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		<title>Appraisal skill</title>
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		<updated>2016-07-13T18:48:29Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Creature appraisal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete|Need info on creature strength, other stats, health and injuries. Also crafting tools and materials sections.}}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039; is a Lore skill with applications in a wide variety of systems.  It can tell you the value, weight, and other qualities of items; the stats of your [[weapon]]s and [[armor]]; the skills of your opponent; the [[mana]] capacity of [[cambrinth]] items; and more.&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Boost Appraisal==&lt;br /&gt;
{{#ask:[[Boosts::Appraisal skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spells and Abilities that Decrease Appraisal==&lt;br /&gt;
{{#ask:[[Debuffs::Appraisal skill]]&lt;br /&gt;
|?guild association is&lt;br /&gt;
|format=ul&lt;br /&gt;
|headers=hide&lt;br /&gt;
|default=None&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Use=&lt;br /&gt;
{{com|appraise}} will give you an assessment of something&#039;s abilities. {{com|compare}} will give you a relative assessment of two items&#039; attributes. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraisal, at least for comparing creatures, is based on base skills rather than factoring {{stat|Agility}}. However, it does take your current {{com|stance}} settings into account.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When comparing armor, it will give an assessment of the armor&#039;s overall maneuvering and stealth hindrance, as well as how hindering it is with everything your are currently wearing after factoring in the relevant armor skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appraisal can also give you an idea of how well you can swim or climb something, and can even provide a bonus to the swim or climb contest on a particularly good appraisal success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will begin to see (at first very inaccurate) damage and protection appraisals at precisely 50 ranks. This is also reported to be the threshold to begin learning appraisal from appraising creatures.  You can successfully appraise a creature, albeit inaccurately, without experience gain at 10 ranks. It takes closer to around 100 ranks to get [[Appraisal skill#accuracy|accurate information]] on items and creatures.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can appraise [[cambrinth]] items to determine their capacity. Appraisal is the primary factor, but [[Arcana skill|arcana]] also contributes to the accuracy. As with weight, holding the cambrinth makes it easier to appraise its capacity.&lt;br /&gt;
&lt;br /&gt;
[[Trader|Traders]] get a bonus to Appraisal. In addition they will appraise the monetary value of any item in all three currencies instead of just that of the current province.&lt;br /&gt;
&lt;br /&gt;
You can also use {{tt|APPRAISE}}  to check an item&#039;s [[Item Registration|registration]] status. There is a line if it&#039;s registered indicating whether it&#039;s yours or someone else&#039;s:&lt;br /&gt;
&lt;br /&gt;
:Registered to you: The funny blade looks to bear your familiar marks of registration.&lt;br /&gt;
:Registered to someone else: Unfamiliar marks of registration are evident on the blade.&lt;br /&gt;
&lt;br /&gt;
==Appraisal For Beginners==&lt;br /&gt;
&lt;br /&gt;
====Weapon and Armor Appraisals====&lt;br /&gt;
Choosing the right equipment for your character is one of the most important decisions a new combatant faces.  Before making an informed decision, however, those wishing to enter combat should first be familiar with the basic terminology of combat.  First, let us {{tt|APPRAISE}} some weapons and armor to understand how to differentiate the value of one piece of equipment from another.  Take, for example, this fictional weapon appraisal:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword is a heavy edged melee-ranged weapon.&lt;br /&gt;
A broadsword trains the large edged skill.&lt;br /&gt;
&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  poor puncture damage&lt;br /&gt;
  severe slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
  no fire damage&lt;br /&gt;
  no cold damage&lt;br /&gt;
  no electric damage&lt;br /&gt;
&lt;br /&gt;
The broadsword is inadequately designed for improving the force of your attacks.&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&lt;br /&gt;
You are certain that the broadsword is unusually resilient to damage, and is practically in mint condition.&lt;br /&gt;
&lt;br /&gt;
The broadsword is made with metal.&lt;br /&gt;
You are certain that the broadsword weighs exactly 52 stones.&lt;br /&gt;
You are certain that the broadsword is worth exactly 445398 kronars.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lets look at it line by line:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword is a heavy edged melee-ranged weapon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line indicates two things: the weapon class of the weapon being appraised and the range of the weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A broadsword trains the large edged skill.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The second line indicates which skill the weapon will train. The class is not the same as the skill. For example, both light edge, and medium edge teach the small edge skill. For the vast majority of cases, only the skill trained is important.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that it could do:&lt;br /&gt;
  poor puncture damage&lt;br /&gt;
  severe slice damage&lt;br /&gt;
  moderate impact damage&lt;br /&gt;
  no fire damage&lt;br /&gt;
  no cold damage&lt;br /&gt;
  no electric damage&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This section lists the type of damage it does. Based on this, you will want to tailor your attacks to utilize the highest damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The broadsword is inadequately designed for improving the force of your attacks.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is known as the Force of Impact (or FoI) stat. The higher this is, the higher the likelyhood of it causing a stun, unbalancing, or disarming an opponent.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is fairly balanced and is soundly suited to gaining extra attack power from your strength.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Balance is a stat that determines two things. The first is how well it utilizes agility to bonus accuracy. It also determines how good a weapon is at parrying.&lt;br /&gt;
&lt;br /&gt;
Suitability determines how well it uses strength to grant extra damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is unusually resilient to damage, and is practically in mint condition.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a readout of how resistant to damage your weapon is, as well as it&#039;s current condition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The broadsword is made with metal.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For the most part, whether a weapon is metal or not only determines which repair shop it goes to, though occasionally it may matter for other reasons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword weighs exactly 52 stones.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The heavier a weapon is, the slower it will swing, and the more fatigue it will sap on use.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
You are certain that the broadsword is worth exactly 445398 kronars.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the hard-coded value of the weapon. It&#039;s only major use is to determine the cost of having a shop repair an item, which will be a percent of the appraised cost. It should be noted this has nothing to do with what players value the weapon, which can fluctuate wildly and is completely unrelated.&lt;br /&gt;
&lt;br /&gt;
==Item appraisal==&lt;br /&gt;
There are many ways to train the Appraisal skill. The first way is to appraise items. The quickest way to learn is to appraise an item that is very valuable or has many parts, like a full gem pouch, a really nice bundle, weapons, or armor. If you can&#039;t do this, the next best option is to appraise all of your inventory, the more valuable, the better.&lt;br /&gt;
&lt;br /&gt;
===Appraise Focus===&lt;br /&gt;
A specific type of item appraisal, {{com|APPRAISE}} {{tt|FOCUS &amp;lt;object&amp;gt;}} allows players to focus on valid objects and begin a research project similar to [[magical research]]. This command requires a minimum of 200 ranks in the appraisal skill or a [[Item:Clockwork shark|clockwork shark]] to do. Once completed, this appraisal project will award [[Appraisal skill]] experience, as well as giving a temporary boost to the amount of experience being drained in a target skill. Only one appraisal project may be active on a character at any given time, and the experience drain bonus does not stack with the bonus for an [[RPA]]. Valid targets for this ability range from yourself, which gives an evasion bonus, weapons, armor, and crafting books.&lt;br /&gt;
&lt;br /&gt;
This ability uses the same base mechanics as [[Magical Research|magical research]], so cannot be performed at the same time as a research project and will be [[Magical Research#Other_Actions_During_Research|interupted and prevented by many of the same things]] although it is not quite as restricted.&lt;br /&gt;
&lt;br /&gt;
====Example Messaging====&lt;br /&gt;
;Start of APPRAISE FOCUS&lt;br /&gt;
 You carefully examine your deobar coffer, focusing beyond any individual details.  Instead you concentrate your efforts toward honing your knowledge of locksmithing based on its abstract.&lt;br /&gt;
&lt;br /&gt;
;Research is complete, Bonus begins&lt;br /&gt;
 Breakthrough!&lt;br /&gt;
 You&#039;ve pored over the possibilities, weighed out the consequences, and dismissed a few flawed techniques.  Finally, you think that you&#039;ve grasped a new approach for the subtleties of locksmithing inspired by its abstract.  All that&#039;s left is to put it into practice.&lt;br /&gt;
&lt;br /&gt;
;Bonus ends&lt;br /&gt;
 Your focused insight of locksmithing has been fully explored.&lt;br /&gt;
&lt;br /&gt;
====Compatible Skills====&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Skill!!Skillset!!Game help text!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Asceticism||Armor||?||Placeholder skill, this is not yet implemented. (Paladin only)&lt;br /&gt;
|-&lt;br /&gt;
|Brigandine||Armor||Any piece of Brigandine Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Chain Armor||Armor||Any piece of Chain Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Defending||Armor||The term &amp;quot;Defense&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Light Armor||Armor||Any piece of Light Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Plate Armor||Armor||Any piece of Heavy Armor can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Shield Usage||Armor||Any shield can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Alchemy||Lore||A crafting book from one of the Alchemy disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Appraisal||Lore||There are no methods to use APPRAISE FOCUS for Appraisal.||This ability cannot boost itself.&lt;br /&gt;
|-&lt;br /&gt;
|Bardic Lore||Lore||?||the word &amp;quot;Recall&amp;quot; (Bard only)&lt;br /&gt;
|-&lt;br /&gt;
|Empathy||Lore||Other players and NPCs can be used as APPRAISAL FOCUS targets.||Empath only&lt;br /&gt;
|-&lt;br /&gt;
|Enchanting||Lore||A crafting book from one of the Enchanting disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Engineering||Lore||A crafting book from one of the Engineering disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Forging||Lore||A crafting book from one of the Forging disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Mechanical Lore||Lore||There are no methods to use APPRAISE FOCUS for Mechanical Lore.||This skill is not planned to exist much longer.&lt;br /&gt;
|-&lt;br /&gt;
|Outfitting||Lore||A crafting book from one of the Outfitting disciplines can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Performance||Lore||Any musical instrument can be used as an APPRAISAL FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Scholarship||Lore||The term &amp;quot;Logic&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Tactics||Lore||The term &amp;quot;Offense&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Trading||Lore||A typical ledger can be used as an APPRAISE FOCUS item.||Trader only&lt;br /&gt;
|-&lt;br /&gt;
|Arcana||Magic||Any type of runestone can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Astrology||Magic||Any type of telescope can be used as an APPRAISE FOCUS item.||Moon Mage only&lt;br /&gt;
|-&lt;br /&gt;
|Attunement||Magic||Any type of cambrinth item can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Augmentation||Magic||Any spell that primarily uses Augmentation can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS FORM for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Debilitation||Magic||Any spell that primarily uses Debilitation can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS ROAR for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Primary Magic||Magic||The term &amp;quot;Magic&amp;quot; can be used as an APPRAISE FOCUS concept.|| KHRI for Thieves, INNER FIRE for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Sorcery||Magic||The term &amp;quot;Arcane&amp;quot; can be used as an APPRAISE FOCUS concept.||&lt;br /&gt;
|-&lt;br /&gt;
|Summoning||Magic||?||Talisman (Warrior Mage only)&lt;br /&gt;
|-&lt;br /&gt;
|Targeted Magic||Magic||Any spell that primarily uses Targeted Magic can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work.&lt;br /&gt;
|-&lt;br /&gt;
|Theurgy||Magic||Holy water can be used as an APPRAISE FOCUS item.||Cleric only&lt;br /&gt;
|-&lt;br /&gt;
|Utility||Magic||Any spell that primarily uses Utility can be used as an APPRAISE FOCUS concept||Both the full name and abbreviation work.&lt;br /&gt;
|-&lt;br /&gt;
|Warding||Magic||Any spell that primarily uses Warding can be used as an APPRAISE FOCUS concept.||Both the full name and abbreviation work. APPRAISE FOCUS MEDITATION for Barbarians&lt;br /&gt;
|-&lt;br /&gt;
|Athletics||Survival||Any ordinal direction, or &amp;quot;WATER&amp;quot;, while in a swimming area can be an APPRAISE FOCUS concept.&amp;lt;br&amp;gt;Any climbing obstacle can be an APPRAISE FOCUS item. || Only ordinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Backstab||Survival||Other players and NPCs can be used as APPRAISAL FOCUS targets.||Thief only&lt;br /&gt;
|-&lt;br /&gt;
|Evasion||Survival||You can be used as an APPRAISE FOCUS item.||Yourself&lt;br /&gt;
|-&lt;br /&gt;
|First Aid||Survival||Anatomy Charts and Compendiums can be APPRAISE FOCUS items.||&lt;br /&gt;
|-&lt;br /&gt;
|Locksmithing||Survival||Any locked or trapped treasure container can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Outdoorsmanship||Survival||Foraged plants can be APPRAISE FOCUS items.||&lt;br /&gt;
|-&lt;br /&gt;
|Perception||Survival||Any ordinal direction can be used as an APPRAISE FOCUS concept.||Only ordinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Scouting||Survival||?||Ranger Companion&lt;br /&gt;
|-&lt;br /&gt;
|Skinning||Survival||Any skinning knife or part can be a n APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Stealth||Survival||Any ordinal direction while hidden can be used as an APPRAISE FOCUS concept.||Only ordinal directions that exist in the current room.&lt;br /&gt;
|-&lt;br /&gt;
|Thanatology||Survival||A ritual knife can be used as an APPRAISE FOCUS item.||Necromancer only&lt;br /&gt;
|-&lt;br /&gt;
|Thievery||Survival||Any coin on the ground can be an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Bows||Weapon||Any Bows type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Brawling||Weapon||Any type of Brawling gear can be used as an APPRAISE FOCUS item.||Not including parry sticks.&lt;br /&gt;
|-&lt;br /&gt;
|Crossbow||Weapon||Any Crossbow type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Expertise||Weapon||?||Chakrel amulets (Barbarian only)&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Thrown||Weapon||Any weapon that is primarily a Heavy Thrown weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Large Blunt||Weapon||Any Large Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Large Edged||Weapon||Any Large Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Light Thrown||Weapon||Any weapon that is primarily a Light Thrown weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Melee Mastery||Weapon||Any swappable weapon can be used as an APPRAISE FOCUS item.||e.g. bastard sword&lt;br /&gt;
|-&lt;br /&gt;
|Missile Mastery||Weapon||Any type of ammo can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Offhand Weapon||Weapon||Any melee weapon held in the left hand can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Parry Ability||Weapon||Parry sticks can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Polearms||Weapon||Any Polearms type weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Slings||Weapon||Any Slings type weapon can be used as an APPRAISE FOCUS item.||&lt;br /&gt;
|-&lt;br /&gt;
|Small Blunt||Weapon||Any Small Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Small Edged||Weapon||Any Small Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Staves||Weapon||Any Staves type weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Twohanded Blunt||Weapon||Any Twohanded Blunt weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|-&lt;br /&gt;
|Twohanded Edged||Weapon||Any Twohanded Edged weapon can be used as an APPRAISE FOCUS item.||Must not be a swappable weapon and must be held in the right hand.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature appraisal==&lt;br /&gt;
The second way to learn is to appraise [[#Creature|critters]].  One can appraise a beast multiple times without regard for a delay between appraisals to quickly learn the ability.  Besides being a good way to gain appraisal experience, this is a good habit to develop: It&#039;s useful to know in advance how a critter&#039;s skill compares to yours.&amp;lt;br /&amp;gt;&lt;br /&gt;
A normal or {{tt|quick}} appraise will gauge how much vitality and fatigue a critter currently has, how your stats compare to theirs, and an overall comparison of your offense and defense to theirs.&amp;lt;br /&amp;gt;&lt;br /&gt;
Appraising {{tt|careful}} will also tell you how the critter will train by [[Brawling skill|brawling]], [[Parry Ability skill|parrying]], [[Evasion skill|evading]], [[Shield Usage skill|blocking]], beguile with [[Tactics skill|tactics]], and [[Targeted Magic skill|targeting]].  If you are holding a [[:Category:Weapon Skillset|weapon]], it will also tell you how well it will train, and if you were to throw it, how it would teach thrown.&lt;br /&gt;
&lt;br /&gt;
==Barrier appraisal==&lt;br /&gt;
The third way, possibly of greatest use to new adventurers, is to appraise swimming locations. In a room where a swimming contest is necessary to exit, you can appraise water or direction. It&#039;s not clear how well this trains, as a new character can learn very little in the Crossing sewers but very well in the Arthe Dale swimming hole. It may be dependent on water depth and current. You can also appraise climbing barriers, but this seems to teach little or nothing at lower ranks.  Successfully appraising a swim or a climb may give you a bonus (&amp;quot;You think you have determined the best route to take&amp;quot;) to climbing or swimming the appraised barrier.&lt;br /&gt;
*It&#039;s worth noting that climbing barriers can be more difficult than the appraisal lets on.&lt;br /&gt;
&lt;br /&gt;
==Item creation==&lt;br /&gt;
The fourth way to learn is through the creation process of several items.  Usually when you are creating an item you will gain a little appraisal as well when you determine the quality of the item.  For example, when braiding grass/vines, you will learn appraisal.  Every time you braid you are automatically appraising the item to see the quality of the item.  Another example is Moon Mage sigil scrolls, every time you read a scroll you appraise the quality of the scroll.  This way is good for learning appraisal while also learning other skills. (In the case of Moon Mage sigil scrolls, you will learn appraisal faster than you will learn astrology or scholarship, but possibly might have a limit.  I have tested with 267 in astrology, 241 in appraisal, and 324 in scholarhsip, I am locking appraisal first, then astrology, then scholarship).&lt;br /&gt;
&lt;br /&gt;
==Fine art appraisal==&lt;br /&gt;
Adventurers have the ability to analyze one-of-a-kind stationary artifacts and receive more details than just your standard {{com|LOOK}}. Currently, the [[Raven&#039;s Court]] is the only place with this type of appraisal available. One must {{tt|STUDY}} a piece in order to learn. STUDYing will teach appraisal and scholarship. There are a few levels of success. Everyone should be able to learn no matter what information they see. Naturally, with the highest level of success, the most information will be displayed. Bards and Traders have a bonus, so they should effectively be able to learn better and see more information earlier on.&lt;br /&gt;
&lt;br /&gt;
==Item weight detection==&lt;br /&gt;
3.0 changed detecting numerical weights in stones to not occur until higher ranks.  For a non-trader, expect not to begin to get numerical weight return on appraisals for any item until 170 ranks at minimum.  As you increase in skill, weight detection will become more common and more accurate.  At 400 ranks you receive a fairly accurate weight estimate most of the time.  At 500 ranks, expect perfect weight results every time with the standard 8 second roundtime.  As an aside, at 500 ranks, quick appraisals continue to be clumsy regarding weight, but will be exact in all other regards, probably the equivalent of a standard appraisal at 250-300 ranks.&lt;br /&gt;
&lt;br /&gt;
=Accuracy=&lt;br /&gt;
The accuracy of your appraisal depends primarily upon the number of ranks that you have in appraisal. ([[Trader|Traders]] have a bonus.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When appraising weapons or armor, the number of ranks that you have in that weapon or armor type affects the accuracy, at least for non-Traders. For example, if you were appraising a claymore, you find it easier to appraise if you had 200 ranks in twohanded edged weapons than if you had only 50 ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Only when &amp;quot;you are certain&amp;quot; about some property can you be sure that your appraisal is an accurate assessment. Otherwise, the more confident you are about the accuracy, the closer your assessment is to the truth.&lt;br /&gt;
