;br /&gt;
! Bonuses&lt;br /&gt;
! Penalties&lt;br /&gt;
|-&lt;br /&gt;
|Windwalker&lt;br /&gt;
|Dust of the Windwalker&lt;br /&gt;
|movement speed increase (BRS bonus * 5%)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&lt;br /&gt;
|damage decrease (BRS bonus/2)&lt;br /&gt;
|-&lt;br /&gt;
|Flamedancer&lt;br /&gt;
|Oil of the Flamedancer&lt;br /&gt;
|fire damage (BRS bonus * 2)&amp;lt;br/&amp;gt;fire damage shield (BRS bonus * 3 + random)&lt;br /&gt;
|slashing/piercing/bludgeoning damage vulnerability(BRS bonus * 3%)&lt;br /&gt;
|-&lt;br /&gt;
|Waverider&lt;br /&gt;
|Water of the Deep Well&lt;br /&gt;
|concealment (BRS bonus * 5%)&lt;br /&gt;
|miss chance (BRS bonus * 2%)&lt;br /&gt;
|-&lt;br /&gt;
|Stonewall&lt;br /&gt;
|Stonewall's Brew&lt;br /&gt;
|slashing/piercing/bludgeoning immunity (BRS bonus * 5 %)&amp;lt;br/&amp;gt;temporary hit points (BRS bonus * d10)&lt;br /&gt;
|movement speed decrease (BRS bonus * 5%)&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirster&lt;br /&gt;
|Vial of Anointed Blood&lt;br /&gt;
|vampiric regeneration on equipped melee weapons (BRS bonus * 2)&lt;br /&gt;
|none&lt;br /&gt;
|-&lt;br /&gt;
|Whirling Frenzy&lt;br /&gt;
|Draught of the Dervish&lt;br /&gt;
|AC increase (BRS bonus)&amp;lt;br/&amp;gt;reflex save bonus (1 + BRS bonus/2)&amp;lt;br/&amp;gt;extra attacks (BRS bonus - 1)&amp;lt;br/&amp;gt;improved evasion&lt;br /&gt;
|AB decrease (BRS bonus)&lt;br /&gt;
|-&lt;br /&gt;
|Demonkin&lt;br /&gt;
|Tanar'ri Essence&lt;br /&gt;
|electric damage resistance (2 + BRS bonus * 8)&amp;lt;br/&amp;gt;fire/acid/cold damage resistance (2 + BRS bonus * 3)&amp;lt;br/&amp;gt;damage reduction (+3/soak BRS bonus * 5)&amp;lt;br/&amp;gt;spell resistance (8 + BRS bonus * 7)&amp;lt;br/&amp;gt;poison immunity&lt;br /&gt;
|divine damage vulnerability (BRS level * 15%)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Randy of Ra-Ghul has 17 Windwalker levels, granting him a BRS bonus of 6.  When he rages, in addition to standard rage bonuses he gets a 6 * 5 = 30% movement speed increase, 6 - 1 = 5 extra attacks, and a 6/2 = 3 damage decrease to all attacks.&lt;br /&gt;
* Ruk the Ripper has 1 Whirling Frenzy level.  When he rages he gets a +1 AC bonus, 1 + 1/2 = +1 reflex save bonus, 1 - 1 = 0 extra attacks, improved evasion, and a -1 attack penalty.&lt;br /&gt;
&lt;br /&gt;
===Changing Rage Types===&lt;br /&gt;
&lt;br /&gt;
Barbarians can change their BRS rage type.  If you have an active rage type, you can use a different rage type simply by using one of that type's rage items before raging.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Gnome decides to quit being a merchant and joins a Tyeduan tribe, living as a savage.  He starts off using Tanar'ri Essence, and rages enough under its influence to gain 500 Demonkin xp.  Then he changes his mind and starts to use Oil of the Flamedancer.  The next time he rages he gains Flamedancer xp.&lt;br /&gt;
* Ruk the Ripper has 15 Whirling Frenzy levels.  Since it is his active rage type, whenever he rages he automatically gets the Whirling Frenzy bonuses and penalties.  Before battling some druids of [[Verossa]], he decides to take some Tanar'ri Essence for the first time.  When he rages he goes into a Demonkin rage; the electric damage resistance helps him to shrug off their called lightning.  He gains 50 Demonkin xp as a result of the battle.  The next time Ruk rages he decides not to use any items, and thus he goes into a Whirling Frenzy, since it is still his active rage type.&lt;br /&gt;
&lt;br /&gt;
You can only have one active rage type at a time.  If you have 1000xp or more of a rage type, when you use an item of that type and then gain more BRS experience while using that type of rage, that BRS will become your active rage type.  In other words, if you have 2 or more levels in more than one rage type, you can switch back and forth between having those rages as your active type by using rage items.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Grazby the Barbarian has been dabbling in all of the BRS types, and has reached 2nd level in all of them.  His current active rage type is Windwalker.  He enters a battle against orcs and goes into a Windwalker rage.  After that rage wears off, he sees some giants approaching.  He quaffs a Stonewall's Brew, goes into a Stonewall rage, and slays the giants, cackling as he shrugs off blows from their clubs.  Since he already has 2 Stonewall levels, that rage becomes his active type.  The next time he rages, if he doesn't use any items, it will be a Stonewall rage.&lt;br /&gt;
* Later that evening, some frost giants accost Grazby at his camp.  Hearing their approach, he rises from between two buxom gnome maidens, puts on his loincloth, and rubs his body with Oil of the Flamedancer.  Charging from the tent, he enters Flamedancer rage, searing the giants' flesh with both his flaming weapon and his fire-shielded body.  Since he already has 2 Flamedancer levels, this becomes his active BRS.  The next time he rages, if he doesn't use any items, it will be a Flamedancer rage.&lt;br /&gt;
&lt;br /&gt;
You do not lose any rage experience or levels when changing rage types.  As mentioned above, typing ''/check brs'' will give you a report that informs you of your current active BRS as well as your xp and levels in all rage types.&lt;br /&gt;
&lt;br /&gt;
===Ice Bear Rage===&lt;br /&gt;
&lt;br /&gt;
It is rumored that the Ice Bear Clan of [[Tyedu]], the clan of the famous barbarian hero [[PCs:Tor Varson|Tor Varson]], has its own rage specialty.  No rage items associated with this &amp;quot;Ice Bear Rage&amp;quot; have been found.  It is thought that those who wish to learn the ways of this rage type would have to find Tor and submit themselves to his mercy.&lt;br /&gt;
&lt;br /&gt;
==Custom Rage Shouts==&lt;br /&gt;
&lt;br /&gt;
You can store and manage custom rage shouts to use when your PC enters rage. Refer to the [[ACP#Barbarian_Rage_Specializations|Avlis Command Prompt]] for a how-to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Class Abilities|Barbarian Rage]]&lt;br /&gt;
[[Category:Systems|Barbarian Rage System]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic_System&amp;diff=54913</id>
		<title>Magic System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic_System&amp;diff=54913"/>
		<updated>2024-10-14T11:27:42Z</updated>

		<summary type="html">&lt;p&gt;Moredo: putting the info higher up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NB! Please note that we stopped tracking SHS Versions publicly around mid 2020, and we have stopped tracking SHS Versions internally as of October 15, 2024. We will rather strive to have updated information on each of the spells, on the wiki.'''{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
[[Category:Magic|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Systems|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[magic:Spell List|Spell List]] | [[shs:artificing|Artificing System]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Introduction'''=&lt;br /&gt;
&lt;br /&gt;
All standard NWN spells plus additional copap spell pack spells have been hooked. For more information, check below.&lt;br /&gt;
&lt;br /&gt;
='''Current Versions on Servers'''=&lt;br /&gt;
&lt;br /&gt;
1.8.3.0 (Current - ca. March 9, 2020)&lt;br /&gt;
= '''[[Advanced Mage Specialization|Advanced Mage Specializations]]''' =&lt;br /&gt;
&lt;br /&gt;
This system is intended to allow the implementation of arcane spell-casting &amp;quot;prestige classes&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
= '''[[shs:artificing|Artificing]]''' =&lt;br /&gt;
&lt;br /&gt;
Artificing is the art of creating magic items.  It is similar to the crafting system and detailed here:&lt;br /&gt;
[[shs:artificing|Artificing]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1053 Bug #1053] - Stored caster level not being used when scribed scrolls are activated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1054 Bug #1054] - Metamagic Feats not being used when scribed scrolls are activated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1060 Bug #1060] - Scribe Scroll - Sorcerers and Wizards need 13 Levels to Scribe instead of 7.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1063 Bug #1063] - Metamagic feats not affecting cost or reward of scroll creation.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1065 Bug #1065] - Scribe Scroll does not report artificing xp gained - only total xp.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1068 Bug #1068] - Some scribed scrolls come out unidentified.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1072 Bug #1072] - Scribe Scroll not costing additional xp for a higher caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1073 Bug #1073] - Scribe Scroll DC should be variable, based on total scroll power.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1074 Bug #1074] - Artificing needs an Improbable DC.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added colors and spell level to player output.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Made some changes to decrease lag.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1086 Bug #1086] - Druids/Clerics not receiving wisdom bonus for Artificing&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Improved artificing feedback&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added scribing animation&amp;lt;br /&amp;gt;&lt;br /&gt;
- Base scroll creation time changed to 1 turn&amp;lt;br /&amp;gt;&lt;br /&gt;
- Scribing can fail due to bad weather&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added scribing restrictions&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1310 Bug #1310] - Scibed Scrolls do not use the scribe's DC&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed Angadar check.  Arcane scrolls above 4th level cannot be scribed by non-Angadarians.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed Scribing restrictions&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3.5 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added the list of [[Magic:Spell_List/CoPaP_168_Spell_List|CoPaP 1.68 spells.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Reduced xp costs for scroll scribing by 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
- Increased artificing xp gains by 20%&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=2092 bug #2092].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added wand artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reduced scribing times.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed a variety of wand problems and scribing problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added shield artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added ammunition and thrown weapon artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added dusty rose ioun stones to artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Metamagic''' =&lt;br /&gt;
&lt;br /&gt;
Version 1.5 introduces a new implementation of metamagic feats which allows the use of multiple feats with a spell.  Due to the limitations of the system, there are a few caveats.  First, stacking is only possible through the use of items called metamagic rods.  Second, these rods will only work with hooked spells.  Spells that have not yet been hooked will gain no benefits from them.  You will find Empower, Extend and Maximize rods, in addition to the new feat listed below.  Unfortunately, due to engine limitations, Still, Silent and Quicken spell cannot be made into rods at this time.&lt;br /&gt;
&lt;br /&gt;
Version 1.5 also introduces a new Metamagic feat available exclusively through metamagic rods: '''Energy Substitution'''.  This new feat allows you to alter the energy type of a spell.  This opens the doors for many new spells, such as ''cold bolt'', ''acid ball'' and ''sonic weapon'' just by replacing the energy type.  The feat currently has 5 flavors: Acid, cold, electricity, fire and sonic.  They do not stack (that's a different feat.)  I have attempted, as best I could, to make visual effects for spells match these new damage types.  You will note some spells had a larger degreee of success.  Suggestions for improvement are always welcome.&lt;br /&gt;
&lt;br /&gt;
The following spells can currently benefit from elemental substitution: all level 0-9 elemental spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added Augment Summoning rod and implemented it with the summon creature 1-9 spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=980 Bug #980]: Can't substitute acid for firebrand&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=983 Bug #983]: Flame Arrow not elemental substituting&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Augment Summoning [General] ==&lt;br /&gt;
&lt;br /&gt;
Your summoned creatures are better than normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Spellcaster level 2nd+.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Benefit:''' Creatures you conjure with any summon spell gain +1 hit points per Hit Die and a +1 competence modifier on attacks and damage rolls.&lt;br /&gt;
&lt;br /&gt;
== Energy Substitution [Metamagic] ==&lt;br /&gt;
&lt;br /&gt;
You can modify a spell that uses one type of energy to use another type of energy.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Any other metamagic feat, 5 ranks in Knowledge (arcana).&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Benefit:''' Choose one type of energy: acid, cold, electricity, fire, or sonic.  You can modify a spell with an energy designator to use the chosen type of energy instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Special:''' You can gain this feat multiple times, each time it applies to a different type of energy.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Slots:''' +0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Use Magic Device and Spellcraft'''=&lt;br /&gt;
&lt;br /&gt;
==Item Spellcasting==&lt;br /&gt;
&lt;br /&gt;
If you try to use a scroll, staff or wand with a spell that you cannot cast, you may attempt a [[NWN:Use_magic_device | Use Magic Device]] [[NWN:Skill_check | skill check]]. If one or more of your classes can eventually cast the spell (including cleric domain spells), you may make a [[NWN:Spellcraft | Spellcraft]] check instead. [[NWN:Untrained_skill_check | Untrained skills]] are not used (both UMD and Spellcraft require training).&lt;br /&gt;
&lt;br /&gt;
Spellcraft checks are only available when you attempt using a scroll, staff or wand with a spell that you will eventually be able to cast (i.e., higher level spells than you can currently cast, including cleric domain spells). If you are a divine caster attempting to use an item with an arcane spell or an arcane caster trying to an item with a divine spell, you may only make a UMD check - not a Spellcraft check. If you do not have UMD as a trained skill, the attempt will fail.&lt;br /&gt;
&lt;br /&gt;
The system will compare modified [[NWN:Skill_level | skill levels]] vs. [[NWN:Difficulty_class | DCs]] (see below) and use the skill with the highest chance of success between the two for your character. Since Spellcraft has a lower DC for scroll use, it may be used even if it is slightly lower than the modified UMD skill, if the chance of success is greater.&lt;br /&gt;
&lt;br /&gt;
If you have at least 5 trained [[NWN:Skill_rank | skill ranks]] in the lower skill, you will get a +2 [[NWN:Skill_synergy | synergy bonus]] for the check.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;DCs:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
25 + spell level for UMD scroll checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
20 + spell level for staff and wand UMD checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
20 + spell level for all Spellcraft checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UMD Item Spellcasting Bonus:==&lt;br /&gt;
&lt;br /&gt;
Those with Use Magic Device skill will receive +1 to [[NWN:Caster_level | caster level]] and spell DC for every 5 base [[NWN:Skill_rank | skill ranks]] in UMD when using any spell-casting items, except for potions or [[Artificing | artificed]] [[Craft_Wand | wands]], staffs and [[Scribe_Scroll |scrolls]].&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
- Removed rods from the UMD check.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed &amp;lt;i&amp;gt;raise dead&amp;lt;/i&amp;gt; scrolls from the UMD check.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed the notice when an innate ability is used successfully.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed the notice when an innate ability is used unsuccessfully.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed &amp;lt;i&amp;gt;protection from alignment&amp;lt;/i&amp;gt; scrolls from the UMD check. ([http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=495 Bug #495])&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
 &lt;br /&gt;
- Clerics using spell scrolls must now have the appropriate domain to cast from scrolls that are domain restricted spells. i.e. a cleric using a barkskin scroll must have the plant domain or it is an automatic failure. This applies only to spellcraft checks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue with multiclass chars to see if a scroll can be read from any magic using class.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 Changes/Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added implement bonus.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed implement bonuses for potions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.4 Changes/Fixes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed enforcement of arcane/divine only casting and other exploits (Re: [https://dev.avlis.org/issues/409 Bug #409]).&amp;lt;br /&amp;gt;&lt;br /&gt;
- Corrected spell levels for 1st level bards and sorcerers.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Improved logic when choosing between Spellcraft and UMD skills for the DC roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Domain vs. regular spells should always use the lowest spell level for Spellcraft checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
- UMD &amp;quot;exceptions&amp;quot; (class spell-like abilities) expanded to include more Assassin, and new Paladin, Avenger, Dominator, Justicar and Pale Master spell-abilities when attempting to use items. Only those that use standard spell scripts are included, and there are no Spellcraft checks allowed for these.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Spells Granted by Deities''' =&lt;br /&gt;
&lt;br /&gt;
When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Notes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Currently this is only implemented for clerics. It will be implemented soon for Blackguards, Druids, Paladins and Rangers. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.2 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Spells cast from items do not need to make this check. &lt;br /&gt;
- Deities with apostraphes in their name no longer cause problems.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Divine casters unable to reach their diety can now cast spells up to level 3 instead of level 2. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- The deity check was broken due to a typo. This has been fixed. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- DMs can now mark a character as out of favor with his deity. An out of favor character cannot cast any spells - arcane or divine. &lt;br /&gt;
- Fixed debugging output that was not using the DEBUG check.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Epic spells are considered level 10 spells. Divine casters unable to reach their diety cannot cast epic spells&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Recent Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added Aarilax to ranger deity list.&lt;br /&gt;
&lt;br /&gt;
='''Andrinor's Trust''' =&lt;br /&gt;
&lt;br /&gt;
As of version 1.8 Andrinor's Trust variable is used to determine whether an individual is eligible to use an [[Advanced Mage Specialization]] ability. The Mark is awarded to members of either the Nine Mage Orders or the Web of Angadar. Additional special exceptions exist.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Notes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- This feature is dual implementation. The Trust requires a physical &amp;quot;Trust&amp;quot; item to use certain keys/locked doors, but also requires a database entry to actually be &amp;quot;flagged&amp;quot; as a member of the Orders.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=908 Bug #908]: Shapechange is considered a level 0 spell instead of level 9 spell&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Epic spells are considered level 10 spells. Those that are not in the Trust cannot cast epic spells&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Implemented [[Arcane Adept]] AMS.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed spellcasting restriction.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Implemented AMS triggers based on Trust mark.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Share Spell'''=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;'''NOTE:''' Share Spell is currently turned off as of 1.6.0.2.&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Sorcerers and wizards can share spells with their familiars. Druids and Rangers can share spells with their animal companions.  To do this, you must have your familiar or animal companion summoned and within five feet of you. Any buff spell you cast on yourself will affect your familiar as well.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Spells such as [i]flame weapon[/i] should no longer affect familiars.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Implemented a completely new share spell system.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Share spell now works for druid and ranger animal companions.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=453 Bug #453]: Pale Master Summon summons 2 creatures instead of one when familair is out.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=531 Bug #531]: Share Spell does not take Metamagic feats into account&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=718 Bug #718]: Share Spell should not work with shapechange&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=863 Bug #863]: shared summon ''elemental swarm'' spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=899 Bug #899]: Magic 1.5 Shared Spells Have Visual Effects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=900 Bug #900]: Familiars Share Spells Mages Shouldn't Be Able to Cast&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=909 Bug #909]: Share Spell is not Using Spellhooking&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Tried to reduce the amount of lag share spell is causing.&lt;br /&gt;
&lt;br /&gt;
='''Changes to Bioware Spells'''=&lt;br /&gt;
&lt;br /&gt;
Changes to spells can now be found here: [http://www.avlis.org/wiki/].  This list will be growing considerably over the next few weeks; however most spells that have been modified have only had visual effects removed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- ''Tenser's transformation:'' Fixed bug [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=356 #356]: Weapons being unequipped even when the caster had the Martial Weapon proficiency Feat.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added a new function to take into account palemaster levels for level-dependant effects.  This function will only work for hooked spells.  (Is not in ''Tenser's'' yet.)&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=409 Bug #409]: Firebrand offeres no save.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Found and fixed a bug with healing spells not checking SR when damaging undead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.2 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=625 #625] which was causing caster level to have no effect on cure spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.3 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Hooked ''entangle, fireball, flame arrow, negative energy burst, negative energy ray'' and ''vampiric touch''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- All hooked spells should now take into account palemaster and RDD levels when calculating level-dependant effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- ''Entangle'' now only works in natural areas, requires casters to make concentration checks, allows the use of the tumble skill to break free, applies attack and damage penalties to creatures who fail a save and reduces movement to half speed to those that do not.&amp;lt;br /&amp;gt;&lt;br /&gt;
- ''Flame arrow'' now enchants a stack of arrows for 1 round/level adding +1 fire damage/level (max +10).  It's supposed to also work on companions, but I believe that requires a 2da change to be able to target non-hostiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=440 Bug #440]: ''Flame arrow should be giving more than 5 arrows above level 20.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=509 Bug #509]: Neg. Energy Burst not healing undead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Hooked: ''Bless Weapon, Chain Lightning, Circle of Death, Clairaudience &amp;amp; Clairvoyance, Clarity, Darkfire, Darkvision, Destruction, Endure Elements, Energy Buffer, Finger of Death, Flame Weapon, Freedom of Movement, Greater Magic Weapon, Greater Stoneskin, Implosion, Keen Edge, Lesser Mind Blank, Lightning Bolt, Magic Weapon, Mind Blank, Phantasmal Killer, Power Word Kill, Premonition, Prismatic Spray, Protection From Elements, Protection From Evil, Protection From Good, Protection From Spells, Resist Elements, See Invisibility, Slay Living, Spell Resistance, Stoneskin, Wail of the Banshee, Weird, Word of Faith''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed durations and power of ''[[Magic:Greater_Magic_Weapon|Greater Magic Weapon]],[[Magic:Flame Weapon|Flame Weapon]]'' and ''[[Magic:Darkfire|Darkfire]]''. See individual descriptions for details. Added in code to make them work with CEP weapons and gloves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=698 Bug #698]: Scythe counted as a martial weapon for ''Tenser's Transformation''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=710 Bug #710]: ''Flame Arrow'' not counting Palemaster levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=753 Bug #753]: ''GMW'' and ''flame weapon'' not working on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=784 Bug #784]: CEP weapons not being unequipped at the end of ''Tenser's Transformation''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- 93 New Hooked Spells: ''Acid Splash, Aid, Amplify, Aura of Glory, Balagarn's Iron Horn, Bane, Blade Thirst, Bless, Blindness and Deafness, Blood Frenzy, Bull's Str, Burning Hands, Camoflage, Cat's Grace, Charm Person, Cloud of Bewilderment, Color Spray, Combust, Continual Flame, Daze, Deafening Clang, Death Armor, Divine Favor, Divine Power, Doom, Eagle's Endurance, Electric Jolt, Entropic Shield, Flame Lash, Flare, Fox's Cunning, Expeditious Retreat, Gedlee's Electric Loop, Ghostly Visage, Ghoul Touch, Grease, Greater Dispelling, Greater Sanctuary, Harm, Hold Animal, Hold Person, Holy Sword, Horrid Wilting, Ice Dagger, Ice Storm, Identify, Inflict Critical Wounds, Light Wounds, Inflict Minor Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Invisibility, Ironguts, Knock, Lesser Dispel, Lesser Restoration, Light, Mass Heal, Mage Armor, Magic Fang, Magic Missile, Magic Vestment, Melf's Acid Arrow, One With the Land, Owl's Wisdom, Polymorph Self, Ray of Enfeeblement, Ray of Frost, Remove Fear, Remove Paralysis, Resistance, Sanctuary, Scare, Shelgarn's Persistent Blade, Shield, Shield of Faith, Silence, Sleep, Sound Burst, Stone Bones, Summon Monster 1-9, Tasha's Hideous Laughter, True Strike, Virtue, Web''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 New Hooked Powers: ''Blackguard Summon Fiendish Servant Ability, Palemaster Summon Undead Ability, Palemaster Summon Greater Undead Ability.''&amp;lt;br /&amp;gt;&lt;br /&gt;
- Performance optimizations made.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added a ranged touch attack to ''ray of frost', implemented critical hits, and reduced damage to 1d3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Swapped summon order of spectre and mummy warrior for the PM Summon Greater Undead ability per player request.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dominators should now be able to summon fiendish servants.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Modified targeting of ''Flame Arrow'' to keep it from blasting friendlies.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Turned visual effects off for ''Greater Sanctuary'' because they're not in the PnP description.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the way ''divine power'' and ''Tenser's[/i] determines additional attacks per round based on code written by Nob.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Raised the cap for ''Greater Dispelling'' as per 3.0 and 3.5ed rules. (Nob)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Made metamagic feats stack for ''IGMS, ILMS'' and ''firebrand''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added CoPaP humanoid races to ''Charm Person, Charm Person or Animal'' and ''Hold Person''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Ranged Touch Attacks for ''Negative Energy Ray ''and ''Ray of Enfeeblement''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=791 Bug #791]: ''Divine Power'' needs to be updated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=902 Bug #902]: Spellhooking 1.5: GMW does not work on Mage Staves&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=907 Bug #907]: ''Flame weapon'' is 1 turn/level instead of 1 round/level&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=915 Bug #915]: ''Holy Sword'' doesn't work on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=916 Bug #916]: ''Blade Thirst'' doesn't work on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=923 Bug #923]: ''Tenser's'' - Left Hand Weapon not getting unequipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=926 Bug #926]: ''Mass heal'' only affects party members&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=931 Bug #931]: ''Harm'' Spell damages dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=932 Bug #932]: ''Powerword-Kill'' destroys dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=933 Bug #933]: ''Phantasmal Killer'' kills dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=934 Bug #934]: ''Finger of Death'' 'kills' doors and chests&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=950 Bug #950]: ''Vampiric Touch'' can be used on Familiars&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=951 Bug #951]: ''Continual Light:'' Change duration from permanent to long temporary&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=952 Bug #952]: ''Polymorph Self'' can be cast on Others with client-side hak&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=953 Bug #953]: Old and new ''flame weapon'' spells stack.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=954 Bug #954]: Dominator Summon Fiend Not Taking Dominator Levels Into Account&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=982 Bug #982]: NPCs Not Using Spellhooking.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1042 Bug #1042]: ''Aid'' temporary hit points stack.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1044 Bug #1044]: All Items have metamagic flag 255 set.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1047 Bug #1047]: ''Aid'' is always maximized and empowered.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed glowing flames from ''Darkfire'' with values of +3 or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked: ''Dispel Magic'' (IceThorn)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed ''Darkfire'' and ''Flame Weapon'' back to turns/level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the duration of ''Clairaudience and Clairvoyance'' from rounds to turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.0.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Added a ranged touch attack to [[Magic:Acid Splash|Acid Splash]] and [[Magic:Electric Jolt|Electric Jolt]], implemented critical hits.&lt;br /&gt;
* Added Critical Hit immunity check for [[Magic:Ray of Frost|Ray of Frost]]&lt;br /&gt;
* Added Size check for [[Magic:Daze|Daze]]&lt;br /&gt;
* Changed VFX for [[Magic:Flare|Flare]], [[Magic:Daze|Daze]], [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&lt;br /&gt;
* [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]] now deal 1d4 damage. Attempts Melee touch attack, damage doubles on Critical hit, halved on successful Will save&lt;br /&gt;
* Changed humaniod check in [[Magic:Daze|Daze]] to check for all CoPaP &lt;br /&gt;
* When [[Magic:Cure Minor Wounds|Cure Minor Wounds]] is casted on undeads, successful Will save halves damage.&lt;br /&gt;
* Lowered the duration of [[Magic:Resistance|Resistance]] to 1 Turn as per 3.0 rules&lt;br /&gt;
* [[Magic:Magic Vestment|Magic Vestment]] has been changed from 1 hour/level to 1 turn/level and from +1/3 levels to +1/5 levels.&lt;br /&gt;
* Hooked [[Magic:Charm Monster|Charm Monster]], [[Magic:Confusion|Confusion]], [[Magic:Displacement|Displacement]], [[Magic:Haste|Haste]], [[Magic:Magic Vestment|Magic Vestment]], [[Magic:Slow|Slow]]. &lt;br /&gt;
* Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1210&amp;amp;pos=6 Bug #1210] - Shifter Manticore Spikes Hit Allies. &lt;br /&gt;
custom races.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.1.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=717 Bug #717]: ''Gate'' not functioning on Wilderness server.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=945 Bug #945]: ''Gate'' TN summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1111 Bug #1111]: ''Gate'' summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1112 Bug #1112]: ''Gate'' summoned Balor disappears when enter combat.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1113 Bug #1113]: ''Gate'' summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1114 Bug #1114]: ''Gate'' not summoning lesser.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked: ''Bestow Curse'', ''Improved Invisibility'', ''Invisibility Purge'', ''Poison'' and ''Raise Dead''&lt;br /&gt;
* When Inflict Wounds spell (Minor, Light,Moderate,Serious or Critical) is casted, a Melee touch attack is attempted. Damage doubled on Critical hit, halved on successful Will save.&lt;br /&gt;
* Invisibility and Improved Invisibility spells fail if casted inside an Invisibility Purge area.&lt;br /&gt;
* ''Invisibility Purge'' will remove invisibility granted by spell like abilities (1.66 update)&lt;br /&gt;
* Added melee touch attack to ''Poison''&lt;br /&gt;
* ''True Seeing'' and ''Ultravision'' will not blind if they end inside a Darkness area&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1290 Bug #1290] - Renerfed IGMS and ILMS.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=713 Bug #713] - Stabilized invisibility feature of ''Greater Sanctuary''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Circle of Death|Circle of Death]] will affect everyone in the burst area&lt;br /&gt;
* [[Magic:Finger of Death|Finger of Death]] - Empower will not increase damage granted by caster level&lt;br /&gt;
* [[Magic:Phantasmal Killer|Phantasmal Killer]] and [[Magic:Weird|Weird]] are now mind affecting and fear spells&lt;br /&gt;
* [[Magic:Wail of the Banshee|Wail of the Banshee]] now affects everyone except the caster&lt;br /&gt;
* [[Magic:Weird|Weird]] - added Strength drain and stun per PnP&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1664 Bug #1664] - Darkness will not strip effects upon leaving darkness area&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1599 Bug #1599] - Wail will respect Death immunity of target&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1141 Bug #1141] - Circle of Death working again&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1598 Bug #1598] - Fixed for ''Circle of Death'',''Destruction'',''Finger of Death'',''Power Word, Kill'' and ''Wail of the Banshee''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked ''Shadow Shield'',''Negative Energy Protection'',''Mestils Acid Sheath'',''Lesser Spell Mantle'',''Spell Mantle'' and ''Greater Spell Mantle''&lt;br /&gt;
* Added Elemental substitution to [[Magic:Mestils Acid Sheath|Mestil's Acid Sheath]]&lt;br /&gt;
* [[Magic:Circle of Death|Circle of Death]] and [[Magic:Wail of the Banshee|Wail of the Banshee]] are Party friendly&lt;br /&gt;
* Prepared innate PM abilities; Summon Undead and Summon Greater Undead for summon selection feature. Selection will be made from emote menu in a future version.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Caster can now choose a summon for ''Summon Creature'' spells. Details are in [[Magic:Summon_Control|Summon Control]]&lt;br /&gt;
* ''Summon Creature'' is now 1 Turn/Level&lt;br /&gt;
* Hooked ''Banishment'', ''Creeping Doom'', ''Dismissal'', ''Greater Restoration'', ''Invisibility Sphere'', ''Restoration'', ''Stinking Cloud''&lt;br /&gt;
* ''Banishment'' and ''Dismissal'' will not kill animal companions and familiars that are not outsiders.&lt;br /&gt;
* ''Banishment'' will banish elementals and will affect hostiles only&lt;br /&gt;
* Fixed ''Color Spray'' duration&lt;br /&gt;
* Fixed ''Creeping Doom'', ''Invisibility Sphere'' and ''Stinking Cloud''. They will now work.&lt;br /&gt;
* ''Fear'' is party friendly&lt;br /&gt;
* ''Protection from Alignment'' will work against ''Phantasmal Killer'' and ''Weird''.&lt;br /&gt;
* Fixed Bodak Death Gaze&lt;br /&gt;
* Fixed Elixir of Wit&lt;br /&gt;
* Restoration spells will not cure Extraordinary and Supernatural effects&lt;br /&gt;
* List of closed bugs:&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=832&amp;amp;pos=1 Bug #832]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1106&amp;amp;pos=1 Bug #1106]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1293&amp;amp;pos=1 Bug #1293]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1336&amp;amp;pos=1 Bug #1336]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1376&amp;amp;pos=1 Bug #1376]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1766&amp;amp;pos=1 Bug #1766]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1786&amp;amp;pos=0 Bug #1786]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1858&amp;amp;pos=0 Bug #1858]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1866&amp;amp;pos=0 Bug #1866]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Added Militant Level Bonuses to ''Magic Vestment''.&lt;br /&gt;
* Added DC check for scribed scrolls.&lt;br /&gt;
* Removed Militant Bonuses for self-buffing paladins.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1309 Bug #1309]: ''GMW'' does not work for Monk Gloves.  (Also fixed for ''Magic Weapon''.)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Restoration spells will remove supernatural effects (but not extraodinary effects)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked ''Shapechange''&lt;br /&gt;
* Added 100% concealment to caster of ''Greater Sanctuary''&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1938 Bug #1938]: Fixed Invisibility Sphere&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=956 Bug #956]: Fashion Accessories (like Musical instruments) are considered Melee weapons&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (37)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Acid_Fog|Acid Fog]] - Hooked and added blinding and concealment cloud FX.&lt;br /&gt;
* [[Magic:Animate_Dead|Animate Dead]] - Hooked, added more choices of minions via the emote menu, and figured in PM levels. &lt;br /&gt;
* [[Magic:Aura_of_Vitality|Aura of Vitality]] - Hooked. &lt;br /&gt;
* [[Magic:Bigbys_Clenched_Fist|Bigby’s Clenched Fist]] - Hooked.&lt;br /&gt;
* [[Magic:Bigbys_Crushing_Hand|Bigby’s Crushing Hand]] - Hooked and fixed Grapple and Fortitude checks.&lt;br /&gt;
* [[Magic:Bigbys_Forceful_Hand|Bigby’s Forceful Hand]] - Hooked, reduced the knockdown duration, and allowed a Discipline check.&lt;br /&gt;
* [[Magic:Call_Lightning|Call Lightning]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Contagion|Contagion]] - Hooked.&lt;br /&gt;
* [[Magic:Death_Ward|Death Ward]] - Hooked.&lt;br /&gt;
* [[Magic:Dimension_Door|Dimension Door]] - Disabled in Player Housing (like psionic ability), fixed to allow party members to jump through per description, and fix lag-induced looping.&lt;br /&gt;
* [[Magic:Dominate_Animal|Dominate Animal]] - Hooked.&lt;br /&gt;
* [[Magic:Dominate_Person|Dominate Person]] - Hooked.&lt;br /&gt;
* [[Magic:Drown|Drown]] - Hooked.&lt;br /&gt;
* [[Magic:Elemental_Shield|Elemental Shield]] - Hooked.&lt;br /&gt;
* [[Magic:Enervation|Enervation]] - Hooked and allow undead targets to receive temporary hit points.&lt;br /&gt;
* [[Magic:Entangle|Entangle]] - Reduced the duration (so doesn't last forever) and re-enabled Woodland Stride.&lt;br /&gt;
* [[Magic:Flame_Arrow|Flame Arrow]] - Fixed to allow targeting of allies to imbue equipped bow and arrows instead of having to cast directly on the arrows.&lt;br /&gt;
* [[Magic:Greater_Spell_Breach|Greater Spell Breach]] - Hooked.&lt;br /&gt;
* [[Magic:Gust_of_Wind|Gust of Wind]] - Hooked.&lt;br /&gt;
* [[Magic:Hammer_of_the_Gods|Hammer of the Gods]] - Hooked.&lt;br /&gt;
* [[Magic:Healing_Sting|Healing Sting]] - Hooked.&lt;br /&gt;
* [[Magic:Hold_Monster|Hold Monster]] - Hooked.&lt;br /&gt;
* [[Magic:Horizikauls_Boom|Horizikaul’s Boom]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Infestation_of_Maggots|Infestation of Maggots]] - Hooked.&lt;br /&gt;
* [[Magic:Lesser_Spell_Breach|Lesser Spell Breach]] - Hooked.&lt;br /&gt;
* [[Magic:Magic_Fang|Magic Fang]] - Fixed.&lt;br /&gt;
* [[Magic:Magic_Tattoo|Magic Tattoo]] - Fixed.&lt;br /&gt;
* [[Magic:Mass_Camouflage|Mass Camouflage]] - Hooked.&lt;br /&gt;
* [[Magic:Neutralize_Poison|Neutralize Poison]] - Hooked.&lt;br /&gt;
* [[Magic:Prayer|Prayer]] - Hooked.&lt;br /&gt;
* [[Magic:Quillfire|Quillfire]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Blindness_and_Deafness|Remove Blindness and Deafness]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Curse|Remove Curse]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Disease|Remove Disease]] - Hooked.&lt;br /&gt;
* [[Magic:Scintillating_Sphere|Scintillating Sphere]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Stinking_Cloud|Stinking Cloud]] - added concealment cloud FX.&lt;br /&gt;
* [[Magic:Web|Web]] - Hooked as an Avlis AoE and re-enabled Woodland Stride.&lt;br /&gt;
&lt;br /&gt;
====Spell Systems Added or Fixed====&lt;br /&gt;
&lt;br /&gt;
=====Artificing=====&lt;br /&gt;
&lt;br /&gt;
* Artificing levels and xp listed in the emote menu crafting list.&lt;br /&gt;
* Pale Master levels accounted for when artificing.&lt;br /&gt;
* Scroll Scribing costing 25% less real xp and giving 20% more crafting xp.&lt;br /&gt;
&lt;br /&gt;
=====Arcane Archer Imbue Arrow=====&lt;br /&gt;
&lt;br /&gt;
* Allow Arcane Archers (AAs) to imbue arrows with spells instead of just the default ''Fireball'' (more like PnP).&lt;br /&gt;
* You can cast the spell on either a single arrow or a stack. If on a stack, 1 is removed and you get a single arrow with the onHit property of the spell at the caster level of the PC. In both cases, the arrow is automatically equipped.&lt;br /&gt;
* Only works with arcane spells [not divine] and only those that make sense on an arrow. For example, no ''Magic Missile'' because the missile effects still come from the caster rather than the arrow and ''Meteor Swarm'' because it centers on the caster and not the arrow.&lt;br /&gt;
* The duration is the number of Arcane Archer levels in rounds. That's stretching the PnP version a bit, which states that the arrow must be fired in the same round that the spell is cast. That's doable if you're quick, but this system went with rounds per level to give some time for planning. A level 10 AA would have a minute to fire their arrow with the spell active.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.5 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (37)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Bigbys Clenched Fist|Bigby's Clenched Fist]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' on the target and do a to-hit check every round.&lt;br /&gt;
* [[Magic:Bigbys Crushing Hand|Bigby's Crushing Hand]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' or ''Bigby's Clenched Fist'' on the target.  Removed the Fortitude save.  Ensured that the grapple check is performed every round ([http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] tweaked).&lt;br /&gt;
* [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] - Hooked and incorporated into [http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] so that the grapple check is performed every round.&lt;br /&gt;
* [[Magic:Bigbys Interposing Hand|Bigby's Interposing Hand]] - Hooked.&lt;br /&gt;
* [[Magic:Bulls Strength|Bull's Strength]] - Fixed so that self-buffing Paladins get Militant Bonus credit for 1/2 Paladin levels.&lt;br /&gt;
* [[Magic:True Seeing|True Seeing]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=2585 Bug #2585]:&lt;br /&gt;
UMD Bug -  &lt;br /&gt;
A divine/rogue PC who tries to an arcane scroll that's not domain (cleric) should use UMD and not Spellcraft. As it was, if the Spellcraft skill was &amp;gt; the UMD skill it automatically did domain check &amp;amp; gave domain failure message. A cleric/rouge with Spellcraft &amp;gt; UMD should be able to use UMD on arcane, non-domain scrolls. &lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (16)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Awaken|Awaken]] - Hooked.&lt;br /&gt;
* [[Magic:Ball Lightning |Ball Lightning]] - Hooked.&lt;br /&gt;
* [[Magic:Blackstaff |Blackstaff ]] - Hooked.&lt;br /&gt;
* [[Magic:Bombardment |Bombardment ]] - Hooked.&lt;br /&gt;
* [[Magic:Crumble|Crumble]] - Hooked.&lt;br /&gt;
* [[Magic:Dominate Monster|Dominate Monster]] - Hooked.&lt;br /&gt;
* [[Magic:Earthquake|Earthquake]] - Hooked.&lt;br /&gt;
* [[Magic:Energy Drain |Energy Drain]] - Hooked.&lt;br /&gt;
* [[Magic:Ethereal Visage |Ethereal Visage ]] - Hooked.&lt;br /&gt;
* [[Magic:Feeblemind |Feeblemind ]] - Hooked.&lt;br /&gt;
* [[Magic:Flame Strike|Flame Strike]] - Hooked.&lt;br /&gt;
* [[Magic:Flesh to Stone |Flesh to Stone ]] - Hooked.&lt;br /&gt;
* [[Magic:Heal |Heal ]] - Hooked.&lt;br /&gt;
* [[Magic:Mass Haste|Mass Haste]] - Hooked.&lt;br /&gt;
* [[Magic:Owl's Insight |Owl's Insight ]] - Hooked.&lt;br /&gt;
* [[Magic:Resurrection |Resurrection ]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (54)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Aura Versus Alignment|Aura Versus Alignment]] - HW levels taken into account.&lt;br /&gt;
* [[Magic:Battletide |Battletide]] - Effects allies as well.&lt;br /&gt;
* [[Magic:Circle of Doom |Circle of Doom]] - Hooked.&lt;br /&gt;
* [[Magic:Cloudkill|Cloudkill]] - Hooked.&lt;br /&gt;
* [[Magic:Control Undead|Control Undead]] - Hooked.&lt;br /&gt;
* [[Magic:Create Greater Undead|Create Greater Undead]] - Uses slightly different undead selection.&lt;br /&gt;
* [[Magic:Create Undead|Create Undead]] - Hooked.&lt;br /&gt;
* [[Magic:Dirge|Dirge]] - Hooked.&lt;br /&gt;
* [[Magic:Evards Black Tentacles|Evard's Black Tentacles]] - Changed damage dealing to be sequential rather than all at once.&lt;br /&gt;
* [[Magic:Firestorm|Firestorm]] - Hooked.&lt;br /&gt;
* [[Magic:Globe of Invulnerability|Globe of Invulnerability]] - Hooked.&lt;br /&gt;
* [[Magic:Glyph of Warding|Glyph of Warding]] - Changed to AOE effect only, no placeable. Also gives names of characters who break the AoE.&lt;br /&gt;
* [[Magic:Great Thunderclap|Great Thunderclap]] - Hooked.&lt;br /&gt;
* [[Magic:Greater Planar Binding|Greater Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Greater Shadow Conjuration|Greater Shadow Conjuration]] - Hooked.&lt;br /&gt;
* [[Magic:Healing Circle|Healing Circle]] - Hooked.&lt;br /&gt;
* [[Magic:Incendiary Cloud|Incendiary Cloud]] - Hooked.&lt;br /&gt;
* [[Magic:Inferno|Inferno]] - Hooked.&lt;br /&gt;
* [[Magic:Legend Lore|Legend Lore]] - Hooked.&lt;br /&gt;
* [[Magic:Lesser Planar Binding|Lesser Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Magic Circle Against Alignment|Magic Circle Against Alignment]] - Hooked.&lt;br /&gt;
* [[Magic:Mestils Acid Breath|Mestil's Acid Breath]] - Hooked.&lt;br /&gt;
* [[Magic:Meteor Swarm|Meteor Swarm]] - Hooked.&lt;br /&gt;
* [[Magic:Mind Fog|Mind Fog]] - Hooked.&lt;br /&gt;
* [[Magic:Minor Globe of Invulnerability|Minor Globe of Invulnerability]] - Hooked.&lt;br /&gt;
* [[Magic:Monstrous Regeneration|Monstrous Regeneration]] - Hooked.&lt;br /&gt;
* [[Magic:Mordenkainens Disjunction|Mordenkainen's Disjunction]] - Hooked.&lt;br /&gt;
* [[Magic:Mordenkainens Sword|Mordenkainen's Sword]] - Hooked.&lt;br /&gt;
* [[Magic:Natures Balance|Nature's Balance]] - Hooked.&lt;br /&gt;
* [[Magic:Planar Ally|Planar Ally]] - Hooked.&lt;br /&gt;
* [[Magic:Planar Binding|Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Power Word Stun|Power Word Stun]] - Hooked.&lt;br /&gt;
* [[Magic:Regenerate|Regenerate]] - Hooked.&lt;br /&gt;
* [[Magic:Spike Growth|Spike Growth]] - Hooked.&lt;br /&gt;
* [[Magic:Stone to Flesh|Stone to Flesh]] - Hooked.&lt;br /&gt;
* [[Magic:Stonehold|Stonehold]] - Hooked.&lt;br /&gt;
* [[Magic:Storm of Vengeance|Storm of Vengeance]] - Hooked.&lt;br /&gt;
* [[Magic:Sunbeam|Sunbeam]] - Hooked.&lt;br /&gt;
* [[Magic:True Seeing|True Seeing]] - Hooked.&lt;br /&gt;
* [[Magic:Undeath to Death|Undeath to Death]] - Hooked.&lt;br /&gt;
* [[Magic:Undeaths Eternal Foe|Undeath's Eternal Foe]] - Hooked.&lt;br /&gt;
* [[Magic:Vine Mine|Vine Mine]] - Hooked.&lt;br /&gt;
* [[Magic:War Cry|War Cry]] - Hooked.&lt;br /&gt;
* [[Magic:Wounding Whispers|Wounding Whispers]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Revised how sneak attack damage was determined for several spells, making sure that the iDamage modifier was conducted BEFORE the effect eDamage declaration.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Made some minor fixes to some spells, primarily duration/vfx tweaks, general bug fixes.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Redid AMS_Check2.nss to accurately set conversation tokens for psi-magic conversations.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Fixed ew_exec.nss to enable toggling of psionic augmentation.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Redid SHS_Cure to include sneak attack code&amp;lt;br /&amp;gt; &lt;br /&gt;
- Made sure Disintegrate was fixed at 2d6/caster level up to 40d6 max. Previously was only working as d6/level.&amp;lt;br /&amp;gt; &lt;br /&gt;
Spells with Touch Attacks:&amp;lt;br /&amp;gt; &lt;br /&gt;
- Melee &lt;br /&gt;
* [[Magic:Ghoul Touch|Ghoul Touch]]&lt;br /&gt;
* [[Magic:Inflict Critical Wounds|Inflict Critical Wounds]] &lt;br /&gt;
* [[Magic:Inflict Light Wounds|Inflict Light Wounds]]&lt;br /&gt;
* [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&lt;br /&gt;
* [[Magic:Inflict Moderate Wounds|Inflict Moderate Wounds]]&lt;br /&gt;
* [[Magic:Inflict Serious Wounds|Inflict Serious Wounds]]&lt;br /&gt;
* [[Magic:Poison|Poison]]&lt;br /&gt;
* [[Magic:Slay Living|Slay Living]]&lt;br /&gt;
* [[Magic:Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
- Ranged &lt;br /&gt;
* [[Magic:Acid Splash|Acid Splash]] &lt;br /&gt;
* [[Magic:Burning Bolt|Burning Bolt]]&lt;br /&gt;
* [[Magic:Disintegrate|Disintegrate]]&lt;br /&gt;
* [[Magic:Electric Jolt|Electric Jolt]]&lt;br /&gt;
- Elemental Orb Spells &lt;br /&gt;
* [[Magic:Hail of Stone|Hail of Stone]]&lt;br /&gt;
* [[Magic:Lesser Acid Orb|Lesser Acid Orb]]&lt;br /&gt;
* [[Magic:Lesser Cold Orb|Lesser Cold Orb]]&lt;br /&gt;
* [[Magic:Lesser Electric Orb|Lesser Electric Orb]]&lt;br /&gt;
* [[Magic:Lesser Fire Orb|Lesser Fire Orb]]&lt;br /&gt;
* [[Magic:Negative Energy Ray|Negative Energy Ray]]&lt;br /&gt;
* [[Magic:Ray of Enfeeblement|Ray of Enfeeblement]]&lt;br /&gt;
* [[Magic:Ray of Frost|Ray of Frost]]&lt;br /&gt;
* [[Magic:Searing Light|Searing Light]]&lt;br /&gt;
* [[Magic:Slashing Darkness|Slashing Darkness]]&lt;br /&gt;
* [[Magic:Snillocs Snowball|Snilloc's Snowball]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Avlis Holy-Symbol System (AHS) for clerical use&lt;br /&gt;
- Added DoHolySymbol to introduce the Avlis Holy Symbol System. &lt;br /&gt;
- Minor adjustment to Beltyn's Burning Blood to correct duration bug. &lt;br /&gt;
- Edited invisibility sphere into a mobile AOE effect. &lt;br /&gt;
- Revised Acid Fog to new AOE standard.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.3d Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixes for rune-staves/holdable spellbooks in calculating caster level, maximum spell level, spell-DC and class used.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixes for AAS based staves, based on above fixes. Properly built staves with the aas_s_ prefix will now cast spells at the wielder's caster level/spell DC IF that spell is a valid spell on that caster's list.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added UMD bonus to NON-ARTIFICED casting items. These include amulets, unique items, rings, etc. Bonus is +1 to caster level/SpellDC per 5 base ranks (not including modifiers, skill focuses, etc.) in the Use Magic Device Skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added visual effects for elementalists. Spells which default to their chosen element will now grant a minor visual effect around that elementalist.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added additional &amp;quot;fighter feat bonus&amp;quot; to Greater Magic Weapon. Fighters who have a weapon specialization feat in the weapon being enchanted will now receive an additional &amp;quot;massive crit&amp;quot; bonus based on their fighter levels. ONLY fighter levels will count towards this bonus.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added SHS_MySpellResist. This will now take adjusted caster level, either for Palemaster/Holy Warriors or AAS Wands/Scrolls/Staves into account when determining spell penetration. Spell penetration feats will also apply normally. Note that when pierced in this fashion, spell resistance will give a custom message.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Silence spell now fixed to provide the proper saves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Holy Sword spell change. Effect now limited only to paladins and dependent on the wielding paladin's level (per: modified &amp;quot;Holy Avenger&amp;quot; ability.) Fixed the on-hit dispel problem that would strip all spells in a single hit and replaced with scaling on-hit cast spell: dispel magic -&amp;gt; greater dispel magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed spell DC calculations for shadow matter illusionists and epic spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed Sphere of Ultimate Destruction to properly account for the caster's caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Flood of Befuddlement.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Legion's Curse of Impending Blades now breaks invisibility.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Bugfixes to Meteor Swarm, Aura Against Alignment, Righteous Might, Greater Magic Weapon and Wail of the Banshee&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added functionality for casting Drain-type spells on Undead&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the way all Bigby's spells work.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked Dispel Magic system to account for correct caster levels at all times.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Misc general restructuring/fixes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;SHS 1.8.0 in general&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Advanced Mage Specialization|Advanced Mage Specializations]]. Aka: AMS. Added specializations for mages for: Elementalists (Pyromancer, Cryomancer, Aeromancer), Wild Mage, White Necromancer, Transmutant, Shadow Matter Illusionist, Fatespinner and Psi-Mage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Divine casters may be marked &amp;quot;favored&amp;quot; of their deity to increase the potency of their epic spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Applied metamagic feats to area of effect spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked epic spells to include PM levels/HW levels in calculating duration/bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Dragon Knight changed to 1 dragon per alignment(Silver/Bronze/Copper/Limestone/Gravel/Slate/Amber/Granite/Coal) which scales according to caster level and other factors set by DMs. (see: AMS/Favored Mark)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Hellball changed to 1d6/2 caster levels damage per element. Disabled metamagic on epic Hellball.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Greater Ruin changed to 5 + 1/caster level d8 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic spell DC calculations changed to make them slightly more effective.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked several dragon abilities including fear aura, dragon breath and buffet. They scale according to dragon's charisma bonus and hit die.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Avlis Holy Symbol System. Custom spell effects for wielders of deific holy symbols. Clerics only.&amp;lt;br /&amp;gt;&lt;br /&gt;
- All spells hooked. (As of 1.8 release)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.1.1 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Release version of 1.8.1.0.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added support for one custom spell and two other custom rewards.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Numerous spells have been changed to use scaling formulae instead of static values. These now properly account for cap increasing effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Acid Splash now deals (caster level/3)d3 damage and properly ignores Spell Resistance/Immunity, etc as a Conjuration (Creation) spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Aganazzar's Scorcher now caps at 10d8 damage, but scales at a reduced rate of 1d8 per 2 caster levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bigby's Crushing Hand and Grasping Hand now properly respect appropriate immunities.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bigby's Forceful Hand now scales correctly for Shadowmatter Illusionists.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Black Blade of Disaster's duration has been increased to 5 rounds per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bless Weapon, Darkfire and Flame Weapon now correctly do not affect ammunition. Bless Weapon can still be used to created Blessed Bolts.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Blood Frenzy has been changed to provide it's bonuses as Attack Bonus, Damage, etc rather than raw stat increases, similar to Barbarian Rage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Burning Hands now caps at 10d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Camouflage and Mass Camouflage now provide +(caster level) bonus to Hide, minimum 10, capped at 25. They no longer stack with one another.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Circle of Doom now deals (caster level)d8 damage, capped at 15d8&amp;lt;br /&amp;gt;&lt;br /&gt;
- Clairaudiance and Clairvoyance now increases Search as well as Spot and Listen. It's bonus is now 5+(caster level/2), capped at 10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Cloud of Bewilderment now functions as described, and should no longer cause server-melting lag.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Crumble now deals (caster level*2)d6 damage, capped at 40d6.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Daze has been changed to affect creatures of (caster level/2) Hit Dice, capped at 10. Minimum of 5HD.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Electric Jolt now deals (caster level/2)d3 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Endure Elements now absorbs 10+(caster level/2), up to a maximum of 20+(caster level) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Energy Buffer now absorbs 40+(caster level/2), up to a maximum of 60+(caster level*2.5) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Energy Drain and Enervation should now correctly apply Temporary HP when cast on Undead.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Finger of Death's damage on a successful save increased to (caster level)d6+(caster level), capped at 10d6+10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flame Lash now deals 2+(caster level/2)d6 damage, capped at 10d6.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flare's penalties are now 2+(caster level/10), capped at -4.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Gedlee's Electric Loop now caps at 10d6 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Great Thunderclap's durations have been increase: Deafen: 1+(caster level/10)*10. Stun: 1+(caster level/10). Knockdown remains 1 round.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Greenfire now caps at 2d6+20&amp;lt;br /&amp;gt;&lt;br /&gt;
- Grease now correctly respects immunity to Entanglement and Woodland Stride.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Healing Sting uses a touch attack and scales with Sneak Attack. Deals 1d12+(caster level*2) damage, capped at 1d12+40.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Inferno now deals 10d6 on initial application and 2d6 on subsequent rounds. Lasts 10 rounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Nature's Avatar no longer ends when the Temporary HP are consumed.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Nature's Balance now applies a Restoration effect to all allies struck.&amp;lt;br /&amp;gt;&lt;br /&gt;
- One With The Land changed to provide bonuses of 2+(caster level/2), capped at 10. No longer buffs Hide. Now lasts Turns/Level instead of Hours/Level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Protection From Elements absorbs 30+(caster level/2), up to a maximum of 40+(caster level*2) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Quillfire now deals (caster level)d8+(caster level) damage, capped at 10d8+10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Ray of Frost now deals (caster level/2)d3 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Resist Elements absorbs 20+(caster level/2), up to a maximum of 30+(caster level*3)/2 from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Resistance lasts 10+(caster level/2) rounds. Bonus is now 2+(caster level/10), capped at 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Undeath's Eternal Foe now provides Death immunity in addition to it's other effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Unyielding Roots now provides Regeneration equal to 10% of the target's maximum hp (calculated at cast) or 30, whichever is higher.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Virtue lasts 5 turns and provides 10+(caster level) temporary HP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added support for three custom rewards.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Black Blade of Disaster has been completely reworked as a short duration summon. See the wiki for full details.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Blade Thirst now additionally applies Vampiric Regeneration equal to the Enhancement Bonus it grants. Duration is increased to 1 turn per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Burning Bolt now caps at 15 missiles, and Sneak Attack damage only applies to the first missile.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Spell: Dragon Knight - the Bronze (Neutral Good) dragon now breathes Slow instead of Acid. It still breathes Lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hammer of the Gods now caps at 10d8 damage. Scaling is unchanged.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Ice Burst now caps at 10d8 damage and cannot strike the caster. It is not Party friendly, however.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Implosion's Area of Effect has been increased to better match the VFX. It can only affect 4 targets at a time.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magic Missile now caps at 8 missiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Mass Heal now has two areas of effect: the small inner circle is the maximum range at which Undead are damaged. The new, larger, outer circle is the range at which allies are healed.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Power Word: Kill now has HP limit of 100+(caster level*2)+(Divination feat bonus*5). All values for the spell are proportional to this (ex. where something was 20, it's now 20% of the increased limit)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Power Word: Stun now has HP limit of 150+(caster level*2)+(Divination feat bonus*5). All values for the spell are proportional to this.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Sniloc's Major Missile no longer has a missile cap.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Sniloc's Snowball Swarm now caps at 10d6 damage. Scaling is unchanged.&amp;lt;br /&amp;gt;&lt;br /&gt;
- War Cry now gives bonuses to Attack and Damage equal to +1 per 6 caster levels, capped at +5. The damage granted is now Sonic. The duration of the Fear effect is increased to 1 round per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Spellcasting bonuses for White Necromancers have been increased. Their DC, caster level and increased caps for Necromancy spells are now +1/+2/+3 at rank 1/2/3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Wild Surges have received several quality of life improvements.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.3 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Dirge no longer gets canceled upon movement and now retains its aura on area transition.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Battletide no longer reanimates at strange times and now retains its aura on area transition.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Greater Magic Weapon is now correctly applied to gloves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Id Insinuation and Disintegration beam times have been reduced to fix visual bugs.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Longstride now correctly applies a movement increase to the full party.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Song of Valor may be cast on anyone, party member or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Haven Song adds invisibility to its list of effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flood of Befuddlement now creates a 50% wild magic field.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Intellect Fortress/Soldier's Resolve no longer pulses its visual effect each round.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Toran's Insight's and Unshakeable Will's durations are now turns per level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Shatter Doubt is now an AoE spell instead of an aura.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Aspect of the Serpent is no longer an aura - it now works like the Fear spell with Annihilator-based DC's.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.4 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixes for [[Magic:Resistance|Resistance]], [[Magic:Snillocs_Snowball_Swarm|Snilloc's Snowball Swarm]], and [[Magic:Benign_Transposition|Benign Transposition]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.5 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Reorganization of script headers and standardization of version numbering.&amp;lt;br /&amp;gt;&lt;br /&gt;
- SHS_DetectAlignment() no longer shows save rolls to casters.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.6 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Changeling polymorph ignores wild and dead magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]] - [https://dev.avlis.org/issues/242 Bug #242]&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Mass_Drown|Mass Drown]] - [https://dev.avlis.org/issues/315 Bug #315]&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Negative_Energy_Burst|Negative Energy Burst]] - [https://dev.avlis.org/issues/382 Bug #382]&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added [[White Necromancy]] version of [[Epic_Spell:Mummy_Dust|Mummy Dust]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Greater_Magic_Weapon|Greater Magic Weapon]] - [https://dev.avlis.org/issues/398 Bug #398]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.1 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Circle_of_Doom|Circle of Doom]] - [https://dev.avlis.org/issues/398 Bug #483]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.4.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Invisibility_Sphere|Invisibility Sphere]] - converted from an area of effect spell to a mass invisibility spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Changes to Magic Items'''=&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Elixir of Heavenly Healing: Heals 90hp or 40% of total hp, whichever is greater.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Elixir of Exalted Healing: Heals 180hp or 80% of total hp, whichever is greater.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed a bug that empowered healing items used by clerics with the Healing domain.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed Belt of Abundant Mending to only heal 1 hp per use. ([http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=597&amp;amp;pos=19 Bug #597])&amp;lt;br /&amp;gt;&lt;br /&gt;
- Disabled Staff of Gromak. When used, nothing happens, and the player gets the message: &amp;quot;A few sparks leap from the end of the staff, followed by a wisp of green smoke.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.3 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed a couple bugs that caused the ''Staff of Gromak'' change to work incorrectly and added a visual effect.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Any scroll not made using the new scribe scroll system will be cast at the minimum caster level for that spell.  For most spells, this is (spell level * 2) -1.  If scrolls are made on other CoPaP worlds with this system, they will retain the caster levels and metamagic feats with which they were imbued.&lt;br /&gt;
&lt;br /&gt;
='''[[Shs:Magic_System/Militant_Level_Bonuses|Militant Level Bonuses]]'''=&lt;br /&gt;
&lt;br /&gt;
Militant Level Bonuses are enhanced effects that certain spells have on militant characters.  ICly, this means that those who are combat-focused are capable of getting more out of certain buff spells than less militantly-focused folks.  OOCly it means that the more levels you have in the following classes, the better some spells work on you.  Adding up all class levels from the following classes will give you your Militant Level:&amp;lt;br /&amp;gt;&lt;br /&gt;
* ANNIHILATOR&lt;br /&gt;
* ARCANE ARCHER&lt;br /&gt;
* AVENGER&lt;br /&gt;
* BARBARIAN&lt;br /&gt;
* BEAST&lt;br /&gt;
* BLACKGUARD&lt;br /&gt;
* CHAMPION&lt;br /&gt;
* CONFOUNDER&lt;br /&gt;
* DIVINE CHAMPION (Champion of Torm)&lt;br /&gt;
* DOMINATOR&lt;br /&gt;
* DWARVEN DEFENDER&lt;br /&gt;
* EQUALIZER&lt;br /&gt;
* FIGHTER&lt;br /&gt;
* HUMANOID&lt;br /&gt;
* JUSTICAR&lt;br /&gt;
* MONK&lt;br /&gt;
* MONSTROUS (Monstrous Humanoid)&lt;br /&gt;
* PALADIN&lt;br /&gt;
* RANGER&lt;br /&gt;
* WEAPON_MASTER&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Aid|Aid]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you 1d8 temporary hit points, +1 to attacks and saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 2d8 temporary hit points, +2 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 3d8 temporary hit points, +3 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 4d8 temporary hit points, +4 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 5d8 temporary hit points, +5 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Bulls Strength|Bull's Str]], [[Magic:Cats Grace|Cat's Grace]]'' and ''[[Magic:Endurance|Endurance]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you 1d4+1 (between 2 and 5) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the stat adjustment for this spell, before any metamagic effects take place.  The spell will give you 1d4+2 (between 3 and 6) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell is always empowered when cast upon you.  If the spell caster empowers the spell as well, the effects do not stack.  The spell will give you (1d4+2) * 1.5 (between 4 and 9) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The spell is always maximized when cast upon you.  If the spell caster maximizes the spell as well, the effects do not stack.  The spell will always give you 9 bonus ability score points plus any effects given by metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' The spell is always extended when cast upon you.  If the spell caster extends the spell as well, the effects do not stack.  The spell will always give you 9 bonus ability score points and last 1.5 times longer than normal.  Any metamagic feats the caster uses will not affect the spell cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Flame Weapon|Flame Weapon]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will work normally plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' The damage bonus becomes 1d8 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is doubled.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The damage bonus becomes 1d10 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' The damage bonus becomes 2d6 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Darkfire|Darkfire]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +10 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +11 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +12 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +13 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Greater Magic Weapon|Greater Magic Weapon]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +5 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +6 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +7 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +8 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Blade Thirst|Blade Thirst]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +3 enhancement bonus to your weapon, +3 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 enhancement bonus to your weapon, +4 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +5 enhancement bonus to your weapon, +5 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +6 enhancement bonus to your weapon, +6 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Keen Edge|Keen Edge]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-15:'''  No militant bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-40:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Magic Vestment|Magic Vestment]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +5 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +6 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +7 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +8 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Shield of Faith|Shield of Faith]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +6), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect. The spell will give you a +4 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +7), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +8), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Legions Shield of Faith|Legions Shield of Faith]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +6), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect. The spell will give you a +4 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +7), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +8), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Spiderskin|Spiderskin]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 2 +1 per 10 caster levels (maximum of +6 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' You get a +1 bonus to the spell's effect. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 3 +1 per 10 caster levels (maximum of +7 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 4 +1 per 10 caster levels (maximum of +8 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Mantle of Egregious Might|Mantle of Egregious Might]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-11:''' Nothing. The spell will give you a +4 bonus to AC (dodge), attack rolls, and savings throws, and a +2 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 12-23:''' You get a +1 bonus to AC (dodge), attack rolls, and savings throws. The spell will give you a +5 bonus to AC (dodge), attack rolls, and savings throws, and a +2 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 24-35:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to all ability scores. The spell will give you a +5 bonus to AC (dodge), attack rolls, and savings throws, and a +3 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Heroism|Heroism]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 bonus on attack rolls, saves, and skill checks, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 bonus on attack rolls, saves, and skill checks, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-40:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Greater Heroism|Greater Heroism]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the caster level (maximum 20), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, temporary hit points equal to the caster level (maximum 20), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get an extra 1/3rd bonus to the added temporary hit points. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the caster level (maximum 20) + 1/3rd of those temporary hit points, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get an extra 1/3rd bonus to the added temporary hit points. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, temporary hit points equal to the caster level (maximum 20) + 1/3rd of those temporary hit points, and then + 1/3rd of the total temporary hit points again, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;u&amp;gt;Changes/Bug Fixes:&amp;lt;/u&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1030 Bug #1030]: Maximized values on Stat Buffs are Hard-Coded.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed the same bug with ''aid'' not computing maximized militant bonuses correctly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1043 Bug #1043]: Buffing potions gives 7 ability points.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1045 Bug #1045]: Militant Bonuses on Unmaximized Stat Buffs Are Not Working&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1048 Bug #1048]: Darkfire not giving Militant Level Bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Paladins no longer get militant bonuses when self-buffing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Militant Bonuses for [[Magic:Magic Vestment|Magic Vestment]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Paladin levels are halved when calculating Militant Bonuses for self-buffing paladins.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1088 Bug #1088]: Blackguard's Bull Strength ability will grant Militant Bonus&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added militant bonuses for Blade Thirst. &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Blade Thirst's Vampiric Regeneration Bonus increases the same as the Enhancement Bonus does from Militant Levels.&lt;br /&gt;
&lt;br /&gt;
='''[[Magic:Summon_Control|Summon Control]]'''=&lt;br /&gt;
&lt;br /&gt;
Version 1.7.3.0 introduces summon control - the ability to select the creature summoned by the summon creature spells.  Along with this new feature comes a reduction in the duration for these spells.  The duration has been changed from 24 hours to 1 turn/caster level.&lt;br /&gt;
&lt;br /&gt;
='''Definitions'''=&lt;br /&gt;
&lt;br /&gt;
'''Arcane Spell Caster:''' One who casts arcance spells.  Bards, sorcerers and wizards fall into this category.  Arcane archers and palemasters also fall into this category.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Divine Spell Caster:''' One who casts divine spells.  Clerics, druids, paladins and rangers fall into this category.  Blackguards also fall into this category.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Ranks:''' This number is related to the number of points that you have put into a skill.  For a class skill, this is a one-for-one exchange of one skill point for one rank.  For a cross-class skill this is a two-for-one exchange of two skill points for one rank.  Ability score bonuses and bonuses from magic items and other sources are not counted in this number.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Spell List:''' The list of spells your class can cast.  These can be found in your NWN, SoU and HotU manuals, or in the 3rd Edition Players Handbook.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic_System&amp;diff=54912</id>
		<title>Magic System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic_System&amp;diff=54912"/>
		<updated>2024-10-14T11:26:56Z</updated>

		<summary type="html">&lt;p&gt;Moredo: information that we are no longer tracking shs versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
[[Category:Magic|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Systems|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[magic:Spell List|Spell List]] | [[shs:artificing|Artificing System]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Introduction'''=&lt;br /&gt;
&lt;br /&gt;
All standard NWN spells plus additional copap spell pack spells have been hooked. For more information, check below.&lt;br /&gt;
&lt;br /&gt;
='''Current Versions on Servers'''=&lt;br /&gt;
&lt;br /&gt;
1.8.3.0 (Current - ca. March 9, 2020)&lt;br /&gt;
&lt;br /&gt;
'''NB! Please note that we stopped tracking SHS Versions publicly around mid 2020, and we have stopped tracking SHS Versions internally as of October 15, 2024. We will rather strive to have updated information on each of the spells, on the wiki.''' &lt;br /&gt;
&lt;br /&gt;
= '''[[Advanced Mage Specialization|Advanced Mage Specializations]]''' =&lt;br /&gt;
&lt;br /&gt;
This system is intended to allow the implementation of arcane spell-casting &amp;quot;prestige classes&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
= '''[[shs:artificing|Artificing]]''' =&lt;br /&gt;
&lt;br /&gt;
Artificing is the art of creating magic items.  It is similar to the crafting system and detailed here:&lt;br /&gt;
[[shs:artificing|Artificing]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1053 Bug #1053] - Stored caster level not being used when scribed scrolls are activated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1054 Bug #1054] - Metamagic Feats not being used when scribed scrolls are activated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1060 Bug #1060] - Scribe Scroll - Sorcerers and Wizards need 13 Levels to Scribe instead of 7.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1063 Bug #1063] - Metamagic feats not affecting cost or reward of scroll creation.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1065 Bug #1065] - Scribe Scroll does not report artificing xp gained - only total xp.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1068 Bug #1068] - Some scribed scrolls come out unidentified.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1072 Bug #1072] - Scribe Scroll not costing additional xp for a higher caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1073 Bug #1073] - Scribe Scroll DC should be variable, based on total scroll power.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1074 Bug #1074] - Artificing needs an Improbable DC.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added colors and spell level to player output.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Made some changes to decrease lag.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1086 Bug #1086] - Druids/Clerics not receiving wisdom bonus for Artificing&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Improved artificing feedback&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added scribing animation&amp;lt;br /&amp;gt;&lt;br /&gt;
- Base scroll creation time changed to 1 turn&amp;lt;br /&amp;gt;&lt;br /&gt;
- Scribing can fail due to bad weather&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added scribing restrictions&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1310 Bug #1310] - Scibed Scrolls do not use the scribe's DC&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed Angadar check.  Arcane scrolls above 4th level cannot be scribed by non-Angadarians.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed Scribing restrictions&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3.5 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added the list of [[Magic:Spell_List/CoPaP_168_Spell_List|CoPaP 1.68 spells.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Reduced xp costs for scroll scribing by 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
- Increased artificing xp gains by 20%&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=2092 bug #2092].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added wand artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reduced scribing times.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed a variety of wand problems and scribing problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added shield artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added ammunition and thrown weapon artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added dusty rose ioun stones to artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Metamagic''' =&lt;br /&gt;
&lt;br /&gt;
Version 1.5 introduces a new implementation of metamagic feats which allows the use of multiple feats with a spell.  Due to the limitations of the system, there are a few caveats.  First, stacking is only possible through the use of items called metamagic rods.  Second, these rods will only work with hooked spells.  Spells that have not yet been hooked will gain no benefits from them.  You will find Empower, Extend and Maximize rods, in addition to the new feat listed below.  Unfortunately, due to engine limitations, Still, Silent and Quicken spell cannot be made into rods at this time.&lt;br /&gt;
&lt;br /&gt;
Version 1.5 also introduces a new Metamagic feat available exclusively through metamagic rods: '''Energy Substitution'''.  This new feat allows you to alter the energy type of a spell.  This opens the doors for many new spells, such as ''cold bolt'', ''acid ball'' and ''sonic weapon'' just by replacing the energy type.  The feat currently has 5 flavors: Acid, cold, electricity, fire and sonic.  They do not stack (that's a different feat.)  I have attempted, as best I could, to make visual effects for spells match these new damage types.  You will note some spells had a larger degreee of success.  Suggestions for improvement are always welcome.&lt;br /&gt;
&lt;br /&gt;
The following spells can currently benefit from elemental substitution: all level 0-9 elemental spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added Augment Summoning rod and implemented it with the summon creature 1-9 spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=980 Bug #980]: Can't substitute acid for firebrand&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=983 Bug #983]: Flame Arrow not elemental substituting&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Augment Summoning [General] ==&lt;br /&gt;
&lt;br /&gt;
Your summoned creatures are better than normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Spellcaster level 2nd+.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Benefit:''' Creatures you conjure with any summon spell gain +1 hit points per Hit Die and a +1 competence modifier on attacks and damage rolls.&lt;br /&gt;
&lt;br /&gt;
== Energy Substitution [Metamagic] ==&lt;br /&gt;
&lt;br /&gt;
You can modify a spell that uses one type of energy to use another type of energy.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Any other metamagic feat, 5 ranks in Knowledge (arcana).&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Benefit:''' Choose one type of energy: acid, cold, electricity, fire, or sonic.  You can modify a spell with an energy designator to use the chosen type of energy instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Special:''' You can gain this feat multiple times, each time it applies to a different type of energy.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Slots:''' +0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Use Magic Device and Spellcraft'''=&lt;br /&gt;
&lt;br /&gt;
==Item Spellcasting==&lt;br /&gt;
&lt;br /&gt;
If you try to use a scroll, staff or wand with a spell that you cannot cast, you may attempt a [[NWN:Use_magic_device | Use Magic Device]] [[NWN:Skill_check | skill check]]. If one or more of your classes can eventually cast the spell (including cleric domain spells), you may make a [[NWN:Spellcraft | Spellcraft]] check instead. [[NWN:Untrained_skill_check | Untrained skills]] are not used (both UMD and Spellcraft require training).&lt;br /&gt;
&lt;br /&gt;
