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	<updated>2026-08-16T17:26:40Z</updated>
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	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Struan%27s_Weapons_and_Armor&amp;diff=692970</id>
		<title>Struan&#039;s Weapons and Armor</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Struan%27s_Weapons_and_Armor&amp;diff=692970"/>
		<updated>2026-07-12T21:37:01Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Updated a broken link to the Axe. Added notes on swappable weapons.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Store At A Glance&lt;br /&gt;
|Store Name       = Struan&#039;s Weapons and Armor&lt;br /&gt;
|Province         = Ilithi&lt;br /&gt;
|Town             = Steelclaw Clan&lt;br /&gt;
|MapNumber        = 66a&lt;br /&gt;
|RoomID           = 2102016&lt;br /&gt;
|Owner            = Struan&lt;br /&gt;
|NumRooms         = 2&lt;br /&gt;
|Store Type       = Weapon, Shield&lt;br /&gt;
|Justice          = clan&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription|&lt;br /&gt;
roomname=Struan&#039;s Weapons and Armor, Salesroom|&lt;br /&gt;
desc=The Dwarven weaponsmith Struan Arguye keeps careful watch over the shop that sells his creations.  The inside of the shop is filled with cheery candlelight that reflects from the walls and the white bearskins covering the floor.  A large circle, clear of all obstructions, is set up to allow patrons to practice with an unsharpened version of the weapon they are interested in before buying.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a small placard, a low oak counter with a catalog on it and the weaponsmith Struan.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: west, out.}}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 1 - Blunts and Axes}}&lt;br /&gt;
{{ShopItem|t=w|Maul_(1)|name=Maul|8,118}}&lt;br /&gt;
{{ShopItem|t=w|Hammer|7,216}}&lt;br /&gt;
{{ShopItem|t=w|Flail (2)|name=Flail|6,314}}&lt;br /&gt;
{{ShopItem|t=w|Mace|7,216}}&lt;br /&gt;
{{ShopItem|t=w|Adze|8,118}}&lt;br /&gt;
{{ShopItem|t=w|Igorat axe (1)|name=Igorat axe|note=Not customizable.|72,160}}&lt;br /&gt;
{{ShopItem|t=w|Heavy-headed battle axe|note=Not customizable.|10,824}}&lt;br /&gt;
{{ShopItem|t=w|Curlade (1)|name=Curlade|6,314}}&lt;br /&gt;
{{ShopItem|t=w|Axe (1)|name=Axe|note=Swappable: HE/2HE|135,300}}&lt;br /&gt;
{{ShopFootnote|Custom handles available}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
{{ShopHeader|title=Page 2 - Edged Weapons}}&lt;br /&gt;
{{ShopItem|t=w|Bastard sword (1)|name=Bastard sword|note=Swappable: HE/2HE|162,360}}&lt;br /&gt;
{{ShopItem|t=w|Reinforced cinquedea|81,180}}&lt;br /&gt;
{{ShopItem|t=w|Broadsword (2)|name=Broadsword|9,020}}&lt;br /&gt;
{{ShopItem|t=w|Swept-hilt falchion|note=Not customizable.|126,280}}&lt;br /&gt;
{{ShopItem|t=w|Sabre (2)|name=Sabre|17,138}}&lt;br /&gt;
{{ShopItem|t=w|Hanger|9,020}}&lt;br /&gt;
{{ShopItem|t=w|Ring pommel dirk|note=Not customizable.|4,510}}&lt;br /&gt;
{{ShopFootnote|Custom hilts available}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 3 - Thrown and Pole Weapons}}&lt;br /&gt;
{{ShopItem|t=w|Slender khuj|18,040}}&lt;br /&gt;
{{ShopItem|t=w|Silver-tipped spear|2,706}}&lt;br /&gt;
{{ShopItem|t=w|Copper-chain bola|3,157}}&lt;br /&gt;
{{ShopItem|t=w|Gold-tipped lance|9,922}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 4 - Shields}}&lt;br /&gt;
{{ShopItem|t=s|Burnished bronze pavise|8,118}}&lt;br /&gt;
{{ShopItem|t=s|Coruscated scale buckler|7,216}}&lt;br /&gt;
{{ShopItem|t=s|Darkly enameled wooden targe|5,863}}&lt;br /&gt;
{{ShopItem|t=s|Gilded target shield|4,510}}&lt;br /&gt;
{{ShopItem|t=s|Silver-edged oval heater|6,314}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 5 - Sheathes and Containers}}&lt;br /&gt;
{{ShopItem|Thigh sheath|1,804}}&lt;br /&gt;
{{ShopItem|Spear baldric|2,706}}&lt;br /&gt;
{{ShopItem|Weapon halter|2,706}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 6 - Custom Handles}}&lt;br /&gt;
{{ShopItem| t=nl |Oak-handled|+902}}&lt;br /&gt;
{{ShopItem| t=nl |Yew-handled|+631}}&lt;br /&gt;
{{ShopItem| t=nl |Lunat-handled|+541}}&lt;br /&gt;
{{ShopItem| t=nl |Walnut-handled|+631}}&lt;br /&gt;
{{ShopItem| t=nl |Pine-handled|+721}}&lt;br /&gt;
{{ShopItem| t=nl |Haon-handled|+1,804}}&lt;br /&gt;
{{ShopItem| t=nl |Maple-handled|+1,082}}&lt;br /&gt;
{{ShopItem| t=nl |Ash-handled|+721}}&lt;br /&gt;
{{ShopItem| t=nl |Teak-handled|+541}}&lt;br /&gt;
{{ShopItem| t=nl |Elm-handled|+1,082}}&lt;br /&gt;
{{ShopItem| t=nl |Alder-handled|+721}}&lt;br /&gt;
{{ShopItem| t=nl |Ebony-handled|+1,353}}&lt;br /&gt;
{{ShopItem| t=nl |Spruce-handled|+811}}&lt;br /&gt;
{{ShopItem| t=nl |Cedar-handled|+1,082}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{ShopHeader|title=Page 7 - Custom Hilts}}&lt;br /&gt;
{{ShopItem| t=nl |Ivory-inlaid|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Gold-inlaid|+5,863}}&lt;br /&gt;
{{ShopItem| t=nl |Opal-inlaid|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Pearl-inlaid|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Silver-inlaid|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Jet-inlaid|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Bronze-edged|+2,255}}&lt;br /&gt;
{{ShopItem| t=nl |Gold-edged|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Copper-edged|+2,255}}&lt;br /&gt;
{{ShopItem| t=nl |Silver-edged|+3,157}}&lt;br /&gt;
{{ShopItem| t=nl |Acid-etched|+2,255}}&lt;br /&gt;
{{ShopItem| t=nl |Flame-etched|+2,255}}&lt;br /&gt;
{{ShopItem| t=nl |Burnished|+1,353}}&lt;br /&gt;
{{ShopItem| t=nl |Polished|+1,353}}&lt;br /&gt;
{{ShopItem| t=nl |Ivory-hilted|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Pearl-hilted|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Ruby-hilted|+5,863}}&lt;br /&gt;
{{ShopItem| t=nl |Copper-hilted|+1,353}}&lt;br /&gt;
{{ShopItem| t=nl |Silver-hilted|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Jade-hilted|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Bone-hilted|+1,353}}&lt;br /&gt;
{{ShopItem| t=nl |Jet-hilted|+4,059}}&lt;br /&gt;
{{ShopItem| t=nl |Gold-hilted|+5,863}}&lt;br /&gt;
{{ShopItem| t=nl |Bronze-hilted|+2,255}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
{|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{{itemvar|t=m|a=oak+wood|Oak-handled|+902}}&lt;br /&gt;
{{itemvar|t=m|a=yew|Yew-handled|+631}}&lt;br /&gt;
{{itemvar|t=m|a=lunat|Lunat-handled|+541}}&lt;br /&gt;
{{itemvar|t=m|a=walnut|Walnut-handled|+631}}&lt;br /&gt;
{{itemvar|t=m|a=pine|Pine-handled|+721}}&lt;br /&gt;
{{itemvar|t=m|a=haon|Haon-handled|+1,804}}&lt;br /&gt;
{{itemvar|t=m|a=maple|Maple-handled|+1,082}}&lt;br /&gt;
{{itemvar|t=m|a=ash|Ash-handled|+721}}&lt;br /&gt;
{{itemvar|t=m|a=teak|Teak-handled|+541}}&lt;br /&gt;
{{itemvar|t=m|a=elm|Elm-handled|+1,082}}&lt;br /&gt;
{{itemvar|t=m|a=alder|Alder-handled|+721}}&lt;br /&gt;
{{itemvar|t=m|a=ebony|Ebony-handled|+1,353|c=ebony+black}}&lt;br /&gt;
{{itemvar|t=m|a=spruce|Spruce-handled|+811}}&lt;br /&gt;
{{itemvar|t=m|a=cedar|Cedar-handled|+1,082}}&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription|&lt;br /&gt;
roomname=Struan&#039;s Weapons and Armor, Closet|&lt;br /&gt;
desc=Small and rather dark, this room appears to store Struan&#039;s work samples.  Neatly stacked hilts, blunted swords, roughly carved shapes and experimental shields provide an intriguing treasure trove of weaponry.&amp;lt;br&amp;gt;&lt;br /&gt;
You also see a display rack with several things on it.&amp;lt;br&amp;gt;&lt;br /&gt;
Obvious exits: east.}}&lt;br /&gt;
&lt;br /&gt;
* The display rack has each of the weapons from the front room for you to appraise before purchase.&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Perceive_command&amp;diff=692948</id>
		<title>Perceive command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Perceive_command&amp;diff=692948"/>
		<updated>2026-07-10T14:29:01Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
As a magic user, you can type {{tt|PERCEIVE}}, {{tt|CONCENTRATE}} or {{tt|POWER}} to determine the [[mana]] available for your spells.  As you get more [[Attunement skill]], you&#039;ll also be able to sense mana in neighboring areas.&lt;br /&gt;
&lt;br /&gt;
As a [[Sigil harvesting|sigil]] harvester, you can type {{tt|PERCEIVE SIGIL}} to try and locate sigil patterns in the area.  Your skill with [[Arcana skill|arcana]], [[Perception skill|perception]] and [[Outdoorsmanship skill|outdoorsmanship]] will help with this effort.  Multiple attempts will be required to identify primary and secondary sigils for you to further clarify or scribe.&lt;br /&gt;
&lt;br /&gt;
Use {{tt|TOGGLE MANA}} to show numerical ratings when perceiving mana.&lt;br /&gt;
&lt;br /&gt;
==Perceive Use (Magic)==&lt;br /&gt;
The default roundtime for perceiving mana varies between 8 and 12 seconds.  Every 60 ranks of Attunement the minimum and maximum roundtimes drop by 1 second up to 300 ranks (3-7 seconds).  Every 60 ranks after 300 the maximum roundtime drops by 1 second until 540 ranks when every perceive will take 3 seconds.&lt;br /&gt;
&lt;br /&gt;
{{tt|PERCEIVE}} Provides an overview of the current mana level, a list of your active spells, and how much mana you are putting into a prepared spell (note: this does not include any harnessed mana).&amp;lt;blockquote&amp;gt;&amp;gt;per&lt;br /&gt;
&lt;br /&gt;
You reach out with your senses and see shimmering (9/21) streams of roiling Elemental mana coursing through the area.&lt;br /&gt;
&lt;br /&gt;
Letting your senses extend further, you feel there is around the same mana to the west, immensely less mana to the southeast, and immensely less mana to the northeast.&lt;br /&gt;
&lt;br /&gt;
You sense the Sure Footing spell upon you, which will last for about nine roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Swirling Winds spell upon you, which will last for about nine roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Manifest Force spell surrounding you, which will last for ten roisaen or until it has endured six more blows.&lt;br /&gt;
&lt;br /&gt;
You are preparing the Ethereal Shield spell at twelve mana.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tt|PERCEIVE SELF}} has no roundtime. (This was to bring it in line with the Thief ability: {{tt|KHRI CHECK}})&amp;lt;blockquote&amp;gt;&amp;gt;per self&lt;br /&gt;
&lt;br /&gt;
You sense the Sure Footing spell upon you, which will last for about eight roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Swirling Winds spell upon you, which will last for about eight roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Manifest Force spell surrounding you, which will last for nine roisaen or until it has endured six more blows.&lt;br /&gt;
&lt;br /&gt;
You sense the Gam Irnan spell upon you, which will last for about eight roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Tailwind spell upon you, which will last for about nine roisaen.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;lt;/blockquote&amp;gt;At around 100 ranks you can get a sense of whether the adjacent rooms have more or less mana than the current room. &amp;lt;blockquote&amp;gt;&amp;gt;per&lt;br /&gt;
&lt;br /&gt;
You reach out with your senses and see dull (4/21) streams of roiling Elemental mana coursing through the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Letting your senses extend further, you feel there is much more mana to the southeast, moderately more mana to the east, and much more mana to the north.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/blockquote&amp;gt;At around 180 ranks, you begin to Perceive spells beyond your own that are active in your current room or area.&amp;lt;blockquote&amp;gt;&amp;gt;per&lt;br /&gt;
&lt;br /&gt;
You reach out with your senses and see lambent (12/21) streams of roiling Elemental mana coursing through the area.&lt;br /&gt;
&lt;br /&gt;
Letting your senses extend further, you feel there is much less mana to the west, incredibly less mana to the southeast, and incredibly less mana to the northeast.&lt;br /&gt;
&lt;br /&gt;
You sense the Swirling Winds spell upon you, which will last for about eight roisaen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You sense the Zephyr spell in the area, which will last for about two roisaen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You sense an Ethereal Fissure spell matrix infusing the available mana streams with a decent amount of extra elemental energy.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ethereal Fissure should last for approximately fifteen roisaen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At around 300 ranks you will see the absolute mana value of the adjacent rooms (so instead of &amp;quot;you feel there is much more mana to the southeast&amp;quot; you would see &amp;quot;there are lambent streams of mana to the southeast&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For training, the timer on exp award for {{tt|POW}} or {{tt|PERC}} in a single area is 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Mana appears differently to different guilds:&lt;br /&gt;
&lt;br /&gt;
*Clerics see golden Holy mana radiating through the area.&lt;br /&gt;
*Paladins see golden Holy mana radiating through the area.&lt;br /&gt;
*Empaths see vibrant blue and white Life mana flowing through the area.&lt;br /&gt;
*Rangers see deep green and blue Life mana flowing through the area.&lt;br /&gt;
*Bards hear harmonious Elemental mana coursing through the area.&lt;br /&gt;
*Warrior Mages see roiling Elemental mana coursing through the area.&lt;br /&gt;