&lt;br /&gt;
Accuracy Levels (from best to worst)&lt;br /&gt;
&lt;br /&gt;
*are/feel certain that&lt;br /&gt;
*are/feel confident that&lt;br /&gt;
*think that&lt;br /&gt;
*believe that&lt;br /&gt;
*are pretty sure that&lt;br /&gt;
*think it is likely that&lt;br /&gt;
*estimate that&lt;br /&gt;
*guess that&lt;br /&gt;
*wonder if&lt;br /&gt;
&lt;br /&gt;
=Appraisal values=&lt;br /&gt;
==Weapons==&lt;br /&gt;
{|&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Order!!Damage!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|0||no||0||0&lt;br /&gt;
|-&lt;br /&gt;
|1||dismal||1||5&lt;br /&gt;
|-&lt;br /&gt;
|2||poor||5||10&lt;br /&gt;
|-&lt;br /&gt;
|3||low||10||15&lt;br /&gt;
|-&lt;br /&gt;
|4||somewhat fair||15||20&lt;br /&gt;
|-&lt;br /&gt;
|5||fair||20||25&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat moderate||25||30&lt;br /&gt;
|-&lt;br /&gt;
|7||moderate||30||35&lt;br /&gt;
|-&lt;br /&gt;
|8||somewhat heavy||35||40&lt;br /&gt;
|-&lt;br /&gt;
|9||heavy||40||45&lt;br /&gt;
|-&lt;br /&gt;
|10||very heavy||45||50&lt;br /&gt;
|-&lt;br /&gt;
|11||great||50||55&lt;br /&gt;
|-&lt;br /&gt;
|12||very great||55||60&lt;br /&gt;
|-&lt;br /&gt;
|13||severe||60||65&lt;br /&gt;
|-&lt;br /&gt;
|14||very severe||65||70&lt;br /&gt;
|-&lt;br /&gt;
|15||extreme||70||75&lt;br /&gt;
|-&lt;br /&gt;
|16||very extreme||75||??&lt;br /&gt;
|-&lt;br /&gt;
|17||mighty||||&lt;br /&gt;
|-&lt;br /&gt;
|18||very mighty||||&lt;br /&gt;
|-&lt;br /&gt;
|19||bone-crushing||||&lt;br /&gt;
|-&lt;br /&gt;
|20||very bone-crushing||||&lt;br /&gt;
|-&lt;br /&gt;
|21||devastating||||&lt;br /&gt;
|-&lt;br /&gt;
|22||very devastating||||&lt;br /&gt;
|-&lt;br /&gt;
|23||overwhelming||||&lt;br /&gt;
|-&lt;br /&gt;
|24||annihilating||||&lt;br /&gt;
|-&lt;br /&gt;
|25||obliterating||||&lt;br /&gt;
|-&lt;br /&gt;
|26||demolishing||||&lt;br /&gt;
|-&lt;br /&gt;
|27||catastrophic||||&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Order!!Balance/Power/FOI!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|0 ||not&lt;br /&gt;
|-&lt;br /&gt;
|1 ||terribly&lt;br /&gt;
|-&lt;br /&gt;
|2 ||dismally&lt;br /&gt;
|-&lt;br /&gt;
|3 ||poorly&lt;br /&gt;
|-&lt;br /&gt;
|4 ||inadequately&lt;br /&gt;
|-&lt;br /&gt;
|5 ||fairly&lt;br /&gt;
|-&lt;br /&gt;
|6 ||decently&lt;br /&gt;
|-&lt;br /&gt;
|7 ||reasonably&lt;br /&gt;
|-&lt;br /&gt;
|8 ||soundly&lt;br /&gt;
|-&lt;br /&gt;
|9 ||well&lt;br /&gt;
|-&lt;br /&gt;
|10 ||very well&lt;br /&gt;
|-&lt;br /&gt;
|11 ||extremely well&lt;br /&gt;
|-&lt;br /&gt;
|12 ||exellently&lt;br /&gt;
|-&lt;br /&gt;
|13 ||superbly&lt;br /&gt;
|-&lt;br /&gt;
|14 ||incredibly&lt;br /&gt;
|-&lt;br /&gt;
|15 ||amazingly&lt;br /&gt;
|-&lt;br /&gt;
|16 ||unbelievably&lt;br /&gt;
|-&lt;br /&gt;
|17 ||perfectly&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
The numerical values for damage were derived from Copernicus&#039; Storebought Guide. Copernicus derived the weapon values through an intensive process of comparing storebought weapons with forged weapons having known values of damage, balance, and power.  Some information is still missing or incomplete.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Draw Strength!!Shortbow!!Longbow!!Composite Bow&lt;br /&gt;
|-&lt;br /&gt;
|extremely low||||||&lt;br /&gt;
|-&lt;br /&gt;
|very low||||||&lt;br /&gt;
|-&lt;br /&gt;
|somewhat low||||||&lt;br /&gt;
|-&lt;br /&gt;
|average||3||4||5&lt;br /&gt;
|-&lt;br /&gt;
|somewhat high||||||&lt;br /&gt;
|-&lt;br /&gt;
|very high||||||&lt;br /&gt;
|-&lt;br /&gt;
|exceptionally high||||||&lt;br /&gt;
|-&lt;br /&gt;
|extremely high||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Brawling Gear Damage!!Min Value!!Max Value&lt;br /&gt;
|-&lt;br /&gt;
|no||0||0&lt;br /&gt;
|-&lt;br /&gt;
|a little||?||?&lt;br /&gt;
|-&lt;br /&gt;
|some||?||?&lt;br /&gt;
|-&lt;br /&gt;
|quite a bit||?||?&lt;br /&gt;
|-&lt;br /&gt;
|a lot||?||?&lt;br /&gt;
|}&lt;br /&gt;
There are two types of brawling damage.&lt;br /&gt;
:*If the damage stat does not end in &amp;quot;increase,&amp;quot; it replaces the standard stat-based damage and uses the brawling weapon scale.&lt;br /&gt;
:*If the damage stat ends in &amp;quot;increase,&amp;quot; the weapon adds a percentage-based bonus to the standard stat-based damage and uses the same scale as standard weapons. According to GM Kodius, this model is being phased out, because these weapons &amp;quot;don&#039;t seem to do much of anything.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Armor &amp;amp; shield==&lt;br /&gt;
&lt;br /&gt;
===Hindrance===&lt;br /&gt;
&lt;br /&gt;
The hindrance system is slated for rewrite with armor changes. The rank values are those required to work maneuvering hindrance down to the lowest level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Though they use the same adjectives and order, a trivially hindering piece of armor does not hinder the same as a trivially hindering shield. The armor has more hindrance.&lt;br /&gt;
&lt;br /&gt;
* 4/15/09 - Minimally hindered is now within the range of Insignificant.  Unhindered truly means unhindered by your armor.&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|Base Item Hindrance&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!!Hindrance&lt;br /&gt;
|-&lt;br /&gt;
|0||no&lt;br /&gt;
|-&lt;br /&gt;
|1||insignificant&lt;br /&gt;
|-&lt;br /&gt;
|2||trivial&lt;br /&gt;
|-&lt;br /&gt;
|3||light&lt;br /&gt;
|-&lt;br /&gt;
|4||minor&lt;br /&gt;
|-&lt;br /&gt;
|5||fair&lt;br /&gt;
|-&lt;br /&gt;
|6||mild&lt;br /&gt;
|-&lt;br /&gt;
|7||moderate&lt;br /&gt;
|-&lt;br /&gt;
|8||noticeable&lt;br /&gt;
|-&lt;br /&gt;
|9||high&lt;br /&gt;
|-&lt;br /&gt;
|10||significant&lt;br /&gt;
|-&lt;br /&gt;
|11||great&lt;br /&gt;
|-&lt;br /&gt;
|12||extreme&lt;br /&gt;
|-&lt;br /&gt;
|13||debilitating&lt;br /&gt;
|-&lt;br /&gt;
|14||overwhelming&lt;br /&gt;
|-&lt;br /&gt;
|15||insane&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
|Skill Hindrance&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!!Hindrance&lt;br /&gt;
|-&lt;br /&gt;
|0||unhindered&lt;br /&gt;
|-&lt;br /&gt;
|1||barely hindered&lt;br /&gt;
|-&lt;br /&gt;
|2||minimally hindered&lt;br /&gt;
|-&lt;br /&gt;
|3||insignificantly hindered&lt;br /&gt;
|-&lt;br /&gt;
|4||lightly hindered&lt;br /&gt;
|-&lt;br /&gt;
|5||fairly hindered&lt;br /&gt;
|-&lt;br /&gt;
|6||somewhat hindered&lt;br /&gt;
|-&lt;br /&gt;
|7||moderately hindered&lt;br /&gt;
|-&lt;br /&gt;
|8||rather hindered&lt;br /&gt;
|-&lt;br /&gt;
|9||very hindered&lt;br /&gt;
|-&lt;br /&gt;
|10||highly hindered&lt;br /&gt;
|-&lt;br /&gt;
|11||greatly hindered&lt;br /&gt;
|-&lt;br /&gt;
|12||extremely hindered&lt;br /&gt;
|-&lt;br /&gt;
|13||overwhelmingly hindered&lt;br /&gt;
|-&lt;br /&gt;
|14||insanely hindered&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Armor protection and absorption===&lt;br /&gt;
{|&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!! Protection&lt;br /&gt;
|-&lt;br /&gt;
|0|| no&lt;br /&gt;
|-&lt;br /&gt;
|1|| poor&lt;br /&gt;
|-&lt;br /&gt;
|2|| low&lt;br /&gt;
|-&lt;br /&gt;
|3|| fair&lt;br /&gt;
|-&lt;br /&gt;
|4|| moderate&lt;br /&gt;
|-&lt;br /&gt;
|5|| good&lt;br /&gt;
|-&lt;br /&gt;
|6|| very good&lt;br /&gt;
|-&lt;br /&gt;
|7|| high&lt;br /&gt;
|-&lt;br /&gt;
|8|| very high&lt;br /&gt;
|-&lt;br /&gt;
|9|| great&lt;br /&gt;
|-&lt;br /&gt;
|10|| very great&lt;br /&gt;
|-&lt;br /&gt;
|11|| extreme&lt;br /&gt;
|-&lt;br /&gt;
|12|| exceptional&lt;br /&gt;
|-&lt;br /&gt;
|13|| incredible&lt;br /&gt;
|-&lt;br /&gt;
|14|| amazing&lt;br /&gt;
|-&lt;br /&gt;
|15|| unbelievable&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order!! Absorbance&lt;br /&gt;
|-&lt;br /&gt;
|0|| no&lt;br /&gt;
|-&lt;br /&gt;
|1|| very poor&lt;br /&gt;
|-&lt;br /&gt;
|2|| poor&lt;br /&gt;
|-&lt;br /&gt;
|3|| low&lt;br /&gt;
|-&lt;br /&gt;
|4|| somewhat fair&lt;br /&gt;
|-&lt;br /&gt;
|5|| fair&lt;br /&gt;
|-&lt;br /&gt;
|6|| moderate&lt;br /&gt;
|-&lt;br /&gt;
|7|| good&lt;br /&gt;
|-&lt;br /&gt;
|8|| very good&lt;br /&gt;
|-&lt;br /&gt;
|9|| high&lt;br /&gt;
|-&lt;br /&gt;
|10|| very high&lt;br /&gt;
|-&lt;br /&gt;
|11|| great&lt;br /&gt;
|-&lt;br /&gt;
|12|| very great&lt;br /&gt;
|-&lt;br /&gt;
|13|| extreme&lt;br /&gt;
|-&lt;br /&gt;
|14|| exceptional&lt;br /&gt;
|-&lt;br /&gt;
|15|| incredible&lt;br /&gt;
|-&lt;br /&gt;
|16|| outstanding&lt;br /&gt;
|-&lt;br /&gt;
|17|| amazing&lt;br /&gt;
|-&lt;br /&gt;
|18|| unbelievable&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shield protection===&lt;br /&gt;
&lt;br /&gt;
There are two tiers of armor perception, requiring skill to get more detailed information. [[Paladin|Paladins]] always receive the more specific scale.&lt;br /&gt;
&lt;br /&gt;
The message &amp;quot;Your experience with shields allows a better appraisal of the protection capabilities.&amp;quot; means you have received the more detailed appraisal.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier I!!Tier II&lt;br /&gt;
|-&lt;br /&gt;
|?||none&lt;br /&gt;
|-&lt;br /&gt;
|?||extremely terrible&lt;br /&gt;
|-&lt;br /&gt;
|?||terrible&lt;br /&gt;
|-&lt;br /&gt;
|?||dismal&lt;br /&gt;
|-&lt;br /&gt;
|?||very poor&lt;br /&gt;
|-&lt;br /&gt;
|?||poor&lt;br /&gt;
|-&lt;br /&gt;
|?||rather low&lt;br /&gt;
|-&lt;br /&gt;
|?||low&lt;br /&gt;
|-&lt;br /&gt;
|fair||fair&lt;br /&gt;
|-&lt;br /&gt;
|fair||better than fair&lt;br /&gt;
|-&lt;br /&gt;
|moderate||moderate&lt;br /&gt;
|-&lt;br /&gt;
|?||moderately good&lt;br /&gt;
|-&lt;br /&gt;
|?||good&lt;br /&gt;
|-&lt;br /&gt;
|?||very good&lt;br /&gt;
|}&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Tier I!!Tier II&lt;br /&gt;
|-&lt;br /&gt;
|?||high&lt;br /&gt;
|-&lt;br /&gt;
|?||very high&lt;br /&gt;
|-&lt;br /&gt;
|?||great&lt;br /&gt;
|-&lt;br /&gt;
|?||very great&lt;br /&gt;
|-&lt;br /&gt;
|?||exceptional&lt;br /&gt;
|-&lt;br /&gt;
|?||very exceptional&lt;br /&gt;
|-&lt;br /&gt;
|?||impressive&lt;br /&gt;
|-&lt;br /&gt;
|?||very impressive&lt;br /&gt;
|-&lt;br /&gt;
|?||amazing&lt;br /&gt;
|-&lt;br /&gt;
|?||incredible&lt;br /&gt;
|-&lt;br /&gt;
|?||tremendous&lt;br /&gt;
|-&lt;br /&gt;
|?||unbelievable&lt;br /&gt;
|-&lt;br /&gt;
|?||god-like&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment construction and condition==&lt;br /&gt;
===Construction===&lt;br /&gt;
#extremely weak and easily damaged &lt;br /&gt;
#very delicate and easily damaged&lt;br /&gt;
#quite fragile and easily damaged&lt;br /&gt;
#rather flimsy and easily damaged&lt;br /&gt;
#particularly weak against damage&lt;br /&gt;
#somewhat unsound against damage&lt;br /&gt;
#appreciably susceptible to damage&lt;br /&gt;
#marginally vulnerable to damage&lt;br /&gt;
#of average construction&lt;br /&gt;
#a bit safeguarded against damage&lt;br /&gt;
#rather reinforced against damage&lt;br /&gt;
#quite guarded against damage&lt;br /&gt;
#highly protected against damage&lt;br /&gt;
#very strong against damage&lt;br /&gt;
#extremely resistant to damage&lt;br /&gt;
#unusually resilient to damage&lt;br /&gt;
#nearly impervious to damage&lt;br /&gt;
#practically invulnerable to damage&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Condition!!Min Health!!Max Health&lt;br /&gt;
|-&lt;br /&gt;
|in pristine condition||98%||100%&lt;br /&gt;
|-&lt;br /&gt;
|practically in mint condition||90%||97%&lt;br /&gt;
|-&lt;br /&gt;
|in good condition||80%||89%&lt;br /&gt;
|-&lt;br /&gt;
|rather scuffed up||70%||79%&lt;br /&gt;
|-&lt;br /&gt;
|some minor scratches||60%||69%&lt;br /&gt;
|-&lt;br /&gt;
|a few dents and dings||50%||59%&lt;br /&gt;
|-&lt;br /&gt;
|several unsightly notches||40%||49%&lt;br /&gt;
|-&lt;br /&gt;
|heavily scratched and notched||30%||39%&lt;br /&gt;
|-&lt;br /&gt;
|badly damaged||20%||29%&lt;br /&gt;
|-&lt;br /&gt;
|battered and practically destroyed||0%||19%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature==&lt;br /&gt;
* Can start appraising creatures with 10 ranks of Appraisal.&lt;br /&gt;
* In order from low threat to high threat&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Difficulty!!Difference&lt;br /&gt;
|-&lt;br /&gt;
|completely beneath||&lt;br /&gt;
|-&lt;br /&gt;
|wipe the floor with||&lt;br /&gt;
|-&lt;br /&gt;
|tear to shreds||&lt;br /&gt;
|-&lt;br /&gt;
|you&#039;d kill quickly||&lt;br /&gt;
|-&lt;br /&gt;
|harmless||&lt;br /&gt;
|-&lt;br /&gt;
|very easy||&lt;br /&gt;
|-&lt;br /&gt;
|well beneath||&lt;br /&gt;
|-&lt;br /&gt;
|simple||&lt;br /&gt;
|-&lt;br /&gt;
|easy||&lt;br /&gt;
|-&lt;br /&gt;
|relatively easy||&lt;br /&gt;
|-&lt;br /&gt;
|definitely less skilled||&lt;br /&gt;
|-&lt;br /&gt;
|less skilled||&lt;br /&gt;
|-&lt;br /&gt;
|slightly less skilled||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;worthy&#039;&#039;&#039;||Perfectly at range ??&lt;br /&gt;
|-&lt;br /&gt;
|something in your skill range||&lt;br /&gt;
|-&lt;br /&gt;
|challenging||&lt;br /&gt;
|-&lt;br /&gt;
|solid||&lt;br /&gt;
|-&lt;br /&gt;
|difficult||&lt;br /&gt;
|-&lt;br /&gt;
|rather difficult||&lt;br /&gt;
|-&lt;br /&gt;
|quite difficult||&lt;br /&gt;
|-&lt;br /&gt;
|very difficult||&lt;br /&gt;
|-&lt;br /&gt;
|truly skilled||&lt;br /&gt;
|-&lt;br /&gt;
|well above||&lt;br /&gt;
|-&lt;br /&gt;
|couldn&#039;t hope to hurt||&lt;br /&gt;
|-&lt;br /&gt;
|master that&#039;s well beyond||&lt;br /&gt;
|-&lt;br /&gt;
|mythical being||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Statistics===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Strength!!Min Difference!!Max Difference!!!! Agility / Reflex!!Min Difference!!Max Difference&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Great deal less||?||-30&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Significantly||-29||-25&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Quite a bit less||-24||-20&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Definitely less||-19||-15&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Rather less||-14||?&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Somewhat less||-10||-6&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Not quite||-5||-1&lt;br /&gt;
|-&lt;br /&gt;
|||||||||&#039;&#039;&#039;About as&#039;&#039;&#039;||&#039;&#039;&#039;0&#039;&#039;&#039;||&#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|||||||||A little more||1||5&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Somewhat more||6||10&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Definitely more||11||15&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Quite a bit more||16||20&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Significantly more||21||25&lt;br /&gt;
|-&lt;br /&gt;
|||||||||Great deal more||30||?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition===&lt;br /&gt;
* healthy&lt;br /&gt;
* slightly battered&lt;br /&gt;
* battered&lt;br /&gt;
* beat up&lt;br /&gt;
* very beat up&lt;br /&gt;
* extremely beat up&lt;br /&gt;
* bad shape&lt;br /&gt;
* very bad shape&lt;br /&gt;
* extremely bad shape&lt;br /&gt;
* death&#039;s door&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Health!!!! Injury&lt;br /&gt;
|-&lt;br /&gt;
|Dead||||?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Minor Wound&amp;quot; with bleeding injury&lt;br /&gt;
&amp;quot;Major Wound&amp;quot; occurred with badly bleeding injury.&lt;br /&gt;
&lt;br /&gt;
===Training===&lt;br /&gt;
# exceptionally well, but you probably won&#039;t be landing many blows.&lt;br /&gt;
# very well&lt;br /&gt;
# rather well&lt;br /&gt;
# acceptably&lt;br /&gt;
# somewhat poorly&lt;br /&gt;
# very poorly&lt;br /&gt;
# quite badly&lt;br /&gt;
&lt;br /&gt;
==Cambrinth==&lt;br /&gt;
===Difficulty===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|-&lt;br /&gt;
!Capacity!!Verbal Description&lt;br /&gt;
|-&lt;br /&gt;
|4-20||very lttle mana&lt;br /&gt;
|-&lt;br /&gt;
|30-50||a little mana&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;108||a moderate amount of mana&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Climbing and swimming==&lt;br /&gt;
&lt;br /&gt;
===Scripts and settings===&lt;br /&gt;
*[[See &#039;n Say Appraisal (script)]]: Genie script that appraises any weapon, shield, or armor and then echoes the appraisal in IC and OOC ways&lt;br /&gt;
*[[See &#039;n Say Comparison (script)]]: Genie script that compares any weapon, shield, or armor and then echoes the comparison in an IC way.&lt;br /&gt;
*[http://www.genieclient.com/bulletin/index.php?app=downloads&amp;amp;showfile=15 Numerical Appraisal Subs]: Genie subs that add a numerical description to the verbal appraisal output for damage, balance/suitability, protection, hindrance, construction, and condition.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{com|analyze}}&lt;br /&gt;
*[[Trader&#039;s Scale]]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Lore skillset,Skills,Trader abilities}}&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Starlear%27s_Warrior_Mage_spell_recommendations&amp;diff=442492</id>
		<title>Starlear&#039;s Warrior Mage spell recommendations</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Starlear%27s_Warrior_Mage_spell_recommendations&amp;diff=442492"/>
		<updated>2016-05-09T20:50:49Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Targeted Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;This is a guide for new mages, as well as those returning from a long absence. A lot has changed and a lot of the things you remember may be different. Don&#039;t be ashamed if you don&#039;t know something.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page will focus &#039;&#039;&#039;entirely&#039;&#039;&#039; on reviewing the various [[Warrior Mage]] spells. It is my personal experience practicing and using each spell that shapes how I look at them and my reviews are based off of my &#039;&#039;&#039;own&#039;&#039;&#039; experience. If you disagree, that&#039;s fine! Everyone&#039;s going to feel differently about stuff. This page exists primarily as a baseline for mages who aren&#039;t sure what spells to take, and want someone else&#039;s opinion on whether a spell is awesome or a dud.&lt;br /&gt;
&lt;br /&gt;
See [[:Category:Warrior Mage Spells|Warrior Mage Spells]] for full listing of spells.&lt;br /&gt;
&lt;br /&gt;
Warrior Mages have a variety of spells available to them, and all of them have their niches that they are useful in. I&#039;ll give a brief summary of a spell, and give it a rating (which you should remember is my personal opinion and you may disagree with, so don&#039;t write something off just because I don&#039;t like it) of * to ***** and explain why I feel that way.&lt;br /&gt;
&lt;br /&gt;
==The Essentials==&lt;br /&gt;
&lt;br /&gt;
These spells should be on the &amp;quot;MUST LEARN&amp;quot; list for new mages in my opinion. They increase your effectiveness in combat to a huge degree, and they will cover letting you train all of the magic skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Swirling Winds]] (SW)&#039;&#039;&#039; - Augmentation Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: [[Zephyr]] or [[Tailwind]]. - Increases your Reflex and Evasion skill. This will help keep you alive in combat.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tailwind]] (TW)&#039;&#039;&#039; - Augmentation Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisites: [[Air Lash]] or [[Elementalism]]. - Increases your chance to hit with ranged attacks. Fantastic for when you&#039;re training a ranged weapon (You ARE training a ranged weapon, right?). Follows the caster room to room.&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Sure Footing]] (SUF)&#039;&#039;&#039; - Augmentation Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: [[Stone Strike]] or [[Elementalism]]. - Increases balance and parry skill. This will help keep you alive in combat if you are using a weapon capable of parrying or a parry stick.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ethereal Shield]] (ES)&#039;&#039;&#039; - Warding Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: Any Intro TM spell. - Reduces elemental damage taken, easy to train Warding with. Use when fighting other mages or creatures that use spells, and it will help significantly.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ice Patch]] (IP)&#039;&#039;&#039; - Debilitation Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: [[Geyser]] or [[Elementalism]]. - Basic disabler spell. Will knock down and stun the target when successful. Very good for getting hits in on things you have a hard time hitting, due to the knockdown inherent in its success, but be aware that it doesn&#039;t work on four-legged creatures.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ignite]] (IGNITE)&#039;&#039;&#039; - Utility Spell&amp;lt;br /&amp;gt;&lt;br /&gt;
Prerequisite: [[Fire Shards]] or [[Elementalism]]. - This spell ignites your weapon, causing it to deal additional fire damage. The amount may seem insignificant, but it is a lot of extra damage due to the way the spell works - this damage is applied to every attack.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Targeted Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Air Lash]] (ALA)&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: None. &amp;lt;br /&amp;gt;A whip of air that damages the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Cool messaging.  Easy to cast. Fairly accurate.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Damage is purely physical (Puncture and Slice). Shield-blockable. Single-strike.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: *** - Basic single-strike spell for physical damage. Decent accuracy and damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Gar Zeng]] (GZ)&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: None.&amp;lt;br /&amp;gt;Blasts of electricity that damage the target. Think taser-hands.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Deals Electric, Fire, and Puncture damage. Easy to cast. Hard to miss with. Multi-strike.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Damage and messaging are not particularly impressive, making the spell &amp;quot;feel&amp;quot; less cool. Shield-blockable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** - The multiple strikes make this a solid TM trainer, even though each individual strike will be less damaging than a comparable single-strike spell.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Geyser]] (GEYSER)&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: None.&amp;lt;br /&amp;gt;A jet of scalding water erupts from the ground, and you direct it with your will at a target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Deals Impact and Fire damage. Fairly Accurate. Cool Messaging.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Shield-blockable. Single-strike.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: *** - Single-strike spell with pretty solid damage and supercool messaging. Stylish and functional.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Stone Strike]] (STS)&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: None.&amp;lt;br /&amp;gt;Shoot a boulder at your target, which explodes into rock-shrapnel and showers into them. Think stone-shotgun.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Deals Impact and Puncture damage. Lodges lots of little stone shards in the target, which pulse additional damage periodically and increase wound severity until they are tended out using [[First Aid]]. Multi-strike.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Purely physical damage. Messaging unimpressive. Shield-blockable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** - The lodged shards really make this a good choice for damage-per-mana, and the multi-strikes make it a solid TM trainer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fire Shards]] (FS)&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: None.&amp;lt;br /&amp;gt;Shoot multiple shards of flame at your target.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Deals Fire, Impact, and Puncture damage. Multi-strike. Solid damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Shield-blockable. Harder than other spells to get the multiple-strike effect.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** - Excellent damage with some cool messaging.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fire Ball]] (FB)&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: [[Fire Shards]] or [[Elementalism]].&amp;lt;br /&amp;gt;Launches a large ball of flame at the target. It can explode, causing collateral damage (Which essentially amounts to launching Fire Shards at everything else at the same engagement range from you).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Deals Fire and Impact damage. Hits many targets multiple times.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Shield-blockable. The area effect of the spell is entirely uncontrollable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: ***** - A must-have in my opinion. The number of targets this spell hits makes it fantastic for training TM (I would argue that it&#039;s better than Chain Lightning or Shockwave for the job).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Paeldryth&#039;s Wrath]] (PW)&#039;&#039;&#039;&lt;br /&gt;