Spellcraft checks are only available when you attempt using a scroll, staff or wand with a spell that you will eventually be able to cast (i.e., higher level spells than you can currently cast, including cleric domain spells). If you are a divine caster attempting to use an item with an arcane spell or an arcane caster trying to an item with a divine spell, you may only make a UMD check - not a Spellcraft check. If you do not have UMD as a trained skill, the attempt will fail.&lt;br /&gt;
&lt;br /&gt;
The system will compare modified [[NWN:Skill_level | skill levels]] vs. [[NWN:Difficulty_class | DCs]] (see below) and use the skill with the highest chance of success between the two for your character. Since Spellcraft has a lower DC for scroll use, it may be used even if it is slightly lower than the modified UMD skill, if the chance of success is greater.&lt;br /&gt;
&lt;br /&gt;
If you have at least 5 trained [[NWN:Skill_rank | skill ranks]] in the lower skill, you will get a +2 [[NWN:Skill_synergy | synergy bonus]] for the check.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;DCs:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
25 + spell level for UMD scroll checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
20 + spell level for staff and wand UMD checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
20 + spell level for all Spellcraft checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UMD Item Spellcasting Bonus:==&lt;br /&gt;
&lt;br /&gt;
Those with Use Magic Device skill will receive +1 to [[NWN:Caster_level | caster level]] and spell DC for every 5 base [[NWN:Skill_rank | skill ranks]] in UMD when using any spell-casting items, except for potions or [[Artificing | artificed]] [[Craft_Wand | wands]], staffs and [[Scribe_Scroll |scrolls]].&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
- Removed rods from the UMD check.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed &amp;lt;i&amp;gt;raise dead&amp;lt;/i&amp;gt; scrolls from the UMD check.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed the notice when an innate ability is used successfully.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed the notice when an innate ability is used unsuccessfully.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed &amp;lt;i&amp;gt;protection from alignment&amp;lt;/i&amp;gt; scrolls from the UMD check. ([http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=495 Bug #495])&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
 &lt;br /&gt;
- Clerics using spell scrolls must now have the appropriate domain to cast from scrolls that are domain restricted spells. i.e. a cleric using a barkskin scroll must have the plant domain or it is an automatic failure. This applies only to spellcraft checks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue with multiclass chars to see if a scroll can be read from any magic using class.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 Changes/Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added implement bonus.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed implement bonuses for potions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.4 Changes/Fixes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed enforcement of arcane/divine only casting and other exploits (Re: [https://dev.avlis.org/issues/409 Bug #409]).&amp;lt;br /&amp;gt;&lt;br /&gt;
- Corrected spell levels for 1st level bards and sorcerers.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Improved logic when choosing between Spellcraft and UMD skills for the DC roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Domain vs. regular spells should always use the lowest spell level for Spellcraft checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
- UMD &amp;quot;exceptions&amp;quot; (class spell-like abilities) expanded to include more Assassin, and new Paladin, Avenger, Dominator, Justicar and Pale Master spell-abilities when attempting to use items. Only those that use standard spell scripts are included, and there are no Spellcraft checks allowed for these.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Spells Granted by Deities''' =&lt;br /&gt;
&lt;br /&gt;
When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Notes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Currently this is only implemented for clerics. It will be implemented soon for Blackguards, Druids, Paladins and Rangers. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.2 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Spells cast from items do not need to make this check. &lt;br /&gt;
- Deities with apostraphes in their name no longer cause problems.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Divine casters unable to reach their diety can now cast spells up to level 3 instead of level 2. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- The deity check was broken due to a typo. This has been fixed. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- DMs can now mark a character as out of favor with his deity. An out of favor character cannot cast any spells - arcane or divine. &lt;br /&gt;
- Fixed debugging output that was not using the DEBUG check.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Epic spells are considered level 10 spells. Divine casters unable to reach their diety cannot cast epic spells&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Recent Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added Aarilax to ranger deity list.&lt;br /&gt;
&lt;br /&gt;
='''Andrinor's Trust''' =&lt;br /&gt;
&lt;br /&gt;
As of version 1.8 Andrinor's Trust variable is used to determine whether an individual is eligible to use an [[Advanced Mage Specialization]] ability. The Mark is awarded to members of either the Nine Mage Orders or the Web of Angadar. Additional special exceptions exist.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Notes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- This feature is dual implementation. The Trust requires a physical &amp;quot;Trust&amp;quot; item to use certain keys/locked doors, but also requires a database entry to actually be &amp;quot;flagged&amp;quot; as a member of the Orders.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=908 Bug #908]: Shapechange is considered a level 0 spell instead of level 9 spell&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Epic spells are considered level 10 spells. Those that are not in the Trust cannot cast epic spells&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Implemented [[Arcane Adept]] AMS.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed spellcasting restriction.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Implemented AMS triggers based on Trust mark.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Share Spell'''=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;'''NOTE:''' Share Spell is currently turned off as of 1.6.0.2.&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Sorcerers and wizards can share spells with their familiars. Druids and Rangers can share spells with their animal companions.  To do this, you must have your familiar or animal companion summoned and within five feet of you. Any buff spell you cast on yourself will affect your familiar as well.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Spells such as [i]flame weapon[/i] should no longer affect familiars.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Implemented a completely new share spell system.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Share spell now works for druid and ranger animal companions.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=453 Bug #453]: Pale Master Summon summons 2 creatures instead of one when familair is out.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=531 Bug #531]: Share Spell does not take Metamagic feats into account&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=718 Bug #718]: Share Spell should not work with shapechange&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=863 Bug #863]: shared summon ''elemental swarm'' spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=899 Bug #899]: Magic 1.5 Shared Spells Have Visual Effects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=900 Bug #900]: Familiars Share Spells Mages Shouldn't Be Able to Cast&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=909 Bug #909]: Share Spell is not Using Spellhooking&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Tried to reduce the amount of lag share spell is causing.&lt;br /&gt;
&lt;br /&gt;
='''Changes to Bioware Spells'''=&lt;br /&gt;
&lt;br /&gt;
Changes to spells can now be found here: [http://www.avlis.org/wiki/].  This list will be growing considerably over the next few weeks; however most spells that have been modified have only had visual effects removed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- ''Tenser's transformation:'' Fixed bug [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=356 #356]: Weapons being unequipped even when the caster had the Martial Weapon proficiency Feat.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added a new function to take into account palemaster levels for level-dependant effects.  This function will only work for hooked spells.  (Is not in ''Tenser's'' yet.)&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=409 Bug #409]: Firebrand offeres no save.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Found and fixed a bug with healing spells not checking SR when damaging undead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.2 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=625 #625] which was causing caster level to have no effect on cure spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.3 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Hooked ''entangle, fireball, flame arrow, negative energy burst, negative energy ray'' and ''vampiric touch''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- All hooked spells should now take into account palemaster and RDD levels when calculating level-dependant effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- ''Entangle'' now only works in natural areas, requires casters to make concentration checks, allows the use of the tumble skill to break free, applies attack and damage penalties to creatures who fail a save and reduces movement to half speed to those that do not.&amp;lt;br /&amp;gt;&lt;br /&gt;
- ''Flame arrow'' now enchants a stack of arrows for 1 round/level adding +1 fire damage/level (max +10).  It's supposed to also work on companions, but I believe that requires a 2da change to be able to target non-hostiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=440 Bug #440]: ''Flame arrow should be giving more than 5 arrows above level 20.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=509 Bug #509]: Neg. Energy Burst not healing undead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Hooked: ''Bless Weapon, Chain Lightning, Circle of Death, Clairaudience &amp;amp; Clairvoyance, Clarity, Darkfire, Darkvision, Destruction, Endure Elements, Energy Buffer, Finger of Death, Flame Weapon, Freedom of Movement, Greater Magic Weapon, Greater Stoneskin, Implosion, Keen Edge, Lesser Mind Blank, Lightning Bolt, Magic Weapon, Mind Blank, Phantasmal Killer, Power Word Kill, Premonition, Prismatic Spray, Protection From Elements, Protection From Evil, Protection From Good, Protection From Spells, Resist Elements, See Invisibility, Slay Living, Spell Resistance, Stoneskin, Wail of the Banshee, Weird, Word of Faith''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed durations and power of ''[[Magic:Greater_Magic_Weapon|Greater Magic Weapon]],[[Magic:Flame Weapon|Flame Weapon]]'' and ''[[Magic:Darkfire|Darkfire]]''. See individual descriptions for details. Added in code to make them work with CEP weapons and gloves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=698 Bug #698]: Scythe counted as a martial weapon for ''Tenser's Transformation''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=710 Bug #710]: ''Flame Arrow'' not counting Palemaster levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=753 Bug #753]: ''GMW'' and ''flame weapon'' not working on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=784 Bug #784]: CEP weapons not being unequipped at the end of ''Tenser's Transformation''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- 93 New Hooked Spells: ''Acid Splash, Aid, Amplify, Aura of Glory, Balagarn's Iron Horn, Bane, Blade Thirst, Bless, Blindness and Deafness, Blood Frenzy, Bull's Str, Burning Hands, Camoflage, Cat's Grace, Charm Person, Cloud of Bewilderment, Color Spray, Combust, Continual Flame, Daze, Deafening Clang, Death Armor, Divine Favor, Divine Power, Doom, Eagle's Endurance, Electric Jolt, Entropic Shield, Flame Lash, Flare, Fox's Cunning, Expeditious Retreat, Gedlee's Electric Loop, Ghostly Visage, Ghoul Touch, Grease, Greater Dispelling, Greater Sanctuary, Harm, Hold Animal, Hold Person, Holy Sword, Horrid Wilting, Ice Dagger, Ice Storm, Identify, Inflict Critical Wounds, Light Wounds, Inflict Minor Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Invisibility, Ironguts, Knock, Lesser Dispel, Lesser Restoration, Light, Mass Heal, Mage Armor, Magic Fang, Magic Missile, Magic Vestment, Melf's Acid Arrow, One With the Land, Owl's Wisdom, Polymorph Self, Ray of Enfeeblement, Ray of Frost, Remove Fear, Remove Paralysis, Resistance, Sanctuary, Scare, Shelgarn's Persistent Blade, Shield, Shield of Faith, Silence, Sleep, Sound Burst, Stone Bones, Summon Monster 1-9, Tasha's Hideous Laughter, True Strike, Virtue, Web''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 New Hooked Powers: ''Blackguard Summon Fiendish Servant Ability, Palemaster Summon Undead Ability, Palemaster Summon Greater Undead Ability.''&amp;lt;br /&amp;gt;&lt;br /&gt;
- Performance optimizations made.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added a ranged touch attack to ''ray of frost', implemented critical hits, and reduced damage to 1d3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Swapped summon order of spectre and mummy warrior for the PM Summon Greater Undead ability per player request.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dominators should now be able to summon fiendish servants.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Modified targeting of ''Flame Arrow'' to keep it from blasting friendlies.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Turned visual effects off for ''Greater Sanctuary'' because they're not in the PnP description.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the way ''divine power'' and ''Tenser's[/i] determines additional attacks per round based on code written by Nob.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Raised the cap for ''Greater Dispelling'' as per 3.0 and 3.5ed rules. (Nob)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Made metamagic feats stack for ''IGMS, ILMS'' and ''firebrand''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added CoPaP humanoid races to ''Charm Person, Charm Person or Animal'' and ''Hold Person''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Ranged Touch Attacks for ''Negative Energy Ray ''and ''Ray of Enfeeblement''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=791 Bug #791]: ''Divine Power'' needs to be updated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=902 Bug #902]: Spellhooking 1.5: GMW does not work on Mage Staves&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=907 Bug #907]: ''Flame weapon'' is 1 turn/level instead of 1 round/level&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=915 Bug #915]: ''Holy Sword'' doesn't work on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=916 Bug #916]: ''Blade Thirst'' doesn't work on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=923 Bug #923]: ''Tenser's'' - Left Hand Weapon not getting unequipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=926 Bug #926]: ''Mass heal'' only affects party members&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=931 Bug #931]: ''Harm'' Spell damages dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=932 Bug #932]: ''Powerword-Kill'' destroys dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=933 Bug #933]: ''Phantasmal Killer'' kills dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=934 Bug #934]: ''Finger of Death'' 'kills' doors and chests&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=950 Bug #950]: ''Vampiric Touch'' can be used on Familiars&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=951 Bug #951]: ''Continual Light:'' Change duration from permanent to long temporary&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=952 Bug #952]: ''Polymorph Self'' can be cast on Others with client-side hak&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=953 Bug #953]: Old and new ''flame weapon'' spells stack.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=954 Bug #954]: Dominator Summon Fiend Not Taking Dominator Levels Into Account&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=982 Bug #982]: NPCs Not Using Spellhooking.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1042 Bug #1042]: ''Aid'' temporary hit points stack.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1044 Bug #1044]: All Items have metamagic flag 255 set.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1047 Bug #1047]: ''Aid'' is always maximized and empowered.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed glowing flames from ''Darkfire'' with values of +3 or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked: ''Dispel Magic'' (IceThorn)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed ''Darkfire'' and ''Flame Weapon'' back to turns/level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the duration of ''Clairaudience and Clairvoyance'' from rounds to turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.0.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Added a ranged touch attack to [[Magic:Acid Splash|Acid Splash]] and [[Magic:Electric Jolt|Electric Jolt]], implemented critical hits.&lt;br /&gt;
* Added Critical Hit immunity check for [[Magic:Ray of Frost|Ray of Frost]]&lt;br /&gt;
* Added Size check for [[Magic:Daze|Daze]]&lt;br /&gt;
* Changed VFX for [[Magic:Flare|Flare]], [[Magic:Daze|Daze]], [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&lt;br /&gt;
* [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]] now deal 1d4 damage. Attempts Melee touch attack, damage doubles on Critical hit, halved on successful Will save&lt;br /&gt;
* Changed humaniod check in [[Magic:Daze|Daze]] to check for all CoPaP &lt;br /&gt;
* When [[Magic:Cure Minor Wounds|Cure Minor Wounds]] is casted on undeads, successful Will save halves damage.&lt;br /&gt;
* Lowered the duration of [[Magic:Resistance|Resistance]] to 1 Turn as per 3.0 rules&lt;br /&gt;
* [[Magic:Magic Vestment|Magic Vestment]] has been changed from 1 hour/level to 1 turn/level and from +1/3 levels to +1/5 levels.&lt;br /&gt;
* Hooked [[Magic:Charm Monster|Charm Monster]], [[Magic:Confusion|Confusion]], [[Magic:Displacement|Displacement]], [[Magic:Haste|Haste]], [[Magic:Magic Vestment|Magic Vestment]], [[Magic:Slow|Slow]]. &lt;br /&gt;
* Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1210&amp;amp;pos=6 Bug #1210] - Shifter Manticore Spikes Hit Allies. &lt;br /&gt;
custom races.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.1.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=717 Bug #717]: ''Gate'' not functioning on Wilderness server.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=945 Bug #945]: ''Gate'' TN summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1111 Bug #1111]: ''Gate'' summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1112 Bug #1112]: ''Gate'' summoned Balor disappears when enter combat.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1113 Bug #1113]: ''Gate'' summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1114 Bug #1114]: ''Gate'' not summoning lesser.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked: ''Bestow Curse'', ''Improved Invisibility'', ''Invisibility Purge'', ''Poison'' and ''Raise Dead''&lt;br /&gt;
* When Inflict Wounds spell (Minor, Light,Moderate,Serious or Critical) is casted, a Melee touch attack is attempted. Damage doubled on Critical hit, halved on successful Will save.&lt;br /&gt;
* Invisibility and Improved Invisibility spells fail if casted inside an Invisibility Purge area.&lt;br /&gt;
* ''Invisibility Purge'' will remove invisibility granted by spell like abilities (1.66 update)&lt;br /&gt;
* Added melee touch attack to ''Poison''&lt;br /&gt;
* ''True Seeing'' and ''Ultravision'' will not blind if they end inside a Darkness area&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1290 Bug #1290] - Renerfed IGMS and ILMS.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=713 Bug #713] - Stabilized invisibility feature of ''Greater Sanctuary''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Circle of Death|Circle of Death]] will affect everyone in the burst area&lt;br /&gt;
* [[Magic:Finger of Death|Finger of Death]] - Empower will not increase damage granted by caster level&lt;br /&gt;
* [[Magic:Phantasmal Killer|Phantasmal Killer]] and [[Magic:Weird|Weird]] are now mind affecting and fear spells&lt;br /&gt;
* [[Magic:Wail of the Banshee|Wail of the Banshee]] now affects everyone except the caster&lt;br /&gt;
* [[Magic:Weird|Weird]] - added Strength drain and stun per PnP&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1664 Bug #1664] - Darkness will not strip effects upon leaving darkness area&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1599 Bug #1599] - Wail will respect Death immunity of target&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1141 Bug #1141] - Circle of Death working again&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1598 Bug #1598] - Fixed for ''Circle of Death'',''Destruction'',''Finger of Death'',''Power Word, Kill'' and ''Wail of the Banshee''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked ''Shadow Shield'',''Negative Energy Protection'',''Mestils Acid Sheath'',''Lesser Spell Mantle'',''Spell Mantle'' and ''Greater Spell Mantle''&lt;br /&gt;
* Added Elemental substitution to [[Magic:Mestils Acid Sheath|Mestil's Acid Sheath]]&lt;br /&gt;
* [[Magic:Circle of Death|Circle of Death]] and [[Magic:Wail of the Banshee|Wail of the Banshee]] are Party friendly&lt;br /&gt;
* Prepared innate PM abilities; Summon Undead and Summon Greater Undead for summon selection feature. Selection will be made from emote menu in a future version.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Caster can now choose a summon for ''Summon Creature'' spells. Details are in [[Magic:Summon_Control|Summon Control]]&lt;br /&gt;
* ''Summon Creature'' is now 1 Turn/Level&lt;br /&gt;
* Hooked ''Banishment'', ''Creeping Doom'', ''Dismissal'', ''Greater Restoration'', ''Invisibility Sphere'', ''Restoration'', ''Stinking Cloud''&lt;br /&gt;
* ''Banishment'' and ''Dismissal'' will not kill animal companions and familiars that are not outsiders.&lt;br /&gt;
* ''Banishment'' will banish elementals and will affect hostiles only&lt;br /&gt;
* Fixed ''Color Spray'' duration&lt;br /&gt;
* Fixed ''Creeping Doom'', ''Invisibility Sphere'' and ''Stinking Cloud''. They will now work.&lt;br /&gt;
* ''Fear'' is party friendly&lt;br /&gt;
* ''Protection from Alignment'' will work against ''Phantasmal Killer'' and ''Weird''.&lt;br /&gt;
* Fixed Bodak Death Gaze&lt;br /&gt;
* Fixed Elixir of Wit&lt;br /&gt;
* Restoration spells will not cure Extraordinary and Supernatural effects&lt;br /&gt;
* List of closed bugs:&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=832&amp;amp;pos=1 Bug #832]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1106&amp;amp;pos=1 Bug #1106]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1293&amp;amp;pos=1 Bug #1293]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1336&amp;amp;pos=1 Bug #1336]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1376&amp;amp;pos=1 Bug #1376]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1766&amp;amp;pos=1 Bug #1766]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1786&amp;amp;pos=0 Bug #1786]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1858&amp;amp;pos=0 Bug #1858]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1866&amp;amp;pos=0 Bug #1866]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Added Militant Level Bonuses to ''Magic Vestment''.&lt;br /&gt;
* Added DC check for scribed scrolls.&lt;br /&gt;
* Removed Militant Bonuses for self-buffing paladins.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1309 Bug #1309]: ''GMW'' does not work for Monk Gloves.  (Also fixed for ''Magic Weapon''.)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Restoration spells will remove supernatural effects (but not extraodinary effects)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked ''Shapechange''&lt;br /&gt;
* Added 100% concealment to caster of ''Greater Sanctuary''&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1938 Bug #1938]: Fixed Invisibility Sphere&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=956 Bug #956]: Fashion Accessories (like Musical instruments) are considered Melee weapons&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (37)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Acid_Fog|Acid Fog]] - Hooked and added blinding and concealment cloud FX.&lt;br /&gt;
* [[Magic:Animate_Dead|Animate Dead]] - Hooked, added more choices of minions via the emote menu, and figured in PM levels. &lt;br /&gt;
* [[Magic:Aura_of_Vitality|Aura of Vitality]] - Hooked. &lt;br /&gt;
* [[Magic:Bigbys_Clenched_Fist|Bigby’s Clenched Fist]] - Hooked.&lt;br /&gt;
* [[Magic:Bigbys_Crushing_Hand|Bigby’s Crushing Hand]] - Hooked and fixed Grapple and Fortitude checks.&lt;br /&gt;
* [[Magic:Bigbys_Forceful_Hand|Bigby’s Forceful Hand]] - Hooked, reduced the knockdown duration, and allowed a Discipline check.&lt;br /&gt;
* [[Magic:Call_Lightning|Call Lightning]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Contagion|Contagion]] - Hooked.&lt;br /&gt;
* [[Magic:Death_Ward|Death Ward]] - Hooked.&lt;br /&gt;
* [[Magic:Dimension_Door|Dimension Door]] - Disabled in Player Housing (like psionic ability), fixed to allow party members to jump through per description, and fix lag-induced looping.&lt;br /&gt;
* [[Magic:Dominate_Animal|Dominate Animal]] - Hooked.&lt;br /&gt;
* [[Magic:Dominate_Person|Dominate Person]] - Hooked.&lt;br /&gt;
* [[Magic:Drown|Drown]] - Hooked.&lt;br /&gt;
* [[Magic:Elemental_Shield|Elemental Shield]] - Hooked.&lt;br /&gt;
* [[Magic:Enervation|Enervation]] - Hooked and allow undead targets to receive temporary hit points.&lt;br /&gt;
* [[Magic:Entangle|Entangle]] - Reduced the duration (so doesn't last forever) and re-enabled Woodland Stride.&lt;br /&gt;
* [[Magic:Flame_Arrow|Flame Arrow]] - Fixed to allow targeting of allies to imbue equipped bow and arrows instead of having to cast directly on the arrows.&lt;br /&gt;
* [[Magic:Greater_Spell_Breach|Greater Spell Breach]] - Hooked.&lt;br /&gt;
* [[Magic:Gust_of_Wind|Gust of Wind]] - Hooked.&lt;br /&gt;
* [[Magic:Hammer_of_the_Gods|Hammer of the Gods]] - Hooked.&lt;br /&gt;
* [[Magic:Healing_Sting|Healing Sting]] - Hooked.&lt;br /&gt;
* [[Magic:Hold_Monster|Hold Monster]] - Hooked.&lt;br /&gt;
* [[Magic:Horizikauls_Boom|Horizikaul’s Boom]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Infestation_of_Maggots|Infestation of Maggots]] - Hooked.&lt;br /&gt;
* [[Magic:Lesser_Spell_Breach|Lesser Spell Breach]] - Hooked.&lt;br /&gt;
* [[Magic:Magic_Fang|Magic Fang]] - Fixed.&lt;br /&gt;
* [[Magic:Magic_Tattoo|Magic Tattoo]] - Fixed.&lt;br /&gt;
* [[Magic:Mass_Camouflage|Mass Camouflage]] - Hooked.&lt;br /&gt;
* [[Magic:Neutralize_Poison|Neutralize Poison]] - Hooked.&lt;br /&gt;
* [[Magic:Prayer|Prayer]] - Hooked.&lt;br /&gt;
* [[Magic:Quillfire|Quillfire]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Blindness_and_Deafness|Remove Blindness and Deafness]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Curse|Remove Curse]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Disease|Remove Disease]] - Hooked.&lt;br /&gt;
* [[Magic:Scintillating_Sphere|Scintillating Sphere]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Stinking_Cloud|Stinking Cloud]] - added concealment cloud FX.&lt;br /&gt;
* [[Magic:Web|Web]] - Hooked as an Avlis AoE and re-enabled Woodland Stride.&lt;br /&gt;
&lt;br /&gt;
====Spell Systems Added or Fixed====&lt;br /&gt;
&lt;br /&gt;
=====Artificing=====&lt;br /&gt;
&lt;br /&gt;
* Artificing levels and xp listed in the emote menu crafting list.&lt;br /&gt;
* Pale Master levels accounted for when artificing.&lt;br /&gt;
* Scroll Scribing costing 25% less real xp and giving 20% more crafting xp.&lt;br /&gt;
&lt;br /&gt;
=====Arcane Archer Imbue Arrow=====&lt;br /&gt;
&lt;br /&gt;
* Allow Arcane Archers (AAs) to imbue arrows with spells instead of just the default ''Fireball'' (more like PnP).&lt;br /&gt;
* You can cast the spell on either a single arrow or a stack. If on a stack, 1 is removed and you get a single arrow with the onHit property of the spell at the caster level of the PC. In both cases, the arrow is automatically equipped.&lt;br /&gt;
* Only works with arcane spells [not divine] and only those that make sense on an arrow. For example, no ''Magic Missile'' because the missile effects still come from the caster rather than the arrow and ''Meteor Swarm'' because it centers on the caster and not the arrow.&lt;br /&gt;
* The duration is the number of Arcane Archer levels in rounds. That's stretching the PnP version a bit, which states that the arrow must be fired in the same round that the spell is cast. That's doable if you're quick, but this system went with rounds per level to give some time for planning. A level 10 AA would have a minute to fire their arrow with the spell active.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.5 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (37)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Bigbys Clenched Fist|Bigby's Clenched Fist]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' on the target and do a to-hit check every round.&lt;br /&gt;
* [[Magic:Bigbys Crushing Hand|Bigby's Crushing Hand]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' or ''Bigby's Clenched Fist'' on the target.  Removed the Fortitude save.  Ensured that the grapple check is performed every round ([http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] tweaked).&lt;br /&gt;
* [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] - Hooked and incorporated into [http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] so that the grapple check is performed every round.&lt;br /&gt;
* [[Magic:Bigbys Interposing Hand|Bigby's Interposing Hand]] - Hooked.&lt;br /&gt;
* [[Magic:Bulls Strength|Bull's Strength]] - Fixed so that self-buffing Paladins get Militant Bonus credit for 1/2 Paladin levels.&lt;br /&gt;
* [[Magic:True Seeing|True Seeing]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=2585 Bug #2585]:&lt;br /&gt;
UMD Bug -  &lt;br /&gt;
A divine/rogue PC who tries to an arcane scroll that's not domain (cleric) should use UMD and not Spellcraft. As it was, if the Spellcraft skill was &amp;gt; the UMD skill it automatically did domain check &amp;amp; gave domain failure message. A cleric/rouge with Spellcraft &amp;gt; UMD should be able to use UMD on arcane, non-domain scrolls. &lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (16)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Awaken|Awaken]] - Hooked.&lt;br /&gt;
* [[Magic:Ball Lightning |Ball Lightning]] - Hooked.&lt;br /&gt;
* [[Magic:Blackstaff |Blackstaff ]] - Hooked.&lt;br /&gt;
* [[Magic:Bombardment |Bombardment ]] - Hooked.&lt;br /&gt;
* [[Magic:Crumble|Crumble]] - Hooked.&lt;br /&gt;
* [[Magic:Dominate Monster|Dominate Monster]] - Hooked.&lt;br /&gt;
* [[Magic:Earthquake|Earthquake]] - Hooked.&lt;br /&gt;
* [[Magic:Energy Drain |Energy Drain]] - Hooked.&lt;br /&gt;
* [[Magic:Ethereal Visage |Ethereal Visage ]] - Hooked.&lt;br /&gt;
* [[Magic:Feeblemind |Feeblemind ]] - Hooked.&lt;br /&gt;
* [[Magic:Flame Strike|Flame Strike]] - Hooked.&lt;br /&gt;
* [[Magic:Flesh to Stone |Flesh to Stone ]] - Hooked.&lt;br /&gt;
* [[Magic:Heal |Heal ]] - Hooked.&lt;br /&gt;
* [[Magic:Mass Haste|Mass Haste]] - Hooked.&lt;br /&gt;
* [[Magic:Owl's Insight |Owl's Insight ]] - Hooked.&lt;br /&gt;
* [[Magic:Resurrection |Resurrection ]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (54)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Aura Versus Alignment|Aura Versus Alignment]] - HW levels taken into account.&lt;br /&gt;
* [[Magic:Battletide |Battletide]] - Effects allies as well.&lt;br /&gt;
* [[Magic:Circle of Doom |Circle of Doom]] - Hooked.&lt;br /&gt;
* [[Magic:Cloudkill|Cloudkill]] - Hooked.&lt;br /&gt;
* [[Magic:Control Undead|Control Undead]] - Hooked.&lt;br /&gt;
* [[Magic:Create Greater Undead|Create Greater Undead]] - Uses slightly different undead selection.&lt;br /&gt;
* [[Magic:Create Undead|Create Undead]] - Hooked.&lt;br /&gt;
* [[Magic:Dirge|Dirge]] - Hooked.&lt;br /&gt;
* [[Magic:Evards Black Tentacles|Evard's Black Tentacles]] - Changed damage dealing to be sequential rather than all at once.&lt;br /&gt;
* [[Magic:Firestorm|Firestorm]] - Hooked.&lt;br /&gt;
* [[Magic:Globe of Invulnerability|Globe of Invulnerability]] - Hooked.&lt;br /&gt;
* [[Magic:Glyph of Warding|Glyph of Warding]] - Changed to AOE effect only, no placeable. Also gives names of characters who break the AoE.&lt;br /&gt;
* [[Magic:Great Thunderclap|Great Thunderclap]] - Hooked.&lt;br /&gt;
* [[Magic:Greater Planar Binding|Greater Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Greater Shadow Conjuration|Greater Shadow Conjuration]] - Hooked.&lt;br /&gt;
* [[Magic:Healing Circle|Healing Circle]] - Hooked.&lt;br /&gt;
* [[Magic:Incendiary Cloud|Incendiary Cloud]] - Hooked.&lt;br /&gt;
* [[Magic:Inferno|Inferno]] - Hooked.&lt;br /&gt;
* [[Magic:Legend Lore|Legend Lore]] - Hooked.&lt;br /&gt;
* [[Magic:Lesser Planar Binding|Lesser Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Magic Circle Against Alignment|Magic Circle Against Alignment]] - Hooked.&lt;br /&gt;
* [[Magic:Mestils Acid Breath|Mestil's Acid Breath]] - Hooked.&lt;br /&gt;
* [[Magic:Meteor Swarm|Meteor Swarm]] - Hooked.&lt;br /&gt;
* [[Magic:Mind Fog|Mind Fog]] - Hooked.&lt;br /&gt;
* [[Magic:Minor Globe of Invulnerability|Minor Globe of Invulnerability]] - Hooked.&lt;br /&gt;
* [[Magic:Monstrous Regeneration|Monstrous Regeneration]] - Hooked.&lt;br /&gt;
* [[Magic:Mordenkainens Disjunction|Mordenkainen's Disjunction]] - Hooked.&lt;br /&gt;
* [[Magic:Mordenkainens Sword|Mordenkainen's Sword]] - Hooked.&lt;br /&gt;
* [[Magic:Natures Balance|Nature's Balance]] - Hooked.&lt;br /&gt;
* [[Magic:Planar Ally|Planar Ally]] - Hooked.&lt;br /&gt;
* [[Magic:Planar Binding|Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Power Word Stun|Power Word Stun]] - Hooked.&lt;br /&gt;
* [[Magic:Regenerate|Regenerate]] - Hooked.&lt;br /&gt;
* [[Magic:Spike Growth|Spike Growth]] - Hooked.&lt;br /&gt;
* [[Magic:Stone to Flesh|Stone to Flesh]] - Hooked.&lt;br /&gt;
* [[Magic:Stonehold|Stonehold]] - Hooked.&lt;br /&gt;
* [[Magic:Storm of Vengeance|Storm of Vengeance]] - Hooked.&lt;br /&gt;
* [[Magic:Sunbeam|Sunbeam]] - Hooked.&lt;br /&gt;
* [[Magic:True Seeing|True Seeing]] - Hooked.&lt;br /&gt;
* [[Magic:Undeath to Death|Undeath to Death]] - Hooked.&lt;br /&gt;
* [[Magic:Undeaths Eternal Foe|Undeath's Eternal Foe]] - Hooked.&lt;br /&gt;
* [[Magic:Vine Mine|Vine Mine]] - Hooked.&lt;br /&gt;
* [[Magic:War Cry|War Cry]] - Hooked.&lt;br /&gt;
* [[Magic:Wounding Whispers|Wounding Whispers]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Revised how sneak attack damage was determined for several spells, making sure that the iDamage modifier was conducted BEFORE the effect eDamage declaration.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Made some minor fixes to some spells, primarily duration/vfx tweaks, general bug fixes.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Redid AMS_Check2.nss to accurately set conversation tokens for psi-magic conversations.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Fixed ew_exec.nss to enable toggling of psionic augmentation.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Redid SHS_Cure to include sneak attack code&amp;lt;br /&amp;gt; &lt;br /&gt;
- Made sure Disintegrate was fixed at 2d6/caster level up to 40d6 max. Previously was only working as d6/level.&amp;lt;br /&amp;gt; &lt;br /&gt;
Spells with Touch Attacks:&amp;lt;br /&amp;gt; &lt;br /&gt;
- Melee &lt;br /&gt;
* [[Magic:Ghoul Touch|Ghoul Touch]]&lt;br /&gt;
* [[Magic:Inflict Critical Wounds|Inflict Critical Wounds]] &lt;br /&gt;
* [[Magic:Inflict Light Wounds|Inflict Light Wounds]]&lt;br /&gt;
* [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&lt;br /&gt;
* [[Magic:Inflict Moderate Wounds|Inflict Moderate Wounds]]&lt;br /&gt;
* [[Magic:Inflict Serious Wounds|Inflict Serious Wounds]]&lt;br /&gt;
* [[Magic:Poison|Poison]]&lt;br /&gt;
* [[Magic:Slay Living|Slay Living]]&lt;br /&gt;
* [[Magic:Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
- Ranged &lt;br /&gt;
* [[Magic:Acid Splash|Acid Splash]] &lt;br /&gt;
* [[Magic:Burning Bolt|Burning Bolt]]&lt;br /&gt;
* [[Magic:Disintegrate|Disintegrate]]&lt;br /&gt;
* [[Magic:Electric Jolt|Electric Jolt]]&lt;br /&gt;
- Elemental Orb Spells &lt;br /&gt;
* [[Magic:Hail of Stone|Hail of Stone]]&lt;br /&gt;
* [[Magic:Lesser Acid Orb|Lesser Acid Orb]]&lt;br /&gt;
* [[Magic:Lesser Cold Orb|Lesser Cold Orb]]&lt;br /&gt;
* [[Magic:Lesser Electric Orb|Lesser Electric Orb]]&lt;br /&gt;
* [[Magic:Lesser Fire Orb|Lesser Fire Orb]]&lt;br /&gt;
* [[Magic:Negative Energy Ray|Negative Energy Ray]]&lt;br /&gt;
* [[Magic:Ray of Enfeeblement|Ray of Enfeeblement]]&lt;br /&gt;
* [[Magic:Ray of Frost|Ray of Frost]]&lt;br /&gt;
* [[Magic:Searing Light|Searing Light]]&lt;br /&gt;
* [[Magic:Slashing Darkness|Slashing Darkness]]&lt;br /&gt;
* [[Magic:Snillocs Snowball|Snilloc's Snowball]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Avlis Holy-Symbol System (AHS) for clerical use&lt;br /&gt;
- Added DoHolySymbol to introduce the Avlis Holy Symbol System. &lt;br /&gt;
- Minor adjustment to Beltyn's Burning Blood to correct duration bug. &lt;br /&gt;
- Edited invisibility sphere into a mobile AOE effect. &lt;br /&gt;
- Revised Acid Fog to new AOE standard.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.3d Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixes for rune-staves/holdable spellbooks in calculating caster level, maximum spell level, spell-DC and class used.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixes for AAS based staves, based on above fixes. Properly built staves with the aas_s_ prefix will now cast spells at the wielder's caster level/spell DC IF that spell is a valid spell on that caster's list.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added UMD bonus to NON-ARTIFICED casting items. These include amulets, unique items, rings, etc. Bonus is +1 to caster level/SpellDC per 5 base ranks (not including modifiers, skill focuses, etc.) in the Use Magic Device Skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added visual effects for elementalists. Spells which default to their chosen element will now grant a minor visual effect around that elementalist.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added additional &amp;quot;fighter feat bonus&amp;quot; to Greater Magic Weapon. Fighters who have a weapon specialization feat in the weapon being enchanted will now receive an additional &amp;quot;massive crit&amp;quot; bonus based on their fighter levels. ONLY fighter levels will count towards this bonus.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added SHS_MySpellResist. This will now take adjusted caster level, either for Palemaster/Holy Warriors or AAS Wands/Scrolls/Staves into account when determining spell penetration. Spell penetration feats will also apply normally. Note that when pierced in this fashion, spell resistance will give a custom message.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Silence spell now fixed to provide the proper saves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Holy Sword spell change. Effect now limited only to paladins and dependent on the wielding paladin's level (per: modified &amp;quot;Holy Avenger&amp;quot; ability.) Fixed the on-hit dispel problem that would strip all spells in a single hit and replaced with scaling on-hit cast spell: dispel magic -&amp;gt; greater dispel magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed spell DC calculations for shadow matter illusionists and epic spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed Sphere of Ultimate Destruction to properly account for the caster's caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Flood of Befuddlement.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Legion's Curse of Impending Blades now breaks invisibility.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Bugfixes to Meteor Swarm, Aura Against Alignment, Righteous Might, Greater Magic Weapon and Wail of the Banshee&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added functionality for casting Drain-type spells on Undead&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the way all Bigby's spells work.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked Dispel Magic system to account for correct caster levels at all times.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Misc general restructuring/fixes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;SHS 1.8.0 in general&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Advanced Mage Specialization|Advanced Mage Specializations]]. Aka: AMS. Added specializations for mages for: Elementalists (Pyromancer, Cryomancer, Aeromancer), Wild Mage, White Necromancer, Transmutant, Shadow Matter Illusionist, Fatespinner and Psi-Mage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Divine casters may be marked &amp;quot;favored&amp;quot; of their deity to increase the potency of their epic spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Applied metamagic feats to area of effect spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked epic spells to include PM levels/HW levels in calculating duration/bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Dragon Knight changed to 1 dragon per alignment(Silver/Bronze/Copper/Limestone/Gravel/Slate/Amber/Granite/Coal) which scales according to caster level and other factors set by DMs. (see: AMS/Favored Mark)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Hellball changed to 1d6/2 caster levels damage per element. Disabled metamagic on epic Hellball.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Greater Ruin changed to 5 + 1/caster level d8 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic spell DC calculations changed to make them slightly more effective.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked several dragon abilities including fear aura, dragon breath and buffet. They scale according to dragon's charisma bonus and hit die.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Avlis Holy Symbol System. Custom spell effects for wielders of deific holy symbols. Clerics only.&amp;lt;br /&amp;gt;&lt;br /&gt;
- All spells hooked. (As of 1.8 release)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.1.1 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Release version of 1.8.1.0.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added support for one custom spell and two other custom rewards.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Numerous spells have been changed to use scaling formulae instead of static values. These now properly account for cap increasing effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Acid Splash now deals (caster level/3)d3 damage and properly ignores Spell Resistance/Immunity, etc as a Conjuration (Creation) spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Aganazzar's Scorcher now caps at 10d8 damage, but scales at a reduced rate of 1d8 per 2 caster levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bigby's Crushing Hand and Grasping Hand now properly respect appropriate immunities.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bigby's Forceful Hand now scales correctly for Shadowmatter Illusionists.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Black Blade of Disaster's duration has been increased to 5 rounds per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bless Weapon, Darkfire and Flame Weapon now correctly do not affect ammunition. Bless Weapon can still be used to created Blessed Bolts.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Blood Frenzy has been changed to provide it's bonuses as Attack Bonus, Damage, etc rather than raw stat increases, similar to Barbarian Rage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Burning Hands now caps at 10d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Camouflage and Mass Camouflage now provide +(caster level) bonus to Hide, minimum 10, capped at 25. They no longer stack with one another.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Circle of Doom now deals (caster level)d8 damage, capped at 15d8&amp;lt;br /&amp;gt;&lt;br /&gt;
- Clairaudiance and Clairvoyance now increases Search as well as Spot and Listen. It's bonus is now 5+(caster level/2), capped at 10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Cloud of Bewilderment now functions as described, and should no longer cause server-melting lag.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Crumble now deals (caster level*2)d6 damage, capped at 40d6.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Daze has been changed to affect creatures of (caster level/2) Hit Dice, capped at 10. Minimum of 5HD.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Electric Jolt now deals (caster level/2)d3 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Endure Elements now absorbs 10+(caster level/2), up to a maximum of 20+(caster level) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Energy Buffer now absorbs 40+(caster level/2), up to a maximum of 60+(caster level*2.5) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Energy Drain and Enervation should now correctly apply Temporary HP when cast on Undead.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Finger of Death's damage on a successful save increased to (caster level)d6+(caster level), capped at 10d6+10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flame Lash now deals 2+(caster level/2)d6 damage, capped at 10d6.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flare's penalties are now 2+(caster level/10), capped at -4.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Gedlee's Electric Loop now caps at 10d6 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Great Thunderclap's durations have been increase: Deafen: 1+(caster level/10)*10. Stun: 1+(caster level/10). Knockdown remains 1 round.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Greenfire now caps at 2d6+20&amp;lt;br /&amp;gt;&lt;br /&gt;
- Grease now correctly respects immunity to Entanglement and Woodland Stride.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Healing Sting uses a touch attack and scales with Sneak Attack. Deals 1d12+(caster level*2) damage, capped at 1d12+40.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Inferno now deals 10d6 on initial application and 2d6 on subsequent rounds. Lasts 10 rounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Nature's Avatar no longer ends when the Temporary HP are consumed.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Nature's Balance now applies a Restoration effect to all allies struck.&amp;lt;br /&amp;gt;&lt;br /&gt;
- One With The Land changed to provide bonuses of 2+(caster level/2), capped at 10. No longer buffs Hide. Now lasts Turns/Level instead of Hours/Level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Protection From Elements absorbs 30+(caster level/2), up to a maximum of 40+(caster level*2) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Quillfire now deals (caster level)d8+(caster level) damage, capped at 10d8+10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Ray of Frost now deals (caster level/2)d3 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Resist Elements absorbs 20+(caster level/2), up to a maximum of 30+(caster level*3)/2 from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Resistance lasts 10+(caster level/2) rounds. Bonus is now 2+(caster level/10), capped at 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Undeath's Eternal Foe now provides Death immunity in addition to it's other effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Unyielding Roots now provides Regeneration equal to 10% of the target's maximum hp (calculated at cast) or 30, whichever is higher.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Virtue lasts 5 turns and provides 10+(caster level) temporary HP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added support for three custom rewards.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Black Blade of Disaster has been completely reworked as a short duration summon. See the wiki for full details.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Blade Thirst now additionally applies Vampiric Regeneration equal to the Enhancement Bonus it grants. Duration is increased to 1 turn per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Burning Bolt now caps at 15 missiles, and Sneak Attack damage only applies to the first missile.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Spell: Dragon Knight - the Bronze (Neutral Good) dragon now breathes Slow instead of Acid. It still breathes Lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hammer of the Gods now caps at 10d8 damage. Scaling is unchanged.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Ice Burst now caps at 10d8 damage and cannot strike the caster. It is not Party friendly, however.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Implosion's Area of Effect has been increased to better match the VFX. It can only affect 4 targets at a time.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magic Missile now caps at 8 missiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Mass Heal now has two areas of effect: the small inner circle is the maximum range at which Undead are damaged. The new, larger, outer circle is the range at which allies are healed.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Power Word: Kill now has HP limit of 100+(caster level*2)+(Divination feat bonus*5). All values for the spell are proportional to this (ex. where something was 20, it's now 20% of the increased limit)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Power Word: Stun now has HP limit of 150+(caster level*2)+(Divination feat bonus*5). All values for the spell are proportional to this.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Sniloc's Major Missile no longer has a missile cap.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Sniloc's Snowball Swarm now caps at 10d6 damage. Scaling is unchanged.&amp;lt;br /&amp;gt;&lt;br /&gt;
- War Cry now gives bonuses to Attack and Damage equal to +1 per 6 caster levels, capped at +5. The damage granted is now Sonic. The duration of the Fear effect is increased to 1 round per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Spellcasting bonuses for White Necromancers have been increased. Their DC, caster level and increased caps for Necromancy spells are now +1/+2/+3 at rank 1/2/3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Wild Surges have received several quality of life improvements.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.3 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Dirge no longer gets canceled upon movement and now retains its aura on area transition.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Battletide no longer reanimates at strange times and now retains its aura on area transition.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Greater Magic Weapon is now correctly applied to gloves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Id Insinuation and Disintegration beam times have been reduced to fix visual bugs.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Longstride now correctly applies a movement increase to the full party.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Song of Valor may be cast on anyone, party member or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Haven Song adds invisibility to its list of effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flood of Befuddlement now creates a 50% wild magic field.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Intellect Fortress/Soldier's Resolve no longer pulses its visual effect each round.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Toran's Insight's and Unshakeable Will's durations are now turns per level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Shatter Doubt is now an AoE spell instead of an aura.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Aspect of the Serpent is no longer an aura - it now works like the Fear spell with Annihilator-based DC's.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.4 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixes for [[Magic:Resistance|Resistance]], [[Magic:Snillocs_Snowball_Swarm|Snilloc's Snowball Swarm]], and [[Magic:Benign_Transposition|Benign Transposition]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.5 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Reorganization of script headers and standardization of version numbering.&amp;lt;br /&amp;gt;&lt;br /&gt;
- SHS_DetectAlignment() no longer shows save rolls to casters.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.6 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Changeling polymorph ignores wild and dead magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]] - [https://dev.avlis.org/issues/242 Bug #242]&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Mass_Drown|Mass Drown]] - [https://dev.avlis.org/issues/315 Bug #315]&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Negative_Energy_Burst|Negative Energy Burst]] - [https://dev.avlis.org/issues/382 Bug #382]&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added [[White Necromancy]] version of [[Epic_Spell:Mummy_Dust|Mummy Dust]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Greater_Magic_Weapon|Greater Magic Weapon]] - [https://dev.avlis.org/issues/398 Bug #398]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.1 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Circle_of_Doom|Circle of Doom]] - [https://dev.avlis.org/issues/398 Bug #483]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.4.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Invisibility_Sphere|Invisibility Sphere]] - converted from an area of effect spell to a mass invisibility spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Changes to Magic Items'''=&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Elixir of Heavenly Healing: Heals 90hp or 40% of total hp, whichever is greater.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Elixir of Exalted Healing: Heals 180hp or 80% of total hp, whichever is greater.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed a bug that empowered healing items used by clerics with the Healing domain.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed Belt of Abundant Mending to only heal 1 hp per use. ([http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=597&amp;amp;pos=19 Bug #597])&amp;lt;br /&amp;gt;&lt;br /&gt;
- Disabled Staff of Gromak. When used, nothing happens, and the player gets the message: &amp;quot;A few sparks leap from the end of the staff, followed by a wisp of green smoke.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.3 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed a couple bugs that caused the ''Staff of Gromak'' change to work incorrectly and added a visual effect.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Any scroll not made using the new scribe scroll system will be cast at the minimum caster level for that spell.  For most spells, this is (spell level * 2) -1.  If scrolls are made on other CoPaP worlds with this system, they will retain the caster levels and metamagic feats with which they were imbued.&lt;br /&gt;
&lt;br /&gt;
='''[[Shs:Magic_System/Militant_Level_Bonuses|Militant Level Bonuses]]'''=&lt;br /&gt;
&lt;br /&gt;
Militant Level Bonuses are enhanced effects that certain spells have on militant characters.  ICly, this means that those who are combat-focused are capable of getting more out of certain buff spells than less militantly-focused folks.  OOCly it means that the more levels you have in the following classes, the better some spells work on you.  Adding up all class levels from the following classes will give you your Militant Level:&amp;lt;br /&amp;gt;&lt;br /&gt;
* ANNIHILATOR&lt;br /&gt;
* ARCANE ARCHER&lt;br /&gt;
* AVENGER&lt;br /&gt;
* BARBARIAN&lt;br /&gt;
* BEAST&lt;br /&gt;
* BLACKGUARD&lt;br /&gt;
* CHAMPION&lt;br /&gt;
* CONFOUNDER&lt;br /&gt;
* DIVINE CHAMPION (Champion of Torm)&lt;br /&gt;
* DOMINATOR&lt;br /&gt;
* DWARVEN DEFENDER&lt;br /&gt;
* EQUALIZER&lt;br /&gt;
* FIGHTER&lt;br /&gt;
* HUMANOID&lt;br /&gt;
* JUSTICAR&lt;br /&gt;
* MONK&lt;br /&gt;
* MONSTROUS (Monstrous Humanoid)&lt;br /&gt;
* PALADIN&lt;br /&gt;
* RANGER&lt;br /&gt;
* WEAPON_MASTER&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Aid|Aid]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you 1d8 temporary hit points, +1 to attacks and saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 2d8 temporary hit points, +2 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 3d8 temporary hit points, +3 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 4d8 temporary hit points, +4 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 5d8 temporary hit points, +5 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Bulls Strength|Bull's Str]], [[Magic:Cats Grace|Cat's Grace]]'' and ''[[Magic:Endurance|Endurance]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you 1d4+1 (between 2 and 5) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the stat adjustment for this spell, before any metamagic effects take place.  The spell will give you 1d4+2 (between 3 and 6) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell is always empowered when cast upon you.  If the spell caster empowers the spell as well, the effects do not stack.  The spell will give you (1d4+2) * 1.5 (between 4 and 9) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The spell is always maximized when cast upon you.  If the spell caster maximizes the spell as well, the effects do not stack.  The spell will always give you 9 bonus ability score points plus any effects given by metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' The spell is always extended when cast upon you.  If the spell caster extends the spell as well, the effects do not stack.  The spell will always give you 9 bonus ability score points and last 1.5 times longer than normal.  Any metamagic feats the caster uses will not affect the spell cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Flame Weapon|Flame Weapon]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will work normally plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' The damage bonus becomes 1d8 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is doubled.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The damage bonus becomes 1d10 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' The damage bonus becomes 2d6 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Darkfire|Darkfire]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +10 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +11 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +12 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +13 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Greater Magic Weapon|Greater Magic Weapon]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +5 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +6 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +7 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +8 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Blade Thirst|Blade Thirst]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +3 enhancement bonus to your weapon, +3 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 enhancement bonus to your weapon, +4 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +5 enhancement bonus to your weapon, +5 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +6 enhancement bonus to your weapon, +6 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Keen Edge|Keen Edge]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-15:'''  No militant bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-40:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Magic Vestment|Magic Vestment]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +5 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +6 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +7 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +8 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Shield of Faith|Shield of Faith]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +6), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect. The spell will give you a +4 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +7), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +8), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Legions Shield of Faith|Legions Shield of Faith]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +6), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect. The spell will give you a +4 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +7), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +8), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Spiderskin|Spiderskin]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 2 +1 per 10 caster levels (maximum of +6 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' You get a +1 bonus to the spell's effect. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 3 +1 per 10 caster levels (maximum of +7 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 4 +1 per 10 caster levels (maximum of +8 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Mantle of Egregious Might|Mantle of Egregious Might]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-11:''' Nothing. The spell will give you a +4 bonus to AC (dodge), attack rolls, and savings throws, and a +2 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 12-23:''' You get a +1 bonus to AC (dodge), attack rolls, and savings throws. The spell will give you a +5 bonus to AC (dodge), attack rolls, and savings throws, and a +2 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 24-35:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to all ability scores. The spell will give you a +5 bonus to AC (dodge), attack rolls, and savings throws, and a +3 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Heroism|Heroism]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 bonus on attack rolls, saves, and skill checks, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 bonus on attack rolls, saves, and skill checks, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-40:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Greater Heroism|Greater Heroism]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the caster level (maximum 20), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, temporary hit points equal to the caster level (maximum 20), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get an extra 1/3rd bonus to the added temporary hit points. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the caster level (maximum 20) + 1/3rd of those temporary hit points, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get an extra 1/3rd bonus to the added temporary hit points. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, temporary hit points equal to the caster level (maximum 20) + 1/3rd of those temporary hit points, and then + 1/3rd of the total temporary hit points again, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;u&amp;gt;Changes/Bug Fixes:&amp;lt;/u&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1030 Bug #1030]: Maximized values on Stat Buffs are Hard-Coded.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed the same bug with ''aid'' not computing maximized militant bonuses correctly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1043 Bug #1043]: Buffing potions gives 7 ability points.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1045 Bug #1045]: Militant Bonuses on Unmaximized Stat Buffs Are Not Working&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1048 Bug #1048]: Darkfire not giving Militant Level Bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Paladins no longer get militant bonuses when self-buffing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Militant Bonuses for [[Magic:Magic Vestment|Magic Vestment]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Paladin levels are halved when calculating Militant Bonuses for self-buffing paladins.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1088 Bug #1088]: Blackguard's Bull Strength ability will grant Militant Bonus&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added militant bonuses for Blade Thirst. &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Blade Thirst's Vampiric Regeneration Bonus increases the same as the Enhancement Bonus does from Militant Levels.&lt;br /&gt;
&lt;br /&gt;
='''[[Magic:Summon_Control|Summon Control]]'''=&lt;br /&gt;
&lt;br /&gt;
Version 1.7.3.0 introduces summon control - the ability to select the creature summoned by the summon creature spells.  Along with this new feature comes a reduction in the duration for these spells.  The duration has been changed from 24 hours to 1 turn/caster level.&lt;br /&gt;
&lt;br /&gt;
='''Definitions'''=&lt;br /&gt;
&lt;br /&gt;
'''Arcane Spell Caster:''' One who casts arcance spells.  Bards, sorcerers and wizards fall into this category.  Arcane archers and palemasters also fall into this category.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Divine Spell Caster:''' One who casts divine spells.  Clerics, druids, paladins and rangers fall into this category.  Blackguards also fall into this category.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Ranks:''' This number is related to the number of points that you have put into a skill.  For a class skill, this is a one-for-one exchange of one skill point for one rank.  For a cross-class skill this is a two-for-one exchange of two skill points for one rank.  Ability score bonuses and bonuses from magic items and other sources are not counted in this number.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Spell List:''' The list of spells your class can cast.  These can be found in your NWN, SoU and HotU manuals, or in the 3rd Edition Players Handbook.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Tiefling&amp;diff=54855</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Tiefling&amp;diff=54855"/>
		<updated>2024-07-31T13:48:41Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Effective_character_level|ECL]]:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +2 [[NWN:Dexterity|Dex]], +2 [[NWN:Intelligence|Int]], -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Darkvision|Darkvision]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness vs. Cold: Tieflings have a resistance to cold of 5.&lt;br /&gt;
* Hardiness vs. Fire: Tieflings have a resistance to fire of 5.&lt;br /&gt;
* Hardiness vs. Electricity: Tieflings have a resistance to electricity of 5.&lt;br /&gt;
* [[Magic:Darkness|Darkness]]: Tieflings can cast Darkness once per day as a sorcerer of their level.&lt;br /&gt;
* Skill Affinity (Persuade): +2 racial bonus to Persuade checks.&lt;br /&gt;
* Skill Affinity (Hide): +2 racial bonus to Hide checks.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tieflings are a rare and unusual people on Avlis. Tieflings are mortals who, through some quirk of their background, possess demonic characteristics. Although tieflings are varied, these characteristics most frequently manifest in the form of horns that protrude from the skull, long tails, fanged teeth, forked tongues, and skin tones considered unusual by most surface dwellers such as reds and purples. In addition to these visible characteristics, tieflings are known to have certain other traits that mark them as touched by the demonic.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
On the surface of Avlis, tieflings are an extremely rare and comparatively recent occurrence. The appearance of tieflings on the surface seems to have coincided with the end of the Red Star crisis and the Remaking. The origins of surface tieflings are unknown and hotly debated. It is believed that that rare individuals found themselves suddenly changed after the world was Remade. It is believed by some scholars that these people always had some demonic influence in their heritage, which, they claim, was activated by the unique circumstances of the Red Star crisis and its resolution.&lt;br /&gt;
&lt;br /&gt;
However, in the Underdark of Avlis, tieflings have been a known and accepted, if still rare, phenomenon for many centuries. Most mortal cultures of the Underdark are familiar with the idea that, now and then, an individual will be born with demonic traits. Some Underdark cultures see this as a sign of favour or a mark of a special destiny. Others see it as a regrettable but ultimately benign quirk of living in such close proximity to the warping influence of the Demon Lords.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Tieflings are as varied as the societies in which they live. They are found in small numbers all over the surface of Avlis and in the Underdark, in all walks of life. The touch of the demonic inherent in tieflings does not appear to affect their personality in a serious way, although some may claim that tieflings are more hot-tempered and fickle than others.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
As a new and rare phenomenon, tieflings on the surface are treated more as a curiosity than anything. Many surfacers are used to living alongside the varied and various peoples of Avlis.&lt;br /&gt;
&lt;br /&gt;
In the Underdark, tieflings are engaged in the same struggle for survival, advantage, and advancement as the other peoples of the deep. While some groups and cultures may view tieflings as blessed by the Demon Lords, this does not translate into a widespread phenomenon—nor one that is respected by many of the truly powerful.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
Any, although Underdark tieflings tend to be Evil.&lt;br /&gt;
&lt;br /&gt;
== Society == &lt;br /&gt;
Surface Tieflings have no society of their own, living as they do among the varied cultures and nations of the surface. Some surface tieflings have a tendency to want to seek out and find others of their kind, to better understand themselves.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
Any.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
Tieflings speak the languages of the cultures they were raised in, along with any others they have learned.&lt;br /&gt;
&lt;br /&gt;
== Naming Conventions ==&lt;br /&gt;
Tieflings are named according to the cultures they were raised in, although some have marked the discovery of their tieflingdom by adopting a new moniker to match their changed appearance.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
Some surface tieflings are drawn to adventure, seeking to understand and discover more about themselves, or to test their changed natures and capabilities. Generally, tieflings have as wide a range of reasons for choosing the adventurer’s life as any other people of Avlis.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Tiefling&amp;diff=54854</id>
		<title>Tiefling</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Tiefling&amp;diff=54854"/>
		<updated>2024-07-31T13:48:30Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;'''Racial Groups:''' {{RacialGroups}}&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Races:''' {{Races}} &amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''Custom Races:''' {{CustomRaces}} &amp;lt;/center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== PC Statistics ==&lt;br /&gt;
&lt;br /&gt;
'''[[NWN:Effective_character_level|ECL]]:''' 2&lt;br /&gt;
&lt;br /&gt;
'''Ability Score Adjustments:''' +2 [[NWN:Dexterity|Dex]], +2 [[NWN:Intelligence|Int]], -2 [[NWN:Charisma|Cha]]&lt;br /&gt;
&lt;br /&gt;
'''Favored Class:''' [[Rogue]]&lt;br /&gt;
&lt;br /&gt;
'''Special Abilities:'''&lt;br /&gt;
* [[NWN:Darkvision|Darkvision]]&amp;lt;br&amp;gt;&lt;br /&gt;
* Hardiness vs. Cold: Tieflings have a resistance to cold of 5.&lt;br /&gt;
* Hardiness vs. Fire: Tieflings have a resistance to fire of 5.&lt;br /&gt;
* Hardiness vs. Electricity: Tieflings have a resistance to electricity of 5.&lt;br /&gt;
* [[Magic:Darkness|Darkness]]: Tieflings can cast Darkness once per day as a sorcerer of their level.&lt;br /&gt;
* Skill Affinity (Persuade): +2 racial bonus to Persuade checks.&lt;br /&gt;
* Skill Affinity (Hide): +2 racial bonus to Hide checks.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Tieflings are a rare and unusual people on Avlis. Tieflings are mortals who, through some quirk of their background, possess demonic characteristics. Although tieflings are varied, these characteristics most frequently manifest in the form of horns that protrude from the skull, long tails, fanged teeth, forked tongues, and skin tones considered unusual by most surface dwellers such as reds and purples. In addition to these visible characteristics, tieflings are known to have certain other traits that mark them as touched by the demonic.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
On the surface of Avlis, tieflings are an extremely rare and comparatively recent occurrence. The appearance of tieflings on the surface seems to have coincided with the end of the Red Star crisis and the Remaking. The origins of surface tieflings are unknown and hotly debated. It is believed that that rare individuals found themselves suddenly changed after the world was Remade. It is believed by some scholars that these people always had some demonic influence in their heritage, which, they claim, was activated by the unique circumstances of the Red Star crisis and its resolution.&lt;br /&gt;
&lt;br /&gt;
However, in the Underdark of Avlis, tieflings have been a known and accepted, if still rare, phenomenon for many centuries. Most mortal cultures of the Underdark are familiar with the idea that, now and then, an individual will be born with demonic traits. Some Underdark cultures see this as a sign of favour or a mark of a special destiny. Others see it as a regrettable but ultimately benign quirk of living in such close proximity to the warping influence of the Demon Lords.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Tieflings are as varied as the societies in which they live. They are found in small numbers all over the surface of Avlis and in the Underdark, in all walks of life. The touch of the demonic inherent in tieflings does not appear to affect their personality in a serious way, although some may claim that tieflings are more hot-tempered and fickle than others.&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
As a new and rare phenomenon, tieflings on the surface are treated more as a curiosity than anything. Many surfacers are used to living alongside the varied and various peoples of Avlis.&lt;br /&gt;
&lt;br /&gt;
In the Underdark, tieflings are engaged in the same struggle for survival, advantage, and advancement as the other peoples of the deep. While some groups and cultures may view tieflings as blessed by the Demon Lords, this does not translate into a widespread phenomenon—nor one that is respected by many of the truly powerful.&lt;br /&gt;
&lt;br /&gt;
== Alignment ==&lt;br /&gt;
Any, although Underdark tieflings tend to be Evil.&lt;br /&gt;
&lt;br /&gt;
== Society == &lt;br /&gt;
Surface Tieflings have no society of their own, living as they do among the varied cultures and nations of the surface. Some surface tieflings have a tendency to want to seek out and find others of their kind, to better understand themselves.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
Any.&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
Tieflings speak the languages of the cultures they were raised in, along with any others they have learned.&lt;br /&gt;
&lt;br /&gt;
== Naming Conventions ==&lt;br /&gt;
Tieflings are named according to the cultures they were raised in, although some have marked the discovery of their tieflingdom by adopting a new moniker to match their changed appearance.&lt;br /&gt;
&lt;br /&gt;
== Adventurers ==&lt;br /&gt;
Some surface tieflings are drawn to adventure, seeking to understand and discover more about themselves, or to test their changed natures and capabilities. Generally, tieflings have as wide a range of reasons for choosing the adventurer’s life as any other people of Avlis.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Custom_Races|Custom Race System]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Custom Races]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=ASK_AWAY&amp;diff=54795</id>
		<title>ASK AWAY</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=ASK_AWAY&amp;diff=54795"/>
		<updated>2024-06-14T11:34:29Z</updated>

		<summary type="html">&lt;p&gt;Moredo: removed PC carry death corpse to NPC cleric for ressurection. this has been removed from the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Avlis! Ask away! =&lt;br /&gt;
&lt;br /&gt;
[[File:ASKAWAY.png|200px|thumb|right|Clueless no more!]] &lt;br /&gt;
&lt;br /&gt;
This is a copy of the In Game guide which can be perused in every Avlis server's start area. Talk to the namesake NPC to begin (or peruse the guide here).&lt;br /&gt;
&lt;br /&gt;
= How do I meet other PCs? =&lt;br /&gt;
&lt;br /&gt;
Common ways include:&lt;br /&gt;
&lt;br /&gt;
== Looking for Party (LFP) chat ==&lt;br /&gt;
&lt;br /&gt;
[[LFP|Looking for Party]] is the Out of Character (OOC) interserver chat channel. Players may share their availability, Dungeon Masters may send event reminders using LFP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; help to begin.  Please do not spam.&lt;br /&gt;
&lt;br /&gt;
== Open event announcements ==&lt;br /&gt;
&lt;br /&gt;
On Avlis, both players and DMs can set up open events. Open events are tracked on:&lt;br /&gt;
&lt;br /&gt;
=== Event calendar on the Avlis forums ===&lt;br /&gt;
&lt;br /&gt;
On avlis.org, the [https://avlis.org/viewforum.php?f=445 Open Events] and the [https://avlis.org/viewforum.php?f=128 In Character] forums allow to add an event to each post.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If in doubt, refer to the Avlis Wiki, [[Avlis Calendar]] for a hands-on example.&lt;br /&gt;
&lt;br /&gt;
=== Event bot in the Discord Team chat ===&lt;br /&gt;
&lt;br /&gt;
You can post events on the [[Avlis Chat|Avlis Discord Team chat]]. Apollo (bot) will automatically notify your attendees 15 minutes prior to an event. Your attendees can also add the event to their Google calendar. Visit Avlis Wiki, [[Event Bot]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Important:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[1] Discord is NOT an In Character space. Make an IC event post on the Avlis forums BEFORE you use Apollo to promote it.&amp;lt;br&amp;gt;&lt;br /&gt;
[2] The Discord event bot does NOT interact with the Avlis forum event calendar. You can create an event in either or both locations.&lt;br /&gt;
&lt;br /&gt;
== Join an Avlis guild or DM event group ==&lt;br /&gt;
&lt;br /&gt;
Avlis player guilds typically have private forums, In Game [[Rules:Player Housing|housing]], and are eligible for DM sponsorship. The Avlis Wiki contains a [[:Category:Guilds|list of past &amp;amp; present guilds]]. Not sure how to join (or create!) a guild? Send a forum message to [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=3799 Event DM] on avlis.org.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
DM event groups do not require guild membership. DMs may announce a casting call for regular sessions (eg. &amp;quot;Looking for lvl 8-10, evil oriented, Sunday Euro afternoon sessions&amp;quot;). Keep an eye on the [https://avlis.org/viewforum.php?f=4 General Discussion] forum on avlis.org.&lt;br /&gt;
&lt;br /&gt;
= How do I gain XP? =&lt;br /&gt;
&lt;br /&gt;
== Minimum XP ==&lt;br /&gt;
&lt;br /&gt;
Avlis enforces a level-based cap for weekly XP gain from monster killing or crafting. If a PC did not use more than 1,000 XP of their last week's cap, they are automatically given 500 XP for that week as rollover XP (750 XP if level 21 and above).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;minimum&amp;quot; XP creates an automatic base for character advancement. It also gives some incentive for players who do not get the opportunity to log in very often. Refer to Avlis Wiki, [[Experience System]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Dungeon crawls ==&lt;br /&gt;
&lt;br /&gt;
Avlis enforces a level-based cap for weekly XP gain from monster killing or crafting. When players adventure together in Parties, only half the XP earned will count toward their XP cap. Low level PCs have reduced cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Experience System]] for more information.&lt;br /&gt;
&lt;br /&gt;
== DM awarded XP ==&lt;br /&gt;
&lt;br /&gt;
Dungeon Masters award Experience Points during DM events or everyday roleplay.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Fun fact:''''' Experience points awarded in this way are known as  &amp;quot;XP cookies&amp;quot; or &amp;quot;DM cookies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Collector &amp;amp; delivery quests ==&lt;br /&gt;
&lt;br /&gt;
Collector quests exist on many Avlis servers. An NPC may be looking for crafting components, or collect equipment. Collector quests are often (but not always) tailored to PC level. [[List of quests|Collector quests]] are subject to a weekly cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Delivery quests are also known as &amp;quot;[[List of quests|Fedex quests]]&amp;quot; and the NPC's have an OOC Prefix Identifier [Q] Floaty next to their name. All Avlis servers have a version of these, based in the main city of each server. Chat up named NPCs to find out if they need a delivery made.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both types of quests may yield XP as well as GP.&lt;br /&gt;
&lt;br /&gt;
== Crafting system XP gain ==&lt;br /&gt;
&lt;br /&gt;
Challenging recipes from the [[Crafting System]] will add general XP in addition to crafting XP. (Crafting XP is only relevant to the PC's progress in the specific craft or trade skill.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Artificing]] will incur a general XP loss, however. Certain recipes from a few other crafts may also have a general XP cost. By default, the crafting menu will alert you to those situations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Avlis enforces a level-based cap for weekly XP gain from monster killing or crafting. Refer to Avlis Wiki, [[Experience System]] for more information.&lt;br /&gt;
&lt;br /&gt;
= How do I gain GP? =&lt;br /&gt;
&lt;br /&gt;
Gold Pieces (GP) are gained through:&lt;br /&gt;
&lt;br /&gt;
== Dungeon and monster loot ==&lt;br /&gt;
&lt;br /&gt;
Avlis loot drops include [[Biomerchants|Biomerchant]] sellable items (rare), gold, and recyclable goods. Some dungeons have their own custom drops. Variations exist based on PC level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Loot System]] and Avlis Wiki, [[Recycling System]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Recycling &amp;amp; Junk System ==&lt;br /&gt;
&lt;br /&gt;
'''''Recycling depots''''' allow you to turn in crafted equipment (including ammunition) in exchange for Tokens.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Token stores''''' exchange Tokens for crafting components or a limited selection of items rewards. Even if your PC is not a crafter, crafting components are often in demand by P-Merchant NPCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Junk processors''''' are housed at recycling depots. They will accept some Aberration Parts, Vermin Pieces, Dried Oozes, Hides, and Broken Weapons you collect from adventuring. You can choose to get gold for them, or convert them to crafting components for a price.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Tokens can be converted to chits &amp;amp; traded between PCs! Refer to Avlis Wiki, [[Recycling System]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions: Recycling and DPLS ===&lt;br /&gt;
&lt;br /&gt;
At this time, items acquired through the [[DPLS|Dynamic Placeable Loot System (DPLS)]] and other magical equipment can be turned in at one specific recycling depot only. Selling to [[Biomerchants]] remains a main method for disposal of non-crafted items.&lt;br /&gt;
&lt;br /&gt;
== Sell to Biomerchant NPCs ==&lt;br /&gt;
&lt;br /&gt;
Bioware merchant NPCs, also known as &amp;quot;Biomerchants&amp;quot;, are found all over Avlis -- from city marketplaces to obscure locations.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are two main categories of Biomerchants on Avlis:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Biomerchants#Generalist|Generalists]] - Will buy (almost) everything;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Biomerchants#Specialists|Specialists]] - Will buy specific types of goods, similar to the ones they sell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Biomerchants]] for a list of Biomerchants by type and location, restrictions, and more.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Sell to P-Merchant NPCs ==&lt;br /&gt;
&lt;br /&gt;
PCs can trade loot, crafted goods, ingredients, etc. with other PCs. As this is not always possible in person, Avlis offers Persistent Merchant NPCs in shared marketplaces and player owned housing.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Persistent Merchants]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Collector &amp;amp; delivery quests ==&lt;br /&gt;
&lt;br /&gt;
Collector quests exist on many Avlis servers. An NPC may be looking for crafting components, or collect equipment. Collector quests are often (but not always) tailored to PC level. Collector quests are subject to a weekly cap.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Delivery quests are also known as &amp;quot;Fedex quests&amp;quot;. All Avlis servers have a version of these, based in the main city of each server. Chat up named NPCs to find out if they need a delivery made.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Both types of quests may yield XP as well as GP.&lt;br /&gt;
&lt;br /&gt;
== NPC property theft ==&lt;br /&gt;
&lt;br /&gt;
Loot in NPC houses (chests, etc.) can be found in Avlis cities and other locations. Be warned, burglars may be hunted by NPC guards if spotted. Opening containers in NPC housing may shift your PC's alignment toward Chaotic. Failing to pickpocket an NPC may turn it Hostile. Try your luck at your own risk.&lt;br /&gt;
&lt;br /&gt;
== DM events ==&lt;br /&gt;
&lt;br /&gt;
Dungeon Master events may be story oriented, or involve good old fashioned monster killing (or both!). Depending on the nature of the event, rewards may or may not include GP and items.&lt;br /&gt;
&lt;br /&gt;
= What customizations exist? =&lt;br /&gt;
&lt;br /&gt;
Avlis customizations include:&lt;br /&gt;
&lt;br /&gt;
== Essential Tools == &lt;br /&gt;
&lt;br /&gt;
The following In Game tools are available:&lt;br /&gt;
&lt;br /&gt;
=== Direct Interserver Chat ===&lt;br /&gt;
&lt;br /&gt;
[[Avlis_Command_Prompt#Chat|Chat]] is much like the Looking for Party (LFP) system, but for private messages across servers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the Player List &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; command to list player IDs and character names on all servers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chat supports reply and history command, ignore and more. Type &amp;lt;code&amp;gt;/help chat&amp;lt;/code&amp;gt; for details.&lt;br /&gt;
&lt;br /&gt;
=== Looking for Party (LFP) Channel ===&lt;br /&gt;
&lt;br /&gt;
[[LFP|Looking for Party (LFP)]] is the Out of Character interserver chat channel. Players may share their availability &amp;amp; Dungeon Masters may announce events using LFP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; help to begin. Please do not spam.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Avlis Command Prompt (ACP) ===&lt;br /&gt;
&lt;br /&gt;
The Avlis Command Prompt (ACP) includes commands relevant to all Avlis [[:Category:Systems|Systems &amp;amp; Tools]], from saving your character, checking who's is online, emote actions and dice rolls, to class and system customizations, debugs, etc. etc.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[ACP]] for a comprehensive list of options. Type &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; In Game to review common topics. Type &amp;lt;code&amp;gt;/help check&amp;lt;/code&amp;gt; for information on XP, tradeskills and more.&lt;br /&gt;
&lt;br /&gt;
=== Emote Radial Menu ===&lt;br /&gt;
&lt;br /&gt;
Right-click on your PC, select Special Abilities and then the anvil icon. This will toggle the [[Emote Radial|Emote Radial]] menu.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Categories include: Emote actions, setting up temporary placeables (eg. tents), rolling dice, crafting skills report, configuration and special functions (eg. Summon Creature options or Unstick Location).&lt;br /&gt;
&lt;br /&gt;
=== Persistent Map Pins ===&lt;br /&gt;
&lt;br /&gt;