*Moon Mages see cold, white Lunar mana available for each spellbook.&lt;br /&gt;
*Necromancers see black Necromantic mana oozing through the area.&lt;br /&gt;
&lt;br /&gt;
{{tt|Perceive}}, {{tt|concentrate}}, and {{tt|power}} (in a magic context) are synonyms and may be used interchangeably.&lt;br /&gt;
&lt;br /&gt;
== Use (Sigil Harvesting &amp;amp; Enchanting) ==&lt;br /&gt;
&lt;br /&gt;
* {{tt|PERCEIVE}} is also used in [[sigil harvesting]], a part of [[Enchanting]].&lt;br /&gt;
* {{tt|PERCEIVE SIGIL}} - Checks the area for enchanting sigils to harvest.&lt;br /&gt;
* {{tt|PERCEIVE SIGIL INFO}} - Clarifies what sigils have been identified in the area.&lt;br /&gt;
* {{tt|PERCEIVE SIGIL IMPROVE}} - Attempts to improve a discovered sigil.&lt;br /&gt;
&lt;br /&gt;
==Syntax (Magic)==&lt;br /&gt;
These options are available to all magic-using guilds:&lt;br /&gt;
&lt;br /&gt;
* {{tt|PERCEIVE}}: Provides an overview of current mana level, lists your active spells, and whether you are preparing a spell.&lt;br /&gt;
* {{tt|PERCEIVE AREA}}: Checks the room for active spells. (Requires around 180 attunement before you begin seeing area spells).&lt;br /&gt;
* {{tt|PERCEIVE SELF}}: (Perceive Self has no Roundtime). Lists your current active spells.&lt;br /&gt;
* {{tt|PERCEIVE ALL}}: Checks everything you are able to sense. (Requires around 180 attunement before you begin seeing area spells).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bard]] Options===&lt;br /&gt;
These options allow Bards to check their levels of [[Spell efficacy|elemental efficacy]] and require a minimum of 42 attunement ranks.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS &amp;lt;element&amp;gt;}}: Checks the environmental factors affecting mana levels for [[:Category:Elemental Invocations spellbook|Elemental Invocation spells]] of that element.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS ALL}}: Checks the environmental factors affecting mana levels for Elemental Invocation spells of all elements.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS HELP}}: Lists the factors that affect mana levels of Elemental Invocation spells of all elements.&lt;br /&gt;
&lt;br /&gt;
===[[Cleric]] Options===&lt;br /&gt;
Clerics also have access to more mana than usual in a room depending on their [[devotion]].&lt;br /&gt;
*{{tt|PERCEIVE CORPSE}}: Lets you check favor and depart times&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;weapon&amp;gt;: Checks charges and blessing type on a blessed weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Empath]] Options===&lt;br /&gt;
Empaths also have the [[Perceive Health|ability to sense the life forces around them]].&lt;br /&gt;
*{{tt|PERCEIVE HEALTH}}: Check Life Essences around you.&lt;br /&gt;
*{{tt|PERCEIVE HEALTH SELF}}: Diagnose yourself.&lt;br /&gt;
*{{tt|PERCEIVE HEALTH &amp;lt;patient&amp;gt;}}: Diagnose a patient (requires [[Persistent Link|persistent link]]).&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;creature&amp;gt;: Determine whether a creature is a [[construct]] and thus safe to attack. Empaths under the effect of the [[Absolution]] spell may attack [[undead]] without [[shock]].&lt;br /&gt;
:*Living creature: You sense a life essence enlivening the &amp;lt;creature&amp;gt;.&lt;br /&gt;
:*Construct: Though somehow animate, this &amp;lt;construct&amp;gt; lacks any life essence.&lt;br /&gt;
:*Undead: A twisted and abused life essence animates the &amp;lt;undead&amp;gt;, even though it should be inert.  A subtle ripple of pain dances across your senses at this encounter with the undead.&lt;br /&gt;
&lt;br /&gt;
===[[Moon Mage]] Options===&lt;br /&gt;
Moon mages have special [[Moon_Mage_Power_Perception|power perception options]].&lt;br /&gt;
&lt;br /&gt;
===[[Paladin]] Options===&lt;br /&gt;
[[Sacred Insight]] is a form of power perception for Paladins that is used to recover grave goods.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;item&amp;gt;: The Paladin can discern who owns a grave good and where the owner is (in real time).&lt;br /&gt;
*{{tt|PERCEIVE THEFT}}: The Paladin can identify any tainted people who are in the room. This works on those who are (or were recently) in possession of grave goods.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;person&amp;gt;: The Paladin can discern whether someone is in possession of a grave good, what that item is, and where the item is located (on the target&#039;s person). Even if the target is no longer in possession of the item, the Paladin can perceive the lingering taint of the grave for some time. However, he won&#039;t know which item the target used to have.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;weapon&amp;gt;: Checks charges and blessing type on a blessed weapon.&lt;br /&gt;
&lt;br /&gt;
===[[Trader]] Options===&lt;br /&gt;
*{{tt|PERCEIVE &amp;lt;moon&amp;gt;}}: Provides information about the state and mana contribution of a moon.  Valid options are Katamba, Xibar, Yavash and Moons (for all of them at once).&lt;br /&gt;
*{{tt|PERCEIVE &amp;lt;spellbook&amp;gt;}}: Provides information available for spells from a spellbook.  Valid options are Fabrication, Illusion, and Noematics.&lt;br /&gt;
*{{tt|PERCEIVE MANA}}: Provides information about the mana available for spells from all spellbooks.&lt;br /&gt;
*{{tt|PERCEIVE PLANETS}}: Provides information about the mana contribution from the [[:Category:Planets|Elanthian solar system]].&lt;br /&gt;
*{{tt|PERCEIVE AURA}}: Provides inforamtion about your [[Starlight_Aura|starlight aura]].&lt;br /&gt;
&lt;br /&gt;
===[[Warrior mage]] Options===&lt;br /&gt;
*{{tt|PERCEIVE FAMILIAR}}: Determine the owner of a familiar&lt;br /&gt;
These options allow Warrior Mages to check their levels of [[Spell efficacy|elemental efficacy]] and require a minimum of 42 attunement skill ranks.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS &amp;lt;element&amp;gt;}}: Checks the environmental factors affecting mana levels for spells of that element.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS ALL}}: Checks the environmental factors affecting mana levels for spells of all elements.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS HELP}}: Lists the factors that affect mana levels of spells of all elements.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;gt;per elements all&lt;br /&gt;
&lt;br /&gt;
You extend your senses to gently probe the elements about you:&lt;br /&gt;
&lt;br /&gt;
The planar conditions are slightly favorable to the casting of Aether spells.&lt;br /&gt;
&lt;br /&gt;
The climate conditions are strongly favorable to the casting of Air spells.&lt;br /&gt;
&lt;br /&gt;
Your surroundings are overwhelmingly favorable to the casting of Earth spells.&lt;br /&gt;
&lt;br /&gt;
The climate conditions are moderately detrimental to the casting of Electricity spells.&lt;br /&gt;
&lt;br /&gt;
The climate conditions are overwhelmingly detrimental to the casting of Fire spells.&lt;br /&gt;
&lt;br /&gt;
The climate conditions are overwhelmingly favorable to the casting of cold-based Water spells and moderately favorable to heat-based Water spells.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Thief]] Options===&lt;br /&gt;
You aren&#039;t trained in the ways of magic.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Mana command]]&lt;br /&gt;
*[[Prepare command]]&lt;br /&gt;
*[[Cast command]]&lt;br /&gt;
*[[Charge command]]&lt;br /&gt;
*[[Focus command]]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Commands,Magic commands}}&lt;br /&gt;
[[page type is::command| ]]&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Perceive_command&amp;diff=692947</id>
		<title>Perceive command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Perceive_command&amp;diff=692947"/>
		<updated>2026-07-10T14:21:07Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: minor updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
{{RTOC}}&lt;br /&gt;
As a magic user, you can type {{tt|PERCEIVE}}, {{tt|CONCENTRATE}} or {{tt|POWER}} to determine the [[mana]] available for your spells.  As you get more [[Attunement skill]], you&#039;ll also be able to sense mana in neighboring areas.&lt;br /&gt;
&lt;br /&gt;
As a [[Sigil harvesting|sigil]] harvester, you can type {{tt|PERCEIVE SIGIL}} to try and locate sigil patterns in the area.  Your skill with [[Arcana skill|arcana]], [[Perception Skill|perception]] and [[Outdoorsmanship skill|outdoorsmanship]] will help with this effort.  Multiple attempts will be required to identify primary and secondary sigils for you to further clarify or scribe.&lt;br /&gt;
&lt;br /&gt;
Use {{tt|TOGGLE MANA}} to show numerical ratings when perceiving mana.&lt;br /&gt;
&lt;br /&gt;
==Perceive Use (Magic)==&lt;br /&gt;
The default roundtime for perceiving mana varies between 8 and 12 seconds.  Every 60 ranks of Attunement the minimum and maximum roundtimes drop by 1 second up to 300 ranks (3-7 seconds).  Every 60 ranks after 300 the maximum roundtime drops by 1 second until 540 ranks when every perceive will take 3 seconds.&amp;lt;blockquote&amp;gt;&amp;gt;per&lt;br /&gt;
&lt;br /&gt;
You reach out with your senses and see shimmering (9/21) streams of roiling Elemental mana coursing through the area.&lt;br /&gt;
&lt;br /&gt;
Letting your senses extend further, you feel there is around the same mana to the west, immensely less mana to the southeast, and immensely less mana to the northeast.&lt;br /&gt;
&lt;br /&gt;
You sense the Sure Footing spell upon you, which will last for about nine roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Swirling Winds spell upon you, which will last for about nine roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Manifest Force spell surrounding you, which will last for ten roisaen or until it has endured six more blows.&lt;br /&gt;
&lt;br /&gt;
You are preparing the Ethereal Shield spell at twelve mana.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perceive Self&amp;quot; has no Roundtime. (This was to bring it in line with the Thief ability: Khri Check).&amp;lt;blockquote&amp;gt;&amp;gt;per self&lt;br /&gt;
&lt;br /&gt;
You sense the Sure Footing spell upon you, which will last for about eight roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Swirling Winds spell upon you, which will last for about eight roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Manifest Force spell surrounding you, which will last for nine roisaen or until it has endured six more blows.&lt;br /&gt;
&lt;br /&gt;
You sense the Gam Irnan spell upon you, which will last for about eight roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense the Tailwind spell upon you, which will last for about nine roisaen.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&amp;lt;/blockquote&amp;gt;At around 100 ranks you can get a sense of whether the adjacent rooms have more or less mana than the current room. &amp;lt;blockquote&amp;gt;&amp;gt;per&lt;br /&gt;
&lt;br /&gt;
You reach out with your senses and see dull (4/21) streams of roiling Elemental mana coursing through the area.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Letting your senses extend further, you feel there is much more mana to the southeast, moderately more mana to the east, and much more mana to the north.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roundtime: 4 sec.&amp;lt;/blockquote&amp;gt;At around 180 ranks, you begin to Perceive spells beyond your own that are active in your current room or area.&amp;lt;blockquote&amp;gt;&amp;gt;per&lt;br /&gt;
&lt;br /&gt;
You reach out with your senses and see lambent (12/21) streams of roiling Elemental mana coursing through the area.&lt;br /&gt;
&lt;br /&gt;
Letting your senses extend further, you feel there is much less mana to the west, incredibly less mana to the southeast, and incredibly less mana to the northeast.&lt;br /&gt;
&lt;br /&gt;
You sense the Zephyr spell in the area, which will last for about two roisaen.&lt;br /&gt;
&lt;br /&gt;
You sense an Ethereal Fissure spell matrix infusing the available mana streams with a decent amount of extra elemental energy.&lt;br /&gt;
&lt;br /&gt;
The Ethereal Fissure should last for approximately fifteen roisaen.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 6 sec.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At around 300 ranks you will see the absolute mana value of the adjacent rooms (so instead of &amp;quot;you feel there is much more mana to the southeast&amp;quot; you would see &amp;quot;there are lambent streams of mana to the southeast&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
For training, the timer on exp award for {{tt|POW}} or {{tt|PERC}} in a single area is 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Mana appears differently to different guilds:&lt;br /&gt;
&lt;br /&gt;
*Clerics see golden Holy mana radiating through the area.&lt;br /&gt;
*Paladins see golden Holy mana radiating through the area.&lt;br /&gt;
*Empaths see vibrant blue and white Life mana flowing through the area.&lt;br /&gt;
*Rangers see deep green and blue Life mana flowing through the area.&lt;br /&gt;
*Bards hear harmonious Elemental mana coursing through the area.&lt;br /&gt;
*Warrior Mages see roiling Elemental mana coursing through the area.&lt;br /&gt;
*Moon Mages see cold, white Lunar mana available for each spellbook.&lt;br /&gt;
*Necromancers see black Necromantic mana oozing through the area.&lt;br /&gt;
&lt;br /&gt;
{{tt|Perceive}}, {{tt|concentrate}}, and {{tt|power}} (in a magic context) are synonyms and may be used interchangeably.&lt;br /&gt;