Prerequisite: [[Air Lash]] or [[Elementalism]].&amp;lt;br /&amp;gt;A blast of air launches [[naphtha]] in your hands (either one or both) towards your target. Additionally it modifies the engagement range of your target - normal casting will push the target away from you to missile range, while CAST PULL will yank someone from missile range into melee with you. Deals no damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Awesome way to get some distance between you and a foe without having to retreat and penalize your offense. Launch [[naphtha]] with TM instead of thrown. Trains Debilitation.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Deals no damage itself. Naphtha applied this way still needs to be ignited. Since you need to target this spell, lots of times, you&#039;re better off just casting something that will do damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: ** - The decent utility of applying naphtha and changing engagement range are negated by the need to target this spell. It can be handy in a pinch, and it is pretty good if you can find good (IE: Not Storebought) [[naphtha]], but it is a lot of work for relatively minor benefits ([[Naphtha]] that&#039;s not that strong, a foe that can instantly retreat if pulled to you or readvance if you pushed them away). If the engagement overhaul goes through and instant retreating is removed from the game, this spell will be a lot more useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Lightning Bolt]] (LB)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Arc Light]] or [[Tingle]].&amp;lt;br /&amp;gt;A lightning bolt shoots out of the sky and into your target. That might....come as a shock....given the name of the spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Ignores shield as a defense. Deals electric and fire damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Less accurate than other spells due to the shield ignoring bit (Making it easier to dodge). Can not be cast indoors.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: *** - Middle of the road. The spell ignores shield, but the accuracy penalty means it&#039;s not really any easier to hit a target with than a normal spell (and depending on the target&#039;s skills, you may have an easier time just casting right through their shield). The damage is good when it connects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dragon&#039;s Breath]] (DB)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Fire Ball]] or [[Ignite]].&amp;lt;br /&amp;gt;Stores a blast of fire that can be fired at a target via SPIT or EXHALE. Single shot only, works similar to thrown weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: On-demand damage that you can unleash at an opportune moment (like when you stun something). Hits hard. Deals Fire and Puncture damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Single shot, then you need to recast. Relatively short duration - easy to run the buff out before you get a chance to use it. Unable to target. Shield-blockable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: ** - Solid extra damage that is best used to supplement a disabler or a stun from another spell. However, the one-shot nature of it makes learning it questionable. It&#039;s not a BAD spell, but you&#039;ll get more damage per mana spent elsewhere.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Magnetic Ballista]] (MaB}&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Anther&#039;s Call]] and [[Lightning Bolt]].&amp;lt;br /&amp;gt;Will the earth into a ballista of dirt and stone which will launch boulders at a target it is POINTed at. The first shot will be more accurate and can launch two boulders with enough potency. The mage can LOAD the ballista to reload it. Each shot will cause the ballista to emit a strong magnetic pulse which will unbalance or knock over targets, having a greater effect on targets with a lot of metal armor or items. The mage can RUB the ballista to cause it to only affect the target it is firing at with enough skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Does a lot of stuff (Damage, Disabling). Persists, so you can fire other spells while periodically reloading for supplemental damage. You can rub it to make it only yank/knock over its target. Probably the best thing about this spell is that you can use it to hit things with TM while you have Aether Cloak on yourself. It still won&#039;t hit another mage who has Aether Cloak on, but as the ballista casts the spell rather than the mage, it gives you an outgoing magical damage source. You can point it at yourself. Go on. Try it. It&#039;s awesome.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Needs constant maintenance to keep firing. Can knock yourself over with it if say, you wear plate and don&#039;t rub it, making it easy for critters to hit you. Purely physical damage. You can point it at yourself. Go on. Try it. It hurts. Shield-blockable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** - Good amount of damage and utility in this spell. You do need to maintain it with reloading for it to deal consistent damage, but it&#039;s slot-expensive to learn, requiring you commit to the Electricity and Earth trees to a pretty deep level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ring of Spears]] (RoS)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: Circle 30, [[Tremor]] or [[Magnetic Ballista]].&amp;lt;br /&amp;gt;Summons a Ring of Spears around the caster, which periodically deals damage to targets in their range. Can be CAST or CAST POLE. CAST POLE places the ring at Pole Weapon range which will damage targets passing through that distance. The spears do not follow you when you move, and they take a bit to reform if you advance or retreat. You can&#039;t be grouped with others while this spell is active.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Hits really hard. Large number of hits per pulse. The variable range is situationally useful but nice. Usable indoors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Physical damage only. Finicky about movement. Shield-blockable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** - Good damage, but if you advance/retreat a lot you might find it underwhelming while it reforms. Works best when you let things come to you. Of note is that the old version of this spell used to prevent engagement to you through the spears, but the spell no longer does this - it ONLY does damage, there is no knockback/advance stopping as in the past.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Blufmor Garaen]]  (BG)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: Circle 40 and [[Y&#039;ntrel Sechra]].&amp;lt;br /&amp;gt;Stores swirling winds around your forearms that you can unleash at a target very rapidly. POINT deals puncture + cold, WAVE deals slice + cold, SLAP deals impact + cold. Multiple charges, with a small RT to fire each.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: A lot of damage that is unleashed in a very short period of time. It&#039;s like re-usable [[Dragon&#039;s Breath]]. Variable damage type. No need to target. You look like [http://cdn.gifbay.com/2012/11/cosplay_wacky_waving_inflatable_arm_flailing_tube_man-12517.gif this] in my head when using it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Short buff duration, meaning you need to use the spell up before it wears off. Need to recast to use it again. Shield-blockable. Forgetting you have it on and then waving hello at someone.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: *** - A decent backup spell to have on yourself to give you additional damage capability without the need to prepare or target. It&#039;s lacking as a primary source of damage, but augments other spells decently well when used in conjunction with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Shockwave]] (SHOCKWAVE)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Thunderclap]].&amp;lt;br /&amp;gt;Explodes a shockwave of air and razorlike shards of ice out from you, dealing damage and potentially knocking back targets. Can learn the [[Flame Shockwave]] metaspell to change the damage types.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Deals Slice, and Cold damage. Flame Shockwave deals Fire and Impact damage. Can knock a target off its feet or out of the room. Area Effect spell, which can be selectively cast (CAST AREA, CAST CREATURES, etc).&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Can knock a target out of the room. Only hits each struck target one time. Shield-blockable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: *** - Decent damage, and a nice assortment of damage types, but hitting everything ONLY one time is a bit underwhelming, and knocking targets out of the room sucks if you&#039;re hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chain Lightning]] (CL)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: Circle 40, [[Lightning Bolt]].&amp;lt;br /&amp;gt;Lightning strikes every target in the area one time.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Usable indoors. Area Effect spell, which can be selectively cast. Deals Fire, Electric, and Impact damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Only hits each target one time. Shield-blockable.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: ** - Feels underwhelming. Shockwave is basically the same, with variable damage types and the added utility of knockback. It&#039;s by no means terrible if you are looking for something to deal damage to the entire room and don&#039;t want to go into the Air book, but if you are already investing in the Air book (and you likely will be due to the significance of the buff and debuff spells there), [[Shockwave]] is the better choice IMO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Rimefang]] (RIM)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Ice Patch]], Circle 30.&amp;lt;br /&amp;gt;Summons an icy mist around the caster which forms blades of frost which quickly strike targets at melee range.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Pulses quickly. Deals Cold, Puncture, and Slice damage. Follows you room to room.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Shield-blockable. Lower damage than some other spells to offset the low maintenance level of keeping it up. Melee range only. Blades take a few moments to form, giving the spell a bit of a ramp-up time.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** - Solid source of extra damage at close range, but has a ramp up time while blades form. Recent bugfixes to the spell mean the blades reform much more regularly (the game was getting tricked into a negative blade count at times, making blades take twice as long to reform). Solid cyclic damage at melee range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Fire Rain]] (FR)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Mantle of Flame]] or [[Dragon&#039;s Breath]], Circle 40.&amp;lt;br /&amp;gt;Summons an ash cloud which rains fire on the entire area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pro: Deals Fire and Impact damage. Area Effect spell, which can be selectively cast. Consistently will damage targets at any range. Will hit targets in stealth regardless of if you can see them.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Shield-blockable. Cannot be cast indoors. Ramp-up time before it begins damaging, and long duration between pulses.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: *** - Good damage at any range, provided you are stationary.&lt;br /&gt;
&lt;br /&gt;
==Debilitation==&lt;br /&gt;
&lt;br /&gt;
I was going to call this section &amp;quot;Disablers&amp;quot;, but decided [[Debilitation]] Spells was a better title. These spells are all spells that you cast on another target to affect them in a non-damaging way. It can be a stun, a reduction in balance, immobilization, a hit to fatigue, taking extra damage from everything else, or removal of defenses. I will be including the various stat contests for each spell as well. When picking a disabler, you should keep in mind the stats it contests. It is ideal for you to use spells that favor the stats your race can train cheaply (and thus has higher values for) and to also consider spells that contest stats you know your opponent is weak against. The different contests involved mean that even though two spells do the same thing, one of them may be better for you personally in the situation you&#039;re in. That&#039;s one of the greatest strengths of Warrior Mages - our toolbox has the right tool for just about any job, you just need to know them and use them properly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Debilitation Contests&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Succeeding at disabling a target is determined by a stat contest. Different spells use different types of contests to determine success, and this has an effect on what stats the caster (Attacker) and target (Defender) use to determine the spell&#039;s success level. There are numerous types of contests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offensive Contest Types Relevant to Warrior Mages&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mind - Uses caster&#039;s Intelligence, Discipline, Wisdom (in that order of weighting) to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
Magic - Uses caster&#039;s Wisdom, Intelligence, Discipline (in that order) to determine success - Most Warrior Mage Spells are in this category.&amp;lt;br /&amp;gt;&lt;br /&gt;
Spirit - Uses caster&#039;s Wisdom, Charisma, Intelligence (in that order) to determine success&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;You always use all 3 stats in any contest.&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defensive Contest Types&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reflexes - Uses defender&#039;s Reflex, Agility, and Intelligence (in that order of weighting) to determine success. Additional factors in the contest include whether or not target is prone, webbed, or otherwise incapacitated.&amp;lt;br /&amp;gt;&lt;br /&gt;
Fortitude - Uses defender&#039;s Stamina, Discipline, and Strength (in that order) to determine success. Additional factors include vitality level, spirit level, and fatigue. It&#039;s easier to succeed on injured or tired targets, basically.&amp;lt;br /&amp;gt;&lt;br /&gt;
Willpower - Uses defender&#039;s Discipline, Wisdom, and Intelligence (in that order) to determine success. Additional factors include nerve damage, stuns/unconsciousness.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So when a spell is said to be Magic vs. Fortitude, for example - The caster uses Wisdom, Int, Discipline, and the defender uses Stamina, Discipline, Strength.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What you should take away from this&#039;&#039;: IF YOU WANT TO LAND DEBILITATION SPELLS MORE RELIABLY, TRAIN YOUR MENTALS. IF YOU WANT TO STOP GETTING DEBILITATED BY A SPECIFIC SPELL OR ABILITY, TRAIN THE APPROPRIATE STATS TO DEFEND AGAINST IT.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Debilitation Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Frostbite]] (FROSTBITE)&#039;&#039;&#039;&lt;br /&gt;
Prerequsites: [[Geyser]] or [[Elementalism]].&amp;lt;br /&amp;gt;Rapidly drops the area&#039;s temperature, causing a cold shock to the system which damages the target&#039;s fatigue (causing knockdown if they are made exhausted enough), and debuffs their Stamina stat for a short time.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Magic vs. Fortitude&lt;br /&gt;
&lt;br /&gt;
Pro: Can be variably cast (CAST CREATURE, CAST AREA, etc). Makes other fortitude spells easier to land as a followup. Hits all enemies in the room. Tired enemies have a much harder time hitting you, so it&#039;s good when you&#039;re fighting things a bit hard for you. Knocks targets over with enough success.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Expensive (4 spell slots). Area nature makes it hard to snap cast successfully. Some creatures are immune to the effect entirely (typically undead, but also sometimes cold-themed creatures or things that otherwise wouldn&#039;t care about being cold).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: ***** - There are a lot of types of debilitating, but this one does numerous things. The fatigue hit makes combat easier for you, the knockdown makes combat easier for you, and the Stamina hit makes followup spells easier for you. It is a lot of bang for the buck, and in my opinion is an essential spell to have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ice Patch]] (IP)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Geyser]] or [[Elementalism]].&amp;lt;br /&amp;gt;Creates a slippery sheet of ice under a target, which can cause them to slip and fall, landing them prone and stunned.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Magic vs. Reflexes&lt;br /&gt;
&lt;br /&gt;
Pro: Can be snap cast relatively easily. Success is always a knockdown AND a stun, meaning that it&#039;s even easier to hit something you used Ice Patch on than it is a stun alone.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Finicky about working on some creatures, particularly things with more than two legs (it will outright fail and no mana increase or skill increase will allow you to overcome it).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** While a stun is a stun, this is a stun with added knockdown and makes it better than average for followup attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Anther&#039;s Call]] (ANC)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Stone Strike]] or [[Elementalism]].&amp;lt;br /&amp;gt;Hands of earth and stone form from the ground and grasp a single target, holding it in place.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Magic vs. Fortitude&lt;br /&gt;
&lt;br /&gt;
Pro: Can be snap cast relatively quickly. Things that are immune to stuns can still be immobilized most of the time.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Finicky about where it&#039;s cast. Anywhere but natural areas and it will fail. It&#039;s not always apparent from a room description whether this spell will work, and it sucks when you cast it and then spent the mana on it but it does nothing because of the room. This can not be overcome with mana or skill.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: ** - It&#039;s a good spell when it works, but we have other spells that give you a similar return on investment that don&#039;t require you to jump through environmental hoops to cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arc Light]] (AL)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Gar Zeng]] or [[Elementalism]].&amp;lt;br /&amp;gt;A bright flash of light bursts from the caster&#039;s hands, causing minor damage and stunning the target. This spell will ignite naphtha on the head&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Magic vs. Fortitude&lt;br /&gt;
&lt;br /&gt;
Pro: Relatively fast to snap cast. The head damage may seem like an afterthought, but in 3.0/3.1, the almost guaranteed chance to stun when you even lightly touch a location that has minor wounds makes it pretty sweet for setting up follow up hits that pack a wallop. The wounds from this spell tend to show up without regard for the wound prevention/damage reduction of having full vitality. Lights Naphtha.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: It takes a bit to fully wear off before you can re-cast it (There is seemingly a separate re-cast timer from the stun-duration timer, but I haven&#039;t had it be a problem except in very rare instances where you&#039;re just chain-casting it). Anything immune to being stunned will not be bothered by it.&lt;br /&gt;
&lt;br /&gt;
Rating: ***** - Arc Light went from being just about the worst spell ever in 2.0 to being one of our strongest. It&#039;s extremely underrated -  a lot of people don&#039;t bother with it because they prefer Ice Patch for single-target stuns due to the knockback, but Arc Light will work on things Ice Patch doesn&#039;t, and the very minor head wound should not be discounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tingle]] (TI)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Gar Zeng]] or [[Elementalism]].&amp;lt;br /&amp;gt;A subtle jolt of electricity to the muscles of the hands disrupts fine motor control, causing the target to drop what it&#039;s holding, and additionally damaging their Reflexes and Agility for a time.&lt;br /&gt;
&lt;br /&gt;
Save Type: Magic vs. Fortitude&lt;br /&gt;
&lt;br /&gt;