You can place map pins as usual. They will be saved on typing /save, on save through the [[Emote Radial]] menu, and on completing resting. You can check the number of [[Persistent Map Pins|persistent map pins]] saved at any time by typing &amp;lt;code&amp;gt;/check pins&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Persistent Notes ===&lt;br /&gt;
&lt;br /&gt;
There are two ways to create persistent notes In Game:&lt;br /&gt;
&lt;br /&gt;
==== Note System ====&lt;br /&gt;
&lt;br /&gt;
The Avlis Note System relies on paper, inks and tools for the creation of notes and letters (items) by PCs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Biomerchants selling [[Biomerchants#Books|books]] and/or [[Biomerchants#Artificing|Artificing supplies]] will often carry Note System supplies as well.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Note System]] for instructions.&lt;br /&gt;
&lt;br /&gt;
==== Scribe NPCs ====&lt;br /&gt;
&lt;br /&gt;
Popular [[Tavern Locations|inns]] and major thoroughfares In Game may feature an NPC Scribe standing by a message board.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Click on the board to read the latest messages. Talk to the Scribe to post a message or to take a written copy (item) with you.&lt;br /&gt;
&lt;br /&gt;
== Magic on Avlis ==&lt;br /&gt;
&lt;br /&gt;
The Avlis Magic System introduces CUSTOM spells, as well as changes to ALL Bioware spells, as detailed on the Avlis Wiki. This aspect of the Magic System is known as the Spellhooking System (SHS).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Avlis Magic System includes SHS, Artificing (craft), Advanced Magic Specializations (AMS), Metamagic (item feat), Militant Bonuses, and more. Refer to the Avlis Wiki, [[Magic System]] for a complete overview.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions: Arcane magic ===&lt;br /&gt;
&lt;br /&gt;
[[Andria]] (intermediate deity) controls access to [[Arcane]] magic (mortal magic).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[:Category:AMS|Advanced Magic Specializations]] (see: PC class specific customizations) require membership in the [[Mortal Magic|Academy of Mortal Magic]] (membership is roleplay driven).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To become a member of the Academy, approach a PC mage In Game or send a forum message to [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=3799 Event DM] (group) on avlis.org.&lt;br /&gt;
&lt;br /&gt;
=== Restrictions: Divine magic ===&lt;br /&gt;
&lt;br /&gt;
On Avlis, each [[Religion|deity]] controls access to Divine magic. Casting Divine spells above level 3 requires that your PC converts to an Avlis god. A PC can also fall Out-Of-Favor with their deity, preventing them from casting ANY Divine spells. [[Ranger|Rangers]] are the only exception, as their powers are not controlled by a god.&lt;br /&gt;
&lt;br /&gt;
== Crafting &amp;amp; tradeskills ==&lt;br /&gt;
&lt;br /&gt;
The Neverwinter Nights crafts and tradeskills are NOT in use on Avlis, with the exception of the Craft Trap skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Avlis crafts &amp;amp; tradeskills include:&lt;br /&gt;
&lt;br /&gt;
=== Avlis Crafts ===&lt;br /&gt;
&lt;br /&gt;
The Avlis Crafting System is integrated with the  Recycling &amp;amp; Junk System. Each Avlis craft comes with its own tally of crafting XP. Crafts are often interrelated (eg. products of one craft may be used in another). [[Crafting_System#Tools|Crafting tools]] increase the odds of successfully crafting an item.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Avlis crafts include: Alchemy, Armorcrafting, Artificing, Blacksmithing, Carpentry, Gemcutting, Herbalism, Jewelcrafting, Mining, Tailoring&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to the Avlis Wiki, [[Crafting System]] and  Avlis Wiki, [[Recycling System]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Avlis Tradeskills ===&lt;br /&gt;
&lt;br /&gt;
Current Avlis tradeskills include: [[Bartending]], [[Cooking]], [[Survivalism]], [[Trap System]]&lt;br /&gt;
&lt;br /&gt;
Unlike most Avlis crafts, Avlis tradeskills do not require access to a dedicated crafting station (placeable). Instead, your crafting station can be placed in &amp;amp; removed on demand. Refer to the Avlis Wiki, [[:Category:Systems|Systems and Tools]] for more information.&lt;br /&gt;
&lt;br /&gt;
== Persistent storage ==&lt;br /&gt;
&lt;br /&gt;
Persistent storage is retained through server reset. Avlis offers the following options:&lt;br /&gt;
&lt;br /&gt;
=== Inn Room Rentals ===&lt;br /&gt;
&lt;br /&gt;
[[Tavern Locations|Visit an inn]]. Chat up the NPC innkeeper to book an inn room. In some locations, an NPC bartender is also an innkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rent is automatically collected on opening the inn room door. Those unable to pay are evicted (together with their stored items).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Do NOT abandon your inn room for more than 1 month. We cannot guarantee the safe return of your stored items past that point.&lt;br /&gt;
&lt;br /&gt;
=== Premade Housing, Storage, Merchants ===&lt;br /&gt;
&lt;br /&gt;
Some Avlis inns and other venues offer persistent storage and housing, which are not rent-based (you can buy it, then sell it back).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly, there are public marketplaces where you can set up &amp;amp; manage a persistent merchant. Refer to the Avlis Wiki, [[Persistent Merchants]] for more information about this feature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Premade (also known as &amp;quot;Prefab&amp;quot;) storage, housing and merchants are managed by the Avlis Team. Check the [https://www.avlis.org/viewforum.php?f=423 DM Assist forum] on avlis.org for pricing and availability. &lt;br /&gt;
&lt;br /&gt;
=== Player &amp;amp; Guild Owned Housing ===&lt;br /&gt;
&lt;br /&gt;
Persistent storage and merchants are also available through Avlis Player &amp;amp; Guild Housing. Refer to the Avlis Wiki, [[Rules:Player Housing|Player Housing]] for a list of requirements, price sheets, submission process and more.&lt;br /&gt;
&lt;br /&gt;
== PC race specific ==&lt;br /&gt;
&lt;br /&gt;
Playable Avlis custom races: [[Human, Adomkuro|Adomkuro]] (Vasharan), [[Elf, Avariel|Avariel Elf]], [[Centaur]], [[Changeling]], [[Elf, Drangonari|Drangonari Elf]], [[Elf, Ghost|Ghost Elf]], [[Gnoll]], [[Goblin]], [[Half-Dryad]], [[Half-Nymph]], [[Half-Ogre]], [[Kobold]], [[Orc]], [[Shaahesk]] (Lizardman), [[Dwarf, Stone|Stone Dwarf]], [[Wemic]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Custom Races]] for details on each race.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be mindful of ECL (Effective Challenge Rating) greater than 1. At lower levels, losing a level results in re-rolling the ELC padding classes (Beast or Animal). This is as expected.&lt;br /&gt;
&lt;br /&gt;
== PC class specific ==&lt;br /&gt;
&lt;br /&gt;
=== All: Ammunition Management System ===&lt;br /&gt;
&lt;br /&gt;
The Avlis Command Prompt (ACP) allows you to select a bag (or a specific stack) of ammunition, so that it is used when the current stack runs out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[ACP]] (section [[Avlis_Command_Prompt#Ammunition_Management|Ammunition Management]]) for instructions. Type &amp;lt;code&amp;gt;/help ammo&amp;lt;/code&amp;gt; for In Game help.&lt;br /&gt;
&lt;br /&gt;
=== All: Knowledge Skill Specializations ===&lt;br /&gt;
&lt;br /&gt;
The Avlis implementation of Knowledge Skill Specializations follows that of D&amp;amp;D 3.5E (ranging from Arcana to Local knowledge).&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Knowledge Skill Specialization System]] for instructions. Type &amp;lt;code&amp;gt;/knowledge help&amp;lt;/code&amp;gt; for In Game help.&lt;br /&gt;
&lt;br /&gt;
=== All: Voice Throw (Familiars, Companions, Summons) ===&lt;br /&gt;
&lt;br /&gt;
With [[Voice Throw]] you can make your PC's companion perform emotive actions and speak without having to possess it.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Format:''''' Prefix a line with a semicolon (;). So if you type &amp;lt;code&amp;gt;;*yawns*&amp;lt;/code&amp;gt;, your PC's companion will emote *yawns*.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Prerequisite:''''' Auto-emotes must be enabled (type &amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt; to check).&lt;br /&gt;
&lt;br /&gt;
=== All Spellcasters: Artificing (Scroll, Wand, Magic Items) ===&lt;br /&gt;
&lt;br /&gt;
Artificing is the art of creating magic items.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Requirements: No Metamagic feats are required to make magic items. To be an Artificer, a PC must have at least 7 caster levels (more for some classes). Every time an Artificer succeeds at making an item, they lose general XP and gain Artificing (craft) XP.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Types of Artificing: Scribe Scroll, Craft Wand and permanent enchantment of crafted items such as weapons, armor, helms, shields, &amp;amp; some accessories.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Artificing]] and Avlis Wiki, [[Magic System]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== All Spellcasters: Metamagic Item Feats ===&lt;br /&gt;
&lt;br /&gt;
[[Biomerchants#Artificing|Specialized Biomerchants]] sell (and recharge) [[Magic:Metamagic|Metamagic]] Rods. Metamagic Rods allow you to add any Bioware Metamagic feat (Empower, Extend, Maximize), as well as Energy Substitution and Augment Summon, prior to casting a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Metamagic Rods allow you to use multiple Metamagic feats at a time. E.g. you can use a Metamagic Rod, Cold before casting Extended Flame Weapon (spell) onto a scroll. If the Artificing attempt succeeds, it will result in a Cold-substituted Extended Flame Weapon scroll.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Magic System]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== All Spellcasters: Spellbook Management System ===&lt;br /&gt;
&lt;br /&gt;
The Avlis Command Prompt (ACP) allows to store, load, delete or lists PC spellbooks. Refer to Avlis Wiki, [[ACP]] (section [[Avlis_Command_Prompt#Spellbooks|Spellbooks]]) for instructions. Type &amp;lt;code&amp;gt;/spellbook&amp;lt;/code&amp;gt; to begin.&lt;br /&gt;
&lt;br /&gt;
=== All Spellcasters: Summon Creature Options ===&lt;br /&gt;
&lt;br /&gt;
Use the [[Emote Radial]] menu to select a [[Magic:Summon_Control|Summon Creature type]], prior to casting the Summon Creature spell of your chosen level.&lt;br /&gt;
&lt;br /&gt;
=== Arcane Class(es): Vortex Ranks ===&lt;br /&gt;
&lt;br /&gt;
[[Mortal Magic|Vortex Ranks]] may be granted to PCs who play a notable role in the world of mortal magic. A caster with Vortex Rank 1 will receive +2 to their caster levels, +2 to spell DCs, +25% to applicable spell caps. A caster with Vortex Rank 2 will receive double these numbers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note:''''' This is a DM reward for exceptional roleplay, not something you can gain from completing a quest In Game.&lt;br /&gt;
&lt;br /&gt;
=== Barbarian: Barbarian Rage Specializations (BRS) ===&lt;br /&gt;
&lt;br /&gt;
Barbarian Rage on Avlis is subject to many changes from the Neverwinter Nights standard feats. In addition, there are Barbarian Rage Specializations (BRS) which rely on item activation and learning curve.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current BRS include: Bloodthirster, Demonkin, Flame Dancer, Stonewall, Waverider, Whirling Frenzy, Windwalker&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Barbarian Rage]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Extra: Custom Rage Shouts ====&lt;br /&gt;
&lt;br /&gt;
Using Barbarian Rage (feat) will invoke a battle call. You can store and manage custom Rage shouts to use when your PC enters Rage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BRS is not required to use this feature.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[ACP]] (section [[Avlis_Command_Prompt#Barbarian_Rage_Specializations|Barbarian Rage]]) for a how-to. Type &amp;lt;code&amp;gt;/help brs&amp;lt;/code&amp;gt; for In Game help.&lt;br /&gt;
&lt;br /&gt;
=== Bard: Avlis Bardic Music ===&lt;br /&gt;
&lt;br /&gt;
Avlis Bardic Music provides Bards with a variety of songs in addition to Bard Song and Curse Song (class feats). Songs are unlocked through Legendary Songbooks. Each use of a Legendary Songbook counts as a single use of the Bard Song class feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Bardic Music includes: Cacophony, Countersong, Fascinate, Haven Song, Ironskin Chant, Legionnaire's March, Longstride, Song of Freedom, Song of Valor&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Bardic Music]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Cleric: Clerical Holy Symbol ===&lt;br /&gt;
&lt;br /&gt;
Clerics of Avlissian [[Deific Chart|Gods]] have equippable holy symbols available. To obtain one, convert to an Avlis deity In Game. To use it, equip the generic symbol you are given and use the unique power on it. It will transform into a symbol of your character's deity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the symbol is equipped in the off-hand slot, your PC will have two special powers available. Each use of a power costs one prepared spell slot and one turn undead use. The level of the spell used depends upon the rank of the deity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Important:''' Clerical Holy Symbols require that the PC alignment matches the deity alignment. Refer to Avlis Wiki, [[Cleric]] for more information.&lt;br /&gt;
&lt;br /&gt;
==== Extra: Custom Spoken Prayers ====&lt;br /&gt;
&lt;br /&gt;
As using a Clerical Holy Symbol would invoke a spoken prayer, you may want to set your own catchphrase. You can store and manage multiple custom prayer texts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[ACP]] (section [[Avlis_Command_Prompt#Clerical_Holy_Symbols|Clerical Holy Symbols]]) for a how-to. Type &amp;lt;code&amp;gt;/ahs&amp;lt;/code&amp;gt; to begin.&lt;br /&gt;
&lt;br /&gt;
=== Divine Class(es): Favored Status ===&lt;br /&gt;
&lt;br /&gt;
A Divine magic wielder may become a pillar of faith and gain Favored Status. Favored Status bestows bonuses in the form of +4 caster levels, +4 to spell DCs and +50% to applicable spell caps.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note:''''' This is a DM reward for exceptional roleplay, not something you can gain from completing a quest In Game.&lt;br /&gt;
&lt;br /&gt;
=== Druid/Ranger: Companion Training System (CTS) ===&lt;br /&gt;
&lt;br /&gt;
The Avlis Companion Training System (CTS) significantly expands on the ability of [[Ranger|Rangers]] and [[Druid|Druids]] to make allies of animals, beasts and magical beasts.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The system goes beyond animal empathy, and spell domination. [[Avenger|Avengers]] of [[Dru'El]] and Shifters are also eligible for CTS.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[CTS]] for more information. Type &amp;lt;code&amp;gt;/cts help&amp;lt;/code&amp;gt; for In Game help but keep in mind that CTS is taught In Character.&lt;br /&gt;
&lt;br /&gt;
=== Militant Class: Militant Level Bonuses ===&lt;br /&gt;
&lt;br /&gt;
Militant Level Bonuses are enhanced effects that certain spells have on militant characters. Refer to the Avlis Wiki, [[Magic System]] for a [[Magic_System#Militant_Level_Bonuses|breakdown of bonuses per Militant Level]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Adding up ALL class levels from the following classes will give you your Militant Level:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. [[Classes|Base Class]] ([[Barbarian]], [[Fighter]], [[Monk]], [[Ranger]])&amp;lt;br&amp;gt;&lt;br /&gt;
2. [[Prestige Classes|Prestige Class]] ([[Dwarven Defender]], [[Weapon Master]])&amp;lt;br&amp;gt;&lt;br /&gt;
3. [[Custom Races|Custom Race]] Class (Beast, Monstrous, Humanoid)&amp;lt;br&amp;gt;&lt;br /&gt;
4. Any Avlis [[Holy Warriors|Holy Warrior]] Class ([[Annihilator]], [[Avenger]], [[Blackguard]], [[Champion]], [[Confounder]], [[Dominator]], [[Equalizer]], [[Justicar]], [[Paladin]])&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Monk: Monk Signature Moves ===&lt;br /&gt;
&lt;br /&gt;
This system allows PCs with [[Monk]] levels to train and gain access to additional abilities known as &amp;quot;signature moves&amp;quot;. The abilities are divided into separate schools.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current schools include: Closed Palm, Meta Ki Manipulation, Mountain &amp;amp; Sea, Open Fist&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Monk Signature Moves]] for a breakdown of schools and abilities. Type &amp;lt;code&amp;gt;/sigmov&amp;lt;/code&amp;gt; for a list of options.&lt;br /&gt;
&lt;br /&gt;
=== Psion: Psionics on Avlis ===&lt;br /&gt;
&lt;br /&gt;
Psionics on Avlis expands on 2nd edition AD&amp;amp;D concepts. Psions may commit to one or more disciplines, as they choose.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Psionic disciplines include: [[Clairsentience]], [[Metapsionics]], [[Psychokinesis]], [[Psychometabolism]], [[Psychoportation]], [[Telepathy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current Psionic specializations include: [[Psionic_Specializations#Psionic_Augmentations|Psionic Augmentations]] (various), [[Psionic_Specializations#Psychic_Expertise_Feats|Psychic Expertise]] feats, [[Psionic_Specializations#Psionic_Focus_Feats|Psionic Focus]] feats, [[Psionic_Specializations#Expansive_Mind_Feats|Expansive Mind]] feats&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Psion]] for prerequisites and Avlis Wiki, [[Psionics]] for a comprehensive guide. Type &amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; for In Game help.&lt;br /&gt;
&lt;br /&gt;
==== Favored Psion ====&lt;br /&gt;
&lt;br /&gt;
Psions devoted to [[Angadar]] (lesser god) may eventually attain Favored Status. Favored status bestows bonuses in the form of +4 effective psion levels and a 50% chance that a backfire is transformed into a bonus.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note:''''' This is a DM reward for exceptional roleplay, not something you can gain from completing a quest In Game.&lt;br /&gt;
&lt;br /&gt;
=== Ranger: Avlis Bonus vs. Favored Enemies ===&lt;br /&gt;
&lt;br /&gt;
Rangers on Avlis can dip ammunition &amp;amp; thrown weapons in certain substances to grant them a temporary bonus against a Favored Enemy. This is performed via the &amp;lt;code&amp;gt;/rangerdip&amp;lt;/code&amp;gt; chat command.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Ranger]] and Avlis Wiki, [[ACP]] (section [[Avlis_Command_Prompt#Ranger_Weapon_Dipping|Ranger Weapon Dipping]]) for more information.&lt;br /&gt;
&lt;br /&gt;
=== Ranger, Shadowdancer, Assassin: Hide in Plain Sight ===&lt;br /&gt;
&lt;br /&gt;
On Avlis, all of these classes incorporate the Hide in Plain Sight feat. For Ranger, the ability is available in natural areas only.&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Ranger]], [[Shadowdancer|Shadowdancer]] and [[Assassin]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Rogue: Avlis Pickpocket Modes ===&lt;br /&gt;
&lt;br /&gt;
On Avlis, a [[Rogue]] may choose to pick someone's pocket -- or to plant items in someone's pocket! Type &amp;lt;code&amp;gt;/pp_toggle&amp;lt;/code&amp;gt; to switch between modes. &lt;br /&gt;
&lt;br /&gt;
=== Sorcerer/Wizard: Advanced Magic Specialization (AMS) ===&lt;br /&gt;
&lt;br /&gt;
Membership in the [[Mortal Magic|Academy of Mortal Magic]]  is a requirement for Advanced Magi Specialization (AMS), with the exception of Psi-Mage of Angadar. PCs with a high rank in an AMS may be able to train your PC. Send a forum message to [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=3799 Event DM] group on avlis.org.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current AMS include: [[Arcane Adept]], [[Elementalist]], [[Fatespinner]], [[Psi-Mage]], [[Shadow Matter Illusionist]], [[Transmutant]], [[White Necromancer]], [[Wild Mage]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[AMS]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note:''''' Currently, a PC can only have one AMS. In this context, the Pale Master Prestige Class is considered AMS.&lt;br /&gt;
&lt;br /&gt;
=== Sorcerer/Wizard: Familiar Appearance Options ===&lt;br /&gt;
&lt;br /&gt;
An experienced mage may be able to change their familiar's appearance, depending on class level and the familiar base type.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Summon Familiar]] for a handy chart. Familiar appearance options appear in the [[Emote Radial]] menu.&lt;br /&gt;
&lt;br /&gt;
=== Special: Lycanthropy ===&lt;br /&gt;
&lt;br /&gt;
Lycanthropy can be contracted In Game. Afflicted Lycanthropes who elect not to be cured and convert to [[Xenon]] (demigod) become Converted Lycanthropes. Upon conversion, they become able to fully control their change.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Important:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[1] In terms of game mechanics, any Player Character of any alignment may become an Afflicted Lycanthrope. On conversion, the PC will become Evil. The Converted Lycanthrope PC must remain Evil to retain Xenon's gift.&amp;lt;br&amp;gt;&lt;br /&gt;
[2] Evil weretiger converts will find favor with [[Stephanus]] (demigod), as well.&amp;lt;br&amp;gt;&lt;br /&gt;
[3] Lycanthrope PCs CANNOT manifest [[Psionics|Psionic]] powers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Lycanthropy]] for more information. If your PC is a Converted Lycanthrope, type &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;/lycan&amp;lt;/code&amp;gt; for options.&lt;br /&gt;
&lt;br /&gt;
=== Special: Mount &amp;amp; Ride ===&lt;br /&gt;
&lt;br /&gt;
At this time, only a [[Paladin]] (class) may summon and mount a horse (magical beast). While most other characters can ride a horse (animal), you may not find horses wandering around In Game -- except in DM events. This may change in the future.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Restrictions:'''&amp;lt;br&amp;gt;&lt;br /&gt;
[1] Your PC cannot Polymorph while mounted.&amp;lt;br&amp;gt;&lt;br /&gt;
[2] Your PC cannot enter interior areas or server transitions while mounted.&amp;lt;br&amp;gt;&lt;br /&gt;
[3] [[Custom Races|Custom Avlis races]] cannot ride (unless they have the Paladin class and their appearance is [[Human]] or [[Half-Elf]]). This is an OOC limitation.&lt;br /&gt;
&lt;br /&gt;
=== Training: Holy Warriors ===&lt;br /&gt;
&lt;br /&gt;
If your PC is a convert of one of the Great Nine gods of Avlis, they may choose to follow the path of a Holy Warrior. With the exception of Paladin and Blackguard, access to Holy Warrior classes requires DM unlock.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holy Warrior status is dependent on roleplay. Your PC may need to join a Holy Order (Avlis guild). For alternatives, send a forum message to [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=3799 Event DM] (group) on avlis.org.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Avlis Holy Warrior classes include: [[Annihilator]] of [[Aarilax]], [[Avenger]] of [[Dru'El]], [[Blackguard]] of [[Maleki]], [[Champion]] of [[O'Ma]], [[Confounder]] of [[Forian]], [[Dominator]] of [[Valok]], [[Equalizer]] of [[Mikon]], [[Justicar]] of [[Toran]], [[Paladin]] of [[Gorethar]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Holy Warriors]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Training: Prestige Classes ===&lt;br /&gt;
&lt;br /&gt;
A Prestige Class (PrC) on Avlis is only available if your character meets the mechanic requirements AND roleplay to unlock the class. A character may only have one PrC.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A few PrCs may be unlocked through an In Game scripted quest. In all other cases, a Player Character with a high rank in a PrC can train others. Once your training is complete, or if unable to find a mentor, send a forum message to [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=3799 Event DM] (group) on avlis.org.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prestige classes allowed on Avlis are: [[Arcane Archer]], [[Assassin]], [[Avlis Dragon Disciple]], [[Dwarven Defender]], [[Pale Master]], [[Shadowdancer]], [[Shifter]], [[Weapon Master]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Prestige Classes]] for prerequisites. See also: [[Holy Warriors]]&lt;br /&gt;
&lt;br /&gt;
== PC equipment ==&lt;br /&gt;
&lt;br /&gt;
You can change your equipment's appearance or add special properties through several Avlis systems. Ask around In Game or on the IC forums.&lt;br /&gt;
&lt;br /&gt;
=== Holy Robe &amp;amp; Symbol ===&lt;br /&gt;
&lt;br /&gt;
Your PC can seek conversion to a deity by approaching NPCs in temples, or street clergy. (Some faiths have no permanent In Game representation. Contact [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=26559 Assist DM] or [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=3799 Event DM] to convert.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On successful conversion, your PC will receive a set of plot items; a [[Holy Symbols and Robes|Holy Robe and a Holy Symbol]]. Each of these items has Unique Property which allows to target other (non-plot) items and merge their property to the Holy Robe or Symbol -- for a price.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Religion]] for a listing of Avlis deities. Many deities will only allow followers of a specific alignment, while others may impose restrictions on race, gender, or no restrictions at all.&lt;br /&gt;
&lt;br /&gt;
=== Alteration Machines ===&lt;br /&gt;
&lt;br /&gt;
Alteration machines allow you to change the appearance of your gear. Alterations come at a GP cost, although experienced crafters may be able to lower their expenses.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Note:''''' Not all alteration machines accept all types of gear (eg. some may only accept Armor &amp;amp; Clothing). Refer to Avlis Wiki, [[Alteration Machines]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Armor &amp;amp; Clothing Dyes ===&lt;br /&gt;
&lt;br /&gt;
Some Biomerchant NPCs [[Biomerchants#Dyes|sell dyes]] which you can apply to armor or clothing on the go. For a complete chart of dye names and colors, refer to Avlis Wiki, [[Dynamic Dye Color Chart]].&lt;br /&gt;
&lt;br /&gt;
=== Artificed Equipment ===&lt;br /&gt;
&lt;br /&gt;
Certain items manufactured by experienced crafters allow for a skilled Artificer to add permanent bonus properties. This is typically a costly undertaking, both for the Crafter PC and the Artificer PC involved. Refer to Avlis Wiki, [[Artificing]] for more information.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Fun fact:''''' You have a 1:10,000 chance to get an artificeable item from the Avlis [[Loot System]]! When collecting loot, watch out for any item name in color (i.e. non-white).&lt;br /&gt;
&lt;br /&gt;
=== Augment Crystals ===&lt;br /&gt;
&lt;br /&gt;
Token stores, part of the Avlis Recycling System, offer Minor to Superior Augment Crystals (items) in their reward options.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Augment crystals will ONLY work on an item with an existing enchantment; melee weapons (offensive), armor and shields (defensive). Higher quality crystals require the item to have a stronger enchantment.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current augment crystal varies include:  Defensive: Crystal of Arrow Deflection, Elemental Defense, Featherweight, Iron Ward; Offensive: Demolition Crystal, Elemental Assault, Phoenix Ash, Truedeath Crystal&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Refer to Avlis Wiki, [[Augment Crystals]] and Avlis Wiki, [[Recycling System]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Blunderbuss === &lt;br /&gt;
&lt;br /&gt;
Blunderbuss (item) may refer to one of several types of Gnomish ammunition launchers. This is a collection of items which improve on the use of ammunition and thrown weapons in their own creative way. Get yours from a [[Biomerchants|Biomerchant]]. Beware of backfire.&lt;br /&gt;
&lt;br /&gt;
=== Tyeduan Banes ===&lt;br /&gt;
&lt;br /&gt;
[[Tyeduan Banes]] (items) allow characters of all Classes to enjoy a temporary version of Favored Enemy (the [[Ranger]] feat). Banes work on melee weapons, thrown weapons, ammunition and gloves. You can find Banes vs. all Avlis base race types with different [[Biomerchants]].&lt;br /&gt;
&lt;br /&gt;
== PC appearance ==&lt;br /&gt;
&lt;br /&gt;
For changes to PC equipment appearance, see: PC equipment&lt;br /&gt;
&lt;br /&gt;
=== Character description change ===&lt;br /&gt;
&lt;br /&gt;
You can change your character description at any time. Type &amp;lt;code&amp;gt;/help description&amp;lt;/code&amp;gt; to use chat based input. Type &amp;lt;code&amp;gt;/setdescription&amp;lt;/code&amp;gt; to use pop-up window based input.&lt;br /&gt;
&lt;br /&gt;
=== Character portrait change ===&lt;br /&gt;
&lt;br /&gt;
You can change your [[Custom_Portrait#Changing_Your_Portrait|character portrait]] at any time. Type &amp;lt;code&amp;gt;/pickportrait&amp;lt;/code&amp;gt; to open the In Game menu.&lt;br /&gt;
&lt;br /&gt;
=== Hair color change ===&lt;br /&gt;
&lt;br /&gt;
Currently, there is one location on Avlis which offers hair color change -- for a price. Ask around In Game or on the [https://avlis.org/viewforum.php?f=128 In Character forums].&lt;br /&gt;
&lt;br /&gt;
== Penalty systems ==&lt;br /&gt;
&lt;br /&gt;
Avlis penalty systems include:&lt;br /&gt;
&lt;br /&gt;
=== Death &amp;amp; dying ===&lt;br /&gt;
&lt;br /&gt;
(Adapted from Avlis Wiki, [[Death and Dying]])&lt;br /&gt;
&lt;br /&gt;
While PC death on Avlis is not permanent, it is meant to be a hindrance. The character's soul travels to [[Dagath]]'s Hall on the Outlands of Concordant Opposition; the so-called '''''death plane'''''. Once there, they will begin a '''''death quest''''' to exit the death plane.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Important:''' IC-ly, PCs may not retain any memories from their death plane visit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In terms of game mechanics, when a PC drops below -10 hit points, they are transported to the death plane. They lose ALL non-Plot items in their inventory, as well as 50 XP per level (if above level 2).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''''player corpse placeable''''' is created at the location of their death. It contains the PC's entire inventory (except Plot items and Gold Pieces; those follow the PC to the death plane).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the PC completes the death quest &amp;amp; exits the death plane, they are transported to a major temple &amp;amp; recover the lost XP. To retrieve their items, the PC must return to their player corpse; the so-called '''''death run'''''.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other ways to '''''exit the death plane''''':&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. A PC (or an NPC) in the lands of the living may attempt a [[Magic:Resurrection|Resurrection]] spell. This will transport the PC to their player corpse &amp;amp; return the lost XP.&amp;lt;br&amp;gt;&lt;br /&gt;
2. A [[Magic:Raise Dead|Raise Dead]] spell will do the same but lost XP will NOT be returned -- unless the dead PC has already completed their quest.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Locate your PC's player corpse placeable and click on it. Your items should automatically transfer to your inventory, one by one. It is important to make certain all items have been recovered from the corpse, and that the corpse disappears (sometimes this requires clicking on a empty corpse a second time to make it disappear). If the corpse is left there, and the character dies a second time before a server reset, it is possible that the belongings may be put on the old corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last but not least, you will find a '''''player corpse item''''' within the namesake placeable's inventory. It will disappear once your items are transferred.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If another character gets to your player corpse before you do they can Zombie powder to &amp;quot;Profane the fallen&amp;quot;. Zombie powder is a product of the Herbalism craft. It can create a zombie out of any IG item with &amp;quot;corpse&amp;quot; in its name -- including a player corpse.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will not prevent the departed from returning to life but they might be in for a shock!&lt;br /&gt;
&lt;br /&gt;
=== Poison &amp;amp; disease ===&lt;br /&gt;
&lt;br /&gt;
[[Disease|Diseases]] on Avlis require a +50% higher Save than the Bioware originals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Poisons, delivered as weapon coating or otherwise, may vary from Mild to Deadly. The Herbalism craft can be used to create poisons and refine venoms, just as well as healers kits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Avlis poisons &amp;amp; venoms include: Confusion Poison, Illithid Carnage, Medusa Poison, Psion's Bane, Sleep Poison, Slow Poison; Centipede Venom, Giant Bee Venom, Spider Venom&lt;br /&gt;
&lt;br /&gt;
=== Substance addiction ===&lt;br /&gt;
&lt;br /&gt;
Player characters who frequently turn to alcohol and drugs, may develop substance addiction. [[Addiction]] will clear over time if the PC halts the substance consumption -- but they will experience '''''withdrawal''''' symptoms. Withdrawal is expressed by various penalties to PC abilities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Addictive substances on Avlis include: Alcohol (any), Brownsmoke Seeds, Bloodfury Crystals, Deglosian Spirits, Fey Wine, Grainshots, Kao Kao Powder, Mind's Eye Elixir, Nanshaquist, Nemeril's Brew, Orcish Apple Cider, Wizard's Spice &lt;br /&gt;
&lt;br /&gt;
= Where do I report an issue? =&lt;br /&gt;
&lt;br /&gt;
'''''Bug tracker:''''' Visit avlis.org and click on [https://dev.avlis.org/projects/bug-tracker Report a Bug] under Avlis Navigator.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Chat with the Team:''''' Visit avlis.org and click on [https://discord.gg/Dx4NhYJ Chat with the Team] under Avlis Navigator. This opens Discord chat in a new tab.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Stuck, need a character restore, etc.:''''' Alert Assist DM (group) on Discord or send a forum message to [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=26559 Assist DM] (group) on avlis.org.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''''Server, forum, wiki issue:''''' Alert Admin (group) on Discord or send a forum message to [https://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;g=26549 Admin Staff] (group) on avlis.org.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Category:Lacking_Info&amp;diff=53927</id>
		<title>Category:Lacking Info</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Category:Lacking_Info&amp;diff=53927"/>
		<updated>2023-07-17T21:52:46Z</updated>

		<summary type="html">&lt;p&gt;Moredo: Created page with &amp;quot;All articles that are lacking or has incorrect information should be listed here.&amp;quot;&lt;/p&gt;
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&lt;div&gt;All articles that are lacking or has incorrect information should be listed here.&lt;/div&gt;</summary>
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		<title>Template:Lacking information</title>
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		<updated>2023-07-17T21:51:12Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
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This article is lacking, or has incorrect information.&lt;br /&gt;
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&amp;lt;includeonly&amp;gt;{{Ns detect | main = [[Category:Lacking Info|{{PAGENAME}}]]}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
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	</entry>
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		<title>Category:LackingInfo</title>
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		<updated>2023-07-17T21:50:56Z</updated>

		<summary type="html">&lt;p&gt;Moredo: Created blank page&lt;/p&gt;
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	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Monk_Signature_Moves&amp;diff=53924</id>
		<title>Monk Signature Moves</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Monk_Signature_Moves&amp;diff=53924"/>
		<updated>2023-07-17T21:46:47Z</updated>

		<summary type="html">&lt;p&gt;Moredo: /* Signature Move List */&lt;/p&gt;
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&lt;div&gt;{{Systems}}&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Avlis is home to numerous [[Monk_Orders|monk orders]], many of whom practice their own style of martial arts.  While styles often overlap and use similar or identical techniques, some orders develop moves or abilities unique to their martial arts systems.  These &amp;quot;signature moves&amp;quot; are sometimes kept as closely-guarded secrets, but even secret techniques can be stolen or leaked for others to learn.  Other orders are more open, and teach their signature moves to those who are willing and able to learn them.&lt;br /&gt;
&lt;br /&gt;
This system allows characters with [[monk]] levels to train and gain access to additional abilities known as signature moves.  The abilities are divided into separate schools.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
The Signature Move System uses [[ACP|chat commands]].&lt;br /&gt;
* '''/sigmov xp:''' This will tell you how much Signature Move XP and how many Signature Move levels you have, as well as your monk's current school.&lt;br /&gt;
* '''/sigmov N:''' This will allow you to perform a Signature Move, where N is the number of the move.  However, in order to perform a move you must first learn it.&lt;br /&gt;
* '''/sigmov list:''' This will list all of the moves that you have learned as well as your current school.&lt;br /&gt;
* '''/sigmov switchschool X:''' This will allow you to switch schools, where X is the school number.  (more on schools below)&lt;br /&gt;
&lt;br /&gt;
==Learning a Move==&lt;br /&gt;
&lt;br /&gt;
To learn a Signature Move, you first must find a book or scroll that contains instructions on how to perform the move.  These books or scrolls can often be found at the monk order which developed the move.  In other cases some searching may be involved; many monks wander the land, traveling from dojo to dojo, and some of them may happen to carry Signature Move books or scrolls.&lt;br /&gt;
&lt;br /&gt;
Also, all signature moves require the usage of one of four monk feats: [[NWN:Stunning Fist|Stunning Fist]], [[NWN:Wholeness of Body|Wholeness of Body]], [[NWN:Quivering Palm|Quivering Palm]], or [[NWN:Empty Body|Empty Body]].  If you do not have the required feat for a particular move, you will be unable to learn it. For example, a character with 10 monk levels will be unable to learn the move Dragon Uppercut, since that move requires a usage of Empty Body, a feat that can only acquired by having at least 18 monk levels.  You must also have a usage of the feat available to learn the move, even though the ability itself won't be used in the learning process.  So if a monk has spent all of his Empty Body usages for the day, he won't be able to try and learn Whirlwind Kick until he has rested. &lt;br /&gt;
&lt;br /&gt;
Once a book or scroll has been acquired, you must study it in order to try and learn the move.  Studying requires a Wisdom check; each Signature Move has its own learn DC.  The Wisdom check is positively modified by the following:&lt;br /&gt;
* '''Effective Level:''' your PC's monk levels.&lt;br /&gt;
* '''Signature Move Level:''' the number of Signature Move levels your PC has in his current school.  Signature Move level progression is the same as [[NWN:Level_progression | character levels]].&lt;br /&gt;
* '''Feats:''' the following feats each give a +3 modifier to the check - Weapon Focus Unarmed Strike, Weapon Specialization Unarmed Strike, Improve Critical Unarmed Strike, Epic Weapon Focus Unarmed Strike, and Epic Weapon Specialization Unarmed Strike.&lt;br /&gt;
&lt;br /&gt;
If you beat the move's learn DC, the percentage that you learned the move is five plus the difference between your modified roll and the DC is .  Every move will require that its book or scroll be studied multiple times before fully learning the move and becoming able to use it.&lt;br /&gt;
&lt;br /&gt;
Example.  Gram Jamjeans is a 20th level monk with a Wisdom of 20.  He tries to learn his first Signature Move, Power Possum Parry.  The learn DC for the move is 15.  Gram rolls a 5 for his Wisdom check.  With his 20 WIS his ability modifier is +5; adding this to his roll as well as his effective level of 20 (for his 20 monk level) his modified roll is 30.  Gram also has both Weapon Focus and Weapon Specialization in Unarmed Strike, further raising his roll to 36.  This easily beats the DC of 15.  He has made progress of 26% (5 + 36 - 15) towards learning Power Possum Parry.  He will need to keep studying and training before he fully learns the move.&lt;br /&gt;
&lt;br /&gt;
==Performing a Move==&lt;br /&gt;
&lt;br /&gt;
As mentioned above, once learned a signature move is performed via chat command.  However, there are some limitations on performing moves:&lt;br /&gt;
* You must have monk levels to perform a move.&lt;br /&gt;
* You can only perform a move if it belongs to your current school.  (more on schools below)&lt;br /&gt;
* You cannot perform a signature move while wearing any kind of armor.&lt;br /&gt;
* You cannot perform a signature move with a shield equipped.&lt;br /&gt;
* Many signature moves have a duration.  You cannot perform a signature move while another signature move is still in effect.&lt;br /&gt;
* Some signature moves require certain items to be equipped, such as gloves or specific weapon types such as kamas.&lt;br /&gt;
&lt;br /&gt;
Also, all signature moves require the usage of one of four monk feats: [[NWN:Stunning Fist|Stunning Fist]], [[NWN:Wholeness of Body|Wholeness of Body]], [[NWN:Quivering Palm|Quivering Palm]], or [[NWN:Empty Body|Empty Body]].  If you don't have any usages left of the required feat for a signature move, you won't be able to use that move until you rest.&lt;br /&gt;
&lt;br /&gt;
There is no check to perform a move; as long as the conditions above are met, when a move is performed success is automatic.  Every time you perform a signature move, you gain Signature Move XP.&lt;br /&gt;
&lt;br /&gt;
Resting: if you fully rest while a signature move is in effect, its effects will end and its duration will end prematurely. You will be able to use a signature move immediately after resting.  However, if you only partially rest (if you cancel the rest before completion) while you have a signature move in effect, the effects of the move will be removed but you will not be able to use another signature move until you fully rest or until the original full duration of that move has expired.  This is a game engine limitation.&lt;br /&gt;
&lt;br /&gt;
==Schools and Signature Moves==&lt;br /&gt;
&lt;br /&gt;
Signature Moves are categorized into different schools.  There are currently four different schools:&lt;br /&gt;
* '''School of the Open Palm:''' focuses on defensive abilities&lt;br /&gt;
* '''School of the Closed Fist:''' focuses on offensive abilities and weapons usage&lt;br /&gt;
* '''School Mountain and Sea:''' combines a variety of different moves/abilities&lt;br /&gt;
* '''School of Meta Ki Manipulation:''' focuses on channeling ki for a variety of effects&lt;br /&gt;
&lt;br /&gt;
You can only use signature moves that belong to the same school.  Once you have chosen a school, you will learn Signature Move XP and gain Signature Move levels when performing moves in that school.  This is important because moves increase in power relative to your Signature Move level.&lt;br /&gt;
&lt;br /&gt;
'''Changing Schools:''' it is possible to change schools.  To change schools, simply learn a move that belongs to a different school than your current one.  However, when you change schools, your Signature Move XP is lost, and you must start over at Signature Move level 1.&lt;br /&gt;
&lt;br /&gt;
You never forget a move that you have learned, but you can only use moves in your current school.  If you change schools back to a school in which you had previously learned moves, then you will be able to use those moves again without relearning them, but whenever you change schools, even when changing back to an old one, you lose all Signature Move XP and must start over.  You can also switch back to a school in which you have previously learned moves by typing &amp;quot;/sigmov switchschool X&amp;quot; where X is a number based on the school:&lt;br /&gt;
* School of the Open Palm: 1&lt;br /&gt;
* School of the Closed Fist: 2&lt;br /&gt;
* School Mountain and Sea: 3&lt;br /&gt;
* School of Meta Ki Manipulation: 4&lt;br /&gt;
&lt;br /&gt;
Example: after successfully learning Power Possum Parry, Gram Jamjeans went on to learn other moves in its school, the School of the Open Palm.  He gains 5,000 Signature Move XP, enough to reach 10th level, when he decides to try a different school.  Gram learns Draining Palm and transfers to the School of the Closed Fist.  He loses all of his Signature Move XP and is back at 1st level.  After a week he has gained 1,000 Signature Move XP and reached 2nd level, but he realizes that this school is not for him.  Gram decides to switch back to the School of the Open Palm.  When he does so he is instantly able to use Power Possum Parry again, but his Signature Move XP is once more reset to 0, and he must once again start over at 1st level.&lt;br /&gt;
&lt;br /&gt;
==Signature Move List==&lt;br /&gt;
&lt;br /&gt;
{{Lacking information}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: Many signature moves use your '''combined level''' to calculate duration, DCs, move strength, etc.  Your combined level is the sum of your effective level (monk level) and your Signature Move level.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Move Name&lt;br /&gt;
! Number&lt;br /&gt;
! School&lt;br /&gt;
! Required Feat&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Power Possum Parry&lt;br /&gt;
|1&lt;br /&gt;
|Open Palm&lt;br /&gt;
|Stunning Fist&lt;br /&gt;
|The monk gains a Parry and Tumble bonus equal to the sum of his combined level and his wisdom bonus.  (Duration: combined level + 5 rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Mind Like Water&lt;br /&gt;
|2&lt;br /&gt;
|Open Palm&lt;br /&gt;
|Stunning Fist&lt;br /&gt;
|The monk focuses his ki to make himself less detectable to others, gaining a sanctuary effect.  This DC to see past this effect is the PC’s combined level.  (Duration: combined level + 5 rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Diamond Sphere&lt;br /&gt;
|3&lt;br /&gt;
|Open Palm&lt;br /&gt;
|Wholeness of Body&lt;br /&gt;
|The monk extends his ki outward to create a shield that grants him immunity to physical attacks, in the form of %X immunity to slashing, piercing, and bludgeoning damage, where X is his combined level. (Duration: combined level rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Crystal Mind&lt;br /&gt;
|4&lt;br /&gt;
|Open Palm&lt;br /&gt;
|Quivering Palm&lt;br /&gt;
|The monk focuses his ki outward to create a barrier that absorbs spells.  The maximum spell level absorbed is equal to 3 + combined level/10.  The total spell levels absorbed is equal the monk’s combined level.  (Duration: combined level rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Mind Like Granite&lt;br /&gt;
|5&lt;br /&gt;
|Open Palm&lt;br /&gt;
|Empty Body&lt;br /&gt;
|The monk extends his ki outward.  All party members in the same area as the monk receive immunity to disease.  If the monk has immunity to poison and mind-affecting spells and effects, those affected will receive these immunities as well.  The monk must concentrate during the use of this move, resulting in an AC penalty which increases with the number of immunities are granted, at a rate of -2 per immunity.  (Duration: combined level rounds)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Draining Palm&lt;br /&gt;
|6&lt;br /&gt;
|Closed Fist&lt;br /&gt;
|Stunning Fist&lt;br /&gt;
|The monk uses his attack to drain the ki from his opponent.  If the monk is wielding a weapon, that weapon (main hand only) gains vampiric regeneration +X, where X is combined level/6.  If the monk is fighting bare-handed, his gloves get on-hit cast spell: vampiric touch, at a caster level equal to combined level/3.  The weapon or gloves also get on-hit ability drain of a random ability, with the DC based on the PC’s combined level.  (Duration: combined level + 5 rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Fist of Iron&lt;br /&gt;
|7&lt;br /&gt;
|Closed Fist&lt;br /&gt;
|Stunning Fist&lt;br /&gt;
|The monk punches the ground.  NPCs around him who fail a fort save (DC: the monk’s combined level) are knocked down for a round and have their Discipline reduced by a number of ranks equal to the monk’s combined level/3.  Also, the monk’s main weapon or gloves receive a DEX penalty and bonus bludgeoning damage.  (Duration: combined level rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Hammer Fist&lt;br /&gt;
|8&lt;br /&gt;
|Closed Fist&lt;br /&gt;
|Wholeness of Body&lt;br /&gt;
|The monk focuses his ki on his gloves or his main weapon.  That object receives on-hit Hammer of the Gods.  The caster level of the spell is the monk’s combined level*2/3.  (Duration: combined level rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Mantis Fury&lt;br /&gt;
|9&lt;br /&gt;
|Closed Fist&lt;br /&gt;
|Quivering Palm&lt;br /&gt;
|The monk must have two kamas equipped to use this signature move.  The monk’s main kama gets on-hit cast spell: Energy Drain, and his offhand kama gets on-hit cast spell: Phantasmal Killer.  The caster level for these spells is the monk’s combined level*2/3.  (Duration: combined level rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Dragon Uppercut&lt;br /&gt;
|10&lt;br /&gt;
|Closed Fist&lt;br /&gt;
|Empty Body&lt;br /&gt;
|The monk’s main weapon or gloves receive on-hit cast spell: Destruction.  The caster level is the monk’s combined level *2/3.  (Duration: 20 rounds)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Clawed Eye Gouge&lt;br /&gt;
|11&lt;br /&gt;
|Mountain &amp;amp; Sea&lt;br /&gt;
|Stunning Fist&lt;br /&gt;
|The monk focuses his attacks on his opponents’ eyes.  His main melee weapon or gloves receive a -2 attack penalty, bonus piercing damage, and on-hit blindness.  The piercing damage and on-hit DCs and durations are based on combined level.  (Duration: combined level + 5 rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Fearsome Stance&lt;br /&gt;
|12&lt;br /&gt;
|Mountain &amp;amp; Sea&lt;br /&gt;
|Stunning Fist&lt;br /&gt;
|The monk makes an imposing martial stance, which has two effects.  1) the monk’s main weapon or gloves gain an on-hit fear effect, and 2) the monk’s main weapon or gloves gain bonus damage based on double the monk’s Intimidate skill ranks.  (Duration: combined level rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Healing Kata&lt;br /&gt;
|13&lt;br /&gt;
|Mountain &amp;amp; Sea&lt;br /&gt;
|Wholeness of Body&lt;br /&gt;
|The monk performs a short kata, after which he or she and all allies within 10 meters are healed for X hit points, where X is the sum of his combined level and his Heal skill ranks.  (Duration: instant)&lt;br /&gt;
|-&lt;br /&gt;
|Drunken Style&lt;br /&gt;
|14&lt;br /&gt;
|Mountain &amp;amp; Sea&lt;br /&gt;
|Quivering Palm&lt;br /&gt;
|The first time a monk uses this he receives a Monk Alcohol Bag.  From then on, whenever a monk uses Drunken Style, the monk drinks any alcoholic beverages contained within the bag.  For every beverage drunk, he receives an attack and damage bonus based on the strength of the alcohol.  However, for every beverage drunk a d20 is rolled, and if any of the results is a 1, the monk is confused (he still receives the bonuses).  If the monk is immune to mind-affecting spells and effects, then instead the monk is blinded.  (Duration: combined level/3 rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Whirlwind Kick&lt;br /&gt;
|15&lt;br /&gt;
|Mountain &amp;amp; Sea&lt;br /&gt;
|Empty Body&lt;br /&gt;
|The monk makes an attack (at full attack bonus) on all NPCs within 10 feet.  Successful attacks deal 1d8 damage plus the monk’s strength bonus.  All NPCs successfully hit must make a fort save whose DC is the monk’s combined level.  Those who fail the fort save are confused for a number of rounds equal to the monk’s combined level.  (Duration: 1 round)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|Ki Shout&lt;br /&gt;
|16&lt;br /&gt;
|Meta Ki Manipulation&lt;br /&gt;
|Stunning Fist&lt;br /&gt;
|The monk focuses his ki to make a mighty shout, creating a cone of sound in front of the PC.  Anyone caught in this cone is deafened.  Those who fail a will save are also frightened.  The will save DC is the PC’s combined level.  (Duration: 1 + combined level/6 rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Ki Lance&lt;br /&gt;
|17&lt;br /&gt;
|Meta Ki Manipulation&lt;br /&gt;
|Stunning Fist&lt;br /&gt;
|The monk focuses his ki on his gloves or his main weapon.  That object receives a positive energy bonus vs. undead and an enhancement bonus vs, undead.  (Duration: combined level + 5 rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Ki Ball&lt;br /&gt;
|18&lt;br /&gt;
|Meta Ki Manipulation&lt;br /&gt;
|Wholeness of Body&lt;br /&gt;
|The monk focuses his ki into a tiny sphere which then explodes around him.  All enemies within the explosion (same size as a fireball) take 6 types of damage (cold, electric, fire, negative, positive, sonic).  The damage depends on the monk’s combined level.  The DC for the reflex save to take less damage is the monk’s combined level.  (Duration: instant)&lt;br /&gt;
|-&lt;br /&gt;
|Ki Field&lt;br /&gt;
|19&lt;br /&gt;
|Meta Ki Manipulation&lt;br /&gt;
|Quivering Palm&lt;br /&gt;
|The monk extends his ki outward, creating a damage shield of positive energy.  This does positive energy damage equal to half the PC’s combined level plus 1d6.  (Duration: combined level rounds)&lt;br /&gt;
|-&lt;br /&gt;
|Douse the Flames of War&lt;br /&gt;
|20&lt;br /&gt;
|Meta Ki Manipulation&lt;br /&gt;
|Empty Body&lt;br /&gt;
|The monk extends his ki outward.  Certain hostile creatures within 10 feet must make a Will save; those who fail become non-hostile and stop attacking.  The DC is the monk's combined level.  (Duration: instant)&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Systems|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:Lacking_information&amp;diff=53923</id>
		<title>Template:Lacking information</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:Lacking_information&amp;diff=53923"/>
		<updated>2023-07-17T21:45:55Z</updated>

		<summary type="html">&lt;p&gt;Moredo: Created page with &amp;quot;&amp;lt;div name=&amp;quot;Lacking or incorrect information&amp;quot; class=&amp;quot;boilerplate metadata&amp;quot; id=&amp;quot;missing_info&amp;quot; style=&amp;quot;background-color: #FFF3B3; margin: 0 1em; padding: 0 10px; border: 1px solid #DFD9B9;&amp;quot;&amp;gt; This article is lacking, or has incorrect information. &amp;lt;/div&amp;gt;  &amp;lt;includeonly&amp;gt;{{Ns detect | main = {{PAGENAME}}}}&amp;lt;/includeonly&amp;gt; &amp;lt;noinclude&amp;gt;{{PAGENAME}}&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div name=&amp;quot;Lacking or incorrect information&amp;quot; class=&amp;quot;boilerplate metadata&amp;quot; id=&amp;quot;missing_info&amp;quot; style=&amp;quot;background-color: #FFF3B3; margin: 0 1em; padding: 0 10px; border: 1px solid #DFD9B9;&amp;quot;&amp;gt;&lt;br /&gt;
This article is lacking, or has incorrect information.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{{Ns detect | main = [[Category:LackingInfo|{{PAGENAME}}]]}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Lunar_Calendar&amp;diff=53893</id>
		<title>Lunar Calendar</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Lunar_Calendar&amp;diff=53893"/>
		<updated>2023-07-06T08:47:27Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MixedKnowledge}}&lt;br /&gt;
&lt;br /&gt;
An Avlis day is 24 hours, a week is seven days, a month is 28 days, 12 months in a year, and 336 days a year&lt;br /&gt;
&lt;br /&gt;
===Moon phases===&lt;br /&gt;
&lt;br /&gt;
[[Levena]], Avlis' moon, has a 28-day cycle (1:1 ratio) with eight moon phases&lt;br /&gt;
&lt;br /&gt;
*: Phase 1: New Moon (Days 1-4)&lt;br /&gt;
&lt;br /&gt;
*: Phase 2: Waxing Crescent (Days 5-7)&lt;br /&gt;
&lt;br /&gt;
*: Phase 3: First Quarter (Days 8-11)&lt;br /&gt;
&lt;br /&gt;
*: Phase 4: Waxing Gibbous (Days 12-14) &lt;br /&gt;
&lt;br /&gt;
*: Phase 5: Full Moon (Days 15-18) &lt;br /&gt;
&lt;br /&gt;
*: Phase 6: Waning Gibbous (Days 19-21) &lt;br /&gt;
&lt;br /&gt;
*: Phase 7: Last Quarter (Days 22-25) &lt;br /&gt;
&lt;br /&gt;
*: Phase 8: Waning Crescent (Days 26-28) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Moonphaseavlis.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Calculating Real Life time to In Character time==&lt;br /&gt;
The IC Avlis Calendar should not be used to determine character age as the Avlis Calendar is not an accurate representation of time passage for a person's age. The in-character / RL time ratio is 3:1. E.g., for an hour to pass in game will take 20 RL minutes. When you first log into the servers, you will receive the weather/date as part of the message of the day. Additionally you can calculate the date through the [[Emote_Radial#.5B6..5D_Configuration|radial menu]]. Additionally, you will be able to check the current phase of the moon with the [[Avlis_Command_Prompt|Avlis Command Prompt]] by typing in ''/moon''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Astronomy]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Levena&amp;diff=53892</id>
		<title>Levena</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Levena&amp;diff=53892"/>
		<updated>2023-07-06T08:46:08Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CommonICknowledge}}&lt;br /&gt;
&lt;br /&gt;
Levena is Avlis' moon.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Levena&amp;diff=53891</id>
		<title>Levena</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Levena&amp;diff=53891"/>
		<updated>2023-07-06T08:45:57Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CommonICknowledge}}&lt;br /&gt;
&lt;br /&gt;
Levena is Avlis' moon&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Levena&amp;diff=53890</id>
		<title>Levena</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Levena&amp;diff=53890"/>
		<updated>2023-07-06T08:45:45Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CommonICknowledge}}&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Levena is Avlis' moon&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Lunar_Calendar&amp;diff=53889</id>
		<title>Lunar Calendar</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Lunar_Calendar&amp;diff=53889"/>
		<updated>2023-07-06T08:45:18Z</updated>

		<summary type="html">&lt;p&gt;Moredo: Adding mixed knowledge, and moved the OOC information to it's own section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{MixedKnowledge}}&lt;br /&gt;
&lt;br /&gt;
An Avlis day is 24 hours, a week is seven days, a month is 28 days, 12 months in a year, and 336 days a year&lt;br /&gt;
&lt;br /&gt;
===Moon phases===&lt;br /&gt;
&lt;br /&gt;
Levena, Avlis' moon, has a 28-day cycle (1:1 ratio) with eight moon phases&lt;br /&gt;
&lt;br /&gt;
*: Phase 1: New Moon (Days 1-4)&lt;br /&gt;
&lt;br /&gt;
*: Phase 2: Waxing Crescent (Days 5-7)&lt;br /&gt;
&lt;br /&gt;
*: Phase 3: First Quarter (Days 8-11)&lt;br /&gt;
&lt;br /&gt;
*: Phase 4: Waxing Gibbous (Days 12-14) &lt;br /&gt;
&lt;br /&gt;
*: Phase 5: Full Moon (Days 15-18) &lt;br /&gt;
&lt;br /&gt;
*: Phase 6: Waning Gibbous (Days 19-21) &lt;br /&gt;
&lt;br /&gt;
*: Phase 7: Last Quarter (Days 22-25) &lt;br /&gt;
&lt;br /&gt;
*: Phase 8: Waning Crescent (Days 26-28) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Moonphaseavlis.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
==Calculating Real Life time to In Character time==&lt;br /&gt;
The IC Avlis Calendar should not be used to determine character age as the Avlis Calendar is not an accurate representation of time passage for a person's age. The in-character / RL time ratio is 3:1. E.g., for an hour to pass in game will take 20 RL minutes. When you first log into the servers, you will receive the weather/date as part of the message of the day. Additionally you can calculate the date through the [[Emote_Radial#.5B6..5D_Configuration|radial menu]]. Additionally, you will be able to check the current phase of the moon with the [[Avlis_Command_Prompt|Avlis Command Prompt]] by typing in ''/moon''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Astronomy]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Levena&amp;diff=53888</id>
		<title>Levena</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Levena&amp;diff=53888"/>
		<updated>2023-07-06T08:45:07Z</updated>

		<summary type="html">&lt;p&gt;Moredo: Created page with &amp;quot;{{ICKnowledge}} {{stub}}  Levena is Avlis' moon&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ICKnowledge}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Levena is Avlis' moon&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=CEP_weapon_feats&amp;diff=53887</id>
		<title>CEP weapon feats</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=CEP_weapon_feats&amp;diff=53887"/>
		<updated>2023-07-06T08:12:01Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
[[nwn:Weapon_proficiency_(monk)|Monk Weapons]]:&lt;br /&gt;
The following weapons are treated as monk weapons at the following levels:&lt;br /&gt;
&lt;br /&gt;
    * Sai - 5&lt;br /&gt;
    * Nunchaku - 5&lt;br /&gt;
    * Shuriken - 5&lt;br /&gt;
    * Windfire Wheel - 5&lt;br /&gt;
    * Quarterstaff - 10&lt;br /&gt;
    * Katana - 15&lt;br /&gt;
    * Katar - 15&lt;br /&gt;
    * Fashion Accessory - 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[nwn:Weapon_finesse|Weapon Finesse]]:&lt;br /&gt;
The following weapons receive weapon finesse (standard creature size applies):&lt;br /&gt;
&lt;br /&gt;
    * Assassin Dagger&lt;br /&gt;
    * Light Mace 2&lt;br /&gt;
    * Scimitar&lt;br /&gt;
    * Light Pick&lt;br /&gt;
    * Sap&lt;br /&gt;
    * Goad&lt;br /&gt;
    * Sai&lt;br /&gt;
    * Nunchaku&lt;br /&gt;
    * Katar&lt;br /&gt;
    * Kukri2&lt;br /&gt;
    * Windfire Wheel&lt;br /&gt;
    * Fashion Accessory&lt;br /&gt;
&lt;br /&gt;
An additional note: [[NWN:Size_modifier|Large]] and [[NWN:Size_modifier|Huge]] creatures are able to finesse most, if not all, weapons relative one size category up. This does not apply exclusively to CEP Weapons, but to all weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Feats:&lt;br /&gt;
The following weapon feats apply to the following weapons:&lt;br /&gt;
&lt;br /&gt;
    * Dagger Feats - Assassin Dagger&lt;br /&gt;
    * Light Mace Feats - Light Mace2&lt;br /&gt;
    * Club Feats - Heavy Mace, Sap&lt;br /&gt;
    * Battle Axe Feats - Heavy Pick&lt;br /&gt;
    * Hand Axe Feats - Light Pick&lt;br /&gt;
    * Scimitar Feats - Falchion 1, Falchion 2&lt;br /&gt;
    * Warhammer Feats - Maul&lt;br /&gt;
    * Sickle Feats - Goad&lt;br /&gt;
    * Kama Feats - Sai, Windfire Wheel&lt;br /&gt;
    * Unarmed Feats - Nunchaku, Fashion Accessory&lt;br /&gt;
    * Shortsword Feats - Katar&lt;br /&gt;
    * Kukri Feats - Kukri2&lt;br /&gt;
    * Longsword Feats - Mercurial Longsword&lt;br /&gt;
    * Greatsword Feats - Mercurial Greatsword&lt;br /&gt;
    * Two-bladed sword (doublesword) Feats - Double-Scimitar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Note:''' All Avlis spell modifications also apply to CEP weapons. See: [[Magic_System|Magic System]]&lt;br /&gt;
* '''Note:''' Some of the above weapons may also require Exotic Weapon Proficiency to wield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|CEP]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Bartending&amp;diff=53886</id>
		<title>Bartending</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Bartending&amp;diff=53886"/>
		<updated>2023-07-06T08:11:27Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&lt;br /&gt;
Bartending allows characters to mix cocktails, which when drunk use Avlis' custom [[Addiction|alcohol system]].  Any [[class]] build can be a bartender.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
To become a bartender, you need to acquire a Bartending School Diploma.  There are a few bars in Negaria that will allow you to take a test to get the diploma, such as the Leaping Stag Inn in Zvidureth.  You can do several things with the diploma:&lt;br /&gt;
* If you use the diploma on itself, it will refresh itself, changing its description to explain what it can do now, as well as making it droppable, so your PC can drop it or put it into a bag.  It will also be renamed, adding your PC's name to the diploma name.&lt;br /&gt;
* If you use the diploma on your PC, you will get a message telling you how much Bartending XP and how many Bartending levels you have.  (You can also get this information by using the chat command /check bart)&lt;br /&gt;
* If you use the diploma and target a spot on the ground, it will spawn a drinks cabinet there, which your PC will walk to.  You will use this cabinet to mix cocktails.  If you use the diploma and target another spot on the ground while you have a cabinet out, the original cabinet will be destroyed and a new one will spawn where you targeted it.  When a drinks cabinet is destroyed, anything inside the cabinet is spilled onto the ground.&lt;br /&gt;
&lt;br /&gt;
Note: The diploma is '''not''' a [[nwn:Plot|Plot]] item.&lt;br /&gt;
&lt;br /&gt;
The drinks cabinet is a placeable which can hold inventory.  It can be destroyed in three ways:&lt;br /&gt;
* targeting it with your diploma&lt;br /&gt;
* through a conversation option with the cabinet (see below)&lt;br /&gt;
* through physical attacks and spells&lt;br /&gt;
Destroying the cabinet always dumps its contents on the ground.&lt;br /&gt;
&lt;br /&gt;
==Bartending Experience and Progression==&lt;br /&gt;
&lt;br /&gt;
Bartending does not grant any real XP.  Like most of the other Avlis custom tradeskills, it grants its own tradeskill experience points, Bartending XP, and has a level progression the same as [[NWN:Level_progression | character levels]].&lt;br /&gt;
&lt;br /&gt;
Bartending is different from other tradeskills in that it grants you a skill bonus every time you gain a level up to 10th level.  These skill points are permanently added to the PC's hide.  Whenever a PC gains a bartending level between 2nd and 10th, you will be shown your PC's hide to confirm the bonus has been granted.  (You can also confirm the bonus by looking at your PC's character sheet, and can examine your PC's hide at any time with the /check hide chat command.)  The bonuses are as follows:&lt;br /&gt;
* 2nd lvl: +2 Bluff&lt;br /&gt;
* 3rd lvl: +2 Persuade&lt;br /&gt;
* 4th lvl: +2 Lore&lt;br /&gt;
* 5th lvl: an additional +2 Bluff (+4 total)&lt;br /&gt;
* 6th lvl: an additional +2 Persuade (+4 total)&lt;br /&gt;
* 7th lvl: an additional +2 Lore (+4 total)&lt;br /&gt;
* 8th lvl: an additional +2 Bluff (+6 total)&lt;br /&gt;
* 9th lvl: an additional +2 Persuade (+6 total)&lt;br /&gt;
* 10th lvl: an additional +2 Lore (+6 total)&lt;br /&gt;
&lt;br /&gt;
In other words, a 10th level Bartender will have +6 bonuses to Bluff, Persuade, and Lore added to his PC hide.&lt;br /&gt;
&lt;br /&gt;
You can continue to gain Bartending levels after 10th.  Additional levels after 10th do not provide any more skill bonuses, but will allow you to mix potions (see below).&lt;br /&gt;
&lt;br /&gt;
==Mixing Cocktails==&lt;br /&gt;
&lt;br /&gt;
When you close the drinks cabinet, a conversation will begin.  You will have the option to mix a cocktail or pack up the cabinet.  The latter option destroys the cabinet, spilling all of its contents on the ground.&lt;br /&gt;
&lt;br /&gt;
Mixing a cocktail is similar to making items in other tradeskills - you put components into the drinks cabinet and then a roll is made to see whether or not you succeed in making a cocktail.  The difficulty levels and xp gain are similar to the other tradeskills.  There are three levels of success and failure:&lt;br /&gt;
* Success: you make a cocktail and gain Bartending XP..&lt;br /&gt;
* Failure: you make a Strange Concoction, which is potable but would probably not be described by anyone as delicious.  You do not gain Bartending XP.&lt;br /&gt;
* Critical failure: you fail so horribly that the resulting mixture is not drinkable by anyone and is discarded.&lt;br /&gt;
&lt;br /&gt;
No matter whether you succeed or fail, when you try to mix a cocktail the components used are always destroyed.&lt;br /&gt;
&lt;br /&gt;
Unlike many tradeskills, there is no &amp;quot;mass bartending&amp;quot; or &amp;quot;craft 50&amp;quot; option - while you can put as many components into the drinks cabinet as you like, you can only mix one cocktail at a time.&lt;br /&gt;
&lt;br /&gt;
==Recipes==&lt;br /&gt;
&lt;br /&gt;
The biggest difference between Bartending and the other tradeskills is the way recipes are handled.  There is no menu with recipes listed at each level.  Recipes don't use specific components - they use groups of components.  These can be figured out through experimentation.  I will give as examples the three 1st level recipes.&lt;br /&gt;
&lt;br /&gt;
'''Garnished Beer:''' to make this you simply need fruit and a beer/ale.  Fruit can be any of the following items: Blackberry, Blueberry, Raspberry, Bag of Cherries, Berries, and Nanshi Vehir Berries.  Beer/ale can be any potion that has the Cast Spell: Alcohol, Beer Single Use property.  This includes ales from offworld.  Avlis custom beer/ales can also be used, which includes items like Galdosian King's Ale and Heartwood Stout.  Any combination of a fruit and a beer/ale can be used to make a Garnished Beer.&lt;br /&gt;
&lt;br /&gt;
When you succeed in making a cocktail, it will spawn directly into your PC's inventory.  It will have a custom name such as &amp;quot;Rodrick Goodman's Garnished Beer&amp;quot;.  The cocktail's description will include the names of the components the PC used to make it.  For example, the Garnished Beer description could look like this: &amp;quot;Rodrick Goodman has garnished Galdosian King's Ale with Bag of Cherries to give it a slightly fruity taste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now, on to the other two 1st level recipes:&lt;br /&gt;
&lt;br /&gt;
'''Shandy:''' this is a mixture of a juice and a beer/ale.  Juices include such items as Apple Juice, Orange Juice, Fanos' Fruity Punch, Shemathen Root Beer, and Radish Juice.&lt;br /&gt;
&lt;br /&gt;
'''Half and Half:''' this is a mixture of two beers/ales.  They must be different - you can't split a stack of Ale in half and try to use the two stacks to make a Half &amp;amp; Half.&lt;br /&gt;
&lt;br /&gt;
There are a total of 27 recipes across 8 levels.  For lower-level recipes (1st through 4th), the recipe level is determined by the alcoholic strength of the resulting cocktail.  In Avlis, alcoholic drinks are rated by their strength:&lt;br /&gt;
* Beers/Ales: 1&lt;br /&gt;
* Wines: 2&lt;br /&gt;
* Spirits/Liquors: 3&lt;br /&gt;
* Strong Liquors: 4 (includes Grainshots and Deputy Tom's Moonshine)&lt;br /&gt;
&lt;br /&gt;
Higher level recipes (4th through 8th) are more complex, and some require more components than lower level recipes.  Some also require a new component, Cocktail Mix, which can be purchased at some taverns and inns.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, PCs can only make one cocktail at a time.  When a PC tries to mix a cocktail, the drinks cabinet will examine everything inside it and look to see if any components match a recipe.  Higher level recipes take precedence.&lt;br /&gt;
&lt;br /&gt;
==Cocktail Components==&lt;br /&gt;
&lt;br /&gt;
Groups of components used to make cocktails include but are not limited to:&lt;br /&gt;
* Beer/Ale: as described above&lt;br /&gt;
* Wine: any item with the property Cast Spell: Alcohol, Wine Single Use, as well as Avlis custom wines&lt;br /&gt;
* Spirits/Liquor: any item with the property Cast Spell: Alcohol, Spirits Single Use, as well as Avlis custom spirits&lt;br /&gt;
* Strong Liquor: as described above&lt;br /&gt;
* Fruit&lt;br /&gt;
* Juice&lt;br /&gt;
* Herbs: some plants (herbs, vegetables, etc.) can be used to garnish a cocktail or infuse it with flavor&lt;br /&gt;
* Cocktail Mix: a catch-all item used in higher level recipes for more complicated cocktails that require things like syrup and soda water, such as Deputy Tom Collins, Song Island Tea, and Tyeduan Sunrise.&lt;br /&gt;
&lt;br /&gt;
Mixed cocktails cannot be used as components in other cocktails.  For example, you can't use a Half and Half to make a Shandy or a Garnished Beer.&lt;br /&gt;
&lt;br /&gt;
==Mixing Potions==&lt;br /&gt;
&lt;br /&gt;
Once a PC has gained 10 levels in Bartending, they gain the ability to mix potions.  When two potions are successfully mixed, the end result is a new potion that will grant the effect of the one the two original potions, but at the combined caster level of the two potions that were mixed.  The resulting potion effect is randomly chosen between the two potions.&lt;br /&gt;
&lt;br /&gt;
Example: a bartender mixes two standard NWN potions, Potion of Aid and Potion of Barkskin, both of which have a caster level of 3.  If successful, the bartender will create either a new Potion of Aid or Potion of Barkskin, which when drunk will cast its respective spell at caster level 6.&lt;br /&gt;
&lt;br /&gt;
There are some limitations to potion mixing:&lt;br /&gt;
* You cannot mix two potions of the same spell, even if they are of different caster levels.&lt;br /&gt;
* Mixed potions cannot be further mixed with other potions.&lt;br /&gt;
* Only potions that cast spells can be mixed; custom scripted potions such as the Potion of Psionic Resistance cannot be used in potion mixing.&lt;br /&gt;
&lt;br /&gt;
The chance that a bartender successfully mixes two potions is affected by the combined caster level of the potions to be mixed as well as the PC's Bartending and [[Crafting_System#Alchemy|Alchemy]] levels.  In some cases a PC can outdo himself and create a mixed potion which casts its spell with [[Magic:Metamagic|metamagic]] (empowered, extended, maximized) when drunk.  Likewise, it is possible for the bartender to fail when mixing potions, sometimes in spectacular fashion.  There are also cases when the bartender can create a mystery potion, whose effects are completely unknown until drunk.&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Bartending]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Bardic_Music&amp;diff=53885</id>
		<title>Bardic Music</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Bardic_Music&amp;diff=53885"/>
		<updated>2023-07-06T08:10:51Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOEDITSECTION__&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
[[Category:Systems|Bardic Music]]&lt;br /&gt;
&lt;br /&gt;
The Bardic Music system provides [[Bard | bards]] with a '''variety''' of songs in addition to the two currently available to the class (the standard '''[[NWN:Bard_song | bard song]]''', and '''[[NWN:Curse_song | curse song]]''', if the feat was taken). There are '''nine songs''' in total, each with its own level and perform requirements. The lyrics to the songs can be found in '''Legendary Songbooks''': rare and valuable tomes that, once obtained, provide the means to unleashing powerful inspirational magic.&lt;br /&gt;
&lt;br /&gt;
Each use of a legendary songbook counts as a single use of the bard song class feat. &lt;br /&gt;
&lt;br /&gt;
Bard songs typically affect all allies within hearing distance, and many of them become more powerful as the bard gains '''experience''' and masters '''performance'''.&lt;br /&gt;
&lt;br /&gt;
Bard songs are affected by the '''[[NWN:Lingering_song|lingering song]]''' and '''[[NWN:Lasting_inspiration|lasting inspiration]]''' feats. Lasting Inspiration increases the duration of a bard song by 50%, while Lingering Song adds an additional round to it.&lt;br /&gt;
&lt;br /&gt;
Some songs are so taxing on a bard that they cannot be sung again until the bard has had a chance to recover energy for another performance. This period of time is known as a '''cooldown'''.&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Fascinate | Fascinate]] ===&lt;br /&gt;
{{:Bardic_Music:Fascinate}}&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Haven_Song | Haven Song]] ===&lt;br /&gt;
{{:Bardic_Music:Haven_Song}}&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Longstride | Longstride]] ===&lt;br /&gt;
{{:Bardic_Music:Longstride}}&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Song_of_Valor | Song of Valor]] ===&lt;br /&gt;
{{:Bardic_Music:Song_of_Valor}}&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Ironskin_Chant | Ironskin Chant]] ===&lt;br /&gt;
{{:Bardic_Music:Ironskin_Chant}}&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Song_of_Freedom | Song of Freedom]] ===&lt;br /&gt;
{{:Bardic_Music:Song_of_Freedom}}&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Cacophony | Cacophony]] ===&lt;br /&gt;
{{:Bardic_Music:Cacophony}}&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Countersong | Countersong]] ===&lt;br /&gt;
{{:Bardic_Music:Countersong}}&lt;br /&gt;
&lt;br /&gt;
=== [[Bardic_Music:Legionnaire's_March | Legionnaire's March]] ===&lt;br /&gt;
{{:Bardic_Music:Legionnaire's_March}}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Ammunition_Management_System&amp;diff=53884</id>
		<title>Ammunition Management System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Ammunition_Management_System&amp;diff=53884"/>
		<updated>2023-07-06T08:08:42Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Ammunition Management System]]&lt;br /&gt;
&lt;br /&gt;
'''Available Commands'''&lt;br /&gt;
&lt;br /&gt;
: /ammo toggle&lt;br /&gt;
: /ammo queue&lt;br /&gt;
: /ammo combat&lt;br /&gt;
: /ammo clear&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''To enable manual management of ammunition:'''&amp;lt;br&amp;gt;&lt;br /&gt;
: &amp;amp;#8594; Issue the command &amp;lt;font style=&amp;quot;color:blue;&amp;quot;&amp;gt;/ammo toggle&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''To select a bag or stack (this can be done while in combat as well):'''&amp;lt;br&amp;gt;&lt;br /&gt;
: '''1.''' Select it with Player Tool 10 (Right click on your avatar &amp;gt; Special Abilities &amp;gt; Primary class &amp;gt; Player Tool 10)&lt;br /&gt;
: '''2.''' Issue the command &amp;lt;font style=&amp;quot;color:blue;&amp;quot;&amp;gt;/ammo queue&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: ''Note:'' The selected item must be in your inventory.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Queueing'''&lt;br /&gt;
&lt;br /&gt;
There are currently two separate queues, one for the container mode and one for the tag-based.&lt;br /&gt;
&lt;br /&gt;
: '''''Container mode:''''' Only supports containers. Is not persistent and will need to be reset if you for any reason lose the container or leave a server.&lt;br /&gt;
When ammunition runs out the queued container will be used when searching for more of the same type (arrow, bolt, ... See: Ammunition Types).&lt;br /&gt;
&lt;br /&gt;
: '''''Tag-based modes:''''' Only supports ammunition. Is completely persistent and settings remains through death, server transitions and crashes.&lt;br /&gt;
Has sub-queues for each type of ammunition. This means it's possible to queue, for example, both arrows and bullets.&lt;br /&gt;
When ammunition runs out the tag of the last queued ammunition of the same type will be used, if such has been queued, when searching the inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Selection:'''&lt;br /&gt;
&lt;br /&gt;
When ammunition is exhausted, no more queued ammunition is found and when using any mode but Bioware default:&lt;br /&gt;
: &amp;lt;font style=&amp;quot;color:blue;&amp;quot;&amp;gt;/ammo combat&amp;lt;/font&amp;gt;&lt;br /&gt;
: &amp;amp;#8594; If toggled off: Does not fall back to Bioware selection mode and stops firing.&lt;br /&gt;
: &amp;amp;#8594; If toggled on: Falls back to Bioware selection mode and continues firing.&lt;br /&gt;
&lt;br /&gt;
If combat is resumed before you have equipped a new stack of ammunition, be it manually, due to AoOs or otherwise, BioWare selection will be used (even if you have queued more ammunition) and combat will not be automatically ended until this stack runs out (if you did not queue more ammunition).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;font style=&amp;quot;color:blue;&amp;quot;&amp;gt;/ammo clear&amp;lt;/font&amp;gt;&lt;br /&gt;
: &amp;amp;#8594; Reverts to BioWare default selection, clears all queues and toggles continued combat on.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Ammunition Types'''&lt;br /&gt;
&lt;br /&gt;
The following types are supported:&lt;br /&gt;
&lt;br /&gt;
: - Arrows&lt;br /&gt;
: - Bolts&lt;br /&gt;
: - Bullets&lt;br /&gt;
: - Darts&lt;br /&gt;
: - Shurikens&lt;br /&gt;
: - Throwing axes&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Addiction&amp;diff=53883</id>
		<title>Addiction</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Addiction&amp;diff=53883"/>
		<updated>2023-07-06T08:08:12Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
= Addiction =&lt;br /&gt;
&lt;br /&gt;
Player characters (PCs) who frequently turn to alcohol and drugs, may develop substance addiction and withdrawal symptoms. Addiction will clear over time if the PC halts the substance consumption.&lt;br /&gt;
&lt;br /&gt;
== Addictive Substances ==&lt;br /&gt;
&lt;br /&gt;
Addictive substances on Avlis are divided in two groups.&lt;br /&gt;
&lt;br /&gt;
=== Alcohol ===&lt;br /&gt;
&lt;br /&gt;
On Avlis, consuming alcohol can result in a '''blanket addiction'''. Any alcoholic drink can contribute to the addiction, regardless of the drink's name or [[Bartending]] system classification (Beer, Wine or Spirits).&lt;br /&gt;
&lt;br /&gt;
Alcohol can have varying '''potency''', with some Avlis [[Races|races]] being more susceptible to the effect of specific alcoholic beverages than others.&lt;br /&gt;
&lt;br /&gt;
 Alcohol (Beer, Wine, Spirits)&lt;br /&gt;
 Deglosian Spirits&lt;br /&gt;
 Fey Wine&lt;br /&gt;
 Grainshots&lt;br /&gt;
 Nanshaquist&lt;br /&gt;
 Nemeril's Brew&lt;br /&gt;
 Orcish Apple Cider&lt;br /&gt;
&lt;br /&gt;
Note: Fey Wine has unique side effects. [[FOIG]]!&lt;br /&gt;
&lt;br /&gt;
=== Drugs ===&lt;br /&gt;
&lt;br /&gt;
On Avlis, your player character can develop a '''distinct addiction''' to each of these drugs.&lt;br /&gt;
&lt;br /&gt;
''Example: Fero Greenstone has been consuming Mind's Eye Elxir and Wizard's Spice for a while. They stop consuming Mind's Eye Elixir and eventually their addiction to the Elixir goes away. They have not stopped consuming Wizard's Spice however, and remain addicted to the Spice.''&lt;br /&gt;
&lt;br /&gt;
 Brownsmoke Seeds&lt;br /&gt;
 Bloodfury Crystals&lt;br /&gt;
 Kao Kao Powder&lt;br /&gt;
 Mind's Eye Elixir&lt;br /&gt;
 Wizard's Spice&lt;br /&gt;
&lt;br /&gt;
Note: Mellowsmoke is not an addictive substance on Avlis.&lt;br /&gt;
&lt;br /&gt;
== Addiction Mechanism ==&lt;br /&gt;
&lt;br /&gt;
The more alcohol or drugs your player character consumes over time, the stronger the addiction.&lt;br /&gt;
&lt;br /&gt;
[[Addiction#Addiction_Severity|Addiction severity]] manifests through withdrawal symptoms. [[Addiction#Addiction_Recovery|Addiction recovery]] is possible over time. &lt;br /&gt;
&lt;br /&gt;
=== Addiction Severity ===&lt;br /&gt;
&lt;br /&gt;
Each intake of an addictive substance (e.g. each bottle of alcohol) increases the addiction severity by 1, going from 1 to 99.&lt;br /&gt;
&lt;br /&gt;
Within a few minutes after entering an In Game area, an addicted PC may experience withdrawal symptoms (1d100, must roll higher than [[Addiction#Addiction_Severity_Level|addiction severity level]] or symptoms will manifest).&lt;br /&gt;
&lt;br /&gt;
==== Addiction Severity Level ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mild (1-25):&lt;br /&gt;
: &amp;quot;You are feeling a mild craving for &amp;lt;substance name&amp;gt;&amp;quot;.&lt;br /&gt;
: ''No In Game effect''&lt;br /&gt;
Strong (26-50):&lt;br /&gt;
: &amp;quot;You are feeling a strong craving for &amp;lt;substance name&amp;gt;.&amp;quot;&lt;br /&gt;
: ''Your player character will gasp in pain and emote: Nauseous.''&lt;br /&gt;
: ''-2 to [[nwn:Ability_score|ability score]]''&lt;br /&gt;
Intense (51-75):&lt;br /&gt;
: &amp;quot;You are feeling an intense craving for &amp;lt;substance name&amp;gt;.&amp;quot;&lt;br /&gt;
: ''Your player character will gasp in pain and emote: Start Shaking.''&lt;br /&gt;
: ''-4 to [[nwn:Ability_score|ability score]]''&lt;br /&gt;
Extreme (76-99):&lt;br /&gt;
: &amp;quot;You are feeling an extremely painful craving for &amp;lt;substance name&amp;gt;.&amp;quot;&lt;br /&gt;
: ''Your player character will gasp in pain and emote: Shakes Uncontrollably, Eyes are Bloodshot.''&lt;br /&gt;
: ''-8 to [[nwn:Ability_score|ability score]]''&lt;br /&gt;
&lt;br /&gt;
The [[nwn:Ability_score|ability score]] decrease will depend on the addictive substance (e.g. alcohol addicts will experience [[nwn:Wisdom|Wisdom]] decrease).&lt;br /&gt;
&lt;br /&gt;
=== Addiction Recovery ===&lt;br /&gt;
&lt;br /&gt;
If the PC stops their alcohol or drug intake, the [[#Addiction_Severity|addiction severity]] will '''decrement''' after each completed [[nwn:Rest|Rest cycle]] (withdrawal symptoms will go from Extreme, to Intense, Strong, Mild, then stop altogether).&lt;br /&gt;
&lt;br /&gt;
60 [[Abbreviations|RL]] days after the last intake of an addictive substance, the addiction flag will clear. i.e. complete recovery is possible as long as consumption does not resume during that period.&lt;br /&gt;
&lt;br /&gt;
== Substance Effects ==&lt;br /&gt;
&lt;br /&gt;
As alcohol is a common Avlis commodity, this section covers its effects in detail.&lt;br /&gt;
&lt;br /&gt;
=== Alcohol Effects ===&lt;br /&gt;
&lt;br /&gt;
'''Alcohol addiction''' will increase [[nwn:Charisma|Charisma]] and decrease [[nwn:Wisdom|Wisdom]] [[nwn:Ability_score|ability scores]], for a limited time after imbibing.&lt;br /&gt;
&lt;br /&gt;
'''Being drunk''', in itself, carries what some might perceive as benefits, as well as drawbacks:&lt;br /&gt;
&lt;br /&gt;
: +5 [[nwn:Temporary_hit_point|temporary hit points]]&lt;br /&gt;
: +1 [[nwn:Bludgeoning_damage|Bludgeoning]] resistance for up to 5 damage&lt;br /&gt;
: +1 [[nwn:Piercing_damage|Piercing]] resistance for up to 5 damage&lt;br /&gt;
: +1 [[nwn:Slashing_damage|Slashing]] resistance for up to 5 damage&lt;br /&gt;
: -1 [[nwn:Intelligence|Intelligence]], [[nwn:Wisdom|Wisdom]] or [[nwn:Dexterity|Dexterity]] [[nwn:Ability_score|ability score]], depending on the type of alcoholic drink&lt;br /&gt;
: -10% [[nwn:Movement_speed|movement speed]] decrease&lt;br /&gt;
: Progressive decrease in [[nwn:Skill point|skill points]] such as [[nwn:Concentration|Concentration]], [[nwn:Discipline|Discipline]], [[nwn:Hide|Hide]], [[nwn:Listen|Listen]], [[nwn:Lore|Lore]], [[nwn:Move_Silently|Move Silently]], [[nwn:Parry|Parry]], [[nwn:Search|Search]], [[nwn:Spellcraft|Spellcraft]], [[nwn:Spot|Spot]], depending on the [[Addiction#Alcohol_Intoxication_Level|alcohol intoxication level]].&lt;br /&gt;
&lt;br /&gt;
=== Alcohol Intoxication ===&lt;br /&gt;
&lt;br /&gt;
Weak [[nwn:Constitution|Constitution]] may lead to '''alcohol intoxication'''.&lt;br /&gt;
&lt;br /&gt;
The '''[[Addiction#Alcohol|potency]]''' of the alcoholic drink is a factor, as well as the '''number''' of drinks consumed (with each consecutive drink, the risk of intoxication increases by 1d2). &lt;br /&gt;
&lt;br /&gt;
==== Alcohol Intoxication Level ====&lt;br /&gt;
&lt;br /&gt;
1-2:&lt;br /&gt;
: &amp;quot;You feel a very light, but pleasant, buzz from the alcohol&amp;quot;&lt;br /&gt;
: ''No In Game effect''&lt;br /&gt;
3:&lt;br /&gt;
: &amp;quot;You feel a moderate, but pleasant, buzz from the alcohol&amp;quot;&lt;br /&gt;
: ''25% chance of [[nwn:Dazed|Daze]]''&lt;br /&gt;
4:&lt;br /&gt;
: &amp;quot;You feel a heavy buzz from the alcohol, and your inhibitions lessen&amp;quot;&lt;br /&gt;
: ''50% chance of [[nwn:Dazed|Daze]], 25% chance of [[nwn:Confused|Confusion]]''&lt;br /&gt;
5:&lt;br /&gt;
:  &amp;quot;You feel a severe buzz from the alcohol, and your inhibitions disappear&amp;quot;&lt;br /&gt;
: ''50% chance of [[nwn:Confused|Confusion]], 25% chance of [[nwn:Sleep|Sleep]]''&lt;br /&gt;
6:&lt;br /&gt;
: &amp;quot;You feel sickened from your alcohol consumption&amp;quot;&lt;br /&gt;
: ''50% chance of  [[nwn:Sleep|Sleep]], 25% chance of alcohol poisoning''&lt;br /&gt;
7:&lt;br /&gt;
: &amp;quot;You feel extremely ill from your alcohol consumption&amp;quot;&lt;br /&gt;
: ''50% chance of alcohol poisoning, 25% chance of [[nwn:Blind|Blindness]]''&lt;br /&gt;
8:&lt;br /&gt;
: &amp;quot;You feel overcome with a horrible feeling of alcohol sickness&amp;quot;&lt;br /&gt;
: ''100% chance of alcohol poisoning, 50% chance of [[nwn:Blind|Blindness]], 25% chance of passing out''&lt;br /&gt;
9:&lt;br /&gt;
: &amp;quot;You feel dangerously intoxicated&amp;quot;&lt;br /&gt;
: ''100% chance of alcohol poisoning, 50% chance of passing out, 25% chance of death''&lt;br /&gt;
10:&lt;br /&gt;
: &amp;quot;You feel dangerously intoxicated&amp;quot;&lt;br /&gt;
: ''100% chance of alcohol poisoning, 50% chance of death; else, 100% chance of passing out''&lt;br /&gt;
11:&lt;br /&gt;
: ''This level of intoxication causes instant death.''&lt;br /&gt;
&lt;br /&gt;