&lt;br /&gt;
== Use (Sigil Harvesting &amp;amp; Enchanting) ==&lt;br /&gt;
&lt;br /&gt;
* {{tt|PERCEIVE}} is also used in [[sigil harvesting]], a part of [[Enchanting]].&lt;br /&gt;
* {{tt|PERCEIVE SIGIL}} - Checks the area for enchanting sigils to harvest.&lt;br /&gt;
* {{tt|PERCEIVE SIGIL INFO}} - Clarifies what sigils have been identified in the area.&lt;br /&gt;
* {{tt|PERCEIVE SIGIL IMPROVE}} - Attempts to improve a discovered sigil.&lt;br /&gt;
&lt;br /&gt;
==Syntax (Magic)==&lt;br /&gt;
These options are available to all magic-using guilds:&lt;br /&gt;
&lt;br /&gt;
* {{tt|PERCEIVE}}: Provides an overview of current mana level, lists your active spells, and whether you are preparing a spell.&lt;br /&gt;
* {{tt|PERCEIVE AREA}}: Checks the room for active spells. (Requires around 180 attunement before you begin seeing area spells).&lt;br /&gt;
* {{tt|PERCEIVE SELF}}: (Perceive Self has no Roundtime). Lists your current active spells.&lt;br /&gt;
* {{tt|PERCEIVE ALL}}: Checks everything you are able to sense. (Requires around 180 attunement before you begin seeing area spells).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bard]] Options===&lt;br /&gt;
These options allow Bards to check their levels of [[Spell efficacy|elemental efficacy]] and require a minimum of 42 attunement ranks.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS &amp;lt;element&amp;gt;}}: Checks the environmental factors affecting mana levels for [[:Category:Elemental Invocations spellbook|Elemental Invocation spells]] of that element.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS ALL}}: Checks the environmental factors affecting mana levels for Elemental Invocation spells of all elements.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS HELP}}: Lists the factors that affect mana levels of Elemental Invocation spells of all elements.&lt;br /&gt;
&lt;br /&gt;
===[[Cleric]] Options===&lt;br /&gt;
Clerics also have access to more mana than usual in a room depending on their [[devotion]].&lt;br /&gt;
*{{tt|PERCEIVE CORPSE}}: Lets you check favor and depart times&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;weapon&amp;gt;: Checks charges and blessing type on a blessed weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Empath]] Options===&lt;br /&gt;
Empaths also have the [[Perceive Health|ability to sense the life forces around them]].&lt;br /&gt;
*{{tt|PERCEIVE HEALTH}}: Check Life Essences around you.&lt;br /&gt;
*{{tt|PERCEIVE HEALTH SELF}}: Diagnose yourself.&lt;br /&gt;
*{{tt|PERCEIVE HEALTH &amp;lt;patient&amp;gt;}}: Diagnose a patient (requires [[Persistent Link|persistent link]]).&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;creature&amp;gt;: Determine whether a creature is a [[construct]] and thus safe to attack. Empaths under the effect of the [[Absolution]] spell may attack [[undead]] without [[shock]].&lt;br /&gt;
:*Living creature: You sense a life essence enlivening the &amp;lt;creature&amp;gt;.&lt;br /&gt;
:*Construct: Though somehow animate, this &amp;lt;construct&amp;gt; lacks any life essence.&lt;br /&gt;
:*Undead: A twisted and abused life essence animates the &amp;lt;undead&amp;gt;, even though it should be inert.  A subtle ripple of pain dances across your senses at this encounter with the undead.&lt;br /&gt;
&lt;br /&gt;
===[[Moon Mage]] Options===&lt;br /&gt;
Moon mages have special [[Moon_Mage_Power_Perception|power perception options]].&lt;br /&gt;
&lt;br /&gt;
===[[Paladin]] Options===&lt;br /&gt;
[[Sacred Insight]] is a form of power perception for Paladins that is used to recover grave goods.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;item&amp;gt;: The Paladin can discern who owns a grave good and where the owner is (in real time).&lt;br /&gt;
*{{tt|PERCEIVE THEFT}}: The Paladin can identify any tainted people who are in the room. This works on those who are (or were recently) in possession of grave goods.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;person&amp;gt;: The Paladin can discern whether someone is in possession of a grave good, what that item is, and where the item is located (on the target&#039;s person). Even if the target is no longer in possession of the item, the Paladin can perceive the lingering taint of the grave for some time. However, he won&#039;t know which item the target used to have.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;weapon&amp;gt;: Checks charges and blessing type on a blessed weapon.&lt;br /&gt;
&lt;br /&gt;
===[[Trader]] Options===&lt;br /&gt;
*{{tt|PERCEIVE &amp;lt;moon&amp;gt;}}: Provides information about the state and mana contribution of a moon.  Valid options are Katamba, Xibar, Yavash and Moons (for all of them at once).&lt;br /&gt;
*{{tt|PERCEIVE &amp;lt;spellbook&amp;gt;}}: Provides information available for spells from a spellbook.  Valid options are Fabrication, Illusion, and Noematics.&lt;br /&gt;
*{{tt|PERCEIVE MANA}}: Provides information about the mana available for spells from all spellbooks.&lt;br /&gt;
*{{tt|PERCEIVE PLANETS}}: Provides information about the mana contribution from the [[:Category:Planets|Elanthian solar system]].&lt;br /&gt;
*{{tt|PERCEIVE AURA}}: Provides inforamtion about your [[Starlight_Aura|starlight aura]].&lt;br /&gt;
&lt;br /&gt;
===[[Warrior mage]] Options===&lt;br /&gt;
*{{tt|PERCEIVE FAMILIAR}}: Determine the owner of a familiar&lt;br /&gt;
These options allow Warrior Mages to check their levels of [[Spell efficacy|elemental efficacy]] and require a minimum of 42 attunement skill ranks.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS &amp;lt;element&amp;gt;}}: Checks the environmental factors affecting mana levels for spells of that element.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS ALL}}: Checks the environmental factors affecting mana levels for spells of all elements.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS HELP}}: Lists the factors that affect mana levels of spells of all elements.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;gt;per elements all&lt;br /&gt;
&lt;br /&gt;
You extend your senses to gently probe the elements about you:&lt;br /&gt;
&lt;br /&gt;
The planar conditions are slightly favorable to the casting of Aether spells.&lt;br /&gt;
&lt;br /&gt;
The climate conditions are strongly favorable to the casting of Air spells.&lt;br /&gt;
&lt;br /&gt;
Your surroundings are overwhelmingly favorable to the casting of Earth spells.&lt;br /&gt;
&lt;br /&gt;
The climate conditions are moderately detrimental to the casting of Electricity spells.&lt;br /&gt;
&lt;br /&gt;
The climate conditions are overwhelmingly detrimental to the casting of Fire spells.&lt;br /&gt;
&lt;br /&gt;
The climate conditions are overwhelmingly favorable to the casting of cold-based Water spells and moderately favorable to heat-based Water spells.&lt;br /&gt;
&lt;br /&gt;
Roundtime: 15 sec.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Thief]] Options===&lt;br /&gt;
You aren&#039;t trained in the ways of magic.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Mana command]]&lt;br /&gt;
*[[Prepare command]]&lt;br /&gt;
*[[Cast command]]&lt;br /&gt;
*[[Charge command]]&lt;br /&gt;
*[[Focus command]]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Commands,Magic commands}}&lt;br /&gt;
[[page type is::command| ]]&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Perceive_command&amp;diff=692946</id>
		<title>Perceive command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Perceive_command&amp;diff=692946"/>
		<updated>2026-07-10T13:16:16Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: minor updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
Using the &#039;&#039;&#039;{{tt|Perceive}}&#039;&#039;&#039;, &#039;&#039;&#039;{{tt|Concentrate}}&#039;&#039;&#039;, or &#039;&#039;&#039;{{tt|Power}}&#039;&#039;&#039; command, your character will attempt to perceive the [[mana]] available in the local area, or other magical qualities as specified.  The result is based on the character&#039;s [[Attunement skill]].&lt;br /&gt;
&lt;br /&gt;
==Use (Magic)==&lt;br /&gt;
The default roundtime for perceiving mana varies between 8 and 12 seconds.  Every 60 ranks of Attunement the minimum and maximum roundtimes drop by 1 second up to 300 ranks (3-7 seconds).  Every 60 ranks after 300 the maximum roundtime drops by 1 second until 540 ranks when every perceive will take 3 seconds.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perceive Self&amp;quot; has no Roundtime. (This was to bring it in line with the Thief ability: Khri Check).&lt;br /&gt;
&lt;br /&gt;
At around 100 ranks you can get a sense of whether the mana in a room over is hotter or colder than your current room. At around 300 ranks you will see the absolute mana value of the adjacent rooms (so instead of &amp;quot;it&#039;s better&amp;quot; you&#039;d get &amp;quot;it&#039;s lambent&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For training, the timer on exp award for {{tt|POW}} or {{tt|PERC}} in a single area is 60 seconds.&lt;br /&gt;
&lt;br /&gt;
Mana appears differently to different guilds:&lt;br /&gt;
&lt;br /&gt;
*Clerics see golden Holy mana radiating through the area.&lt;br /&gt;
*Paladins see golden Holy mana radiating through the area.&lt;br /&gt;
*Empaths see vibrant blue and white Life mana flowing through the area.&lt;br /&gt;
*Rangers see deep green and blue Life mana flowing through the area.&lt;br /&gt;
*Bards hear harmonious Elemental mana coursing through the area.&lt;br /&gt;
*Warrior Mages see roiling Elemental mana coursing through the area.&lt;br /&gt;
*Moon Mages see cold, white Lunar mana available for each spellbook.&lt;br /&gt;
*Necromancers see black Necromantic mana oozing through the area.&lt;br /&gt;
&lt;br /&gt;
{{tt|Perceive}}, {{tt|concentrate}}, and {{tt|power}} (in a magic context) are synonyms and may be used interchangeably.&lt;br /&gt;
&lt;br /&gt;
== Use (Enchanting) ==&lt;br /&gt;
{{tt|Perceive}} is also used in [[sigil harvesting]], a part of [[Enchanting]].&lt;br /&gt;
&lt;br /&gt;
==Syntax (Magic)==&lt;br /&gt;
These options are available to all magic-using guilds:&lt;br /&gt;
*{{tt|PERCEIVE}}: Provides an overview of current mana, lists your active spells, and whether you are preparing a spell.&amp;lt;br /&amp;gt;&lt;br /&gt;
*{{tt|PERCEIVE AREA}}: Checks the room for active spells. (Requires around 180 attunement before you begin seeing area spells).&amp;lt;br /&amp;gt;&lt;br /&gt;
*{{tt|PERCEIVE SELF}}: (Perceive Self has no Roundtime). Lists your current active spells.&amp;lt;br /&amp;gt;&lt;br /&gt;
*{{tt|PERCEIVE ALL}}: Checks everything you are able to sense. (Requires around 180 attunement before you begin seeing area spells).&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Bard]] Options===&lt;br /&gt;
These options allow Bards to check their levels of [[Spell efficacy|elemental efficacy]] and require a minimum of 42 attunement ranks.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS &amp;lt;element&amp;gt;}}: Checks the environmental factors affecting mana levels for [[:Category:Elemental Invocations spellbook|Elemental Invocation spells]] of that element.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS ALL}}: Checks the environmental factors affecting mana levels for Elemental Invocation spells of all elements.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS HELP}}: Lists the factors that affect mana levels of Elemental Invocation spells of all elements.&lt;br /&gt;
&lt;br /&gt;
===[[Cleric]] Options===&lt;br /&gt;
Clerics also have access to more mana than usual in a room depending on their [[devotion]].&amp;lt;br /&amp;gt;&lt;br /&gt;
*{{tt|PERCEIVE CORPSE}}: Lets you check favor and depart times&amp;lt;br /&amp;gt;&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;weapon&amp;gt;: Checks charges and blessing type on a blessed weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Empath]] Options===&lt;br /&gt;
Empaths also have the [[Perceive Health|ability to sense the life forces around them]].&lt;br /&gt;
*{{tt|PERCEIVE HEALTH}}: Check Life Essences around you.&lt;br /&gt;
*{{tt|PERCEIVE HEALTH SELF}}: Diagnose yourself.&lt;br /&gt;
*{{tt|PERCEIVE HEALTH &amp;lt;patient&amp;gt;}}: Diagnose a patient (requires [[Persistent Link|persistent link]]).&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;creature&amp;gt;: Determine whether a creature is a [[construct]] and thus safe to attack. Empaths under the effect of the [[Absolution]] spell may attack [[undead]] without [[shock]].&lt;br /&gt;
:*Living creature: You sense a life essence enlivening the &amp;lt;creature&amp;gt;.&lt;br /&gt;
:*Construct: Though somehow animate, this &amp;lt;construct&amp;gt; lacks any life essence.&lt;br /&gt;
:*Undead: A twisted and abused life essence animates the &amp;lt;undead&amp;gt;, even though it should be inert.  A subtle ripple of pain dances across your senses at this encounter with the undead.&lt;br /&gt;
&lt;br /&gt;
===[[Moon Mage]] Options===&lt;br /&gt;
Moon mages have special [[Moon_Mage_Power_Perception|power perception options]].&lt;br /&gt;
&lt;br /&gt;
===[[Paladin]] Options===&lt;br /&gt;
[[Sacred Insight]] is a form of power perception for Paladins that is used to recover grave goods.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;item&amp;gt;: The Paladin can discern who owns a grave good and where the owner is (in real time).&lt;br /&gt;