Pro: Relatively fast to snap cast. Makes things drop their weapons and held shields (Not arm-worn shields). Gives a moderate roundtime to the target. The reflex and agility penalties make your target have a harder time hitting you and make it easier for you to hit them. Additionally, it sets them up nicely for a debilitation spell that is Magic vs. Reflexes, since their relevant save stats will be negatively impacted.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Target can still fight, and aside from the stat decrease, they have no penalty to defending themselves (No raw skill penalty like there is for being stunned/etc).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: *** - Decent utility, especially when you&#039;re using it just to disarm a creature to stop parrying. It should be noted that players will pick up their items again automatically once the roundtime has completed, and that doing anything to prevent players from picking up their items again is considered mechanics abuse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ward Break]] (WB)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Ethereal Shield]] and [[Elementalism]].&amp;lt;br /&amp;gt;Attempts to dispel all barrier-type spells on a target. It can have partial success and simply weaken them. It will not remove non-barrier spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Mind vs. Willpower (Intelligence, Discipline, Wisdom vs. Discipline, Wisdom, Intelligence)&lt;br /&gt;
&lt;br /&gt;
Pro: Removes a bunch of stuff all at once if successful, which will often do a great job softening up a target.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: No other effects if successful, and no effect at all if not fully successful (it reduces the duration of any spells it messages as having weakened, but they remain intact). Won&#039;t strip off non-magic barriers.&lt;br /&gt;
&lt;br /&gt;
Rating: ** - This is a very good, powerful spell in PvP situations but it&#039;s extremely situational, hence the low rating for general use (There is literally no reason ever to cast it while hunting for example). If you PvP regularly and want to strip off a bunch of useful buffs from your opponent with one cast, though, I recommend it heartily.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vertigo]] (VERTIGO)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Paeldryth&#039;s Wrath]].&amp;lt;br /&amp;gt;Finely manipulates the air currents around a target&#039;s head to mess with their inner ear functions, severely impacting their balance. With enough success the target can fall over prone, or even go unconscious.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Mind vs. Willpower&lt;br /&gt;
&lt;br /&gt;
Pro: Vertigo has a durational effect, which means you cast it and it continues to effect your target over time. This can very handily swing a fight in your favor due to destroying the target&#039;s balance - it makes them easier to hit, makes it harder for them to hit you, and they may pass out from it or fall over. Because of the durational nature, it&#039;s possible to use another type of disabler in conjunction with Vertigo to further negatively impact the target.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: No stun/guaranteed disable. Target can still fight back, even though they&#039;ll be less effective due to the effects. Vertigo doesn&#039;t work on undead or anything else that doesn&#039;t need to breathe air.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** - Vertigo&#039;s effects are extremely powerful and are great at weakening an opponent just on the edge of your skills enough that you gain the upper hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Thunderclap]] (TC)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Paeldryth&#039;s Wrath]].&amp;lt;br /&amp;gt;Creates a booming clap of thunder which stuns targets in an area.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Magic vs. Fortitude&lt;br /&gt;
&lt;br /&gt;
Pro: Stuns all targets in an area, and selectively castable (CAST CREATURE, CAST AREA, etc).&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: Does nothing else, just a stun. Slot-expensive. Does nothing on creatures immune to stuns. Hard to snap cast because it&#039;s an area spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: *** - Thunderclap may &amp;quot;just&amp;quot; be a stun, but stuns are pretty good, and this lets you stun multiple things at once. It&#039;s a great followup to a spell like Frostbite, which will weaken the Stamina of an entire area&#039;s creatures and let you get better success on the Magic vs. Fortitude contest, thus giving you longer stuns on your targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tremor]] (TREM)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Anther&#039;s Call]] or [[Sure Footing]].&amp;lt;br /&amp;gt;Causes the earth to shake violently, knocking over, knocking back, or unbalancing targets.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Magic vs. Reflex&lt;br /&gt;
&lt;br /&gt;
Pro: The effect of this spell pulses over a duration, so targets are periodically unbalanced, knocked over, whatever, every few seconds for a reasonably long time. You can cast it on a single target as well as selectively casting it on an entire area. The single-target effect works indoors.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: You cannot cast the area versions (CAST CREATURES, CAST AREA) indoors. There is no stun or other guaranteed disabling effect. You cannot control what the effects are, so you may have a target knocked back away from you at an inopportune moment (it&#039;s never happened to me, but hey, it&#039;s possible).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: **** - Tremor&#039;s durational effects and flexibility with casting rules (and thus flexibility with environmental restrictions) make it a fantastic spell in my opinion. The duration is long enough that it&#039;s almost like having a mini-cyclic running.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mark of Arhat]] (MOA)&#039;&#039;&#039;&lt;br /&gt;
Prerequisites: [[Substratum]] and any one of [[Fire Shards]] [[Fire Ball]] or [[Ignite]].&amp;lt;br /&amp;gt;A spectral creature appears and slashes the target, branding them with burning claw marks if successful. The claw marks react to any elemental damage done to the target (ANY ELEMENTAL DAMAGE, NOT JUST FIRE DAMAGE) and then flare and deal some extra fire damage to the target. It&#039;s a reactive extra pulse of damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Save Type: Spirit vs. Willpower (Caster&#039;s Wisdom, Charisma, and Intelligence vs Defender&#039;s Discipline, Wisdom, Intelligence).&lt;br /&gt;
&lt;br /&gt;
Pro: Gives you a passive source of bonus damage whenever you deal elemental damage. Great for whittling through barriers due to the fact that you get a second hit of elemental damage whenever you deal elemental damage. ACTIVATES ON ALL TYPES OF ELEMENTAL DAMAGE, NOT JUST FIRE DAMAGE (I tested this with the base version of Shockwave, which deals Cold damage - It caused the marks to flare and do some fire damage after the cold damage hit). Activates on weapon strikes if you cast Ignite on your weapon, adding even more damage.&amp;lt;br /&amp;gt;&lt;br /&gt;
Con: No disabling effect whatsoever, just extra damage. The offensive Stat contest uses Charisma, and this is literally the only spell we have that this is the case for, so it will tend to be harder for people to succeed with since not a lot of Warrior Mages spend lots of points on Charisma. Will NOT activate on non-elemental spells (IE, Warrior Mage spells that deal only physical damage types such as all spells in the Earth Book will not activate it).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rating: ** - Mark of Arhat is a good spell for extra damage on a very durable target. The extra damage adds up more the longer the target is alive. It works best in my opinion when coupled with Ignite, as you can then prepare and target other spells, and swing your weapon, basically giving every source of damage you do a little bonus. It&#039;s great for &amp;quot;boss&amp;quot; type creatures in invasions and the like, but in PvP situations, generally mana and prep times are better spent on more traditional disabling spells. It&#039;s situational, but it&#039;s very good in the appropriate situations.&lt;br /&gt;
&lt;br /&gt;
==Augmentation Spells==&lt;br /&gt;
&lt;br /&gt;
Augmentation Spells are spells that are used to improve your capabilities in some way. They might make you more capable of dodging blows, stronger, faster, more skilled with magic, etc. Warrior Mages have a very diverse set of Augmentation Spells, many of which can be cast to assist others as well as used on yourself.&lt;br /&gt;
{{Cat|Player Guides,New player guides,Guild Player Guides}}&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Elmod_Close&amp;diff=206956</id>
		<title>Elmod Close</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Elmod_Close&amp;diff=206956"/>
		<updated>2013-09-09T11:26:37Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCData}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Housing&lt;br /&gt;
|location=Elmod Close&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|city=Crossing&lt;br /&gt;
|map=RanikMap1&lt;br /&gt;
|class=Middle&lt;br /&gt;
|type=Urban&lt;br /&gt;
|form=Free&lt;br /&gt;
|restrictions=&lt;br /&gt;
|justice=City&lt;br /&gt;
|numhomes=7&lt;br /&gt;
|freehomes=0&lt;br /&gt;
|date=4/14/13&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:elmodclose.png|center]]&lt;br /&gt;
&lt;br /&gt;
While the nearby Swithen&#039;s Court appears to be little more than an urban alley, Elmod Close has managed to retain its feel as a middle-class housing community.  Nice homes dot the quiet street while locals often relax under the elmod trees which give this serene spot its name.  The cobbled streets allow the local merchants to announce their arrival with the clacking of hooves and wheels.  There is a local neighborhood well in the center of this community along with a few small garden plots to the west.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location&lt;br /&gt;
! Category&lt;br /&gt;
! Owner&lt;br /&gt;
! Appearance&lt;br /&gt;
|-&lt;br /&gt;
| Elmod Close - E1&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
| Joehaynus&lt;br /&gt;
| sturdy grey stucco house with fragrant pink and white hyacinths blooming along the path to the door&lt;br /&gt;
|-&lt;br /&gt;
| Elmod Close - E1&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
| Sarulok&lt;br /&gt;
| sturdy hickory frame home&lt;br /&gt;
|-&lt;br /&gt;
| Elmod Close - E1&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
| Krystha&lt;br /&gt;
| sturdy red brick house&lt;br /&gt;
|-&lt;br /&gt;
| Elmod Close - E2&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
| Carington&lt;br /&gt;
| stone block house&lt;br /&gt;
|-&lt;br /&gt;
| Elmod Close - E2&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
| Alesea&lt;br /&gt;
| cedar frame cottage with a large flamethorn tree growing in front of it&lt;br /&gt;
|-&lt;br /&gt;
| Elmod Close - E3&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
| Thires&lt;br /&gt;
| hickory frame dwelling with a crisp and well-maintained flag of Zoluren hanging near it &lt;br /&gt;
|-&lt;br /&gt;
| Elmod Close - E3&lt;br /&gt;
| Middle Class, Urban&lt;br /&gt;
| Carmy&lt;br /&gt;
| baked brick house&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Temple_Hill&amp;diff=207142</id>
		<title>Temple Hill</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Temple_Hill&amp;diff=207142"/>
		<updated>2013-09-09T11:22:09Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PCData}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Housing&lt;br /&gt;
|location=Temple Hill&lt;br /&gt;
|province=Zoluren&lt;br /&gt;
|city=Crossing&lt;br /&gt;
|map=RanikMap3a&lt;br /&gt;
|class=Middle,Upper&lt;br /&gt;
|type=Rural&lt;br /&gt;
|form=Free,Tree&lt;br /&gt;
|restrictions=&lt;br /&gt;
|justice=City&lt;br /&gt;
|numhomes=40&lt;br /&gt;
|freehomes=0&lt;br /&gt;
|date=4/19/13&lt;br /&gt;
}}&lt;br /&gt;
[[File:Temple Hill.gif|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Location&lt;br /&gt;
! Category&lt;br /&gt;
! Owner&lt;br /&gt;
! Plat Owner&lt;br /&gt;
! Appearance&lt;br /&gt;
|-&lt;br /&gt;
| Neighborhood Entrance - 1&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Andorren&lt;br /&gt;
|&lt;br /&gt;
| cozy red fieldstone home with a small sana&#039;ati tree growing in front of it&lt;br /&gt;
|-&lt;br /&gt;
| Neighborhood Entrance - 1&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Emyrose&lt;br /&gt;
|&lt;br /&gt;
| cozy white-washed cottage&lt;br /&gt;
|-&lt;br /&gt;
| Grounds - 2&lt;br /&gt;
| Upper Class, Rural&lt;br /&gt;
| Tyrek&lt;br /&gt;
| [[Smavandre]]&lt;br /&gt;
| Temple Hill Manor with vibrant red roses and ivy twining across the arch of its door&lt;br /&gt;
|-&lt;br /&gt;
| Temple Hill Lane - 3&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Rowena&lt;br /&gt;
|&lt;br /&gt;
| pale grey stone cottage with a fragrant pine tree adorned with delicate glass icicles near the window&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Stoneworks - 4&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Jarskuva&lt;br /&gt;
|&lt;br /&gt;
| honey-colored hickory log cottage&lt;br /&gt;
|-&lt;br /&gt;
| Salvage Stoneworks - 4&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Aerewen&lt;br /&gt;
|&lt;br /&gt;
| cozy white-shuttered home&lt;br /&gt;
|-&lt;br /&gt;
| Temple Hill Lane - 5&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Syleen&lt;br /&gt;
|&lt;br /&gt;
| rustic hickory log cabin&lt;br /&gt;
|-&lt;br /&gt;
| Temple Hill Lane - 6&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Aleysa&lt;br /&gt;
|&lt;br /&gt;
| white stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Temple Hill Lane - 7&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Rantjur&lt;br /&gt;
|&lt;br /&gt;
| oak-shingled fieldstone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Temple Hill Lane - 7&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Kenzaze&lt;br /&gt;
|&lt;br /&gt;
| unremarkable house&lt;br /&gt;
|-&lt;br /&gt;
| Temple Hill Lane - 8&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Shagrixa&lt;br /&gt;
|&lt;br /&gt;
| dark stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Battle Bell Court - 9&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Acynarian&lt;br /&gt;
|&lt;br /&gt;
| hickory log home&lt;br /&gt;
|-&lt;br /&gt;
| Temple Hill Lane - 10&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Bjoria&lt;br /&gt;
|&lt;br /&gt;
| pale rose stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Temple Hill Lane - 11&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Moradru&lt;br /&gt;
|&lt;br /&gt;
| rough-hewn grey fieldstone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Captain&#039;s Court - 12&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Nealie&lt;br /&gt;
|&lt;br /&gt;
| cozy stacked stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Captain&#039;s Court - 12&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Patryck&lt;br /&gt;
|&lt;br /&gt;
| rustic oak log cabin&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 13&lt;br /&gt;
| Upper Class, Rural&lt;br /&gt;
| Garrosh&lt;br /&gt;
|&lt;br /&gt;
| elegant gold sandstone chateau&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 13&lt;br /&gt;
| Upper Class, Rural&lt;br /&gt;
| Zirra&lt;br /&gt;
|&lt;br /&gt;
| dark stone manor&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 13&lt;br /&gt;
| Upper Class, Rural&lt;br /&gt;
| Lumeria&lt;br /&gt;
|&lt;br /&gt;
| rustic lavastone villa&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 14&lt;br /&gt;
| Upper Class, Rural&lt;br /&gt;
| Fiorenza&lt;br /&gt;
|&lt;br /&gt;
| elegant fieldstone chateau&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 14&lt;br /&gt;
| Upper Class, Rural&lt;br /&gt;
| Oshwoveu&lt;br /&gt;
|&lt;br /&gt;
| tall red brick manor&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 14&lt;br /&gt;
| Upper Class, Rural&lt;br /&gt;
| Seoloc&lt;br /&gt;
|&lt;br /&gt;
| white sandstone villa&lt;br /&gt;
|-&lt;br /&gt;
| Memorial Park - 15&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Vallendur&lt;br /&gt;
|&lt;br /&gt;
| wyndwood tree &lt;br /&gt;
|-&lt;br /&gt;
| Memorial Park - 16&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Admael&lt;br /&gt;
|&lt;br /&gt;
| tall deobar tree with dozens of tiny silver bells on colorful streamers strung from its branches&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 17&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Fiaia&lt;br /&gt;
|&lt;br /&gt;
| oak-shingled stacked stone cottage &lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 18&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Kreios&lt;br /&gt;
|&lt;br /&gt;
| dark rose stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 19&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Oynya&lt;br /&gt;
|&lt;br /&gt;
| maple frame home&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 19&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Tazre&lt;br /&gt;
|&lt;br /&gt;
| red fieldstone house&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 20&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Rynend&lt;br /&gt;
|&lt;br /&gt;
| soft grey stone cottage with a wreath of lush green ivy highlighted with silk burgundy roses&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 21&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Amerlynn&lt;br /&gt;
|&lt;br /&gt;
| cozy stacked stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Hero&#039;s March - 22&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Regadlid&lt;br /&gt;
|&lt;br /&gt;
| pale grey stone home&lt;br /&gt;
|-&lt;br /&gt;
| Finch Cottage Path - 23&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Jhandair&lt;br /&gt;
|&lt;br /&gt;
| oval stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Finch Cottage Path - 24&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Yuhe&lt;br /&gt;
|&lt;br /&gt;
| grey fieldstone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Pine Finch Circle - 25&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Jesquil&lt;br /&gt;
|&lt;br /&gt;
| thatch-roofed oak frame cottage with an overstuffed scarecrow standing guard in front of it&lt;br /&gt;
|-&lt;br /&gt;
| Finch Cottage Path - 26&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Horatious&lt;br /&gt;
|&lt;br /&gt;
| rough black stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Goldfinch Circle - 27&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Kloegar&lt;br /&gt;
|&lt;br /&gt;
| stacked stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Finch Cottage Path - 28&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Nihtscada&lt;br /&gt;
|&lt;br /&gt;
| flat-topped stone cottage&lt;br /&gt;
|-&lt;br /&gt;
| House Finch Circle - 29&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Caylia&lt;br /&gt;
|&lt;br /&gt;
| snug grey fieldstone cottage with a weeping willow tree in the front yard&lt;br /&gt;
|-&lt;br /&gt;
| Finch Cottage Path - 30&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Izmial&lt;br /&gt;
|&lt;br /&gt;
| oak-shingled grey fieldstone cottage&lt;br /&gt;
|-&lt;br /&gt;
| Finch Cottage Grounds - 31&lt;br /&gt;
| Middle Class, Rural&lt;br /&gt;
| Momus&lt;br /&gt;
| [[Uzmam]]&lt;br /&gt;
| Finch Cottage&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Homes&amp;diff=17974</id>
		<title>Homes</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Homes&amp;diff=17974"/>
		<updated>2013-08-20T16:05:26Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Exterior Decoration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
:&#039;&#039;This article is about the player-owned home system.  For the command, see [[Home command|{{tt|HOME}} command]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the biggest benefits to being an [[Estate Holders|estate holder]] is the ability to own a private home for your characters.&lt;br /&gt;
&lt;br /&gt;
==Acquiring a Home==&lt;br /&gt;
&lt;br /&gt;
You must have credited Premium status for a minimum of 90 days.  [[DragonRealms Platinum|Platinum]] subscribers also have access to owning a home.&lt;br /&gt;
&lt;br /&gt;
Non-premium account holders can pick up a 30 day home deed in the Crossing Estate Holder Headquarters. They are on a table and cost [[SimuCoin]]s, a real life currency, to purchase. These deeds can be renewed to continuously keep a home on a non-premium account. The Premium and SimuCoin systems are completely incompatable, and one cannot be used to extend the ownership of the other.&lt;br /&gt;
&lt;br /&gt;
===By Claim===&lt;br /&gt;
The most basic way to obtain a home is by deed.  In order to claim a home, you must go to a Housing Clerk and {{tt|ASK CLERK ABOUT HOMES}} for pricing information.  You must then {{tt|GIVE CLERK &amp;lt;amount&amp;gt;}}.  Now locate a vacant home plot within an appropriate housing area, and enter {{tt|HOME CLAIM}} to move in.&lt;br /&gt;
&lt;br /&gt;
====Housing Clerk locations:====&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1 |Crossing]] - Estate Holders&#039; Headquarters, Housing Permit Office (west of Raven&#039;s Court), go house door&lt;br /&gt;
*[[RanikMap99 |Aesry Surlaenis&#039;a]] - Home Permits Office&lt;br /&gt;
*[[RanikMap42 |Theren]] - Ibec Hall, Homes Licensing Office.  Price here is 3 platinum Lirums.&lt;br /&gt;
*[[RanikMap107 |Mer&#039;Kresh]] - Housing Arcade, New Homes Office&lt;br /&gt;
*[[RanikMap117 |Inner Hibs]] - Hibarnhvidar, Office of Housing&lt;br /&gt;
&lt;br /&gt;
====Housing Exchange Clerk locations:====&lt;br /&gt;
&lt;br /&gt;
*[[RanikMap1 |Crossing]] - Estate Holders&#039; Headquarters, Housing Exchange Office (west of Raven&#039;s Court), go exchange door&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===By Deed===&lt;br /&gt;
Homes may also be acquired by purchasing a deed from another player.  Much of the above process still applies, however instead of claiming a home through {{tt|HOME CLAIM}} you use the deed to gain ownership. &lt;br /&gt;
&lt;br /&gt;
If you are purchasing a home by deed, or wish to convert your home to a deed for sale, make sure to follow the procedure shown in game by typing {{tt|HOME HELP 12}}.  Once a home is converted into a deed, if it is not redeemed at a clerk within 12 hours, the deed will be worthless.&lt;br /&gt;
&lt;br /&gt;
Typing {{tt|HOME}} and {{tt|HOME HELP}} in game will provide the full syntax and more information.&lt;br /&gt;
&lt;br /&gt;
To avoid problems with the home, make sure that when you claim a home you actually go inside it.  If you do not, the home will still show as being abandoned and possibly could affect your ability to customize.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; [[SimuCoin]] home owners CANNOT acquire a home via this kind of deed. The Premium and SimuCoin systems are completely incompatable, and one cannot be used to extend the ownership of the other.&lt;br /&gt;
&lt;br /&gt;
==Housing Areas and Home Types==&lt;br /&gt;