Alcohol poisoning on Avlis results in 1d6 [[nwn:Ability_score|ability score]] decrease for [[nwn:Constitution|Constitution]], [[nwn:Dexterity|Dexterity]], [[nwn:Strength|Strength]]. It is obvious to onlookers (e.g. &amp;quot;Morran the Black is suffering from alcohol poisoning&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Alcohol Hangover ===&lt;br /&gt;
&lt;br /&gt;
With each few levels of [[Addiction#Alcohol_Intoxication|alcohol intoxication]], the odds of '''hangover''' will increase, as will its duration and severity (expressed in [[nwn:Movement_speed_decrease|movement speed decrease]]).&lt;br /&gt;
&lt;br /&gt;
Hangover is obvious to onlookers (e.g. &amp;quot;Buzz the Brave appears to be hungover&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Drug Effects ===&lt;br /&gt;
&lt;br /&gt;
Increased [[nwn:Ability_score|ability scores]] and other effects sought by drug users are temporary, and come at a cost. Each substance categorized as an Avlis [[Addiction#Drugs|drug]] has a different effect. [[FOIG]]!&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Economy&amp;diff=53882</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Economy&amp;diff=53882"/>
		<updated>2023-07-06T08:06:49Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
Online Avlis is attempting to develop a self-sustaining player run economy. What is meant by this? In single-player NWN there is no economy to speak of. Your single-player PC will soon gain much more wealth than he can possible use. But in Avlis an attempt has been made to balance the amount of money in the game world, such that the amount of money entering the game is the same as the amount of money going out.&lt;br /&gt;
&lt;br /&gt;
== How money enters the game ==&lt;br /&gt;
&lt;br /&gt;
There are two primary ways:&lt;br /&gt;
# Adventurers gain money by killing monsters and taking their treasure, or completing quests and&lt;br /&gt;
# Crafters sell the items they have made.&lt;br /&gt;
&lt;br /&gt;
Since most crafting ingredients are free and never run out, this means that gold is constantly entering the game, just as in single-player NWN. If Avlis were the same as single-player NWN in terms of how money could be spent, then many Avlis player characters (PCs) would soon become multimillionaires, with nothing to spend their money on. This is because all they would really need to buy are potions and ammunition, since your weapons, armor and other worn items never rust or wear from use.&lt;br /&gt;
&lt;br /&gt;
See also: [[Making Money]], an introduction&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Dungeons are subject to the [[DPLS|Dynamic Placeable Loot System (DPLS)]], which will produce gold or [[Recycling System|recyclable items]]. Individual dungeons offer thematic loot as well.&lt;br /&gt;
&lt;br /&gt;
See also: [[List of Dungeons]]&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
Your PC can make money through selling dungeon loot (and some crafted items) to NPCs in '''''Collectors Quests''''', as well as running '''''Delivery Quests''''' (also known as Fed-Ex quests). Other quests exist as well, which will result in net gain of gold pieces (GP) and experience points (XP).&lt;br /&gt;
&lt;br /&gt;
See also: [[Experience_System#Sources_of_XP|Experience System]]&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
PCs involved in the [[Crafting System]] (crafters) can sell their finished goods to other PCs, as well as to Collectors Quests NPCs and Biomerchants. They can also trade them for tokens using the [[Recycling System]] (see below).&lt;br /&gt;
&lt;br /&gt;
=== Biomerchants ===&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Of course! I'll buy pretty much anything you've got, long as it ain't stolen. Granted, I won't give you as much for it as a specialist would - for example, Grimli the weaponsmith will give you a good price for weapons and armor, but that's all he'll buy.&amp;quot; -Fofur Blockdelver, [[Verloghokbol]] Biomerchant&lt;br /&gt;
&lt;br /&gt;
The standard Avlis Bioware merchants (Biomerchants) function much like those in single-player NWN, with the following modifications:&lt;br /&gt;
# A [[Biomerchants#Generalist System|Generalist]] Biomerchant will buy whatever a PC sells to them. There is at least one of those on every Avlis server.&lt;br /&gt;
# A [[Trap System|trap]] supplier Biomerchant and some [[Rogue]] [[:Category:Guilds|guilds]] Biomerchants may buy stolen goods as well, if you know where to find them.&lt;br /&gt;
# A merchant selling specific goods (a specialist) will only buy this kind of goods, typically at a better price than a generalist. eg. a cobbler will buy boots.&lt;br /&gt;
&lt;br /&gt;
The net gain may vary depending on whether or not the Biomerchant allows for the [[nwn:Appraise|Appraise]] PC skill (most of them do).&lt;br /&gt;
&lt;br /&gt;
See also: [[Shop Locations]], [[Biomerchants]]&lt;br /&gt;
&lt;br /&gt;
== How money leaves the game ==&lt;br /&gt;
&lt;br /&gt;
The word 'persistence' is the key. Avlis is a persistent world (PW). That means that the servers are running almost all of the time, and even when they aren't they have saved your inventory and location. So if you log out of the game, no matter how much time has passed, when you log back in you will find your character with the same inventory and GP as before.&lt;br /&gt;
&lt;br /&gt;
This is not true of most ''things'' in the game. Whenever a server is reset, anything that PCs have sold to a standard Bioware merchant is now gone – those merchants are now selling only the items that they usually sell. Dungeon loot containers are reset to their default state. Persistent storage and merchants are what remains the same and owning one comes at a cost.&lt;br /&gt;
&lt;br /&gt;
In what ways is gold disposed of?&lt;br /&gt;
&lt;br /&gt;
=== Gold Sinks ===&lt;br /&gt;
&lt;br /&gt;
When a PC buys an item from a Biomerchant, that gold leaves the game. Some of the more powerful items that can be crafted require expensive ingredients that can only be bought from a Biomerchant (the so-called gold sinks). Crafting tools and appliances befall the same category. Consumables such as ammunition, healers kits or potions, if purchased from a Biomerchant (as opposed to a [[#Persistent_Merchants|persistent merchant]]), also contribute to gold leaving the game. &lt;br /&gt;
&lt;br /&gt;
=== Inn Room Rental ===&lt;br /&gt;
&lt;br /&gt;
Perhaps you would like access to a persistent chest but cannot afford one. In that case you can rent a room in one of the many inns and taverns located across the servers of Avlis. Your character pays a monthly fee and in return gets a key to that room and access to its persistent chest.&lt;br /&gt;
&lt;br /&gt;
See also: [[Tavern Locations]]&lt;br /&gt;
&lt;br /&gt;
=== Player Housing ===&lt;br /&gt;
&lt;br /&gt;
Yet another way is character-owned housing. Some characters that have become well-established in the community may want to own a house in a city, or a cottage in the woods, a mage tower, or even an inn to run as a business. And some player-run guilds may want to build some sort of meeting place where they can organize meetings and discuss guild business. All of these buildings are also persistent, and can contain persistent storage chests and even [[Persistent_Merchants|persistent merchants]]. Persistent storage and merchants can be acquired at a markedly higher cost than the expenses of everyday adventuring.&lt;br /&gt;
&lt;br /&gt;
See also: [[Rules:Player_Housing|Player Housing]] Guidelines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What bridges the gap ==&lt;br /&gt;
&lt;br /&gt;
=== Recycling ===&lt;br /&gt;
&lt;br /&gt;
The money flow is influenced by the [[Recycling System]]. It creates a continuous process tasked towards the disposal of loot drops and crafted durable goods, combined with a way to obtain crafting ingredients through a token exchange system.&lt;br /&gt;
&lt;br /&gt;
A PC has the option to trade in junk for gold. However, their net gain will likely be much higher if they opt to have the junk [[Junk Processing|processed]] into crafting ingredients, in exchange for a small fee. If the PC is not a crafter, they can sell the ingredients to crafter PCs (through [[#Persistent_Merchants|Persistent Merchants]] or in person). Similarly, a PC can convert tokens obtained from the Recycling System to crafting ingredients (at a token store), or sell the tokens to another PC.&lt;br /&gt;
&lt;br /&gt;
=== Persistent Merchants ===&lt;br /&gt;
&lt;br /&gt;
Persistent Merchants are available to Avlis players through [[Player Housing]]. When someone sells an item to a persistent merchant it stays in the merchant's inventory, even after a server reset. As well, any gold in the merchant's inventory remains there unless spent buying items offered by PCs. Persistent merchants have [[NWN:Artificial intelligence | Artificial Intelligence]] – they keep track of how much they have bought and sold, and they attempt to make a profit. Though, ultimately, profit is up to the intelligence of the player.&lt;br /&gt;
&lt;br /&gt;
=== Rare Item Auctions ===&lt;br /&gt;
&lt;br /&gt;
Events such as the [[Ferrell Trade Fair]] or the [[Deglos Craft Fair]], as well as the [https://avlis.org/viewforum.php?f=360 Avlis Marketplace] (forums) often see rare items auctioned off for a fortune in gold. If the auction is held by a PC, gold remains in the game. If the auction is held by a DM (NPC), gold leaves the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Economy and Persistence]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=53881</id>
		<title>Recycling System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=53881"/>
		<updated>2023-07-06T08:06:34Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
The Avlis Recycling System is designed to do the following:&lt;br /&gt;
&lt;br /&gt;
* Create a market for low-level durable crafted goods.&lt;br /&gt;
* Reduce the gold inflow from low-level durable crafted goods, while encouraging more [[Abbreviations | PC]] to PC transactions.&lt;br /&gt;
* Provide a means of making up for certain shortfalls in components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==System Basics==&lt;br /&gt;
&lt;br /&gt;
* There are 3 categories of recyclable items: Metals ''(Weaponcrafting, Armorcrafting and Blacksmithing items)'', Organics ''(Carpentry and Tailoring items)'' and Gems ''(Jewelcrafting items)''.&lt;br /&gt;
* Recycler [[Abbreviations | NPCs]] on many servers will convert items of these categories to tokens.&lt;br /&gt;
* Each item will give you tokens based on the crafting recipe level of the item.  For items of all tradeskills (except Blacksmithing, see below) of crafting level 1 though 10 you receive 1 token per crafting level.  For items of 11th level and higher the amount of tokens received is (crafting level)^2/4, which comes out to be:&lt;br /&gt;
** 11th lvl: 30 tokens&lt;br /&gt;
** 12th lvl: 36 tokens&lt;br /&gt;
** 13th lvl: 42 tokens&lt;br /&gt;
** 14th lvl: 49 tokens&lt;br /&gt;
** 15th lvl: 56 tokens&lt;br /&gt;
** 16th lvl: 64 tokens&lt;br /&gt;
** 17th lvl: 72 tokens&lt;br /&gt;
** 18th lvl: 81 tokens&lt;br /&gt;
** 19th lvl: 90 tokens&lt;br /&gt;
** 20th lvl: 100 tokens&lt;br /&gt;
* Items made via Blacksmithing give you half the number of tokens listed in the progression above, rounded down.&lt;br /&gt;
* Full stacks of 99 ammunition ''(arrows, bolts or bullets)'' or 50 thrown weapons ''(shuriken, darts or throwing axes)'' are considered 1 item ''(partial stacks are ignored)''.&lt;br /&gt;
* All PCs can turn in 15 items per week for each token type. &lt;br /&gt;
* The maximum yield per item is 100 tokens, with a maximum total of 100 tokens/week.&lt;br /&gt;
* The tokens will be redeemable at &amp;quot;Token Store&amp;quot; merchants. These merchants will unlock more options with their collection of other [[Junk_Processing | &amp;quot;Junk&amp;quot;]] items, but some options may not be available for each token type. Tokens can be redeemed for the following amounts ''(Some DM-Drop level crafting components are available at almost every amount)'':&lt;br /&gt;
: &amp;amp;nbsp;&amp;amp;nbsp;'''50 Tokens'''&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; [[Augment_Crystals#Minor_Augment_Crystal | Minor Augment Crystals]], moderate value crafting components, charged magic items, minor permanent magic items.&lt;br /&gt;
: '''100 Tokens'''&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; [[Augment_Crystals#Lesser_Augment_Crystal | Lesser Augment Crystals]], higher value crafting components, charged magic items ''(e.g. Necklace of Weapon Enchantment)'' or lesser permanent magic items.&lt;br /&gt;
: '''250 Tokens'''&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; [[Augment_Crystals#Greater_Augment_Crystal | Greater Augment Crystals]], rarer/higher value crafting components, charged magic items  ''(e.g. Rod of Resurrection)'' or greater permanent magic items.&lt;br /&gt;
: '''500 Tokens'''&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; [[Augment_Crystals#Superior_Augment_Crystal | Superior Augment Crystals]], even rarer/higher value crafting components ''(e.g. Wyrmskin or Vrock Skull)'', charged magic items or rare permanent magic items.&lt;br /&gt;
* Augment Crystal offerings are location specific.&lt;br /&gt;
* All other offerings are randomized on server reset.&lt;br /&gt;
* Token merchants collect hides or aberration parts and will give you gold and XP. The more you turn in, the more offerings you get!&lt;br /&gt;
* Remember if you're trying to access &amp;quot;more offerings&amp;quot; you must turn them in fully in batches of 10 each week, or it won't count towards unlocking more offerings. The amount your turn in resets each week and does not rollover. You'll still get paid though.&lt;br /&gt;
* Tokens can only be spent on merchants of the same category.&lt;br /&gt;
* You can check your current token total using the [[Avlis Command Prompt]] (Talk) and typing: &amp;lt;code&amp;gt;/check tokens&amp;lt;/code&amp;gt;&lt;br /&gt;
* Tokens can now be transferred to other PCs.  This is done by converting tokens into chits.  To convert tokens into chits use Player Tool 10 on your PC and then type:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/token convert &amp;lt;type&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;type&amp;gt; is one of the three token types (metal, gems, organic) and &lt;br /&gt;
&amp;lt;amount&amp;gt; is the number of tokens you want to turn into chits.  Chits will spawn into your inventory as items with a maximum stack size of 50.&lt;br /&gt;
&lt;br /&gt;
To convert chits back into tokens, target the chit stack with Player Tool 10 and type:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/token convert &amp;lt;amount&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will reduce the stack size of the chits you targeted and add them to the tokens stored on your PC.&lt;br /&gt;
&lt;br /&gt;
==Recycling Centers==&lt;br /&gt;
&lt;br /&gt;
Recycling centers are currently available on the following servers:&lt;br /&gt;
* [[Deglos]] ''(Iftan Tower)''&lt;br /&gt;
* [[Elysia]] ''(Warehouse District)''&lt;br /&gt;
* [[Mikona]] ''(Docks)''&lt;br /&gt;
* [[Le'Or T'Nanshi]] ''(Canopies, [[Fourtree]])''&lt;br /&gt;
* [[Underdark]] ''([[Verloghokbol]], Lake District)''&lt;br /&gt;
* [[Visimontium]] ''([[Lake Crescetoria]], North Shore)''&lt;br /&gt;
[[Junk Processing]] facilities are commonly housed under the same roof.&lt;br /&gt;
&lt;br /&gt;
====Iftan Tower====&lt;br /&gt;
&lt;br /&gt;
Iftan Tower incorporates its own spin on Recycling and allows to process [[DPLS]] loot.&lt;br /&gt;
&lt;br /&gt;
Iftan has an arbitrary system evaluating each magical item property ([[nwn:Ability_modifier|Ability Bonus]], [[nwn:Attack_bonus|Attack Bonus]], [[nwn:AC|Armor Class]], [[nwn:Damage_bonus|Damage Bonus]], [[nwn:Damage_immunity|Damage Immunity]], [[nwn:Damage_reduction|Damage Reduction]], [[nwn:Damage_resistance|Damage Resistance]], [[nwn:Freedom|Freedom]], various [[nwn:Immunity|Immunities]], [[nwn:Keen|Keen]], [[nwn:Massive_critical|Massive Criticals]],  [[nwn:Mighty|Mighty]], [[nwn:Skill|Skill Bonus]], [[nwn:Saving_throw|Saving Throw]] bonus, bonus [[nwn:Spell_slot|Spell Slot(s)]], [[nwn:Vampiric_regeneration|Vampiric Regeneration]]). Iftan accounts for all magical items placed in his chest. The value of each individual item should be above a certain number. '''''As well,''''' the value of all the items in the chest should be above a certain higher number, which would be the value of one Iftan Chit. What properties are more valuable than others, you might ask? What is the value of one Iftan Chit? [[FOIG|That's up to Iftan.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of Iftan's apprentices accept different types of magical items. The apprentices don't value some item properties such as &amp;quot;Light&amp;quot; so there are some magical items which they won't accept. Also they don't accept any mundane items, including high crafting level [[Artificing|Artificeable]] items with no enchantments on them. So there will be cases where the Recycler will give more tokens for an item than the apprentices will and vice versa.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are also cases where the Recycler will taken some items whereas the apprentices won't and vice versa. For example, the apprentices will accept [[DPLS]] loot (the Recyclers won't) while the Recyclers will accept full stacks of crafted ammunition (neither Iftan, nor his apprentices have any interest in ammunition or thrown weapons).&lt;br /&gt;
&lt;br /&gt;
Note: The Recyclers hosted at Iftan's Tower are no different than any other Recycling facility.&lt;br /&gt;
&lt;br /&gt;
==Token Stores==&lt;br /&gt;
&lt;br /&gt;
Token Stores are currently available on the following servers:&lt;br /&gt;
* [[Deglos]] ''(Iftan Tower)''&lt;br /&gt;
* [[Elysia]] ''(Marketplace)''&lt;br /&gt;
* [[Mikona]] ''(Marketplace)''&lt;br /&gt;
* [[Le'Or T'Nanshi]] ''(Canopies, [[SilverFall]])''&lt;br /&gt;
* [[Underdark]] ''([[Verloghokbol]], Market District)''&lt;br /&gt;
* [[Visimontium]] ''(Garrison District)''&lt;br /&gt;
&lt;br /&gt;
==Related Topics==&lt;br /&gt;
&lt;br /&gt;
[[Artificing | Artificing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Augment_Crystals | Augment Crystals]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Crafting_System | Avlis Crafting System]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Economy | Avlis Economy]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Junk_Processing | Junk Processing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Currencies_of_Avlis#Fiat_Currencies | Currencies of Avlis]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Recycling]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Artificing&amp;diff=53880</id>
		<title>Artificing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Artificing&amp;diff=53880"/>
		<updated>2023-07-06T08:06:21Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Artificing|Artificing]]&lt;br /&gt;
[[Category:Systems|Artificing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
'''Artificing''' is the art of creating magic items.  The system is based on the 3rd edition PnP system, with a few twists.  First, no metamagic feats are required to make magic items - however, there are other requirements to be met.  To be an artificer, a character must have at least 7 caster levels - more for some classes.  To create a particular item, and artificer must make an artificing check, which is very similar to a skill check.  Every time an artificer succeeds at making an item, they gain a percentage of the character experience invested as the item as artificing experience.  As an artificer gains artificing experience, they grow in artificing level and are able to make more complicated items.&lt;br /&gt;
&lt;br /&gt;
Artificing was renamed from the &amp;quot;Enchantment system&amp;quot; to avoid confusion with the Enchantment school of spells.  Artificing is transmutation magic, but can be done by any spell caster of sufficient level - regardless of their ability to cast transmutation spells.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of artificing possible. These are [[Scribe Scroll]], [[Craft Wand]] and permanent enchantment of [[Crafting System|crafted]] items such as melee weapons, armor, helms, shields and some accessories (rings, cloaks, amulets, boots, bracers, and gloves).&lt;br /&gt;
&lt;br /&gt;
== Minimum Caster Levels ==&lt;br /&gt;
To use the Avlis Artificing System, you must have a certain number of levels in a spellcasting class.  Palemaster effective caster levels (+1 for every odd palemaster level) are counted as levels of bard, sorcerer or wizard for this calculation.  The requirements by class are as follows:&lt;br /&gt;
: Cleric 7&lt;br /&gt;
: Druid 7&lt;br /&gt;
: Sorcerer 7&lt;br /&gt;
: Wizard 7&lt;br /&gt;
: Bard 13&lt;br /&gt;
: Paladin 17&lt;br /&gt;
: Ranger 17&lt;br /&gt;
&lt;br /&gt;
Levels from multiple spellcasting classes do not stack.  So a multiclassed PC with 10 druid levels and 10 ranger levels will be able to scribe druid scrolls, but not ranger scrolls- as they do not have enough ranger levels required (17)&lt;br /&gt;
&lt;br /&gt;
== XP Cost ==&lt;br /&gt;
Artificing is the act of placing a small amount of your power into an object as a receptacle.  Thus every artificed item carries with it an XP cost.&lt;br /&gt;
&lt;br /&gt;
== Determining Success ==&lt;br /&gt;
Just as with the crafting system, the artificing system has its own xp and levels. An artificer must have experience with simpler items before attempting more powerful items.  When attempting to create magic items, an artificer makes an artificing check with a DC based on the difficulty of the items being crafted.  Modifiers to this roll are gained based on the caster's primary spell casting ability bonus (WIS, CHA, or INT), and various skills (Spellcraft) and pertinent feats that the caster has.&lt;br /&gt;
&lt;br /&gt;
==== General Artificing Modifier Components ====&lt;br /&gt;
: +1 per your spell casting ability modifier bonus&lt;br /&gt;
: +1 per 5 points (ranks plus bonuses) in [[NWN:Lore|Lore]]&lt;br /&gt;
: +1 per 5 points (ranks plus bonuses) in [[NWN:Spellcraft|Spellcraft]]&lt;br /&gt;
: +2 for Spell Focus (Transmutation)&lt;br /&gt;
: +2 for Greater Spell Focus (Transmutation)&lt;br /&gt;
: +2 for Epic Spell Focus (Transmutation)&lt;br /&gt;
&lt;br /&gt;
== Wands ==&lt;br /&gt;
Spells up to and including 4th level can be added to wands, including NwN generic spells and Avlis' added spells. A wand's description will list its DC, CL and number of charges. All pertaining spell focus feats will be included in the DC of a resulting spell.&lt;br /&gt;
* Wands will reflect SOME metamagic feat and wand uses, i.e Darkfire with a metamagic cold wand will produce a wand of Darkfire with cold damage in place of fire.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
&lt;br /&gt;
== Scrolls ==&lt;br /&gt;
Spells up to and including 9th level can be added to scrolls, including NwN generic spells and Avlis' added spells. &lt;br /&gt;
* Only scrolls of the same type (DC and Caster Level) can be stacked in the inventory. &lt;br /&gt;
* A magnifying glass can be purchased in-game to find out the DC and CL of crafted scrolls. &lt;br /&gt;
* All pertaining metamagic feats, metamagic wands and spell focii will be included in the duration, DC, etc. of a resulting scroll.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
&lt;br /&gt;
== Ioun Stones ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Permanent Items ==&lt;br /&gt;
&lt;br /&gt;
To artifice permanent items such as weapons, armor and accessories the artificer must use an artificing kit.  These kits are for sale at various merchants.  There are different types of kits ranging from Basic to Advanced; more powerful (and expensive) kits can be used to bestow more powerful properties on an item.  Only certain items can be artificed; these items are made by high-level crafters.  The more finely made the item, the more enchantments it can hold.&lt;br /&gt;
&lt;br /&gt;
== Ammunition and Thrown Weapons ==&lt;br /&gt;
&lt;br /&gt;
Ammunition (arrows, bolts, and bullets) and thrown weapons (darts, shuriken, and throwing axes) are artificed in a slightly different manner than permanent items.  Minor artificing kits are used on these items; minor kits only work on ammo and thrown weapons, and only minor kits can be used to enchant them.  Like other kits, minor kits are for sale at merchants.  Unlike permanent item artificing, any ammo or thrown weapon item can be artificed; it doesn't matter if the item was bought, crafted, or found in treasure.&lt;br /&gt;
&lt;br /&gt;
=== Priming a Minor Kit ===&lt;br /&gt;
&lt;br /&gt;
A minor kit must be primed before it can be used.  To prime a minor kit a single gem must be placed inside it and then a spell must be cast upon the kit.  The type of gem and the spell cast determine what kind of property the primed kit will be able to add to an item.  Some spells can be used on different gems to prime different types of kits.  Not all spells can be used to prime a kit.  Spellcasters will have to use trial and error to figure out which spells work with which gems to create which types of primed minor kits.&lt;br /&gt;
&lt;br /&gt;
Not all gems can be used to prime a minor kit.  Only gems of low value (greenstone, fluorspar, malachite, etc.) and small gems of higher value (small alexandrite, small ruby, small diamond, etc.) can be used to prime the minor kits which are used to artifice ammunition and thrown weapons.&lt;br /&gt;
&lt;br /&gt;
Once the an appropriate gem has been inserted into the minor kit and a proper spell cast, the caster will make an artificing check.  This check is similar to the one used to scribe scrolls and is subject to the same modifiers.  If the check is successful the caster may receive some artificing XP depending on the DC of artificing check.  The DC to prime a minor kit depends on the PC's caster level, artificing level and the spell level of the spell cast.&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur purchases a Minor Kit.  He places a giant diamond into the kit and casts a spell on it.  This fails to prime the minor kit because the gem is too large.  He tries again with a small diamond.  He casts Magic Missile on the minor kit but this fails to prime it.  He tries another spell, this time casting Magic Weapon, which primes the kit and turns it into a Minor Kit of Minor Enhancement Bonus.''&lt;br /&gt;
&lt;br /&gt;
=== Kit Tiers ===&lt;br /&gt;
&lt;br /&gt;
Primed kits have six tiers, from Minor to Uber.  The higher a kit's tier, the more powerful the enchantment it can bestow upon an item.  A primed kit's tier is determined by the caster's artificer level and the level of the spell used to prime the kit.&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur is a low-level artificer.  He places a small garnet into a minor kit and casts Burning Hands on it to prime it, transforming it into a Minor Kit of Minor Fire Damage.  Years later after much study and sacrifice Twilligur becomes an archmage and a high-level artificer.  He places a small garnet into a minor kit and casts Meteor Storm on it, priming the kit and turning it into a Minor Kit of Uber Fire Damage.''&lt;br /&gt;
&lt;br /&gt;
=== Applying Primed Kits to Items ===&lt;br /&gt;
&lt;br /&gt;
To apply a primed kit to an item, simply use it on the ammunition or thrown weapon to be artificed.  Applying a primed kit to artifice the item requires a cost in the form of character xp.  The xp cost depends on the tier of the primed kit and the power level of the item.  Any character can apply a primed kit to an item, as long as that character has enough excess xp above his current level to pay the xp cost.  (You can't pay the xp cost if it would force you to lose a level.)  The xp cost also depends on how many items are in the stack you are trying to artifice: it costs more xp to artifice a full stack of 99 arrows than it does to artifice a stack of only 10.&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur takes the two kits he made in the example above and gives them to his friend Fanny the Fletcher.  Fanny uses the Minor Kit of Minor Fire Damage on a full stack of mundane Arrows.  She is able to pay the xp cost and the arrows get a permanent +1 fire damage bonus.  She uses the Minor Kit of Uber Fire Damage on another full stack of arrows.  This costs her more xp than the previous kit, but the arrows are granted a permanent +1d12 fire damage bonus.  Time to go adventuring and get some more xp to spend!''&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur makes two Minor Kits of Minor Fire Damage.  He gives them both to his friend Sam the Slinger.  Sam uses one of the primed kits on a full stack of Bullet +1.  He pays the xp cost and the bullets get a permanent bonus of +1 fire damage.  Sam then tries to use the second primed kit on a full stack of Inner Planar Bullets, a powerful crafted item.  But he is unable to use the kit successfully, because he does not have enough extra xp to spend!  He splits the stack and uses the kit on a single bullet, granting it a permanent +1 fire damage bonus.''&lt;br /&gt;
&lt;br /&gt;
Unlike permanent items, ammunition and thrown weapons can only be artificed once.&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur makes a Minor Kit of Minor Fire Damage and a Minor Kit of Minor Enhancement Bonus.  He uses the former kit on a stack of 50 mundane throwing axes, granting them a permanent +1 fire damage bonus.  He then tries to use the latter kit on the same stack of axes, but is unable to because they have already been artificed once.''&lt;br /&gt;
&lt;br /&gt;
=== Other Notes ===&lt;br /&gt;
&lt;br /&gt;
* Some primed minor kits can only be used on thrown weapons and will not work on ammunition.  Those kit types are: Enhancement Bonus, Attack Bonus, Massive Crits, &amp;amp; Keen.&lt;br /&gt;
* Some primed minor kits do not have tiers.  Those kit types are: Keen, Extra Ranged Attack Slashing, Extra Ranged Attack Piercing, &amp;amp; Extra Ranged Attack Bludgeoning.&lt;br /&gt;
* When an item is artificed it is marked as stolen.  This is to prevent arbitrage at Biomerchants.  Artificed ammo and thrown weapons can still be sold to fences (Biomerchants who buy stolen items).&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Spell focus feats for artificing modifiers stack.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Magic System]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Crafting_System&amp;diff=53879</id>
		<title>Crafting System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Crafting_System&amp;diff=53879"/>
		<updated>2023-07-06T08:06:09Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
In [http://en.wikipedia.org/wiki/Editions_of_Dungeons_&amp;amp;_Dragons 2nd Edition AD&amp;amp;D], [[PC]]s could learn proficiencies such as bowyer/fletcher, armorer, and weaponsmith, which allowed that PC to make bows and arrows, armor, and weapons, respectively. But making such things took up time, and rarely would a party of adventurers allow one of their characters to spend months making a suit of armor when they could simply buy one in five minutes.&lt;br /&gt;
&lt;br /&gt;
This is not so on Avlis. In Avlis, your character does not even have to fight monsters to gain experience points ([[Experience_System|XP]]), if he wants to. Thanks to Avlis' crafting system a PC can spend his entire career being a blacksmith, a weaponsmith, an armorer, a jeweller, an alchemist, or even a tailor. Or he could spend some of his time doing the deeds a &amp;quot;traditional&amp;quot; adventurer would do and use the rest crafting items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Crafting on Avlis===&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
: '''Related Topics:'''&lt;br /&gt;
: [[Recycling System|Avlis Recycling System]]&lt;br /&gt;
: [[Economy|Avlis Economy]]&lt;br /&gt;
: Avlis Tradeskills&lt;br /&gt;
:: [[Bartending]], [[Cooking]], [[Survivalism]], [[Trap Crafting]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
PCs of any class can be crafters. To craft an item only two things are needed – the proper ingredients and the proper place at which to craft. For example, a blacksmith would first need to find some iron ore and smelt it at a forge. Then perhaps he would flatten that iron into sheets on an anvil. After that he might use those iron sheets along with other ingredients to form a suit of armor.&lt;br /&gt;
&lt;br /&gt;
====Ingredients====&lt;br /&gt;
&lt;br /&gt;
Gathering ingredients can be both easy and difficult. In the blacksmith example, the blacksmith might have to enter a mine and gather ore. Or perhaps he would enlist others to do so for him, or perhaps join a group of people and enter the mine together, for it is often the case that mines are inhabited by all sorts of creatures come up from the underground world. And the blacksmith might find that he cannot just pick the ore from the walls of the mine by hand – he might need some kind of hammer to knock the ore out. Finding a place to work the ingredients is usually a case of common sense. Blacksmiths use forges and anvils. Bowyers might use a sawhorse to work the wood they have found or cut.&lt;br /&gt;
&lt;br /&gt;
==== Consumables ====&lt;br /&gt;
&lt;br /&gt;
Consumables are required for some crafting recipes (e.g. potion bottles for [[Crafting_System#Alchemy|Alchemy]], or lapidary supplies for [[Crafting_System#Gemcutting|Gemcutting]]). Those can be purchased from [[Shop Locations|Biomerchants]].&lt;br /&gt;
&lt;br /&gt;
==== Recipes ====&lt;br /&gt;
&lt;br /&gt;
Indeed, there is one other thing a crafter needs to make something – its recipe. There are many ways to find the proper recipe needed to make an item. One is simple trial and error. Many of the item recipes follow common sense. Another is to ask another PC. Of course, the PC may not know, or he may not be inclined to tell you. A third way is to do some in-game research. You might find certain item recipes in a book, or you might learn an item recipe from a DM as a reward for good roleplay. And yet another way is to join a [[Guilds:by_type#Crafts_and_Commerce|crafting guild]]. You probably have to pay some sort of fee or dues to the guild, but in exchange you will learn their recipes and have access to their crafting supplies and work areas.&lt;br /&gt;
&lt;br /&gt;
==== Crafting XP ====&lt;br /&gt;
&lt;br /&gt;
When you attempt to craft an item you may not always succeed; indeed, your chance of success depends on the difficulty rating of the item you are trying to craft. Whenever you successfully craft an item your PC will gain two types of XP – standard XP and crafting XP. Standard XP is the same type of XP you get for killing monsters and completing scripted quests; it goes toward advancing your character level ''(see also: [[Experience System]])''. Crafting XP goes toward the type of skill associated with the item you made. If you smelt ore, you will gain XP in [[#Blacksmithing|Blacksmithing]]. If you make a potion, you will gain XP in [[#Alchemy|Alchemy]]. If you spin cotton into fabric, you will gain XP in [[#Tailoring|Tailoring]].&lt;br /&gt;
&lt;br /&gt;
Levels can be gained in each of the different types of crafting. As a PC gains crafting levels the difficulty of making things goes down – items that were once impossible for him to try and craft become merely difficult, and formerly difficult items may become easy to craft. To keep track of your crafting XP you can review your crafting skills using the crafting menu located in the [[Emote Radial|Emote Radial]] menu, or type &amp;lt;code&amp;gt;/check craftxp&amp;lt;/code&amp;gt; ''(see also: [[Avlis Command Prompt]])''.&lt;br /&gt;
&lt;br /&gt;
Gaining levels in most Avlis Crafting Systems follow the standard [https://nwn.fandom.com/wiki/Level_progression NWN Level Progression].&lt;br /&gt;
&lt;br /&gt;
==== Lore ====&lt;br /&gt;
&lt;br /&gt;
A higher [[nwn:Lore|Lore]] skill modifier will grant extra XP on successfully crafting a recipe, as well as some XP on failing to craft a recipe while researching. You learn from your successes and your failures.&lt;br /&gt;
&lt;br /&gt;
==== Tools ====&lt;br /&gt;
&lt;br /&gt;
There are 2 types of tools used in crafting: Crafting Tools and Extraction Tools.&lt;br /&gt;
&lt;br /&gt;
=====Crafting Tools=====&lt;br /&gt;
&lt;br /&gt;
Crafting tools are optional. They can be equipped to improve the odds of success in crafting a recipe. The tools are specific for each craft.&lt;br /&gt;
&lt;br /&gt;
Bonuses from these tools will '''stack''' for up to 30% bonus (e.g. if you equip a Carpenter's Knife in each hand, you will get the sum of bonuses from both). When you craft a recipe, the log will show your '''total equipped Tool Bonus''' for that Craft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:50%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+'''Basic Crafting Tools (+5% Bonus)'''&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy || Alchemist's Manual or Alchemist's Flask&lt;br /&gt;
|-&lt;br /&gt;
|Herbalism || Herbalist's Handbook or Herbalist's Censer&lt;br /&gt;
|-&lt;br /&gt;
|Blacksmithing, Armorcrafting, Weaponcrafting || Smith's Hammer&lt;br /&gt;
|-&lt;br /&gt;
|Gemcutting, Jewelcrafting || Lapidary Hammer&lt;br /&gt;
|-&lt;br /&gt;
|Carpentry || Carpenter's Knife&lt;br /&gt;
|-&lt;br /&gt;
|Tailoring || Tailor's Scissor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All basic crafting tools are available with [[Shop Locations|Biomerchants]]. On Examine, each basic crafting tool has an OOC description section which identifies them as such.&lt;br /&gt;
&lt;br /&gt;
Crafting tools which offer a higher bonus may not have an OOC marker but you can infer their role from their IC description (e.g. Visimontium Smith's Hammer, Marazdin Smith's Hammer, Verloghokbol Hammer, Smithsong are all used in Blacksmithing, Armorcrafting &amp;amp; Weaponsmithing).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''recipe difficulty''' (which corresponds to specific odds of success) is stated in the crafting station's conversation menu.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;Without the correct tool equipped, your chance of success is:&lt;br /&gt;
 95% for a Trivial difficulty recipe&amp;lt;/font&amp;gt;&lt;br /&gt;
 90% for Very Easy recipes&lt;br /&gt;
 80% for Easy recipes&lt;br /&gt;
 60% for Normal recipes&lt;br /&gt;
 40% for Hard recipes&lt;br /&gt;
 5% for Very Hard recipes&lt;br /&gt;
&lt;br /&gt;
=====Extraction Tools=====&lt;br /&gt;
&lt;br /&gt;
Extraction tools are required to do resource extraction.&lt;br /&gt;
&lt;br /&gt;
* Mining Ores and Gems requires use of a Pick to extract raw materials from a vein. Note that Heavy Picks can damage fragile ores and gems.&lt;br /&gt;
* Wood Cutting requires use of an Axe to cut branches from trees.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:50%&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|+'''Basic Extraction Tools'''&lt;br /&gt;
|-&lt;br /&gt;
|Mining Gems || Gemstone Pick&lt;br /&gt;
|-&lt;br /&gt;
|Mining Ores || Miner's Pick&lt;br /&gt;
|-&lt;br /&gt;
|Wood Cutting || Woodcutter's Axe or Elven Woodsman's Axe&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More advanced versions of these tools will increase the rate of success when extracting resources.&lt;br /&gt;
&lt;br /&gt;
* The Gem/Ore Mining Picks come in several tiers: Basic, Fine, Titanium, and Mithril. &lt;br /&gt;
* The Wood Cutting Axes come in several tiers: Axe, Fine Axe, Clearcutter, and Adze.&lt;br /&gt;
&lt;br /&gt;
==== Recycling ====&lt;br /&gt;
&lt;br /&gt;
Crafters can also make use of the Avlis [[Recycling System]], which is literally that - converting existing items into basic crafting ingredients, whether the remnants of an unfortunate mercenary's sword, or a pair of boots hand-made by yourself.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Using the Crafting Menu===&lt;br /&gt;
&lt;br /&gt;
A crafting location is usually a placeable set as a container. Upon placement of items in the container (for some public facilities, a small user's fee may be deducted), and the crafting menu will open up, consisting of several options:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1. Load Raw Materials'''&lt;br /&gt;
: This command will check the items in the placeable and then transfer items with the same name and tag from your inventory into the placeable - manually moving each item into the placeable is not required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2. Crafting Type Options'''&lt;br /&gt;
: These commands show what categories of crafting are available at this particular placeable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2a. Crafting Category Recipes'''&lt;br /&gt;
: This forms the bulk of the crafting menu. These display the recipes that can be crafted at this placeable within the specific crafting category. They are further subdivided by difficulty - easy, normal, hard, and very hard. The recipes within do not give any information on the required ingredients - this is considered In-Character information that should be researched or learned IC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Selecting one of these options further provides you with more options:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''A. Craft Quantity'''&lt;br /&gt;
: Makes a number of craft attempts for the selected item as specified. Crafting will stop when the number of attempts has been reached or until materials run out. Crafting items will take some time and will expend ingredients for each attempt. In the case of some recipes, a real XP cost from your character must be paid per attempt - a prompt will be given to show the XP cost required and gives an option to cancel out of the process before beginning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''B. Toggle Research/Bulk Mode.'''&lt;br /&gt;
: Research Mode is primarily an experimental mode. Only small quantities may be crafted, but always give experience regardless of a success or failure. On failure, there is a chance of destroying some of the ingredients on the placeable.&lt;br /&gt;
: Furthermore, research mode will inform you if you are missing ingredients or sufficient quantities to craft an item.&lt;br /&gt;
: Bulk mode allows crafting in large quantities, but experience is only given for successes, and no information about ingredients is given.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3. Unload Raw Materials'''&lt;br /&gt;
: Moves the contents of the placeable to your inventory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4. Clean off Workspace'''&lt;br /&gt;
: Deletes the contents of the placeable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5. Quit'''&lt;br /&gt;
: Exits the crafting menu. Any items still on the placeable will remain there.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Avlis Crafts==&lt;br /&gt;
&lt;br /&gt;
===Alchemy===&lt;br /&gt;
&lt;br /&gt;
In Avlis, Alchemy is the art of creating potions that emulate the effect of a spell. One gathers components needed, and mixes them to create the potion desired.&lt;br /&gt;
&lt;br /&gt;
Alchemy is done on an Alchemist's Table. Alchemists can also brew alcoholic beverages which can be used in the [[Bartending]] system.&lt;br /&gt;
&lt;br /&gt;
There are many alchemists on Avlis, the publicly best known ones being the alchemists and herbalists of the organization [[Guild:AKN|AKN]] (The Guild for Advancement of Knowledge in Nature).&lt;br /&gt;
&lt;br /&gt;
===Armorcrafting===&lt;br /&gt;
Armorcrafting entails the making of helmets and armor, from padded clothes to Mithril carapaces, and more. Armorcrafting is done on an Anvil.&lt;br /&gt;
&lt;br /&gt;
''See also:'' [[Guild:AAAA|AAAA]], The Avlis Arms and Armour Association.&lt;br /&gt;
&lt;br /&gt;
===Artificing===&lt;br /&gt;
Artificing allows spellcasters to create wands and scrolls that are as strong as, or even stronger than their cast spells. Items such as swords and shields can be enchanted as well.&lt;br /&gt;
*[[Artificing|Artificing]]&lt;br /&gt;
&lt;br /&gt;
===Blacksmithing===&lt;br /&gt;
Blacksmithing is prmarily about making ingots of suitable materials, but can be used for things not included in Armorcrafting or Weaponsmithing as well, such as arrowheads. Blacksmithing is done with a Forge and an Anvil.&lt;br /&gt;
&lt;br /&gt;
''See also:'' [[Guild:AAAA|AAAA]], The Avlis Arms and Armour Association&lt;br /&gt;
&lt;br /&gt;
===Carpentry===&lt;br /&gt;
Carpentry entails the making of bows, composite bows, crossbows, arrows, shields, instruments, and more. Carpentry involves gathering materials and chopping wood from trees to create these things. Carpentry is done with a Sawhorse.&lt;br /&gt;
&lt;br /&gt;
====Wood Cutting====&lt;br /&gt;
You need to use wood cutting axes to cut branches of wood from trees. Some axes will give you a better chance of success than others. Your level in the Carpentry craft also affects your chance of success. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''See also:'' [[Guild:ACE|ACE]], The Avlis Carpentry Enterprises&lt;br /&gt;
&lt;br /&gt;
===Gemcutting===&lt;br /&gt;
The polishing and cutting of gems to be used in Jewelcrafting. Gemcutting is done with a Jewelcrafting Table.&lt;br /&gt;
&lt;br /&gt;
===Herbalism===&lt;br /&gt;
Herbalism is the study of the use of medicinal plants. Herbalists can create bandages, ointments and poultices. Higher level herbalists can also make other items from plants such as poisons and bone meal fertilizer as well as items of a mystical bent such as zombie powder.  Many of the things created with Herbalism have a use in Alchemy as well. Herbalism is used with an Alchemist's Table.  The [[Cooking]] subskill grants Herbalism XP.&lt;br /&gt;
&lt;br /&gt;
''See also:'' [[Guild:AKN|AKN]], The Guild for Advancement of Knowledge in Nature&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jewelcrafting===&lt;br /&gt;
Once the gems used have been polished, they can be used to craft trinkets, such as amulets and rings (as well as [[nwn:Thieves%27_tools|thieves tools]]). Often, these things are imbued with the quality of some being, enchanting the wearer in some way. Jewelcrafting is done on a Jewelcrafting table. It is a well known fact that Jewelcrafting is harder and more expensive to advance in than other crafts. This is intended.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mining===&lt;br /&gt;
The excavation of minerals from the base rock, the minerals can then be smelted to ingots later. You need a suitable hammer or pick to be able to mine. Metal ores and gems require different picks. Some picks will give you a better chance of success than others. Your level in the Mining craft will also affect your chance of success.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
More experienced gem miners can &amp;quot;crack&amp;quot; a flourspar or amethyst vein to possibly expose better gem veins. ((OOC: The &amp;quot;cracking command&amp;quot; is enabled by left-clicking or &amp;quot;using&amp;quot; the gem vein with a gem pick equipped. This enables an experienced miner to dispose of the vein quickly, allowing a new gem vein to respawn later, and not leave an area to be entirely populated with flourspars and amethysts.))&lt;br /&gt;
&lt;br /&gt;
===Tailoring===&lt;br /&gt;
Creating any sort of dress, outfit or armor made of cloth. Often, proficient tailors can make their creations magical by using the right materials. Tailoring is done with a Bolt of Cloth or a Loom.&lt;br /&gt;
&lt;br /&gt;
===Trapcrafting===&lt;br /&gt;
The [[Trap Crafting System]] is a part of the Avlis [[Trap System|Trap System]]. Useable by classes other than [[Rogue]].&lt;br /&gt;
&lt;br /&gt;
===Weaponsmithing===&lt;br /&gt;
The creation of weapons by forming the proper materials to the form desired and attaching it to a handle. Weaponsmithing is done with an Anvil.&lt;br /&gt;
&lt;br /&gt;
''See also:'' [[Guild:AAAA|AAAA]], The Avlis Arms and Armour Association&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Magic_System&amp;diff=53878</id>
		<title>Magic System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Magic_System&amp;diff=53878"/>
		<updated>2023-07-06T08:05:37Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
[[Category:Magic|{{PAGENAME}}]]&lt;br /&gt;
[[Category:Systems|{{PAGENAME}}]]&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[magic:Spell List|Spell List]] | [[shs:artificing|Artificing System]]&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Introduction'''=&lt;br /&gt;
&lt;br /&gt;
All standard NWN spells plus additional copap spell pack spells have been hooked with the exception of Gate. For more information, check below.&lt;br /&gt;
&lt;br /&gt;
='''Current Versions on Servers'''=&lt;br /&gt;
&lt;br /&gt;
1.8.3.0 (Current - ca. March 9, 2020)&lt;br /&gt;
&lt;br /&gt;
= '''[[Advanced Mage Specialization|Advanced Mage Specializations]]''' =&lt;br /&gt;
&lt;br /&gt;
This system is intended to allow the implementation of arcane spell-casting &amp;quot;prestige classes&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
= '''[[shs:artificing|Artificing]]''' =&lt;br /&gt;
&lt;br /&gt;
Artificing is the art of creating magic items.  It is similar to the crafting system and detailed here:&lt;br /&gt;
[[shs:artificing|Artificing]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1053 Bug #1053] - Stored caster level not being used when scribed scrolls are activated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1054 Bug #1054] - Metamagic Feats not being used when scribed scrolls are activated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1060 Bug #1060] - Scribe Scroll - Sorcerers and Wizards need 13 Levels to Scribe instead of 7.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1063 Bug #1063] - Metamagic feats not affecting cost or reward of scroll creation.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1065 Bug #1065] - Scribe Scroll does not report artificing xp gained - only total xp.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1068 Bug #1068] - Some scribed scrolls come out unidentified.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1072 Bug #1072] - Scribe Scroll not costing additional xp for a higher caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1073 Bug #1073] - Scribe Scroll DC should be variable, based on total scroll power.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1074 Bug #1074] - Artificing needs an Improbable DC.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added colors and spell level to player output.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Made some changes to decrease lag.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1086 Bug #1086] - Druids/Clerics not receiving wisdom bonus for Artificing&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Improved artificing feedback&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added scribing animation&amp;lt;br /&amp;gt;&lt;br /&gt;
- Base scroll creation time changed to 1 turn&amp;lt;br /&amp;gt;&lt;br /&gt;
- Scribing can fail due to bad weather&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added scribing restrictions&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1310 Bug #1310] - Scibed Scrolls do not use the scribe's DC&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed Angadar check.  Arcane scrolls above 4th level cannot be scribed by non-Angadarians.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed Scribing restrictions&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3.5 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added the list of [[Magic:Spell_List/CoPaP_168_Spell_List|CoPaP 1.68 spells.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Reduced xp costs for scroll scribing by 25%&amp;lt;br /&amp;gt;&lt;br /&gt;
- Increased artificing xp gains by 20%&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=2092 bug #2092].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added wand artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reduced scribing times.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed a variety of wand problems and scribing problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added shield artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added ammunition and thrown weapon artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added dusty rose ioun stones to artificing.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Metamagic''' =&lt;br /&gt;
&lt;br /&gt;
Version 1.5 introduces a new implementation of metamagic feats which allows the use of multiple feats with a spell.  Due to the limitations of the system, there are a few caveats.  First, stacking is only possible through the use of items called metamagic rods.  Second, these rods will only work with hooked spells.  Spells that have not yet been hooked will gain no benefits from them.  You will find Empower, Extend and Maximize rods, in addition to the new feat listed below.  Unfortunately, due to engine limitations, Still, Silent and Quicken spell cannot be made into rods at this time.&lt;br /&gt;
&lt;br /&gt;
Version 1.5 also introduces a new Metamagic feat available exclusively through metamagic rods: '''Energy Substitution'''.  This new feat allows you to alter the energy type of a spell.  This opens the doors for many new spells, such as ''cold bolt'', ''acid ball'' and ''sonic weapon'' just by replacing the energy type.  The feat currently has 5 flavors: Acid, cold, electricity, fire and sonic.  They do not stack (that's a different feat.)  I have attempted, as best I could, to make visual effects for spells match these new damage types.  You will note some spells had a larger degreee of success.  Suggestions for improvement are always welcome.&lt;br /&gt;
&lt;br /&gt;
The following spells can currently benefit from elemental substitution: all level 0-9 elemental spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added Augment Summoning rod and implemented it with the summon creature 1-9 spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=980 Bug #980]: Can't substitute acid for firebrand&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=983 Bug #983]: Flame Arrow not elemental substituting&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Augment Summoning [General] ==&lt;br /&gt;
&lt;br /&gt;
Your summoned creatures are better than normal.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Spellcaster level 2nd+.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Benefit:''' Creatures you conjure with any summon spell gain +1 hit points per Hit Die and a +1 competence modifier on attacks and damage rolls.&lt;br /&gt;
&lt;br /&gt;
== Energy Substitution [Metamagic] ==&lt;br /&gt;
&lt;br /&gt;
You can modify a spell that uses one type of energy to use another type of energy.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Any other metamagic feat, 5 ranks in Knowledge (arcana).&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Benefit:''' Choose one type of energy: acid, cold, electricity, fire, or sonic.  You can modify a spell with an energy designator to use the chosen type of energy instead.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Special:''' You can gain this feat multiple times, each time it applies to a different type of energy.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Slots:''' +0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Use Magic Device and Spellcraft'''=&lt;br /&gt;
&lt;br /&gt;
==Item Spellcasting==&lt;br /&gt;
&lt;br /&gt;
If you try to use a scroll, staff or wand with a spell that you cannot cast, you may attempt a [[NWN:Use_magic_device | Use Magic Device]] [[NWN:Skill_check | skill check]]. If one or more of your classes can eventually cast the spell (including cleric domain spells), you may make a [[NWN:Spellcraft | Spellcraft]] check instead. [[NWN:Untrained_skill_check | Untrained skills]] are not used (both UMD and Spellcraft require training).&lt;br /&gt;
&lt;br /&gt;
Spellcraft checks are only available when you attempt using a scroll, staff or wand with a spell that you will eventually be able to cast (i.e., higher level spells than you can currently cast, including cleric domain spells). If you are a divine caster attempting to use an item with an arcane spell or an arcane caster trying to an item with a divine spell, you may only make a UMD check - not a Spellcraft check. If you do not have UMD as a trained skill, the attempt will fail.&lt;br /&gt;
&lt;br /&gt;
The system will compare modified [[NWN:Skill_level | skill levels]] vs. [[NWN:Difficulty_class | DCs]] (see below) and use the skill with the highest chance of success between the two for your character. Since Spellcraft has a lower DC for scroll use, it may be used even if it is slightly lower than the modified UMD skill, if the chance of success is greater.&lt;br /&gt;
&lt;br /&gt;
If you have at least 5 trained [[NWN:Skill_rank | skill ranks]] in the lower skill, you will get a +2 [[NWN:Skill_synergy | synergy bonus]] for the check.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;DCs:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
25 + spell level for UMD scroll checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
20 + spell level for staff and wand UMD checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
20 + spell level for all Spellcraft checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==UMD Item Spellcasting Bonus:==&lt;br /&gt;
&lt;br /&gt;
Those with Use Magic Device skill will receive +1 to [[NWN:Caster_level | caster level]] and spell DC for every 5 base [[NWN:Skill_rank | skill ranks]] in UMD when using any spell-casting items, except for potions or [[Artificing | artificed]] [[Craft_Wand | wands]], staffs and [[Scribe_Scroll |scrolls]].&lt;br /&gt;
&lt;br /&gt;
==Changes==&lt;br /&gt;
&lt;br /&gt;
- Removed rods from the UMD check.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed &amp;lt;i&amp;gt;raise dead&amp;lt;/i&amp;gt; scrolls from the UMD check.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed the notice when an innate ability is used successfully.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed the notice when an innate ability is used unsuccessfully.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed &amp;lt;i&amp;gt;protection from alignment&amp;lt;/i&amp;gt; scrolls from the UMD check. ([http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=495 Bug #495])&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
 &lt;br /&gt;
- Clerics using spell scrolls must now have the appropriate domain to cast from scrolls that are domain restricted spells. i.e. a cleric using a barkskin scroll must have the plant domain or it is an automatic failure. This applies only to spellcraft checks.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed an issue with multiclass chars to see if a scroll can be read from any magic using class.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 Changes/Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added implement bonus.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Removed implement bonuses for potions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.4 Changes/Fixes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed enforcement of arcane/divine only casting and other exploits (Re: [https://dev.avlis.org/issues/409 Bug #409]).&amp;lt;br /&amp;gt;&lt;br /&gt;
- Corrected spell levels for 1st level bards and sorcerers.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Improved logic when choosing between Spellcraft and UMD skills for the DC roll.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Domain vs. regular spells should always use the lowest spell level for Spellcraft checks.&amp;lt;br /&amp;gt;&lt;br /&gt;
- UMD &amp;quot;exceptions&amp;quot; (class spell-like abilities) expanded to include more Assassin, and new Paladin, Avenger, Dominator, Justicar and Pale Master spell-abilities when attempting to use items. Only those that use standard spell scripts are included, and there are no Spellcraft checks allowed for these.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= '''Spells Granted by Deities''' =&lt;br /&gt;
&lt;br /&gt;
When casting divine spells on Avlis, you must have a valid Avlis deity in your deity field to cast spells above 3rd level.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Notes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Currently this is only implemented for clerics. It will be implemented soon for Blackguards, Druids, Paladins and Rangers. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.2 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Spells cast from items do not need to make this check. &lt;br /&gt;
- Deities with apostraphes in their name no longer cause problems.&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- Divine casters unable to reach their diety can now cast spells up to level 3 instead of level 2. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- The deity check was broken due to a typo. This has been fixed. &lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- DMs can now mark a character as out of favor with his deity. An out of favor character cannot cast any spells - arcane or divine. &lt;br /&gt;
- Fixed debugging output that was not using the DEBUG check.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Epic spells are considered level 10 spells. Divine casters unable to reach their diety cannot cast epic spells&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Recent Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added Aarilax to ranger deity list.&lt;br /&gt;
&lt;br /&gt;
='''Andrinor's Trust''' =&lt;br /&gt;
&lt;br /&gt;
As of version 1.8 Andrinor's Trust variable is used to determine whether an individual is eligible to use an [[Advanced Mage Specialization]] ability. The Mark is awarded to members of either the Nine Mage Orders or the Web of Angadar. Additional special exceptions exist.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Notes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- This feature is dual implementation. The Trust requires a physical &amp;quot;Trust&amp;quot; item to use certain keys/locked doors, but also requires a database entry to actually be &amp;quot;flagged&amp;quot; as a member of the Orders.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt; ===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=908 Bug #908]: Shapechange is considered a level 0 spell instead of level 9 spell&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Epic spells are considered level 10 spells. Those that are not in the Trust cannot cast epic spells&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Implemented [[Arcane Adept]] AMS.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed spellcasting restriction.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Implemented AMS triggers based on Trust mark.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Share Spell'''=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font color=red&amp;gt;'''NOTE:''' Share Spell is currently turned off as of 1.6.0.2.&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Sorcerers and wizards can share spells with their familiars. Druids and Rangers can share spells with their animal companions.  To do this, you must have your familiar or animal companion summoned and within five feet of you. Any buff spell you cast on yourself will affect your familiar as well.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Spells such as [i]flame weapon[/i] should no longer affect familiars.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Implemented a completely new share spell system.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Share spell now works for druid and ranger animal companions.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=453 Bug #453]: Pale Master Summon summons 2 creatures instead of one when familair is out.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=531 Bug #531]: Share Spell does not take Metamagic feats into account&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=718 Bug #718]: Share Spell should not work with shapechange&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=863 Bug #863]: shared summon ''elemental swarm'' spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=899 Bug #899]: Magic 1.5 Shared Spells Have Visual Effects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=900 Bug #900]: Familiars Share Spells Mages Shouldn't Be Able to Cast&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=909 Bug #909]: Share Spell is not Using Spellhooking&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Tried to reduce the amount of lag share spell is causing.&lt;br /&gt;
&lt;br /&gt;
='''Changes to Bioware Spells'''=&lt;br /&gt;
&lt;br /&gt;
Changes to spells can now be found here: [http://www.avlis.org/wiki/].  This list will be growing considerably over the next few weeks; however most spells that have been modified have only had visual effects removed.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- ''Tenser's transformation:'' Fixed bug [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=356 #356]: Weapons being unequipped even when the caster had the Martial Weapon proficiency Feat.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added a new function to take into account palemaster levels for level-dependant effects.  This function will only work for hooked spells.  (Is not in ''Tenser's'' yet.)&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=409 Bug #409]: Firebrand offeres no save.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Found and fixed a bug with healing spells not checking SR when damaging undead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.2 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed bug [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=625 #625] which was causing caster level to have no effect on cure spells.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.3 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Hooked ''entangle, fireball, flame arrow, negative energy burst, negative energy ray'' and ''vampiric touch''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- All hooked spells should now take into account palemaster and RDD levels when calculating level-dependant effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- ''Entangle'' now only works in natural areas, requires casters to make concentration checks, allows the use of the tumble skill to break free, applies attack and damage penalties to creatures who fail a save and reduces movement to half speed to those that do not.&amp;lt;br /&amp;gt;&lt;br /&gt;
- ''Flame arrow'' now enchants a stack of arrows for 1 round/level adding +1 fire damage/level (max +10).  It's supposed to also work on companions, but I believe that requires a 2da change to be able to target non-hostiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=440 Bug #440]: ''Flame arrow should be giving more than 5 arrows above level 20.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=509 Bug #509]: Neg. Energy Burst not healing undead.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.5 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Hooked: ''Bless Weapon, Chain Lightning, Circle of Death, Clairaudience &amp;amp; Clairvoyance, Clarity, Darkfire, Darkvision, Destruction, Endure Elements, Energy Buffer, Finger of Death, Flame Weapon, Freedom of Movement, Greater Magic Weapon, Greater Stoneskin, Implosion, Keen Edge, Lesser Mind Blank, Lightning Bolt, Magic Weapon, Mind Blank, Phantasmal Killer, Power Word Kill, Premonition, Prismatic Spray, Protection From Elements, Protection From Evil, Protection From Good, Protection From Spells, Resist Elements, See Invisibility, Slay Living, Spell Resistance, Stoneskin, Wail of the Banshee, Weird, Word of Faith''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed durations and power of ''[[Magic:Greater_Magic_Weapon|Greater Magic Weapon]],[[Magic:Flame Weapon|Flame Weapon]]'' and ''[[Magic:Darkfire|Darkfire]]''. See individual descriptions for details. Added in code to make them work with CEP weapons and gloves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=698 Bug #698]: Scythe counted as a martial weapon for ''Tenser's Transformation''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=710 Bug #710]: ''Flame Arrow'' not counting Palemaster levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=753 Bug #753]: ''GMW'' and ''flame weapon'' not working on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=784 Bug #784]: CEP weapons not being unequipped at the end of ''Tenser's Transformation''.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes/Bug Fixes: &amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- 93 New Hooked Spells: ''Acid Splash, Aid, Amplify, Aura of Glory, Balagarn's Iron Horn, Bane, Blade Thirst, Bless, Blindness and Deafness, Blood Frenzy, Bull's Str, Burning Hands, Camoflage, Cat's Grace, Charm Person, Cloud of Bewilderment, Color Spray, Combust, Continual Flame, Daze, Deafening Clang, Death Armor, Divine Favor, Divine Power, Doom, Eagle's Endurance, Electric Jolt, Entropic Shield, Flame Lash, Flare, Fox's Cunning, Expeditious Retreat, Gedlee's Electric Loop, Ghostly Visage, Ghoul Touch, Grease, Greater Dispelling, Greater Sanctuary, Harm, Hold Animal, Hold Person, Holy Sword, Horrid Wilting, Ice Dagger, Ice Storm, Identify, Inflict Critical Wounds, Light Wounds, Inflict Minor Wounds, Inflict Moderate Wounds, Inflict Serious Wounds, Invisibility, Ironguts, Knock, Lesser Dispel, Lesser Restoration, Light, Mass Heal, Mage Armor, Magic Fang, Magic Missile, Magic Vestment, Melf's Acid Arrow, One With the Land, Owl's Wisdom, Polymorph Self, Ray of Enfeeblement, Ray of Frost, Remove Fear, Remove Paralysis, Resistance, Sanctuary, Scare, Shelgarn's Persistent Blade, Shield, Shield of Faith, Silence, Sleep, Sound Burst, Stone Bones, Summon Monster 1-9, Tasha's Hideous Laughter, True Strike, Virtue, Web''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- 3 New Hooked Powers: ''Blackguard Summon Fiendish Servant Ability, Palemaster Summon Undead Ability, Palemaster Summon Greater Undead Ability.''&amp;lt;br /&amp;gt;&lt;br /&gt;
- Performance optimizations made.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added a ranged touch attack to ''ray of frost', implemented critical hits, and reduced damage to 1d3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Swapped summon order of spectre and mummy warrior for the PM Summon Greater Undead ability per player request.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Dominators should now be able to summon fiendish servants.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Modified targeting of ''Flame Arrow'' to keep it from blasting friendlies.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Turned visual effects off for ''Greater Sanctuary'' because they're not in the PnP description.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the way ''divine power'' and ''Tenser's[/i] determines additional attacks per round based on code written by Nob.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Raised the cap for ''Greater Dispelling'' as per 3.0 and 3.5ed rules. (Nob)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Made metamagic feats stack for ''IGMS, ILMS'' and ''firebrand''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added CoPaP humanoid races to ''Charm Person, Charm Person or Animal'' and ''Hold Person''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Ranged Touch Attacks for ''Negative Energy Ray ''and ''Ray of Enfeeblement''.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=791 Bug #791]: ''Divine Power'' needs to be updated.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=902 Bug #902]: Spellhooking 1.5: GMW does not work on Mage Staves&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=907 Bug #907]: ''Flame weapon'' is 1 turn/level instead of 1 round/level&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=915 Bug #915]: ''Holy Sword'' doesn't work on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=916 Bug #916]: ''Blade Thirst'' doesn't work on CEP weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=923 Bug #923]: ''Tenser's'' - Left Hand Weapon not getting unequipped.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=926 Bug #926]: ''Mass heal'' only affects party members&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=931 Bug #931]: ''Harm'' Spell damages dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=932 Bug #932]: ''Powerword-Kill'' destroys dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=933 Bug #933]: ''Phantasmal Killer'' kills dead objects&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=934 Bug #934]: ''Finger of Death'' 'kills' doors and chests&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=950 Bug #950]: ''Vampiric Touch'' can be used on Familiars&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=951 Bug #951]: ''Continual Light:'' Change duration from permanent to long temporary&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=952 Bug #952]: ''Polymorph Self'' can be cast on Others with client-side hak&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=953 Bug #953]: Old and new ''flame weapon'' spells stack.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=954 Bug #954]: Dominator Summon Fiend Not Taking Dominator Levels Into Account&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=982 Bug #982]: NPCs Not Using Spellhooking.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1042 Bug #1042]: ''Aid'' temporary hit points stack.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1044 Bug #1044]: All Items have metamagic flag 255 set.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1047 Bug #1047]: ''Aid'' is always maximized and empowered.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Removed glowing flames from ''Darkfire'' with values of +3 or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked: ''Dispel Magic'' (IceThorn)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed ''Darkfire'' and ''Flame Weapon'' back to turns/level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the duration of ''Clairaudience and Clairvoyance'' from rounds to turns.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.0.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Added a ranged touch attack to [[Magic:Acid Splash|Acid Splash]] and [[Magic:Electric Jolt|Electric Jolt]], implemented critical hits.&lt;br /&gt;
* Added Critical Hit immunity check for [[Magic:Ray of Frost|Ray of Frost]]&lt;br /&gt;
* Added Size check for [[Magic:Daze|Daze]]&lt;br /&gt;
* Changed VFX for [[Magic:Flare|Flare]], [[Magic:Daze|Daze]], [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&lt;br /&gt;
* [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]] now deal 1d4 damage. Attempts Melee touch attack, damage doubles on Critical hit, halved on successful Will save&lt;br /&gt;
* Changed humaniod check in [[Magic:Daze|Daze]] to check for all CoPaP &lt;br /&gt;
* When [[Magic:Cure Minor Wounds|Cure Minor Wounds]] is casted on undeads, successful Will save halves damage.&lt;br /&gt;
* Lowered the duration of [[Magic:Resistance|Resistance]] to 1 Turn as per 3.0 rules&lt;br /&gt;
* [[Magic:Magic Vestment|Magic Vestment]] has been changed from 1 hour/level to 1 turn/level and from +1/3 levels to +1/5 levels.&lt;br /&gt;
* Hooked [[Magic:Charm Monster|Charm Monster]], [[Magic:Confusion|Confusion]], [[Magic:Displacement|Displacement]], [[Magic:Haste|Haste]], [[Magic:Magic Vestment|Magic Vestment]], [[Magic:Slow|Slow]]. &lt;br /&gt;
* Fixed [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1210&amp;amp;pos=6 Bug #1210] - Shifter Manticore Spikes Hit Allies. &lt;br /&gt;
custom races.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.1.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=717 Bug #717]: ''Gate'' not functioning on Wilderness server.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=945 Bug #945]: ''Gate'' TN summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1111 Bug #1111]: ''Gate'' summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1112 Bug #1112]: ''Gate'' summoned Balor disappears when enter combat.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1113 Bug #1113]: ''Gate'' summoning lesser instead of minor.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1114 Bug #1114]: ''Gate'' not summoning lesser.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked: ''Bestow Curse'', ''Improved Invisibility'', ''Invisibility Purge'', ''Poison'' and ''Raise Dead''&lt;br /&gt;
* When Inflict Wounds spell (Minor, Light,Moderate,Serious or Critical) is casted, a Melee touch attack is attempted. Damage doubled on Critical hit, halved on successful Will save.&lt;br /&gt;
* Invisibility and Improved Invisibility spells fail if casted inside an Invisibility Purge area.&lt;br /&gt;
* ''Invisibility Purge'' will remove invisibility granted by spell like abilities (1.66 update)&lt;br /&gt;
* Added melee touch attack to ''Poison''&lt;br /&gt;
* ''True Seeing'' and ''Ultravision'' will not blind if they end inside a Darkness area&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1290 Bug #1290] - Renerfed IGMS and ILMS.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=713 Bug #713] - Stabilized invisibility feature of ''Greater Sanctuary''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Circle of Death|Circle of Death]] will affect everyone in the burst area&lt;br /&gt;
* [[Magic:Finger of Death|Finger of Death]] - Empower will not increase damage granted by caster level&lt;br /&gt;
* [[Magic:Phantasmal Killer|Phantasmal Killer]] and [[Magic:Weird|Weird]] are now mind affecting and fear spells&lt;br /&gt;
* [[Magic:Wail of the Banshee|Wail of the Banshee]] now affects everyone except the caster&lt;br /&gt;
* [[Magic:Weird|Weird]] - added Strength drain and stun per PnP&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1664 Bug #1664] - Darkness will not strip effects upon leaving darkness area&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1599 Bug #1599] - Wail will respect Death immunity of target&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1141 Bug #1141] - Circle of Death working again&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1598 Bug #1598] - Fixed for ''Circle of Death'',''Destruction'',''Finger of Death'',''Power Word, Kill'' and ''Wail of the Banshee''&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.2.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked ''Shadow Shield'',''Negative Energy Protection'',''Mestils Acid Sheath'',''Lesser Spell Mantle'',''Spell Mantle'' and ''Greater Spell Mantle''&lt;br /&gt;
* Added Elemental substitution to [[Magic:Mestils Acid Sheath|Mestil's Acid Sheath]]&lt;br /&gt;
* [[Magic:Circle of Death|Circle of Death]] and [[Magic:Wail of the Banshee|Wail of the Banshee]] are Party friendly&lt;br /&gt;
* Prepared innate PM abilities; Summon Undead and Summon Greater Undead for summon selection feature. Selection will be made from emote menu in a future version.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Caster can now choose a summon for ''Summon Creature'' spells. Details are in [[Magic:Summon_Control|Summon Control]]&lt;br /&gt;
* ''Summon Creature'' is now 1 Turn/Level&lt;br /&gt;
* Hooked ''Banishment'', ''Creeping Doom'', ''Dismissal'', ''Greater Restoration'', ''Invisibility Sphere'', ''Restoration'', ''Stinking Cloud''&lt;br /&gt;
* ''Banishment'' and ''Dismissal'' will not kill animal companions and familiars that are not outsiders.&lt;br /&gt;
* ''Banishment'' will banish elementals and will affect hostiles only&lt;br /&gt;
* Fixed ''Color Spray'' duration&lt;br /&gt;
* Fixed ''Creeping Doom'', ''Invisibility Sphere'' and ''Stinking Cloud''. They will now work.&lt;br /&gt;
* ''Fear'' is party friendly&lt;br /&gt;
* ''Protection from Alignment'' will work against ''Phantasmal Killer'' and ''Weird''.&lt;br /&gt;
* Fixed Bodak Death Gaze&lt;br /&gt;
* Fixed Elixir of Wit&lt;br /&gt;
* Restoration spells will not cure Extraordinary and Supernatural effects&lt;br /&gt;
* List of closed bugs:&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=832&amp;amp;pos=1 Bug #832]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1106&amp;amp;pos=1 Bug #1106]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1293&amp;amp;pos=1 Bug #1293]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1336&amp;amp;pos=1 Bug #1336]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1376&amp;amp;pos=1 Bug #1376]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1766&amp;amp;pos=1 Bug #1766]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1786&amp;amp;pos=0 Bug #1786]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1858&amp;amp;pos=0 Bug #1858]&lt;br /&gt;
:[http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1866&amp;amp;pos=0 Bug #1866]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Added Militant Level Bonuses to ''Magic Vestment''.&lt;br /&gt;
* Added DC check for scribed scrolls.&lt;br /&gt;
* Removed Militant Bonuses for self-buffing paladins.&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1309 Bug #1309]: ''GMW'' does not work for Monk Gloves.  (Also fixed for ''Magic Weapon''.)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Restoration spells will remove supernatural effects (but not extraodinary effects)&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* Hooked ''Shapechange''&lt;br /&gt;
* Added 100% concealment to caster of ''Greater Sanctuary''&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1938 Bug #1938]: Fixed Invisibility Sphere&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=956 Bug #956]: Fashion Accessories (like Musical instruments) are considered Melee weapons&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (37)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Acid_Fog|Acid Fog]] - Hooked and added blinding and concealment cloud FX.&lt;br /&gt;
* [[Magic:Animate_Dead|Animate Dead]] - Hooked, added more choices of minions via the emote menu, and figured in PM levels. &lt;br /&gt;
* [[Magic:Aura_of_Vitality|Aura of Vitality]] - Hooked. &lt;br /&gt;
* [[Magic:Bigbys_Clenched_Fist|Bigby’s Clenched Fist]] - Hooked.&lt;br /&gt;
* [[Magic:Bigbys_Crushing_Hand|Bigby’s Crushing Hand]] - Hooked and fixed Grapple and Fortitude checks.&lt;br /&gt;
* [[Magic:Bigbys_Forceful_Hand|Bigby’s Forceful Hand]] - Hooked, reduced the knockdown duration, and allowed a Discipline check.&lt;br /&gt;
* [[Magic:Call_Lightning|Call Lightning]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Contagion|Contagion]] - Hooked.&lt;br /&gt;
* [[Magic:Death_Ward|Death Ward]] - Hooked.&lt;br /&gt;
* [[Magic:Dimension_Door|Dimension Door]] - Disabled in Player Housing (like psionic ability), fixed to allow party members to jump through per description, and fix lag-induced looping.&lt;br /&gt;
* [[Magic:Dominate_Animal|Dominate Animal]] - Hooked.&lt;br /&gt;
* [[Magic:Dominate_Person|Dominate Person]] - Hooked.&lt;br /&gt;
* [[Magic:Drown|Drown]] - Hooked.&lt;br /&gt;
* [[Magic:Elemental_Shield|Elemental Shield]] - Hooked.&lt;br /&gt;
* [[Magic:Enervation|Enervation]] - Hooked and allow undead targets to receive temporary hit points.&lt;br /&gt;
* [[Magic:Entangle|Entangle]] - Reduced the duration (so doesn't last forever) and re-enabled Woodland Stride.&lt;br /&gt;
* [[Magic:Flame_Arrow|Flame Arrow]] - Fixed to allow targeting of allies to imbue equipped bow and arrows instead of having to cast directly on the arrows.&lt;br /&gt;
* [[Magic:Greater_Spell_Breach|Greater Spell Breach]] - Hooked.&lt;br /&gt;
* [[Magic:Gust_of_Wind|Gust of Wind]] - Hooked.&lt;br /&gt;
* [[Magic:Hammer_of_the_Gods|Hammer of the Gods]] - Hooked.&lt;br /&gt;
* [[Magic:Healing_Sting|Healing Sting]] - Hooked.&lt;br /&gt;
* [[Magic:Hold_Monster|Hold Monster]] - Hooked.&lt;br /&gt;
* [[Magic:Horizikauls_Boom|Horizikaul’s Boom]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Infestation_of_Maggots|Infestation of Maggots]] - Hooked.&lt;br /&gt;
* [[Magic:Lesser_Spell_Breach|Lesser Spell Breach]] - Hooked.&lt;br /&gt;
* [[Magic:Magic_Fang|Magic Fang]] - Fixed.&lt;br /&gt;
* [[Magic:Magic_Tattoo|Magic Tattoo]] - Fixed.&lt;br /&gt;
* [[Magic:Mass_Camouflage|Mass Camouflage]] - Hooked.&lt;br /&gt;
* [[Magic:Neutralize_Poison|Neutralize Poison]] - Hooked.&lt;br /&gt;
* [[Magic:Prayer|Prayer]] - Hooked.&lt;br /&gt;
* [[Magic:Quillfire|Quillfire]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Blindness_and_Deafness|Remove Blindness and Deafness]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Curse|Remove Curse]] - Hooked.&lt;br /&gt;
* [[Magic:Remove_Disease|Remove Disease]] - Hooked.&lt;br /&gt;
* [[Magic:Scintillating_Sphere|Scintillating Sphere]] - Hooked and added metamagic energy/elemental substitution.&lt;br /&gt;
* [[Magic:Stinking_Cloud|Stinking Cloud]] - added concealment cloud FX.&lt;br /&gt;
* [[Magic:Web|Web]] - Hooked as an Avlis AoE and re-enabled Woodland Stride.&lt;br /&gt;
&lt;br /&gt;
====Spell Systems Added or Fixed====&lt;br /&gt;
&lt;br /&gt;
=====Artificing=====&lt;br /&gt;
&lt;br /&gt;
* Artificing levels and xp listed in the emote menu crafting list.&lt;br /&gt;
* Pale Master levels accounted for when artificing.&lt;br /&gt;
* Scroll Scribing costing 25% less real xp and giving 20% more crafting xp.&lt;br /&gt;
&lt;br /&gt;
=====Arcane Archer Imbue Arrow=====&lt;br /&gt;
&lt;br /&gt;
* Allow Arcane Archers (AAs) to imbue arrows with spells instead of just the default ''Fireball'' (more like PnP).&lt;br /&gt;
* You can cast the spell on either a single arrow or a stack. If on a stack, 1 is removed and you get a single arrow with the onHit property of the spell at the caster level of the PC. In both cases, the arrow is automatically equipped.&lt;br /&gt;
* Only works with arcane spells [not divine] and only those that make sense on an arrow. For example, no ''Magic Missile'' because the missile effects still come from the caster rather than the arrow and ''Meteor Swarm'' because it centers on the caster and not the arrow.&lt;br /&gt;
* The duration is the number of Arcane Archer levels in rounds. That's stretching the PnP version a bit, which states that the arrow must be fired in the same round that the spell is cast. That's doable if you're quick, but this system went with rounds per level to give some time for planning. A level 10 AA would have a minute to fire their arrow with the spell active.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.5 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (37)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Bigbys Clenched Fist|Bigby's Clenched Fist]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' on the target and do a to-hit check every round.&lt;br /&gt;
* [[Magic:Bigbys Crushing Hand|Bigby's Crushing Hand]] - Altered so that it will replace an active ''Bigby's Grasping Hand'' or ''Bigby's Clenched Fist'' on the target.  Removed the Fortitude save.  Ensured that the grapple check is performed every round ([http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] tweaked).&lt;br /&gt;
* [[Magic:Bigbys Grasping Hand|Bigby's Grasping Hand]] - Hooked and incorporated into [http://devwiki.avlis.org/index.php?title=NWScript:Copap_magic_inc:SHS_RunHandImpact SHS_RunHandImpact] so that the grapple check is performed every round.&lt;br /&gt;
* [[Magic:Bigbys Interposing Hand|Bigby's Interposing Hand]] - Hooked.&lt;br /&gt;
* [[Magic:Bulls Strength|Bull's Strength]] - Fixed so that self-buffing Paladins get Militant Bonus credit for 1/2 Paladin levels.&lt;br /&gt;
* [[Magic:True Seeing|True Seeing]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
* [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=2585 Bug #2585]:&lt;br /&gt;
UMD Bug -  &lt;br /&gt;
A divine/rogue PC who tries to an arcane scroll that's not domain (cleric) should use UMD and not Spellcraft. As it was, if the Spellcraft skill was &amp;gt; the UMD skill it automatically did domain check &amp;amp; gave domain failure message. A cleric/rouge with Spellcraft &amp;gt; UMD should be able to use UMD on arcane, non-domain scrolls. &lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (16)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Awaken|Awaken]] - Hooked.&lt;br /&gt;
* [[Magic:Ball Lightning |Ball Lightning]] - Hooked.&lt;br /&gt;
* [[Magic:Blackstaff |Blackstaff ]] - Hooked.&lt;br /&gt;
* [[Magic:Bombardment |Bombardment ]] - Hooked.&lt;br /&gt;
* [[Magic:Crumble|Crumble]] - Hooked.&lt;br /&gt;
* [[Magic:Dominate Monster|Dominate Monster]] - Hooked.&lt;br /&gt;
* [[Magic:Earthquake|Earthquake]] - Hooked.&lt;br /&gt;
* [[Magic:Energy Drain |Energy Drain]] - Hooked.&lt;br /&gt;
* [[Magic:Ethereal Visage |Ethereal Visage ]] - Hooked.&lt;br /&gt;
* [[Magic:Feeblemind |Feeblemind ]] - Hooked.&lt;br /&gt;
* [[Magic:Flame Strike|Flame Strike]] - Hooked.&lt;br /&gt;
* [[Magic:Flesh to Stone |Flesh to Stone ]] - Hooked.&lt;br /&gt;
* [[Magic:Heal |Heal ]] - Hooked.&lt;br /&gt;
* [[Magic:Mass Haste|Mass Haste]] - Hooked.&lt;br /&gt;
* [[Magic:Owl's Insight |Owl's Insight ]] - Hooked.&lt;br /&gt;
* [[Magic:Resurrection |Resurrection ]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Spells Fixed and/or Hooked (54)====&lt;br /&gt;
&lt;br /&gt;
* [[Magic:Aura Versus Alignment|Aura Versus Alignment]] - HW levels taken into account.&lt;br /&gt;
* [[Magic:Battletide |Battletide]] - Effects allies as well.&lt;br /&gt;
* [[Magic:Circle of Doom |Circle of Doom]] - Hooked.&lt;br /&gt;
* [[Magic:Cloudkill|Cloudkill]] - Hooked.&lt;br /&gt;
* [[Magic:Control Undead|Control Undead]] - Hooked.&lt;br /&gt;
* [[Magic:Create Greater Undead|Create Greater Undead]] - Uses slightly different undead selection.&lt;br /&gt;
* [[Magic:Create Undead|Create Undead]] - Hooked.&lt;br /&gt;
* [[Magic:Dirge|Dirge]] - Hooked.&lt;br /&gt;
* [[Magic:Evards Black Tentacles|Evard's Black Tentacles]] - Changed damage dealing to be sequential rather than all at once.&lt;br /&gt;
* [[Magic:Firestorm|Firestorm]] - Hooked.&lt;br /&gt;
* [[Magic:Globe of Invulnerability|Globe of Invulnerability]] - Hooked.&lt;br /&gt;
* [[Magic:Glyph of Warding|Glyph of Warding]] - Changed to AOE effect only, no placeable. Also gives names of characters who break the AoE.&lt;br /&gt;