*{{tt|PERCEIVE THEFT}}: The Paladin can identify any tainted people who are in the room. This works on those who are (or were recently) in possession of grave goods.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;person&amp;gt;: The Paladin can discern whether someone is in possession of a grave good, what that item is, and where the item is located (on the target&#039;s person). Even if the target is no longer in possession of the item, the Paladin can perceive the lingering taint of the grave for some time. However, he won&#039;t know which item the target used to have.&lt;br /&gt;
*{{tt|PERCEIVE}} &amp;lt;weapon&amp;gt;: Checks charges and blessing type on a blessed weapon.&lt;br /&gt;
&lt;br /&gt;
===[[Trader]] Options===&lt;br /&gt;
*{{tt|PERCEIVE &amp;lt;moon&amp;gt;}}: Provides information about the state and mana contribution of a moon.  Valid options are Katamba, Xibar, Yavash and Moons (for all of them at once).&lt;br /&gt;
*{{tt|PERCEIVE &amp;lt;spellbook&amp;gt;}}: Provides information available for spells from a spellbook.  Valid options are Fabrication, Illusion, and Noematics.&lt;br /&gt;
*{{tt|PERCEIVE MANA}}: Provides information about the mana available for spells from all spellbooks.&lt;br /&gt;
*{{tt|PERCEIVE PLANETS}}: Provides information about the mana contribution from the [[:Category:Planets|Elanthian solar system]].&lt;br /&gt;
*{{tt|PERCEIVE AURA}}: Provides inforamtion about your [[Starlight_Aura|starlight aura]].&lt;br /&gt;
&lt;br /&gt;
===[[Warrior mage]] Options===&lt;br /&gt;
*{{tt|PERCEIVE FAMILIAR}}: Determine the owner of a familiar&lt;br /&gt;
These options allow Warrior Mages to check their levels of [[Spell efficacy|elemental efficacy]] and require a minimum of 42 attunement skill ranks.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS &amp;lt;element&amp;gt;}}: Checks the environmental factors affecting mana levels for spells of that element.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS ALL}}: Checks the environmental factors affecting mana levels for spells of all elements.&lt;br /&gt;
*{{tt|PERCEIVE ELEMENTS HELP}}: Lists the factors that affect mana levels of spells of all elements.&lt;br /&gt;
&lt;br /&gt;
===[[Thief]] Options===&lt;br /&gt;
You aren&#039;t trained in the ways of magic.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Mana command]]&lt;br /&gt;
*[[Prepare command]]&lt;br /&gt;
*[[Cast command]]&lt;br /&gt;
*[[Charge command]]&lt;br /&gt;
*[[Focus command]]&lt;br /&gt;
{{RefAl}}&lt;br /&gt;
{{Cat|Commands,Magic commands}}&lt;br /&gt;
[[page type is::command| ]]&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Talk:Warrior_Mage&amp;diff=692909</id>
		<title>Talk:Warrior Mage</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Talk:Warrior_Mage&amp;diff=692909"/>
		<updated>2026-07-06T04:42:58Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Corrections==&lt;br /&gt;
In the Warrior Mage Spell Tree graphic, the locations of Rising Mists and Fortress of Ice should be Swapped. RM is an Intermediate spell, while FOI is an Advanced spell.&lt;br /&gt;
&lt;br /&gt;
==Guild Infobox==&lt;br /&gt;
Someone with better knowledge of this guild might find more interesting things to enter in the &#039;abilities&#039; field of the infobox. I&#039;ve never played a warmie past circle 5. --[[User:Farman|Farman]] 00:22, 27 March 2007 (CDT)&lt;br /&gt;
&lt;br /&gt;
==Pathways==&lt;br /&gt;
I&#039;ve moved this info into a sub-article since it looked like it contains IG secrets (quest walkthroughs).  This way the info is still easily but it&#039;s sequestered if someone doesn&#039;t want to see the spoilers.  For discussion please head to [[Category_talk:Articles_that_Might_Reveal_Secrets]].&lt;br /&gt;
&lt;br /&gt;
==Individual Hall Articles==&lt;br /&gt;
&lt;br /&gt;
With the individual locations getting made should we replace links like [[Crossing|The Crossing]] with [[Crossing Warrior Mage Guild]]? [[User:Maje|Maje]] 22:17, 7 December 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
==2.0 information==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Circle !! TM !! Total Magic !! 1st Weapon !! 2nd Weapon !! 3rd Weapon !! Parry !! MO !! Armor !! Shield !! 1st-6th Surv. !! 7th-8th Surv. !! 1st-3rd Lore !! 4th Lore&lt;br /&gt;
|-&lt;br /&gt;
| 1-10  || 4 || 20 || 3 || 0 || 0 || 2 || 2 || 2 || 1 || 1 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| 11-30  || 4 || 20 || 3 || 2 || 0 || 3 || 2 || 2 || 0 || 1 || 0 || 2 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 31-70  || 4 || 28 || 4 || 3 || 0 || 3 || 2 || 2 || 0 || 1 || 0 || 2 || 2&lt;br /&gt;
|-&lt;br /&gt;
| 71-100 || 5 || 33 || 4 || 3 || 2 || 4 || 2 || 3 || 0 || 2 || 0 || 3 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 101+  || 6 || 38 || 5 || 4 || 3 || 4 || 4 || 4 || 0 || 2 || 2 || 3 || 3&lt;br /&gt;
|}&lt;br /&gt;
*Valid Lore skills are Strings, Vocals, Appraisal, Mechanical Lore, Scholarship and Teaching. (Presumably, all lore skills are now viable - the ones shown are tested)&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Warrior_Mage_spells&amp;diff=692908</id>
		<title>Category talk:Warrior Mage spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Warrior_Mage_spells&amp;diff=692908"/>
		<updated>2026-07-06T04:42:12Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: /* Corrections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Corrections=&lt;br /&gt;
In the Warrior Mage Spell Tree graphic, the locations of Rising Mists and Fortress of Ice should be Swapped.  RM is an Intermediate spell, while FOI is an Advanced spell.&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Category_talk:Warrior_Mage_spells&amp;diff=692907</id>
		<title>Category talk:Warrior Mage spells</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Category_talk:Warrior_Mage_spells&amp;diff=692907"/>
		<updated>2026-07-06T04:41:08Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Created page with &amp;quot;=Corrections= In the Warrior Mage Spell Chart, the location of Rising Mists and Fortress of Ice should be Swapped.  RM is an Intermediate spell, while FOI is an Advanced spell.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Corrections=&lt;br /&gt;
In the Warrior Mage Spell Chart, the location of Rising Mists and Fortress of Ice should be Swapped.  RM is an Intermediate spell, while FOI is an Advanced spell.&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ethereal_Fissure&amp;diff=692902</id>
		<title>Ethereal Fissure</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ethereal_Fissure&amp;diff=692902"/>
		<updated>2026-07-05T06:06:38Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=etf&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|magic=Elemental Magic&lt;br /&gt;
|spellbook=Aether Manipulation&lt;br /&gt;
|prereqs=Circle 20, and [[Ward Break]] or [[Substratum]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|illegal=none&lt;br /&gt;
|corrupt=none&lt;br /&gt;
|desc=For generations, the Ethereal Fissure spell was considered lost and forgotten.  The recent discovery of an ancient scroll by two mages, Vortressa and Blacklark, has returned the spell to common knowledge at last.  Once again, Warrior Mages can open a rift to the very fabric of our Plane of Abiding and augment the local mana streams with raw power from one of the Elemental Planes.&lt;br /&gt;
|buffs=Mana level&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Room-wide elemental mana boost.&lt;br /&gt;
|messaging=&#039;&#039;&#039;CAST [ELEMENT]:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; cast fire &amp;lt;br /&amp;gt;&lt;br /&gt;
You roll your hands in an elliptical pattern in front of you.&amp;lt;br /&amp;gt;&lt;br /&gt;
A spinning ball of vivid blue aether appears within the pattern your hands define.&amp;lt;br /&amp;gt;&lt;br /&gt;
The spherical ellipse of vivid blue aether flattens and expands.  A fine mist covers the ellipse, which clears on a gust of wind leaving a fiery fissure in its place.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CLOSE FISSURE:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; close fissure &amp;lt;br /&amp;gt;&lt;br /&gt;
You face a small aqueous fissure and clap your hands together forcefully.&amp;lt;br /&amp;gt;&lt;br /&gt;
The aqueous fissure collapses in on itself, winking out of existence.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CAST [OPPOSING ELEMENT]:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; cast water &amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Suddenly the fiery fissure is torn apart by a blinding explosion!  A thunderous boom echoes throughout the area.  You feel the backlash of elemental mana ripple through you as the streams of mana, once so clear and in focus, blur and grow faint.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility, area of effect&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
=Casting the Fissure=&lt;br /&gt;
*To cast this spell, one must indicate an element to base the fissure on. Valid options are: AETHER, AIR, EARTH, ELECTRIC, FIRE and WATER. (e.g. CAST FIRE)&lt;br /&gt;
*The amount of bonus mana a fissure generates is directly related to its size, which is determined by the amount of mana you initially put into it.&lt;br /&gt;
*Possible Fissure sizes are: tiny, small, &amp;lt;no description&amp;gt;, large, gaping, or enormous. (e.g. an enormous fiery fissure)&lt;br /&gt;
*Over the duration of the spell the fissure will shrink in size, thus lowering the boost of available mana.&lt;br /&gt;
&lt;br /&gt;
=Closing the Fissure=&lt;br /&gt;
*The caster may {{tt|CLOSE FISSURE}} to prematurely end the spell. &lt;br /&gt;
&lt;br /&gt;
=Subsequent Casts=&lt;br /&gt;
*After your initial cast, with enough skill, you can bolster the fissure with additional castings. You may continue to add power and duration based upon your Utility skill and mana used up to a point when additional casts will have no effect on duration, size, or potency of the fissure.&lt;br /&gt;
*Do not cast with an element opposed to the one already in use (Fire &amp;lt;=&amp;gt; Water, Air &amp;lt;=&amp;gt; Earth, Aether &amp;lt;=&amp;gt; Electric) unless you intend to destroy the fissure.&lt;br /&gt;
*An exploding fissure will drain all of the caster&#039;s mana.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Ethereal Fissure creates an additive Elemental mana boost in the room that stacks on top of the original mana level.&lt;br /&gt;
*When training with this spell, it may be best to first CLOSE the previous Fissure before opening a new Fissure.&lt;br /&gt;
*Before casting this in a room with weak mana, it may be wise to first charge your cambrinth itmes in a room with stronger mana and use the cambrinth to aid your spell.&lt;br /&gt;
*There may be a brief delay between casting or bolstering the fissure before the increased available mana is visible through perceiving the mana.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ethereal_Fissure&amp;diff=692901</id>
		<title>Ethereal Fissure</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ethereal_Fissure&amp;diff=692901"/>
		<updated>2026-07-05T06:06:08Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Cleaned up the wording a bit from the previous edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=etf&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|magic=Elemental Magic&lt;br /&gt;
|spellbook=Aether Manipulation&lt;br /&gt;
|prereqs=Circle 20, and [[Ward Break]] or [[Substratum]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=For generations, the Ethereal Fissure spell was considered lost and forgotten.  The recent discovery of an ancient scroll by two mages, Vortressa and Blacklark, has returned the spell to common knowledge at last.  Once again, Warrior Mages can open a rift to the very fabric of our Plane of Abiding and augment the local mana streams with raw power from one of the Elemental Planes.&lt;br /&gt;
|buffs=Mana level&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Room-wide elemental mana boost.&lt;br /&gt;
|messaging=&#039;&#039;&#039;CAST [ELEMENT]:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; cast fire &amp;lt;br /&amp;gt;&lt;br /&gt;
You roll your hands in an elliptical pattern in front of you.&amp;lt;br /&amp;gt;&lt;br /&gt;
A spinning ball of vivid blue aether appears within the pattern your hands define.&amp;lt;br /&amp;gt;&lt;br /&gt;
The spherical ellipse of vivid blue aether flattens and expands.  A fine mist covers the ellipse, which clears on a gust of wind leaving a fiery fissure in its place.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CLOSE FISSURE:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; close fissure &amp;lt;br /&amp;gt;&lt;br /&gt;
You face a small aqueous fissure and clap your hands together forcefully.&amp;lt;br /&amp;gt;&lt;br /&gt;
The aqueous fissure collapses in on itself, winking out of existence.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CAST [OPPOSING ELEMENT]:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; cast water &amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Suddenly the fiery fissure is torn apart by a blinding explosion!  A thunderous boom echoes throughout the area.  You feel the backlash of elemental mana ripple through you as the streams of mana, once so clear and in focus, blur and grow faint.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility, area of effect&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
=Casting the Fissure=&lt;br /&gt;
*To cast this spell, one must indicate an element to base the fissure on. Valid options are: AETHER, AIR, EARTH, ELECTRIC, FIRE and WATER. (e.g. CAST FIRE)&lt;br /&gt;