Homes are generally segregated within discrete areas of [[Elanthia]] created especially for residential use.  There are many home sites available throughout all five provinces.  On the [[Ranik Maps]], housing areas are indicated by a square colored in with pale blue ([[Image:RanikMapHomes.gif]]).&lt;br /&gt;
&lt;br /&gt;
Homes are divided into several basic categories:&lt;br /&gt;
&lt;br /&gt;
* Urban or Rural&lt;br /&gt;
* Lower, Middle or Upper Class&lt;br /&gt;
* Freestanding Structure or Door&lt;br /&gt;
* Race or Class restrictions (select homes only)&lt;br /&gt;
&lt;br /&gt;
To determine whether a home area is restricted by class or race, enter {{tt|HOME LOOK}}.&lt;br /&gt;
&lt;br /&gt;
The category a home belongs to is indicated by the description of its exterior:&lt;br /&gt;
&lt;br /&gt;
* Lower Rural: bothy, hut, hutch, lean-to, shed, shelter, shack, or door.&lt;br /&gt;
* Middle Rural: cabin, cottage, dwelling, home, house or door.&lt;br /&gt;
* Upper Rural:  cabin, chateau, domicile, lodge, retreat, villa or door.&lt;br /&gt;
* Lower Urban:  house, hovel, hut, shed, shanty or door.&lt;br /&gt;
* Middle Urban: abode, cottage, dwelling, home, house or door.&lt;br /&gt;
* Upper Urban:  domicile, hall, home, house, manor, residence or door.&lt;br /&gt;
&lt;br /&gt;
A home&#039;s price is not affected by its category. The type of home determines what the outside of that home may look like.  In order to change the exterior you must do so at a [[:Category:Housing Shops|home shop]] appropriate to your home&#039;s type.  Note that if you move your home to a different location, everything inside it will move with you but the exterior will remain behind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, special homes become available by auction or raffle, or as a prize for an in-game event.  In the past these have included treehouses and houseboats.&lt;br /&gt;
&lt;br /&gt;
==Access to the Home==&lt;br /&gt;
Each premium account may now have one home for every character on that account.&lt;br /&gt;
&lt;br /&gt;
===Entry and Exit===&lt;br /&gt;
To enter a home, you must first {{tt|UNLOCK &amp;lt;home&amp;gt;}} to unlock the door.  No key is required.  Then {{tt|OPEN &amp;lt;home&amp;gt;}}, and {{tt|GO &amp;lt;home&amp;gt;}} to enter.  For {{tt|&amp;lt;home&amp;gt;}} use the one-word type-name for your home, e.g. {{tt|HOUSE, COTTAGE, SHACK, DOOR, HOME}} etc.  If more than one such home type is present in the area, you might have to use an ordinal modifier e.g. {{tt|UNLOCK SECOND HOUSE}}.  It is a quirk of the game engine that each time the game is reset after a crash or other system shutdown, the listing order of homes in an area is reversed.  This means that sometimes you might have to use the ordinal modifier and other times you won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Entering and exiting a home breaks groups, so everyone who wishes to enter must do so on their own.  Once inside, {{tt|LOCK DOOR}} then {{tt|CLOSE DOOR}} to prevent others from coming in.  {{tt|GO DOOR}} to exit, and {{tt|CLOSE}} and {{tt|LOCK &amp;lt;home&amp;gt;}} after leaving.  Your home will close and lock itself after a few minutes if you forget to do so yourself.&lt;br /&gt;
&lt;br /&gt;
When the door is open you may {{tt|PEER}} through it to observe the area outside.  If you have a window, you may peer through that as well.  {{tt|CLOSE WINDOW}} to prevent people outside from peering into your home.  {{tt|OPEN WINDOW}} if you have nothing to hide. &lt;br /&gt;
&lt;br /&gt;
In order to reduce load on the game servers, the home system was coded so that the rooms are only actually running in the game engine when the home is opened.  When vacant, the homes are removed from the game and packed away as data in a save state (see {{tt|HOME SAVE}} [[#Furnishings and Home Environment|below]]).  Opening and closing a home too frequently within a short period of time will incur a long roundtime so that this process does not itself overly tax the server.&lt;br /&gt;
&lt;br /&gt;
===Guests===&lt;br /&gt;
When the door is open, anyone may enter.  Other characters are forbidden from entering a home when it is locked.  You may, however, grant special guest privileges to one other character by typing {{tt|HOME GUEST &amp;lt;player&amp;gt;}}.  This allows your designated guest to unlock and enter your home on their own.  Your friend must be with you when you name them as your official guest.  To remove these privileges enter {{tt|HOME GUEST CLEAR}}.&lt;br /&gt;
&lt;br /&gt;
If a visitor becomes unruly, you can kick them out by typing {{tt|SHOW &amp;lt;player&amp;gt; TO DOOR}}.  The first time will give a warning.  The second time will remove the player from your home and prevent them from returning for a few hours.&lt;br /&gt;
&lt;br /&gt;
==Furnishings and Home Environment==&lt;br /&gt;
There are many ways to customize the appearance of your home and the objects within it.  {{tt|HOME CHANGE}} can be used to rearrange the appearance of your furnishings.  When you get everything just the way you like it, typing {{tt|HOME SAVE}} will store the various appearance and environmental settings so they will remain that way for the next time you visit.&lt;br /&gt;
&lt;br /&gt;
===Furniture===&lt;br /&gt;
Furniture and other home furnishings are available in shops across Elanthia, and fit into the following categories:&lt;br /&gt;
&lt;br /&gt;
*Tables&lt;br /&gt;
*Couches or Beds&lt;br /&gt;
*Chairs (set of two to four)&lt;br /&gt;
*Rugs, Carpets, &amp;amp; Floormats&lt;br /&gt;
*Fireplaces&lt;br /&gt;
*Storage items (chest, cabinet, closet, trunk, wardrobe, or woodbin)&lt;br /&gt;
*Armor Stands (standard ones holds three pieces of armor)&lt;br /&gt;
*Weapon Racks (standard ones will hold two weapons)&lt;br /&gt;
*Flooring&lt;br /&gt;
*Windows&lt;br /&gt;
*Exterior decorative items&lt;br /&gt;
*Doors&lt;br /&gt;
*Walls&lt;br /&gt;
*Pets&lt;br /&gt;
&lt;br /&gt;
A house will only allow one piece of each type.  Items are replaced by purchasing a different one of the same type.  Once placed in the home, furniture can be rearranged to suit your tastes through the {{tt|HOME}} command.&lt;br /&gt;
&lt;br /&gt;
They can be turned into a scroll via the {{com|home}} {{tt|remove}} command.&lt;br /&gt;
&lt;br /&gt;
===Storage Within the Home===&lt;br /&gt;
An additional benefit to home ownership is that you can safely store a small number of items inside.  Each storage slot may only be filled with items that are completely empty.  Labels make things count as having something inside it, so items with attached labels may not be stored within a home. An item with a price tag on it will count as two items also.&lt;br /&gt;
&lt;br /&gt;
Standard Capacity:&lt;br /&gt;
*Tables can hold two items.&lt;br /&gt;
*Beds, sofas, couches, or loveseats hold two items on top, and one underneath.&lt;br /&gt;
(if you HOME SWAP the table/bed slots then the item holding slots are also changed.)&lt;br /&gt;
*Walls may be hung with one appropriate item such as a mirror, plaque, or painting. (You can actually put any item on the wall, but it might look silly!)&lt;br /&gt;
*Storage trunks or closets generally allow four items within, and one placed on top.  Woodbins will only hold combustible wood items for the fireplace such as logs.&lt;br /&gt;
*Armor stands hold three pieces of armor.&lt;br /&gt;
*Weapon racks will store two weapons.&lt;br /&gt;
&lt;br /&gt;
Not that special furniture may store more items than the basic ones.&lt;br /&gt;
&lt;br /&gt;
Only the principal homeowner (or another character on the account) &amp;amp; the designated Guest can place or remove items as described here.  Visitors cannot remove or add items within a home.  Be advised however that anything left on the floor of a home is considered fair game for the [[janitor]].&lt;br /&gt;
&lt;br /&gt;
===Pets===&lt;br /&gt;
Pets are available at [[:Category:Pet_Shops|pet stores]], some of which have rotating stock or only appear during festivals or similar events.&lt;br /&gt;
&lt;br /&gt;
Once you have purchased a pet, it is delivered to your house. Pets give random messaging specific to the animal unless you {{tt|POKE}} them, which causes them to fall asleep until poked again.  They are also interactive and respond to such verbs as {{tt|RUB, HUG, KISS, SCRATCH}} and others.&lt;br /&gt;
&lt;br /&gt;
A pet&#039;s gender can be changed &#039;&#039;&#039;once&#039;&#039;&#039; by {{tt|TAP}}ping it. There is a timer on changing your pets gender, and not all pets can have their gender changed.&lt;br /&gt;
&lt;br /&gt;
===Exterior Decoration===&lt;br /&gt;
Each type of home will only accept certain types of exterior decoration, usually listed at the shop. The types are gnoll, tree, door, and freestanding.&lt;br /&gt;
&lt;br /&gt;
You can add items to the home by {{com|put}}ting it on the home.&lt;br /&gt;
&lt;br /&gt;
To remove the exterior decoration, {{com|remove}} &#039;&#039;&amp;lt;home noun&amp;gt;&#039;&#039;, such as {{tt|remove cabin}}.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
There are other ways to control the appearance when you {{tt|LOOK}} inside your home.  Certain standard home elements such as the door or rug may be {{tt|TAP}}ped to toggle concealing or revealing them.  &lt;br /&gt;
&lt;br /&gt;
====Scents====&lt;br /&gt;
You can add a scent message to the {{tt|LOOK}} of your home, but it won&#039;t be detectable by {{tt|SMELL}} or {{tt|SNIFF}}.  Typing {{tt|HOME SCENT}} when inside your home will give all the options available, of which there are many.   You can choose from dozens of different aromas, and set the intensity as well.&lt;br /&gt;
&lt;br /&gt;
===Dancing===&lt;br /&gt;
Dancing within a home may be turned on or off via {{tt|TAP FLOOR}}.&lt;br /&gt;
&lt;br /&gt;
==Neighborhoods==&lt;br /&gt;
See [[:Category:Housing]].&lt;br /&gt;
&lt;br /&gt;
{{RefAl|a=y}}&lt;br /&gt;
* [[:Category:Housing Shops|Housing Shops - Furnishings and decor for your home]]&lt;br /&gt;
* {{Com|home}} command - {{tt|home catalog}} will help find furniture&lt;br /&gt;
* {{ilink|i|Unsigned deed}}: Means of gaining a home for non-[[Premium]] accounts.&lt;br /&gt;
&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Squat_Bungalow_(1)&amp;diff=99342</id>
		<title>Squat Bungalow (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Squat_Bungalow_(1)&amp;diff=99342"/>
		<updated>2013-08-06T15:42:28Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Gift Floor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Store Name=A Squat Bungalow&lt;br /&gt;
|NumRooms=7&lt;br /&gt;
|Coin=ltb&lt;br /&gt;
|Store Type=Miscellaneous, Estate Holder&lt;br /&gt;
|restrict=Estate Holder&lt;br /&gt;
|Owner=-&lt;br /&gt;
|Province=Ilithi&lt;br /&gt;
|Town=Fang Cove&lt;br /&gt;
|MapNumber=150&lt;br /&gt;
}}&lt;br /&gt;
[[rare source::true| ]]&lt;br /&gt;
LTB Rewards Tent.&lt;br /&gt;
&lt;br /&gt;
==Entry==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Squat Bungalow, Entry&lt;br /&gt;
|desc=Massive palm fronds have been tightly woven together to form the thatched roof.  Bundled groupings of tall bamboo climb from the wooden floor up to the ceiling to provide sturdy supports.  Numerous framed arches open up and split off from the entryway, each leading to a different area of the bungalow.  A wicker chest and a glass display table occupy opposite corners of the spacious room.  You also see a bulletin board and a tall stained shelf with some stuff on it.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: [[#Fountain|north]], northeast, [[#Gift Floor|northwest]], out.}}&lt;br /&gt;
&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
{{ShopHeader|title=On the wicker chest}}&lt;br /&gt;
{{ShopItem| t=i | black leather moneybelt clasped by a jade dragon | note=Holds 25 coins | 1,800 }}&lt;br /&gt;
{{ShopItem| t=i | cut silver gem case set with polished cabochon stones | 1,800 }}&lt;br /&gt;
{{ShopItem| t=j | dragon-blood ruby | 1,800 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the display table}}&lt;br /&gt;
{{ShopItem| t=w | heavy Imperial War hammer with a carving of a lithe dragon curled around the haft | 900 }}&lt;br /&gt;
{{ShopItem| t=w | heavily blackened nimsha with a ruby skull pommel | 900 }}&lt;br /&gt;
{{ShopItem| t=w | polished mahogany double-stringed crossbow with a gleaming animite boltplate | 900 }}&lt;br /&gt;
{{ShopItem| t=w | blackened-steel bastard sword etched with a silvery storm cloud | 900 }}&lt;br /&gt;
{{ShopItem| t=c | sunny yellow silk cloak | 900 }}&lt;br /&gt;
{{ShopItem| t=w | folded-steel longsword with a polished oak hilt | 900 }}&lt;br /&gt;
{{ShopItem| t=a | golden plate armor embossed and chased with rampant heraldic lions | 900 }}&lt;br /&gt;
{{ShopItem| t=c | scarf (premium)| name=scarf | 900 }}&lt;br /&gt;
{{ShopItem| t=w | severely recurved bow covered with the skin of some reptile | 900 }}&lt;br /&gt;
{{ShopItem| t=i | delicately woven sack with a large label stitched to one side | note=Contains: {{sloot|i|ice-blue lace trimmed garter}} |900 }}&lt;br /&gt;
{{ShopItem| t=w | shotel with an elaborate carving upon its bone handle | 900 }}&lt;br /&gt;
{{ShopItem| t=w | bejeweled mambeli with an ornate pommel and a platinum-plated handguard | 900 }}&lt;br /&gt;
{{ShopItem| t=a | horned great helm painted with an intense eagle-like visage | 900 }}&lt;br /&gt;
{{ShopItem| t=c | heavy arzumos hide cloak stitched with intricate silver sigils | 900 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the stained shelf}}&lt;br /&gt;
{{ShopItem| t=i | alabaster flask | 900 }}&lt;br /&gt;
{{ShopItem| t=i | stuffed colorful parrot | 900 }}&lt;br /&gt;
{{ShopItem| t=c | obsidian mask shaped like two clasped claws | 900 }}&lt;br /&gt;
{{ShopItem| t=i | mechanical ruby-crested penguin | 900 }}&lt;br /&gt;
{{ShopItem| t=i | miniature barn painted a bright red | note=Contains: Farm themed toys | 900 }}&lt;br /&gt;
{{ShopItem| t=i | icy-blue crystal music box | note=Contains: Winter themed jewelery | 900 }}&lt;br /&gt;
{{ShopItem| t=i | miniature crystal jeolzindu | note=Contains: Arctic themed toys | 900 }}&lt;br /&gt;
{{ShopItem| t=c | deep ebony lizard wristcuff inset with diamond eyes | 900 }}&lt;br /&gt;
{{ShopItem| t=j | deep ebony snake ring inset with ruby eyes | 900 }}&lt;br /&gt;
{{ShopItem| t=j | deep ebony scarab amulet inset with emerald eyes | 900 }}&lt;br /&gt;
{{ShopItem| t=i | chocolate-brown thigh pouch with an ivory truffle clasp | note=Contains: {{sloot|c|soft hand-loomed blanket dotted with chocolate stains}}, {{sloot|j|twisted silver ring set with a cat&#039;s eye cocoa bean}}, {{sloot|c|smooth linen apron smeared with chocolate stains}}, {{sloot|i|stuffed baby penguin}}, {{sloot|i|chocolate-brown leather bullwhip set with a polished silver bead in the grip}}, {{sloot|i|polished chocolate-brown wand with silver tips}}, {{sloot|f|huge chunk of fine Elven chocolate}}, {{sloot|j|slender silver hip-chain with dangling ivory charms}}, {{sloot|i|polished chocolate-brown wand with silver tips}} | 900 }}&lt;br /&gt;
{{ShopItem| t=i | small embroidered case | note=Contains: a {{sloot|i|majestic dragon marionette}} and a {{sloot|i|Kather puppet}} | 900 }}&lt;br /&gt;
{{ShopItem| t=w | icy-blue blade set with a glacier emerald in its crossguard | 900 }}&lt;br /&gt;
{{ShopItem| t=i | small mechanical sparrow | 900 }}&lt;br /&gt;
{{ShopItem| t=i | dusky-green malachite ring box shaped like a clenched dragon&#039;s fist | note=Contains: shiny blue xibaryl runestone, {{sloot|i|lustrous platinum ring}} | 900 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fountain==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Squat Bungalow, Fountain&lt;br /&gt;
|desc=Majestic and massive, a multi-tiered marble fountain towers up to the raised thatch roof above.  Small motes of light gleam and flit around the fountain&#039;s pool; a sense of powerful magics lingers in the air.  The soothing sounds of the many streams of flowing water mesh harmoniously with the music of the bards who find their inspiration here.  Stone benches are set on the outer areas of the greenery that encircles the fountain.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: north, [[#Entry|south]], east, [[#Gift Floor|west]].}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title={{com|drink}} {{tt|fountain}}}}&lt;br /&gt;
{{ShopItem|t=n|extra type ahead line|900}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gift Floor==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Squat Bungalow, Gift Floor&lt;br /&gt;
|desc=An opening in the wall allows a gentle sea breeze to circulate a current of fresh air throughout the bungalow.  Nestled closely to the walls are elegant bamboo tables and counters that proudly display both common and not-so-common treasures from across the realms.  The faint splashing of water can be heard nearby.  You also see a large silvery cushion.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: northeast, [[#Fountain|east]], [[#Entry|southeast]], [[#Western Wing|west]].}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the bamboo counter}}&lt;br /&gt;
{{ShopItem| t=c | dark leather traveler&#039;s cloak lined in soft black fur | 300 }}&lt;br /&gt;
{{ShopItem| t=j | engraved sterling silver ring inset with a dark emerald| 300 }}&lt;br /&gt;
{{ShopItem| t=w | highly polished crossbow accented with ivory teeth tipped in gold | 300 }}&lt;br /&gt;
{{ShopItem| t=w | ruby-pommeled scimitar with fierce dragons etched along the blade | 300 }}&lt;br /&gt;
{{ShopItem| t=c | charcoal-grey cashmere cloak lined in rich red silk | 300 }}&lt;br /&gt;
{{ShopItem| t=j | engraved gold ring displaying a blood-red ruby | 300 }}&lt;br /&gt;
{{ShopItem| t=j | dark jade bracelet inlaid with a gold and ruby dragon | 300 }}&lt;br /&gt;
{{ShopItem| t=j | engraved platinum ring displaying an exquisite black diamond | 300 }}&lt;br /&gt;
{{ShopItem| t=c | midnight-blue cloak lined in soft gold silk | 300 }}&lt;br /&gt;
{{ShopItem| t=c | ivory velvet hooded cloak trimmed in soft white ermine | 300}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the stone table}}&lt;br /&gt;
{{ShopItem| t=j | dull metal band bearing a faded Estate Holder&#039;s crest| 100 }}&lt;br /&gt;
{{ShopItem| t=j | scorched iron ring bearing a faded Estate Holder&#039;s crest| 100 }}&lt;br /&gt;
{{ShopItem| t=j | wide bone ring clutching a blackened Estate Holder&#039;s crest| 100 }}&lt;br /&gt;
{{ShopItem| t=j | ashen grey coral ring bearing the Estate Holder&#039;s crest| 100 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Western Wing==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Squat Bungalow, Western Wing&lt;br /&gt;
|desc=Tall but otherwise nondescript mannequins stand isolated in three of the room&#039;s four corners.  Only a few items adorn each -- a note affixed to the chest area of all three and items for taking.  Hanging from the ceiling in the remaining corner is an ornate golden birdcage.  You also see a table of scrolls, a large sign and a young lad.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: [[#Gift Floor|east]].}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On table}}&lt;br /&gt;
{{ShopItem| t=i | Premium alteration scroll | note=See item for details. | 900 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crafter Thazzuc==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Squat Bungalow, Crafter Thazzuc&lt;br /&gt;
|desc=This section of the bungalow features a potted palm tree adorned with beads in various colors.  A scroll-covered oaken counter provides a cramped workspace for the crafter to perform his duties.  Two cushions near the workspace are the only other furnishings.  A corridor opens up to the east.  You also see Crafter Thazzuc and a large sign.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: east, [[#Entry|southwest]], [[#Fountain|west]], northwest.}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt;read large sign&amp;lt;br&amp;gt;&lt;br /&gt;
Greetings, adventurer!  My work here is first class, though I am quite limited on resources.  Currently, I can do work on the following items:&lt;br /&gt;
&lt;br /&gt;
* Shoulder worn cloaks, capes, greatcloaks and warcloaks&lt;br /&gt;
* Shirt style kimonos, gamantangs, robes and burnooses&lt;br /&gt;
* skirts, gowns and dresses&lt;br /&gt;
* pants, trousers, breeches and pantaloons&lt;br /&gt;
* foot-worn boots (you&#039;d be surprised!)&lt;br /&gt;
* back-worn (or slung) backpacks, packs, rucksacks, journeypacks and knapsacks&lt;br /&gt;
* jackets, blazers, coats, greatcoats and longcoats&lt;br /&gt;
* wearable sacks and bags&lt;br /&gt;
* shields&lt;br /&gt;
* leather and plate armors&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like me to examine your item to see if it&#039;s something I could work on, simply TAP it and I&#039;ll begin. Just be sure you have the 600 points needed, I&#039;ve little time to spare.&lt;br /&gt;
&lt;br /&gt;
Please note that as the funds become available, I shall be expanding my services to work with more items. Do check back if my services won&#039;t suit your current needs!&lt;br /&gt;
&lt;br /&gt;
==Eastern Wing==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Squat Bungalow, Eastern Wing&lt;br /&gt;
|desc=Wicker trunks and counters line the northern and southern walls of this protrusion.  A series of short shelves encircles the massive window that dominates the eastern wall.  Humming in the sea breeze, a multitude of exotic wind chimes dangles from the bamboo rafters above the opening.  You also see a black ironwood table with some stuff on it, an ornate gold mirror, a squat wicker chest with some stuff on it, some large golden cushions and a sign.&amp;lt;br /&amp;gt;&lt;br /&gt;
Obvious exits: east, southwest, west, northwest.}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the wicker trunk}}&lt;br /&gt;
{{ShopItem| t=i | sky blue linen doll shaped like a sleeping Halfling | 600 }}&lt;br /&gt;
{{ShopItem| t=w | silver-etched knife with a skull handle| 600 }}&lt;br /&gt;
{{ShopItem| t=i | dusky black velvet pouch slung from a shining platinum cord | note=Contains: {{sloot|i|diminutive platinum toad}} | 600 }}&lt;br /&gt;
{{ShopItem| t=a | chain helm painted to resemble roaring flames | 600 }}&lt;br /&gt;
{{ShopItem| t=j | gold brooch in the shape of a sleeping Halfling | 600 }}&lt;br /&gt;
{{ShopItem| t=i | delicate tortoiseshell comb | 600 }}&lt;br /&gt;
{{ShopItem| t=w | black-bladed bastard sword with a silver gryphon atop the cross-guard (1) | 600 }}&lt;br /&gt;
{{ShopItem| t=i | turquoise and coral beaded headband with silver-edged feather drops | 600 }}&lt;br /&gt;
{{ShopItem| t=a | thick leathers studded with various shades of smooth tan pebbles (1)|name=thick leathers studded with various shades of smooth tan pebbles | 600 }}&lt;br /&gt;
{{ShopItem| t=i | faded rose silk fan | 600 }}&lt;br /&gt;
{{ShopItem| t=i | saar par decorated with blue sapphires and white diamonds | 600 }}&lt;br /&gt;
{{ShopItem| t=c | indigo wool greatcoat with elaborate stitching | 600 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the wicker counter}}&lt;br /&gt;
{{ShopItem| t=i | magic box (2) | name=Magic Box | 600 }}&lt;br /&gt;