* [[Magic:Great Thunderclap|Great Thunderclap]] - Hooked.&lt;br /&gt;
* [[Magic:Greater Planar Binding|Greater Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Greater Shadow Conjuration|Greater Shadow Conjuration]] - Hooked.&lt;br /&gt;
* [[Magic:Healing Circle|Healing Circle]] - Hooked.&lt;br /&gt;
* [[Magic:Incendiary Cloud|Incendiary Cloud]] - Hooked.&lt;br /&gt;
* [[Magic:Inferno|Inferno]] - Hooked.&lt;br /&gt;
* [[Magic:Legend Lore|Legend Lore]] - Hooked.&lt;br /&gt;
* [[Magic:Lesser Planar Binding|Lesser Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Magic Circle Against Alignment|Magic Circle Against Alignment]] - Hooked.&lt;br /&gt;
* [[Magic:Mestils Acid Breath|Mestil's Acid Breath]] - Hooked.&lt;br /&gt;
* [[Magic:Meteor Swarm|Meteor Swarm]] - Hooked.&lt;br /&gt;
* [[Magic:Mind Fog|Mind Fog]] - Hooked.&lt;br /&gt;
* [[Magic:Minor Globe of Invulnerability|Minor Globe of Invulnerability]] - Hooked.&lt;br /&gt;
* [[Magic:Monstrous Regeneration|Monstrous Regeneration]] - Hooked.&lt;br /&gt;
* [[Magic:Mordenkainens Disjunction|Mordenkainen's Disjunction]] - Hooked.&lt;br /&gt;
* [[Magic:Mordenkainens Sword|Mordenkainen's Sword]] - Hooked.&lt;br /&gt;
* [[Magic:Natures Balance|Nature's Balance]] - Hooked.&lt;br /&gt;
* [[Magic:Planar Ally|Planar Ally]] - Hooked.&lt;br /&gt;
* [[Magic:Planar Binding|Planar Binding]] - Hooked.&lt;br /&gt;
* [[Magic:Power Word Stun|Power Word Stun]] - Hooked.&lt;br /&gt;
* [[Magic:Regenerate|Regenerate]] - Hooked.&lt;br /&gt;
* [[Magic:Spike Growth|Spike Growth]] - Hooked.&lt;br /&gt;
* [[Magic:Stone to Flesh|Stone to Flesh]] - Hooked.&lt;br /&gt;
* [[Magic:Stonehold|Stonehold]] - Hooked.&lt;br /&gt;
* [[Magic:Storm of Vengeance|Storm of Vengeance]] - Hooked.&lt;br /&gt;
* [[Magic:Sunbeam|Sunbeam]] - Hooked.&lt;br /&gt;
* [[Magic:True Seeing|True Seeing]] - Hooked.&lt;br /&gt;
* [[Magic:Undeath to Death|Undeath to Death]] - Hooked.&lt;br /&gt;
* [[Magic:Undeaths Eternal Foe|Undeath's Eternal Foe]] - Hooked.&lt;br /&gt;
* [[Magic:Vine Mine|Vine Mine]] - Hooked.&lt;br /&gt;
* [[Magic:War Cry|War Cry]] - Hooked.&lt;br /&gt;
* [[Magic:Wounding Whispers|Wounding Whispers]] - Hooked.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Revised how sneak attack damage was determined for several spells, making sure that the iDamage modifier was conducted BEFORE the effect eDamage declaration.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Made some minor fixes to some spells, primarily duration/vfx tweaks, general bug fixes.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Redid AMS_Check2.nss to accurately set conversation tokens for psi-magic conversations.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Fixed ew_exec.nss to enable toggling of psionic augmentation.&amp;lt;br /&amp;gt; &lt;br /&gt;
- Redid SHS_Cure to include sneak attack code&amp;lt;br /&amp;gt; &lt;br /&gt;
- Made sure Disintegrate was fixed at 2d6/caster level up to 40d6 max. Previously was only working as d6/level.&amp;lt;br /&amp;gt; &lt;br /&gt;
Spells with Touch Attacks:&amp;lt;br /&amp;gt; &lt;br /&gt;
- Melee &lt;br /&gt;
* [[Magic:Ghoul Touch|Ghoul Touch]]&lt;br /&gt;
* [[Magic:Inflict Critical Wounds|Inflict Critical Wounds]] &lt;br /&gt;
* [[Magic:Inflict Light Wounds|Inflict Light Wounds]]&lt;br /&gt;
* [[Magic:Inflict Minor Wounds|Inflict Minor Wounds]]&lt;br /&gt;
* [[Magic:Inflict Moderate Wounds|Inflict Moderate Wounds]]&lt;br /&gt;
* [[Magic:Inflict Serious Wounds|Inflict Serious Wounds]]&lt;br /&gt;
* [[Magic:Poison|Poison]]&lt;br /&gt;
* [[Magic:Slay Living|Slay Living]]&lt;br /&gt;
* [[Magic:Vampiric Touch|Vampiric Touch]]&lt;br /&gt;
- Ranged &lt;br /&gt;
* [[Magic:Acid Splash|Acid Splash]] &lt;br /&gt;
* [[Magic:Burning Bolt|Burning Bolt]]&lt;br /&gt;
* [[Magic:Disintegrate|Disintegrate]]&lt;br /&gt;
* [[Magic:Electric Jolt|Electric Jolt]]&lt;br /&gt;
- Elemental Orb Spells &lt;br /&gt;
* [[Magic:Hail of Stone|Hail of Stone]]&lt;br /&gt;
* [[Magic:Lesser Acid Orb|Lesser Acid Orb]]&lt;br /&gt;
* [[Magic:Lesser Cold Orb|Lesser Cold Orb]]&lt;br /&gt;
* [[Magic:Lesser Electric Orb|Lesser Electric Orb]]&lt;br /&gt;
* [[Magic:Lesser Fire Orb|Lesser Fire Orb]]&lt;br /&gt;
* [[Magic:Negative Energy Ray|Negative Energy Ray]]&lt;br /&gt;
* [[Magic:Ray of Enfeeblement|Ray of Enfeeblement]]&lt;br /&gt;
* [[Magic:Ray of Frost|Ray of Frost]]&lt;br /&gt;
* [[Magic:Searing Light|Searing Light]]&lt;br /&gt;
* [[Magic:Slashing Darkness|Slashing Darkness]]&lt;br /&gt;
* [[Magic:Snillocs Snowball|Snilloc's Snowball]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Avlis Holy-Symbol System (AHS) for clerical use&lt;br /&gt;
- Added DoHolySymbol to introduce the Avlis Holy Symbol System. &lt;br /&gt;
- Minor adjustment to Beltyn's Burning Blood to correct duration bug. &lt;br /&gt;
- Edited invisibility sphere into a mobile AOE effect. &lt;br /&gt;
- Revised Acid Fog to new AOE standard.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.3d Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixes for rune-staves/holdable spellbooks in calculating caster level, maximum spell level, spell-DC and class used.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixes for AAS based staves, based on above fixes. Properly built staves with the aas_s_ prefix will now cast spells at the wielder's caster level/spell DC IF that spell is a valid spell on that caster's list.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added UMD bonus to NON-ARTIFICED casting items. These include amulets, unique items, rings, etc. Bonus is +1 to caster level/SpellDC per 5 base ranks (not including modifiers, skill focuses, etc.) in the Use Magic Device Skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added visual effects for elementalists. Spells which default to their chosen element will now grant a minor visual effect around that elementalist.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added additional &amp;quot;fighter feat bonus&amp;quot; to Greater Magic Weapon. Fighters who have a weapon specialization feat in the weapon being enchanted will now receive an additional &amp;quot;massive crit&amp;quot; bonus based on their fighter levels. ONLY fighter levels will count towards this bonus.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added SHS_MySpellResist. This will now take adjusted caster level, either for Palemaster/Holy Warriors or AAS Wands/Scrolls/Staves into account when determining spell penetration. Spell penetration feats will also apply normally. Note that when pierced in this fashion, spell resistance will give a custom message.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Silence spell now fixed to provide the proper saves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Holy Sword spell change. Effect now limited only to paladins and dependent on the wielding paladin's level (per: modified &amp;quot;Holy Avenger&amp;quot; ability.) Fixed the on-hit dispel problem that would strip all spells in a single hit and replaced with scaling on-hit cast spell: dispel magic -&amp;gt; greater dispel magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed spell DC calculations for shadow matter illusionists and epic spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.4 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed Sphere of Ultimate Destruction to properly account for the caster's caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Flood of Befuddlement.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Legion's Curse of Impending Blades now breaks invisibility.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.6 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Bugfixes to Meteor Swarm, Aura Against Alignment, Righteous Might, Greater Magic Weapon and Wail of the Banshee&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added functionality for casting Drain-type spells on Undead&amp;lt;br /&amp;gt;&lt;br /&gt;
- Changed the way all Bigby's spells work.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Reworked Dispel Magic system to account for correct caster levels at all times.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Misc general restructuring/fixes.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;SHS 1.8.0 in general&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Advanced Mage Specialization|Advanced Mage Specializations]]. Aka: AMS. Added specializations for mages for: Elementalists (Pyromancer, Cryomancer, Aeromancer), Wild Mage, White Necromancer, Transmutant, Shadow Matter Illusionist, Fatespinner and Psi-Mage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Divine casters may be marked &amp;quot;favored&amp;quot; of their deity to increase the potency of their epic spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Applied metamagic feats to area of effect spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked epic spells to include PM levels/HW levels in calculating duration/bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Dragon Knight changed to 1 dragon per alignment(Silver/Bronze/Copper/Limestone/Gravel/Slate/Amber/Granite/Coal) which scales according to caster level and other factors set by DMs. (see: AMS/Favored Mark)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Hellball changed to 1d6/2 caster levels damage per element. Disabled metamagic on epic Hellball.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Greater Ruin changed to 5 + 1/caster level d8 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic spell DC calculations changed to make them slightly more effective.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hooked several dragon abilities including fear aura, dragon breath and buffet. They scale according to dragon's charisma bonus and hit die.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Avlis Holy Symbol System. Custom spell effects for wielders of deific holy symbols. Clerics only.&amp;lt;br /&amp;gt;&lt;br /&gt;
- All spells hooked. (As of 1.8 release)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.1.1 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Release version of 1.8.1.0.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added support for one custom spell and two other custom rewards.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Numerous spells have been changed to use scaling formulae instead of static values. These now properly account for cap increasing effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Acid Splash now deals (caster level/3)d3 damage and properly ignores Spell Resistance/Immunity, etc as a Conjuration (Creation) spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Aganazzar's Scorcher now caps at 10d8 damage, but scales at a reduced rate of 1d8 per 2 caster levels.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bigby's Crushing Hand and Grasping Hand now properly respect appropriate immunities.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bigby's Forceful Hand now scales correctly for Shadowmatter Illusionists.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Black Blade of Disaster's duration has been increased to 5 rounds per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Bless Weapon, Darkfire and Flame Weapon now correctly do not affect ammunition. Bless Weapon can still be used to created Blessed Bolts.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Blood Frenzy has been changed to provide it's bonuses as Attack Bonus, Damage, etc rather than raw stat increases, similar to Barbarian Rage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Burning Hands now caps at 10d4 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Camouflage and Mass Camouflage now provide +(caster level) bonus to Hide, minimum 10, capped at 25. They no longer stack with one another.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Circle of Doom now deals (caster level)d8 damage, capped at 15d8&amp;lt;br /&amp;gt;&lt;br /&gt;
- Clairaudiance and Clairvoyance now increases Search as well as Spot and Listen. It's bonus is now 5+(caster level/2), capped at 10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Cloud of Bewilderment now functions as described, and should no longer cause server-melting lag.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Crumble now deals (caster level*2)d6 damage, capped at 40d6.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Daze has been changed to affect creatures of (caster level/2) Hit Dice, capped at 10. Minimum of 5HD.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Electric Jolt now deals (caster level/2)d3 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Endure Elements now absorbs 10+(caster level/2), up to a maximum of 20+(caster level) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Energy Buffer now absorbs 40+(caster level/2), up to a maximum of 60+(caster level*2.5) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Energy Drain and Enervation should now correctly apply Temporary HP when cast on Undead.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Finger of Death's damage on a successful save increased to (caster level)d6+(caster level), capped at 10d6+10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flame Lash now deals 2+(caster level/2)d6 damage, capped at 10d6.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flare's penalties are now 2+(caster level/10), capped at -4.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Gedlee's Electric Loop now caps at 10d6 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Great Thunderclap's durations have been increase: Deafen: 1+(caster level/10)*10. Stun: 1+(caster level/10). Knockdown remains 1 round.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Greenfire now caps at 2d6+20&amp;lt;br /&amp;gt;&lt;br /&gt;
- Grease now correctly respects immunity to Entanglement and Woodland Stride.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Healing Sting uses a touch attack and scales with Sneak Attack. Deals 1d12+(caster level*2) damage, capped at 1d12+40.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Inferno now deals 10d6 on initial application and 2d6 on subsequent rounds. Lasts 10 rounds.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Nature's Avatar no longer ends when the Temporary HP are consumed.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Nature's Balance now applies a Restoration effect to all allies struck.&amp;lt;br /&amp;gt;&lt;br /&gt;
- One With The Land changed to provide bonuses of 2+(caster level/2), capped at 10. No longer buffs Hide. Now lasts Turns/Level instead of Hours/Level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Protection From Elements absorbs 30+(caster level/2), up to a maximum of 40+(caster level*2) from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Quillfire now deals (caster level)d8+(caster level) damage, capped at 10d8+10.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Ray of Frost now deals (caster level/2)d3 damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Resist Elements absorbs 20+(caster level/2), up to a maximum of 30+(caster level*3)/2 from any one element.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Resistance lasts 10+(caster level/2) rounds. Bonus is now 2+(caster level/10), capped at 4.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Undeath's Eternal Foe now provides Death immunity in addition to it's other effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Unyielding Roots now provides Regeneration equal to 10% of the target's maximum hp (calculated at cast) or 30, whichever is higher.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Virtue lasts 5 turns and provides 10+(caster level) temporary HP.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added support for three custom rewards.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Black Blade of Disaster has been completely reworked as a short duration summon. See the wiki for full details.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Blade Thirst now additionally applies Vampiric Regeneration equal to the Enhancement Bonus it grants. Duration is increased to 1 turn per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Burning Bolt now caps at 15 missiles, and Sneak Attack damage only applies to the first missile.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Epic Spell: Dragon Knight - the Bronze (Neutral Good) dragon now breathes Slow instead of Acid. It still breathes Lightning.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Hammer of the Gods now caps at 10d8 damage. Scaling is unchanged.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Ice Burst now caps at 10d8 damage and cannot strike the caster. It is not Party friendly, however.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Implosion's Area of Effect has been increased to better match the VFX. It can only affect 4 targets at a time.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Magic Missile now caps at 8 missiles.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Mass Heal now has two areas of effect: the small inner circle is the maximum range at which Undead are damaged. The new, larger, outer circle is the range at which allies are healed.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Power Word: Kill now has HP limit of 100+(caster level*2)+(Divination feat bonus*5). All values for the spell are proportional to this (ex. where something was 20, it's now 20% of the increased limit)&amp;lt;br /&amp;gt;&lt;br /&gt;
- Power Word: Stun now has HP limit of 150+(caster level*2)+(Divination feat bonus*5). All values for the spell are proportional to this.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Sniloc's Major Missile no longer has a missile cap.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Sniloc's Snowball Swarm now caps at 10d6 damage. Scaling is unchanged.&amp;lt;br /&amp;gt;&lt;br /&gt;
- War Cry now gives bonuses to Attack and Damage equal to +1 per 6 caster levels, capped at +5. The damage granted is now Sonic. The duration of the Fear effect is increased to 1 round per caster level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Spellcasting bonuses for White Necromancers have been increased. Their DC, caster level and increased caps for Necromancy spells are now +1/+2/+3 at rank 1/2/3.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Wild Surges have received several quality of life improvements.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.3 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Dirge no longer gets canceled upon movement and now retains its aura on area transition.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Battletide no longer reanimates at strange times and now retains its aura on area transition.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Greater Magic Weapon is now correctly applied to gloves.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Id Insinuation and Disintegration beam times have been reduced to fix visual bugs.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Longstride now correctly applies a movement increase to the full party.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Song of Valor may be cast on anyone, party member or not.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Haven Song adds invisibility to its list of effects.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Flood of Befuddlement now creates a 50% wild magic field.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Intellect Fortress/Soldier's Resolve no longer pulses its visual effect each round.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Toran's Insight's and Unshakeable Will's durations are now turns per level.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Shatter Doubt is now an AoE spell instead of an aura.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Aspect of the Serpent is no longer an aura - it now works like the Fear spell with Annihilator-based DC's.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.4 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixes for [[Magic:Resistance|Resistance]], [[Magic:Snillocs_Snowball_Swarm|Snilloc's Snowball Swarm]], and [[Magic:Benign_Transposition|Benign Transposition]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.5 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Reorganization of script headers and standardization of version numbering.&amp;lt;br /&amp;gt;&lt;br /&gt;
- SHS_DetectAlignment() no longer shows save rolls to casters.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.6 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Changeling polymorph ignores wild and dead magic.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]] - [https://dev.avlis.org/issues/242 Bug #242]&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Mass_Drown|Mass Drown]] - [https://dev.avlis.org/issues/315 Bug #315]&amp;lt;br /&amp;gt;&lt;br /&gt;
- [[Magic:Negative_Energy_Burst|Negative Energy Burst]] - [https://dev.avlis.org/issues/382 Bug #382]&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added [[White Necromancy]] version of [[Epic_Spell:Mummy_Dust|Mummy Dust]].&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Greater_Magic_Weapon|Greater Magic Weapon]] - [https://dev.avlis.org/issues/398 Bug #398]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.3.1 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Circle_of_Doom|Circle of Doom]] - [https://dev.avlis.org/issues/398 Bug #483]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.4.0 Fixes/Changes&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [[Magic:Invisibility_Sphere|Invisibility Sphere]] - converted from an area of effect spell to a mass invisibility spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
='''Changes to Magic Items'''=&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Elixir of Heavenly Healing: Heals 90hp or 40% of total hp, whichever is greater.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Elixir of Exalted Healing: Heals 180hp or 80% of total hp, whichever is greater.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed a bug that empowered healing items used by clerics with the Healing domain.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.1 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed Belt of Abundant Mending to only heal 1 hp per use. ([http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=597&amp;amp;pos=19 Bug #597])&amp;lt;br /&amp;gt;&lt;br /&gt;
- Disabled Staff of Gromak. When used, nothing happens, and the player gets the message: &amp;quot;A few sparks leap from the end of the staff, followed by a wisp of green smoke.&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.4.3 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Fixed a couple bugs that caused the ''Staff of Gromak'' change to work incorrectly and added a visual effect.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6 Changes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Any scroll not made using the new scribe scroll system will be cast at the minimum caster level for that spell.  For most spells, this is (spell level * 2) -1.  If scrolls are made on other CoPaP worlds with this system, they will retain the caster levels and metamagic feats with which they were imbued.&lt;br /&gt;
&lt;br /&gt;
='''[[Shs:Magic_System/Militant_Level_Bonuses|Militant Level Bonuses]]'''=&lt;br /&gt;
&lt;br /&gt;
Militant Level Bonuses are enhanced effects that certain spells have on militant characters.  ICly, this means that those who are combat-focused are capable of getting more out of certain buff spells than less militantly-focused folks.  OOCly it means that the more levels you have in the following classes, the better some spells work on you.  Adding up all class levels from the following classes will give you your Militant Level:&amp;lt;br /&amp;gt;&lt;br /&gt;
* ANNIHILATOR&lt;br /&gt;
* ARCANE ARCHER&lt;br /&gt;
* AVENGER&lt;br /&gt;
* BARBARIAN&lt;br /&gt;
* BEAST&lt;br /&gt;
* BLACKGUARD&lt;br /&gt;
* CHAMPION&lt;br /&gt;
* CONFOUNDER&lt;br /&gt;
* DIVINE CHAMPION (Champion of Torm)&lt;br /&gt;
* DOMINATOR&lt;br /&gt;
* DWARVEN DEFENDER&lt;br /&gt;
* EQUALIZER&lt;br /&gt;
* FIGHTER&lt;br /&gt;
* HUMANOID&lt;br /&gt;
* JUSTICAR&lt;br /&gt;
* MONK&lt;br /&gt;
* MONSTROUS (Monstrous Humanoid)&lt;br /&gt;
* PALADIN&lt;br /&gt;
* RANGER&lt;br /&gt;
* WEAPON_MASTER&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Aid|Aid]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you 1d8 temporary hit points, +1 to attacks and saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 2d8 temporary hit points, +2 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 3d8 temporary hit points, +3 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 4d8 temporary hit points, +4 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get an additional 1d8 temporary hit points and an additional +1 bonus to attacks before any metamagic effects.  The spell will give you 5d8 temporary hit points, +5 to attacks and +1 to saving throws against fear effects, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Bulls Strength|Bull's Str]], [[Magic:Cats Grace|Cat's Grace]]'' and ''[[Magic:Endurance|Endurance]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you 1d4+1 (between 2 and 5) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the stat adjustment for this spell, before any metamagic effects take place.  The spell will give you 1d4+2 (between 3 and 6) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell is always empowered when cast upon you.  If the spell caster empowers the spell as well, the effects do not stack.  The spell will give you (1d4+2) * 1.5 (between 4 and 9) points plus effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The spell is always maximized when cast upon you.  If the spell caster maximizes the spell as well, the effects do not stack.  The spell will always give you 9 bonus ability score points plus any effects given by metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' The spell is always extended when cast upon you.  If the spell caster extends the spell as well, the effects do not stack.  The spell will always give you 9 bonus ability score points and last 1.5 times longer than normal.  Any metamagic feats the caster uses will not affect the spell cast.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Flame Weapon|Flame Weapon]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will work normally plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' The damage bonus becomes 1d8 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is doubled.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The damage bonus becomes 1d10 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' The damage bonus becomes 2d6 plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Darkfire|Darkfire]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +10 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +11 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +12 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +13 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Greater Magic Weapon|Greater Magic Weapon]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +5 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +6 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +7 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +8 enhancement bonus to your weapon, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Blade Thirst|Blade Thirst]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +3 enhancement bonus to your weapon, +3 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 enhancement bonus to your weapon, +4 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +5 enhancement bonus to your weapon, +5 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +6 enhancement bonus to your weapon, +6 vampiric regeneration, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Keen Edge|Keen Edge]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-15:'''  No militant bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-40:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Magic Vestment|Magic Vestment]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing.  The spell will give you a +1 to +5 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect.  The spell will give you a +2 to +6 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%.  This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect.  The spell will give you a +3 to +7 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect.  The spell will give you a +4 to +8 enhancement bonus to your armor, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Shield of Faith|Shield of Faith]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +6), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect. The spell will give you a +4 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +7), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +8), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Legions Shield of Faith|Legions Shield of Faith]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +5), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +6), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get a +1 bonus to the spell's effect. The spell will give you a +4 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +7), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 deflection bonus to your armor class, with an additional +1 bonus for every six levels of the caster (maximum of +8), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Spiderskin|Spiderskin]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 2 +1 per 10 caster levels (maximum of +6 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' You get a +1 bonus to the spell's effect. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 3 +1 per 10 caster levels (maximum of +7 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to the spell's effect. The spell will give you a bonus to natural armor, saves vs. poison, and hide checks, equal to 4 +1 per 10 caster levels (maximum of +8 at 40th level), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Mantle of Egregious Might|Mantle of Egregious Might]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-11:''' Nothing. The spell will give you a +4 bonus to AC (dodge), attack rolls, and savings throws, and a +2 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 12-23:''' You get a +1 bonus to AC (dodge), attack rolls, and savings throws. The spell will give you a +5 bonus to AC (dodge), attack rolls, and savings throws, and a +2 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 24-35:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get a +1 bonus to all ability scores. The spell will give you a +5 bonus to AC (dodge), attack rolls, and savings throws, and a +3 bonus to all ability scores, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Heroism|Heroism]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +2 bonus on attack rolls, saves, and skill checks, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +3 bonus on attack rolls, saves, and skill checks, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-40:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==''[[Magic:Greater Heroism|Greater Heroism]]'':==&lt;br /&gt;
&lt;br /&gt;
'''Militant Level 0-5:''' Nothing. The spell will give you a +4 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the caster level (maximum 20), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 6-15:''' You get a +1 bonus to the spell's effect. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, temporary hit points equal to the caster level (maximum 20), plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 16-25:''' The spell duration is increased by 50%. This stacks with extend spell, plus the effects of any other metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 26-35:''' You get an extra 1/3rd bonus to the added temporary hit points. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to the caster level (maximum 20) + 1/3rd of those temporary hit points, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Militant Level 36-40:''' You get an extra 1/3rd bonus to the added temporary hit points. The spell will give you a +5 bonus on attack rolls, saves, and skill checks, immunity to fear effects, temporary hit points equal to the caster level (maximum 20) + 1/3rd of those temporary hit points, and then + 1/3rd of the total temporary hit points again, plus the effects of any metamagic feats the caster uses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;u&amp;gt;Changes/Bug Fixes:&amp;lt;/u&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1030 Bug #1030]: Maximized values on Stat Buffs are Hard-Coded.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Fixed the same bug with ''aid'' not computing maximized militant bonuses correctly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.6.0.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1043 Bug #1043]: Buffing potions gives 7 ability points.&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1045 Bug #1045]: Militant Bonuses on Unmaximized Stat Buffs Are Not Working&amp;lt;br /&amp;gt;&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1048 Bug #1048]: Darkfire not giving Militant Level Bonuses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Paladins no longer get militant bonuses when self-buffing.&amp;lt;br /&amp;gt;&lt;br /&gt;
- Added Militant Bonuses for [[Magic:Magic Vestment|Magic Vestment]].&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.2 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Paladin levels are halved when calculating Militant Bonuses for self-buffing paladins.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.7.3.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- [http://www.avlis.org/bugs/bug.php?op=show&amp;amp;bugid=1088 Bug #1088]: Blackguard's Bull Strength ability will grant Militant Bonus&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.1 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added militant bonuses for Blade Thirst. &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.0.3 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Added militant bonuses to the following spells: Shield of Faith, Spiderskin, Mantle of Egregious Might, Heroism, Greater Heroism, Legion's Shield of Faith.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Version 1.8.2.0 Changes/Bug Fixes:&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
- Blade Thirst's Vampiric Regeneration Bonus increases the same as the Enhancement Bonus does from Militant Levels.&lt;br /&gt;
&lt;br /&gt;
='''[[Magic:Summon_Control|Summon Control]]'''=&lt;br /&gt;
&lt;br /&gt;
Version 1.7.3.0 introduces summon control - the ability to select the creature summoned by the summon creature spells.  Along with this new feature comes a reduction in the duration for these spells.  The duration has been changed from 24 hours to 1 turn/caster level.&lt;br /&gt;
&lt;br /&gt;
='''Definitions'''=&lt;br /&gt;
&lt;br /&gt;
'''Arcane Spell Caster:''' One who casts arcance spells.  Bards, sorcerers and wizards fall into this category.  Arcane archers and palemasters also fall into this category.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Divine Spell Caster:''' One who casts divine spells.  Clerics, druids, paladins and rangers fall into this category.  Blackguards also fall into this category.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Ranks:''' This number is related to the number of points that you have put into a skill.  For a class skill, this is a one-for-one exchange of one skill point for one rank.  For a cross-class skill this is a two-for-one exchange of two skill points for one rank.  Ability score bonuses and bonuses from magic items and other sources are not counted in this number.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Spell List:''' The list of spells your class can cast.  These can be found in your NWN, SoU and HotU manuals, or in the 3rd Edition Players Handbook.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=53877</id>
		<title>Avlis Command Prompt</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=53877"/>
		<updated>2023-07-06T08:04:55Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server help message about ACP commands and usage.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;)'': Displays help on a specific Avlis Command Prompt topic.&lt;br /&gt;
:&amp;lt;code&amp;gt;ams&amp;lt;/code&amp;gt; - Help about available [[#AMS | AMS]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;chat&amp;lt;/code&amp;gt; - Help about available [[#Chat | Chat]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;check&amp;lt;/code&amp;gt; - Help about available [[#Information | check (information)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;emote&amp;lt;/code&amp;gt; - Help about available [[#Emotes | emote]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;roll&amp;lt;/code&amp;gt; - Help about available [[#Dice_Rolls | dice roll]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;loot_order&amp;lt;/code&amp;gt; - Help about available [[#Loot_Randomizer | Loot Randomizer]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Descriptions of available ACP commands and how to use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; itself (This is the default if '''parameter1''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help ams&amp;lt;/code&amp;gt; - Displays help about available [[#AMS | AMS]] commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Other Help====&lt;br /&gt;
&lt;br /&gt;
'''Other ACP System Help Formats:''' &lt;br /&gt;
:&amp;lt;code&amp;gt;/cts help&amp;lt;/code&amp;gt; - Help about available [[#Companion_Training_System_.28CTS.29 | Companion Training System (CTS)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp help&amp;lt;/code&amp;gt; - Help about available [[#Looking_for_Party | Looking for Party (LFP)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; - Help about available [[#Psionics | Psionics]] commands.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Management===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Ammunition management system allows the user to select a bag (or a specific stack) ammo is taken from when the current stack runs out, instead of relying on BioWare's auto-selector. The [[Ammunition Management System]] page has more details.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; - Toggles between disabling and enabling the different modes used by the ammunition management system.&lt;br /&gt;
:&amp;lt;code&amp;gt;queue&amp;lt;/code&amp;gt; - Queues a bag or stack of ammunition (must be selected using Player Tool 10 prior to this command).&lt;br /&gt;
:&amp;lt;code&amp;gt;combat&amp;lt;/code&amp;gt; - Toggles whether or not to disengage from combat when exhausting all queued ammunition, rather than falling back to the BioWare mode (using the next available unqueued stack of ammunition). Should the user re-engage combat without first equipping and queuing more ammunition, the system will fall back to BioWare mode without breaking combat, until the next stack is exhausted.&lt;br /&gt;
:&amp;lt;code&amp;gt;clear&amp;lt;/code&amp;gt; - clears/resets all ammo management settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo toggle&amp;lt;/code&amp;gt; - This will switch through &amp;quot;Disabling managed mode&amp;quot;, &amp;quot;Enabling managed mode: Container based&amp;quot; and &amp;quot;Enabling managed mode: Tag based&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo combat&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Remains in combat after exhausting queued ammunition&amp;quot;, it will set it to &amp;quot;Exits combat after exhausting ammunition&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AMS===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Commands available to different [[Advanced Mage Specialization|Advanced Mage Specializations (AMS)]]. All parameters are not required in every case (see the examples). These commands are only used if you have the specific AMS for the specific command, and the required level in it. See the [[Advanced Mage Specialization]] page for more information.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;whitenecro&amp;lt;/code&amp;gt; - Toggles White Necromancy AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;transmutant&amp;lt;/code&amp;gt; - Toggles Transmutant AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;psimage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psi&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psimagic&amp;lt;/code&amp;gt; - Depending on the parameters following this, it is used to enable/disable psionic augmentation, psionic energy substitution or psionic metamagic.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to disabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;augment&amp;lt;/code&amp;gt; - If &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; is added as '''parameter3''', this will enable or disable psionic augmentation. Unlike other AMS commands, there is no toggle between enabled and disabled, so the &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; '''parameter3''' is required.&lt;br /&gt;
:&amp;lt;code&amp;gt;sub&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;metamagic&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;meta&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets psionic augmentation to disabled.&lt;br /&gt;
&lt;br /&gt;
:''The following '''parameter3''' commands for psionic energy substitution and psionic metamagic types are used to toggle between enabled and disabled. They can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4.'''''&lt;br /&gt;
:&amp;lt;code&amp;gt;acid&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;cold&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;electric&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;electrical&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;sonic&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;extend&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;empower&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;maximize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro&amp;lt;/code&amp;gt; - If the current setting for White Necromancy is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro on&amp;lt;/code&amp;gt; - Sets White Necromancy to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi augment on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type electric between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical off&amp;lt;/code&amp;gt; - Sets the psionic energy substitution type electric to disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type maximize between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize on&amp;lt;/code&amp;gt; - Sets the psionic metamagic type maximize to enabled.&lt;br /&gt;
&lt;br /&gt;
===Avlis Pickpocket Mode===&lt;br /&gt;
&lt;br /&gt;
Using the [[nwn:Pickpocket|pickpocket]] skill, you can plant an item in a PC's pocket, just as well as take one. Type &amp;lt;code&amp;gt;/pp_toggle&amp;lt;/code&amp;gt; to switch between modes.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Rage Specializations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs '''parameter1''' '''[text|number]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Lists all shouts currently stored. Provides shout ID numbers.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds a new shout with the specified '''[text]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;del&amp;lt;/code&amp;gt; - Deletes an existing shout with the specified '''[shout ID number]'''.&lt;br /&gt;
&lt;br /&gt;
'''Example''' (Delete shout by ID)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs del 2&amp;lt;/code&amp;gt; will delete the shout with ID 2, as seen in &amp;lt;code&amp;gt;/brs list&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs&amp;lt;/code&amp;gt; - Tells you the proper syntax for using this command to list, add and delete custom shouts.&lt;br /&gt;
&lt;br /&gt;
===Character Description===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description '''parameter1''' '''[text_description]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; - Changes a PC's description to the new '''[text_description]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description without adding a new line.&lt;br /&gt;
:&amp;lt;code&amp;gt;paragraph&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description, after adding 2 line breaks (creates a blank line between the text).&lt;br /&gt;
:&amp;lt;code&amp;gt;restore&amp;lt;/code&amp;gt; - Reverts any custom descriptions changes, and restores a PC's original description.&lt;br /&gt;
:&amp;lt;code&amp;gt;nui&amp;lt;/code&amp;gt; - Evokes the graphic user interface (see: [https://nwn.wiki/display/NWN1/NUI NUI]) to make PC description changes.&lt;br /&gt;
&lt;br /&gt;
'''Example 1''' (New description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description new This is my new description.&amp;lt;/code&amp;gt; will change your description to &amp;quot;This is my new description.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2''' (Add text to existing description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description add My added description text.&amp;lt;/code&amp;gt; will add &amp;quot;My added description text.&amp;quot; to the existing description without adding a new line first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Normally you can't add line breaks from the chat line (unless you use \n or other special characters), but the paragraph parameter below will simplify the process.&lt;br /&gt;
&lt;br /&gt;
'''Example 3''' (Add new lines)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description paragraph My new description paragraph.&amp;lt;/code&amp;gt; will add 2 new lines (\n\n) and then &amp;quot;My new description paragraph.&amp;quot; to the existing description (as new paragraph).&lt;br /&gt;
&lt;br /&gt;
'''Example 4''' (Restore description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description restore&amp;lt;/code&amp;gt; will undo any changes to the original description (restores it).&lt;br /&gt;
&lt;br /&gt;
'''Extra''': You can even try colored ALT-codes and see if they work in the description. See: [https://neverwintervault.org/project/nwn1/other/tool/goth-girls-color-tag-creator-v2-carcerians-color-code-mini-tutorial Goth Girl's Color Tag Creator V2 (+ Carcerian's Color Code Mini-Tutorial)]&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' You can also use the '''[[#Self_Examine | Self Examine]]''' (&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;) command to see your description changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
&lt;br /&gt;
''See [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=134720 Chat] on the Avlis forums for more information (or use &amp;lt;code&amp;gt;/help chat&amp;lt;/code&amp;gt;).''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat [''player or character name''] [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c [''player or character name''] [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply ±notify&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r ±notify&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Chat is much like the [[#Looking_for_Party | Looking for Party (LFP)]] system, but for private messages across servers. Colors chosen with the &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; LFP command will apply to any &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; messages as well. You can also use the [[#Player_List | Player List]] &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; command to find player/character (and DM) names on other servers.&lt;br /&gt;
&lt;br /&gt;
*Use &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/c&amp;lt;/code&amp;gt;) to send the player/character name your message. The first time you receive one of these from another player, a little tutorial message will pop up as well.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' You don't need to spell out the full name: any uniquely identifiable sub-string will work. E.g., &amp;lt;code&amp;gt;/chat to [''message'']&amp;lt;/code&amp;gt; will match the names like Tor and Gortog, and send the message if there are no other names with that sub-string. If there are, a list of those matching names is returned instead. &lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; command will automatically designate the last player to send you a chat message, so no names need be entered. This is persistent across server transition (and when relogging). Enabling the notify option via &amp;lt;code&amp;gt;+notify&amp;lt;/code&amp;gt; will inform you if your &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; target will change. You can disable this option using &amp;lt;code&amp;gt;-notify&amp;lt;/code&amp;gt;. If you want to confirm who you are replying to, type &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r&amp;lt;/code&amp;gt; and press Enter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [player or character name]&amp;lt;/code&amp;gt; - Shows chat history for this player or character (a partial match will suffice).&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [lfp] [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h [lfp] [''number'']&amp;lt;/code&amp;gt; - Displays chat messages you’ve recently sent and received.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) chat messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) chat messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays all chat messages you’ve recently sent and received. Like the LFP system, chat uses the server log to display messages, so the history command is useful when you suspect you've missed a chat in a torrent of combat messages. &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' lfp parameter will show LFP history messages, as well chat ones. Bringing up the history for LFP messages also shows messages sent from before logging in, making it useful for getting right into crumping with a group that's already forming. This will work with the number parameter below.&lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter can limit (or increase) the message history output. By default, the &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays up to 25 of your most recent messages, but the number parameter changes that.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' that history is periodically purged (every 8 hours or so), so don't be alarmed if you don't see every message you've ever been sent.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands that are part of LFP also work with the chat system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat Tor Heya! What's up?&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c Tor Heya! What's up?&amp;lt;/code&amp;gt; - Sends Tor Varson the message: &amp;quot;[CHAT] '''Your PC Name''': Heya! What's up?&amp;quot; in his server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply There be nithlings in Zvid again.&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r There be nithlings in Zvid again.&amp;lt;/code&amp;gt; - Sends you the reply from Tor: &amp;quot;[CHAT] Tor: There be nithlings in Zvid again.&amp;quot; in your server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h&amp;lt;/code&amp;gt; - Displays the 25 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history 10&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h 10&amp;lt;/code&amp;gt; - Displays the 10 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3c:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history lfp 30&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h lfp 30&amp;lt;/code&amp;gt; - Displays the 30 most recent chat and LFP messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 5:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Companion Training System (CTS)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [[CTS_Mechanics#CTS_Commands | Companion Training System Mechanics]] page for a description of all commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clerical Holy Symbols===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The following commands allow for saving and managing prayer phrases, to go with your Clerical [[Cleric#Wieldable_Holy_Symbols|Wieldable Holy Symbol]]:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs&amp;lt;/code&amp;gt; - Command overview.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs list&amp;lt;/code&amp;gt; - Shows all your saved prayers in a numbered list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs add [prayer text]&amp;lt;/code&amp;gt; - Adds the prayer to your list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs del [#]&amp;lt;/code&amp;gt; - Deletes the prayer from your list (numbers are visible from &amp;quot;/ahs list&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Crafting Plant Harvesting===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can harvest all or just one item from plants. To switch between modes, type &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: if you choose to harvest one component, you will truly only be able to harvest one, not one at a time.  So if you go to an apple tree and try to harvest apples normally you will get six apples until the tree respawns more apples.  If you use &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt; you will only get one apple until the tree respawns.  You will NOT get six apples one at a time.&lt;br /&gt;
&lt;br /&gt;
===Create Magic Tattoo===&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;/help magictat&amp;lt;/code&amp;gt; to get all options for spell [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]]&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current options:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 1ab&amp;lt;/code&amp;gt; +1 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat ac&amp;lt;/code&amp;gt; +1 armor class&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat reflex&amp;lt;/code&amp;gt; +2 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat fort&amp;lt;/code&amp;gt; +2 fort saves&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat will&amp;lt;/code&amp;gt; +2 will save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat saves&amp;lt;/code&amp;gt; +2 to all saving throws&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 2ab&amp;lt;/code&amp;gt; +2 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat sr&amp;lt;/code&amp;gt; spell resistance&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat str&amp;lt;/code&amp;gt; +2 STR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat dex&amp;lt;/code&amp;gt; +2 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat con&amp;lt;/code&amp;gt; +2 CON&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat int&amp;lt;/code&amp;gt; +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat wis&amp;lt;/code&amp;gt; +2 CHA&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat cha&amp;lt;/code&amp;gt; +2 WIS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/debug&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
:No target it will return area info. Target an item with Player Tool #10. Returns a server message with the item/current area name, tag, and resref.&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Dice rolls using ACP have 4 available parameters. '''Parameter2''' can be left out for saving throws and ability checks (only required for skill and dice rolls). '''Parameter1''' and '''parameter4''' have default values that don't need to be entered unless you want to change them (see the examples below and the parameter list for default values).&lt;br /&gt;
&lt;br /&gt;
:To make a roll only seen by DMs, &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; must be the first parameter, otherwise the roll result will be spoken in regular chat. The second parameter chooses between a save, skill or ability check, or doing an unmodified dice roll (redundant when doing a saving throw or ability check, so it can be left out for them). The 3rd parameter selects the type of save, skill, ability or dice size (This parameter is always required). The 4th parameter is used to set how many dice to roll only for an unmodified roll, if more than one is needed.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default is public*)'': Private or public results.&lt;br /&gt;
:&amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; - This optional parameter will send the roll result to the DM channel only. If it isn't included, the results will be spoken in regular chat.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''There is no &amp;quot;public&amp;quot; parameter (it is assumed when &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; is not included) so do not try use it. The results will be unpredictable, and cause an error.''&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2''' ''(Required only for skill and dice rolls)'': Specify the type of roll.&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a saving throw (optional when '''parameter3''' is a valid save type).&lt;br /&gt;
:&amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a skill check.&lt;br /&gt;
:&amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an ability check (optional when '''parameter3''' is a valid ability).&lt;br /&gt;
:&amp;lt;code&amp;gt;dice&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an unmodified dice roll.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3''' ''(Must be included)'': Specifies the save, ability, skill or size of dice to roll.&lt;br /&gt;
:&amp;lt;ins&amp;gt;Saving Throw (save)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;will&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fortitude&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;fort&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ref&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Skill Check (skill)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;animalempathy&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ae&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;appraise&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;bluff&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;concentration&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftarmor&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;crafttrap&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftweapon&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dt&amp;lt;/code&amp;gt; (disable traps)&lt;br /&gt;
:&amp;lt;code&amp;gt;discipline&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disc&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;heal&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intimidate&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;listen&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;lore&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;movesilently&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ms&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;openlock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;picklock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ol&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;parry&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;perform&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;persuade&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;pickpocket&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pp&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ride&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;search&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;settrap&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;st&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spellcraft&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spot&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;taunt&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;tumble&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;umd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Ability Check (ability)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;strength&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dex&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;constitution&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;con&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intelligence&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;wisdom&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wis&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;charisma&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cha&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Unmodified Dice Roll (dice)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;d2&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d3&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d4&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d6&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d8&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d10&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d12&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d20&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;)'': How many dice to roll for unmodified rolls only.&lt;br /&gt;
:Any valid integer (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or negative numbers are changed to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll private will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and send the result to the DM channel (specifying the type of roll &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and speak the result in regular chat.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save ref&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll save reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ref&amp;lt;/code&amp;gt; - roll a d20 with your reflex save modifier and speak the result in regular chat (see the parameter list for optional shorted versions of many commands).&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private skill hide&amp;lt;/code&amp;gt; - roll a d20 with your hide skill modifier and send the result to the DM channel.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll ability dex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ability dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dex&amp;lt;/code&amp;gt; - roll a d20 with your dexterity ability modifier and speak the result in regular chat (specifying the type of roll &amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 5a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d20&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dice d20 1&amp;lt;/code&amp;gt; - roll 1d20 and speak the result in regular chat (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is the default for number of dice to roll, so it can be left out).&lt;br /&gt;
&lt;br /&gt;
'''Example 5b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d6 4&amp;lt;/code&amp;gt; - roll 4d6 and speak the totaled result in regular chat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit [chair]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sit on the ground, or in the nearest chair if specified. The '''optional''' chair parameter also works for many placeable seats that aren't normally usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit&amp;lt;/code&amp;gt; - Sit on the ground.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit chair&amp;lt;/code&amp;gt; - Sit in the nearest chair, couch or throne if it isn't already occupied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horse Conversation===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/horse&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Starts the horse conversation with assigning and mount options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server message with the current status of '''parameter1'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'': Selects what to check.&lt;br /&gt;
:&amp;lt;code&amp;gt;surv&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survival&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survivalist&amp;lt;/code&amp;gt; - Displays current [[Survivalist_Tradeskill | survivalist]] level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;ragexp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;brs&amp;lt;/code&amp;gt; - Displays current [[Barbarian_Rage#Barbarian_Rage_Specializations_.28BRS.29 | rager]] type, level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;bart&amp;lt;/code&amp;gt; - Displays current [[Bartending]] level.&lt;br /&gt;
:&amp;lt;code&amp;gt;crafting&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;craftxp&amp;lt;/code&amp;gt; - Displays current [[Crafting_System | crafting]] levels and experience gained in each craft.&lt;br /&gt;
:&amp;lt;code&amp;gt;token&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;tokens&amp;lt;/code&amp;gt; - Returns a server message with current &amp;quot;Gem&amp;quot;, &amp;quot;Metal&amp;quot; and &amp;quot;Organic&amp;quot; Avlis [[Recycling_System | recycling]] token totals.&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt; - Brings a pop-up window displaying your PC Hide, including custom race feats, skills and statistics, Avlis tools implemented as feats, Jali's Reading Glass bonuses, etc.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; - Check experience points ([[XP]]) information, such as remaining XP toward the weekly cap, weekly reset time etc. See also: [[Experience System]]&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check brs&amp;lt;/code&amp;gt; - Displays current rager type, level and experience.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check craftxp&amp;lt;/code&amp;gt; - Displays current crafting levels and experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IRC Style Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me [''text to emote'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Adds the speaker's name to the start of the text, encloses it in * * and changes the color to orange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me seems hungry&amp;lt;/code&amp;gt; - If the speaker's name is Fred, it will say *Fred seems hungry* in orange letters.&lt;br /&gt;
&lt;br /&gt;
===Looking for Party===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Looking for Party (LFP)''' is an in-game (cross-server) chat channel, dedicated to organizing parties, similar to [[Wikipedia:Internet_Relay_Chat | IRC]] (though all communication is done internally by the servers). Anyone connected to this [[OOC]] channel can chat with each other, no matter what server they are on. Please see the [http://www.avlis.org/viewtopic.php?f=87&amp;amp;t=133575 Looking for Party (LFP)] news topic on the Avlis forums for guidelines about acceptable use of LFP chat.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default when omitted = Displays a list of who is connected to LFP)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Enables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Disables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; - Shows the help text for LFP.&lt;br /&gt;
&lt;br /&gt;
:Any other text following &amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; is sent as a (server) message to everyone connected to LFP (see '''[[#LFP_Example_1b |Example 1b]]''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) LFP messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) LFP messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
:The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands and colors set by &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; are also shared with the [[#Chat | Chat]] system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; - Displays a list of who is connected to LFP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LFP_Example_1b&amp;quot;&amp;gt;'''Example 1b:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp anyone interested in some hot bugbear action?&amp;lt;/code&amp;gt; - Sends &amp;quot;anyone interested in some hot bugbear action?&amp;quot; to all players connected to LFP.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot Randomizer===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/loot_order [''number'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This command can only be used by a party leader. It will do a secret roll of a d100 for all PCs in the party, and return a list of names in order, from the highest to lowest roll (names only). &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter will return only that many rollers, from the top of the list order (highest to lowest).&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This will work regardless of whether or not the party members have [[#Looking_for_Party | Looking for Party (LFP)]] activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder&amp;lt;/code&amp;gt; - returns a list of names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder 5&amp;lt;/code&amp;gt; - returns a list of the top 5 names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lycanthropy===&lt;br /&gt;
&lt;br /&gt;
''See the [[Lycanthropy]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Animal/Hybrid Default Form Toggle'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles between animal and hybrid as the default form type used by true lycans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Your default form is now set to animal.&amp;quot; it will be changed to &amp;quot;Your default form is now set to hybrid.&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Lycanthropy Transformation Command'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan '''parameter1'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Used by true lycans to change into were-form. If '''parameter1''' is not included, the default animal or hybrid form type (set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;) will be used instead.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;quot;set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&amp;quot;)'': Specifies which form type to use.&lt;br /&gt;
:&amp;lt;code&amp;gt;animal&amp;lt;/code&amp;gt; - Animal form used.&lt;br /&gt;
:&amp;lt;code&amp;gt;hybrid&amp;lt;/code&amp;gt; - Hybrid form used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans&amp;lt;/code&amp;gt; - Transforms a true lycan into the default form (animal or hybrid) set by the &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan hybrid&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans hybrid&amp;lt;/code&amp;gt; - Transforms a true lycan into hybrid form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Signature Moves===&lt;br /&gt;
&lt;br /&gt;
''See the [[Monk Signature Moves]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - This will list all of the Moves that you have learned as well as list your current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to perform a Signature Move, where N is the number of the move. In order to perform a move, you must first learn it.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; - This will tell you how much Signature Move XP and how many Signature Move levels you have, as well as your monk's current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;switchschool X&amp;lt;/code&amp;gt; - This will allow you to switch schools, where X is the school number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov 1&amp;lt;/code&amp;gt; will allow you to perform Signature Move 1.&lt;br /&gt;
&lt;br /&gt;
===NUI===&lt;br /&gt;
&lt;br /&gt;
Neverwinter User Interface ([https://nwn.wiki/display/NWN1/NUI NUI]) implementations in game include:&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pickportrait'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_pickportrait.jpg preview]) that allows you to set your PC/NPC/DM avatar's portrait, revert changes you've made, page through portraits available in-game, and an input box to type in custom portrait names from your portraits folder or the toolset.&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_setdescription.jpg preview]) to set your PC/NPC/DM avatar's description. It has an input box which is about the size of the Examine window's text. It also has 3 buttons to set the description, undo changes you've made to the description since opening the UI, and reverting the description back to what it was at character creation.&lt;br /&gt;
&lt;br /&gt;
''Note: This is compatible with descriptions added/modified via the text-based [[Avlis_Command_Prompt#Character_Description|/description]] command. i.e. there are 2 ways to accomplish the same thing.''&lt;br /&gt;
&lt;br /&gt;
===Player List===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; to get a list of characters (and their players) across the Avlis servers. Ordered by server name, character name, player name. &lt;br /&gt;
&lt;br /&gt;
:'''Note:''' An '''[LFP]''' tag next to a name indicates that the player is connected to the '''[[#Looking_for_Party | Looking for Party''']] channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PrC Holy Warrior Smite Evil===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/smite&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:PrC holy warriors (Equalizer/Champion/Avenger) can use this command to smite evil. It includes a bug workaround for the missing/disabled feat caused by the 1.69 NWN update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi&amp;lt;/code&amp;gt;&lt;br /&gt;
Provides access to a variety of psionic-system options. Requires at least one level of psion to access.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; gives a list of all implemented commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Extended Dimension Door'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi dimdoor '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles &amp;quot;extended psionic dimension door&amp;quot;* between enabled or disabled. '''Parameter2''' can be set to either &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; to force the setting, but isn't required. Only usable if you have the psionic power (including items), not the arcane spell by the same name.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Extended [[Psychoportation#Dimension_Door | psionic dimension door]]&amp;quot; creates placeable portal doors that remain as long as the caster has PsPs to maintain it, and can be used by any PC to go through. Only used for &amp;quot;psionic&amp;quot; dimension door, and not the [[Magic:Dimension_Door | arcane spell]] by the same name.''&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor&amp;lt;/code&amp;gt; - If the current setting for &amp;quot;extended psionic dimension door&amp;quot; is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor on&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor off&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Metamorphosis'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi metamorph '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi meta '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Selects whether metamorphosis will trigger change into a standard or alternate form, by setting '''parameter2''' to one either &amp;lt;code&amp;gt;standard&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;) or &amp;lt;code&amp;gt;alternate&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summon Planar Creature'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi summon '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi spc '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sets the Good/Neutral/Evil alignment of the summoned creature, by setting '''parameter2''' to one of the alignments. Setting parameter 2 to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; results in a random summon from across the alignment spectrum.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc evil&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of evil alignment&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc good&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of good alignment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Ultrablast'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Alters the behavior of the [[Metapsionics#Ultrablast|Ultrablast]] power by setting '''parameter2'''.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast stun&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;stun&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; results in no damage to the knocked out target.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast kill&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; will incur damage to a knocked out target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Psionic Augmentations'''''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These commands will not work in combat. They can be chained into a single command such that multiple [[Psionic_Specializations#Psionic_Augmentations|Augmentations]] will apply to the next power (for increased PSP cost). Using 'harness' in a chained command reduces the PSP cost, it does not set it to zero.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi harness&amp;lt;/code&amp;gt; - Psion level 5+, triggers 'harness subconscious' (next attempted power has zero PSP cost). Can only be used once per rest.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi focus&amp;lt;/code&amp;gt; - Psion level 10+, triggers 'meditative focus' (next attempted power auto-passes the power check)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong&amp;lt;/code&amp;gt; - Psion level 15+, triggers 'prolong' (doubles duration of next attempted power - only works if power has duration, [[Metapsionics#Stasis_Field|Stasis Field]] is exempt)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi magnify&amp;lt;/code&amp;gt; - Psion level 21+, triggers 'magnify' (doubles effect size (e.g. damage) of next power - only works if power has an effect that can be doubled)&lt;br /&gt;
:&lt;br /&gt;
:Examples of chained commands:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus&amp;lt;/code&amp;gt; - next power both prolonged and auto-passes the power check&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus harness&amp;lt;/code&amp;gt; - as above, but with a reduce PSP cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi meditate&amp;lt;/code&amp;gt; - places the Psion in meditation animation (for 1-10 rounds, syntax is &amp;lt;code&amp;gt;/psi meditate [number of rounds]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===Ranger Weapon Dipping===&lt;br /&gt;
&lt;br /&gt;
''See the [[Ranger]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;bag&amp;lt;/code&amp;gt; - This will designate a bag in which the ranger places the materials into which the ranger dips his weapons.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to choose the race against which the ranger is applying the material to his weapon.  Refer to the table below for a list of races and the materials the ranger can use against them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! Race&lt;br /&gt;
! Material&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Dwarf&lt;br /&gt;
|Potion of Endurance&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf&lt;br /&gt;
|Potion of Cat's Grace&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|Potion of Fox's Cunning&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Halfling&lt;br /&gt;
|Rogue's Liquor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Half-Elf&lt;br /&gt;
|Nanshaquist&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Half-Orc&lt;br /&gt;
|Potion of Ironguts&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Human&lt;br /&gt;
|Potion of Luck&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Aberration&lt;br /&gt;
|Potion of Clarity&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Animal&lt;br /&gt;
|Pelar's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Beast&lt;br /&gt;
|Dire Animal Blood&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Construct&lt;br /&gt;
|Acid Bomb&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Dragon&lt;br /&gt;
|Dragon Blood&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Goblin&lt;br /&gt;
|Draught of Toran&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Monstrous Humanoid&lt;br /&gt;
|Forian's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Orc&lt;br /&gt;
|Orcish Apple Cider&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Reptilian&lt;br /&gt;
|Potion of Death Armor&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Elemental&lt;br /&gt;
|Elemental Decoction&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Fey&lt;br /&gt;
|Potion of Eagle's Splendor&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Giant&lt;br /&gt;
|Potion of Bull's Strength&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Magical Beast&lt;br /&gt;
|Potion of Displacement&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Outsider&lt;br /&gt;
|Potion of Bless&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Shapechanger&lt;br /&gt;
|Narin's Lycanthropic Cure&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Undead&lt;br /&gt;
|Holy Water&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Vermin&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip 1&amp;lt;/code&amp;gt; will allow you dip ammunition or a thrown weapon in a Potion of Endurance to grant it a temporary damage bonus against dwarves.&lt;br /&gt;
&lt;br /&gt;
===Recycling (Tokens)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To convert tokens into chits, use Player Tool 10 on your PC and then type the desired form of the command.&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert '''parameter1 parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To convert chits back into tokens, target the chit stack with Player Tool 10 and type:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
Specify the type of tokens from those currently existing in the [[Recycling System]], such as:&lt;br /&gt;
:&amp;lt;code&amp;gt;gems&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;metal&amp;lt;/code&amp;gt; &lt;br /&gt;
:&amp;lt;code&amp;gt;organic&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Parameter2'''&lt;br /&gt;
If used with parameter1, this is the number of tokens you want to turn into chits. Chits will spawn into your inventory as items with a maximum stack size of 50.&lt;br /&gt;
&lt;br /&gt;
If used without parameter1, this will reduce the stack size of the chits you have targeted and add them to the tokens stored on your PC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert metal 30&amp;lt;/code&amp;gt; will convert 30 of your metal tokens to chits (target your PC with Player Tool 10 before executing this command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert 15&amp;lt;/code&amp;gt; will convert 15 chits from the selected stack into tokens (target the stack of chits with Player Tool 10 before executing this command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Save Character===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves your character file to the vault and your current location on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Self Examine===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Opens an examine window for the PC executing the command. Normally self examining isn't an option for PCs, unless they quick-slot the command before using it on themselves, so this is simply a shortcut for it.&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Useful when '''[[#Character_Description | editing your Character Description]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speed Toggle===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/speed_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Allows monks of 3rd or higher level to toggle their speed bonus on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spellbooks===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves, loads, deletes or lists PC spellbooks. '''Parameter2''', '''parameter3''' and '''parameter4''' are not used when '''parameter1''' is &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;. '''Parameter2''' and '''parameter3''' are always required when using any other '''parameter1''', while '''parameter4''' can use its default value.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Saves your PC's current spellbook configuration to a name of your choice (a single level of spells can be saved using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; - Loads the spellbook configuration into your PC's spellbook (optionally you may only load a single level of spells using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; - Deletes a saved spellbook configuration (this ignores the '''parameter4''' level value, and all levels of spells are always deleted).&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:''' The name of the spellcasting class (only the first 3 letters are used).&lt;br /&gt;
:&amp;lt;code&amp;gt;cle&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cleric&amp;lt;/code&amp;gt; - Cleric&lt;br /&gt;
:&amp;lt;code&amp;gt;dru&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;druid&amp;lt;/code&amp;gt; - Druid&lt;br /&gt;
:&amp;lt;code&amp;gt;pal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;paladin&amp;lt;/code&amp;gt; - Paladin&lt;br /&gt;
:&amp;lt;code&amp;gt;ran&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ranger&amp;lt;/code&amp;gt; - Ranger&lt;br /&gt;
:&amp;lt;code&amp;gt;wiz&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wizard&amp;lt;/code&amp;gt; - Wizard (also used by sorcerer and bard)&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:''' The name of the spellbook.&lt;br /&gt;
:Any '''single word''' name may be used (no spaces, or the extra words will be used as additional parameters).&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;)'': A specific level of spells to load or save.&lt;br /&gt;
:&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; - Load or save the specified level of spells.&lt;br /&gt;
:&amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; - Load or save all spell levels (This is the default if '''parameter4''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs all&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/spellbook save wizard partybuffs&amp;lt;/code&amp;gt; - Saves your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot; (The &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; level '''parameter4''' is the default when omitted).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs 9&amp;lt;/code&amp;gt; - Saves only the 9th level spells to your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot;. '''Note:''' If the &amp;quot;partybuffs&amp;quot; spellbook already exists, only the 9th level spells will be updated in it (nothing else is changed or removed).&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook load cleric undeadpwn 7&amp;lt;/code&amp;gt; - Loads only the 7th level spells from your PC cleric's spellbook configuration previously memorized as &amp;quot;undeadpwn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook delete ranger sneakyspells&amp;lt;/code&amp;gt; - The entire &amp;quot;sneakyspells&amp;quot; ranger spellbook is deleted (you cannot use &amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; on specific levels of spells, though you can &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; an empty level of spells as an update).&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text Colors===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/blue [''text to color blue'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/red [''text to color red'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/green [''text to color green'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Changes the text entered in chat to the specified color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/green This is green&amp;lt;/code&amp;gt; - Changes the color of &amp;quot;This is green&amp;quot; to green text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toggle Auto-Emotes===&lt;br /&gt;
&lt;br /&gt;
''See the list of [[Emote_Keywords | Emote Keywords]] for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles auto-emote keyword usage on or off. Auto-emotes are special keywords used in chat text, enclosed in* *, to perform an emoted action animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Auto-emotes enabled&amp;quot;, it will set it to &amp;quot;Auto-emotes disabled&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ultravision Fix===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/uv_fix&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Workaround for the bug with ultravision/true seeing ending, that causes everyone (PCs and NPCs) to disappear (appear to be invisible). Also restores permanent ultravision to shadowdancers and palemasters, who can lose the effect when being knocked to bleeding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
&lt;br /&gt;
''See the [[Voice_Throw | Voice Throw]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;; [''chat message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:When a chat line begins with the &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; prefix, the chat message will be spoken by the PC's companion, familiar or summoned creatures.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This requires that [[#Toggle_Auto-Emotes | Auto-Emotes]] (using &amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;) be set to &amp;quot;enabled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Attack===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/wwa&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type to enable to Avlis version of [[Whirlwind_Attack|(Improved) Whirlwind Attack]] (if your PC has these feats).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Avlis Command Prompt]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=53876</id>