*The amount of bonus mana a fissure generates is directly related to its size, which is determined by the amount of mana you initially put into it.&lt;br /&gt;
*Possible Fissure sizes are: tiny, small, &amp;lt;no description&amp;gt;, large, gaping, or enormous. (e.g. an enormous fiery fissure)&lt;br /&gt;
*Over the duration of the spell the fissure will shrink in size, thus lowering the boost of available mana.&lt;br /&gt;
&lt;br /&gt;
=Closing the Fissure=&lt;br /&gt;
*The caster may {{tt|CLOSE FISSURE}} to prematurely end the spell. &lt;br /&gt;
&lt;br /&gt;
=Subsequent Casts=&lt;br /&gt;
*After your initial cast, with enough skill, you can bolster the fissure with additional castings. You may continue to add power and duration based upon your Utility skill and mana used up to a point when additional casts will have no effect on duration, size, or potency of the fissure.&lt;br /&gt;
*Do not cast with an element opposed to the one already in use (Fire &amp;lt;=&amp;gt; Water, Air &amp;lt;=&amp;gt; Earth, Aether &amp;lt;=&amp;gt; Electric) unless you intend to destroy the fissure.&lt;br /&gt;
*An exploding fissure will drain all of the caster&#039;s mana.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Ethereal Fissure creates an additive Elemental mana boost in the room that stacks on top of the original mana level.&lt;br /&gt;
*When training with this spell, it may be best to first CLOSE the previous Fissure before opening a new Fissure.&lt;br /&gt;
*Before casting this in a room with weak mana, it may be wise to first charge your cambrinth itmes in a room with stronger mana and use the cambrinth to aid your spell.&lt;br /&gt;
*There may be a brief delay between casting or bolstering the fissure before the increased available mana is visible through perceiving the mana.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Ethereal_Fissure&amp;diff=692900</id>
		<title>Ethereal Fissure</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Ethereal_Fissure&amp;diff=692900"/>
		<updated>2026-07-05T06:00:49Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Updated the page with additional information and messaging.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=etf&lt;br /&gt;
|minprep=15&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=80&lt;br /&gt;
|maxskill=800&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Special&lt;br /&gt;
|guild=Warrior Mage&lt;br /&gt;
|magic=Elemental Magic&lt;br /&gt;
|spellbook=Aether Manipulation&lt;br /&gt;
|prereqs=Circle 20, and [[Ward Break]] or [[Substratum]]&lt;br /&gt;
|slot=2&lt;br /&gt;
|desc=For generations, the Ethereal Fissure spell was considered lost and forgotten.  The recent discovery of an ancient scroll by two mages, Vortressa and Blacklark, has returned the spell to common knowledge at last.  Once again, Warrior Mages can open a rift to the very fabric of our Plane of Abiding and augment the local mana streams with raw power from one of the Elemental Planes.&lt;br /&gt;
|buffs=Mana level&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=Room-wide elemental mana boost.&lt;br /&gt;
|messaging=&#039;&#039;&#039;CAST [ELEMENT]:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; cast fire &amp;lt;br /&amp;gt;&lt;br /&gt;
You roll your hands in an elliptical pattern in front of you.&amp;lt;br /&amp;gt;&lt;br /&gt;
A spinning ball of vivid blue aether appears within the pattern your hands define.&amp;lt;br /&amp;gt;&lt;br /&gt;
The spherical ellipse of vivid blue aether flattens and expands.  A fine mist covers the ellipse, which clears on a gust of wind leaving a fiery fissure in its place.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CLOSE FISSURE:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; close fissure &amp;lt;br /&amp;gt;&lt;br /&gt;
You face a small aqueous fissure and clap your hands together forcefully.&amp;lt;br /&amp;gt;&lt;br /&gt;
The aqueous fissure collapses in on itself, winking out of existence.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CAST [OPPOSING ELEMENT]:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;gt; cast water &amp;lt;br /&amp;gt;&lt;br /&gt;
You gesture.&amp;lt;br /&amp;gt;&lt;br /&gt;
Suddenly the fiery fissure is torn apart by a blinding explosion!  A thunderous boom echoes throughout the area.  You feel the backlash of elemental mana ripple through you as the streams of mana, once so clear and in focus, blur and grow faint.&lt;br /&gt;
|sig=Yes&lt;br /&gt;
|diff=intermediate&lt;br /&gt;
|source=standard&lt;br /&gt;
|type=utility, area of effect&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
=Casting the Fissure=&lt;br /&gt;
*To cast this spell, one must select an element to base the fissure on. Valid options are: AETHER, AIR, EARTH, ELECTRIC, FIRE and WATER.&lt;br /&gt;
*The amount of extra mana a fissure generates is related directly to its size, which is determined by the amount of mana you initially put into it: &lt;br /&gt;
*Possible sizes of fissures are: tiny, small, &amp;lt;no description&amp;gt;, large, gaping, or enormous.&lt;br /&gt;
*Over the duration of the spell the fissure will shrink in size, thus lowering the boost of available mana.&lt;br /&gt;
&lt;br /&gt;
=Closing the Fissure=&lt;br /&gt;
*The caster may {{tt|CLOSE}} their own fissure to prematurely end the spell. {{tt|CLOSE FISSURE}}&lt;br /&gt;
&lt;br /&gt;
=Subsequent Casts=&lt;br /&gt;
*After your initial cast, with enough skill, you can bolster the fissure with additional castings. You may continue to add power and duration based upon your Utility skill and mana used up to a point when additional casts will have no effect on duration, size, or potency of the fissure.&lt;br /&gt;
*Do not cast with an element opposed to the one already in use (Fire &amp;lt;=&amp;gt; Water, Air &amp;lt;=&amp;gt; Earth, Aether &amp;lt;=&amp;gt; Electric) unless you intend to destroy the fissure.&lt;br /&gt;
*An exploding fissure will drain all of the caster&#039;s mana.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Ethereal Fissure creates an additive Elemental mana boost in the room that stacks on top of the original mana level.&lt;br /&gt;
*When training with this spell, it may be best to first CLOSE the previous Fissure before opening a new Fissure.&lt;br /&gt;
*Before casting this in a room with weak mana, it may be wise to first charge your cambrinth itmes in a room with stronger mana and use the cambrinth to aid your spell.&lt;br /&gt;
*There may be a brief delay between casting or bolstering the fissure before the increased available mana is visible through perceiving the mana.&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Blue-belly_crocodile_(1)&amp;diff=692854</id>
		<title>Blue-belly crocodile (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Blue-belly_crocodile_(1)&amp;diff=692854"/>
		<updated>2026-07-01T11:04:13Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Blue-belly crocodile&lt;br /&gt;
|Province=Zoluren, Therengia&lt;br /&gt;
|City=Throne City, Greater Fist, Dirge&lt;br /&gt;
|MapList=*{{rmap|14| North Road (14)}}&lt;br /&gt;
|MapList2=*{{rmap|35a|Faldesu Inlet near Throne City (35a)}}&lt;br /&gt;
|simulevel=22&lt;br /&gt;
|naturallevel=22&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=22&lt;br /&gt;
|level=22&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=100&lt;br /&gt;
|MaxCap=130&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|BodyType2=monstrous&lt;br /&gt;
|BodySize=medium&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Has Other=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Premium=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a crocodile skin&lt;br /&gt;
|Skin Weight=10&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some crocodile bones&lt;br /&gt;
|Bone Weight=9&lt;br /&gt;
|RequiredRanks=73&lt;br /&gt;
|MaxVal=376 Kronars&lt;br /&gt;
|MaxArrangedVal=421 Kronars&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mskill1=100&lt;br /&gt;
|mskill2=154&lt;br /&gt;
|mcap=&amp;lt;245, ?&lt;br /&gt;
}}&lt;br /&gt;
{{disambig2|Blue-belly crocodile}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The blue-belly crocodile is large, approximately 30 feet in length from snout to tail.  Bony plates cover its back and tail forming a kind of armor on its thick skin.  The crocodile has a long, triangular snout.  Its teeth, 30 to 40 in each jaw, are set into sockets in the jawbones and interlock when the mouth is closed; the fourth tooth from the front on each side of the jaw can always be seen, even when its mouth is shut.  It is amphibious, spending most of time in the water, where it swims with rhythmic strokes of its tail.  The tail is also used to capture prey, sweeping it from shallow to deeper water, where it can be devoured more easily.  As it floats almost completely submerged, the crocodile&#039;s protruding nostrils and eyes and a portion of its back are the only parts visible as it stalks its prey.  It moves most quickly in a belly crawl, but can also walk on all four legs.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
=== Attributes: ===&lt;br /&gt;
Determined from APPRAISE CAREFUL with Numeric Values activated and adding or subtracting the values from the appraising character&#039;s Stats. &lt;br /&gt;
&lt;br /&gt;
True values seem to fall inside a slight range so assume a variation of (+/- 1) for each value.  This chart is helpful for giving you an idea if your Contested Spells will land or fail based on your stats vs. the creature&#039;s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|STR&lt;br /&gt;
|22-23&lt;br /&gt;
|-&lt;br /&gt;
|AGIL&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|DISC&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|REF&lt;br /&gt;
|20-21&lt;br /&gt;
|-&lt;br /&gt;
|STAM&lt;br /&gt;
|20-22&lt;br /&gt;
|-&lt;br /&gt;
|INT&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|CHAR&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|WIS&lt;br /&gt;
|19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills/Exp===&lt;br /&gt;
&amp;lt;b&amp;gt;Haven Ferry (swamp) Crocs:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense soft cap at 130&amp;lt;br /&amp;gt;&lt;br /&gt;
Offense soft cap at 120&amp;lt;br /&amp;gt;&lt;br /&gt;
Offense Hard cap at 121&amp;lt;br /&amp;gt; &lt;br /&gt;
Skinning still teaches well at 161&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As of 10/2021:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offenses soft capped at 132&amp;lt;br /&amp;gt;&lt;br /&gt;
Parry soft cap at 135&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4 MAR 26 - Paladin (Circle 25:&#039;&#039;&#039; STR: 25, STA: 25, AGI: 20, REF: 22) -- Shield Usage: 127 / Parry Ability: 115 / Evasion: 96 -- Plate Armor: 127 / Defending: 121 --  Small Edged: 113 / Large Edged: 109 / Twohanded Edged: 101.  I&#039;m able to take on 4 at once without getting hit; however, I am not able to hit them hard enough to kill quickly. // Able to mindlock weapons quickly; armor is a little slower.  //// Confirming above: for Pally, soft cap on defenses around 130; Plate Armor won&#039;t go above 15/34 at 132 ranks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;28 JUN 2026 - Warrior Mage&#039;&#039;&#039; (Initial Stats in this area: STR 24, STAM 24, REFLEX 22(+2 SW), AGIL 22). Armors 85-100 (locks easily). Evasion/Shield 100 (locks easily). Parry 110 (Locks slower). Weapons 60-120 (Locks easily). TM 130 (TM hardly moves above learning now.) &lt;br /&gt;
&#039;&#039;&#039;TM seems to soft cap around 125 ranks. Weapons may also soft cap at 125 but not there yet, will confirm later.&#039;&#039;&#039; Note: Been training in this areas since Armor/Shield/Evasion were in Mid-80s. At these ranks, you must have Electrifying Eddy debil, Swirling Winds, Sure Footing, and Gam Irnam spells up at all times, especially if clown suiting. MAF helps as well. I would often remove one armor type and use 3 in this area, since the hindrance from 4 types would often lead to a lot of random hits as Armor Tert.) My Primary weapon (Small Edge) and Melee Mastery are both at 120 ranks making killing crocs a breeze with all melee weapons, even my melee weapons that are severely under-leveled since my Melee Mastery gives them a strong bonus. Will probably stay here until my Armors, Defenses, and under-leveled weapons catch up to 125 or so. Previously came from Snowbeasts near Leth. Will be looking for a stronger swarming critter soon to train TM.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Shard Crocs:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Teaches evasion until 134.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shard crocs are still locking evasion at 159 on 6/30/17.&amp;lt;br /&amp;gt;&lt;br /&gt;
At 120 Parry, as Weapons secondary guild, slowed considerably even with 4&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fight the in the Marsh, you&#039;ll quickly notice that you can move in the eight directions. The Marsh is a maze, so you may not exactly go the direction you want to (No messaging indicates this, unlike the Black Leucro area) so backtracking your way out will not work. To find your way out, walk around and type LOOK REED or until you find the shack. From there, go west, go northwest, and GO REED to exit the area.  For a script to exit the area, go [[Exit Crocs (script)|here]].&lt;br /&gt;
&lt;br /&gt;
Additionally, Rangers can SEARCH to find the direction of both the reeds leading out as well as to the shack. Not certain if this is based on skill, circle or a combination, but should be possible by the time the creatures can be hunted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Note that some verbs do not function in the Marsh as they do normally, particularly STALK, HUNT, KICK, and FLEE.&amp;lt;/s&amp;gt;&lt;br /&gt;