{{ShopItem| t=i | miniature portrait | 600 }}&lt;br /&gt;
{{ShopItem| t=i | dark green jasper egg covered with elaborately rococo scrollwork in solid gold and inset with diamonds | 600 }}&lt;br /&gt;
{{ShopItem| t=j | golden dragon head amulet with emerald green eyes that seem to blink sleepily | 600 }}&lt;br /&gt;
{{ShopItem| t=i | small book | 600 }}&lt;br /&gt;
{{ShopItem| t=i | twisted steel toothpick with a skull-shaped grip | 600 }}&lt;br /&gt;
{{ShopItem| t=i | solid gold egg shaped like a newly quarried boulder and covered with miniature Dwarven miners hard at work | 600 }}&lt;br /&gt;
{{ShopItem| t=j | silver dragon head amulet with emerald green eyes that seem to blink sleepily | 600 }}&lt;br /&gt;
{{ShopItem| t=i | fragile crystal globe | 600 }}&lt;br /&gt;
{{ShopItem| t=i | solid gold egg covered with ribbed sunbursts that shine beneath a rich translucent amber enamel coating | 600 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the short shelves}}&lt;br /&gt;
{{ShopItem| t=i | rusty iron box with a mummified paguur paw atop it | note=Contains: witch ball, witch ball, shrunken kobold heads | 1,200 }}&lt;br /&gt;
{{ShopItem| t=j | onyx ring (1) |name=onyx ring | 1,200 }}&lt;br /&gt;
{{ShopItem| t=i | midnight black velvet rune pouch embroidered with a wolf sleeping beneath the stars | note=Contains {{sloot|j|aquamarine pendant carved to resemble a curling wave}}, {{sloot|j|black velvet choker centered with a pearl crescent moon}},{{sloot|j|crystalline mug charm}}, {{sloot|j|grotesquely shrunken shh&#039;oi paguur paw}}, {{sloot|j|rough wooden mask painted with a detailed wave pattern}}, {{sloot|j|silvery fae brooch set with small emeralds and rubies}}, {{sloot|j|small gold earring molded into a shriveled head}}, {{sloot|j|sunstone firefly hair clasp}}| 1,200 }}&lt;br /&gt;
{{ShopItem| t=i | reinforced nightsilk back harness | note=Sold a {{sloot|w|shadowy black steel broadsword}} and a {{sloot|w|shadowy black steel longsword}}. Only holds heavy edged weaponry | 1,200 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the ironwood table}}&lt;br /&gt;
{{ShopItem| t=w | gargoyle-pommel sword | 600 }}&lt;br /&gt;
{{ShopItem| t=w | walrus skin sling | 600 }}&lt;br /&gt;
{{ShopItem| t=w | lunat-handled staff sling | 600 }}&lt;br /&gt;
{{ShopItem| t=i | large leather backpack tooled with images of various weapons | 600 }}&lt;br /&gt;
{{ShopItem| t=w | wickedly spiked heavy iron morning star | 600 }}&lt;br /&gt;
{{ShopItem| t=w | maul with a wedge-shaped granite head | 600 }}&lt;br /&gt;
{{ShopItem| t=s | matte black tower shield embellished with a huge bloodstone at its center | 600 }}&lt;br /&gt;
{{ShopItem| t=w | sinew-strung light crossbow with yellowed ivory inlays | 600 }}&lt;br /&gt;
{{ShopItem| t=w | blued steel swept-hilt rapier | 600 }}&lt;br /&gt;
{{ShopItem| t=s | round steel shield with a brass-inlaid center | 600 }}&lt;br /&gt;
{{ShopItem| t=i | ice-blue mesh backpack with dangling silver star charms | 600 }}&lt;br /&gt;
{{ShopItem| t=w | mirror-polished double-headed battle axe | 600 }}&lt;br /&gt;
{{ShopItem| t=w | notched hunting sword with a scarred wooden hilt | 600 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the wicker chest}}&lt;br /&gt;
{{ShopItem| t=j | inlaid jade combs|600}}&lt;br /&gt;
{{ShopItem| t=c | softly billowing white dress sewn from alternating bands of snowy crushed linen and clinging velvet|600}}&lt;br /&gt;
{{ShopItem| t=j | twisted cambrinth ring set with a miniature crystal pyramid|600}}&lt;br /&gt;
{{ShopItem| t=j | cut silver snowflake earrings set with icy blue sapphires|600}}&lt;br /&gt;
{{ShopItem| t=j | silvery cambrinth ring embedded with reddish crystals|600}}&lt;br /&gt;
{{ShopItem| t=j | braided gold and cambrinth armband inset with onyx|600}}&lt;br /&gt;
{{ShopItem| t=c | snow-white cloak adorned with pearl snowflakes|600}}&lt;br /&gt;
{{ShopItem| t=j | triple-strand platinum bracelet strung with chunks of cambrinth|600}}&lt;br /&gt;
{{ShopItem| t=j | graceful snow violet captured in full bloom set on a brooch of silver filigree|600}}&lt;br /&gt;
{{ShopItem| t=j | rectangular purple jade pendant etched with odd silver symbols|600}}&lt;br /&gt;
{{ShopItem| t=j | elegant pearl necklace|600}}&lt;br /&gt;
{{ShopItem| t=j | delicate cambrinth snowflake suspended from a silver chain|600}}&lt;br /&gt;
{{ShopItem| t=j | silver bracelet with a dozen playful penguin charms dangling from it|600}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Gift Floor==&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Squat Bungalow, Gift Floor&lt;br /&gt;
|desc=A dark ironwood table with a bamboo chime hanging above it rests against one silk-covered wall.  Scents of musk and lavender are emitted from a pair of lighted candles lying in a shallow stone bowl, and sounds of moving water echo from the south.  You also see a grumpy mage, an iron shelf with a velvet-lined teak case on it and a small bamboo chest with a few things on it.&amp;lt;br /&amp;gt;Obvious exits: southeast, south, southwest.}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the ironwood table}}&lt;br /&gt;
{{ShopItem| t=i | slip of brown parchment with elegant golden script written upon its delicate surface | note=Voucher of 100 platinum towards a furniture purchases| 600 }}&lt;br /&gt;
{{ShopItem| t=i | blue vial| note=Bonding potion for shields | 600 }}&lt;br /&gt;
{{ShopItem| t=i | oily green potion | note=Bonding potion for weapons | 600 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the iron shelf}}&lt;br /&gt;
{{ShopItem| t=i | velvet-lined teak case | note=Unbonding potion| 400 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=On the bamboo chest}}&lt;br /&gt;
{{ShopItem| t=j | snake charm | 1,800 }}&lt;br /&gt;
{{ShopItem| t=i | blue velvet pouch | note=Contains unbreakable {{sloot|i|kyanite gwethdesuan&lt;br /&gt;
}} and {{sloot|i|jadeite gwethdesuan}}s.  They revert to normal gweths if transferred to another person | 1,800 }}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title={{com|ask}} {{tt| mage about teach}}}}&lt;br /&gt;
{{ShopItem| t=nl | You giggle to yourself as you move through the syncopated gestures that accompany the preparations of the Summon Death Monkey spell. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | Darkly gleaming motes of sanguine light swirl briefly about your fingertips as you gesture while uttering the Summon Death Monkey spell. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | A soft breeze surrounds your body as you confidently prepare the Summon Death Monkey spell. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | You bring your hand slowly to your forehead as you begin chanting the words of the Summon Death Monkey spell. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | You rock back and forth, humming tunelessly as you invoke the Summon Death Monkey spell. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | Entering a trance-like state, your hands begin to tremble as you prepare the Summon Death Monkey spell. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | You trace an intricate rune in the air with your finger, illusory lines lingering several seconds as you prepare the Summon Death Monkey spell. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | You take up a handful of dirt in your palm to prepare the Summon Death Monkey spell.  As you whisper arcane words, you gently blow the dust away and watch as it becomes swirling motes of glittering light that veil your hands in a pale aura. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | You begin reciting a solemn incantation, causing familiar patterns of geometric shapes to circle your hand as the Summon Death Monkey spell forms. | 600 }}&lt;br /&gt;
{{ShopItem| t=nl | You adeptly sing the incantations for the Summon Death Monkey spell, setting the words to a favorite tune. | 600}}&lt;br /&gt;
|}&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magical_feats&amp;diff=224939</id>
		<title>Magical feats</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magical_feats&amp;diff=224939"/>
		<updated>2013-07-18T20:07:28Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
&#039;&#039;&#039;Magical Feats&#039;&#039;&#039; are a new feature introduced with the release of [[DR 3.0]].  They provide a wide range of passive enhancements and bonuses to make using [[mana]], [[spells]], [[scrolls]], [[cambrinth]], and other [[:Category:Magical Items|magical items]] easier. &lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
* Magic feats are passive bonuses you can purchase with [[spell slots]].&lt;br /&gt;
* Magic Primary and Secondary guilds receive free feats (two and one respectively) appropriate to their guild.&lt;br /&gt;
* Each ability costs one [[spell slot]] and has prerequisites.&lt;br /&gt;
* You can buy as many as you&#039;d like.&lt;br /&gt;
* You can unlearn feats at a trainer for a cost.  Syntax is {{com|ask}} &amp;lt;trainer&amp;gt; {{tt|about forgetting}} &amp;lt;feat name&amp;gt;.&lt;br /&gt;
* You may STUDY &amp;lt;trainer&amp;gt; for the syntax of what to ask.&lt;br /&gt;
You look &amp;lt;trainer&amp;gt; over, realizing they have knowledge of magical feats and can likely answer all of &lt;br /&gt;
your questions.&lt;br /&gt;
&lt;br /&gt;
 [You can ASK &amp;lt;trainer&amp;gt; ABOUT FEAT to learn about magical feats in general]&lt;br /&gt;
&lt;br /&gt;
 [You can ASK &amp;lt;trainer&amp;gt; ABOUT &amp;lt;feat name&amp;gt; to learn about it - NOTE you must spell it exactly!]&lt;br /&gt;
&lt;br /&gt;
 [You can ASK &amp;lt;trainer&amp;gt; ABOUT LEARNING &amp;lt;feat name&amp;gt; to learn that feat]&lt;br /&gt;
&lt;br /&gt;
 [You can ASK &amp;lt;trainer&amp;gt; ABOUT FORGETTING &amp;lt;feat name&amp;gt; to forget that feat]&lt;br /&gt;
&lt;br /&gt;
==Choosing Feats==&lt;br /&gt;
Feats are gained by learning them from an [[NPC]] Feat Trainer.&lt;br /&gt;
&lt;br /&gt;
There are four feat trainers in Elanthia, all of whom teach all of the feats. They are located in [[Asemath Academy]], on the streets of [[Riverhaven]] and [[Ratha]], and out near [[Boar Clan]]. &lt;br /&gt;
* Magical Feat Trainer [[Ozursus]] who wanders the halls of the Asemath Academy.&lt;br /&gt;
* [[Eggleston]] who wanders the streets of [[Riverhaven]].&lt;br /&gt;
* [[Ravari]] who wanders in the theater district on the third tier of [[Ratha]].&lt;br /&gt;
* [[Orliss]] who wanders [[Boar Clan]].&lt;br /&gt;
&lt;br /&gt;
==Spell Preparation==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Legerdemain|| ||50 Stealth||50 Arcana||The shrewd magician does best to hide his intentions from others.  This feat improves such attempts.&lt;br /&gt;
|-&lt;br /&gt;
|Silent Preparation||Alternate Preparation||100 Stealth||100 Arcana||Training with Silent Preparation allows the magician to learn [[spell_preparation|alternate spell preparations]] that are easier to conceal.&lt;br /&gt;
|-&lt;br /&gt;
|Basic Preparation Recognition|| ||50 Perception||50 Arcana||This feat allows for easier recognition of all basic or intro spells as they are being prepared.  Moon Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Lunar Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of lunar magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Holy Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of holy magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Elemental Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of elemental magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Life Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of life magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Arcane Recognition||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of arcane magic spells as they are being prepared.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Targeting|| ||100 Primary Magic||100 Arcana||Learning this feat allows the magician to form targeting patterns faster.  Warrior Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Battle Preparations|| ||100 Primary Magic||100 Arcana||This feat trains the mage for preparing offensive spells in an expedited manner.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Matrices|| ||100 Primary Magic||100 Arcana||With additional training such as this, a magician can form large matrices affecting a group with enhanced speed.  This training only applies to spells of a non-offensive nature.&lt;br /&gt;
|-&lt;br /&gt;
|Faster Rituals|| ||100 Primary Magic||100 Arcana||Non-offensive spells targeted at an individual see their preparations sped up considerable with the training this magical feat provides.&lt;br /&gt;
|-&lt;br /&gt;
|Alternate Preparation|| ||100 Primary Magic||100 Arcana||This feat allows the use of unorthodox and customized [[spell_preparation|spell preparations]].  Necromancers get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Focused Preparation|| ||100 Primary Magic||100 Arcana||Mental discipline granted by this feat allows the magician to hold spell preparations longer than normal.&lt;br /&gt;
|-&lt;br /&gt;
|Illusory Preparation||Alternate Preparation||100 Primary Magic||100 Arcana||This feat allows a magician to learn [[spell_preparation|alternate spell preparations]] with minor, flashy magical touches.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spell Casting==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Sorcerous Patterns|| ||100 Sorcery||100 Arcana||Tact with Sorcerous Patterns reduces the chance of violently backfiring spells.&lt;br /&gt;
|-&lt;br /&gt;
|Augmentation Mastery|| ||100 Augmentation||100 Arcana||Specialized training increases the magician&#039;s capability with Augmentation magic.  Clerics get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Debilitation Mastery|| ||100 Debilitation||100 Arcana||Specialized training increases the magician&#039;s capability with Debilitation magic.&lt;br /&gt;
|-&lt;br /&gt;
|Targeted Mastery|| ||100 Targeted Magic||100 Arcana||Specialized training increases the magician&#039;s capability with Targeted magic.  Warrior Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Utility Mastery|| ||100 Utility||100 Arcana||Specialized training increases the magician&#039;s capability with Utility magic.  Moon Mages get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Warding Mastery|| ||100 Warding||100 Arcana||Specialized training increases the magician&#039;s capability with Warding magic.&lt;br /&gt;
|-&lt;br /&gt;
|Improvised Rituals|| ||100 Primary Magic||100 Arcana||This feat allows the magician to use universal or realm-attuned ritual foci.&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Casting|| ||50 Primary Magic||50 Arcana||With the Cautious Casting feat, you grow more proficient at avoiding injury when backfiring spells.&lt;br /&gt;
|-&lt;br /&gt;
|Injured Casting|| ||100 Primary Magic||100 Arcana||The penalty for casting spells while injured reduces with knowledge of the Injured Casting feat.  Empaths get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attunement==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Deep Attunement|| ||100 Attunement||100 Arcana||Magicians learning the secrets of Deep Attunement find themselves capable of faster harness regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|Raw Channeling|| ||100 Attunement||100 Arcana||Learning the Raw Channeling feat allows the powering of cyclic spells from attunement.  Bards get this feat for free at second circle.&lt;br /&gt;
|-&lt;br /&gt;
|Efficient Channeling|| ||100 Attunement||100 Arcana||The mana cost of channeling cyclic spells reduces when trained with the Efficient Channeling feat.  Clerics get this feat for free at second circle. (-10% mana cost for cyclic spell pulses)&lt;br /&gt;
|-&lt;br /&gt;
|[[Efficient Harnessing]]|| ||100 Attunement||100 Arcana||Via the Efficient Harnessing feat you are able to reduce the strain of spellcasting on your attunement.&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Harnessing|| ||100 Attunement||100 Arcana||Holding mana becomes safer and less likely to leak with knowledge of the Cautious Harnessing feat.&lt;br /&gt;
|-&lt;br /&gt;
| Dedicated Cambrinth Use || || || || Allows designating a cambrinth link to only discharge into spells, cyclics, or both.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Scrolls==&lt;br /&gt;
{|border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name||Feat Required||First Requirement||Second Requirement||Description&lt;br /&gt;
|-&lt;br /&gt;
|Improved Memory|| ||100 Scholarship||100 Arcana||This feat allows the memorization of a second scroll spell.&lt;br /&gt;
|-&lt;br /&gt;
|Magic Theorist|| ||100 Scholarship||50 Arcana||The Magic Theorist feat allows a magician to learn spell scrolls from other realms.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{cat|Magic}}&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Selling_Gem_Pouches&amp;diff=109145</id>
		<title>Selling Gem Pouches</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Selling_Gem_Pouches&amp;diff=109145"/>
		<updated>2013-06-11T18:20:26Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Where To Go */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Setup ==&lt;br /&gt;
&lt;br /&gt;
First you want to get a {{ilink|i|gem pouch}}, which can be done at any gemshop (and you can even [[Item:Gem pouch#Freely_Available_Colors.2FMaterials|choose your style or color]]!) Simply &amp;quot;{{com|ask}} &#039;&#039;&amp;lt;gem buyer&amp;gt; {{tt|for}} &#039;&#039;&amp;lt;color/material&amp;gt;&#039;&#039; {{tt|pouch}}&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In addition, there are also more elaborate gem pouches sold at some festival shops that have a wider variety of materials and colors, as well as being adorned with various symbols (such as your favorite deity). Another type comes with a built in locks.&lt;br /&gt;
&lt;br /&gt;
Once you have a gem pouch, you can then fill it with gems:&lt;br /&gt;
;If you already collected the gems&lt;br /&gt;
:{{com|FILL}} {{tt|MY POUCH WITH MY}} &#039;&#039;&amp;lt;container&amp;gt;&#039;&#039;&lt;br /&gt;
;If you still need to collect the gems.&lt;br /&gt;
:Just fill it as you go (can even set the {{com|STORE}}age for gems to your gem pouch)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039;&#039;&#039; Gem pouches that have locks cannot be used with the {{tt|fill}} command, due to their coding.&lt;br /&gt;
&lt;br /&gt;
To save yourself on item count, once you fill your pouch, you can {{com|tie}} the pouch as well. Doing so makes the entire pouch count as one item, which makes it impossible to get the gems out of the pouch yourself, but it also makes it impossible for [[Thief|Thieves]] to steal your gems. [[Trader]]s can still sell the entire pouch, so doing so is up to your preference.&lt;br /&gt;
&lt;br /&gt;
== Where To Go ==&lt;br /&gt;
&lt;br /&gt;
No-matter where you are, you will need to {{#ask:[[Shop type is:::Category:Gem Shops]]|?Found on map|limit=0|searchlabel=find a gem shop}}. There are two basic types of gem shops, financed and regular. While all regular gem shops have a contract with the Traders guild which allow only Traders to sell pouches at them, the financed shops are generally less frequented by traders and the Trader&#039;s Guild &amp;quot;finances&amp;quot; the shops (hence the name) by actually paying to keep them in business.&lt;br /&gt;
&lt;br /&gt;
At a financed shop, anyone can choose to sell a full pouch, though elsewhere you will need to find a trader.&lt;br /&gt;
&lt;br /&gt;
Easy ways to find a Trader:&lt;br /&gt;
* Gweth for one.&lt;br /&gt;
* Meet one in your local market and ask them to help you.&lt;br /&gt;
* Find one on duty in the gemshop itself&lt;br /&gt;
* Notice a crier:&lt;br /&gt;
: You hear the voice of a crier outside announce, &amp;quot;Beg pardon and hate to disturb, but &#039;&#039;&amp;lt;Trader Name&amp;gt;&#039;&#039; is at the &#039;&#039;&amp;lt;location&amp;gt;&#039;&#039; if you have need of &#039;&#039;&amp;lt;his/her&amp;gt;&#039;&#039; services.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Now What? ==&lt;br /&gt;
&lt;br /&gt;
So you have found a Trader and have met him or her at the gemshop of your choice. Now what? First depending on your method of finding them you&#039;ll want to make sure they are &amp;quot;on duty&amp;quot; or &amp;quot;willing to sell your gem pouch.&amp;quot; As with anyone in the realms, people have a chance to fall asleep and its easier to ask than to assume.&lt;br /&gt;
&lt;br /&gt;
Then you will {{com|give}} the trader your pouch. This allows the trader to negotiate with the appraiser for a value. Most traders will ask you if a value is ok, if they don&#039;t and you want them to, just say so. They will then usually hand you back an empty pouch and your coin from that pouch.&lt;br /&gt;
&lt;br /&gt;
If you are curious how much a trader has helped you, feel free to ask the appraiser to appraise your whole pouch before handing it off and compare the prices. (See: [[Trader gem selling bonus]] for details)&lt;br /&gt;
&lt;br /&gt;
== Tip ==&lt;br /&gt;
&lt;br /&gt;
In general, as with most services in the realms, you will want to {{com|tip}} a trader for their help. What constitutes a good tip is usually up to you (and the trader). Some common tips that have been witnessed:&lt;br /&gt;
* 50% of the pouch value increase over what the appraiser told you&lt;br /&gt;
* 100% of the pouch value increase over what the appraiser told you&lt;br /&gt;
* 10% of the full value of the pouch&lt;br /&gt;
* &#039;&#039;You can be sure to decide what works for you&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Generally if you have multiple pouches it is best to wait until all pouches are sold to tip, but how much and how you go about doing it is definitely up to you.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
=== Why would a trader want to do this? ===&lt;br /&gt;
* Selling gem pouches teach one of a Traders primary skills needed to circle &#039;&#039;&#039;{{skill|trading}}&#039;&#039;&#039;, and some circles require 7 or more ranks of Trading to circle, so definitely a skill Traders want to work on.&lt;br /&gt;
* Less dangerous than trade roads&lt;br /&gt;
&lt;br /&gt;
=== Why should I use a trader when I have a script to sell my gems easily? ===&lt;br /&gt;
* Traders can earn you a large bonus to your gem worth, and it saves time all around.&lt;br /&gt;
&lt;br /&gt;
=== I think the trader is trying to scam me, they offered me less than the appraiser offered me ===&lt;br /&gt;
Usually this is the case with traders who are just starting to be able to sell gem pouches in bulk, that ability begins to happen right around 12th circle.&amp;lt;br /&amp;gt;&lt;br /&gt;
When anyone, Trader or not sells a pouch there is a random +/-10% of appraisal value factored into what you are offered. Traders get a bonus to that random +/-10%, but it is not until the Traders bonus exceeds 20% that you can be guaranteed to &#039;&#039;&#039;never&#039;&#039;&#039; get offered a value above what the Trader is offered Still, they are more likely to get a positive value. (When you sell gems individually that +/-10% is applied to each gem rather than whole pouch, so chances are you will STILL get a positive boost)&amp;lt;br /&amp;gt;&lt;br /&gt;