		<title>Avlis Command Prompt</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=53876"/>
		<updated>2023-07-06T08:04:40Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OOCKnowledge}}&lt;br /&gt;
{{Systems}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server help message about ACP commands and usage.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;)'': Displays help on a specific Avlis Command Prompt topic.&lt;br /&gt;
:&amp;lt;code&amp;gt;ams&amp;lt;/code&amp;gt; - Help about available [[#AMS | AMS]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;chat&amp;lt;/code&amp;gt; - Help about available [[#Chat | Chat]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;check&amp;lt;/code&amp;gt; - Help about available [[#Information | check (information)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;emote&amp;lt;/code&amp;gt; - Help about available [[#Emotes | emote]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;roll&amp;lt;/code&amp;gt; - Help about available [[#Dice_Rolls | dice roll]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;loot_order&amp;lt;/code&amp;gt; - Help about available [[#Loot_Randomizer | Loot Randomizer]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Descriptions of available ACP commands and how to use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; itself (This is the default if '''parameter1''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help ams&amp;lt;/code&amp;gt; - Displays help about available [[#AMS | AMS]] commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Other Help====&lt;br /&gt;
&lt;br /&gt;
'''Other ACP System Help Formats:''' &lt;br /&gt;
:&amp;lt;code&amp;gt;/cts help&amp;lt;/code&amp;gt; - Help about available [[#Companion_Training_System_.28CTS.29 | Companion Training System (CTS)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp help&amp;lt;/code&amp;gt; - Help about available [[#Looking_for_Party | Looking for Party (LFP)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; - Help about available [[#Psionics | Psionics]] commands.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Management===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Ammunition management system allows the user to select a bag (or a specific stack) ammo is taken from when the current stack runs out, instead of relying on BioWare's auto-selector. The [[Ammunition Management System]] page has more details.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; - Toggles between disabling and enabling the different modes used by the ammunition management system.&lt;br /&gt;
:&amp;lt;code&amp;gt;queue&amp;lt;/code&amp;gt; - Queues a bag or stack of ammunition (must be selected using Player Tool 10 prior to this command).&lt;br /&gt;
:&amp;lt;code&amp;gt;combat&amp;lt;/code&amp;gt; - Toggles whether or not to disengage from combat when exhausting all queued ammunition, rather than falling back to the BioWare mode (using the next available unqueued stack of ammunition). Should the user re-engage combat without first equipping and queuing more ammunition, the system will fall back to BioWare mode without breaking combat, until the next stack is exhausted.&lt;br /&gt;
:&amp;lt;code&amp;gt;clear&amp;lt;/code&amp;gt; - clears/resets all ammo management settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo toggle&amp;lt;/code&amp;gt; - This will switch through &amp;quot;Disabling managed mode&amp;quot;, &amp;quot;Enabling managed mode: Container based&amp;quot; and &amp;quot;Enabling managed mode: Tag based&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo combat&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Remains in combat after exhausting queued ammunition&amp;quot;, it will set it to &amp;quot;Exits combat after exhausting ammunition&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AMS===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Commands available to different [[Advanced Mage Specialization|Advanced Mage Specializations (AMS)]]. All parameters are not required in every case (see the examples). These commands are only used if you have the specific AMS for the specific command, and the required level in it. See the [[Advanced Mage Specialization]] page for more information.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;whitenecro&amp;lt;/code&amp;gt; - Toggles White Necromancy AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;transmutant&amp;lt;/code&amp;gt; - Toggles Transmutant AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;psimage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psi&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psimagic&amp;lt;/code&amp;gt; - Depending on the parameters following this, it is used to enable/disable psionic augmentation, psionic energy substitution or psionic metamagic.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to disabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;augment&amp;lt;/code&amp;gt; - If &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; is added as '''parameter3''', this will enable or disable psionic augmentation. Unlike other AMS commands, there is no toggle between enabled and disabled, so the &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; '''parameter3''' is required.&lt;br /&gt;
:&amp;lt;code&amp;gt;sub&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;metamagic&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;meta&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets psionic augmentation to disabled.&lt;br /&gt;
&lt;br /&gt;
:''The following '''parameter3''' commands for psionic energy substitution and psionic metamagic types are used to toggle between enabled and disabled. They can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4.'''''&lt;br /&gt;
:&amp;lt;code&amp;gt;acid&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;cold&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;electric&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;electrical&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;sonic&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;extend&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;empower&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;maximize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro&amp;lt;/code&amp;gt; - If the current setting for White Necromancy is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro on&amp;lt;/code&amp;gt; - Sets White Necromancy to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi augment on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type electric between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical off&amp;lt;/code&amp;gt; - Sets the psionic energy substitution type electric to disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type maximize between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize on&amp;lt;/code&amp;gt; - Sets the psionic metamagic type maximize to enabled.&lt;br /&gt;
&lt;br /&gt;
===Avlis Pickpocket Mode===&lt;br /&gt;
&lt;br /&gt;
Using the [[nwn:Pickpocket|pickpocket]] skill, you can plant an item in a PC's pocket, just as well as take one. Type &amp;lt;code&amp;gt;/pp_toggle&amp;lt;/code&amp;gt; to switch between modes.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Rage Specializations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs '''parameter1''' '''[text|number]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Lists all shouts currently stored. Provides shout ID numbers.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds a new shout with the specified '''[text]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;del&amp;lt;/code&amp;gt; - Deletes an existing shout with the specified '''[shout ID number]'''.&lt;br /&gt;
&lt;br /&gt;
'''Example''' (Delete shout by ID)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs del 2&amp;lt;/code&amp;gt; will delete the shout with ID 2, as seen in &amp;lt;code&amp;gt;/brs list&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs&amp;lt;/code&amp;gt; - Tells you the proper syntax for using this command to list, add and delete custom shouts.&lt;br /&gt;
&lt;br /&gt;
===Character Description===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description '''parameter1''' '''[text_description]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; - Changes a PC's description to the new '''[text_description]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description without adding a new line.&lt;br /&gt;
:&amp;lt;code&amp;gt;paragraph&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description, after adding 2 line breaks (creates a blank line between the text).&lt;br /&gt;
:&amp;lt;code&amp;gt;restore&amp;lt;/code&amp;gt; - Reverts any custom descriptions changes, and restores a PC's original description.&lt;br /&gt;
:&amp;lt;code&amp;gt;nui&amp;lt;/code&amp;gt; - Evokes the graphic user interface (see: [https://nwn.wiki/display/NWN1/NUI NUI]) to make PC description changes.&lt;br /&gt;
&lt;br /&gt;
'''Example 1''' (New description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description new This is my new description.&amp;lt;/code&amp;gt; will change your description to &amp;quot;This is my new description.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2''' (Add text to existing description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description add My added description text.&amp;lt;/code&amp;gt; will add &amp;quot;My added description text.&amp;quot; to the existing description without adding a new line first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Normally you can't add line breaks from the chat line (unless you use \n or other special characters), but the paragraph parameter below will simplify the process.&lt;br /&gt;
&lt;br /&gt;
'''Example 3''' (Add new lines)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description paragraph My new description paragraph.&amp;lt;/code&amp;gt; will add 2 new lines (\n\n) and then &amp;quot;My new description paragraph.&amp;quot; to the existing description (as new paragraph).&lt;br /&gt;
&lt;br /&gt;
'''Example 4''' (Restore description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description restore&amp;lt;/code&amp;gt; will undo any changes to the original description (restores it).&lt;br /&gt;
&lt;br /&gt;
'''Extra''': You can even try colored ALT-codes and see if they work in the description. See: [https://neverwintervault.org/project/nwn1/other/tool/goth-girls-color-tag-creator-v2-carcerians-color-code-mini-tutorial Goth Girl's Color Tag Creator V2 (+ Carcerian's Color Code Mini-Tutorial)]&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' You can also use the '''[[#Self_Examine | Self Examine]]''' (&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;) command to see your description changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
&lt;br /&gt;
''See [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=134720 Chat] on the Avlis forums for more information (or use &amp;lt;code&amp;gt;/help chat&amp;lt;/code&amp;gt;).''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat [''player or character name''] [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c [''player or character name''] [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply ±notify&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r ±notify&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Chat is much like the [[#Looking_for_Party | Looking for Party (LFP)]] system, but for private messages across servers. Colors chosen with the &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; LFP command will apply to any &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; messages as well. You can also use the [[#Player_List | Player List]] &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; command to find player/character (and DM) names on other servers.&lt;br /&gt;
&lt;br /&gt;
*Use &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/c&amp;lt;/code&amp;gt;) to send the player/character name your message. The first time you receive one of these from another player, a little tutorial message will pop up as well.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' You don't need to spell out the full name: any uniquely identifiable sub-string will work. E.g., &amp;lt;code&amp;gt;/chat to [''message'']&amp;lt;/code&amp;gt; will match the names like Tor and Gortog, and send the message if there are no other names with that sub-string. If there are, a list of those matching names is returned instead. &lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; command will automatically designate the last player to send you a chat message, so no names need be entered. This is persistent across server transition (and when relogging). Enabling the notify option via &amp;lt;code&amp;gt;+notify&amp;lt;/code&amp;gt; will inform you if your &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; target will change. You can disable this option using &amp;lt;code&amp;gt;-notify&amp;lt;/code&amp;gt;. If you want to confirm who you are replying to, type &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r&amp;lt;/code&amp;gt; and press Enter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [player or character name]&amp;lt;/code&amp;gt; - Shows chat history for this player or character (a partial match will suffice).&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [lfp] [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h [lfp] [''number'']&amp;lt;/code&amp;gt; - Displays chat messages you’ve recently sent and received.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) chat messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) chat messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays all chat messages you’ve recently sent and received. Like the LFP system, chat uses the server log to display messages, so the history command is useful when you suspect you've missed a chat in a torrent of combat messages. &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' lfp parameter will show LFP history messages, as well chat ones. Bringing up the history for LFP messages also shows messages sent from before logging in, making it useful for getting right into crumping with a group that's already forming. This will work with the number parameter below.&lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter can limit (or increase) the message history output. By default, the &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays up to 25 of your most recent messages, but the number parameter changes that.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' that history is periodically purged (every 8 hours or so), so don't be alarmed if you don't see every message you've ever been sent.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands that are part of LFP also work with the chat system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat Tor Heya! What's up?&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c Tor Heya! What's up?&amp;lt;/code&amp;gt; - Sends Tor Varson the message: &amp;quot;[CHAT] '''Your PC Name''': Heya! What's up?&amp;quot; in his server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply There be nithlings in Zvid again.&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r There be nithlings in Zvid again.&amp;lt;/code&amp;gt; - Sends you the reply from Tor: &amp;quot;[CHAT] Tor: There be nithlings in Zvid again.&amp;quot; in your server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h&amp;lt;/code&amp;gt; - Displays the 25 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history 10&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h 10&amp;lt;/code&amp;gt; - Displays the 10 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3c:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history lfp 30&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h lfp 30&amp;lt;/code&amp;gt; - Displays the 30 most recent chat and LFP messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 5:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Companion Training System (CTS)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [[CTS_Mechanics#CTS_Commands | Companion Training System Mechanics]] page for a description of all commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clerical Holy Symbols===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The following commands allow for saving and managing prayer phrases, to go with your Clerical [[Cleric#Wieldable_Holy_Symbols|Wieldable Holy Symbol]]:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs&amp;lt;/code&amp;gt; - Command overview.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs list&amp;lt;/code&amp;gt; - Shows all your saved prayers in a numbered list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs add [prayer text]&amp;lt;/code&amp;gt; - Adds the prayer to your list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs del [#]&amp;lt;/code&amp;gt; - Deletes the prayer from your list (numbers are visible from &amp;quot;/ahs list&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Crafting Plant Harvesting===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can harvest all or just one item from plants. To switch between modes, type &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: if you choose to harvest one component, you will truly only be able to harvest one, not one at a time.  So if you go to an apple tree and try to harvest apples normally you will get six apples until the tree respawns more apples.  If you use &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt; you will only get one apple until the tree respawns.  You will NOT get six apples one at a time.&lt;br /&gt;
&lt;br /&gt;
===Create Magic Tattoo===&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;/help magictat&amp;lt;/code&amp;gt; to get all options for spell [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]]&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current options:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 1ab&amp;lt;/code&amp;gt; +1 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat ac&amp;lt;/code&amp;gt; +1 armor class&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat reflex&amp;lt;/code&amp;gt; +2 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat fort&amp;lt;/code&amp;gt; +2 fort saves&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat will&amp;lt;/code&amp;gt; +2 will save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat saves&amp;lt;/code&amp;gt; +2 to all saving throws&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 2ab&amp;lt;/code&amp;gt; +2 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat sr&amp;lt;/code&amp;gt; spell resistance&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat str&amp;lt;/code&amp;gt; +2 STR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat dex&amp;lt;/code&amp;gt; +2 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat con&amp;lt;/code&amp;gt; +2 CON&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat int&amp;lt;/code&amp;gt; +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat wis&amp;lt;/code&amp;gt; +2 CHA&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat cha&amp;lt;/code&amp;gt; +2 WIS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/debug&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
:No target it will return area info. Target an item with Player Tool #10. Returns a server message with the item/current area name, tag, and resref.&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Dice rolls using ACP have 4 available parameters. '''Parameter2''' can be left out for saving throws and ability checks (only required for skill and dice rolls). '''Parameter1''' and '''parameter4''' have default values that don't need to be entered unless you want to change them (see the examples below and the parameter list for default values).&lt;br /&gt;
&lt;br /&gt;
:To make a roll only seen by DMs, &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; must be the first parameter, otherwise the roll result will be spoken in regular chat. The second parameter chooses between a save, skill or ability check, or doing an unmodified dice roll (redundant when doing a saving throw or ability check, so it can be left out for them). The 3rd parameter selects the type of save, skill, ability or dice size (This parameter is always required). The 4th parameter is used to set how many dice to roll only for an unmodified roll, if more than one is needed.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default is public*)'': Private or public results.&lt;br /&gt;
:&amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; - This optional parameter will send the roll result to the DM channel only. If it isn't included, the results will be spoken in regular chat.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''There is no &amp;quot;public&amp;quot; parameter (it is assumed when &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; is not included) so do not try use it. The results will be unpredictable, and cause an error.''&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2''' ''(Required only for skill and dice rolls)'': Specify the type of roll.&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a saving throw (optional when '''parameter3''' is a valid save type).&lt;br /&gt;
:&amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a skill check.&lt;br /&gt;
:&amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an ability check (optional when '''parameter3''' is a valid ability).&lt;br /&gt;
:&amp;lt;code&amp;gt;dice&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an unmodified dice roll.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3''' ''(Must be included)'': Specifies the save, ability, skill or size of dice to roll.&lt;br /&gt;
:&amp;lt;ins&amp;gt;Saving Throw (save)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;will&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fortitude&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;fort&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ref&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Skill Check (skill)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;animalempathy&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ae&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;appraise&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;bluff&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;concentration&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftarmor&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;crafttrap&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftweapon&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dt&amp;lt;/code&amp;gt; (disable traps)&lt;br /&gt;
:&amp;lt;code&amp;gt;discipline&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disc&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;heal&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intimidate&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;listen&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;lore&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;movesilently&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ms&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;openlock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;picklock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ol&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;parry&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;perform&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;persuade&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;pickpocket&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pp&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ride&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;search&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;settrap&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;st&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spellcraft&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spot&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;taunt&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;tumble&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;umd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Ability Check (ability)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;strength&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dex&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;constitution&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;con&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intelligence&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;wisdom&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wis&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;charisma&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cha&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Unmodified Dice Roll (dice)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;d2&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d3&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d4&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d6&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d8&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d10&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d12&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d20&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;)'': How many dice to roll for unmodified rolls only.&lt;br /&gt;
:Any valid integer (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or negative numbers are changed to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll private will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and send the result to the DM channel (specifying the type of roll &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and speak the result in regular chat.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save ref&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll save reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ref&amp;lt;/code&amp;gt; - roll a d20 with your reflex save modifier and speak the result in regular chat (see the parameter list for optional shorted versions of many commands).&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private skill hide&amp;lt;/code&amp;gt; - roll a d20 with your hide skill modifier and send the result to the DM channel.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll ability dex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ability dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dex&amp;lt;/code&amp;gt; - roll a d20 with your dexterity ability modifier and speak the result in regular chat (specifying the type of roll &amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 5a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d20&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dice d20 1&amp;lt;/code&amp;gt; - roll 1d20 and speak the result in regular chat (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is the default for number of dice to roll, so it can be left out).&lt;br /&gt;
&lt;br /&gt;
'''Example 5b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d6 4&amp;lt;/code&amp;gt; - roll 4d6 and speak the totaled result in regular chat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit [chair]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sit on the ground, or in the nearest chair if specified. The '''optional''' chair parameter also works for many placeable seats that aren't normally usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit&amp;lt;/code&amp;gt; - Sit on the ground.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit chair&amp;lt;/code&amp;gt; - Sit in the nearest chair, couch or throne if it isn't already occupied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horse Conversation===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/horse&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Starts the horse conversation with assigning and mount options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server message with the current status of '''parameter1'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'': Selects what to check.&lt;br /&gt;
:&amp;lt;code&amp;gt;surv&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survival&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survivalist&amp;lt;/code&amp;gt; - Displays current [[Survivalist_Tradeskill | survivalist]] level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;ragexp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;brs&amp;lt;/code&amp;gt; - Displays current [[Barbarian_Rage#Barbarian_Rage_Specializations_.28BRS.29 | rager]] type, level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;bart&amp;lt;/code&amp;gt; - Displays current [[Bartending]] level.&lt;br /&gt;
:&amp;lt;code&amp;gt;crafting&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;craftxp&amp;lt;/code&amp;gt; - Displays current [[Crafting_System | crafting]] levels and experience gained in each craft.&lt;br /&gt;
:&amp;lt;code&amp;gt;token&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;tokens&amp;lt;/code&amp;gt; - Returns a server message with current &amp;quot;Gem&amp;quot;, &amp;quot;Metal&amp;quot; and &amp;quot;Organic&amp;quot; Avlis [[Recycling_System | recycling]] token totals.&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt; - Brings a pop-up window displaying your PC Hide, including custom race feats, skills and statistics, Avlis tools implemented as feats, Jali's Reading Glass bonuses, etc.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; - Check experience points ([[XP]]) information, such as remaining XP toward the weekly cap, weekly reset time etc. See also: [[Experience System]]&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check brs&amp;lt;/code&amp;gt; - Displays current rager type, level and experience.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check craftxp&amp;lt;/code&amp;gt; - Displays current crafting levels and experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IRC Style Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me [''text to emote'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Adds the speaker's name to the start of the text, encloses it in * * and changes the color to orange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me seems hungry&amp;lt;/code&amp;gt; - If the speaker's name is Fred, it will say *Fred seems hungry* in orange letters.&lt;br /&gt;
&lt;br /&gt;
===Looking for Party===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Looking for Party (LFP)''' is an in-game (cross-server) chat channel, dedicated to organizing parties, similar to [[Wikipedia:Internet_Relay_Chat | IRC]] (though all communication is done internally by the servers). Anyone connected to this [[OOC]] channel can chat with each other, no matter what server they are on. Please see the [http://www.avlis.org/viewtopic.php?f=87&amp;amp;t=133575 Looking for Party (LFP)] news topic on the Avlis forums for guidelines about acceptable use of LFP chat.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default when omitted = Displays a list of who is connected to LFP)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Enables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Disables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; - Shows the help text for LFP.&lt;br /&gt;
&lt;br /&gt;
:Any other text following &amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; is sent as a (server) message to everyone connected to LFP (see '''[[#LFP_Example_1b |Example 1b]]''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) LFP messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) LFP messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
:The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands and colors set by &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; are also shared with the [[#Chat | Chat]] system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; - Displays a list of who is connected to LFP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LFP_Example_1b&amp;quot;&amp;gt;'''Example 1b:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp anyone interested in some hot bugbear action?&amp;lt;/code&amp;gt; - Sends &amp;quot;anyone interested in some hot bugbear action?&amp;quot; to all players connected to LFP.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot Randomizer===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/loot_order [''number'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This command can only be used by a party leader. It will do a secret roll of a d100 for all PCs in the party, and return a list of names in order, from the highest to lowest roll (names only). &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter will return only that many rollers, from the top of the list order (highest to lowest).&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This will work regardless of whether or not the party members have [[#Looking_for_Party | Looking for Party (LFP)]] activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder&amp;lt;/code&amp;gt; - returns a list of names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder 5&amp;lt;/code&amp;gt; - returns a list of the top 5 names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lycanthropy===&lt;br /&gt;
&lt;br /&gt;
''See the [[Lycanthropy]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Animal/Hybrid Default Form Toggle'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles between animal and hybrid as the default form type used by true lycans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Your default form is now set to animal.&amp;quot; it will be changed to &amp;quot;Your default form is now set to hybrid.&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Lycanthropy Transformation Command'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan '''parameter1'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Used by true lycans to change into were-form. If '''parameter1''' is not included, the default animal or hybrid form type (set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;) will be used instead.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;quot;set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&amp;quot;)'': Specifies which form type to use.&lt;br /&gt;
:&amp;lt;code&amp;gt;animal&amp;lt;/code&amp;gt; - Animal form used.&lt;br /&gt;
:&amp;lt;code&amp;gt;hybrid&amp;lt;/code&amp;gt; - Hybrid form used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans&amp;lt;/code&amp;gt; - Transforms a true lycan into the default form (animal or hybrid) set by the &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan hybrid&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans hybrid&amp;lt;/code&amp;gt; - Transforms a true lycan into hybrid form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Signature Moves===&lt;br /&gt;
&lt;br /&gt;
''See the [[Monk Signature Moves]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - This will list all of the Moves that you have learned as well as list your current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to perform a Signature Move, where N is the number of the move. In order to perform a move, you must first learn it.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; - This will tell you how much Signature Move XP and how many Signature Move levels you have, as well as your monk's current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;switchschool X&amp;lt;/code&amp;gt; - This will allow you to switch schools, where X is the school number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov 1&amp;lt;/code&amp;gt; will allow you to perform Signature Move 1.&lt;br /&gt;
&lt;br /&gt;
===NUI===&lt;br /&gt;
&lt;br /&gt;
Neverwinter User Interface ([https://nwn.wiki/display/NWN1/NUI NUI]) implementations in game include:&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pickportrait'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_pickportrait.jpg preview]) that allows you to set your PC/NPC/DM avatar's portrait, revert changes you've made, page through portraits available in-game, and an input box to type in custom portrait names from your portraits folder or the toolset.&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_setdescription.jpg preview]) to set your PC/NPC/DM avatar's description. It has an input box which is about the size of the Examine window's text. It also has 3 buttons to set the description, undo changes you've made to the description since opening the UI, and reverting the description back to what it was at character creation.&lt;br /&gt;
&lt;br /&gt;
''Note: This is compatible with descriptions added/modified via the text-based [[Avlis_Command_Prompt#Character_Description|/description]] command. i.e. there are 2 ways to accomplish the same thing.''&lt;br /&gt;
&lt;br /&gt;
===Player List===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; to get a list of characters (and their players) across the Avlis servers. Ordered by server name, character name, player name. &lt;br /&gt;
&lt;br /&gt;
:'''Note:''' An '''[LFP]''' tag next to a name indicates that the player is connected to the '''[[#Looking_for_Party | Looking for Party''']] channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PrC Holy Warrior Smite Evil===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/smite&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:PrC holy warriors (Equalizer/Champion/Avenger) can use this command to smite evil. It includes a bug workaround for the missing/disabled feat caused by the 1.69 NWN update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi&amp;lt;/code&amp;gt;&lt;br /&gt;
Provides access to a variety of psionic-system options. Requires at least one level of psion to access.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; gives a list of all implemented commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Extended Dimension Door'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi dimdoor '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles &amp;quot;extended psionic dimension door&amp;quot;* between enabled or disabled. '''Parameter2''' can be set to either &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; to force the setting, but isn't required. Only usable if you have the psionic power (including items), not the arcane spell by the same name.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Extended [[Psychoportation#Dimension_Door | psionic dimension door]]&amp;quot; creates placeable portal doors that remain as long as the caster has PsPs to maintain it, and can be used by any PC to go through. Only used for &amp;quot;psionic&amp;quot; dimension door, and not the [[Magic:Dimension_Door | arcane spell]] by the same name.''&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor&amp;lt;/code&amp;gt; - If the current setting for &amp;quot;extended psionic dimension door&amp;quot; is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor on&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor off&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Metamorphosis'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi metamorph '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi meta '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Selects whether metamorphosis will trigger change into a standard or alternate form, by setting '''parameter2''' to one either &amp;lt;code&amp;gt;standard&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;) or &amp;lt;code&amp;gt;alternate&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summon Planar Creature'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi summon '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi spc '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sets the Good/Neutral/Evil alignment of the summoned creature, by setting '''parameter2''' to one of the alignments. Setting parameter 2 to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; results in a random summon from across the alignment spectrum.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc evil&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of evil alignment&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc good&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of good alignment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Ultrablast'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Alters the behavior of the [[Metapsionics#Ultrablast|Ultrablast]] power by setting '''parameter2'''.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast stun&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;stun&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; results in no damage to the knocked out target.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast kill&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; will incur damage to a knocked out target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Psionic Augmentations'''''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These commands will not work in combat. They can be chained into a single command such that multiple [[Psionic_Specializations#Psionic_Augmentations|Augmentations]] will apply to the next power (for increased PSP cost). Using 'harness' in a chained command reduces the PSP cost, it does not set it to zero.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi harness&amp;lt;/code&amp;gt; - Psion level 5+, triggers 'harness subconscious' (next attempted power has zero PSP cost). Can only be used once per rest.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi focus&amp;lt;/code&amp;gt; - Psion level 10+, triggers 'meditative focus' (next attempted power auto-passes the power check)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong&amp;lt;/code&amp;gt; - Psion level 15+, triggers 'prolong' (doubles duration of next attempted power - only works if power has duration, [[Metapsionics#Stasis_Field|Stasis Field]] is exempt)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi magnify&amp;lt;/code&amp;gt; - Psion level 21+, triggers 'magnify' (doubles effect size (e.g. damage) of next power - only works if power has an effect that can be doubled)&lt;br /&gt;
:&lt;br /&gt;
:Examples of chained commands:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus&amp;lt;/code&amp;gt; - next power both prolonged and auto-passes the power check&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus harness&amp;lt;/code&amp;gt; - as above, but with a reduce PSP cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi meditate&amp;lt;/code&amp;gt; - places the Psion in meditation animation (for 1-10 rounds, syntax is &amp;lt;code&amp;gt;/psi meditate [number of rounds]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===Ranger Weapon Dipping===&lt;br /&gt;
&lt;br /&gt;
''See the [[Ranger]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;bag&amp;lt;/code&amp;gt; - This will designate a bag in which the ranger places the materials into which the ranger dips his weapons.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to choose the race against which the ranger is applying the material to his weapon.  Refer to the table below for a list of races and the materials the ranger can use against them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! Race&lt;br /&gt;
! Material&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Dwarf&lt;br /&gt;
|Potion of Endurance&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf&lt;br /&gt;
|Potion of Cat's Grace&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|Potion of Fox's Cunning&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Halfling&lt;br /&gt;
|Rogue's Liquor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Half-Elf&lt;br /&gt;
|Nanshaquist&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Half-Orc&lt;br /&gt;
|Potion of Ironguts&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Human&lt;br /&gt;
|Potion of Luck&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Aberration&lt;br /&gt;
|Potion of Clarity&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Animal&lt;br /&gt;
|Pelar's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Beast&lt;br /&gt;
|Dire Animal Blood&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Construct&lt;br /&gt;
|Acid Bomb&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Dragon&lt;br /&gt;
|Dragon Blood&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Goblin&lt;br /&gt;
|Draught of Toran&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Monstrous Humanoid&lt;br /&gt;
|Forian's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Orc&lt;br /&gt;
|Orcish Apple Cider&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Reptilian&lt;br /&gt;
|Potion of Death Armor&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Elemental&lt;br /&gt;
|Elemental Decoction&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Fey&lt;br /&gt;
|Potion of Eagle's Splendor&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Giant&lt;br /&gt;
|Potion of Bull's Strength&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Magical Beast&lt;br /&gt;
|Potion of Displacement&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Outsider&lt;br /&gt;
|Potion of Bless&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Shapechanger&lt;br /&gt;
|Narin's Lycanthropic Cure&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Undead&lt;br /&gt;
|Holy Water&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Vermin&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip 1&amp;lt;/code&amp;gt; will allow you dip ammunition or a thrown weapon in a Potion of Endurance to grant it a temporary damage bonus against dwarves.&lt;br /&gt;
&lt;br /&gt;
===Recycling (Tokens)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To convert tokens into chits, use Player Tool 10 on your PC and then type the desired form of the command.&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert '''parameter1 parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To convert chits back into tokens, target the chit stack with Player Tool 10 and type:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
Specify the type of tokens from those currently existing in the [[Recycling System]], such as:&lt;br /&gt;
:&amp;lt;code&amp;gt;gems&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;metal&amp;lt;/code&amp;gt; &lt;br /&gt;
:&amp;lt;code&amp;gt;organic&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Parameter2'''&lt;br /&gt;
If used with parameter1, this is the number of tokens you want to turn into chits. Chits will spawn into your inventory as items with a maximum stack size of 50.&lt;br /&gt;
&lt;br /&gt;
If used without parameter1, this will reduce the stack size of the chits you have targeted and add them to the tokens stored on your PC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert metal 30&amp;lt;/code&amp;gt; will convert 30 of your metal tokens to chits (target your PC with Player Tool 10 before executing this command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert 15&amp;lt;/code&amp;gt; will convert 15 chits from the selected stack into tokens (target the stack of chits with Player Tool 10 before executing this command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Save Character===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves your character file to the vault and your current location on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Self Examine===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Opens an examine window for the PC executing the command. Normally self examining isn't an option for PCs, unless they quick-slot the command before using it on themselves, so this is simply a shortcut for it.&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Useful when '''[[#Character_Description | editing your Character Description]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speed Toggle===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/speed_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Allows monks of 3rd or higher level to toggle their speed bonus on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spellbooks===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves, loads, deletes or lists PC spellbooks. '''Parameter2''', '''parameter3''' and '''parameter4''' are not used when '''parameter1''' is &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;. '''Parameter2''' and '''parameter3''' are always required when using any other '''parameter1''', while '''parameter4''' can use its default value.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Saves your PC's current spellbook configuration to a name of your choice (a single level of spells can be saved using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; - Loads the spellbook configuration into your PC's spellbook (optionally you may only load a single level of spells using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; - Deletes a saved spellbook configuration (this ignores the '''parameter4''' level value, and all levels of spells are always deleted).&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:''' The name of the spellcasting class (only the first 3 letters are used).&lt;br /&gt;
:&amp;lt;code&amp;gt;cle&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cleric&amp;lt;/code&amp;gt; - Cleric&lt;br /&gt;
:&amp;lt;code&amp;gt;dru&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;druid&amp;lt;/code&amp;gt; - Druid&lt;br /&gt;
:&amp;lt;code&amp;gt;pal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;paladin&amp;lt;/code&amp;gt; - Paladin&lt;br /&gt;
:&amp;lt;code&amp;gt;ran&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ranger&amp;lt;/code&amp;gt; - Ranger&lt;br /&gt;
:&amp;lt;code&amp;gt;wiz&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wizard&amp;lt;/code&amp;gt; - Wizard (also used by sorcerer and bard)&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:''' The name of the spellbook.&lt;br /&gt;
:Any '''single word''' name may be used (no spaces, or the extra words will be used as additional parameters).&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;)'': A specific level of spells to load or save.&lt;br /&gt;
:&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; - Load or save the specified level of spells.&lt;br /&gt;
:&amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; - Load or save all spell levels (This is the default if '''parameter4''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs all&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/spellbook save wizard partybuffs&amp;lt;/code&amp;gt; - Saves your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot; (The &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; level '''parameter4''' is the default when omitted).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs 9&amp;lt;/code&amp;gt; - Saves only the 9th level spells to your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot;. '''Note:''' If the &amp;quot;partybuffs&amp;quot; spellbook already exists, only the 9th level spells will be updated in it (nothing else is changed or removed).&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook load cleric undeadpwn 7&amp;lt;/code&amp;gt; - Loads only the 7th level spells from your PC cleric's spellbook configuration previously memorized as &amp;quot;undeadpwn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook delete ranger sneakyspells&amp;lt;/code&amp;gt; - The entire &amp;quot;sneakyspells&amp;quot; ranger spellbook is deleted (you cannot use &amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; on specific levels of spells, though you can &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; an empty level of spells as an update).&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text Colors===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/blue [''text to color blue'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/red [''text to color red'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/green [''text to color green'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Changes the text entered in chat to the specified color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/green This is green&amp;lt;/code&amp;gt; - Changes the color of &amp;quot;This is green&amp;quot; to green text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toggle Auto-Emotes===&lt;br /&gt;
&lt;br /&gt;
''See the list of [[Emote_Keywords | Emote Keywords]] for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles auto-emote keyword usage on or off. Auto-emotes are special keywords used in chat text, enclosed in* *, to perform an emoted action animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Auto-emotes enabled&amp;quot;, it will set it to &amp;quot;Auto-emotes disabled&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ultravision Fix===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/uv_fix&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Workaround for the bug with ultravision/true seeing ending, that causes everyone (PCs and NPCs) to disappear (appear to be invisible). Also restores permanent ultravision to shadowdancers and palemasters, who can lose the effect when being knocked to bleeding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
&lt;br /&gt;
''See the [[Voice_Throw | Voice Throw]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;; [''chat message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:When a chat line begins with the &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; prefix, the chat message will be spoken by the PC's companion, familiar or summoned creatures.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This requires that [[#Toggle_Auto-Emotes | Auto-Emotes]] (using &amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;) be set to &amp;quot;enabled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Attack===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/wwa&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type to enable to Avlis version of [[Whirlwind_Attack|(Improved) Whirlwind Attack]] (if your PC has these feats).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Avlis Command Prompt]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=53875</id>
		<title>Avlis Command Prompt</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=53875"/>
		<updated>2023-07-06T08:04:20Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server help message about ACP commands and usage.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;)'': Displays help on a specific Avlis Command Prompt topic.&lt;br /&gt;
:&amp;lt;code&amp;gt;ams&amp;lt;/code&amp;gt; - Help about available [[#AMS | AMS]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;chat&amp;lt;/code&amp;gt; - Help about available [[#Chat | Chat]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;check&amp;lt;/code&amp;gt; - Help about available [[#Information | check (information)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;emote&amp;lt;/code&amp;gt; - Help about available [[#Emotes | emote]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;roll&amp;lt;/code&amp;gt; - Help about available [[#Dice_Rolls | dice roll]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;loot_order&amp;lt;/code&amp;gt; - Help about available [[#Loot_Randomizer | Loot Randomizer]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Descriptions of available ACP commands and how to use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; itself (This is the default if '''parameter1''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help ams&amp;lt;/code&amp;gt; - Displays help about available [[#AMS | AMS]] commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Other Help====&lt;br /&gt;
&lt;br /&gt;
'''Other ACP System Help Formats:''' &lt;br /&gt;
:&amp;lt;code&amp;gt;/cts help&amp;lt;/code&amp;gt; - Help about available [[#Companion_Training_System_.28CTS.29 | Companion Training System (CTS)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp help&amp;lt;/code&amp;gt; - Help about available [[#Looking_for_Party | Looking for Party (LFP)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; - Help about available [[#Psionics | Psionics]] commands.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Management===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Ammunition management system allows the user to select a bag (or a specific stack) ammo is taken from when the current stack runs out, instead of relying on BioWare's auto-selector. The [[Ammunition Management System]] page has more details.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; - Toggles between disabling and enabling the different modes used by the ammunition management system.&lt;br /&gt;
:&amp;lt;code&amp;gt;queue&amp;lt;/code&amp;gt; - Queues a bag or stack of ammunition (must be selected using Player Tool 10 prior to this command).&lt;br /&gt;
:&amp;lt;code&amp;gt;combat&amp;lt;/code&amp;gt; - Toggles whether or not to disengage from combat when exhausting all queued ammunition, rather than falling back to the BioWare mode (using the next available unqueued stack of ammunition). Should the user re-engage combat without first equipping and queuing more ammunition, the system will fall back to BioWare mode without breaking combat, until the next stack is exhausted.&lt;br /&gt;
:&amp;lt;code&amp;gt;clear&amp;lt;/code&amp;gt; - clears/resets all ammo management settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo toggle&amp;lt;/code&amp;gt; - This will switch through &amp;quot;Disabling managed mode&amp;quot;, &amp;quot;Enabling managed mode: Container based&amp;quot; and &amp;quot;Enabling managed mode: Tag based&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo combat&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Remains in combat after exhausting queued ammunition&amp;quot;, it will set it to &amp;quot;Exits combat after exhausting ammunition&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AMS===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Commands available to different [[Advanced Mage Specialization|Advanced Mage Specializations (AMS)]]. All parameters are not required in every case (see the examples). These commands are only used if you have the specific AMS for the specific command, and the required level in it. See the [[Advanced Mage Specialization]] page for more information.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;whitenecro&amp;lt;/code&amp;gt; - Toggles White Necromancy AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;transmutant&amp;lt;/code&amp;gt; - Toggles Transmutant AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;psimage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psi&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psimagic&amp;lt;/code&amp;gt; - Depending on the parameters following this, it is used to enable/disable psionic augmentation, psionic energy substitution or psionic metamagic.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to disabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;augment&amp;lt;/code&amp;gt; - If &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; is added as '''parameter3''', this will enable or disable psionic augmentation. Unlike other AMS commands, there is no toggle between enabled and disabled, so the &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; '''parameter3''' is required.&lt;br /&gt;
:&amp;lt;code&amp;gt;sub&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;metamagic&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;meta&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets psionic augmentation to disabled.&lt;br /&gt;
&lt;br /&gt;
:''The following '''parameter3''' commands for psionic energy substitution and psionic metamagic types are used to toggle between enabled and disabled. They can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4.'''''&lt;br /&gt;
:&amp;lt;code&amp;gt;acid&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;cold&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;electric&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;electrical&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;sonic&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;extend&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;empower&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;maximize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro&amp;lt;/code&amp;gt; - If the current setting for White Necromancy is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro on&amp;lt;/code&amp;gt; - Sets White Necromancy to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi augment on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type electric between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical off&amp;lt;/code&amp;gt; - Sets the psionic energy substitution type electric to disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type maximize between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize on&amp;lt;/code&amp;gt; - Sets the psionic metamagic type maximize to enabled.&lt;br /&gt;
&lt;br /&gt;
===Avlis Pickpocket Mode===&lt;br /&gt;
&lt;br /&gt;
Using the [[nwn:Pickpocket|pickpocket]] skill, you can plant an item in a PC's pocket, just as well as take one. Type &amp;lt;code&amp;gt;/pp_toggle&amp;lt;/code&amp;gt; to switch between modes.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Rage Specializations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs '''parameter1''' '''[text|number]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Lists all shouts currently stored. Provides shout ID numbers.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds a new shout with the specified '''[text]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;del&amp;lt;/code&amp;gt; - Deletes an existing shout with the specified '''[shout ID number]'''.&lt;br /&gt;
&lt;br /&gt;
'''Example''' (Delete shout by ID)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs del 2&amp;lt;/code&amp;gt; will delete the shout with ID 2, as seen in &amp;lt;code&amp;gt;/brs list&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs&amp;lt;/code&amp;gt; - Tells you the proper syntax for using this command to list, add and delete custom shouts.&lt;br /&gt;
&lt;br /&gt;
===Character Description===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description '''parameter1''' '''[text_description]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; - Changes a PC's description to the new '''[text_description]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description without adding a new line.&lt;br /&gt;
:&amp;lt;code&amp;gt;paragraph&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description, after adding 2 line breaks (creates a blank line between the text).&lt;br /&gt;
:&amp;lt;code&amp;gt;restore&amp;lt;/code&amp;gt; - Reverts any custom descriptions changes, and restores a PC's original description.&lt;br /&gt;
:&amp;lt;code&amp;gt;nui&amp;lt;/code&amp;gt; - Evokes the graphic user interface (see: [https://nwn.wiki/display/NWN1/NUI NUI]) to make PC description changes.&lt;br /&gt;
&lt;br /&gt;
'''Example 1''' (New description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description new This is my new description.&amp;lt;/code&amp;gt; will change your description to &amp;quot;This is my new description.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2''' (Add text to existing description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description add My added description text.&amp;lt;/code&amp;gt; will add &amp;quot;My added description text.&amp;quot; to the existing description without adding a new line first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Normally you can't add line breaks from the chat line (unless you use \n or other special characters), but the paragraph parameter below will simplify the process.&lt;br /&gt;
&lt;br /&gt;
'''Example 3''' (Add new lines)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description paragraph My new description paragraph.&amp;lt;/code&amp;gt; will add 2 new lines (\n\n) and then &amp;quot;My new description paragraph.&amp;quot; to the existing description (as new paragraph).&lt;br /&gt;
&lt;br /&gt;
'''Example 4''' (Restore description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description restore&amp;lt;/code&amp;gt; will undo any changes to the original description (restores it).&lt;br /&gt;
&lt;br /&gt;
'''Extra''': You can even try colored ALT-codes and see if they work in the description. See: [https://neverwintervault.org/project/nwn1/other/tool/goth-girls-color-tag-creator-v2-carcerians-color-code-mini-tutorial Goth Girl's Color Tag Creator V2 (+ Carcerian's Color Code Mini-Tutorial)]&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' You can also use the '''[[#Self_Examine | Self Examine]]''' (&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;) command to see your description changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
&lt;br /&gt;
''See [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=134720 Chat] on the Avlis forums for more information (or use &amp;lt;code&amp;gt;/help chat&amp;lt;/code&amp;gt;).''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat [''player or character name''] [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c [''player or character name''] [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply ±notify&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r ±notify&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Chat is much like the [[#Looking_for_Party | Looking for Party (LFP)]] system, but for private messages across servers. Colors chosen with the &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; LFP command will apply to any &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; messages as well. You can also use the [[#Player_List | Player List]] &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; command to find player/character (and DM) names on other servers.&lt;br /&gt;
&lt;br /&gt;
*Use &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/c&amp;lt;/code&amp;gt;) to send the player/character name your message. The first time you receive one of these from another player, a little tutorial message will pop up as well.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' You don't need to spell out the full name: any uniquely identifiable sub-string will work. E.g., &amp;lt;code&amp;gt;/chat to [''message'']&amp;lt;/code&amp;gt; will match the names like Tor and Gortog, and send the message if there are no other names with that sub-string. If there are, a list of those matching names is returned instead. &lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; command will automatically designate the last player to send you a chat message, so no names need be entered. This is persistent across server transition (and when relogging). Enabling the notify option via &amp;lt;code&amp;gt;+notify&amp;lt;/code&amp;gt; will inform you if your &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; target will change. You can disable this option using &amp;lt;code&amp;gt;-notify&amp;lt;/code&amp;gt;. If you want to confirm who you are replying to, type &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r&amp;lt;/code&amp;gt; and press Enter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [player or character name]&amp;lt;/code&amp;gt; - Shows chat history for this player or character (a partial match will suffice).&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [lfp] [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h [lfp] [''number'']&amp;lt;/code&amp;gt; - Displays chat messages you’ve recently sent and received.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) chat messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) chat messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays all chat messages you’ve recently sent and received. Like the LFP system, chat uses the server log to display messages, so the history command is useful when you suspect you've missed a chat in a torrent of combat messages. &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' lfp parameter will show LFP history messages, as well chat ones. Bringing up the history for LFP messages also shows messages sent from before logging in, making it useful for getting right into crumping with a group that's already forming. This will work with the number parameter below.&lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter can limit (or increase) the message history output. By default, the &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays up to 25 of your most recent messages, but the number parameter changes that.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' that history is periodically purged (every 8 hours or so), so don't be alarmed if you don't see every message you've ever been sent.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands that are part of LFP also work with the chat system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat Tor Heya! What's up?&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c Tor Heya! What's up?&amp;lt;/code&amp;gt; - Sends Tor Varson the message: &amp;quot;[CHAT] '''Your PC Name''': Heya! What's up?&amp;quot; in his server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply There be nithlings in Zvid again.&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r There be nithlings in Zvid again.&amp;lt;/code&amp;gt; - Sends you the reply from Tor: &amp;quot;[CHAT] Tor: There be nithlings in Zvid again.&amp;quot; in your server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h&amp;lt;/code&amp;gt; - Displays the 25 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history 10&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h 10&amp;lt;/code&amp;gt; - Displays the 10 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3c:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history lfp 30&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h lfp 30&amp;lt;/code&amp;gt; - Displays the 30 most recent chat and LFP messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 5:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Companion Training System (CTS)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [[CTS_Mechanics#CTS_Commands | Companion Training System Mechanics]] page for a description of all commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clerical Holy Symbols===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The following commands allow for saving and managing prayer phrases, to go with your Clerical [[Cleric#Wieldable_Holy_Symbols|Wieldable Holy Symbol]]:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs&amp;lt;/code&amp;gt; - Command overview.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs list&amp;lt;/code&amp;gt; - Shows all your saved prayers in a numbered list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs add [prayer text]&amp;lt;/code&amp;gt; - Adds the prayer to your list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs del [#]&amp;lt;/code&amp;gt; - Deletes the prayer from your list (numbers are visible from &amp;quot;/ahs list&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Crafting Plant Harvesting===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can harvest all or just one item from plants. To switch between modes, type &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: if you choose to harvest one component, you will truly only be able to harvest one, not one at a time.  So if you go to an apple tree and try to harvest apples normally you will get six apples until the tree respawns more apples.  If you use &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt; you will only get one apple until the tree respawns.  You will NOT get six apples one at a time.&lt;br /&gt;
&lt;br /&gt;
===Create Magic Tattoo===&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;/help magictat&amp;lt;/code&amp;gt; to get all options for spell [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]]&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current options:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 1ab&amp;lt;/code&amp;gt; +1 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat ac&amp;lt;/code&amp;gt; +1 armor class&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat reflex&amp;lt;/code&amp;gt; +2 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat fort&amp;lt;/code&amp;gt; +2 fort saves&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat will&amp;lt;/code&amp;gt; +2 will save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat saves&amp;lt;/code&amp;gt; +2 to all saving throws&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 2ab&amp;lt;/code&amp;gt; +2 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat sr&amp;lt;/code&amp;gt; spell resistance&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat str&amp;lt;/code&amp;gt; +2 STR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat dex&amp;lt;/code&amp;gt; +2 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat con&amp;lt;/code&amp;gt; +2 CON&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat int&amp;lt;/code&amp;gt; +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat wis&amp;lt;/code&amp;gt; +2 CHA&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat cha&amp;lt;/code&amp;gt; +2 WIS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/debug&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
:No target it will return area info. Target an item with Player Tool #10. Returns a server message with the item/current area name, tag, and resref.&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Dice rolls using ACP have 4 available parameters. '''Parameter2''' can be left out for saving throws and ability checks (only required for skill and dice rolls). '''Parameter1''' and '''parameter4''' have default values that don't need to be entered unless you want to change them (see the examples below and the parameter list for default values).&lt;br /&gt;
&lt;br /&gt;
:To make a roll only seen by DMs, &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; must be the first parameter, otherwise the roll result will be spoken in regular chat. The second parameter chooses between a save, skill or ability check, or doing an unmodified dice roll (redundant when doing a saving throw or ability check, so it can be left out for them). The 3rd parameter selects the type of save, skill, ability or dice size (This parameter is always required). The 4th parameter is used to set how many dice to roll only for an unmodified roll, if more than one is needed.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default is public*)'': Private or public results.&lt;br /&gt;
:&amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; - This optional parameter will send the roll result to the DM channel only. If it isn't included, the results will be spoken in regular chat.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''There is no &amp;quot;public&amp;quot; parameter (it is assumed when &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; is not included) so do not try use it. The results will be unpredictable, and cause an error.''&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2''' ''(Required only for skill and dice rolls)'': Specify the type of roll.&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a saving throw (optional when '''parameter3''' is a valid save type).&lt;br /&gt;
:&amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a skill check.&lt;br /&gt;
:&amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an ability check (optional when '''parameter3''' is a valid ability).&lt;br /&gt;
:&amp;lt;code&amp;gt;dice&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an unmodified dice roll.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3''' ''(Must be included)'': Specifies the save, ability, skill or size of dice to roll.&lt;br /&gt;
:&amp;lt;ins&amp;gt;Saving Throw (save)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;will&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fortitude&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;fort&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ref&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Skill Check (skill)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;animalempathy&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ae&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;appraise&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;bluff&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;concentration&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftarmor&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;crafttrap&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftweapon&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dt&amp;lt;/code&amp;gt; (disable traps)&lt;br /&gt;
:&amp;lt;code&amp;gt;discipline&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disc&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;heal&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intimidate&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;listen&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;lore&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;movesilently&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ms&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;openlock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;picklock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ol&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;parry&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;perform&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;persuade&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;pickpocket&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pp&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ride&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;search&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;settrap&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;st&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spellcraft&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spot&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;taunt&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;tumble&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;umd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Ability Check (ability)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;strength&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dex&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;constitution&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;con&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intelligence&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;wisdom&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wis&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;charisma&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cha&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Unmodified Dice Roll (dice)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;d2&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d3&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d4&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d6&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d8&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d10&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d12&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d20&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;)'': How many dice to roll for unmodified rolls only.&lt;br /&gt;
:Any valid integer (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or negative numbers are changed to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll private will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and send the result to the DM channel (specifying the type of roll &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and speak the result in regular chat.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save ref&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll save reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ref&amp;lt;/code&amp;gt; - roll a d20 with your reflex save modifier and speak the result in regular chat (see the parameter list for optional shorted versions of many commands).&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private skill hide&amp;lt;/code&amp;gt; - roll a d20 with your hide skill modifier and send the result to the DM channel.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll ability dex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ability dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dex&amp;lt;/code&amp;gt; - roll a d20 with your dexterity ability modifier and speak the result in regular chat (specifying the type of roll &amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 5a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d20&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dice d20 1&amp;lt;/code&amp;gt; - roll 1d20 and speak the result in regular chat (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is the default for number of dice to roll, so it can be left out).&lt;br /&gt;
&lt;br /&gt;
'''Example 5b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d6 4&amp;lt;/code&amp;gt; - roll 4d6 and speak the totaled result in regular chat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit [chair]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sit on the ground, or in the nearest chair if specified. The '''optional''' chair parameter also works for many placeable seats that aren't normally usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit&amp;lt;/code&amp;gt; - Sit on the ground.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit chair&amp;lt;/code&amp;gt; - Sit in the nearest chair, couch or throne if it isn't already occupied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horse Conversation===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/horse&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Starts the horse conversation with assigning and mount options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server message with the current status of '''parameter1'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'': Selects what to check.&lt;br /&gt;
:&amp;lt;code&amp;gt;surv&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survival&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survivalist&amp;lt;/code&amp;gt; - Displays current [[Survivalist_Tradeskill | survivalist]] level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;ragexp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;brs&amp;lt;/code&amp;gt; - Displays current [[Barbarian_Rage#Barbarian_Rage_Specializations_.28BRS.29 | rager]] type, level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;bart&amp;lt;/code&amp;gt; - Displays current [[Bartending]] level.&lt;br /&gt;
:&amp;lt;code&amp;gt;crafting&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;craftxp&amp;lt;/code&amp;gt; - Displays current [[Crafting_System | crafting]] levels and experience gained in each craft.&lt;br /&gt;
:&amp;lt;code&amp;gt;token&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;tokens&amp;lt;/code&amp;gt; - Returns a server message with current &amp;quot;Gem&amp;quot;, &amp;quot;Metal&amp;quot; and &amp;quot;Organic&amp;quot; Avlis [[Recycling_System | recycling]] token totals.&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt; - Brings a pop-up window displaying your PC Hide, including custom race feats, skills and statistics, Avlis tools implemented as feats, Jali's Reading Glass bonuses, etc.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; - Check experience points ([[XP]]) information, such as remaining XP toward the weekly cap, weekly reset time etc. See also: [[Experience System]]&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check brs&amp;lt;/code&amp;gt; - Displays current rager type, level and experience.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check craftxp&amp;lt;/code&amp;gt; - Displays current crafting levels and experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IRC Style Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me [''text to emote'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Adds the speaker's name to the start of the text, encloses it in * * and changes the color to orange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me seems hungry&amp;lt;/code&amp;gt; - If the speaker's name is Fred, it will say *Fred seems hungry* in orange letters.&lt;br /&gt;
&lt;br /&gt;
===Looking for Party===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Looking for Party (LFP)''' is an in-game (cross-server) chat channel, dedicated to organizing parties, similar to [[Wikipedia:Internet_Relay_Chat | IRC]] (though all communication is done internally by the servers). Anyone connected to this [[OOC]] channel can chat with each other, no matter what server they are on. Please see the [http://www.avlis.org/viewtopic.php?f=87&amp;amp;t=133575 Looking for Party (LFP)] news topic on the Avlis forums for guidelines about acceptable use of LFP chat.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default when omitted = Displays a list of who is connected to LFP)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Enables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Disables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; - Shows the help text for LFP.&lt;br /&gt;
&lt;br /&gt;
:Any other text following &amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; is sent as a (server) message to everyone connected to LFP (see '''[[#LFP_Example_1b |Example 1b]]''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) LFP messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) LFP messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
:The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands and colors set by &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; are also shared with the [[#Chat | Chat]] system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; - Displays a list of who is connected to LFP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LFP_Example_1b&amp;quot;&amp;gt;'''Example 1b:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp anyone interested in some hot bugbear action?&amp;lt;/code&amp;gt; - Sends &amp;quot;anyone interested in some hot bugbear action?&amp;quot; to all players connected to LFP.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot Randomizer===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/loot_order [''number'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This command can only be used by a party leader. It will do a secret roll of a d100 for all PCs in the party, and return a list of names in order, from the highest to lowest roll (names only). &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter will return only that many rollers, from the top of the list order (highest to lowest).&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This will work regardless of whether or not the party members have [[#Looking_for_Party | Looking for Party (LFP)]] activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder&amp;lt;/code&amp;gt; - returns a list of names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder 5&amp;lt;/code&amp;gt; - returns a list of the top 5 names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lycanthropy===&lt;br /&gt;
&lt;br /&gt;
''See the [[Lycanthropy]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Animal/Hybrid Default Form Toggle'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles between animal and hybrid as the default form type used by true lycans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Your default form is now set to animal.&amp;quot; it will be changed to &amp;quot;Your default form is now set to hybrid.&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Lycanthropy Transformation Command'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan '''parameter1'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Used by true lycans to change into were-form. If '''parameter1''' is not included, the default animal or hybrid form type (set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;) will be used instead.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;quot;set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&amp;quot;)'': Specifies which form type to use.&lt;br /&gt;
:&amp;lt;code&amp;gt;animal&amp;lt;/code&amp;gt; - Animal form used.&lt;br /&gt;
:&amp;lt;code&amp;gt;hybrid&amp;lt;/code&amp;gt; - Hybrid form used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans&amp;lt;/code&amp;gt; - Transforms a true lycan into the default form (animal or hybrid) set by the &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan hybrid&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans hybrid&amp;lt;/code&amp;gt; - Transforms a true lycan into hybrid form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Signature Moves===&lt;br /&gt;
&lt;br /&gt;
''See the [[Monk Signature Moves]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - This will list all of the Moves that you have learned as well as list your current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to perform a Signature Move, where N is the number of the move. In order to perform a move, you must first learn it.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; - This will tell you how much Signature Move XP and how many Signature Move levels you have, as well as your monk's current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;switchschool X&amp;lt;/code&amp;gt; - This will allow you to switch schools, where X is the school number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov 1&amp;lt;/code&amp;gt; will allow you to perform Signature Move 1.&lt;br /&gt;
&lt;br /&gt;
===NUI===&lt;br /&gt;
&lt;br /&gt;