*Not sure what doesn&#039;t function about HUNT, it works perfectly fine and normal for me on multiple characters, which is actually weird since it&#039;s a water area.&lt;br /&gt;
*STALK and KICK work just fine as well, able to kick crocs for brawling and piles of collected rocks normally.&lt;br /&gt;
*FLEE works just has some weird messaging.&lt;br /&gt;
&lt;br /&gt;
REEDS UPDATE: exitcrocs.cmd script did not work for me, wasted over 30 mins running it, it goes from room to room and doing &amp;quot;look reed&#039; and moving you to next room. Someone mentioned to go to each room and just &amp;quot;go reed&amp;quot; and I was out after two rooms&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Blue-belly_crocodile_(1)&amp;diff=692853</id>
		<title>Blue-belly crocodile (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Blue-belly_crocodile_(1)&amp;diff=692853"/>
		<updated>2026-07-01T09:03:53Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Added an Attributes section with the creature stats I found through using APPAISE CAREFUL.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Blue-belly crocodile&lt;br /&gt;
|Province=Zoluren, Therengia&lt;br /&gt;
|City=Throne City, Greater Fist, Dirge&lt;br /&gt;
|MapList=*{{rmap|14| North Road (14)}}&lt;br /&gt;
|MapList2=*{{rmap|35a|Faldesu Inlet near Throne City (35a)}}&lt;br /&gt;
|simulevel=22&lt;br /&gt;
|levelvariancedown=0&lt;br /&gt;
|levelvarianceup=0&lt;br /&gt;
|naturallevel=22&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=22&lt;br /&gt;
|level=22&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=100&lt;br /&gt;
|MaxCap=130&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|BodyType2=monstrous&lt;br /&gt;
|BodySize=medium&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Has Other=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Premium=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a crocodile skin&lt;br /&gt;
|Skin Weight=10&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some crocodile bones&lt;br /&gt;
|Bone Weight=9&lt;br /&gt;
|RequiredRanks=73&lt;br /&gt;
|MaxVal=376 Kronars&lt;br /&gt;
|MaxArrangedVal=421 Kronars&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mskill1=100&lt;br /&gt;
|mskill2=154&lt;br /&gt;
|mcap=&amp;lt;245, ?&lt;br /&gt;
}}&lt;br /&gt;
{{disambig2|Blue-belly crocodile}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The blue-belly crocodile is large, approximately 30 feet in length from snout to tail.  Bony plates cover its back and tail forming a kind of armor on its thick skin.  The crocodile has a long, triangular snout.  Its teeth, 30 to 40 in each jaw, are set into sockets in the jawbones and interlock when the mouth is closed; the fourth tooth from the front on each side of the jaw can always be seen, even when its mouth is shut.  It is amphibious, spending most of time in the water, where it swims with rhythmic strokes of its tail.  The tail is also used to capture prey, sweeping it from shallow to deeper water, where it can be devoured more easily.  As it floats almost completely submerged, the crocodile&#039;s protruding nostrils and eyes and a portion of its back are the only parts visible as it stalks its prey.  It moves most quickly in a belly crawl, but can also walk on all four legs.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
&lt;br /&gt;
=== Attributes: ===&lt;br /&gt;
Determined from APPRAISE CAREFUL with Numeric Values activated and adding or subtracting the values from the appraising character&#039;s Stats. &lt;br /&gt;
&lt;br /&gt;
True values seem to fall inside a slight range so assume a variation of (+/- 1) for each value.  This chart is helpful for giving you an idea if your Contested Spells will land or fail based on your stats vs. the creature&#039;s.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stat&lt;br /&gt;
!Value&lt;br /&gt;
|-&lt;br /&gt;
|STR&lt;br /&gt;
|22-23&lt;br /&gt;
|-&lt;br /&gt;
|AGIL&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|DISC&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|REF&lt;br /&gt;
|20-21&lt;br /&gt;
|-&lt;br /&gt;
|STAM&lt;br /&gt;
|20-22&lt;br /&gt;
|-&lt;br /&gt;
|INT&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|CHAR&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|WIS&lt;br /&gt;
|19&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills/Exp===&lt;br /&gt;
&amp;lt;b&amp;gt;Haven Ferry (swamp) Crocs:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense soft cap at 130&amp;lt;br /&amp;gt;&lt;br /&gt;
Offense soft cap at 120&amp;lt;br /&amp;gt;&lt;br /&gt;
Offense Hard cap at 121&amp;lt;br /&amp;gt; &lt;br /&gt;
Skinning still teaches well at 161&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As of 10/2021:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offenses soft capped at 132&amp;lt;br /&amp;gt;&lt;br /&gt;
Parry soft cap at 135&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4 MAR 26 - Paladin (Circle 25:&#039;&#039;&#039; STR: 25, STA: 25, AGI: 20, REF: 22) -- Shield Usage: 127 / Parry Ability: 115 / Evasion: 96 -- Plate Armor: 127 / Defending: 121 --  Small Edged: 113 / Large Edged: 109 / Twohanded Edged: 101.  I&#039;m able to take on 4 at once without getting hit; however, I am not able to hit them hard enough to kill quickly. // Able to mindlock weapons quickly; armor is a little slower.  //// Confirming above: for Pally, soft cap on defenses around 130; Plate Armor won&#039;t go above 15/34 at 132 ranks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;28 JUN 2026 - Warrior Mage&#039;&#039;&#039; (Initial Stats in this area: STR 24, STAM 24, REFLEX 22(+2 SW), AGIL 22). Armors 85-100 (locks easily). Evasion/Shield 100 (locks easily). Parry 110 (Locks slower). Weapons 60-120 (Locks easily). TM 130 (TM hardly moves above learning now.) &lt;br /&gt;
&#039;&#039;&#039;TM seems to soft cap around 125 ranks. Weapons may also soft cap at 125 but not there yet, will confirm later.&#039;&#039;&#039; Note: Been training in this areas since Armor/Shield/Evasion were in Mid-80s. At these ranks, you must have Electrifying Eddy debil, Swirling Winds, Sure Footing, and Gam Irnam spells up at all times, especially if clown suiting. MAF helps as well. I would often remove one armor type and use 3 in this area, since the hindrance from 4 types would often lead to a lot of random hits as Armor Tert.) My Primary weapon (Small Edge) and Melee Mastery are both at 120 ranks making killing crocs a breeze with all melee weapons, even my melee weapons that are severely under-leveled since my Melee Mastery gives them a strong bonus. Will probably stay here until my Armors, Defenses, and under-leveled weapons catch up to 125 or so. Previously came from Snowbeasts near Leth. Will be looking for a stronger swarming critter soon to train TM.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Shard Crocs:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Teaches evasion until 134.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shard crocs are still locking evasion at 159 on 6/30/17.&amp;lt;br /&amp;gt;&lt;br /&gt;
At 120 Parry, as Weapons secondary guild, slowed considerably even with 4&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fight the in the Marsh, you&#039;ll quickly notice that you can move in the eight directions. The Marsh is a maze, so you may not exactly go the direction you want to (No messaging indicates this, unlike the Black Leucro area) so backtracking your way out will not work. To find your way out, walk around and type LOOK REED or until you find the shack. From there, go west, go northwest, and GO REED to exit the area.  For a script to exit the area, go [[Exit Crocs (script)|here]].&lt;br /&gt;
&lt;br /&gt;
Additionally, Rangers can SEARCH to find the direction of both the reeds leading out as well as to the shack. Not certain if this is based on skill, circle or a combination, but should be possible by the time the creatures can be hunted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Note that some verbs do not function in the Marsh as they do normally, particularly STALK, HUNT, KICK, and FLEE.&amp;lt;/s&amp;gt;&lt;br /&gt;
*Not sure what doesn&#039;t function about HUNT, it works perfectly fine and normal for me on multiple characters, which is actually weird since it&#039;s a water area.&lt;br /&gt;
*STALK and KICK work just fine as well, able to kick crocs for brawling and piles of collected rocks normally.&lt;br /&gt;
*FLEE works just has some weird messaging.&lt;br /&gt;
&lt;br /&gt;
REEDS UPDATE: exitcrocs.cmd script did not work for me, wasted over 30 mins running it, it goes from room to room and doing &amp;quot;look reed&#039; and moving you to next room. Someone mentioned to go to each room and just &amp;quot;go reed&amp;quot; and I was out after two rooms&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Blue-belly_crocodile_(1)&amp;diff=692852</id>
		<title>Blue-belly crocodile (1)</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Blue-belly_crocodile_(1)&amp;diff=692852"/>
		<updated>2026-07-01T08:40:21Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Added notes on Warrior Mages experiences in Crocs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Critter&lt;br /&gt;
|new=Yes&lt;br /&gt;
|Critter Name=Blue-belly crocodile&lt;br /&gt;
|Province=Zoluren, Therengia&lt;br /&gt;
|City=Throne City, Greater Fist, Dirge&lt;br /&gt;
|MapList=*{{rmap|14| North Road (14)}}&lt;br /&gt;
|MapList2=*{{rmap|35a|Faldesu Inlet near Throne City (35a)}}&lt;br /&gt;
|simulevel=22&lt;br /&gt;
|levelvariancedown=0&lt;br /&gt;
|levelvarianceup=0&lt;br /&gt;
|naturallevel=22&lt;br /&gt;
|weaponlevel=0&lt;br /&gt;
|defenselevel=22&lt;br /&gt;
|level=22&lt;br /&gt;
|flex=No&lt;br /&gt;
|MinCap=100&lt;br /&gt;
|MaxCap=130&lt;br /&gt;
|BodyType=quadruped&lt;br /&gt;
|BodyType2=monstrous&lt;br /&gt;
|BodySize=medium&lt;br /&gt;
|Attack Range=Melee&lt;br /&gt;
|Has Coins=no&lt;br /&gt;
|Has Gems=no&lt;br /&gt;
|Has Boxes=no&lt;br /&gt;
|Has Other=no&lt;br /&gt;
|Uses Weapons=no&lt;br /&gt;
|Special=no&lt;br /&gt;
|Evil=no&lt;br /&gt;
|Construct=no&lt;br /&gt;
|Corporeal=yes&lt;br /&gt;
|Casts Spells=no&lt;br /&gt;
|Stealthy=no&lt;br /&gt;
|Defense=no&lt;br /&gt;
|Premium=no&lt;br /&gt;
|Skinnable=yes&lt;br /&gt;
|hasskin=Yes&lt;br /&gt;
|Skin Name=a crocodile skin&lt;br /&gt;
|Skin Weight=10&lt;br /&gt;
|haspart=No&lt;br /&gt;
|hasbone=Yes&lt;br /&gt;
|Bone Name=some crocodile bones&lt;br /&gt;
|Bone Weight=9&lt;br /&gt;
|RequiredRanks=73&lt;br /&gt;
|MaxVal=376 Kronars&lt;br /&gt;
|MaxArrangedVal=421 Kronars&lt;br /&gt;
|Manipulated=yes&lt;br /&gt;
|mskill1=100&lt;br /&gt;
|mskill2=154&lt;br /&gt;
|mcap=&amp;lt;245, ?&lt;br /&gt;
}}&lt;br /&gt;
{{disambig2|Blue-belly crocodile}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The blue-belly crocodile is large, approximately 30 feet in length from snout to tail.  Bony plates cover its back and tail forming a kind of armor on its thick skin.  The crocodile has a long, triangular snout.  Its teeth, 30 to 40 in each jaw, are set into sockets in the jawbones and interlock when the mouth is closed; the fourth tooth from the front on each side of the jaw can always be seen, even when its mouth is shut.  It is amphibious, spending most of time in the water, where it swims with rhythmic strokes of its tail.  The tail is also used to capture prey, sweeping it from shallow to deeper water, where it can be devoured more easily.  As it floats almost completely submerged, the crocodile&#039;s protruding nostrils and eyes and a portion of its back are the only parts visible as it stalks its prey.  It moves most quickly in a belly crawl, but can also walk on all four legs.&lt;br /&gt;
&lt;br /&gt;
==In Depth==&lt;br /&gt;
===Skills/Exp===&lt;br /&gt;
&amp;lt;b&amp;gt;Haven Ferry (swamp) Crocs:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Defense soft cap at 130&amp;lt;br /&amp;gt;&lt;br /&gt;
Offense soft cap at 120&amp;lt;br /&amp;gt;&lt;br /&gt;
Offense Hard cap at 121&amp;lt;br /&amp;gt; &lt;br /&gt;
Skinning still teaches well at 161&amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
As of 10/2021:&amp;lt;br/&amp;gt;&lt;br /&gt;
Offenses soft capped at 132&amp;lt;br /&amp;gt;&lt;br /&gt;
Parry soft cap at 135&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4 MAR 26 - Paladin (Circle 25:&#039;&#039;&#039; STR: 25, STA: 25, AGI: 20, REF: 22) -- Shield Usage: 127 / Parry Ability: 115 / Evasion: 96 -- Plate Armor: 127 / Defending: 121 --  Small Edged: 113 / Large Edged: 109 / Twohanded Edged: 101.  I&#039;m able to take on 4 at once without getting hit; however, I am not able to hit them hard enough to kill quickly. // Able to mindlock weapons quickly; armor is a little slower.  //// Confirming above: for Pally, soft cap on defenses around 130; Plate Armor won&#039;t go above 15/34 at 132 ranks.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;28 JUN 2026 - Warrior Mage&#039;&#039;&#039; (Initial Stats in this area: STR 24, STAM 24, REFLEX 22(+2 SW), AGIL 22). Armors 85-100 (locks easily). Evasion/Shield 100 (locks easily). Parry 110 (Locks slower). Weapons 60-120 (Locks easily). TM 130 (TM hardly moves above learning now.) &lt;br /&gt;