For more information on the numbers and reasoning here, see [[Trader gem selling bonus]]&lt;br /&gt;
&lt;br /&gt;
=== I need some other Trader provided service, can you help? ===&lt;br /&gt;
It is generally accepted to wander into a gemshop and ask a Trader if they can do the thing you want, and if they would be willing to. Traders also get bonuses to selling bundles of skin, selling at the Pawn Shop, and can sell things for you at their Market Tables, or even run an auction among other things. If you need a service just ask!&lt;br /&gt;
&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Rough-hewn_doll&amp;diff=138221</id>
		<title>Rough-hewn doll</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Rough-hewn_doll&amp;diff=138221"/>
		<updated>2013-05-25T08:25:29Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|Critter Name=Rough-Hewn Doll&lt;br /&gt;
|MinCap=120&lt;br /&gt;
|BodyType=Biped&lt;br /&gt;
|Skinnable=No&lt;br /&gt;
|Has Coins=Yes&lt;br /&gt;
|Has Gems=Yes&lt;br /&gt;
|Has Boxes=Yes&lt;br /&gt;
|Evil=Yes&lt;br /&gt;
|Corporeal=Yes&lt;br /&gt;
|Construct=Yes&lt;br /&gt;
|BackStabbable=Yes&lt;br /&gt;
|Casts Spells=No&lt;br /&gt;
|Attack Range=Pole&lt;br /&gt;
|Stealthy=No&lt;br /&gt;
|Special=No&lt;br /&gt;
|City=I&lt;br /&gt;
|Manipulated=No&lt;br /&gt;
}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
These constructs were the work of [[Hobglup]].&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Although it was likely once a child&#039;s well-loved toy, the knee-high little doll is covered with ugly rust-colored streaks all over its face and hands, which drip down onto its once-fine clothing.  A simple little smile graces its face, doing little to counter the madness in its eyes.  Seeming hungry, it stalks about, apparently looking for prey.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
Capable of healing it&#039;s wounds.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Growling to itself, a small rough-hewn doll grabs a nearby stick and begins to mend its left leg.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Loot/Equipment===&lt;br /&gt;
It is wearing nothing!&amp;lt;br /&amp;gt;&lt;br /&gt;
It is carrying a {{cloot|w|small steel scythe}}.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
Was created by [[Hobglup]] and disguised as a variety of normal dolls that he sold. Eventually they animated and began pulling limbs off their owner. These bones were most likely later made into [[Bone Amalgam]]s.&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Slim_maple_origami_case&amp;diff=288857</id>
		<title>Item:Slim maple origami case</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Slim_maple_origami_case&amp;diff=288857"/>
		<updated>2013-04-09T04:26:15Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=case&lt;br /&gt;
|look=The slim lines of the maple origami case speak of fine workmanship lovingly crafted by a master.&lt;br /&gt;
|type=container&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|appcost=1,437&lt;br /&gt;
|source=Origami Boutique&lt;br /&gt;
|cost=1,437 Kronars&lt;br /&gt;
|sourcetype=sold by&lt;br /&gt;
|source2=Mer&#039;Kresh - Origami Shop&lt;br /&gt;
|cost2=1,150 Lirums&lt;br /&gt;
|sourcetype2=sold by&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Policy_command&amp;diff=100911</id>
		<title>Policy command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Policy_command&amp;diff=100911"/>
		<updated>2013-04-07T20:52:05Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Violations of Policy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
This command displays the DragonRealms Rules of Conduct. The in-game list, supplemented by policy announcements in [[News command|NEWS 5]], is the most current policy document.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[You can type {{tt|POLICY [term]}} to search for specific items in the policy, and {{tt|POLICY #}} to view a specific item.]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This file contains the policies under which users may participate in DragonRealms. The goal of these policies is to provide an enjoyable experience for the majority of the users. Because DragonRealms is a multiplayer game, there can sometimes be a conflict between an individual player&#039;s idea of entertainment and that of the majority of the players as a whole. In such situations, the majority will be given the greatest weight. Please read these policies carefully so you understand the rules under which you can play DragonRealms and interact with the other players.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
DragonRealms is presented on an AS-IS basis. Usage of the DragonRealms product indicates acceptance of this, and any risk that may imply.&lt;br /&gt;
&lt;br /&gt;
Simutronics is not obligated to credit any user (with experience, renown, coins, inventory, or otherwise), if his/her usage is interrupted by a software failure or other service interrupt. Simutronics&#039; sole obligation is to make a reasonable effort to fix a software problem or to return service as quickly as possible (except in cases where the service interrupt is not related to the DragonRealms product itself).&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
Additional policies from time to time may become necessary, such as unique policies for a quest.&lt;br /&gt;
&lt;br /&gt;
It is also Simutronics policy that if anyone is locked out of one Simutronics product, for any reason, Simutronics may choose to lock that user&#039;s accounts out of ALL Simutronics products, on all services. This includes current and future Simutronics products. If a user is discovered to be playing on an account which is registered to a fraudulent or incorrect name, address, or billing method, that may also be grounds for immediate lockout.&lt;br /&gt;
&lt;br /&gt;
Simutronics reserves the right to make special-case adjustments to its policies and the steps it takes concerning violation of these policies.&lt;br /&gt;
&lt;br /&gt;
==Abusive or Disruptive Behavior==&lt;br /&gt;
DragonRealms is designed for the enjoyment of everyone, and as a general rule, any behavior which is specifically targeted to lessen that enjoyment for another player, may be in violation of DragonRealms policy.&lt;br /&gt;
&lt;br /&gt;
DragonRealms is known as a &amp;quot;Roleplaying Game&amp;quot; which means that it is assumed that the player will present their character in a manner that is consistent with the medieval fantasy environment. This type of play is termed &amp;quot;in character&amp;quot; (IC) and means that the player is acting out the part in a believable manner. The term &amp;quot;[[Out of Character|out of character]]&amp;quot; means that the player is behaving in a manner which would be inconsistent with his or her character&#039;s situation in the game.&lt;br /&gt;
&lt;br /&gt;
Generally, it is up to the player to decide how much he or she wants to remain in character while playing DragonRealms. However, there can exist situations where being blatantly out of character can be considered abusive behavior: for example, an individual who insists on remaining out-of-character, even when associating with a group of other players which is trying to remain in-character. When one individual is reducing the enjoyment of other players by out-of-character behavior (be it by speech, actions, ESP messages, or any other method of communication within DragonRealms), this may be considered as disruptive behavior. Judgment of what is and is not disruptive is entirely at the discretion of Simutronics.&lt;br /&gt;
&lt;br /&gt;
==Bug Abuse==&lt;br /&gt;
Attempts to gain an unfair advantage which circumnavigates the letter and/or spirit of the rules presented in the documentation and the version notes, as judged solely by Simutronics, are a violation of policy. Types of abuse range from sending special characters or signals to the software to obtain an unusual result, to using normal game mechanics in ways they are clearly not intended.&lt;br /&gt;
&lt;br /&gt;
Examples of serious bug abuse: Disconnecting from the merchant manager to avoid paying the purchase price of an item finding a &amp;quot;feedback loop&amp;quot; with spells or mana points, which allows spells to be cast multiple times with little or no cost repeatedly injuring yourself (or another character) in order to generate experience for an empath or cleric finding a special circumstance in which to use a potion whereby its quantity is not decremented when it is used abusing game mechanics to cause duplication of items or coins.&lt;br /&gt;
&lt;br /&gt;
Abusing bugs disrupts the balance of DragonRealms and reduces its effectiveness to remain an entertaining product. Sometimes there will be a great temptation to abuse a bug for personal gain because the negative effect is not readily apparent. However it should be understood that the consequences of allowing bugs and loopholes to be exploited is so detrimental to the product, that Simutronics will exercise no tolerance whatsoever for anyone participating in this type of activity.&lt;br /&gt;
&lt;br /&gt;
Bugs should always be reported. If you observe someone else abusing a serious bug, or discussing a plan to abuse one, and fail to report it, you are subject to the same penalties as they are. Serious bugs should be reported through DragonRealms Feedback.&lt;br /&gt;
&lt;br /&gt;
Benefits obtained from bug abuse may be confiscated, at Simutronics&#039; sole discretion. Failure to cooperate with Simutronics as to the extent or nature of a bug, or failure to be honest about the benefits obtained from bug abuse, is grounds for immediate lock-out from DragonRealms.&lt;br /&gt;
&lt;br /&gt;
==Character Names==&lt;br /&gt;
Please remember that DragonRealms is a product designed to be enjoyed by people of all ages, and harsh language is clearly inappropriate. This also applies to the names chosen for your character. Obscene names will not be tolerated. Please endeavor to keep names within the genre of DragonRealms (medieval fantasy). Names such as &amp;quot;Chainsaw Laserman&amp;quot; or &amp;quot;Klingon Fuzzbuster&amp;quot; are inappropriate.&lt;br /&gt;
&lt;br /&gt;
==Character Purges==&lt;br /&gt;
Certain characters which have been inactive are in danger of being purged from the database, to make room for active characters. The rules are as follows.&lt;br /&gt;
&lt;br /&gt;
*If someone just logs into the game once or twice for a few minutes, and then never returns, their character will probably be purged from the database within a couple weeks. The criteria is, if a character&#039;s TOTAL playing time in the game is under an hour, and they have not visited the game for at least 15, they will be purged.&lt;br /&gt;
*ANY character, even a high-level one, that has not visited the game for 90 days or more will be purged from the database.&lt;br /&gt;
&lt;br /&gt;
If this happens, your only option is to start a new character, as nothing from the old one (stats, coins, renown, inventory, etc.) will be replaced or re-created.&lt;br /&gt;
&lt;br /&gt;
==Delays or Slowdowns==&lt;br /&gt;
Some delay between commands is a normal consequence of playing a game on a network. Delays are typically only a few seconds, but may occasionally be longer. Additionally, some delays may affect only one player, because he or she is having problems with a local network node. Delays, disconnections, or losses that are the direct result of service connections are no longer replaced for by Simutronics staff. See the section on repair/replacement for more information. Simutronics reserves the right of final judgment as to the verification of any slowdown-related claims.&lt;br /&gt;
&lt;br /&gt;
==Game Mechanics==&lt;br /&gt;
Simutronics reserves the right to make modifications to any and all game mechanics and rules at any time, without notice. Players should be mindful of the fact that Simutronics has a responsibility to preserve the balance of the game for the majority of the players, and furthermore, to maintain a level of challenge that is adequate for this type of product. Therefore, Simutronics will routinely add new rules, modify existing rules, and even go back and change new additions which did not function as expected.&lt;br /&gt;
&lt;br /&gt;
These changes can impact your character in a variety of ways. If you feel that the change unfairly penalizes your character, or your character type, given the requirements of balance, challenge, and the general good of the game, then you may make your views known to Simutronics via DragonRealms Feedback. It should be understood, however, that Simutronics maintains a longer range view which may be in conflict with short-term and character-specific interests, but Simutronics will always attempt to make the best decision for the overall good of the game.&lt;br /&gt;
&lt;br /&gt;
==GameMasters==&lt;br /&gt;
[[GameMaster|GameMasters]] are frequently on-duty to answer any calls for assistance which may arise. All players are encouraged to type {{com|ASSIST}} (or click on the &amp;quot;Assistance&amp;quot; button) if they are having a problem with game mechanics, which will notify any on-duty GameMasters that you have a question. GameMasters are not permitted, however, to give solutions to puzzles, supply inventory to the player, or divulge certain details which the player is supposed to discover for himself or herself. For example, a GameMaster could examine a locked chest to see if it was constructed properly, but would not typically be allowed to tell you its exact difficulty level, or what number you would have to roll in order to be able to open it.&lt;br /&gt;
&lt;br /&gt;
GameMasters are not permitted to make personalized items for players, unless a special merchant event is in progress. GameMasters are forbidden to show any type of favoritism towards one player or another. VERY IMPORTANT: Keep in mind that although GameMasters serve as Customer Service representatives, their main responsibility is to preserve the integrity of the game&#039;s rules and balance, and in situations where customer service may conflict with preserving the integrity of the game, the GameMaster is required to put the rules first.&lt;br /&gt;
&lt;br /&gt;
==Player vs Player Conflict==&lt;br /&gt;
It is understood that there are elements of combat in DragonRealms, which will promote a competitive environment. DragonRealms has been designed to promote competition as player vs. creature, or player vs. puzzle, and not generally player vs. player. Some events (such as the Gladiatorial Games), encourage player vs. player combat in a structured setting. Also, some players will choose to roleplay a competitive situation between themselves, and will combat each other, which is acceptable. What is not acceptable is to initiate combat against unsuspecting victims. Anyone exhibiting such behavior, especially one who chooses to prey upon weaker players for his or her own enjoyment, may be in violation of DragonRealms policy.&lt;br /&gt;
&lt;br /&gt;
There are many gray areas in terms of defining what is acceptable competition, and what is abusive behavior. In general, Simutronics will not get involved in any player vs. player conflict which is confined to a small group of players. However, if such conflict overlaps to other players, or causes a generally disruptive influence on DragonRealms in general, the participants will be warned. Simutronics reserves the right to determine which behavior is considered abusive.&lt;br /&gt;
&lt;br /&gt;
==Privacy==&lt;br /&gt;
We consider our GameMasters in DragonRealms to be equivalent to a GM in a tabletop game, which means that they have the authority to monitor everything that goes on in the world, and to add and modify with the intention of keeping interest high and promoting the overall enjoyment of the product. It is not Simutronics policy, however, to eavesdrop on private conversations unless there is a reasonable concern that such conversations relate to bug abuse, disruptive behavior, or ongoing events. In general, GameMaster policy is to respect player privacy as much as possible, however it must be made clear that all actions and conversations within DragonRealms are subject to monitoring.&lt;br /&gt;
&lt;br /&gt;
==Quests and Special Events==&lt;br /&gt;
The running of events and quests takes an enormous amount of effort for setup and execution, but can sometimes accommodate only a few players at a time. Simutronics may run the same quest more than once, to allow as many players as possible to enjoy it. Because of this, if you participate in a quest, please do not discuss the details of the puzzles with other players, because this can decrease their own enjoyment of it when their turn comes around. Also, please do not broadcast puzzle solutions or other spoilers over general means of communication, such as the ESP network, or the public Message Board topics.&lt;br /&gt;
&lt;br /&gt;
Quest participants who are being disruptive, may be removed from the quest. Examples of disruptive behavior are.&lt;br /&gt;
&lt;br /&gt;
*Being extremely [[Out of Character|out-of-character]].&lt;br /&gt;
*Making disparaging comments about the quest or the people involved.&lt;br /&gt;
*Actively thwarting the progress of other participants.&lt;br /&gt;
&lt;br /&gt;
Disruptive behavior can also be caused by players who have participated in a quest before, and therefore already know the puzzle solutions, or by players who have received the solutions from other participants, and thereby lessen the enjoyment of other players who wish to discover the solutions for themselves. Determination of what is and is not disruptive behavior, and/or removal of a quest participant, is entirely at the discretion of the GameMaster running the event.&lt;br /&gt;
&lt;br /&gt;
Some quests have a limited capacity. Simutronics makes no guarantee that everyone who shows up for a quest will be able to participate. Most quests will be run again at a later date, but Simutronics makes no guarantee of the frequency of these quests, or that any particular player will be guaranteed the right to participate in any of them.&lt;br /&gt;
&lt;br /&gt;
Simutronics is not required to give warning that a quest will be run. Some quests are announced ahead of time, while others are run spontaneously.&lt;br /&gt;
&lt;br /&gt;
Quests have inherent dangers in them, over and above the normal dangers to your character while playing DragonRealms. This could mean the death of your character, the loss of inventory, the threat of kidnapping or capture, and many other possibilities. You do have the option of choosing not to participate in an ongoing quest, by typing ASSIST and requesting that you be removed from the quest. This must be done as soon as you are aware that there is a quest in progress. Once you have become involved, however, it is up to the GameMaster running the quest as to whether your request to be removed should be honored.&lt;br /&gt;
&lt;br /&gt;
Awards are frequently given out at the end of quests and other events. There is no guarantee, however, that a player&#039;s participation in an event will guarantee an award. Even though a player may have contributed to the solution of a puzzle, or roleplayed well, his or her actions at those times may not be monitored. Simutronics is not required to monitor the behavior of all quest participants.&lt;br /&gt;
&lt;br /&gt;
==Repair or Replacement of Items==&lt;br /&gt;
Should it appear that your character is missing some points or that something about your character or its inventory has changed unexpectedly, you may inform us by typing ASSIST and speaking to a GameMaster directly, or by leaving DragonRealms Feedback and giving an explanation of the situation. Simutronics will attempt to investigate the problem, and may, at its sole discretion, authorize adjustments to your score or inventory. GameMasters are empowered to make many on-the-spot decisions about replacement, but some situations will require approval from Simutronics management.&lt;br /&gt;
&lt;br /&gt;
Some missing items are caused by normal means, such as a weapon which is broken in combat, coins lost to a pickpocket, or a mis-typed line to a parser. For example, if you were to type PUT SWORD IN SACK, this would normally put the sword into your own sack, but if there were to be a sack on the ground (perhaps left there by another player), your sword would instead go into that sack, and when you reached for it later, you might think it had just &amp;quot;disappeared.&amp;quot; In any case where an item is lost or damaged through this type of normal game mechanics, repair or replacement cannot be authorized.&lt;br /&gt;
&lt;br /&gt;
In many instances, Simutronics&#039; only recourse in determining the cause of a problem a user may experience, is to verify that the programming involved is reliable. If specific game mechanics function correctly, and repeated tests under similar circumstances as the reported problem yield correct results, then we must rule that what the user saw is attributed to some type of communication problem or a misunderstanding of the output. For example, if your sword breaks in combat, and the die roll does not match the expected result, then Simutronics will check the programming involved carefully, and attempt to reproduce the error. In this case, if the breakage system operates correctly thousands of times a day, and attempts to re-create the identical error fail, then the conclusion Simutronics must draw is that the mistake was caused by human error or a communication problem such as line noise, which mangled the output.&lt;br /&gt;
&lt;br /&gt;
Due to recent developments, Simutronics will no longer replace for a character&#039;s inventory or score losses caused by delays or disconnections that are the direct result of the service provider the player accesses.&lt;br /&gt;
&lt;br /&gt;
==Score Lists==&lt;br /&gt;
Simutronics is the sole judge of the accuracy of any high score lists and other event score listings. An announcement by Simutronics as to the winners of an event, is final.&lt;br /&gt;
&lt;br /&gt;
==Scripting Policy==&lt;br /&gt;
(Note: For the purposes of this policy, all violations will be referred to as &amp;quot;Scripting&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
Any activity that results in ANY benefit to either you or another player while being unresponsive to the gaming environment will be considered against policy.&lt;br /&gt;
&lt;br /&gt;