Neverwinter User Interface ([https://nwn.wiki/display/NWN1/NUI NUI]) implementations in game include:&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pickportrait'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_pickportrait.jpg preview]) that allows you to set your PC/NPC/DM avatar's portrait, revert changes you've made, page through portraits available in-game, and an input box to type in custom portrait names from your portraits folder or the toolset.&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_setdescription.jpg preview]) to set your PC/NPC/DM avatar's description. It has an input box which is about the size of the Examine window's text. It also has 3 buttons to set the description, undo changes you've made to the description since opening the UI, and reverting the description back to what it was at character creation.&lt;br /&gt;
&lt;br /&gt;
''Note: This is compatible with descriptions added/modified via the text-based [[Avlis_Command_Prompt#Character_Description|/description]] command. i.e. there are 2 ways to accomplish the same thing.''&lt;br /&gt;
&lt;br /&gt;
===Player List===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; to get a list of characters (and their players) across the Avlis servers. Ordered by server name, character name, player name. &lt;br /&gt;
&lt;br /&gt;
:'''Note:''' An '''[LFP]''' tag next to a name indicates that the player is connected to the '''[[#Looking_for_Party | Looking for Party''']] channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PrC Holy Warrior Smite Evil===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/smite&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:PrC holy warriors (Equalizer/Champion/Avenger) can use this command to smite evil. It includes a bug workaround for the missing/disabled feat caused by the 1.69 NWN update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi&amp;lt;/code&amp;gt;&lt;br /&gt;
Provides access to a variety of psionic-system options. Requires at least one level of psion to access.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; gives a list of all implemented commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Extended Dimension Door'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi dimdoor '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles &amp;quot;extended psionic dimension door&amp;quot;* between enabled or disabled. '''Parameter2''' can be set to either &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; to force the setting, but isn't required. Only usable if you have the psionic power (including items), not the arcane spell by the same name.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Extended [[Psychoportation#Dimension_Door | psionic dimension door]]&amp;quot; creates placeable portal doors that remain as long as the caster has PsPs to maintain it, and can be used by any PC to go through. Only used for &amp;quot;psionic&amp;quot; dimension door, and not the [[Magic:Dimension_Door | arcane spell]] by the same name.''&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor&amp;lt;/code&amp;gt; - If the current setting for &amp;quot;extended psionic dimension door&amp;quot; is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor on&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor off&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Metamorphosis'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi metamorph '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi meta '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Selects whether metamorphosis will trigger change into a standard or alternate form, by setting '''parameter2''' to one either &amp;lt;code&amp;gt;standard&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;) or &amp;lt;code&amp;gt;alternate&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summon Planar Creature'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi summon '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi spc '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sets the Good/Neutral/Evil alignment of the summoned creature, by setting '''parameter2''' to one of the alignments. Setting parameter 2 to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; results in a random summon from across the alignment spectrum.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc evil&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of evil alignment&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc good&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of good alignment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Ultrablast'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Alters the behavior of the [[Metapsionics#Ultrablast|Ultrablast]] power by setting '''parameter2'''.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast stun&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;stun&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; results in no damage to the knocked out target.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast kill&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; will incur damage to a knocked out target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Psionic Augmentations'''''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These commands will not work in combat. They can be chained into a single command such that multiple [[Psionic_Specializations#Psionic_Augmentations|Augmentations]] will apply to the next power (for increased PSP cost). Using 'harness' in a chained command reduces the PSP cost, it does not set it to zero.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi harness&amp;lt;/code&amp;gt; - Psion level 5+, triggers 'harness subconscious' (next attempted power has zero PSP cost). Can only be used once per rest.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi focus&amp;lt;/code&amp;gt; - Psion level 10+, triggers 'meditative focus' (next attempted power auto-passes the power check)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong&amp;lt;/code&amp;gt; - Psion level 15+, triggers 'prolong' (doubles duration of next attempted power - only works if power has duration, [[Metapsionics#Stasis_Field|Stasis Field]] is exempt)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi magnify&amp;lt;/code&amp;gt; - Psion level 21+, triggers 'magnify' (doubles effect size (e.g. damage) of next power - only works if power has an effect that can be doubled)&lt;br /&gt;
:&lt;br /&gt;
:Examples of chained commands:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus&amp;lt;/code&amp;gt; - next power both prolonged and auto-passes the power check&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus harness&amp;lt;/code&amp;gt; - as above, but with a reduce PSP cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi meditate&amp;lt;/code&amp;gt; - places the Psion in meditation animation (for 1-10 rounds, syntax is &amp;lt;code&amp;gt;/psi meditate [number of rounds]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===Ranger Weapon Dipping===&lt;br /&gt;
&lt;br /&gt;
''See the [[Ranger]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;bag&amp;lt;/code&amp;gt; - This will designate a bag in which the ranger places the materials into which the ranger dips his weapons.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to choose the race against which the ranger is applying the material to his weapon.  Refer to the table below for a list of races and the materials the ranger can use against them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! Race&lt;br /&gt;
! Material&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Dwarf&lt;br /&gt;
|Potion of Endurance&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf&lt;br /&gt;
|Potion of Cat's Grace&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|Potion of Fox's Cunning&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Halfling&lt;br /&gt;
|Rogue's Liquor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Half-Elf&lt;br /&gt;
|Nanshaquist&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Half-Orc&lt;br /&gt;
|Potion of Ironguts&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Human&lt;br /&gt;
|Potion of Luck&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Aberration&lt;br /&gt;
|Potion of Clarity&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Animal&lt;br /&gt;
|Pelar's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Beast&lt;br /&gt;
|Dire Animal Blood&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Construct&lt;br /&gt;
|Acid Bomb&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Dragon&lt;br /&gt;
|Dragon Blood&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Goblin&lt;br /&gt;
|Draught of Toran&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Monstrous Humanoid&lt;br /&gt;
|Forian's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Orc&lt;br /&gt;
|Orcish Apple Cider&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Reptilian&lt;br /&gt;
|Potion of Death Armor&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Elemental&lt;br /&gt;
|Elemental Decoction&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Fey&lt;br /&gt;
|Potion of Eagle's Splendor&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Giant&lt;br /&gt;
|Potion of Bull's Strength&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Magical Beast&lt;br /&gt;
|Potion of Displacement&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Outsider&lt;br /&gt;
|Potion of Bless&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Shapechanger&lt;br /&gt;
|Narin's Lycanthropic Cure&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Undead&lt;br /&gt;
|Holy Water&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Vermin&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip 1&amp;lt;/code&amp;gt; will allow you dip ammunition or a thrown weapon in a Potion of Endurance to grant it a temporary damage bonus against dwarves.&lt;br /&gt;
&lt;br /&gt;
===Recycling (Tokens)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To convert tokens into chits, use Player Tool 10 on your PC and then type the desired form of the command.&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert '''parameter1 parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To convert chits back into tokens, target the chit stack with Player Tool 10 and type:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
Specify the type of tokens from those currently existing in the [[Recycling System]], such as:&lt;br /&gt;
:&amp;lt;code&amp;gt;gems&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;metal&amp;lt;/code&amp;gt; &lt;br /&gt;
:&amp;lt;code&amp;gt;organic&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Parameter2'''&lt;br /&gt;
If used with parameter1, this is the number of tokens you want to turn into chits. Chits will spawn into your inventory as items with a maximum stack size of 50.&lt;br /&gt;
&lt;br /&gt;
If used without parameter1, this will reduce the stack size of the chits you have targeted and add them to the tokens stored on your PC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert metal 30&amp;lt;/code&amp;gt; will convert 30 of your metal tokens to chits (target your PC with Player Tool 10 before executing this command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert 15&amp;lt;/code&amp;gt; will convert 15 chits from the selected stack into tokens (target the stack of chits with Player Tool 10 before executing this command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Save Character===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves your character file to the vault and your current location on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Self Examine===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Opens an examine window for the PC executing the command. Normally self examining isn't an option for PCs, unless they quick-slot the command before using it on themselves, so this is simply a shortcut for it.&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Useful when '''[[#Character_Description | editing your Character Description]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speed Toggle===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/speed_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Allows monks of 3rd or higher level to toggle their speed bonus on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spellbooks===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves, loads, deletes or lists PC spellbooks. '''Parameter2''', '''parameter3''' and '''parameter4''' are not used when '''parameter1''' is &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;. '''Parameter2''' and '''parameter3''' are always required when using any other '''parameter1''', while '''parameter4''' can use its default value.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Saves your PC's current spellbook configuration to a name of your choice (a single level of spells can be saved using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; - Loads the spellbook configuration into your PC's spellbook (optionally you may only load a single level of spells using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; - Deletes a saved spellbook configuration (this ignores the '''parameter4''' level value, and all levels of spells are always deleted).&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:''' The name of the spellcasting class (only the first 3 letters are used).&lt;br /&gt;
:&amp;lt;code&amp;gt;cle&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cleric&amp;lt;/code&amp;gt; - Cleric&lt;br /&gt;
:&amp;lt;code&amp;gt;dru&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;druid&amp;lt;/code&amp;gt; - Druid&lt;br /&gt;
:&amp;lt;code&amp;gt;pal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;paladin&amp;lt;/code&amp;gt; - Paladin&lt;br /&gt;
:&amp;lt;code&amp;gt;ran&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ranger&amp;lt;/code&amp;gt; - Ranger&lt;br /&gt;
:&amp;lt;code&amp;gt;wiz&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wizard&amp;lt;/code&amp;gt; - Wizard (also used by sorcerer and bard)&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:''' The name of the spellbook.&lt;br /&gt;
:Any '''single word''' name may be used (no spaces, or the extra words will be used as additional parameters).&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;)'': A specific level of spells to load or save.&lt;br /&gt;
:&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; - Load or save the specified level of spells.&lt;br /&gt;
:&amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; - Load or save all spell levels (This is the default if '''parameter4''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs all&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/spellbook save wizard partybuffs&amp;lt;/code&amp;gt; - Saves your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot; (The &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; level '''parameter4''' is the default when omitted).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs 9&amp;lt;/code&amp;gt; - Saves only the 9th level spells to your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot;. '''Note:''' If the &amp;quot;partybuffs&amp;quot; spellbook already exists, only the 9th level spells will be updated in it (nothing else is changed or removed).&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook load cleric undeadpwn 7&amp;lt;/code&amp;gt; - Loads only the 7th level spells from your PC cleric's spellbook configuration previously memorized as &amp;quot;undeadpwn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook delete ranger sneakyspells&amp;lt;/code&amp;gt; - The entire &amp;quot;sneakyspells&amp;quot; ranger spellbook is deleted (you cannot use &amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; on specific levels of spells, though you can &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; an empty level of spells as an update).&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text Colors===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/blue [''text to color blue'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/red [''text to color red'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/green [''text to color green'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Changes the text entered in chat to the specified color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/green This is green&amp;lt;/code&amp;gt; - Changes the color of &amp;quot;This is green&amp;quot; to green text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toggle Auto-Emotes===&lt;br /&gt;
&lt;br /&gt;
''See the list of [[Emote_Keywords | Emote Keywords]] for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles auto-emote keyword usage on or off. Auto-emotes are special keywords used in chat text, enclosed in* *, to perform an emoted action animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Auto-emotes enabled&amp;quot;, it will set it to &amp;quot;Auto-emotes disabled&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ultravision Fix===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/uv_fix&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Workaround for the bug with ultravision/true seeing ending, that causes everyone (PCs and NPCs) to disappear (appear to be invisible). Also restores permanent ultravision to shadowdancers and palemasters, who can lose the effect when being knocked to bleeding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
&lt;br /&gt;
''See the [[Voice_Throw | Voice Throw]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;; [''chat message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:When a chat line begins with the &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; prefix, the chat message will be spoken by the PC's companion, familiar or summoned creatures.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This requires that [[#Toggle_Auto-Emotes | Auto-Emotes]] (using &amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;) be set to &amp;quot;enabled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Attack===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/wwa&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type to enable to Avlis version of [[Whirlwind_Attack|(Improved) Whirlwind Attack]] (if your PC has these feats).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Avlis Command Prompt]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=53874</id>
		<title>Avlis Command Prompt</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Avlis_Command_Prompt&amp;diff=53874"/>
		<updated>2023-07-06T08:03:57Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server help message about ACP commands and usage.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;)'': Displays help on a specific Avlis Command Prompt topic.&lt;br /&gt;
:&amp;lt;code&amp;gt;ams&amp;lt;/code&amp;gt; - Help about available [[#AMS | AMS]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;chat&amp;lt;/code&amp;gt; - Help about available [[#Chat | Chat]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;check&amp;lt;/code&amp;gt; - Help about available [[#Information | check (information)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;emote&amp;lt;/code&amp;gt; - Help about available [[#Emotes | emote]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;roll&amp;lt;/code&amp;gt; - Help about available [[#Dice_Rolls | dice roll]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;loot_order&amp;lt;/code&amp;gt; - Help about available [[#Loot_Randomizer | Loot Randomizer]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Descriptions of available ACP commands and how to use &amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt; itself (This is the default if '''parameter1''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/help ams&amp;lt;/code&amp;gt; - Displays help about available [[#AMS | AMS]] commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Other Help====&lt;br /&gt;
&lt;br /&gt;
'''Other ACP System Help Formats:''' &lt;br /&gt;
:&amp;lt;code&amp;gt;/cts help&amp;lt;/code&amp;gt; - Help about available [[#Companion_Training_System_.28CTS.29 | Companion Training System (CTS)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp help&amp;lt;/code&amp;gt; - Help about available [[#Looking_for_Party | Looking for Party (LFP)]] commands.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; - Help about available [[#Psionics | Psionics]] commands.&lt;br /&gt;
&lt;br /&gt;
===Ammunition Management===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Ammunition management system allows the user to select a bag (or a specific stack) ammo is taken from when the current stack runs out, instead of relying on BioWare's auto-selector. The [[Ammunition Management System]] page has more details.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;toggle&amp;lt;/code&amp;gt; - Toggles between disabling and enabling the different modes used by the ammunition management system.&lt;br /&gt;
:&amp;lt;code&amp;gt;queue&amp;lt;/code&amp;gt; - Queues a bag or stack of ammunition (must be selected using Player Tool 10 prior to this command).&lt;br /&gt;
:&amp;lt;code&amp;gt;combat&amp;lt;/code&amp;gt; - Toggles whether or not to disengage from combat when exhausting all queued ammunition, rather than falling back to the BioWare mode (using the next available unqueued stack of ammunition). Should the user re-engage combat without first equipping and queuing more ammunition, the system will fall back to BioWare mode without breaking combat, until the next stack is exhausted.&lt;br /&gt;
:&amp;lt;code&amp;gt;clear&amp;lt;/code&amp;gt; - clears/resets all ammo management settings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo toggle&amp;lt;/code&amp;gt; - This will switch through &amp;quot;Disabling managed mode&amp;quot;, &amp;quot;Enabling managed mode: Container based&amp;quot; and &amp;quot;Enabling managed mode: Tag based&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ammo combat&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Remains in combat after exhausting queued ammunition&amp;quot;, it will set it to &amp;quot;Exits combat after exhausting ammunition&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===AMS===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Commands available to different [[Advanced Mage Specialization|Advanced Mage Specializations (AMS)]]. All parameters are not required in every case (see the examples). These commands are only used if you have the specific AMS for the specific command, and the required level in it. See the [[Advanced Mage Specialization]] page for more information.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;whitenecro&amp;lt;/code&amp;gt; - Toggles White Necromancy AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;transmutant&amp;lt;/code&amp;gt; - Toggles Transmutant AMS between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter2'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;psimage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psi&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;psimagic&amp;lt;/code&amp;gt; - Depending on the parameters following this, it is used to enable/disable psionic augmentation, psionic energy substitution or psionic metamagic.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets White Necromancy or Transmutant AMS to disabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;augment&amp;lt;/code&amp;gt; - If &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; is added as '''parameter3''', this will enable or disable psionic augmentation. Unlike other AMS commands, there is no toggle between enabled and disabled, so the &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; '''parameter3''' is required.&lt;br /&gt;
:&amp;lt;code&amp;gt;sub&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;element&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;metamagic&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;meta&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type specified in '''parameter3''' between enabled and disabled. Can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets psionic augmentation to disabled.&lt;br /&gt;
&lt;br /&gt;
:''The following '''parameter3''' commands for psionic energy substitution and psionic metamagic types are used to toggle between enabled and disabled. They can be specifically set by adding &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; as '''parameter4.'''''&lt;br /&gt;
:&amp;lt;code&amp;gt;acid&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;cold&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;electric&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;electrical&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fire&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;sonic&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;extend&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;empower&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;maximize&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Sets the specified psionic energy substitution or psionic metamagic type to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro&amp;lt;/code&amp;gt; - If the current setting for White Necromancy is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams whitenecro on&amp;lt;/code&amp;gt; - Sets White Necromancy to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi augment on&amp;lt;/code&amp;gt; - Sets psionic augmentation to enabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical&amp;lt;/code&amp;gt; - Toggles the psionic energy substitution type electric between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi sub electrical off&amp;lt;/code&amp;gt; - Sets the psionic energy substitution type electric to disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize&amp;lt;/code&amp;gt; - Toggles the psionic metamagic type maximize between enabled and disabled.&lt;br /&gt;
&lt;br /&gt;
'''Example 4b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ams psi meta maximize on&amp;lt;/code&amp;gt; - Sets the psionic metamagic type maximize to enabled.&lt;br /&gt;
&lt;br /&gt;
===Avlis Pickpocket Mode===&lt;br /&gt;
&lt;br /&gt;
Using the [[nwn:Pickpocket|pickpocket]] skill, you can plant an item in a PC's pocket, just as well as take one. Type &amp;lt;code&amp;gt;/pp_toggle&amp;lt;/code&amp;gt; to switch between modes.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Rage Specializations===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs '''parameter1''' '''[text|number]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Lists all shouts currently stored. Provides shout ID numbers.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds a new shout with the specified '''[text]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;del&amp;lt;/code&amp;gt; - Deletes an existing shout with the specified '''[shout ID number]'''.&lt;br /&gt;
&lt;br /&gt;
'''Example''' (Delete shout by ID)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs del 2&amp;lt;/code&amp;gt; will delete the shout with ID 2, as seen in &amp;lt;code&amp;gt;/brs list&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/brs&amp;lt;/code&amp;gt; - Tells you the proper syntax for using this command to list, add and delete custom shouts.&lt;br /&gt;
&lt;br /&gt;
===Character Description===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description '''parameter1''' '''[text_description]'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;new&amp;lt;/code&amp;gt; - Changes a PC's description to the new '''[text_description]'''.&lt;br /&gt;
:&amp;lt;code&amp;gt;add&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description without adding a new line.&lt;br /&gt;
:&amp;lt;code&amp;gt;paragraph&amp;lt;/code&amp;gt; - Adds '''[text_description]''' to the existing custom description, after adding 2 line breaks (creates a blank line between the text).&lt;br /&gt;
:&amp;lt;code&amp;gt;restore&amp;lt;/code&amp;gt; - Reverts any custom descriptions changes, and restores a PC's original description.&lt;br /&gt;
:&amp;lt;code&amp;gt;nui&amp;lt;/code&amp;gt; - Evokes the graphic user interface (see: [https://nwn.wiki/display/NWN1/NUI NUI]) to make PC description changes.&lt;br /&gt;
&lt;br /&gt;
'''Example 1''' (New description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description new This is my new description.&amp;lt;/code&amp;gt; will change your description to &amp;quot;This is my new description.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 2''' (Add text to existing description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description add My added description text.&amp;lt;/code&amp;gt; will add &amp;quot;My added description text.&amp;quot; to the existing description without adding a new line first.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Normally you can't add line breaks from the chat line (unless you use \n or other special characters), but the paragraph parameter below will simplify the process.&lt;br /&gt;
&lt;br /&gt;
'''Example 3''' (Add new lines)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description paragraph My new description paragraph.&amp;lt;/code&amp;gt; will add 2 new lines (\n\n) and then &amp;quot;My new description paragraph.&amp;quot; to the existing description (as new paragraph).&lt;br /&gt;
&lt;br /&gt;
'''Example 4''' (Restore description)''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/description restore&amp;lt;/code&amp;gt; will undo any changes to the original description (restores it).&lt;br /&gt;
&lt;br /&gt;
'''Extra''': You can even try colored ALT-codes and see if they work in the description. See: [https://neverwintervault.org/project/nwn1/other/tool/goth-girls-color-tag-creator-v2-carcerians-color-code-mini-tutorial Goth Girl's Color Tag Creator V2 (+ Carcerian's Color Code Mini-Tutorial)]&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' You can also use the '''[[#Self_Examine | Self Examine]]''' (&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;) command to see your description changes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chat===&lt;br /&gt;
&lt;br /&gt;
''See [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=134720 Chat] on the Avlis forums for more information (or use &amp;lt;code&amp;gt;/help chat&amp;lt;/code&amp;gt;).''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat [''player or character name''] [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c [''player or character name''] [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply [''message'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r [''message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply ±notify&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r ±notify&amp;lt;/code&amp;gt;&lt;br /&gt;
*'''Standalone''' ''(No parameter1)''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Chat is much like the [[#Looking_for_Party | Looking for Party (LFP)]] system, but for private messages across servers. Colors chosen with the &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; LFP command will apply to any &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; messages as well. You can also use the [[#Player_List | Player List]] &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; command to find player/character (and DM) names on other servers.&lt;br /&gt;
&lt;br /&gt;
*Use &amp;lt;code&amp;gt;/chat&amp;lt;/code&amp;gt; (or &amp;lt;code&amp;gt;/c&amp;lt;/code&amp;gt;) to send the player/character name your message. The first time you receive one of these from another player, a little tutorial message will pop up as well.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' You don't need to spell out the full name: any uniquely identifiable sub-string will work. E.g., &amp;lt;code&amp;gt;/chat to [''message'']&amp;lt;/code&amp;gt; will match the names like Tor and Gortog, and send the message if there are no other names with that sub-string. If there are, a list of those matching names is returned instead. &lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; command will automatically designate the last player to send you a chat message, so no names need be entered. This is persistent across server transition (and when relogging). Enabling the notify option via &amp;lt;code&amp;gt;+notify&amp;lt;/code&amp;gt; will inform you if your &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; target will change. You can disable this option using &amp;lt;code&amp;gt;-notify&amp;lt;/code&amp;gt;. If you want to confirm who you are replying to, type &amp;lt;code&amp;gt;/reply&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r&amp;lt;/code&amp;gt; and press Enter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other Chat Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [player or character name]&amp;lt;/code&amp;gt; - Shows chat history for this player or character (a partial match will suffice).&lt;br /&gt;
:&amp;lt;code&amp;gt;/history [lfp] [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h [lfp] [''number'']&amp;lt;/code&amp;gt; - Displays chat messages you’ve recently sent and received.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) chat messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) chat messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays all chat messages you’ve recently sent and received. Like the LFP system, chat uses the server log to display messages, so the history command is useful when you suspect you've missed a chat in a torrent of combat messages. &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' lfp parameter will show LFP history messages, as well chat ones. Bringing up the history for LFP messages also shows messages sent from before logging in, making it useful for getting right into crumping with a group that's already forming. This will work with the number parameter below.&lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter can limit (or increase) the message history output. By default, the &amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; command displays up to 25 of your most recent messages, but the number parameter changes that.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' that history is periodically purged (every 8 hours or so), so don't be alarmed if you don't see every message you've ever been sent.&lt;br /&gt;
&lt;br /&gt;
*The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands that are part of LFP also work with the chat system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/chat Tor Heya! What's up?&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/c Tor Heya! What's up?&amp;lt;/code&amp;gt; - Sends Tor Varson the message: &amp;quot;[CHAT] '''Your PC Name''': Heya! What's up?&amp;quot; in his server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/reply There be nithlings in Zvid again.&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/r There be nithlings in Zvid again.&amp;lt;/code&amp;gt; - Sends you the reply from Tor: &amp;quot;[CHAT] Tor: There be nithlings in Zvid again.&amp;quot; in your server window.&lt;br /&gt;
&lt;br /&gt;
'''Example 3a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h&amp;lt;/code&amp;gt; - Displays the 25 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history 10&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h 10&amp;lt;/code&amp;gt; - Displays the 10 most recent chat messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 3c:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/history lfp 30&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/h lfp 30&amp;lt;/code&amp;gt; - Displays the 30 most recent chat and LFP messages sent and received.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 5:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Companion Training System (CTS)===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
See the [[CTS_Mechanics#CTS_Commands | Companion Training System Mechanics]] page for a description of all commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Clerical Holy Symbols===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
The following commands allow for saving and managing prayer phrases, to go with your Clerical [[Cleric#Wieldable_Holy_Symbols|Wieldable Holy Symbol]]:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs&amp;lt;/code&amp;gt; - Command overview.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs list&amp;lt;/code&amp;gt; - Shows all your saved prayers in a numbered list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs add [prayer text]&amp;lt;/code&amp;gt; - Adds the prayer to your list.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ahs del [#]&amp;lt;/code&amp;gt; - Deletes the prayer from your list (numbers are visible from &amp;quot;/ahs list&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===Crafting Plant Harvesting===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can harvest all or just one item from plants. To switch between modes, type &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NOTE: if you choose to harvest one component, you will truly only be able to harvest one, not one at a time.  So if you go to an apple tree and try to harvest apples normally you will get six apples until the tree respawns more apples.  If you use &amp;lt;code&amp;gt;/harvest_toggle&amp;lt;/code&amp;gt; you will only get one apple until the tree respawns.  You will NOT get six apples one at a time.&lt;br /&gt;
&lt;br /&gt;
===Create Magic Tattoo===&lt;br /&gt;
&lt;br /&gt;
Type &amp;lt;code&amp;gt;/help magictat&amp;lt;/code&amp;gt; to get all options for spell [[Magic:Create_Magic_Tattoo|Create Magic Tattoo]]&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Current options:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 1ab&amp;lt;/code&amp;gt; +1 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat ac&amp;lt;/code&amp;gt; +1 armor class&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat reflex&amp;lt;/code&amp;gt; +2 reflex save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat fort&amp;lt;/code&amp;gt; +2 fort saves&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat will&amp;lt;/code&amp;gt; +2 will save&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat saves&amp;lt;/code&amp;gt; +2 to all saving throws&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat 2ab&amp;lt;/code&amp;gt; +2 attack bonus&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat sr&amp;lt;/code&amp;gt; spell resistance&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat str&amp;lt;/code&amp;gt; +2 STR&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat dex&amp;lt;/code&amp;gt; +2 DEX&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat con&amp;lt;/code&amp;gt; +2 CON&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat int&amp;lt;/code&amp;gt; +2 INT&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat wis&amp;lt;/code&amp;gt; +2 CHA&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/magictat cha&amp;lt;/code&amp;gt; +2 WIS&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/debug&amp;lt;/code&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
:No target it will return area info. Target an item with Player Tool #10. Returns a server message with the item/current area name, tag, and resref.&lt;br /&gt;
&lt;br /&gt;
===Dice Rolls===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Dice rolls using ACP have 4 available parameters. '''Parameter2''' can be left out for saving throws and ability checks (only required for skill and dice rolls). '''Parameter1''' and '''parameter4''' have default values that don't need to be entered unless you want to change them (see the examples below and the parameter list for default values).&lt;br /&gt;
&lt;br /&gt;
:To make a roll only seen by DMs, &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; must be the first parameter, otherwise the roll result will be spoken in regular chat. The second parameter chooses between a save, skill or ability check, or doing an unmodified dice roll (redundant when doing a saving throw or ability check, so it can be left out for them). The 3rd parameter selects the type of save, skill, ability or dice size (This parameter is always required). The 4th parameter is used to set how many dice to roll only for an unmodified roll, if more than one is needed.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default is public*)'': Private or public results.&lt;br /&gt;
:&amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; - This optional parameter will send the roll result to the DM channel only. If it isn't included, the results will be spoken in regular chat.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''There is no &amp;quot;public&amp;quot; parameter (it is assumed when &amp;lt;code&amp;gt;private&amp;lt;/code&amp;gt; is not included) so do not try use it. The results will be unpredictable, and cause an error.''&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2''' ''(Required only for skill and dice rolls)'': Specify the type of roll.&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a saving throw (optional when '''parameter3''' is a valid save type).&lt;br /&gt;
:&amp;lt;code&amp;gt;skill&amp;lt;/code&amp;gt; - Specifies the type of roll being made is a skill check.&lt;br /&gt;
:&amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an ability check (optional when '''parameter3''' is a valid ability).&lt;br /&gt;
:&amp;lt;code&amp;gt;dice&amp;lt;/code&amp;gt; - Specifies the type of roll being made is an unmodified dice roll.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3''' ''(Must be included)'': Specifies the save, ability, skill or size of dice to roll.&lt;br /&gt;
:&amp;lt;ins&amp;gt;Saving Throw (save)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;will&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;fortitude&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;fort&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ref&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Skill Check (skill)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;animalempathy&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ae&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;appraise&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;bluff&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;concentration&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftarmor&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;crafttrap&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;craftweapon&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dt&amp;lt;/code&amp;gt; (disable traps)&lt;br /&gt;
:&amp;lt;code&amp;gt;discipline&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disc&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;heal&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intimidate&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;listen&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;lore&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;movesilently&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ms&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;openlock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;lockpick&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;picklock&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ol&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;parry&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;perform&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;persuade&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;pickpocket&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;pp&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;ride&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;search&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;settrap&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;st&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spellcraft&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;spot&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;taunt&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;tumble&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;umd&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Ability Check (ability)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;strength&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;str&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;dex&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;constitution&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;con&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;intelligence&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;int&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;wisdom&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wis&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;charisma&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cha&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;ins&amp;gt;Unmodified Dice Roll (dice)&amp;lt;/ins&amp;gt;:&lt;br /&gt;
:&amp;lt;code&amp;gt;d2&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d3&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d4&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d6&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d8&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d10&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d12&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d20&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;d100&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;)'': How many dice to roll for unmodified rolls only.&lt;br /&gt;
:Any valid integer (&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or negative numbers are changed to &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll private will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and send the result to the DM channel (specifying the type of roll &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save will&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll will&amp;lt;/code&amp;gt; - roll a d20 with your will save modifier and speak the result in regular chat.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll save ref&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll save reflex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ref&amp;lt;/code&amp;gt; - roll a d20 with your reflex save modifier and speak the result in regular chat (see the parameter list for optional shorted versions of many commands).&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll private skill hide&amp;lt;/code&amp;gt; - roll a d20 with your hide skill modifier and send the result to the DM channel.&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll ability dex&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll ability dexterity&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dex&amp;lt;/code&amp;gt; - roll a d20 with your dexterity ability modifier and speak the result in regular chat (specifying the type of roll &amp;lt;code&amp;gt;ability&amp;lt;/code&amp;gt; is unnecessary).&lt;br /&gt;
&lt;br /&gt;
'''Example 5a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d20&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/roll dice d20 1&amp;lt;/code&amp;gt; - roll 1d20 and speak the result in regular chat (&amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; is the default for number of dice to roll, so it can be left out).&lt;br /&gt;
&lt;br /&gt;
'''Example 5b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/roll dice d6 4&amp;lt;/code&amp;gt; - roll 4d6 and speak the totaled result in regular chat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit [chair]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sit on the ground, or in the nearest chair if specified. The '''optional''' chair parameter also works for many placeable seats that aren't normally usable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit&amp;lt;/code&amp;gt; - Sit on the ground.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote sit chair&amp;lt;/code&amp;gt; - Sit in the nearest chair, couch or throne if it isn't already occupied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horse Conversation===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/horse&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Starts the horse conversation with assigning and mount options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Information===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Displays a server message with the current status of '''parameter1'''.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Must be included)'': Selects what to check.&lt;br /&gt;
:&amp;lt;code&amp;gt;surv&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survival&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;survivalist&amp;lt;/code&amp;gt; - Displays current [[Survivalist_Tradeskill | survivalist]] level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;ragexp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;rage&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;brs&amp;lt;/code&amp;gt; - Displays current [[Barbarian_Rage#Barbarian_Rage_Specializations_.28BRS.29 | rager]] type, level and experience gained.&lt;br /&gt;
:&amp;lt;code&amp;gt;bart&amp;lt;/code&amp;gt; - Displays current [[Bartending]] level.&lt;br /&gt;
:&amp;lt;code&amp;gt;crafting&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;craftxp&amp;lt;/code&amp;gt; - Displays current [[Crafting_System | crafting]] levels and experience gained in each craft.&lt;br /&gt;
:&amp;lt;code&amp;gt;token&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;tokens&amp;lt;/code&amp;gt; - Returns a server message with current &amp;quot;Gem&amp;quot;, &amp;quot;Metal&amp;quot; and &amp;quot;Organic&amp;quot; Avlis [[Recycling_System | recycling]] token totals.&lt;br /&gt;
:&amp;lt;code&amp;gt;hide&amp;lt;/code&amp;gt; - Brings a pop-up window displaying your PC Hide, including custom race feats, skills and statistics, Avlis tools implemented as feats, Jali's Reading Glass bonuses, etc.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;XP&amp;lt;/code&amp;gt; - Check experience points ([[XP]]) information, such as remaining XP toward the weekly cap, weekly reset time etc. See also: [[Experience System]]&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check brs&amp;lt;/code&amp;gt; - Displays current rager type, level and experience.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/check craftxp&amp;lt;/code&amp;gt; - Displays current crafting levels and experience.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===IRC Style Emotes===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me [''text to emote'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Adds the speaker's name to the start of the text, encloses it in * * and changes the color to orange.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/me seems hungry&amp;lt;/code&amp;gt; - If the speaker's name is Fred, it will say *Fred seems hungry* in orange letters.&lt;br /&gt;
&lt;br /&gt;
===Looking for Party===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Main LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Looking for Party (LFP)''' is an in-game (cross-server) chat channel, dedicated to organizing parties, similar to [[Wikipedia:Internet_Relay_Chat | IRC]] (though all communication is done internally by the servers). Anyone connected to this [[OOC]] channel can chat with each other, no matter what server they are on. Please see the [http://www.avlis.org/viewtopic.php?f=87&amp;amp;t=133575 Looking for Party (LFP)] news topic on the Avlis forums for guidelines about acceptable use of LFP chat.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default when omitted = Displays a list of who is connected to LFP)'':&lt;br /&gt;
:&amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; - Enables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; - Disables the LFP channel.&lt;br /&gt;
:&amp;lt;code&amp;gt;help&amp;lt;/code&amp;gt; - Shows the help text for LFP.&lt;br /&gt;
&lt;br /&gt;
:Any other text following &amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; is sent as a (server) message to everyone connected to LFP (see '''[[#LFP_Example_1b |Example 1b]]''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Other LFP Commands'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt; - Displays all possible player name colors for LFP.&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor [#]&amp;lt;/code&amp;gt; - Sets your player name to the color chosen (by number).&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore [player or character name]&amp;lt;/code&amp;gt; - Ignores (hides) LFP messages from a specific player.&lt;br /&gt;
:&amp;lt;code&amp;gt;/unignore [player or character name]&amp;lt;/code&amp;gt; - Unignores (shows) LFP messages from a specific player again.&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignored&amp;lt;/code&amp;gt; - Lists the players you are currently ignoring.&lt;br /&gt;
&lt;br /&gt;
:The &amp;lt;code&amp;gt;/ignore&amp;lt;/code&amp;gt; commands and colors set by &amp;lt;code&amp;gt;/pcolor&amp;lt;/code&amp;gt; are also shared with the [[#Chat | Chat]] system. Players are not informed if you're ignoring them, so don't worry about offending anyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp&amp;lt;/code&amp;gt; - Displays a list of who is connected to LFP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;LFP_Example_1b&amp;quot;&amp;gt;'''Example 1b:'''&amp;lt;/div&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/lfp anyone interested in some hot bugbear action?&amp;lt;/code&amp;gt; - Sends &amp;quot;anyone interested in some hot bugbear action?&amp;quot; to all players connected to LFP.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pcolor 12&amp;lt;/code&amp;gt; - Sets your player name color to the 12th one listed in &amp;lt;code&amp;gt;/pcolors&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/ignore damar ogdem&amp;lt;/code&amp;gt; - Hides all messages from the player of Damar Ogdem (Sunscream).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Loot Randomizer===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder [''number'']&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/loot_order [''number'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:This command can only be used by a party leader. It will do a secret roll of a d100 for all PCs in the party, and return a list of names in order, from the highest to lowest roll (names only). &lt;br /&gt;
&lt;br /&gt;
:The '''optional''' number parameter will return only that many rollers, from the top of the list order (highest to lowest).&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This will work regardless of whether or not the party members have [[#Looking_for_Party | Looking for Party (LFP)]] activated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder&amp;lt;/code&amp;gt; - returns a list of names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lootorder 5&amp;lt;/code&amp;gt; - returns a list of the top 5 names in order, from the highest to lowest roll.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Lycanthropy===&lt;br /&gt;
&lt;br /&gt;
''See the [[Lycanthropy]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Animal/Hybrid Default Form Toggle'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles between animal and hybrid as the default form type used by true lycans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Your default form is now set to animal.&amp;quot; it will be changed to &amp;quot;Your default form is now set to hybrid.&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ins&amp;gt;'''Lycanthropy Transformation Command'''&amp;lt;/ins&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan '''parameter1'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Used by true lycans to change into were-form. If '''parameter1''' is not included, the default animal or hybrid form type (set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;) will be used instead.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''' ''(Default = &amp;quot;set by &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt;&amp;quot;)'': Specifies which form type to use.&lt;br /&gt;
:&amp;lt;code&amp;gt;animal&amp;lt;/code&amp;gt; - Animal form used.&lt;br /&gt;
:&amp;lt;code&amp;gt;hybrid&amp;lt;/code&amp;gt; - Hybrid form used.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans&amp;lt;/code&amp;gt; - Transforms a true lycan into the default form (animal or hybrid) set by the &amp;lt;code&amp;gt;/lform&amp;lt;/code&amp;gt; command.&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/lycan hybrid&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/lyctrans hybrid&amp;lt;/code&amp;gt; - Transforms a true lycan into hybrid form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monk Signature Moves===&lt;br /&gt;
&lt;br /&gt;
''See the [[Monk Signature Moves]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - This will list all of the Moves that you have learned as well as list your current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to perform a Signature Move, where N is the number of the move. In order to perform a move, you must first learn it.&lt;br /&gt;
:&amp;lt;code&amp;gt;xp&amp;lt;/code&amp;gt; - This will tell you how much Signature Move XP and how many Signature Move levels you have, as well as your monk's current school.&lt;br /&gt;
:&amp;lt;code&amp;gt;switchschool X&amp;lt;/code&amp;gt; - This will allow you to switch schools, where X is the school number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/sigmov 1&amp;lt;/code&amp;gt; will allow you to perform Signature Move 1.&lt;br /&gt;
&lt;br /&gt;
===NUI===&lt;br /&gt;
&lt;br /&gt;
Neverwinter User Interface ([https://nwn.wiki/display/NWN1/NUI NUI]) implementations in game include:&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/pickportrait'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_pickportrait.jpg preview]) that allows you to set your PC/NPC/DM avatar's portrait, revert changes you've made, page through portraits available in-game, and an input box to type in custom portrait names from your portraits folder or the toolset.&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/setdescription'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will display a UI ([https://wiki.avlis.org/File:Nui_setdescription.jpg preview]) to set your PC/NPC/DM avatar's description. It has an input box which is about the size of the Examine window's text. It also has 3 buttons to set the description, undo changes you've made to the description since opening the UI, and reverting the description back to what it was at character creation.&lt;br /&gt;
&lt;br /&gt;
''Note: This is compatible with descriptions added/modified via the text-based [[Avlis_Command_Prompt#Character_Description|/description]] command. i.e. there are 2 ways to accomplish the same thing.''&lt;br /&gt;
&lt;br /&gt;
===Player List===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type &amp;lt;code&amp;gt;/who&amp;lt;/code&amp;gt; to get a list of characters (and their players) across the Avlis servers. Ordered by server name, character name, player name. &lt;br /&gt;
&lt;br /&gt;
:'''Note:''' An '''[LFP]''' tag next to a name indicates that the player is connected to the '''[[#Looking_for_Party | Looking for Party''']] channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PrC Holy Warrior Smite Evil===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/smite&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:PrC holy warriors (Equalizer/Champion/Avenger) can use this command to smite evil. It includes a bug workaround for the missing/disabled feat caused by the 1.69 NWN update.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Psionics===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi&amp;lt;/code&amp;gt;&lt;br /&gt;
Provides access to a variety of psionic-system options. Requires at least one level of psion to access.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi help&amp;lt;/code&amp;gt; gives a list of all implemented commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Extended Dimension Door'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi dimdoor '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles &amp;quot;extended psionic dimension door&amp;quot;* between enabled or disabled. '''Parameter2''' can be set to either &amp;lt;code&amp;gt;on&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; to force the setting, but isn't required. Only usable if you have the psionic power (including items), not the arcane spell by the same name.&lt;br /&gt;
&lt;br /&gt;
:''&amp;quot;Extended [[Psychoportation#Dimension_Door | psionic dimension door]]&amp;quot; creates placeable portal doors that remain as long as the caster has PsPs to maintain it, and can be used by any PC to go through. Only used for &amp;quot;psionic&amp;quot; dimension door, and not the [[Magic:Dimension_Door | arcane spell]] by the same name.''&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor&amp;lt;/code&amp;gt; - If the current setting for &amp;quot;extended psionic dimension door&amp;quot; is enabled, it will set it to disabled (and vice-versa).&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor on&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to enabled.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ddoor off&amp;lt;/code&amp;gt; - This will set &amp;quot;extended psionic dimension door&amp;quot; to disabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Metamorphosis'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi metamorph '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi meta '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Selects whether metamorphosis will trigger change into a standard or alternate form, by setting '''parameter2''' to one either &amp;lt;code&amp;gt;standard&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;std&amp;lt;/code&amp;gt;) or &amp;lt;code&amp;gt;alternate&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;alt&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Summon Planar Creature'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi summon '''parameter2'''&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/psi spc '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Sets the Good/Neutral/Evil alignment of the summoned creature, by setting '''parameter2''' to one of the alignments. Setting parameter 2 to &amp;lt;code&amp;gt;none&amp;lt;/code&amp;gt; results in a random summon from across the alignment spectrum.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc evil&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of evil alignment&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi spc good&amp;lt;/code&amp;gt; - This sets the selection of summoned creature to only those of good alignment&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Ultrablast'''''&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Alters the behavior of the [[Metapsionics#Ultrablast|Ultrablast]] power by setting '''parameter2'''.&lt;br /&gt;
&lt;br /&gt;
:Examples:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast stun&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;stun&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;disable&amp;lt;/code&amp;gt; results in no damage to the knocked out target.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi ultrablast kill&amp;lt;/code&amp;gt; - Setting parameter 2 to &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;damage&amp;lt;/code&amp;gt; will incur damage to a knocked out target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Psionic Augmentations'''''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' These commands will not work in combat. They can be chained into a single command such that multiple [[Psionic_Specializations#Psionic_Augmentations|Augmentations]] will apply to the next power (for increased PSP cost). Using 'harness' in a chained command reduces the PSP cost, it does not set it to zero.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi harness&amp;lt;/code&amp;gt; - Psion level 5+, triggers 'harness subconscious' (next attempted power has zero PSP cost). Can only be used once per rest.&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi focus&amp;lt;/code&amp;gt; - Psion level 10+, triggers 'meditative focus' (next attempted power auto-passes the power check)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong&amp;lt;/code&amp;gt; - Psion level 15+, triggers 'prolong' (doubles duration of next attempted power - only works if power has duration, [[Metapsionics#Stasis_Field|Stasis Field]] is exempt)&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi magnify&amp;lt;/code&amp;gt; - Psion level 21+, triggers 'magnify' (doubles effect size (e.g. damage) of next power - only works if power has an effect that can be doubled)&lt;br /&gt;
:&lt;br /&gt;
:Examples of chained commands:&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus&amp;lt;/code&amp;gt; - next power both prolonged and auto-passes the power check&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi prolong focus harness&amp;lt;/code&amp;gt; - as above, but with a reduce PSP cost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/psi meditate&amp;lt;/code&amp;gt; - places the Psion in meditation animation (for 1-10 rounds, syntax is &amp;lt;code&amp;gt;/psi meditate [number of rounds]&amp;lt;/code&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
===Ranger Weapon Dipping===&lt;br /&gt;
&lt;br /&gt;
''See the [[Ranger]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip '''parameter1'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1''':&lt;br /&gt;
:&amp;lt;code&amp;gt;bag&amp;lt;/code&amp;gt; - This will designate a bag in which the ranger places the materials into which the ranger dips his weapons.&lt;br /&gt;
:&amp;lt;code&amp;gt;N&amp;lt;/code&amp;gt; - This will allow you to choose the race against which the ranger is applying the material to his weapon.  Refer to the table below for a list of races and the materials the ranger can use against them.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! N&lt;br /&gt;
! Race&lt;br /&gt;
! Material&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Dwarf&lt;br /&gt;
|Potion of Endurance&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Elf&lt;br /&gt;
|Potion of Cat's Grace&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Gnome&lt;br /&gt;
|Potion of Fox's Cunning&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|Halfling&lt;br /&gt;
|Rogue's Liquor&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Half-Elf&lt;br /&gt;
|Nanshaquist&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|Half-Orc&lt;br /&gt;
|Potion of Ironguts&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Human&lt;br /&gt;
|Potion of Luck&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Aberration&lt;br /&gt;
|Potion of Clarity&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Animal&lt;br /&gt;
|Pelar's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|Beast&lt;br /&gt;
|Dire Animal Blood&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
|Construct&lt;br /&gt;
|Acid Bomb&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
|Dragon&lt;br /&gt;
|Dragon Blood&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|Goblin&lt;br /&gt;
|Draught of Toran&lt;br /&gt;
|-&lt;br /&gt;
|14&lt;br /&gt;
|Monstrous Humanoid&lt;br /&gt;
|Forian's Tonic&lt;br /&gt;
|-&lt;br /&gt;
|15&lt;br /&gt;
|Orc&lt;br /&gt;
|Orcish Apple Cider&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Reptilian&lt;br /&gt;
|Potion of Death Armor&lt;br /&gt;
|-&lt;br /&gt;
|17&lt;br /&gt;
|Elemental&lt;br /&gt;
|Elemental Decoction&lt;br /&gt;
|-&lt;br /&gt;
|18&lt;br /&gt;
|Fey&lt;br /&gt;
|Potion of Eagle's Splendor&lt;br /&gt;
|-&lt;br /&gt;
|19&lt;br /&gt;
|Giant&lt;br /&gt;
|Potion of Bull's Strength&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|Magical Beast&lt;br /&gt;
|Potion of Displacement&lt;br /&gt;
|-&lt;br /&gt;
|21&lt;br /&gt;
|Outsider&lt;br /&gt;
|Potion of Bless&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|Shapechanger&lt;br /&gt;
|Narin's Lycanthropic Cure&lt;br /&gt;
|-&lt;br /&gt;
|23&lt;br /&gt;
|Undead&lt;br /&gt;
|Holy Water&lt;br /&gt;
|-&lt;br /&gt;
|24&lt;br /&gt;
|Vermin&lt;br /&gt;
|Fire Bomb&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/rangerdip 1&amp;lt;/code&amp;gt; will allow you dip ammunition or a thrown weapon in a Potion of Endurance to grant it a temporary damage bonus against dwarves.&lt;br /&gt;
&lt;br /&gt;
===Recycling (Tokens)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To convert tokens into chits, use Player Tool 10 on your PC and then type the desired form of the command.&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert '''parameter1 parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:To convert chits back into tokens, target the chit stack with Player Tool 10 and type:&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert '''parameter2'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
Specify the type of tokens from those currently existing in the [[Recycling System]], such as:&lt;br /&gt;
:&amp;lt;code&amp;gt;gems&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;metal&amp;lt;/code&amp;gt; &lt;br /&gt;
:&amp;lt;code&amp;gt;organic&amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*'''Parameter2'''&lt;br /&gt;
If used with parameter1, this is the number of tokens you want to turn into chits. Chits will spawn into your inventory as items with a maximum stack size of 50.&lt;br /&gt;
&lt;br /&gt;
If used without parameter1, this will reduce the stack size of the chits you have targeted and add them to the tokens stored on your PC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert metal 30&amp;lt;/code&amp;gt; will convert 30 of your metal tokens to chits (target your PC with Player Tool 10 before executing this command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/token convert 15&amp;lt;/code&amp;gt; will convert 15 chits from the selected stack into tokens (target the stack of chits with Player Tool 10 before executing this command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Save Character===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves your character file to the vault and your current location on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Self Examine===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/self&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Opens an examine window for the PC executing the command. Normally self examining isn't an option for PCs, unless they quick-slot the command before using it on themselves, so this is simply a shortcut for it.&lt;br /&gt;
&lt;br /&gt;
*'''Tip:''' Useful when '''[[#Character_Description | editing your Character Description]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Speed Toggle===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/speed_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Allows monks of 3rd or higher level to toggle their speed bonus on or off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Spellbooks===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook '''parameter1 parameter2 parameter3 parameter4'''&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Saves, loads, deletes or lists PC spellbooks. '''Parameter2''', '''parameter3''' and '''parameter4''' are not used when '''parameter1''' is &amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt;. '''Parameter2''' and '''parameter3''' are always required when using any other '''parameter1''', while '''parameter4''' can use its default value.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter1:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; - Saves your PC's current spellbook configuration to a name of your choice (a single level of spells can be saved using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; - Loads the spellbook configuration into your PC's spellbook (optionally you may only load a single level of spells using '''parameter4''').&lt;br /&gt;
:&amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; - Deletes a saved spellbook configuration (this ignores the '''parameter4''' level value, and all levels of spells are always deleted).&lt;br /&gt;
:&amp;lt;code&amp;gt;list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
*'''Parameter2:''' The name of the spellcasting class (only the first 3 letters are used).&lt;br /&gt;
:&amp;lt;code&amp;gt;cle&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;cleric&amp;lt;/code&amp;gt; - Cleric&lt;br /&gt;
:&amp;lt;code&amp;gt;dru&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;druid&amp;lt;/code&amp;gt; - Druid&lt;br /&gt;
:&amp;lt;code&amp;gt;pal&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;paladin&amp;lt;/code&amp;gt; - Paladin&lt;br /&gt;
:&amp;lt;code&amp;gt;ran&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ranger&amp;lt;/code&amp;gt; - Ranger&lt;br /&gt;
:&amp;lt;code&amp;gt;wiz&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;wizard&amp;lt;/code&amp;gt; - Wizard (also used by sorcerer and bard)&lt;br /&gt;
&lt;br /&gt;
*'''Parameter3:''' The name of the spellbook.&lt;br /&gt;
:Any '''single word''' name may be used (no spaces, or the extra words will be used as additional parameters).&lt;br /&gt;
&lt;br /&gt;
*'''Parameter4''' ''(Default = &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt;)'': A specific level of spells to load or save.&lt;br /&gt;
:&amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;9&amp;lt;/code&amp;gt; - Load or save the specified level of spells.&lt;br /&gt;
:&amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; - Load or save all spell levels (This is the default if '''parameter4''' is not included).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example 1a:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs all&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;/spellbook save wizard partybuffs&amp;lt;/code&amp;gt; - Saves your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot; (The &amp;lt;code&amp;gt;all&amp;lt;/code&amp;gt; level '''parameter4''' is the default when omitted).&lt;br /&gt;
&lt;br /&gt;
'''Example 1b:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook save wizard partybuffs 9&amp;lt;/code&amp;gt; - Saves only the 9th level spells to your PC wizard's spellbook configuration as &amp;quot;partybuffs&amp;quot;. '''Note:''' If the &amp;quot;partybuffs&amp;quot; spellbook already exists, only the 9th level spells will be updated in it (nothing else is changed or removed).&lt;br /&gt;
&lt;br /&gt;
'''Example 2:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook load cleric undeadpwn 7&amp;lt;/code&amp;gt; - Loads only the 7th level spells from your PC cleric's spellbook configuration previously memorized as &amp;quot;undeadpwn&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
'''Example 3:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook delete ranger sneakyspells&amp;lt;/code&amp;gt; - The entire &amp;quot;sneakyspells&amp;quot; ranger spellbook is deleted (you cannot use &amp;lt;code&amp;gt;delete&amp;lt;/code&amp;gt; on specific levels of spells, though you can &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; an empty level of spells as an update).&lt;br /&gt;
&lt;br /&gt;
'''Example 4:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/spellbook list&amp;lt;/code&amp;gt; - Displays a list of your saved spellbook configurations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Text Colors===&lt;br /&gt;
&lt;br /&gt;
'''Format''' ''(without &amp;quot;[ ]&amp;quot; brackets)''''':'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/blue [''text to color blue'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/red [''text to color red'']&amp;lt;/code&amp;gt;&lt;br /&gt;
:&amp;lt;code&amp;gt;/green [''text to color green'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Changes the text entered in chat to the specified color.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/green This is green&amp;lt;/code&amp;gt; - Changes the color of &amp;quot;This is green&amp;quot; to green text.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Toggle Auto-Emotes===&lt;br /&gt;
&lt;br /&gt;
''See the list of [[Emote_Keywords | Emote Keywords]] for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Toggles auto-emote keyword usage on or off. Auto-emotes are special keywords used in chat text, enclosed in* *, to perform an emoted action animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt; - If the current setting is &amp;quot;Auto-emotes enabled&amp;quot;, it will set it to &amp;quot;Auto-emotes disabled&amp;quot; (and vice-versa).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ultravision Fix===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/uv_fix&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Workaround for the bug with ultravision/true seeing ending, that causes everyone (PCs and NPCs) to disappear (appear to be invisible). Also restores permanent ultravision to shadowdancers and palemasters, who can lose the effect when being knocked to bleeding.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Voice Throw===&lt;br /&gt;
&lt;br /&gt;
''See the [[Voice_Throw | Voice Throw]] page for more information.''&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;; [''chat message'']&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:When a chat line begins with the &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; prefix, the chat message will be spoken by the PC's companion, familiar or summoned creatures.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' This requires that [[#Toggle_Auto-Emotes | Auto-Emotes]] (using &amp;lt;code&amp;gt;/emote_toggle&amp;lt;/code&amp;gt;) be set to &amp;quot;enabled&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Whirlwind Attack===&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
:&amp;lt;code&amp;gt;/wwa&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Type to enable to Avlis version of [[Whirlwind_Attack|(Improved) Whirlwind Attack]] (if your PC has these feats).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Avlis Command Prompt]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Artificing&amp;diff=53873</id>
		<title>Artificing</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Artificing&amp;diff=53873"/>
		<updated>2023-07-06T07:59:52Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Artificing|Artificing]]&lt;br /&gt;
[[Category:Systems|Artificing]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
'''Artificing''' is the art of creating magic items.  The system is based on the 3rd edition PnP system, with a few twists.  First, no metamagic feats are required to make magic items - however, there are other requirements to be met.  To be an artificer, a character must have at least 7 caster levels - more for some classes.  To create a particular item, and artificer must make an artificing check, which is very similar to a skill check.  Every time an artificer succeeds at making an item, they gain a percentage of the character experience invested as the item as artificing experience.  As an artificer gains artificing experience, they grow in artificing level and are able to make more complicated items.&lt;br /&gt;
&lt;br /&gt;
Artificing was renamed from the &amp;quot;Enchantment system&amp;quot; to avoid confusion with the Enchantment school of spells.  Artificing is transmutation magic, but can be done by any spell caster of sufficient level - regardless of their ability to cast transmutation spells.&lt;br /&gt;
&lt;br /&gt;
There are currently three types of artificing possible. These are [[Scribe Scroll]], [[Craft Wand]] and permanent enchantment of [[Crafting System|crafted]] items such as melee weapons, armor, helms, shields and some accessories (rings, cloaks, amulets, boots, bracers, and gloves).&lt;br /&gt;
&lt;br /&gt;
== Minimum Caster Levels ==&lt;br /&gt;
To use the Avlis Artificing System, you must have a certain number of levels in a spellcasting class.  Palemaster effective caster levels (+1 for every odd palemaster level) are counted as levels of bard, sorcerer or wizard for this calculation.  The requirements by class are as follows:&lt;br /&gt;
: Cleric 7&lt;br /&gt;
: Druid 7&lt;br /&gt;
: Sorcerer 7&lt;br /&gt;
: Wizard 7&lt;br /&gt;
: Bard 13&lt;br /&gt;
: Paladin 17&lt;br /&gt;
: Ranger 17&lt;br /&gt;
&lt;br /&gt;
Levels from multiple spellcasting classes do not stack.  So a multiclassed PC with 10 druid levels and 10 ranger levels will be able to scribe druid scrolls, but not ranger scrolls- as they do not have enough ranger levels required (17)&lt;br /&gt;
&lt;br /&gt;
== XP Cost ==&lt;br /&gt;
Artificing is the act of placing a small amount of your power into an object as a receptacle.  Thus every artificed item carries with it an XP cost.&lt;br /&gt;
&lt;br /&gt;
== Determining Success ==&lt;br /&gt;
Just as with the crafting system, the artificing system has its own xp and levels. An artificer must have experience with simpler items before attempting more powerful items.  When attempting to create magic items, an artificer makes an artificing check with a DC based on the difficulty of the items being crafted.  Modifiers to this roll are gained based on the caster's primary spell casting ability bonus (WIS, CHA, or INT), and various skills (Spellcraft) and pertinent feats that the caster has.&lt;br /&gt;
&lt;br /&gt;
==== General Artificing Modifier Components ====&lt;br /&gt;
: +1 per your spell casting ability modifier bonus&lt;br /&gt;
: +1 per 5 points (ranks plus bonuses) in [[NWN:Lore|Lore]]&lt;br /&gt;
: +1 per 5 points (ranks plus bonuses) in [[NWN:Spellcraft|Spellcraft]]&lt;br /&gt;
: +2 for Spell Focus (Transmutation)&lt;br /&gt;
: +2 for Greater Spell Focus (Transmutation)&lt;br /&gt;
: +2 for Epic Spell Focus (Transmutation)&lt;br /&gt;
&lt;br /&gt;
== Wands ==&lt;br /&gt;
Spells up to and including 4th level can be added to wands, including NwN generic spells and Avlis' added spells. A wand's description will list its DC, CL and number of charges. All pertaining spell focus feats will be included in the DC of a resulting spell.&lt;br /&gt;
* Wands will reflect SOME metamagic feat and wand uses, i.e Darkfire with a metamagic cold wand will produce a wand of Darkfire with cold damage in place of fire.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
&lt;br /&gt;
== Scrolls ==&lt;br /&gt;
Spells up to and including 9th level can be added to scrolls, including NwN generic spells and Avlis' added spells. &lt;br /&gt;
* Only scrolls of the same type (DC and Caster Level) can be stacked in the inventory. &lt;br /&gt;
* A magnifying glass can be purchased in-game to find out the DC and CL of crafted scrolls. &lt;br /&gt;
* All pertaining metamagic feats, metamagic wands and spell focii will be included in the duration, DC, etc. of a resulting scroll.&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
&lt;br /&gt;
== Ioun Stones ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Permanent Items ==&lt;br /&gt;
&lt;br /&gt;
To artifice permanent items such as weapons, armor and accessories the artificer must use an artificing kit.  These kits are for sale at various merchants.  There are different types of kits ranging from Basic to Advanced; more powerful (and expensive) kits can be used to bestow more powerful properties on an item.  Only certain items can be artificed; these items are made by high-level crafters.  The more finely made the item, the more enchantments it can hold.&lt;br /&gt;
&lt;br /&gt;
== Ammunition and Thrown Weapons ==&lt;br /&gt;
&lt;br /&gt;
Ammunition (arrows, bolts, and bullets) and thrown weapons (darts, shuriken, and throwing axes) are artificed in a slightly different manner than permanent items.  Minor artificing kits are used on these items; minor kits only work on ammo and thrown weapons, and only minor kits can be used to enchant them.  Like other kits, minor kits are for sale at merchants.  Unlike permanent item artificing, any ammo or thrown weapon item can be artificed; it doesn't matter if the item was bought, crafted, or found in treasure.&lt;br /&gt;
&lt;br /&gt;
=== Priming a Minor Kit ===&lt;br /&gt;
&lt;br /&gt;
A minor kit must be primed before it can be used.  To prime a minor kit a single gem must be placed inside it and then a spell must be cast upon the kit.  The type of gem and the spell cast determine what kind of property the primed kit will be able to add to an item.  Some spells can be used on different gems to prime different types of kits.  Not all spells can be used to prime a kit.  Spellcasters will have to use trial and error to figure out which spells work with which gems to create which types of primed minor kits.&lt;br /&gt;
&lt;br /&gt;
Not all gems can be used to prime a minor kit.  Only gems of low value (greenstone, fluorspar, malachite, etc.) and small gems of higher value (small alexandrite, small ruby, small diamond, etc.) can be used to prime the minor kits which are used to artifice ammunition and thrown weapons.&lt;br /&gt;
&lt;br /&gt;
Once the an appropriate gem has been inserted into the minor kit and a proper spell cast, the caster will make an artificing check.  This check is similar to the one used to scribe scrolls and is subject to the same modifiers.  If the check is successful the caster may receive some artificing XP depending on the DC of artificing check.  The DC to prime a minor kit depends on the PC's caster level, artificing level and the spell level of the spell cast.&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur purchases a Minor Kit.  He places a giant diamond into the kit and casts a spell on it.  This fails to prime the minor kit because the gem is too large.  He tries again with a small diamond.  He casts Magic Missile on the minor kit but this fails to prime it.  He tries another spell, this time casting Magic Weapon, which primes the kit and turns it into a Minor Kit of Minor Enhancement Bonus.''&lt;br /&gt;
&lt;br /&gt;
=== Kit Tiers ===&lt;br /&gt;
&lt;br /&gt;
Primed kits have six tiers, from Minor to Uber.  The higher a kit's tier, the more powerful the enchantment it can bestow upon an item.  A primed kit's tier is determined by the caster's artificer level and the level of the spell used to prime the kit.&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur is a low-level artificer.  He places a small garnet into a minor kit and casts Burning Hands on it to prime it, transforming it into a Minor Kit of Minor Fire Damage.  Years later after much study and sacrifice Twilligur becomes an archmage and a high-level artificer.  He places a small garnet into a minor kit and casts Meteor Storm on it, priming the kit and turning it into a Minor Kit of Uber Fire Damage.''&lt;br /&gt;
&lt;br /&gt;
=== Applying Primed Kits to Items ===&lt;br /&gt;
&lt;br /&gt;
To apply a primed kit to an item, simply use it on the ammunition or thrown weapon to be artificed.  Applying a primed kit to artifice the item requires a cost in the form of character xp.  The xp cost depends on the tier of the primed kit and the power level of the item.  Any character can apply a primed kit to an item, as long as that character has enough excess xp above his current level to pay the xp cost.  (You can't pay the xp cost if it would force you to lose a level.)  The xp cost also depends on how many items are in the stack you are trying to artifice: it costs more xp to artifice a full stack of 99 arrows than it does to artifice a stack of only 10.&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur takes the two kits he made in the example above and gives them to his friend Fanny the Fletcher.  Fanny uses the Minor Kit of Minor Fire Damage on a full stack of mundane Arrows.  She is able to pay the xp cost and the arrows get a permanent +1 fire damage bonus.  She uses the Minor Kit of Uber Fire Damage on another full stack of arrows.  This costs her more xp than the previous kit, but the arrows are granted a permanent +1d12 fire damage bonus.  Time to go adventuring and get some more xp to spend!''&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur makes two Minor Kits of Minor Fire Damage.  He gives them both to his friend Sam the Slinger.  Sam uses one of the primed kits on a full stack of Bullet +1.  He pays the xp cost and the bullets get a permanent bonus of +1 fire damage.  Sam then tries to use the second primed kit on a full stack of Inner Planar Bullets, a powerful crafted item.  But he is unable to use the kit successfully, because he does not have enough extra xp to spend!  He splits the stack and uses the kit on a single bullet, granting it a permanent +1 fire damage bonus.''&lt;br /&gt;
&lt;br /&gt;
Unlike permanent items, ammunition and thrown weapons can only be artificed once.&lt;br /&gt;
&lt;br /&gt;
''Example: Twilligur makes a Minor Kit of Minor Fire Damage and a Minor Kit of Minor Enhancement Bonus.  He uses the former kit on a stack of 50 mundane throwing axes, granting them a permanent +1 fire damage bonus.  He then tries to use the latter kit on the same stack of axes, but is unable to because they have already been artificed once.''&lt;br /&gt;
&lt;br /&gt;
=== Other Notes ===&lt;br /&gt;
&lt;br /&gt;
* Some primed minor kits can only be used on thrown weapons and will not work on ammunition.  Those kit types are: Enhancement Bonus, Attack Bonus, Massive Crits, &amp;amp; Keen.&lt;br /&gt;
* Some primed minor kits do not have tiers.  Those kit types are: Keen, Extra Ranged Attack Slashing, Extra Ranged Attack Piercing, &amp;amp; Extra Ranged Attack Bludgeoning.&lt;br /&gt;
* When an item is artificed it is marked as stolen.  This is to prevent arbitrage at Biomerchants.  Artificed ammo and thrown weapons can still be sold to fences (Biomerchants who buy stolen items).&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
* Spell focus feats for artificing modifiers stack.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[Magic System]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Main Page]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=53872</id>