&#039;&#039;&#039;TM seems to soft cap around 125 ranks. Weapons may also soft cap at 125 but not there yet, will confirm later.&#039;&#039;&#039; Note: Been training in this areas since Armor/Shield/Evasion were in Mid-80s. At these ranks, you must have Electrifying Eddy debil, Swirling Winds, Sure Footing, and Gam Irnam spells up at all times, especially if clown suiting. MAF helps as well. I would often remove one armor type and use 3 in this area, since the hindrance from 4 types would often lead to a lot of random hits as Armor Tert.) My Primary weapon (Small Edge) and Melee Mastery are both at 120 ranks making killing crocs a breeze with all melee weapons, even my melee weapons that are severely under-leveled since my Melee Mastery gives them a strong bonus. Will probably stay here until my Armors, Defenses, and under-leveled weapons catch up to 125 or so. Previously came from Snowbeasts near Leth. Will be looking for a stronger swarming critter soon to train TM.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Shard Crocs:&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Teaches evasion until 134.&amp;lt;br /&amp;gt;&lt;br /&gt;
Shard crocs are still locking evasion at 159 on 6/30/17.&amp;lt;br /&amp;gt;&lt;br /&gt;
At 120 Parry, as Weapons secondary guild, slowed considerably even with 4&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you fight the in the Marsh, you&#039;ll quickly notice that you can move in the eight directions. The Marsh is a maze, so you may not exactly go the direction you want to (No messaging indicates this, unlike the Black Leucro area) so backtracking your way out will not work. To find your way out, walk around and type LOOK REED or until you find the shack. From there, go west, go northwest, and GO REED to exit the area.  For a script to exit the area, go [[Exit Crocs (script)|here]].&lt;br /&gt;
&lt;br /&gt;
Additionally, Rangers can SEARCH to find the direction of both the reeds leading out as well as to the shack. Not certain if this is based on skill, circle or a combination, but should be possible by the time the creatures can be hunted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Note that some verbs do not function in the Marsh as they do normally, particularly STALK, HUNT, KICK, and FLEE.&amp;lt;/s&amp;gt;&lt;br /&gt;
*Not sure what doesn&#039;t function about HUNT, it works perfectly fine and normal for me on multiple characters, which is actually weird since it&#039;s a water area.&lt;br /&gt;
*STALK and KICK work just fine as well, able to kick crocs for brawling and piles of collected rocks normally.&lt;br /&gt;
*FLEE works just has some weird messaging.&lt;br /&gt;
&lt;br /&gt;
REEDS UPDATE: exitcrocs.cmd script did not work for me, wasted over 30 mins running it, it goes from room to room and doing &amp;quot;look reed&#039; and moving you to next room. Someone mentioned to go to each room and just &amp;quot;go reed&amp;quot; and I was out after two rooms&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Manifest_Force&amp;diff=692643</id>
		<title>Manifest Force</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Manifest_Force&amp;diff=692643"/>
		<updated>2026-06-26T08:59:29Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: added scroll prices&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=maf&lt;br /&gt;
|minprep=1&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=0&lt;br /&gt;
|maxskill=400&lt;br /&gt;
|minduration=10&lt;br /&gt;
|maxduration=40&lt;br /&gt;
|validtarget=Self, PC&lt;br /&gt;
|guild=Any&lt;br /&gt;
|wardslot=1-slot&lt;br /&gt;
|magic=Analogous Patterns&lt;br /&gt;
|spellbook=Analogous Patterns&lt;br /&gt;
|prereqs=-&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=The Manifest Force pattern simply attempts to channel spell energy into a brute physical force.  While it lacks the finesse necessary for any kind of assault or delicate manipulation, it can serve as an effective barrier against physical attacks.  The barrier absorbs a portion of incoming blows, but suffers structural damage in the process.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=ablative physical damage barrier&lt;br /&gt;
|messaging=You gesture.&lt;br /&gt;
The air around you shimmers with &amp;lt;a slight yellow flicker{{!}}a dull yellow haze{{!}}a pale yellow haze{{!}}a twinkling yellow glow{{!}}a bright yellow glow{{!}}a brilliant yellow glow{{!}}an incandescent radiance{{!}}a blinding yellow luminescence&amp;gt;.  The scintillating light writhes and twists, abruptly coalescing into a translucent field before blinking out of sight.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=intro&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=standard&lt;br /&gt;
}}&lt;br /&gt;
* A sturdy yellow scroll labeled MANIFEST FORCE can be purchased at [[Herilo&#039;s Artifacts]] in The Crossing for 3,500 Kronars.&lt;br /&gt;
&lt;br /&gt;
* Was able to invoke a scroll from [[Herilo&#039;s Artifacts]] at 40 arcana as a bard (no buffs active)&lt;br /&gt;
&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Lay_Ward&amp;diff=692642</id>
		<title>Lay Ward</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Lay_Ward&amp;diff=692642"/>
		<updated>2026-06-26T08:56:48Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Added purchase prices from magic shops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Spell&lt;br /&gt;
|abbrev=lw&lt;br /&gt;
|minprep=5&lt;br /&gt;
|castcap=100&lt;br /&gt;
|minskill=10&lt;br /&gt;
|maxskill=600&lt;br /&gt;
|minduration=2&lt;br /&gt;
|maxduration=10&lt;br /&gt;
|validtarget=Self&lt;br /&gt;
|guild=Any&lt;br /&gt;
|magic=Analogous Patterns&lt;br /&gt;
|spellbook=Analogous Patterns&lt;br /&gt;
|prereqs=[[Burden]], [[Gauge Flow]], [[Ease Burden]] or [[Strange Arrow]]&lt;br /&gt;
|slot=1&lt;br /&gt;
|illegal=no&lt;br /&gt;
|corrupt=no&lt;br /&gt;
|desc=Magical barriers come in many shapes and sizes, but Lay Ward has the distinction of being the simplest.  The spell conjures up a brief-lived aura of &amp;quot;static&amp;quot; around the caster, which hinders spells that pass through it.  It takes almost no effort for the caster to compensate for his own ward, so beneficial spells can come in and his own spells can leave without problem.&lt;br /&gt;
|buffs=No buffs&lt;br /&gt;
|debuffs=No debuffs&lt;br /&gt;
|dtype=No damage&lt;br /&gt;
|htype=No heal&lt;br /&gt;
|poststring=No&lt;br /&gt;
|effect=integrity barrier against spells&lt;br /&gt;
|messaging=&#039;&#039;&#039;LUNAR:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A white static briefly appears around your arms and spreads imperceptibly around you to form your ward.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ELEMENTAL:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A glowing amber mist briefly appears around your arms and spreads imperceptibly around you to form your ward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HOLY:&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
A silver static briefly appears around your arms and spreads imperceptibly around you to form your ward.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LIFE:&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
A crimson mist briefly appears around your arms and spreads imperceptibly around you to form your ward.&lt;br /&gt;
|sig=No&lt;br /&gt;
|diff=basic&lt;br /&gt;
|source=scroll only&lt;br /&gt;
|type=warding&lt;br /&gt;
|ctype=battle&lt;br /&gt;
}}&lt;br /&gt;
* Can be purchased at the Crossing Artificer [[Herilo&#039;s Artifacts]] for 2,500 Kronars.&lt;br /&gt;
* Can be purchased at the Ratha Artificer [[Kalazashi&#039;s House of Majik]] for 54,240 Lirums.&lt;br /&gt;
{{RefAl}}&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Magical_feats&amp;diff=692628</id>
		<title>Magical feats</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Magical_feats&amp;diff=692628"/>
		<updated>2026-06-25T06:52:39Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Added a brief section on Forgetting Feats. As a newer player I had some questions about this so I added what I learned in the proces.&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 small fee (first forgotten feat costs 1250 kronar)&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 five feat trainers in Elanthia, one per province, all of whom teach all of the feats. They are located in [[Asemath Academy]], on the streets of [[Riverhaven]], [[Shard]] 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;
* [[Unshoba]] who wanders around around Sapphire Avenue in [[Shard]].&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;
== Forgetting Feats ==&lt;br /&gt;
Feats can be forgotten by speaking to any NPC Feat Trainer. (Ex: ASK OZURSUS ABOUT FORGET). In the Wrayth FE, this will bring up a separate dialog box listing your currently known Feats. Choose the Feat you want to forget then click Unlearn.&lt;br /&gt;
&lt;br /&gt;
The cost of forgetting a Feat is 1250 Kronars (or equivalent). The trainer will add this value to your provincial debt if you lack the funds on hand.&lt;br /&gt;
&lt;br /&gt;
There is no mention of the cost until you take action to forget the Feat. There is no confirmation dialog either, so choose wisely.  You can always relearn a Feat if you later decide you want it again.&lt;br /&gt;
&lt;br /&gt;
Your used spell slot is immediately returned to you upon forgetting a feat.  Type SPELLS to see your available spell slots.&lt;br /&gt;
 &amp;gt;ask ozur about forget&lt;br /&gt;
 &amp;gt;Raw Channeling&lt;br /&gt;
 &amp;gt;&lt;br /&gt;
 Ozursus frowns and says, &amp;quot;You lack enough coin to do that.  However, I suppose I can have the fee of 1250 Kronars added to your provincial debt.&amp;quot;&lt;br /&gt;
 Ozursus says, &amp;quot;Here, meditate with me a moment.  Good...good.  There, all knowledge of the Raw Channeling feat is now erased.&amp;quot;&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||Game Description||Notes&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.||Increases difficulty of others recognizing which spell you are preparing as well as the chance others have to notice you preparing a spell when using {{com|PREPARE}} {{tt|/HIDE}}.&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.||Silent preparations make it harder for others to notice you are preparing a spell when using {{com|PREPARE}} {{tt|/HIDE}} or preparing from hiding.&amp;lt;br /&amp;gt;They do not affect the chance others have to recognize which spell you are preparing.&amp;lt;br /&amp;gt;This feat will also eliminate the 3 second penalty to preparation time added when using {{com|PREPARE}} {{tt|/HIDE}}. This aspect works with any preparation as long as you know the feat, not just a silent one.&lt;br /&gt;
|-&lt;br /&gt;
|Basic Preparation Recognition||||50 Perception||50 Arcana||This feat allows for the recognition of spells as they are being prepared.||Required to see spell name/spellbook/realm of others spells as they are being prepared. For most people, it will allow you to recognize all realms except Arcane. For [[Necromancers]], they are instead blind to the Holy realm.&amp;lt;br /&amp;gt;Moon Mages get this feat for free at second circle. &amp;lt;ref name=&amp;quot;spell-rewrite&amp;quot;&amp;gt;[[Post:TEST ONLY Spell Recognition Rewrite - 04/24/2016 - 18:59]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Knowledge||Basic Preparation Recognition||100 Perception||100 Arcana||This feat allows for easier recognition of magic spells as they are being prepared.||Allows you to see Arcane/Holy, depending on your guild, and provides a moderate bonus to detecting spell preparations.&amp;lt;ref name=&amp;quot;spell-rewrite&amp;quot;/&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Faster Targeting||||100 Primary Magic||100 Arcana||Learning this feat allows the magician to form targeting patterns faster.||Reduces targeting time by 2 seconds when using {{com|target}}.&amp;lt;br /&amp;gt;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.||Reduces the preparation time of all [[:Category:Battle spells|battle spells]] by 1 second.&amp;lt;br /&amp;gt;Note: This effect is small enough that latency and the way that the game handles timers makes the reduction unnoticeable most of the time.&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.||Reduces the preparation time of all [[:Category:Standard spells|standard spells]] by 2 seconds.&amp;lt;br /&amp;gt;Note: The in-game description is wrong. The effects of the spell and whether or not it affects a group have no bearing on this feat.&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.||Reduces the preparation time of all [[:Category:Ritual spells|ritual spells]] by 2 seconds.&amp;lt;br /&amp;gt;Note: The in-game description is wrong. The target of the spell has no bearing on this feat.&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]]||This includes all non-silent alternate and illusory preparations.&amp;lt;br /&amp;gt;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.||Up to ~85 seconds before losing a preparation instead of ~70 seconds.&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||Game Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|Sorcerous Patterns||||100 Sorcery||100 Arcana||Tact with Sorcerous Patterns reduces the chance of violently backfiring spells, as well as the severity when it occurs.||This only impacts spell casting. I.e. it does not affect the backlash rate or severity of research projects. &amp;lt;br /&amp;gt;This feat adds +20% sorcery ranks, up to a maximum of 100 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Augmentation Mastery||||100 Augmentation||100 Arcana||Specialized training increases the magician&#039;s capability with Augmentation magic.||Provides a bonus to Augmentation skill thereby raising personal mana cap for Augmentation spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;Clerics get this feat for free at second circle.&amp;lt;br /&amp;gt;This feat adds +20% Augmentation ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Debilitation Mastery||||100 Debilitation||100 Arcana||Specialized training increases the magician&#039;s capability with Debilitation magic.||Provides a bonus to Debilitation skill thereby raising personal mana cap for Debilitation spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;Reduces the duration of the [[:Category:Heavy offensive abilities|heavy offensive cooldown]] when initated by a debilitation spell.&amp;lt;br /&amp;gt;This feat adds +20% Debilitation ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Targeted Mastery||||100 Targeted Magic||100 Arcana||Specialized training increases the magician&#039;s capability with Targeted magic.||Provides a bonus to Targeted Magic skill thereby raising personal mana cap for Targeted Magic spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;Reduces the duration of the [[:Category:Heavy offensive abilities|heavy offensive cooldown]] when initiated by a TM spell.&amp;lt;br /&amp;gt;Warrior Mages get this feat for free at second circle.&amp;lt;br /&amp;gt;This feat adds +20% Targeted Magic ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Utility Mastery||||100 Utility||100 Arcana||Specialized training increases the magician&#039;s capability with Utility magic.||Provides a bonus to Utility skill thereby raising personal mana cap for Utility spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;Moon Mages get this feat for free at second circle.&amp;lt;br /&amp;gt;This feat adds +20% Utility ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&lt;br /&gt;