Warnings for using triggers, running scripts, or any other activities while being unresponsive to the gaming environment are based on the Staff&#039;s observation of the character, and the Staff&#039;s judgment may vary from instance to instance therefore each instance will be judged independently. Furthermore, GMs have the right to verify that any and all characters are following this policy at any time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptions&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In general, if you are running a script and are responsive to the game -or- are in Rest Mode or Sleep Mode and are not gaining any NEW experience, skills, money, or providing other players with an in-game advantage (e.g., casting spells), it does not fall under this policy. ANY activity that&#039;s deemed by Staff to be disruptive or not in the best interest of the game or its players can be warned when discovered. (E.g., if you are scripting moving in and out of a room, a warning may be issued because it causes undue screen scroll.)&lt;br /&gt;
&lt;br /&gt;
If you are gaining skills passively or providing other characters with an in-game advantage, a warning may be issued based on your being unresponsive to the gaming environment. If your &amp;quot;Rest Mode&amp;quot; message is determined to be inappropriate, a warning may be issued based on the message being Out of Character (OOC) or disruptive. If you set up a character &amp;quot;bot&amp;quot; to provide services (i.e., healing, lockpicking, spellcasting, etc.) to other players while that &amp;quot;bot&amp;quot; is unresponsive, you will be issued a warning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Utilizing Character &amp;quot;Bots&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Any participation in the use of character &amp;quot;bots&amp;quot; witnessed by Staff, even if the unresponsive character is not connected to your account and you currently are not in violation of this policy, will be considered against policy and may result in a warning and/or other penalties.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Accounts&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The use of multiple accounts is not prohibited by DragonRealms Policy however, if a player chooses to run multiple accounts at the same time and they are being controlled by triggers or scripts and are gaining ANY benefit for that character or surrounding characters, the player --must be actively responsive to the gaming environment-- from each character&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Violation Penalties&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;First offense&#039;&#039;&#039;: Player receives a formal warning, is moved to a holding room, loses ALL field experience (unabsorbed experience), has an experience inefficiency penalty added, and must reread and agree to policy before being released.&lt;br /&gt;
*&#039;&#039;&#039;Second offense&#039;&#039;&#039;: In addition to the above penalties, 10% off all skills 1 point off all stats (along with the corresponding number of TDPs) will be subtracted from the violating character.&lt;br /&gt;
*&#039;&#039;&#039;Third and subsequent offenses&#039;&#039;&#039;: On the third violation, the EXP Loss penalty escalates to 25% along with 2 points off all stats (and the appropriate number of TDPs). Any further violations will result in the the penalty (i.e., 40% + 3 points off all stats, 55% +4 points on stats, 70% +5, 85% +6) up to, and including, 100% skill loss together with an additional 7 points off each stat. In the case of gross violations of this policy, all characters on the offending account, plus all other linked accounts, may receive the same penalties, at our discretion. When/If a character has suffered 100% loss, a subsequent warning will result in full character forfeiture. This confiscation will be immediate and there will be no transfer of items from a confiscated character to any other character allowed.&lt;br /&gt;
&lt;br /&gt;
==Solicitations==&lt;br /&gt;
Casual discussion is a part of the game. DragonRealms must not be used, however, as a venue for promotion of competing products or services. Individuals who actively promote other competing products or services within DragonRealms, may be locked out.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Transferring Characters==&lt;br /&gt;
Under no circumstances will Simutronics transfer an existing character from one online service to a different service. If you decide to switch online services, you will have to either roll up a new character from the new service, or continue to use the old service to play your old character.&lt;br /&gt;
&lt;br /&gt;
Even within the same service, characters generally cannot be transferred from one account to another, except in certain specific situations. For example, if a user moves, he or she may require a new account, which would require the transferring of the player&#039;s character from the old account to the new one. To request the transfer of your character from one account to another, use the DragonRealms Feedback option. All requests to transfer a character to another account must be approved by the management of that particular service.&lt;br /&gt;
&lt;br /&gt;
==Unique Items==&lt;br /&gt;
There are various methods which the GameMasters use, to introduce unique items into DragonRealms. Some of these are planned well in advance, such as auctions, or quest treasure, or have immediate GameMaster involvement, such as during merchant events. Other methods, however, such as the treasure queue or &amp;quot;feeder&amp;quot; system, are done on a daily basis with only limited checking. The queue system is a powerful method to get large numbers of unique items into the hands of DragonRealms&#039;s players, but because of the volume, Simutronics cannot, and does not, maintain detailed records of the types of items, and who claims them. Because of this, requests for replacement of unique items lost due to system problems cannot always be honored.&lt;br /&gt;
&lt;br /&gt;
In cases where Simutronics has a record of the item and its owner, replacement in the case of a loss (such as from a software crash) is usually authorized. In un-documented cases, however, Simutronics accepts no responsibility to replace the item. This policy allows GameMasters to create a large number of unique items, without requiring the detailed documentation and tracking which can stifle creativity.&lt;br /&gt;
&lt;br /&gt;
A few problems, however, emerge from this exciting method of treasure distribution.&lt;br /&gt;
&lt;br /&gt;
*Because of the large number of such items, replacement in the case of loss may not be possible, because there will be no records of the item&#039;s exact structure or status.&lt;br /&gt;
*It is possible that there will be mistakes in item creation from time to time. These mistakes may be technical, invalid or unreasonable parameters, or elements which are outside the guidelines and mythos of the game environment.&lt;br /&gt;
*Items will vary widely in their scope, concept, and usefulness. Some items of similar or exact appearance may have different powers.&lt;br /&gt;
&lt;br /&gt;
Therefore, the following policy is imposed on these items.&lt;br /&gt;
&lt;br /&gt;
*Simutronics will not replace or repair unique items under any circumstances other than bug fixes we initiate at our sole discretion. Therefore, if you lose one of these items in a crash, we may not be able to replace it because we will not have any documentation on what it was, or how it really worked.&lt;br /&gt;
*Simutronics can and will, at its sole discretion, make adjustments or repairs to these items as needed. In most cases, if an error represents a clear imbalance, you will not lose the benefits you acquired while the item was working the way it was. The exception to this is if it was a gross mistake that has serious ramifications for the world balance.&lt;br /&gt;
*Simutronics is not required to make any notification that a change has occurred. If you see that an item suddenly shifts its operation, then the reason is either due to a repair, or that the item was programmed to do what it does for some reason. Items should never be trusted to ALWAYS behave in a perfectly predictable manner.&lt;br /&gt;
*In very rare instances, an item may have to be confiscated if it is seriously in error. GameMasters are authorized to replace it with the next item in the unique item queue (though this will probably not have any relationship to the benefits/powers of the one removed). Again, this can take place at Simutronics&#039; sole discretion.&lt;br /&gt;
&lt;br /&gt;
==Violations of Policy==&lt;br /&gt;
Anyone found to be in violation of the policies described in this document, at the sole discretion of Simutronics, will be subject to the following.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;First violation&#039;&#039;&#039;: The user will receive a warning describing the breach of policy Simutronics believes they have committed, either onscreen or via Email.&lt;br /&gt;
#&#039;&#039;&#039;Second violation&#039;&#039;&#039;: The user will be locked out of DragonRealms for a period of up to one month, and will be notified via Email.&lt;br /&gt;
#&#039;&#039;&#039;Third violation&#039;&#039;&#039;: The user will be locked out of DragonRealms permanently.&lt;br /&gt;
&lt;br /&gt;
If the user has more than one account, all accounts, on all services, will be simultaneously subject to the above actions.&lt;br /&gt;
&lt;br /&gt;
In certain circumstances, such as extremely abusive behavior, a user may be locked out without warning or notice of any kind. However, Simutronics will follow up with an Email explaining why this step was taken.&lt;br /&gt;
&lt;br /&gt;
Players are also always subject to the policies of the online services that provide the connection to DragonRealms. If a player violates the policy of the online service, then that is also considered to be a violation of DragonRealms Player Policy. Reports of such policy violations will be forwarded to the online service involved.&lt;br /&gt;
&lt;br /&gt;
{{Cat|Commands}}&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Wax_label&amp;diff=359113</id>
		<title>Item:Wax label</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Wax_label&amp;diff=359113"/>
		<updated>2013-04-07T06:59:46Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|name=A wax label&lt;br /&gt;
|noun=label&lt;br /&gt;
|look=You see nothing unusual.[[uses material::wax| ]]&lt;br /&gt;
|type=-&lt;br /&gt;
|wearloc=-&lt;br /&gt;
|weight=1&lt;br /&gt;
|appcost=125&lt;br /&gt;
|lsize=1&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=12&lt;br /&gt;
|source=Random loot drop&lt;br /&gt;
|sourcetype=other&lt;br /&gt;
|source2=Beppo&#039;s Badges, Belts, and Buckles&lt;br /&gt;
|cost2=90 Dokoras&lt;br /&gt;
|sourcetype2=sold by&lt;br /&gt;
|traderapp=n&lt;br /&gt;
}}&lt;br /&gt;
==Notes==&lt;br /&gt;
Labels may be placed on a hard container and then written on to display a short message (12 characters or less). Can be rubbed/written on only so many times before it becomes useless and crumbles away.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
* {{com|PUT}} {{tt|LABEL ON}} &#039;&#039;&amp;lt;item&amp;gt;&#039;&#039;&lt;br /&gt;
* {{com|WRITE}} &#039;&#039;&amp;lt;message&amp;gt;&#039;&#039;: Allows you to write a message of 12 characters or less.  You will need a stylus of some sort in one hand (a foraged stick works) and the item with label applied in the other.  &lt;br /&gt;
* {{com|RUB}} {{tt|LABEL}}: Erases the message.&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Damage&amp;diff=109386</id>
		<title>Damage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Damage&amp;diff=109386"/>
		<updated>2013-03-02T22:28:03Z</updated>

		<summary type="html">&lt;p&gt;ACYNARIAN: /* Disease */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
All wounds and scars have 13 levels of severity. However, you cannot perceive all of these levels just by looking at your wounds. (At most, you can distinguish between 8 levels for external wounds and scars and 6 levels for internal wounds and scars.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
An Empath can see all 13 levels by establishing a diagnostic link. (An Empath can also see his own wounds by using PERCEIVE HEALTH SELF.)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
#insignificant&lt;br /&gt;
#negligible&lt;br /&gt;
#minor&lt;br /&gt;
#more than minor&lt;br /&gt;
#harmful (bleeding wounds)&lt;br /&gt;
#very harmful&lt;br /&gt;
#damaging&lt;br /&gt;
#very damaging&lt;br /&gt;
#severe&lt;br /&gt;
#very severe&lt;br /&gt;
#devastating&lt;br /&gt;
#very devastating&lt;br /&gt;
#useless&lt;br /&gt;
&lt;br /&gt;
==Fresh Wounds==&lt;br /&gt;
===Fresh External Wounds===&lt;br /&gt;
The first two levels of damage are the same across all locations, but beyond those the precise messaging begins to depend on the location.&lt;br /&gt;
: minor abrasions to the&lt;br /&gt;
: tiny scratches to the&lt;br /&gt;
* Head&lt;br /&gt;
: cuts and bruises about the head&lt;br /&gt;
: moderately deep cuts about the head &#039;&#039;(Bleeding will occur at this point)&#039;&#039;&lt;br /&gt;
* Neck&lt;br /&gt;
: cuts and bruises about the neck&lt;br /&gt;
: deep cuts across the neck &#039;&#039;(Bleeding will occur at this point)&#039;&#039;&lt;br /&gt;
* Limbs&lt;br /&gt;
: cuts and bruises about the &#039;&#039;&amp;lt;limb&amp;gt;&#039;&#039;&lt;br /&gt;
: deep cuts across the &#039;&#039;&amp;lt;limb&amp;gt;&#039;&#039; &#039;&#039;(Bleeding will occur at this point)&#039;&#039;&lt;br /&gt;
: deep slashes across the &#039;&#039;&amp;lt;limb&amp;gt;&#039;&#039;&lt;br /&gt;
* Chest&lt;br /&gt;
: cuts and bruises about the chest area&lt;br /&gt;
: deep cuts across the chest area &#039;&#039;(Bleeding will occur at this point)&#039;&#039;&lt;br /&gt;
* Abdomen&lt;br /&gt;
: cuts and bruises about the abdomen&lt;br /&gt;
: deep cuts across the abdomen &#039;&#039;(Bleeding will occur at this point)&#039;&#039;&lt;br /&gt;
: deep slashes across the abdomen&lt;br /&gt;
* Back&lt;br /&gt;
: cuts and bruises about the back&lt;br /&gt;
: deep cuts across the back &#039;&#039;(Bleeding will occur at this point)&#039;&#039;&lt;br /&gt;
* Eyes&lt;br /&gt;
: a black and blue &#039;&#039;&amp;lt;right/left&amp;gt;&#039;&#039; eye&lt;br /&gt;
: a bruised and swollen &#039;&#039;&amp;lt;right/left&amp;gt;&#039;&#039; eye&lt;br /&gt;
* Skin&lt;br /&gt;
: a painful, enflamed body rash&lt;br /&gt;
: boils and sores around the skin&lt;br /&gt;
: open and bleeding sores all over the skin &#039;&#039;(Bleeding will occur at this point)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Fresh Internal Wounds===&lt;br /&gt;
&amp;quot;Insignificant&amp;quot; internal damage is not visible through the health command&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Significant&amp;quot; injury messaging begins with:&lt;br /&gt;
: minor swelling and bruising around/in&lt;br /&gt;
Below uses &amp;quot;around&amp;quot; message unless indicated otherwise.&lt;br /&gt;
* Head&lt;br /&gt;
: bruised head&lt;br /&gt;
: deeply bruised head (light bleeding)&lt;br /&gt;
* Neck&lt;br /&gt;
* Limbs&lt;br /&gt;
* Chest&lt;br /&gt;
: minor swelling and bruising in the chest area&lt;br /&gt;
* Abdomen&lt;br /&gt;
: minor swelling and bruising in the abdomen&lt;br /&gt;
* Back&lt;br /&gt;
: minor swelling and bruising in the back&lt;br /&gt;
* Eyes&lt;br /&gt;
* Skin (Nerves)&lt;br /&gt;
: some minor twitching&lt;br /&gt;
: some severe twitching&lt;br /&gt;
: difficulty controlling actions&lt;br /&gt;
&lt;br /&gt;
==Scars==&lt;br /&gt;
&lt;br /&gt;
===External Scars===&lt;br /&gt;
: few nearly invisible scars&lt;br /&gt;
: tiny scars&lt;br /&gt;
: minor scarring&lt;br /&gt;
: severe scarring&lt;br /&gt;
&lt;br /&gt;
===Internal Scars===&lt;br /&gt;
&amp;quot;Insignificant&amp;quot; internal scarring is not visible through the health command&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Significant&amp;quot; messaging begins with:&lt;br /&gt;
: occasional twitching&lt;br /&gt;
: constant twitching&lt;br /&gt;
* Head&lt;br /&gt;
: occasional twitch on the forehead&lt;br /&gt;
* Neck&lt;br /&gt;
* Limbs&lt;br /&gt;
* Chest&lt;br /&gt;
* Abdomen&lt;br /&gt;
* Back&lt;br /&gt;
* Eyes&lt;br /&gt;
* Skin (External)&lt;br /&gt;
: some shriveled and oddly folded skin.&lt;br /&gt;
: severely stiff and shriveled skin that seems to be peeling off the body.&lt;br /&gt;
: severe skin loss exposing bone and internal organs.&lt;br /&gt;
* Skin (Nerves)&lt;br /&gt;
: slight numbness in your fingers and toes&lt;br /&gt;
: slight numbness in your arms and legs&lt;br /&gt;
: numbness in your fingers and toes&lt;br /&gt;
: numbness in your arms and legs&lt;br /&gt;
: general numbness all over&lt;br /&gt;
: general numbness all over and have difficulty thinking&lt;br /&gt;
&lt;br /&gt;
==Lodged Items==&lt;br /&gt;
*Loosely hanging&lt;br /&gt;
:*Only seems to be possible after something shallowly lodged starts to loosen&lt;br /&gt;
*Shallowly&lt;br /&gt;
*Firmly&lt;br /&gt;
*Deeply&lt;br /&gt;
*Savagely&lt;br /&gt;
&lt;br /&gt;
==Bleeding Levels==&lt;br /&gt;
*Tended&lt;br /&gt;
*Clotted&lt;br /&gt;
*Slight&lt;br /&gt;
*Light&lt;br /&gt;
*Moderate&lt;br /&gt;
*Bad&lt;br /&gt;
*Very Bad&lt;br /&gt;
*Heavy&lt;br /&gt;
*Very Heavy&lt;br /&gt;
*Severe&lt;br /&gt;
*Very Severe&lt;br /&gt;
*Profuse&lt;br /&gt;
*Very Profuse&lt;br /&gt;
*Gushing&lt;br /&gt;
*Massive Stream&lt;br /&gt;
*Uncontrollable&lt;br /&gt;
*Unbelievable&lt;br /&gt;
*Beyond Measure&lt;br /&gt;
*Death Awaits&lt;br /&gt;
&lt;br /&gt;
==Status Effects==&lt;br /&gt;
===Poison===&lt;br /&gt;
Poison is probably the most common status effect an adventurer encounters. The two most common sources of poison are box traps and creatures that spit or sting, with the severity of the poison varying by box or creature difficulty.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Poison generally comes in one of three types: location specific internal poison, nerve poison which damages both the nerves and eyes, and stunning poison which is identical to nerve poison but also periodically causes stuns.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Once having contracted a poison, it will periodically pulse, causing damage to both vitality and the location it has poisoned, but at the same time lowering in potency. While the damage done can be mitigated by high Stamina, a lack of messaging does not necessarily indicate a lack of damage being done.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Generally speaking, poison will stack, if subsequent applications are of the same type and location. This will increase both the damage done and the length of the stuns, if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It is important to note that the most severe level of poisoning, critical, appears to encompass a very wide range, possibly being a catch all term for &amp;quot;poison about x level.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Disease===&lt;br /&gt;
There are a variety of diseases that occur in DragonRealms, all of which are heavily dependent on the victim&#039;s {{stat|stamina}} for severity and duration. There is a skill check to detect disease via the {{com|health}} command and [[Perceive health]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gangrene&#039;&#039;&#039;&lt;br /&gt;
: The most common form of disease, gangrene usually occurs randomly due to the presence of bleeding wounds, though some creatures also can cause it. Though tending of the wounds will grant a lower chance of contracting gangrene, it is not complete protection. Gangrene due to normal wounds will not occur until at least 9 minutes after the wound is inflicted. During the course of gangrene, minor wounds and even scars will become more severe fresh wounds. It shows up under {{com|health}} and {{com|look}} as an infection.&lt;br /&gt;
&lt;br /&gt;
: A gangrene infection will go dormant if no wounds and scars are present, ceasing to do damage, and will eventually fade, even if the victim still possesses wounds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Fleshrot&#039;&#039;&#039;&lt;br /&gt;
: Fleshrot is most commonly acquired by touching certain environment items, the most notorious being the mushroom in the underground area of the farmhouse near the [[Crossing]]. It causes external wounds to open in various locations as your flesh rots away, progressively getting worse. It visually shows up as &amp;quot;skin covered with open oozing sores.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Consumption&#039;&#039;&#039;&lt;br /&gt;
: Cosumption is a respiratory disease that has yet to be seen outside of major GM planned events. The beginning stages of this disease are often not visible. Eventually, it will progress to causing internal wounds to your chest (lungs), neck (throat), and head (mouth). It will periodically cause coughing fits, which has a high chance of infecting anyone in the same area with consumption as well.&lt;br /&gt;
&lt;br /&gt;
===Acid===&lt;br /&gt;
Acid is the external companion to poison, resulting in the progressive accumulation of damage to exterior locations. Acid is almost exclusively the result of fumbled box disarming, and like poison, it has a variety of severities. Also like poison, acid will periodically pulse damage both to vitality and the location it coats.&lt;br /&gt;
&lt;br /&gt;
There is currently no way to remove acid or mitigate its effects. The best option is to have an Empath heal your wounds as they occur.&lt;br /&gt;
&lt;br /&gt;
===On Fire===&lt;br /&gt;
&lt;br /&gt;
===Frostbite===&lt;br /&gt;
&lt;br /&gt;
===Parasites===&lt;br /&gt;
[[Parasites]] are generally acquired from spending time in an environment which they are present. They are not always immediately visible using the {{tt|health}} or {{tt|look}} commands, possibly being a function of the viewer&#039;s {{skill|First Aid}} and/or {{skill|Perception}}, but an unexpected drop in your overall vitality and fatigue amounts will signal the acquisition of one. They cause varying degrees of vitality damage and fatigue drain over time depending on the difficulty of the parasite, and their presence slightly increases the likelihood of wounds becoming infected.&lt;br /&gt;
&lt;br /&gt;
Like projectiles, parasites are removed using the {{tt|TEND}} command, though eventually they will drop off on their own, either after sapping a certain total amount of vitality, or killing the host. If the TENDer is holding a knife (may be limited to skinning knife?), they will receive a bonus to the removal attempt.&lt;br /&gt;
&lt;br /&gt;
Each parasite acts differently in attaching to your person, however the [[green blood worm]] can be prevented from attaching by wearing armor.&lt;br /&gt;
&lt;br /&gt;
Known parasites:&lt;br /&gt;
* [[red sand leech]] - Muspar&#039;i sand pits&lt;br /&gt;
* [[green blood worm]] - Croc marsh south of the Faldesu River and croc hunting outside Throne City&lt;br /&gt;
* [[albino forest leech]] - Throne City boars&lt;br /&gt;
* [[black sand leech]] - Muspar&#039;i sand pits&lt;br /&gt;
* [[small red blood mite]] - Old Crank&#039;s Road muddy rooms&lt;br /&gt;
* {{ilink|w|Retch maggot}} which are spat by [[Retch Fiend]]s.&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{cat|combat,statistics}}&lt;/div&gt;</summary>
		<author><name>ACYNARIAN</name></author>
	</entry>
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