		<title>Recycling System</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Recycling_System&amp;diff=53872"/>
		<updated>2023-07-06T07:59:05Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
The Avlis Recycling System is designed to do the following:&lt;br /&gt;
&lt;br /&gt;
* Create a market for low-level durable crafted goods.&lt;br /&gt;
* Reduce the gold inflow from low-level durable crafted goods, while encouraging more [[Abbreviations | PC]] to PC transactions.&lt;br /&gt;
* Provide a means of making up for certain shortfalls in components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==System Basics==&lt;br /&gt;
&lt;br /&gt;
* There are 3 categories of recyclable items: Metals ''(Weaponcrafting, Armorcrafting and Blacksmithing items)'', Organics ''(Carpentry and Tailoring items)'' and Gems ''(Jewelcrafting items)''.&lt;br /&gt;
* Recycler [[Abbreviations | NPCs]] on many servers will convert items of these categories to tokens.&lt;br /&gt;
* Each item will give you tokens based on the crafting recipe level of the item.  For items of all tradeskills (except Blacksmithing, see below) of crafting level 1 though 10 you receive 1 token per crafting level.  For items of 11th level and higher the amount of tokens received is (crafting level)^2/4, which comes out to be:&lt;br /&gt;
** 11th lvl: 30 tokens&lt;br /&gt;
** 12th lvl: 36 tokens&lt;br /&gt;
** 13th lvl: 42 tokens&lt;br /&gt;
** 14th lvl: 49 tokens&lt;br /&gt;
** 15th lvl: 56 tokens&lt;br /&gt;
** 16th lvl: 64 tokens&lt;br /&gt;
** 17th lvl: 72 tokens&lt;br /&gt;
** 18th lvl: 81 tokens&lt;br /&gt;
** 19th lvl: 90 tokens&lt;br /&gt;
** 20th lvl: 100 tokens&lt;br /&gt;
* Items made via Blacksmithing give you half the number of tokens listed in the progression above, rounded down.&lt;br /&gt;
* Full stacks of 99 ammunition ''(arrows, bolts or bullets)'' or 50 thrown weapons ''(shuriken, darts or throwing axes)'' are considered 1 item ''(partial stacks are ignored)''.&lt;br /&gt;
* All PCs can turn in 15 items per week for each token type. &lt;br /&gt;
* The maximum yield per item is 100 tokens, with a maximum total of 100 tokens/week.&lt;br /&gt;
* The tokens will be redeemable at &amp;quot;Token Store&amp;quot; merchants. These merchants will unlock more options with their collection of other [[Junk_Processing | &amp;quot;Junk&amp;quot;]] items, but some options may not be available for each token type. Tokens can be redeemed for the following amounts ''(Some DM-Drop level crafting components are available at almost every amount)'':&lt;br /&gt;
: &amp;amp;nbsp;&amp;amp;nbsp;'''50 Tokens'''&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; [[Augment_Crystals#Minor_Augment_Crystal | Minor Augment Crystals]], moderate value crafting components, charged magic items, minor permanent magic items.&lt;br /&gt;
: '''100 Tokens'''&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; [[Augment_Crystals#Lesser_Augment_Crystal | Lesser Augment Crystals]], higher value crafting components, charged magic items ''(e.g. Necklace of Weapon Enchantment)'' or lesser permanent magic items.&lt;br /&gt;
: '''250 Tokens'''&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; [[Augment_Crystals#Greater_Augment_Crystal | Greater Augment Crystals]], rarer/higher value crafting components, charged magic items  ''(e.g. Rod of Resurrection)'' or greater permanent magic items.&lt;br /&gt;
: '''500 Tokens'''&amp;lt;nowiki&amp;gt;:&amp;lt;/nowiki&amp;gt; [[Augment_Crystals#Superior_Augment_Crystal | Superior Augment Crystals]], even rarer/higher value crafting components ''(e.g. Wyrmskin or Vrock Skull)'', charged magic items or rare permanent magic items.&lt;br /&gt;
* Augment Crystal offerings are location specific.&lt;br /&gt;
* All other offerings are randomized on server reset.&lt;br /&gt;
* Token merchants collect hides or aberration parts and will give you gold and XP. The more you turn in, the more offerings you get!&lt;br /&gt;
* Remember if you're trying to access &amp;quot;more offerings&amp;quot; you must turn them in fully in batches of 10 each week, or it won't count towards unlocking more offerings. The amount your turn in resets each week and does not rollover. You'll still get paid though.&lt;br /&gt;
* Tokens can only be spent on merchants of the same category.&lt;br /&gt;
* You can check your current token total using the [[Avlis Command Prompt]] (Talk) and typing: &amp;lt;code&amp;gt;/check tokens&amp;lt;/code&amp;gt;&lt;br /&gt;
* Tokens can now be transferred to other PCs.  This is done by converting tokens into chits.  To convert tokens into chits use Player Tool 10 on your PC and then type:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/token convert &amp;lt;type&amp;gt; &amp;lt;amount&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;type&amp;gt; is one of the three token types (metal, gems, organic) and &lt;br /&gt;
&amp;lt;amount&amp;gt; is the number of tokens you want to turn into chits.  Chits will spawn into your inventory as items with a maximum stack size of 50.&lt;br /&gt;
&lt;br /&gt;
To convert chits back into tokens, target the chit stack with Player Tool 10 and type:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;/token convert &amp;lt;amount&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will reduce the stack size of the chits you targeted and add them to the tokens stored on your PC.&lt;br /&gt;
&lt;br /&gt;
==Recycling Centers==&lt;br /&gt;
&lt;br /&gt;
Recycling centers are currently available on the following servers:&lt;br /&gt;
* [[Deglos]] ''(Iftan Tower)''&lt;br /&gt;
* [[Elysia]] ''(Warehouse District)''&lt;br /&gt;
* [[Mikona]] ''(Docks)''&lt;br /&gt;
* [[Le'Or T'Nanshi]] ''(Canopies, [[Fourtree]])''&lt;br /&gt;
* [[Underdark]] ''([[Verloghokbol]], Lake District)''&lt;br /&gt;
* [[Visimontium]] ''([[Lake Crescetoria]], North Shore)''&lt;br /&gt;
[[Junk Processing]] facilities are commonly housed under the same roof.&lt;br /&gt;
&lt;br /&gt;
====Iftan Tower====&lt;br /&gt;
&lt;br /&gt;
Iftan Tower incorporates its own spin on Recycling and allows to process [[DPLS]] loot.&lt;br /&gt;
&lt;br /&gt;
Iftan has an arbitrary system evaluating each magical item property ([[nwn:Ability_modifier|Ability Bonus]], [[nwn:Attack_bonus|Attack Bonus]], [[nwn:AC|Armor Class]], [[nwn:Damage_bonus|Damage Bonus]], [[nwn:Damage_immunity|Damage Immunity]], [[nwn:Damage_reduction|Damage Reduction]], [[nwn:Damage_resistance|Damage Resistance]], [[nwn:Freedom|Freedom]], various [[nwn:Immunity|Immunities]], [[nwn:Keen|Keen]], [[nwn:Massive_critical|Massive Criticals]],  [[nwn:Mighty|Mighty]], [[nwn:Skill|Skill Bonus]], [[nwn:Saving_throw|Saving Throw]] bonus, bonus [[nwn:Spell_slot|Spell Slot(s)]], [[nwn:Vampiric_regeneration|Vampiric Regeneration]]). Iftan accounts for all magical items placed in his chest. The value of each individual item should be above a certain number. '''''As well,''''' the value of all the items in the chest should be above a certain higher number, which would be the value of one Iftan Chit. What properties are more valuable than others, you might ask? What is the value of one Iftan Chit? [[FOIG|That's up to Iftan.]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each of Iftan's apprentices accept different types of magical items. The apprentices don't value some item properties such as &amp;quot;Light&amp;quot; so there are some magical items which they won't accept. Also they don't accept any mundane items, including high crafting level [[Artificing|Artificeable]] items with no enchantments on them. So there will be cases where the Recycler will give more tokens for an item than the apprentices will and vice versa.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are also cases where the Recycler will taken some items whereas the apprentices won't and vice versa. For example, the apprentices will accept [[DPLS]] loot (the Recyclers won't) while the Recyclers will accept full stacks of crafted ammunition (neither Iftan, nor his apprentices have any interest in ammunition or thrown weapons).&lt;br /&gt;
&lt;br /&gt;
Note: The Recyclers hosted at Iftan's Tower are no different than any other Recycling facility.&lt;br /&gt;
&lt;br /&gt;
==Token Stores==&lt;br /&gt;
&lt;br /&gt;
Token Stores are currently available on the following servers:&lt;br /&gt;
* [[Deglos]] ''(Iftan Tower)''&lt;br /&gt;
* [[Elysia]] ''(Marketplace)''&lt;br /&gt;
* [[Mikona]] ''(Marketplace)''&lt;br /&gt;
* [[Le'Or T'Nanshi]] ''(Canopies, [[SilverFall]])''&lt;br /&gt;
* [[Underdark]] ''([[Verloghokbol]], Market District)''&lt;br /&gt;
* [[Visimontium]] ''(Garrison District)''&lt;br /&gt;
&lt;br /&gt;
==Related Topics==&lt;br /&gt;
&lt;br /&gt;
[[Artificing | Artificing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Augment_Crystals | Augment Crystals]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Crafting_System | Avlis Crafting System]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Economy | Avlis Economy]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Junk_Processing | Junk Processing]]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Currencies_of_Avlis#Fiat_Currencies | Currencies of Avlis]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Recycling]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Economy&amp;diff=53871</id>
		<title>Economy</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Economy&amp;diff=53871"/>
		<updated>2023-07-06T07:58:30Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
&lt;br /&gt;
Online Avlis is attempting to develop a self-sustaining player run economy. What is meant by this? In single-player NWN there is no economy to speak of. Your single-player PC will soon gain much more wealth than he can possible use. But in Avlis an attempt has been made to balance the amount of money in the game world, such that the amount of money entering the game is the same as the amount of money going out.&lt;br /&gt;
&lt;br /&gt;
== How money enters the game ==&lt;br /&gt;
&lt;br /&gt;
There are two primary ways:&lt;br /&gt;
# Adventurers gain money by killing monsters and taking their treasure, or completing quests and&lt;br /&gt;
# Crafters sell the items they have made.&lt;br /&gt;
&lt;br /&gt;
Since most crafting ingredients are free and never run out, this means that gold is constantly entering the game, just as in single-player NWN. If Avlis were the same as single-player NWN in terms of how money could be spent, then many Avlis player characters (PCs) would soon become multimillionaires, with nothing to spend their money on. This is because all they would really need to buy are potions and ammunition, since your weapons, armor and other worn items never rust or wear from use.&lt;br /&gt;
&lt;br /&gt;
See also: [[Making Money]], an introduction&lt;br /&gt;
&lt;br /&gt;
=== Dungeons ===&lt;br /&gt;
&lt;br /&gt;
Dungeons are subject to the [[DPLS|Dynamic Placeable Loot System (DPLS)]], which will produce gold or [[Recycling System|recyclable items]]. Individual dungeons offer thematic loot as well.&lt;br /&gt;
&lt;br /&gt;
See also: [[List of Dungeons]]&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
Your PC can make money through selling dungeon loot (and some crafted items) to NPCs in '''''Collectors Quests''''', as well as running '''''Delivery Quests''''' (also known as Fed-Ex quests). Other quests exist as well, which will result in net gain of gold pieces (GP) and experience points (XP).&lt;br /&gt;
&lt;br /&gt;
See also: [[Experience_System#Sources_of_XP|Experience System]]&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
PCs involved in the [[Crafting System]] (crafters) can sell their finished goods to other PCs, as well as to Collectors Quests NPCs and Biomerchants. They can also trade them for tokens using the [[Recycling System]] (see below).&lt;br /&gt;
&lt;br /&gt;
=== Biomerchants ===&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Of course! I'll buy pretty much anything you've got, long as it ain't stolen. Granted, I won't give you as much for it as a specialist would - for example, Grimli the weaponsmith will give you a good price for weapons and armor, but that's all he'll buy.&amp;quot; -Fofur Blockdelver, [[Verloghokbol]] Biomerchant&lt;br /&gt;
&lt;br /&gt;
The standard Avlis Bioware merchants (Biomerchants) function much like those in single-player NWN, with the following modifications:&lt;br /&gt;
# A [[Biomerchants#Generalist System|Generalist]] Biomerchant will buy whatever a PC sells to them. There is at least one of those on every Avlis server.&lt;br /&gt;
# A [[Trap System|trap]] supplier Biomerchant and some [[Rogue]] [[:Category:Guilds|guilds]] Biomerchants may buy stolen goods as well, if you know where to find them.&lt;br /&gt;
# A merchant selling specific goods (a specialist) will only buy this kind of goods, typically at a better price than a generalist. eg. a cobbler will buy boots.&lt;br /&gt;
&lt;br /&gt;
The net gain may vary depending on whether or not the Biomerchant allows for the [[nwn:Appraise|Appraise]] PC skill (most of them do).&lt;br /&gt;
&lt;br /&gt;
See also: [[Shop Locations]], [[Biomerchants]]&lt;br /&gt;
&lt;br /&gt;
== How money leaves the game ==&lt;br /&gt;
&lt;br /&gt;
The word 'persistence' is the key. Avlis is a persistent world (PW). That means that the servers are running almost all of the time, and even when they aren't they have saved your inventory and location. So if you log out of the game, no matter how much time has passed, when you log back in you will find your character with the same inventory and GP as before.&lt;br /&gt;
&lt;br /&gt;
This is not true of most ''things'' in the game. Whenever a server is reset, anything that PCs have sold to a standard Bioware merchant is now gone – those merchants are now selling only the items that they usually sell. Dungeon loot containers are reset to their default state. Persistent storage and merchants are what remains the same and owning one comes at a cost.&lt;br /&gt;
&lt;br /&gt;
In what ways is gold disposed of?&lt;br /&gt;
&lt;br /&gt;
=== Gold Sinks ===&lt;br /&gt;
&lt;br /&gt;
When a PC buys an item from a Biomerchant, that gold leaves the game. Some of the more powerful items that can be crafted require expensive ingredients that can only be bought from a Biomerchant (the so-called gold sinks). Crafting tools and appliances befall the same category. Consumables such as ammunition, healers kits or potions, if purchased from a Biomerchant (as opposed to a [[#Persistent_Merchants|persistent merchant]]), also contribute to gold leaving the game. &lt;br /&gt;
&lt;br /&gt;
=== Inn Room Rental ===&lt;br /&gt;
&lt;br /&gt;
Perhaps you would like access to a persistent chest but cannot afford one. In that case you can rent a room in one of the many inns and taverns located across the servers of Avlis. Your character pays a monthly fee and in return gets a key to that room and access to its persistent chest.&lt;br /&gt;
&lt;br /&gt;
See also: [[Tavern Locations]]&lt;br /&gt;
&lt;br /&gt;
=== Player Housing ===&lt;br /&gt;
&lt;br /&gt;
Yet another way is character-owned housing. Some characters that have become well-established in the community may want to own a house in a city, or a cottage in the woods, a mage tower, or even an inn to run as a business. And some player-run guilds may want to build some sort of meeting place where they can organize meetings and discuss guild business. All of these buildings are also persistent, and can contain persistent storage chests and even [[Persistent_Merchants|persistent merchants]]. Persistent storage and merchants can be acquired at a markedly higher cost than the expenses of everyday adventuring.&lt;br /&gt;
&lt;br /&gt;
See also: [[Rules:Player_Housing|Player Housing]] Guidelines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What bridges the gap ==&lt;br /&gt;
&lt;br /&gt;
=== Recycling ===&lt;br /&gt;
&lt;br /&gt;
The money flow is influenced by the [[Recycling System]]. It creates a continuous process tasked towards the disposal of loot drops and crafted durable goods, combined with a way to obtain crafting ingredients through a token exchange system.&lt;br /&gt;
&lt;br /&gt;
A PC has the option to trade in junk for gold. However, their net gain will likely be much higher if they opt to have the junk [[Junk Processing|processed]] into crafting ingredients, in exchange for a small fee. If the PC is not a crafter, they can sell the ingredients to crafter PCs (through [[#Persistent_Merchants|Persistent Merchants]] or in person). Similarly, a PC can convert tokens obtained from the Recycling System to crafting ingredients (at a token store), or sell the tokens to another PC.&lt;br /&gt;
&lt;br /&gt;
=== Persistent Merchants ===&lt;br /&gt;
&lt;br /&gt;
Persistent Merchants are available to Avlis players through [[Player Housing]]. When someone sells an item to a persistent merchant it stays in the merchant's inventory, even after a server reset. As well, any gold in the merchant's inventory remains there unless spent buying items offered by PCs. Persistent merchants have [[NWN:Artificial intelligence | Artificial Intelligence]] – they keep track of how much they have bought and sold, and they attempt to make a profit. Though, ultimately, profit is up to the intelligence of the player.&lt;br /&gt;
&lt;br /&gt;
=== Rare Item Auctions ===&lt;br /&gt;
&lt;br /&gt;
Events such as the [[Ferrell Trade Fair]] or the [[Deglos Craft Fair]], as well as the [https://avlis.org/viewforum.php?f=360 Avlis Marketplace] (forums) often see rare items auctioned off for a fortune in gold. If the auction is held by a PC, gold remains in the game. If the auction is held by a DM (NPC), gold leaves the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|Economy and Persistence]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Psionics&amp;diff=53870</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Psionics&amp;diff=53870"/>
		<updated>2023-07-06T07:57:30Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Psionics}}&lt;br /&gt;
{{MixedKnowledge}}&lt;br /&gt;
&lt;br /&gt;
''More than a character of any other class, the psionicist is self-contained. Unlike the fighter and thief, he needs no weapons or tools to practice his art. Unlike the priest, he needs no deity. Unlike the wizard, he relies on no outside energies. His power comes from within, and he alone gives it shape.''&lt;br /&gt;
&lt;br /&gt;
''The psionicist strives to unite every aspect of his self into a single, powerful whole. He looks inward to the essence of his own being, and gains control of his subconscious. Through extraordinary discipline,contemplation, and self-awareness, he unlocks the full potential of his mind.''&lt;br /&gt;
&lt;br /&gt;
— Mr. Nathan&lt;br /&gt;
&lt;br /&gt;
==Psionics in Dungeons and Dragons==&lt;br /&gt;
Psionics - powers of the mind such as telepathy and telekinesis - have been a feature of Dungeons and Dragons since at least the 1st edition of Advanced Dungeons &amp;amp; Dragons (AD&amp;amp;D). In each edition of the game, their implementation has varied quite extensively. Neverwinter Nights did not include psionics, but a Hak based on the 2nd Edition AD&amp;amp;D version of psionics was produced by Mr Nathan and this forms the basis of psionics as implemented on Avlis. &lt;br /&gt;
&lt;br /&gt;
==Psionics within the world of Avlis==&lt;br /&gt;
The psions of Avlis are generally well-received in many nations. This is especially true in [[Orc|orcish]] society where sorcerers and wizards are illegal. The orcs are well aware of the origins of their powers and have accepted them as a good substitute for magic. Consequently, the nations [[Brekon (nation)|Brekon]] and [[Dubunat]] have become bastions of psionic learning and study for many, and this influence has spread especially to [[The Kurathene Empire|the Kurathene Empire]], where psions have been called &amp;quot;mindbenders&amp;quot; and found useful as guardians on ships... with far less chance of catching sails on fire.&lt;br /&gt;
&lt;br /&gt;
Though their numbers are primarily highest in the western parts of the continent, psions have been popping up in other areas too and generally meeting with acceptance. Those who see them realize the discipline it takes to become one, and many psion orders are either associated with or part of existing monastic orders. The close association between monks and psions is born of their common penchant for discipline. Whereas monks try to unify mind and body, psions try to transcend the body and become the mind. The two philosophies are compatible for the most part, though monastic and psionic orders that are in conflict with one another do exist, for example the Order of The Way and the Order of the Will.&lt;br /&gt;
&lt;br /&gt;
In 2261 O.D. [[Angadar]] somehow added psionics to his areas of control and declared himself the god of psions.&lt;br /&gt;
&lt;br /&gt;
==Psionics as a System==&lt;br /&gt;
Psionics on Avlis has been developed from Mr Nathan's hak, with particular reference to two 2nd Edition AD&amp;amp;D sources: ''The Complete Psionics Handbook'' &amp;amp; ''The Will and The Way'', and adjusted to function appropriately on Avlis.&lt;br /&gt;
&lt;br /&gt;
===Psionic Powers===&lt;br /&gt;
*[[Psionic_Powers|Psionic powers]] are implemented as [[feat|feats]]. Some are passive (e.g. [[Psionic Specializations#Expansive Mind|Expansive Mind]]), but most are active. They allow the psion to manifest a power. This is like a spell, and is implemented in NWN in much the same way. &lt;br /&gt;
&lt;br /&gt;
*Unlike spells, manifestations always have a failure chance, tied to the [[Psionics#Power_score_.26_power_check|power score]]. You can try again, while you have sufficient ''psionic strength points'' (PSP). &lt;br /&gt;
&lt;br /&gt;
*Powers which affect another entity allow a save to avoid or reduce the effects, and have a [[Psionics#DC.27s_for_powers|Difficulty Class (DC)]] that determines how hard that save is to make. &lt;br /&gt;
&lt;br /&gt;
====Power score &amp;amp; power check==== &lt;br /&gt;
* A power check is a d20 roll against that ability's power score. The lower the roll, the better. For example, the Psychometabolism ability [[Psychometabolism#Accelerate|Accelerate]] has a power score of &amp;quot;CON-2&amp;quot;.  So, if your CON is 16, you need a 14 (CON-2) or under to succeed. &lt;br /&gt;
* In-game feedback tells you what you rolled, and the adjusted power score, as well as the remaining PSPs, e.g. &amp;quot;Success: 8 (14), Remaining PSPs: 118.&amp;quot;&lt;br /&gt;
*If you fail the power check, a concentration check is made. If it succeeds, you lose 1/4 of the cost of the power; if it fails, you lose 1/2 of the cost.&lt;br /&gt;
* Every 10 skill points of [[concentration]] will give a +1 bonus to the power check. Skill points gained by items are ignored in this calculation. Given a maximum skill rank of 43 at character level 40, a character could get a +4 bonus to all power checks.&lt;br /&gt;
&lt;br /&gt;
====DC's for powers==== &lt;br /&gt;
*''12 + 1/2 PsionLevel + applicable stat modifier'', except for [[Metapsionics#Ultrablast|Ultrablast]] and [[Telepathy#Contact|Contact]] which start at 10 and 16 respectively.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Psionic strength points====&lt;br /&gt;
*At first level: ''PSP = {(WIS - 5) * 2} + (CON - 15) + (INT - 15) + Feats taken at first level'', where (stat-15) has a minimum of zero.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
*Each new level: ''PSP = current total + '''{'''(PsionLevel-1) * (WIS-5)'''}''' + Feats taken at that level'', where  (WIS-5) has a minimum of 10.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''PSP are recalculated whenever one of these elements changes'' (i.e. WIS, CON or INT increases or decreases, PsionLevel changes, appropriate feat taken) using a single formula that combines those above:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*''PSP = {(WIS - 5) * 2} + (CON - 15) + (INT - 15) + Feats + {(PsionLevel-1) * (WIS-5 (Min = 10))}''&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Detecting psionic activity====&lt;br /&gt;
* ''Spellcraft check:'' When a psion uses a power, any visual effects are IC. Anyone standing close enough to a psion using a power will automatically make an IC spellcraft check. If the spellcraft check succeeds, you know what power was just used, and you now know that the character is a psion. If this check fails, you have no knowledge beyond the visual effects - unless you are also a psion, in which case you will recognise that a psionic power was used, just not what it was. '''''A PC with 0 Spellcraft won't have any clue at all'''''. &lt;br /&gt;
&lt;br /&gt;
This is a compromise between 2nd Edition and 3rd Edition rule sets. In 2E only other psionicists can detect psionic activity and they have to use a power to do it. Otherwise, you can only guess at psionic activity when you see the end result; in 3E the Psicraft skill was added that would allow you to make a check to determine if you recognized a power, but only if you perceived the display, which could be something like the psion's eyes glowing or a deep humming sound in the area, etc. To further complicate that, psionicists could suppress the display if they made a concentration check. &lt;br /&gt;
&lt;br /&gt;
*''Glowing eyes'': The eyes of a creature manifesting a psionic power glow for a couple of seconds; this is something lifted from the 3rd edition ruleset. Note, however, than your PC's knowledge is determined by the spellcraft check. Even if you as a ''player'' know that the eyes of a psion glow when a power is manifested, your ''character'' only knows what the results of the spellcraft check reveal.&lt;br /&gt;
&lt;br /&gt;
Now, since we don't have a Psicraft skill or an easy way to implement much of that other stuff, and in the interest of allowing other players to be able to detect when psionics are used, the current compromise is that you can use Spellcraft to detect a psionic power, but you have to be close enough to sense the &amp;quot;display&amp;quot; - and be successful in your skill check.&lt;br /&gt;
&lt;br /&gt;
====Restrictions====&lt;br /&gt;
&lt;br /&gt;
To become [[Psion|Psions]], PCs must be non-Chaotic. [[Lycanthropy|Lycanthrope]] PCs CANNOT use Psionic powers, regardless of their alignment.&lt;br /&gt;
&lt;br /&gt;
===Changes and Updates===&lt;br /&gt;
*[[Psionics changes and updates|Listed by date]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems]]&lt;br /&gt;
[[Category:Psionics| Psionics]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Augment_Crystals&amp;diff=53869</id>
		<title>Augment Crystals</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Augment_Crystals&amp;diff=53869"/>
		<updated>2023-07-06T07:57:04Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
{{OOCKnowledge}}&lt;br /&gt;
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__TOC__&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==Description / Types==&lt;br /&gt;
&lt;br /&gt;
'''Augment Crystals''' in Avlis ''augment'' enchanted items. Unlike most spells or other means of improving an item with magic, these crystals will only work on an item with an existing enchantment. All crystals can be used once per day, and using a second crystal on the same item will remove the previous effect (though you can use multiple crystals on different items at the same time). Higher quality crystals require the item to have a stronger enchantment (see [[#Crystal Quality |Crystal Quality]] below).&lt;br /&gt;
&lt;br /&gt;
Since these crystals augment an existing enchantment on an item, their effects are meant to stack with other effects when possible, with a few limitations. Casting another spell of the same type on an item, after using a crystal, will remove the effect (if that is what normally happens with the spell), but the crystals do not remove other spell effects.&lt;br /&gt;
&lt;br /&gt;
''e.g. Casting a flame weapon spell removes any other previous versions of it, and would also remove the effects of an [[#Elemental Assault|elemental assault]] crystal, but using the crystal after a flame weapon spell would keep both effects (NWN only uses the better of the 2 if both use the same elemental damage type).''&lt;br /&gt;
&lt;br /&gt;
Standard [[NWN:Stack | stacking]] limitations with NWN still apply for [[NWN:Armor_class | armor class]] and [[NWN:Damage_reduction | damage reduction]]. Multiple [[NWN:Damage_immunity | damage immunity]] sources will stack to 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crystals come in 2 different types. Offensive and defensive augmentation. Offensive crystals will only augment [[NWN:Melee_weapon | melee weapons]], while defensive crystals will augment armor and shields. Use of the crystals in game is the same as targeting with a [[Magic:Greater Magic Weapon|greater magic weapon]] spell for offensive crystals ''(targeting the weapon or PC with it equipped in their main hand both work - offhand weapons must be targeted directly or moved to the main hand)'', and like the [[Magic:Magic Vestment|magic vestment]] spell for defensive crystals ''(target the shield or armor directly, or PC with armor equipped - shields must always be targeted directly, unless the PC has no armor equipped)''.&lt;br /&gt;
&lt;br /&gt;
Offensive crystals require the weapon to already have a minimum [[NWN:Enhancement_bonus | enhancement bonus]] , while defensive crystals require a [[NWN:Armor_class | minimum AC bonus]] (armor or shield bonus). These must be a permanent bonus, so using a spell or other means to improve the item will not help. A bonus vs a specific creature or type of effect will not be considered either (like +4 vs animals or an alignment). Augment crystals will work on gloves that have an enhancement bonus.  (In Avlis enhancement bonus can be added to gloves via artificing.)&lt;br /&gt;
&lt;br /&gt;
==Crystal Quality==&lt;br /&gt;
An augment crystal's quality determines how well it augments an item, and the existing enchantment required to use it on the item. There are 4 different qualities of crystals. Minor, lesser, greater and superior. The minimum enchantment requirements and durations are the same for all augment crystals of the same quality.&lt;br /&gt;
&lt;br /&gt;
===Minor Augment Crystal===&lt;br /&gt;
*Minimum enhancement or AC bonus required: +1&lt;br /&gt;
*Duration: 4 minutes&lt;br /&gt;
&lt;br /&gt;
===Lesser Augment Crystal===&lt;br /&gt;
* Minimum enhancement or AC bonus required: +2&lt;br /&gt;
* Duration: 8 minutes&lt;br /&gt;
&lt;br /&gt;
===Greater Augment Crystal===&lt;br /&gt;
* Minimum enhancement or AC bonus required: +3&lt;br /&gt;
* Duration: 12 minutes&lt;br /&gt;
&lt;br /&gt;
===Superior Augment Crystal===&lt;br /&gt;
* Minimum enhancement or AC bonus required: +4&lt;br /&gt;
* Duration: 16 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offensive Subtypes==&lt;br /&gt;
&lt;br /&gt;
The 4 offensive augment crystal subtypes are listed below with descriptions and their effects (based on [[#Crystal Quality|crystal quality]]).&lt;br /&gt;
&lt;br /&gt;
===Elemental Assault===&lt;br /&gt;
There are 5 elemental assault crystals. They are acid, cold, electric, fire and sonic. They are similar to an [[Magic:Energy_Substitution|energy substituted]] [[Magic:Flame_Weapon|flame weapon]] spell, as they add a variable amount of [[NWN:Damage_type | elemental damage]] to a weapon. This effect will [[NWN:Stack | stack]] with a [[Magic:Flame_Weapon|flame weapon]] or [[Magic:Darkfire|darkfire]] spell if used after casting either, as well as any elemental damage the weapon has, as long as it is a different type of element.&lt;br /&gt;
&lt;br /&gt;
'''Damage Bonus'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 2d6&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 2d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demolition===&lt;br /&gt;
These add a [[NWN:Damage_type | divine damage]] bonus vs. [[NWN:Construct | constructs]] to the weapon. As with the [[#Elemental Assault|elemental assault]] crystals, this effect will [[NWN:Stack | stack]] with other [[NWN:Damage_increase | damage bonuses]], except other divine damage, like from [[Magic:Bless_Weapon|bless weapon]] (NWN only uses the best bonus when it is the same type of damage).&lt;br /&gt;
&lt;br /&gt;
'''Damage Bonus'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 2d6&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 2d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Truedeath===&lt;br /&gt;
These add a [[NWN:Damage_type | divine damage]] bonus vs. [[NWN:Undead | undead]] to the weapon. The effects will [[NWN:Stack | stack]] with other [[NWN:Damage_increase | damage bonuses]], except other divine damage like from [[Magic:Bless_Weapon|bless weapon]] (NWN only uses the best bonus when it is the same type of damage).&lt;br /&gt;
&lt;br /&gt;
'''Damage Bonus'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 2d6&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 2d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phoenix Ash===&lt;br /&gt;
Adds an [[NWN:On-hit:_cast_spell | On-Hit: Cast Spell]] &amp;quot;Darkfire&amp;quot; effect to the weapon. Since the On-Hit version is not [[NWN:Spellhook | hooked]] in Avlis, it uses the standard [[NWN:Darkfire | BioWare version]] (1d6 + 1 per two caster levels, maximum of +10). The damage is done separately from other damage, and is not multiplied in a critical hit, but will still work if the weapon already has a fire (or other) [[NWN:Damage_increase | damage bonus]].&lt;br /&gt;
&lt;br /&gt;
'''On-Hit Damage'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 1d6+3&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 1d6+5&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 1d6+8&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 1d6+10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defensive Subtypes==&lt;br /&gt;
&lt;br /&gt;
The 4 defensive augment crystal subtypes are listed below with descriptions and their effects (based on [[#Crystal Quality|crystal quality]]).&lt;br /&gt;
&lt;br /&gt;
===Elemental Defense===&lt;br /&gt;
Adds a [[NWN:Damage_immunity | damage immunity]] increase vs. one of 5 elements to the armor or shield. The element types are acid, cold, electric, fire and sonic.&lt;br /&gt;
&lt;br /&gt;
'''Damage Immunity Increase'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arrow Deflection===&lt;br /&gt;
Adds an [[NWN:Armor_class | AC]] bonus vs. [[NWN:Piercing_damage | piercing]] attacks to the armor or shield.&lt;br /&gt;
&lt;br /&gt;
'''AC Bonus'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 3&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 5&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 7&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Iron Ward===&lt;br /&gt;
Adds x/+6 [[NWN:Damage_reduction | damage reduction]] to the armor or shield.&lt;br /&gt;
&lt;br /&gt;
'''Damage Reduction'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: ||&amp;amp;nbsp; 5/+6&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 10/+6&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 15/+6&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 20/+6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Featherweight===&lt;br /&gt;
Reduces the weight of the armor or shield.&lt;br /&gt;
&lt;br /&gt;
'''Weight Reduction'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items|Augment Crystals]]&lt;br /&gt;
[[Category:Systems|Augment Crystals]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Augment_Crystals&amp;diff=53868</id>
		<title>Augment Crystals</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Augment_Crystals&amp;diff=53868"/>
		<updated>2023-07-06T07:55:47Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
{{OOCknowledge}}&lt;br /&gt;
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__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description / Types==&lt;br /&gt;
&lt;br /&gt;
'''Augment Crystals''' in Avlis ''augment'' enchanted items. Unlike most spells or other means of improving an item with magic, these crystals will only work on an item with an existing enchantment. All crystals can be used once per day, and using a second crystal on the same item will remove the previous effect (though you can use multiple crystals on different items at the same time). Higher quality crystals require the item to have a stronger enchantment (see [[#Crystal Quality |Crystal Quality]] below).&lt;br /&gt;
&lt;br /&gt;
Since these crystals augment an existing enchantment on an item, their effects are meant to stack with other effects when possible, with a few limitations. Casting another spell of the same type on an item, after using a crystal, will remove the effect (if that is what normally happens with the spell), but the crystals do not remove other spell effects.&lt;br /&gt;
&lt;br /&gt;
''e.g. Casting a flame weapon spell removes any other previous versions of it, and would also remove the effects of an [[#Elemental Assault|elemental assault]] crystal, but using the crystal after a flame weapon spell would keep both effects (NWN only uses the better of the 2 if both use the same elemental damage type).''&lt;br /&gt;
&lt;br /&gt;
Standard [[NWN:Stack | stacking]] limitations with NWN still apply for [[NWN:Armor_class | armor class]] and [[NWN:Damage_reduction | damage reduction]]. Multiple [[NWN:Damage_immunity | damage immunity]] sources will stack to 100%.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The crystals come in 2 different types. Offensive and defensive augmentation. Offensive crystals will only augment [[NWN:Melee_weapon | melee weapons]], while defensive crystals will augment armor and shields. Use of the crystals in game is the same as targeting with a [[Magic:Greater Magic Weapon|greater magic weapon]] spell for offensive crystals ''(targeting the weapon or PC with it equipped in their main hand both work - offhand weapons must be targeted directly or moved to the main hand)'', and like the [[Magic:Magic Vestment|magic vestment]] spell for defensive crystals ''(target the shield or armor directly, or PC with armor equipped - shields must always be targeted directly, unless the PC has no armor equipped)''.&lt;br /&gt;
&lt;br /&gt;
Offensive crystals require the weapon to already have a minimum [[NWN:Enhancement_bonus | enhancement bonus]] , while defensive crystals require a [[NWN:Armor_class | minimum AC bonus]] (armor or shield bonus). These must be a permanent bonus, so using a spell or other means to improve the item will not help. A bonus vs a specific creature or type of effect will not be considered either (like +4 vs animals or an alignment). Augment crystals will work on gloves that have an enhancement bonus.  (In Avlis enhancement bonus can be added to gloves via artificing.)&lt;br /&gt;
&lt;br /&gt;
==Crystal Quality==&lt;br /&gt;
An augment crystal's quality determines how well it augments an item, and the existing enchantment required to use it on the item. There are 4 different qualities of crystals. Minor, lesser, greater and superior. The minimum enchantment requirements and durations are the same for all augment crystals of the same quality.&lt;br /&gt;
&lt;br /&gt;
===Minor Augment Crystal===&lt;br /&gt;
*Minimum enhancement or AC bonus required: +1&lt;br /&gt;
*Duration: 4 minutes&lt;br /&gt;
&lt;br /&gt;
===Lesser Augment Crystal===&lt;br /&gt;
* Minimum enhancement or AC bonus required: +2&lt;br /&gt;
* Duration: 8 minutes&lt;br /&gt;
&lt;br /&gt;
===Greater Augment Crystal===&lt;br /&gt;
* Minimum enhancement or AC bonus required: +3&lt;br /&gt;
* Duration: 12 minutes&lt;br /&gt;
&lt;br /&gt;
===Superior Augment Crystal===&lt;br /&gt;
* Minimum enhancement or AC bonus required: +4&lt;br /&gt;
* Duration: 16 minutes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offensive Subtypes==&lt;br /&gt;
&lt;br /&gt;
The 4 offensive augment crystal subtypes are listed below with descriptions and their effects (based on [[#Crystal Quality|crystal quality]]).&lt;br /&gt;
&lt;br /&gt;
===Elemental Assault===&lt;br /&gt;
There are 5 elemental assault crystals. They are acid, cold, electric, fire and sonic. They are similar to an [[Magic:Energy_Substitution|energy substituted]] [[Magic:Flame_Weapon|flame weapon]] spell, as they add a variable amount of [[NWN:Damage_type | elemental damage]] to a weapon. This effect will [[NWN:Stack | stack]] with a [[Magic:Flame_Weapon|flame weapon]] or [[Magic:Darkfire|darkfire]] spell if used after casting either, as well as any elemental damage the weapon has, as long as it is a different type of element.&lt;br /&gt;
&lt;br /&gt;
'''Damage Bonus'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 1d6&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 1d8&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 2d6&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 2d8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Demolition===&lt;br /&gt;
These add a [[NWN:Damage_type | divine damage]] bonus vs. [[NWN:Construct | constructs]] to the weapon. As with the [[#Elemental Assault|elemental assault]] crystals, this effect will [[NWN:Stack | stack]] with other [[NWN:Damage_increase | damage bonuses]], except other divine damage, like from [[Magic:Bless_Weapon|bless weapon]] (NWN only uses the best bonus when it is the same type of damage).&lt;br /&gt;
&lt;br /&gt;
'''Damage Bonus'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 2d6&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 2d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Truedeath===&lt;br /&gt;
These add a [[NWN:Damage_type | divine damage]] bonus vs. [[NWN:Undead | undead]] to the weapon. The effects will [[NWN:Stack | stack]] with other [[NWN:Damage_increase | damage bonuses]], except other divine damage like from [[Magic:Bless_Weapon|bless weapon]] (NWN only uses the best bonus when it is the same type of damage).&lt;br /&gt;
&lt;br /&gt;
'''Damage Bonus'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 1d10&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 2d6&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 2d8&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 2d10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Phoenix Ash===&lt;br /&gt;
Adds an [[NWN:On-hit:_cast_spell | On-Hit: Cast Spell]] &amp;quot;Darkfire&amp;quot; effect to the weapon. Since the On-Hit version is not [[NWN:Spellhook | hooked]] in Avlis, it uses the standard [[NWN:Darkfire | BioWare version]] (1d6 + 1 per two caster levels, maximum of +10). The damage is done separately from other damage, and is not multiplied in a critical hit, but will still work if the weapon already has a fire (or other) [[NWN:Damage_increase | damage bonus]].&lt;br /&gt;
&lt;br /&gt;
'''On-Hit Damage'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 1d6+3&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 1d6+5&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 1d6+8&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 1d6+10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defensive Subtypes==&lt;br /&gt;
&lt;br /&gt;
The 4 defensive augment crystal subtypes are listed below with descriptions and their effects (based on [[#Crystal Quality|crystal quality]]).&lt;br /&gt;
&lt;br /&gt;
===Elemental Defense===&lt;br /&gt;
Adds a [[NWN:Damage_immunity | damage immunity]] increase vs. one of 5 elements to the armor or shield. The element types are acid, cold, electric, fire and sonic.&lt;br /&gt;
&lt;br /&gt;
'''Damage Immunity Increase'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 25%&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 50%&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 75%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arrow Deflection===&lt;br /&gt;
Adds an [[NWN:Armor_class | AC]] bonus vs. [[NWN:Piercing_damage | piercing]] attacks to the armor or shield.&lt;br /&gt;
&lt;br /&gt;
'''AC Bonus'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 3&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 5&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 7&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Iron Ward===&lt;br /&gt;
Adds x/+6 [[NWN:Damage_reduction | damage reduction]] to the armor or shield.&lt;br /&gt;
&lt;br /&gt;
'''Damage Reduction'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: ||&amp;amp;nbsp; 5/+6&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 10/+6&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 15/+6&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 20/+6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Featherweight===&lt;br /&gt;
Reduces the weight of the armor or shield.&lt;br /&gt;
&lt;br /&gt;
'''Weight Reduction'''&lt;br /&gt;
{|&lt;br /&gt;
| Minor: || 10%&lt;br /&gt;
|-&lt;br /&gt;
| Lesser: || 20%&lt;br /&gt;
|-&lt;br /&gt;
| Greater: || 40%&lt;br /&gt;
|-&lt;br /&gt;
| Superior: || 60%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Magic Items|Augment Crystals]]&lt;br /&gt;
[[Category:Systems|Augment Crystals]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=CEP_weapon_feats&amp;diff=52611</id>
		<title>CEP weapon feats</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=CEP_weapon_feats&amp;diff=52611"/>
		<updated>2023-03-06T13:18:40Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Systems}}&lt;br /&gt;
&lt;br /&gt;
[[nwn:Weapon_proficiency_(monk)|Monk Weapons]]:&lt;br /&gt;
The following weapons are treated as monk weapons at the following levels:&lt;br /&gt;
&lt;br /&gt;
    * Sai - 5&lt;br /&gt;
    * Nunchaku - 5&lt;br /&gt;
    * Shuriken - 5&lt;br /&gt;
    * Windfire Wheel - 5&lt;br /&gt;
    * Quarterstaff - 10&lt;br /&gt;
    * Katana - 15&lt;br /&gt;
    * Katar - 15&lt;br /&gt;
    * Fashion Accessory - 20&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[nwn:Weapon_finesse|Weapon Finesse]]:&lt;br /&gt;
The following weapons recieve weapon finesse for medium creatures:&lt;br /&gt;
&lt;br /&gt;
    * Assassin Dagger&lt;br /&gt;
    * Light Mace 2&lt;br /&gt;
    * Scimitar&lt;br /&gt;
    * Light Pick&lt;br /&gt;
    * Sap&lt;br /&gt;
    * Goad&lt;br /&gt;
    * Sai&lt;br /&gt;
    * Nunchaku&lt;br /&gt;
    * Katar&lt;br /&gt;
    * Kukri2&lt;br /&gt;
    * Windfire Wheel&lt;br /&gt;
    * Fashion Accessory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Feats:&lt;br /&gt;
The following weapon feats apply to the following weapons:&lt;br /&gt;
&lt;br /&gt;
    * Dagger Feats - Assassin Dagger&lt;br /&gt;
    * Light Mace Feats - Light Mace2&lt;br /&gt;
    * Club Feats - Heavy Mace, Sap&lt;br /&gt;
    * Battle Axe Feats - Heavy Pick&lt;br /&gt;
    * Hand Axe Feats - Light Pick&lt;br /&gt;
    * Scimitar Feats - Falchion 1, Falchion 2&lt;br /&gt;
    * Warhammer Feats - Maul&lt;br /&gt;
    * Sickle Feats - Goad&lt;br /&gt;
    * Kama Feats - Sai, Windfire Wheel&lt;br /&gt;
    * Unarmed Feats - Nunchaku, Fashion Accessory&lt;br /&gt;
    * Shortsword Feats - Katar&lt;br /&gt;
    * Kukri Feats - Kukri2&lt;br /&gt;
    * Longsword Feats - Mercurial Longsword&lt;br /&gt;
    * Greatsword Feats - Mercurial Greatsword&lt;br /&gt;
    * Two-bladed sword (doublesword) Feats - Double-Scimitar&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Note:''' All Avlis spell modifications also apply to CEP weapons. See: [[Magic_System|Magic System]]&lt;br /&gt;
* '''Note:''' Some of the above weapons may also require Exotic Weapon Proficiency to wield.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Systems|CEP]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=List_of_dungeons&amp;diff=52411</id>
		<title>List of dungeons</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=List_of_dungeons&amp;diff=52411"/>
		<updated>2022-12-12T11:06:50Z</updated>

		<summary type="html">&lt;p&gt;Moredo: /* Deglos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Using This List==&lt;br /&gt;
&lt;br /&gt;
Information found here can be used IC and is ''[[FOIG]]-declassified''. Information here can be learned from general knowledge, rumors, and other common sense methods should you choose your character to become aware of the dungeon(s) existence. This is the purpose of the guidelines to not crossover into the realm of [[FOIG]] content. Naturally, this open knowledge can be used (or not used) at your discretion.&lt;br /&gt;
&lt;br /&gt;
==Guidelines For This List==&lt;br /&gt;
''Condensed and rewritten from the [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=111733 Definitive List of Dungeons] topic on the Avlis Forum.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No [[Abbreviations | IC]] information on how to reach any of these places. Simply the common name will be enough in most cases, but a slightly more descriptive one might be needed for the obscure locations. If a player can use your description to log on and walk straight there, it's too descriptive.&lt;br /&gt;
&lt;br /&gt;
A 'dungeon' needs the following characteristics:&lt;br /&gt;
* It contains at least two areas.&lt;br /&gt;
* It contains hostile spawns.&lt;br /&gt;
* The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibility of exit to the general module, and return to x (or very near it) when you are complete, or the pathway is a dead end which must be retraced to exit.&lt;br /&gt;
&lt;br /&gt;
This eliminates many dangerous places, such as Deglos tunnels, the T'Nanshi wilderness, the Corkscrew, a Troll Hole in the forest or the T'Nanshi Coast cave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Dungeons in Avlis (Organized by Server)==&lt;br /&gt;
===Deglos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Nanshi Urbaz&lt;br /&gt;
! Transitions From&lt;br /&gt;
Nutzdagezehesple&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Abandoned Tower Hill: Undead Giants&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Amber Dragons&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beaum ciob Nanshi Urbaz&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beholder Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Causeway Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cavern of Rest&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Deeps of Urbaz&lt;br /&gt;
| 20-30&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Deeps of Urbaz: Undead&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Felan-Gibal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Giants (Flame Hold)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Crypts (Fort Hammerworker)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Frost Giants (Valley/Halls Of Ice)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Illithid Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Marazdin Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mt. Smokes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nanshi Urbaz Warren Mines&lt;br /&gt;
| 5-10&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nutzdagezehesple Gem Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Olde (Causeway) Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Pit of Hell&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| The Scar&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Thunderhead Mine&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Troll Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Under Nutzdagezehesple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Waynbleck Crypts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Waynbleck Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Weaver Spiders&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elysia===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Elf Gate&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Crypts&lt;br /&gt;
| 10-30&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 1-10&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spider Caves&lt;br /&gt;
| 6-25&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Forest of Midnight&lt;br /&gt;
| 6-25&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goblin Keep&lt;br /&gt;
| 5-15&lt;br /&gt;
| 8&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Kobold Hill&lt;br /&gt;
| 1-7&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bat House&lt;br /&gt;
| 1-5&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Drenan's Tower&lt;br /&gt;
| 10-25&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Beetle Cave&lt;br /&gt;
| 8-12&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ferrell===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Kitanya Hill&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| The Rift&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ifirenia's Tower&lt;br /&gt;
| 5-10&lt;br /&gt;
| 3&lt;br /&gt;
| No/closed&lt;br /&gt;
|-&lt;br /&gt;
| Orc Caves&lt;br /&gt;
| 25+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beetle Cave&lt;br /&gt;
| 3-8&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kitanya Sewers&lt;br /&gt;
| 5-12&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Salt Caves&lt;br /&gt;
| 5+&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Salt Mountain&lt;br /&gt;
| 20+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cave Near Huntingcreek Hills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Stirge Cave &lt;br /&gt;
| 3-9&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Little Falls &amp;amp; Meygle Pass&lt;br /&gt;
| 7-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Forgotten Ruins&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| The Old Woods&lt;br /&gt;
| 10-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Underburrows&lt;br /&gt;
| 7+&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Harpinger Shrine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Berryn Undertemple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===M'Chek===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Blandenberg&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur Lair&lt;br /&gt;
| 10-25&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Lost River Caverns&lt;br /&gt;
| &lt;br /&gt;
| 5+&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Keep&lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tlincalli Caves&lt;br /&gt;
| 5-12&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Chasworth Mine&lt;br /&gt;
| 7-24&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Warrens Cave&lt;br /&gt;
| 9-30&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Westshore Crypts&lt;br /&gt;
| 8-15&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;AKN Bandit&amp;quot; Cave&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bachwood Caves&lt;br /&gt;
| 10-20&lt;br /&gt;
| 4&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Derrington Temple&lt;br /&gt;
| 10-20&lt;br /&gt;
| 4&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Orc Slavers&lt;br /&gt;
| 13-27&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| South Bugbears&lt;br /&gt;
| 10-20&lt;br /&gt;
| 9&lt;br /&gt;
| Yes ?&lt;br /&gt;
|-&lt;br /&gt;
| Ogre Cave&lt;br /&gt;
| 5-13&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Blandenberg Sewers&lt;br /&gt;
| 10-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mikona===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
&amp;quot;The Rock&amp;quot;&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Western Crypt&lt;br /&gt;
| 1-10&lt;br /&gt;
| 2&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Eastern Crypt&lt;br /&gt;
| 15-20&lt;br /&gt;
| 2&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Bugbears&lt;br /&gt;
| 8-12&lt;br /&gt;
| 2&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 3-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ant House&lt;br /&gt;
| 5-10&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Hills of Tumult&lt;br /&gt;
| 7-40&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ice Caves&lt;br /&gt;
| 10-30&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Sorvanok's Lair&lt;br /&gt;
| 20 - 25&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Library Basement&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Village Crypt&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Iron Mine&lt;br /&gt;
| 10-15&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Toymaker's House&lt;br /&gt;
| 10-20&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Slaadi Lair&lt;br /&gt;
| 15-20&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Le'Or===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
the Entrance Gates&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| The Dark Tower&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beneath the Dark Tower (Lobera's Lair)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Rat Hole&lt;br /&gt;
| 1-9&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spider Hole&lt;br /&gt;
| 5-20&lt;br /&gt;
| 8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Silverfall Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Scrag Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ant Caves&lt;br /&gt;
| 5-13&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kobold House&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nightfang Mountain&lt;br /&gt;
| 9-40&lt;br /&gt;
| 8&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Twig Blights&lt;br /&gt;
| 10-20&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sanctuary/Zelvan Dur&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| Yes*&lt;br /&gt;
|-&lt;br /&gt;
| Birchwind&lt;br /&gt;
| 7-15&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Abandoned Canopies (Multiple)&lt;br /&gt;
| 7-20&lt;br /&gt;
| 3+&lt;br /&gt;
| Some&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===T'Nanshi===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Zvidureth&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Golem Caves&lt;br /&gt;
| 10-25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Eastern Giants&lt;br /&gt;
| 10-17&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Verosssan Temple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Yuan-Ti Cave&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Hobgoblin Lair&lt;br /&gt;
| 5-19&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Beetle Hole&lt;br /&gt;
| 5-10&lt;br /&gt;
| 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Quickling Caves&lt;br /&gt;
| 9-16&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Elegmeara&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Orcscourge Canyon&lt;br /&gt;
| 10+&lt;br /&gt;
| 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Former Sereg's Hideout&lt;br /&gt;
| 7+&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kobold Cave&lt;br /&gt;
| 3-9&lt;br /&gt;
| 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Hel'Byssia&lt;br /&gt;
| 30-40&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[L'hur'aek Hegena]]&lt;br /&gt;
| 30-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Underdark===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Verloghokbol Gates&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur Labyrinth&lt;br /&gt;
| 15+&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Deepstone Citadel&lt;br /&gt;
| 10+&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Black Citadel&lt;br /&gt;
| 25+&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buried Crypts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Devil's Hole&lt;br /&gt;
| 5+&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Guano Caves&lt;br /&gt;
| 1+&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Izymandeas' Lair&lt;br /&gt;
| 30-40&lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spider Cult Lair&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Troglodyte Caves&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ibrasis' Lair&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Visimontium===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
the Portal&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Mt. Crescetoria&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Wolf Den&lt;br /&gt;
| 5-13&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bear Den&lt;br /&gt;
| 10+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Snow Goblin Den&lt;br /&gt;
| 10-22&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Echo Caverns&lt;br /&gt;
| 4-19&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gnomish Memorial&lt;br /&gt;
| 5-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cavern o/t Northern Rim &lt;br /&gt;
| 6-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cheese Caves&lt;br /&gt;
| 6-20+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Eastern Wastes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 5+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Geritri Forest &amp;amp; Caverns&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Western Passage Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=List_of_dungeons&amp;diff=52410</id>
		<title>List of dungeons</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=List_of_dungeons&amp;diff=52410"/>
		<updated>2022-12-12T11:03:44Z</updated>

		<summary type="html">&lt;p&gt;Moredo: /* Deglos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Using This List==&lt;br /&gt;
&lt;br /&gt;
Information found here can be used IC and is ''[[FOIG]]-declassified''. Information here can be learned from general knowledge, rumors, and other common sense methods should you choose your character to become aware of the dungeon(s) existence. This is the purpose of the guidelines to not crossover into the realm of [[FOIG]] content. Naturally, this open knowledge can be used (or not used) at your discretion.&lt;br /&gt;
&lt;br /&gt;
==Guidelines For This List==&lt;br /&gt;
''Condensed and rewritten from the [http://www.avlis.org/viewtopic.php?f=4&amp;amp;t=111733 Definitive List of Dungeons] topic on the Avlis Forum.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No [[Abbreviations | IC]] information on how to reach any of these places. Simply the common name will be enough in most cases, but a slightly more descriptive one might be needed for the obscure locations. If a player can use your description to log on and walk straight there, it's too descriptive.&lt;br /&gt;
&lt;br /&gt;
A 'dungeon' needs the following characteristics:&lt;br /&gt;
* It contains at least two areas.&lt;br /&gt;
* It contains hostile spawns.&lt;br /&gt;
* The pathway through it is either a segregated loop, i.e. you enter at x, travel through with no possibility of exit to the general module, and return to x (or very near it) when you are complete, or the pathway is a dead end which must be retraced to exit.&lt;br /&gt;
&lt;br /&gt;
This eliminates many dangerous places, such as Deglos tunnels, the T'Nanshi wilderness, the Corkscrew, a Troll Hole in the forest or the T'Nanshi Coast cave.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of Dungeons in Avlis (Organized by Server)==&lt;br /&gt;
===Deglos===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Nanshi Urbaz&lt;br /&gt;
! Transitions From&lt;br /&gt;
Nutzdagezehesple&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Abandoned Tower Hill: Undead Giants&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Amber Dragons&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beaum ciob Nanshi Urbaz&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beholder Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Causeway Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cavern of Rest&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Deeps of Urbaz&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Deeps of Urbaz: Undead&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Felan-Gibal&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Giants (Flame Hold)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Crypts (Fort Hammerworker)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Frost Giants (Valley/Halls Of Ice)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Illithid Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Marazdin Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mt. Smokes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nanshi Urbaz Warren Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nutzdagezehesple Gem Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Olde (Causeway) Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Pit of Hell&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| The Scar&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Thunderhead Mine&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Troll Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Under Nutzdagezehesple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Waynbleck Crypts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Waynbleck Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Weaver Spiders&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Elysia===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Elf Gate&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Crypts&lt;br /&gt;
| 10-30&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 1-10&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spider Caves&lt;br /&gt;
| 6-25&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Forest of Midnight&lt;br /&gt;
| 6-25&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Goblin Keep&lt;br /&gt;
| 5-15&lt;br /&gt;
| 8&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Kobold Hill&lt;br /&gt;
| 1-7&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bat House&lt;br /&gt;
| 1-5&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Drenan's Tower&lt;br /&gt;
| 10-25&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Beetle Cave&lt;br /&gt;
| 8-12&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ferrell===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Kitanya Hill&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| The Rift&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ifirenia's Tower&lt;br /&gt;
| 5-10&lt;br /&gt;
| 3&lt;br /&gt;
| No/closed&lt;br /&gt;
|-&lt;br /&gt;
| Orc Caves&lt;br /&gt;
| 25+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beetle Cave&lt;br /&gt;
| 3-8&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kitanya Sewers&lt;br /&gt;
| 5-12&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Salt Caves&lt;br /&gt;
| 5+&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Salt Mountain&lt;br /&gt;
| 20+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cave Near Huntingcreek Hills&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Stirge Cave &lt;br /&gt;
| 3-9&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Little Falls &amp;amp; Meygle Pass&lt;br /&gt;
| 7-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Forgotten Ruins&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| The Old Woods&lt;br /&gt;
| 10-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Underburrows&lt;br /&gt;
| 7+&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Harpinger Shrine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Berryn Undertemple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===M'Chek===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Blandenberg&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur Lair&lt;br /&gt;
| 10-25&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Lost River Caverns&lt;br /&gt;
| &lt;br /&gt;
| 5+&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Shadow Keep&lt;br /&gt;
| &lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Tlincalli Caves&lt;br /&gt;
| 5-12&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Chasworth Mine&lt;br /&gt;
| 7-24&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Warrens Cave&lt;br /&gt;
| 9-30&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Westshore Crypts&lt;br /&gt;
| 8-15&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;AKN Bandit&amp;quot; Cave&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bachwood Caves&lt;br /&gt;
| 10-20&lt;br /&gt;
| 4&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Derrington Temple&lt;br /&gt;
| 10-20&lt;br /&gt;
| 4&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Orc Slavers&lt;br /&gt;
| 13-27&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| South Bugbears&lt;br /&gt;
| 10-20&lt;br /&gt;
| 9&lt;br /&gt;
| Yes ?&lt;br /&gt;
|-&lt;br /&gt;
| Ogre Cave&lt;br /&gt;
| 5-13&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Blandenberg Sewers&lt;br /&gt;
| 10-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Mikona===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
&amp;quot;The Rock&amp;quot;&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Western Crypt&lt;br /&gt;
| 1-10&lt;br /&gt;
| 2&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Eastern Crypt&lt;br /&gt;
| 15-20&lt;br /&gt;
| 2&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Bugbears&lt;br /&gt;
| 8-12&lt;br /&gt;
| 2&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 3-20&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ant House&lt;br /&gt;
| 5-10&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Hills of Tumult&lt;br /&gt;
| 7-40&lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ice Caves&lt;br /&gt;
| 10-30&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Sorvanok's Lair&lt;br /&gt;
| 20 - 25&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Library Basement&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Village Crypt&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Iron Mine&lt;br /&gt;
| 10-15&lt;br /&gt;
| 1&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Toymaker's House&lt;br /&gt;
| 10-20&lt;br /&gt;
| 5&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| Slaadi Lair&lt;br /&gt;
| 15-20&lt;br /&gt;
| 4&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Le'Or===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
the Entrance Gates&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| The Dark Tower&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Beneath the Dark Tower (Lobera's Lair)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Rat Hole&lt;br /&gt;
| 1-9&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Spider Hole&lt;br /&gt;
| 5-20&lt;br /&gt;
| 8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Silverfall Mines&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Scrag Caves&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ant Caves&lt;br /&gt;
| 5-13&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kobold House&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Nightfang Mountain&lt;br /&gt;
| 9-40&lt;br /&gt;
| 8&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Twig Blights&lt;br /&gt;
| 10-20&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Sanctuary/Zelvan Dur&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| Yes*&lt;br /&gt;
|-&lt;br /&gt;
| Birchwind&lt;br /&gt;
| 7-15&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Abandoned Canopies (Multiple)&lt;br /&gt;
| 7-20&lt;br /&gt;
| 3+&lt;br /&gt;
| Some&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===T'Nanshi===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Zvidureth&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Golem Caves&lt;br /&gt;
| 10-25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Eastern Giants&lt;br /&gt;
| 10-17&lt;br /&gt;
| 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Verosssan Temple&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Yuan-Ti Cave&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Hobgoblin Lair&lt;br /&gt;
| 5-19&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Beetle Hole&lt;br /&gt;
| 5-10&lt;br /&gt;
| 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Quickling Caves&lt;br /&gt;
| 9-16&lt;br /&gt;
| 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Elegmeara&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Orcscourge Canyon&lt;br /&gt;
| 10+&lt;br /&gt;
| 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Former Sereg's Hideout&lt;br /&gt;
| 7+&lt;br /&gt;
| 4&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Kobold Cave&lt;br /&gt;
| 3-9&lt;br /&gt;
| 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Hel'Byssia&lt;br /&gt;
| 30-40&lt;br /&gt;
| 10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| [[L'hur'aek Hegena]]&lt;br /&gt;
| 30-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Underdark===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
Verloghokbol Gates&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur Labyrinth&lt;br /&gt;
| 15+&lt;br /&gt;
| 7&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Deepstone Citadel&lt;br /&gt;
| 10+&lt;br /&gt;
| 5&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Black Citadel&lt;br /&gt;
| 25+&lt;br /&gt;
| 6&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Buried Crypts&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Devil's Hole&lt;br /&gt;
| 5+&lt;br /&gt;
| 2&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Guano Caves&lt;br /&gt;
| 1+&lt;br /&gt;
| 3&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Izymandeas' Lair&lt;br /&gt;
| 30-40&lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Spider Cult Lair&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Troglodyte Caves&lt;br /&gt;
| &lt;br /&gt;
| 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ibrasis' Lair&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Visimontium===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Dungeon&lt;br /&gt;
! Appropriate&lt;br /&gt;
Levels&lt;br /&gt;
! Transitions From&lt;br /&gt;
the Portal&lt;br /&gt;
! Quest&lt;br /&gt;
Attached&lt;br /&gt;
|-&lt;br /&gt;
| Mt. Crescetoria&lt;br /&gt;
| 20-40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Wolf Den&lt;br /&gt;
| 5-13&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Bear Den&lt;br /&gt;
| 10+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Snow Goblin Den&lt;br /&gt;
| 10-22&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Echo Caverns&lt;br /&gt;
| 4-19&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Gnomish Memorial&lt;br /&gt;
| 5-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cavern o/t Northern Rim &lt;br /&gt;
| 6-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Cheese Caves&lt;br /&gt;
| 6-20+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Eastern Wastes&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Sewers&lt;br /&gt;
| 5+&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Geritri Forest &amp;amp; Caverns&lt;br /&gt;
| 10-20&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Western Passage Mine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Information]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Tomas_Kelthran&amp;diff=43909</id>
		<title>PCs:Tomas Kelthran</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Tomas_Kelthran&amp;diff=43909"/>
		<updated>2017-08-10T21:37:32Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; background: #000000&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #000000&amp;quot;&lt;br /&gt;
|asdf&lt;br /&gt;
|- style=&amp;quot;background: #C7A317&amp;quot;&lt;br /&gt;
|&amp;lt;font color=#C7A317&amp;gt;asdf&amp;lt;/font&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #000000&amp;quot;&lt;br /&gt;
|asdf&lt;br /&gt;
|- style=&amp;quot;background: #C7A317&amp;quot;&lt;br /&gt;
|&amp;lt;font color=#C7A317&amp;gt;asdf&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle5|PCBackground=#C7A317|&lt;br /&gt;
|Portrait=tk.png&lt;br /&gt;
|font-type=Georgia&lt;br /&gt;
|font-size=12px&lt;br /&gt;
|Name=Tomas Kelthran&lt;br /&gt;
|Race=[[Human|Human]]&lt;br /&gt;
|Class=[[Cleric|Priest]]&lt;br /&gt;
|Guild=[[Guild:_Order_of_Valok|Order of Valok]]&lt;br /&gt;
|Player=[[User:Moredo|Moredo]]&lt;br /&gt;
|Server=[[Mikona|Mikona]]&amp;lt;b&amp;gt; / &amp;lt;/b&amp;gt;[[M'Chek|M'Chek]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=4460&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image: Valok.jpg|150 px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: Georgia, Times New Roman; font-size: 14px&amp;quot;&amp;gt;&lt;br /&gt;
'''Tomas Kelthran''' is a [[Valok]]ian [[Cleric|priest]] from [[Crullath]], currently residing in the [[Mikona|City of Mikona]].&lt;br /&gt;
&lt;br /&gt;
He was the fifth [[Holy_Guardian|Holy Guardian]] of the [[Guild:_Order_of_Valok|Order of Valok]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Kelthran, Tomas]]&lt;br /&gt;
[[Category:MChekPCs|Kelthran, Tomas]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=PCs:Tomas_Kelthran&amp;diff=39136</id>
		<title>PCs:Tomas Kelthran</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=PCs:Tomas_Kelthran&amp;diff=39136"/>
		<updated>2011-11-25T12:18:46Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;width:100%; background: #000000&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #000000&amp;quot;&lt;br /&gt;
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|- style=&amp;quot;background: #C7A317&amp;quot;&lt;br /&gt;
|&amp;lt;font color=#C7A317&amp;gt;asdf&amp;lt;/font&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #000000&amp;quot;&lt;br /&gt;
|asdf&lt;br /&gt;
|- style=&amp;quot;background: #C7A317&amp;quot;&lt;br /&gt;
|&amp;lt;font color=#C7A317&amp;gt;asdf&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!-- Top: Start of the PC infobox --&amp;gt;&lt;br /&gt;
{{PCStyle5|PCBackground=#C7A317|&lt;br /&gt;
|Portrait=tk.png&lt;br /&gt;
|font-type=Georgia&lt;br /&gt;
|font-size=12px&lt;br /&gt;
|Name=Tomas Kelthran&lt;br /&gt;
|Race=[[Human|Human]]&lt;br /&gt;
|Class=[[Cleric|Priest]]&lt;br /&gt;
|Guild=[[Guild:_Order_of_Valok|Order of Valok]]&lt;br /&gt;
|Player=[[User:Moredo|Moredo]]&lt;br /&gt;
|Server=[[Mikona|Mikona]]&amp;lt;b&amp;gt; / &amp;lt;/b&amp;gt;[[M'Chek|M'Chek]]&lt;br /&gt;
|PM=http://www.avlis.org/ucp.php?i=pm&amp;amp;mode=compose&amp;amp;u=4460&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- End of the PC infobox, beginning of the introduction --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[Image: Valok.jpg|150 px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: Georgia, Times New Roman; font-size: 14px&amp;quot;&amp;gt;&lt;br /&gt;
'''Tomas Kelthran''' is a [[Valok]]ian [[Cleric|priest]] from [[Crullath]], currently residing in the [[Mikona|City of Mikona]].&lt;br /&gt;
&lt;br /&gt;
He is the [[Holy_Guardian|Holy Guardian]] of the [[Guild:_Order_of_Valok|Order of Valok]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:PCs|Kelthran, Tomas]]&lt;br /&gt;
[[Category:MChekPCs|Kelthran, Tomas]]&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39130</id>
		<title>Template:PCStyle5</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39130"/>
		<updated>2011-11-24T15:22:04Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em; border: 1px solid black; float: right; font-family: {{{font-type}}}; font-size: {{{font-size}}}&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:{{{Portrait}}}]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size: 20px&amp;quot;&amp;gt;'''{{{Name}}}'''&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' &amp;lt;br&amp;gt; {{{Race}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' &amp;lt;br&amp;gt; {{{Class}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:''' &amp;lt;br&amp;gt; {{{Guild}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' &amp;lt;br&amp;gt; {{{Server}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Played By:''' &amp;lt;br&amp;gt; {{{Player}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' &amp;lt;br&amp;gt; [{{{PM}}} Leave a message]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=User:Moredo&amp;diff=39129</id>
		<title>User:Moredo</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=User:Moredo&amp;diff=39129"/>
		<updated>2011-11-24T15:21:14Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Yarr!&lt;br /&gt;
{{User_Evil}}&lt;br /&gt;
[[Category:Player|Moredo]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Achievement!&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|Description Fail&lt;br /&gt;
|Own a piece of gear with a Forgotten Realms description on it.&lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|Marathon of Boredom&lt;br /&gt;
|Run all the way from the Mikona Docks to Nanshi Urbaz with out stopping once for anything.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Marathon of Unemployment&lt;br /&gt;
|Run all the way from the Mikona Docks to Mount Crescetoria, without taking the causeway or any caravans.&lt;br /&gt;
|20pts&lt;br /&gt;
|-&lt;br /&gt;
|Incriminating Photo&lt;br /&gt;
|Take a screenshot of a DM accidentally appearing somewhere in the game.&lt;br /&gt;
|20pts&lt;br /&gt;
|-&lt;br /&gt;
|Unexpected Return&lt;br /&gt;
|Take a raise or resurrection from the Limbo DP, and appear in a form other than your natural one(s).&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Hand-me-down Mastery&lt;br /&gt;
|Own at least one +5 item.&lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|Epic Hand-me-down&lt;br /&gt;
|Own at least one piece of gear on the [http://www.copap.org/portal.php?getpage=articlesonline#article32 Banned Item list].&lt;br /&gt;
|25pts&lt;br /&gt;
|-&lt;br /&gt;
|Hurine Loves You&lt;br /&gt;
|Earn at least 500,000 in revenue in the player economy, i.e. not from gold drops or sale to biomerchants.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Hurine '''Really''' Loves You&lt;br /&gt;
|Earn at least 1,000,000 in revenue in the player economy.&lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|TPK Guild Membership&lt;br /&gt;
|Be involved in a Total Party Kill&lt;br /&gt;
|5pts&lt;br /&gt;
|-&lt;br /&gt;
|TPK Guild Leader&lt;br /&gt;
|Lead your party into a TPK&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|'''QA Related'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Plastic Spider&lt;br /&gt;
|File a bug report in the tracker that turns out to be a false alarm.&lt;br /&gt;
|5pts&lt;br /&gt;
|-&lt;br /&gt;
|Bug Eyes&lt;br /&gt;
|File a bug report in the tracker that turns out to be legit.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Bug Hunter&lt;br /&gt;
|File five bug reports in the tracker that turn out to be legit.&lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|Bug Whisperer&lt;br /&gt;
|File 10 legitimate bug reports in the tracker.&lt;br /&gt;
|20pts&lt;br /&gt;
|-&lt;br /&gt;
|Exterminator&lt;br /&gt;
|Fix a bug in an area, script, or other system, and have your fix go live.&lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|Epic Exterminator&lt;br /&gt;
|Fix 10 bugs, and have all your fixes go live.&lt;br /&gt;
|25pts&lt;br /&gt;
|-&lt;br /&gt;
|Wiki Worker&lt;br /&gt;
|Post any new content at http://wiki.avlis.org&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Wiki Exterminator&lt;br /&gt;
|Fix someone else's error on the wiki. Spelling counts!&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|QA Presence&lt;br /&gt;
|Log into the QA server at least once.&lt;br /&gt;
|5pts&lt;br /&gt;
|-&lt;br /&gt;
|QA Maven&lt;br /&gt;
|Bugtest at least 5 new areas or systems.&lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|'''DM Related'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|DM Torture&lt;br /&gt;
|Equip an item you won in a DM event, only to discover you cannot use it for at least 5 more levels.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Nom Nom Nom&lt;br /&gt;
|A DM cookie gave your character the XP he needed to level. &lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Cookie Monster&lt;br /&gt;
|One of your PCs gained a level entirely from DM awards.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Triple Your Reading List&lt;br /&gt;
|Get accepted to the DM Team.&lt;br /&gt;
|30pts&lt;br /&gt;
|-&lt;br /&gt;
|Lose Faith in Humanity&lt;br /&gt;
|Comment in favor of punishment in at least five watchlist entries.&lt;br /&gt;
|20pts&lt;br /&gt;
|-&lt;br /&gt;
|Off With His Head&lt;br /&gt;
|Be the first Team member to call for a ban that eventually gets handed down.&lt;br /&gt;
|20pts&lt;br /&gt;
|-&lt;br /&gt;
|Tip Your Hand&lt;br /&gt;
|In front a character, accidentally type plans to inflict something on him in the Talk channel.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|DM Loudmouth&lt;br /&gt;
|Accidentally type something in Shout mode 3 or more times&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|DM Timestop&lt;br /&gt;
|Accidentally pause the server 3 or more times.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|'''CvC-Related'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Busted!&lt;br /&gt;
|Pay a fine and/or do jail time for an IC criminal act.&lt;br /&gt;
|5pts&lt;br /&gt;
|-&lt;br /&gt;
|Banished!&lt;br /&gt;
|Your character is ICly banished from a server. Racial KoS does not count!&lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|'''Dungeon Crawling'''&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lowbie Explorer&lt;br /&gt;
|Survive every easy dungeon on a single server.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Midbie Explorer&lt;br /&gt;
|Survive every moderate dungeon on a single server.&lt;br /&gt;
|10pts&lt;br /&gt;
|-&lt;br /&gt;
|Epic Explorer&lt;br /&gt;
|Survive every epic dungeon on a single server.&lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|Dungeoneer&lt;br /&gt;
|Survive every dungeon on a single server. &lt;br /&gt;
|15pts&lt;br /&gt;
|-&lt;br /&gt;
|Dungeon Hat Trick&lt;br /&gt;
|Survive every dungeon on any three servers.&lt;br /&gt;
|20pts&lt;br /&gt;
|-&lt;br /&gt;
|Epic Dungeoneer&lt;br /&gt;
|Survive every dungeon on any six servers.&lt;br /&gt;
|30pts&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Achievement!&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Description&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|'''Total'''&lt;br /&gt;
|'''535pts'''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39128</id>
		<title>Template:PCStyle5</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39128"/>
		<updated>2011-11-24T15:20:49Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em; border: 1px solid black; float: right; font-family: {{{font-type}}}; font-size: {{{font-size}}}&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:{{{Portrait}}}]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size: 18px&amp;quot;&amp;gt;'''{{{Name}}}'''&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' &amp;lt;br&amp;gt; {{{Race}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' &amp;lt;br&amp;gt; {{{Class}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:''' &amp;lt;br&amp;gt; {{{Guild}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' &amp;lt;br&amp;gt; {{{Server}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Played By:''' &amp;lt;br&amp;gt; {{{Player}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' &amp;lt;br&amp;gt; [{{{PM}}} Leave a message]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39127</id>
		<title>Template:PCStyle5</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39127"/>
		<updated>2011-11-24T15:19:44Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em; border: 1px solid black; float: right; font-family: {{{font-type}}}; font-size: {{{font-size}}}&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:{{{Portrait}}}]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size: 18px&amp;quot;&amp;gt;'''{{{Name}}}'''&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' &amp;lt;br&amp;gt; {{{Race}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' &amp;lt;br&amp;gt; {{{Class}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:''' &amp;lt;br&amp;gt; {{{Guild}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' &amp;lt;br&amp;gt; {{{Server}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Played By:''' &amp;lt;br&amp;gt; {{{Player}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' &amp;lt;br&amp;gt; [{{{PM}}} Leave a message]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39126</id>
		<title>Template:PCStyle5</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39126"/>
		<updated>2011-11-24T15:18:58Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em; border: 1px solid black; float: right; font-family: {{{font-type}}}; font-size: {{{font-size}}}&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:{{{Portrait}}}]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;lt;div style=&amp;quot;font-size: 18px&amp;quot;&amp;gt;'''{{{Name}}}'''&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' &amp;lt;br&amp;gt; {{{Race}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' &amp;lt;br&amp;gt; {{{Class}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:''' &amp;lt;br&amp;gt; {{{Guild}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' &amp;lt;br&amp;gt; {{{Server}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Played By:''' &amp;lt;br&amp;gt; {{{Player}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' &amp;lt;br&amp;gt; [{{{PM}}} Leave a message]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
	<entry>
		<id>http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39125</id>
		<title>Template:PCStyle5</title>
		<link rel="alternate" type="text/html" href="http://wiki.avlis.org/w/index.php?title=Template:PCStyle5&amp;diff=39125"/>
		<updated>2011-11-24T15:17:55Z</updated>

		<summary type="html">&lt;p&gt;Moredo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background: {{{PCBackground}}}; margin-left: 1em; margin-bottom: 0.5em; border: 1px solid black; float: right; font-family: {{{font-type}}}; font-size: {{{font-size}}}&amp;quot;&lt;br /&gt;
| &amp;lt;center&amp;gt;[[Image:{{{Portrait}}}]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;&amp;lt;font-size=&amp;quot;18px&amp;quot;&amp;gt;'''{{{Name}}}'''&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Race:''' &amp;lt;br&amp;gt; {{{Race}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Classes:''' &amp;lt;br&amp;gt; {{{Class}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Guild affiliations:''' &amp;lt;br&amp;gt; {{{Guild}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Most active on server:''' &amp;lt;br&amp;gt; {{{Server}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Played By:''' &amp;lt;br&amp;gt; {{{Player}}}&lt;br /&gt;
|-&lt;br /&gt;
| '''Contact:''' &amp;lt;br&amp;gt; [{{{PM}}} Leave a message]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Moredo</name></author>
	</entry>
</feed>