|-&lt;br /&gt;
|Warding Mastery||||100 Warding||100 Arcana||Specialized training increases the magician&#039;s capability with Warding magic.||Provides a bonus to Warding skill thereby raising personal mana cap for Warding spells. Does not allow max spell cap to be exceeded.&amp;lt;br /&amp;gt;This feat adds +20% Warding ranks, up to a maximum of 50 ranks. This bonus stacks with normal buffs and effects.&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.||This feat is required to use foci that work with all spells of a given mana type and do not have charges. E.g. the staves from [[Herilo&#039;s Artifacts]]. Without the feat, only foci that work with a single spellbook and have limited charges can be used.&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;
|Area Casting||Augmentation Mastery||200 Primary Magic||200 Augmentation||This feat allows beneficial spells to be cast on all friendly targets in the same area.||Unlocks CAST AREA for beneficial spells that can already be CAST GROUP.&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||Game Description||Notes&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.||Without the feat your base regeneration is 2.5% of your attunement pool every 6 seconds. With the feat that increases by 10% to 2.75% every 6 seconds.&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. Bards also have this ability inherently at first circle at an increased attunement cost per pulse, so earning this feat effectively only eliminates that penalty for them.&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.||-10% mana cost for cyclic spell pulses.&amp;lt;br /&amp;gt;Clerics get this feat for free at second circle.&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.||Casting spells, harnessing mana, charging cambrinth, and maintaining cyclic pulses from raw attunement have a 10% attunement cost reduction.&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||||100 Attunement||100 Arcana||This feat allows a cambrinth user to designate specific devices to either power cyclic spells, regular spells, or both.||Unlocks the use of {{com|invoke}} {{tt|&amp;lt;cambrinth&amp;gt; (spell/cyclic)}}. {{com|invoke}} {{tt|&amp;lt;cambrinth&amp;gt;}} on its own will allow both as normal. All options can be used both when first invoking or after a cambrinth is already invoked.&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||Game Description||Notes&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.||This feat is not required to learn cross-guild scrolls of the same mana type. E.g. a Cleric can temporarily {{com|invoke}} Paladin spells without this feat.&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Memorized spell scrolls can be forgotten using [[Release command|{{tt|RELEASE SCROLL}}]] {{tt|spellname}}.&lt;br /&gt;
&lt;br /&gt;
==[[Magical Research|Research]]==&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||Game Description||Notes&lt;br /&gt;
|-&lt;br /&gt;
|Symbiotic Research||||200 Arcana||||Grants the ability to RESEARCH basic symbioses||Allows research of the Activate, Cast and Harness symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Mental Matrices||Symbiotic Research||300 Augmentation||||Allows research of symbioses that affect mental capabilities||Allows research of the Discern, Impress, Remember and Resolve symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Physical Matrices||Symbiotic Research||300 Augmentation||||Allows research of symbioses that affect body capabilities||Allows research of the Avoid, Endure, Spring and Strengthen symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Scholar||Symbiotic Research||300 Augmentation||200 Scholarship||Allows research of symbioses improve scholarly abilities||Allows research of the Examine, Learn and Perform symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|Survivalist||Symbiotic Research||300 Augmentation||200 Outdoorsmanship||Allows research of symbioses improve wilderness survival||Allows research of the Explore, Harvest, Heal and Watch symbioses.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
{{cat|Magic}}&lt;br /&gt;
[[page type is::concept| ]]&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=RanikMap43&amp;diff=691961</id>
		<title>RanikMap43</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=RanikMap43&amp;diff=691961"/>
		<updated>2026-06-16T05:50:00Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: The link to RanikMap41b had a slight typo leading to a dead link. The typo was corrected and the link is restored.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;imagemap&amp;gt;&lt;br /&gt;
Image:Map43.gif&lt;br /&gt;
rect 297 236 371 275 [[RanikMap44]]&lt;br /&gt;
rect 579 882 494 841 [[RanikMap41b]]&lt;br /&gt;
desc none&lt;br /&gt;
&amp;lt;/imagemap&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Map infobox&lt;br /&gt;
|description= [[Ker&#039;Leor]]&lt;br /&gt;
|province=  Therengia&lt;br /&gt;
|landmarks=&lt;br /&gt;
|relatedmaps=&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Fatigue&amp;diff=691928</id>
		<title>Fatigue</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Fatigue&amp;diff=691928"/>
		<updated>2026-06-14T15:20:35Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Added notes on actions that help recover fatigue.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Fatigue]] affects how often your character can perform a strenuous action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Formulas==&lt;br /&gt;
&lt;br /&gt;
A character&#039;s fatigue pool size is determined by primarily by [[Stamina]] and to a much lesser degree by [[Discipline]]&amp;lt;ref&amp;gt;[[Post:Stamina regen out of combats seems too low. - 01/22/2013 - 02:53]]&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue recovery (per pulse) is determine primarily by [[Stamina]] and secondarily by [[Discipline]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Fatigue cost is determined primarily by [[Stamina]] and secondarily by [[Strength]]&amp;lt;ref&amp;gt;[[Post:TEST fatigue pt 1 - 6/27/2009 - 15:42:27]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:Combat Updates - 4/23/2007 - 1:46:22]]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[Post:MB stamina costs? - 01/20/2013 - 22:11]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Activities that affect fatigue==&lt;br /&gt;
===Fatigue Usage===&lt;br /&gt;
*[[Athletics]] for climbing, swimming and retreating&amp;lt;ref&amp;gt;[[Post:Climbing 3.0 - 10/29/2008 - 20:41:01]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Attacking with a weapon (Fatigue drain increases with weapon weight)&lt;br /&gt;
*[[Brawling]]&lt;br /&gt;
*Casting [[spells]]&lt;br /&gt;
*[[Empaths]] when [[Empath_Healing|transferring]] wounds and casting [[Fountain of Creation]] &amp;lt;ref&amp;gt;[[Post:FoC Feedback - 1/18/2010 - 20:10:04]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*[[RTS|Ranger trails]]&lt;br /&gt;
&lt;br /&gt;
===Fatigue Recovery===&lt;br /&gt;
*[[Bob_command|BOB]] Command (&#039;&#039;&#039;BOB&#039;&#039;&#039; regenerates some fatigue according to DR-KODIUS)&amp;lt;ref&amp;gt;[[Post:Stamina regen out of combats seems too low. - 01/22/2013 - 02:53]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Waiting a few moments after a weapon roundtime ends will regenerate 2/3rds of the fatigue used in that attack&amp;lt;ref&amp;gt;[[Post:Strength_and_Stamina_-_01/26/2013_-_02:28]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Sitting or lying prone will recover fatigue twice as fast as standing (Note: Do not try this in combat!)&amp;lt;ref&amp;gt;[[Post:Stamina regen out of combats seems too low. - 01/22/2013 - 02:53]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Being in combat will recover fatigue at half the speed of being outside of combat.&amp;lt;ref&amp;gt;[[Post:Stamina regen out of combats seems too low. - 01/22/2013 - 02:53]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities that affect fatigue==&lt;br /&gt;
===Boost max fatigue===&lt;br /&gt;
{{#ask:[[Boosts::Fatigue]]&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;
===Heal fatigue===&lt;br /&gt;
{{#ask:[[Heal type::Fatigue heal]]&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;
===Boost fatigue regeneration===&lt;br /&gt;
{{#ask:[[Boosts::Fatigue regeneration]]&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;
===Debuff max fatigue===&lt;br /&gt;
{{#ask:[[Debuffs::Fatigue]]&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;
===Damage fatigue===&lt;br /&gt;
{{#ask:[[Damage type::Fatigue damage]]&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;
===Decrease fatigue regeneration===&lt;br /&gt;
{{#ask:[[Debuffs::Fatigue regeneration]]&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;
==Fatigue Levels==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Percentage&lt;br /&gt;
! Combat Message&lt;br /&gt;
! {{com|HEALTH}} Message&lt;br /&gt;
|-&lt;br /&gt;
|&amp;gt;100%&lt;br /&gt;
|energetic&lt;br /&gt;
|strangely full of extra energy&lt;br /&gt;
|-&lt;br /&gt;
|100%&lt;br /&gt;
|none&lt;br /&gt;
|none&lt;br /&gt;
|-&lt;br /&gt;
|99%-90%&lt;br /&gt;
|none&lt;br /&gt;
|slightly fatigued&lt;br /&gt;
|-&lt;br /&gt;
|89%-80%&lt;br /&gt;
|winded&lt;br /&gt;
|somewhat tired&lt;br /&gt;
|-&lt;br /&gt;
|79%-70%&lt;br /&gt;
|tired&lt;br /&gt;
|tired&lt;br /&gt;
|-&lt;br /&gt;
|69%-60%&lt;br /&gt;
|tired&lt;br /&gt;
|fatigued&lt;br /&gt;
|-&lt;br /&gt;
|59%-50%&lt;br /&gt;
|fatigued&lt;br /&gt;
|very tired&lt;br /&gt;
|-&lt;br /&gt;
|49%-40%&lt;br /&gt;
|fatigued&lt;br /&gt;
|very fatigued&lt;br /&gt;
|-&lt;br /&gt;
|39%-30%&lt;br /&gt;
|worn-out&lt;br /&gt;
|extremely tired&lt;br /&gt;
|-&lt;br /&gt;
|29%-20%&lt;br /&gt;
|beat&lt;br /&gt;
|extremely fatigued&lt;br /&gt;
|-&lt;br /&gt;
|19%-10%&lt;br /&gt;
|exhausted&lt;br /&gt;
|on the verge of complete exhaustion&lt;br /&gt;
|-&lt;br /&gt;
|9%-1%&lt;br /&gt;
|exhausted&lt;br /&gt;
|completely exhausted&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;1%&lt;br /&gt;
|exhausted&lt;br /&gt;
|exhausted beyond reason&lt;br /&gt;
|}&lt;br /&gt;
{{RefAl|r=y|a=y}}&lt;br /&gt;
{{cat|Statistics,Definitions}}[[page type is::definition| ]]&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Bob_command&amp;diff=691922</id>
		<title>Bob command</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Bob_command&amp;diff=691922"/>
		<updated>2026-06-14T05:00:41Z</updated>

		<summary type="html">&lt;p&gt;ALOHADUDE: Added a part about BOB regenerating some fatigue according to a post I stumbled across by DR-KODIUS (2013).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;{{tt|Bob}}&#039;&#039;&#039; is a non attacking brawling [[page type is::command]]. Often used to maintain balance or position while dancing with a creature. &lt;br /&gt;
&lt;br /&gt;
Circle, Bob, Weave, Dodge is an Empath friendly brawling combination. Depending on your skill versus what you&#039;re dancing with you can start getting beaten up quickly if you do not maintain good balance or position using attack combinations or brawling moves such as those listed above.&lt;br /&gt;
&lt;br /&gt;
BOB may also regenerate a small bit of fatigue, according to DR-KODIUS (2013):&amp;lt;blockquote&amp;gt;&amp;quot;folks seem to be... forgetting that BOB should regenerate some fatigue and teach tactics.&amp;quot; -[[Post:Stamina regen out of combats seems too low. - 01/22/2013 - 02:53|DR-KODIUS, 1/22/2013]]&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Syntax and Messaging==&lt;br /&gt;
* {{tt|bob}}: You bob suddenly, lowering yourself into a smaller target.&lt;br /&gt;
&lt;br /&gt;
{{cat|Commands,Combat commands}}&lt;/div&gt;</summary>
		<author><name>ALOHADUDE</name></author>
	</entry>
</feed>